主要菜鸟在这里。我试图使这种模型自行旋转,在尝试其他帖子的答案后,我很茫然。我的最新尝试给我一个错误,声称该引用未定义。请帮忙。
我一直在修改的代码来自Three.js示例。我读到,您可以在动画功能中使用类似3dobject.rotation.x =+ 0.01
或if (3dobject) 3dobject.rotation.x =+ 0.01
的名称,但是没有运气。在这个项目中,我定义了model = gltf.scene
,然后在动画函数中使用了model.rotation.x =+ 0.01
。
任何事情都可以帮助您。
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - glTF loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a {
color: #75ddc1;
font-weight: bold;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - GLTFLoader<br />
Test fo
<a href="" target="_blank" rel="noopener">stuff</a><br />
</div>
<script src="js/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<div>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var controls
var camera, scene, renderer, light;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
camera.position.set( -1.8, 0.9, 2.7 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, -0.2, -0.2 );
controls.update();
scene = new THREE.Scene();
light = new THREE.HemisphereLight( 0xbbbbff, 0x444422 );
light.position.set( 0, 1, 0 );
scene.add( light );
// model
var model;
var loader = new THREE.GLTFLoader();
loader.load( 'models/gltf/Cube1.gltf', function ( gltf ) {
gltf.scene.traverse( function ( child ) {
} );
model = gltf.scene;
scene.add( model );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth/2, window.innerHeight/2 );
renderer.gammaOutput = true;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// stats
stats = new Stats();
container.appendChild( stats.dom );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
//****** this is where im trying to make it rotate
model.rotation.x =+ 0.01;
renderer.render( scene, camera );
stats.update();
}
</script>
</div>
</body>
</html>
答案 0 :(得分:0)
除了Don的建议之外,我还发现了另一个问题-您的模型未全局定义,因此无法用于动画功能。
添加模型以及其他变量(全局):
var camera, scene, renderer, light, model;
然后等待模型实际加载:
if (model) {
model.rotation.x += 0.01;
}