对threejs的工作方式感到困惑

时间:2018-10-13 23:30:50

标签: html css three.js 3d

我在此html / css代码中使用了示例代码,并使用了旨在使用three.js创建3D立方体的脚本。

当我打开HTML文件时,我得到了一个镀铬的空白页,上面只有“画布{宽度:100%;高度:100%}”

这是我的代码:

<html>
   <head>
      <title>My first Three.js app</title> &lt;style>canvas { width: 100%; 
height: 100% }</style>
   </head>
   <body>
      <script src="js/three.min.js"></script>
      <script>
         var scene = new THREE.Scene();
         var camera = new 
THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight, 1,10000);
         var renderer = new THREE.WebGLRenderer(); 
renderer.setSize(window.innerWidth, 
window.innerHeight);document.body.appendChild(renderer.domElement);
         var geometry = new THREE.BoxGeometry(700, 700, 700, 10, 10, 10);
         var material = new THREE.MeshBasicMaterial({color: 0xfffff, 
wireframe: true});
         var cube = new THREE.Mesh(geometry, material); scene.add(cube);
         function render() {
             requestAnimationFrame(render);
             cube.rotation.x += 0.01;
             cube.rotation.y += 0.01;
             renderer.render(scene, camera);
         }
         render();
      </script>
   </body>
</html>

3 个答案:

答案 0 :(得分:1)

您的相机可能是在立方体内部启动的。

尝试添加:

camera.position.set(0,0,1000)

也许:

camera.lookAt(新的THREE.Vector3(0,0,0))

创建相机后。

另一种选择是只运行以下代码段,然后检查其线索:

var renderer = new THREE.WebGLRenderer();
var w = 300;
var h = 200;
renderer.setSize( w,h );
document.body.appendChild( renderer.domElement );

var scene = new THREE.Scene();
  	var camera = new THREE.PerspectiveCamera(
	45,		// Field of view
	w/h,	// Aspect ratio
	0.1,		// Near
	10000		// Far
);
camera.position.set( 15, 10, 15 );
camera.lookAt( scene.position );
controls = new THREE.OrbitControls(camera, renderer.domElement);

var light = new THREE.PointLight( 0xFFFF00 );
light.position.set( 20, 20, 20 );
scene.add( light );
var light1 = new THREE.AmbientLight( 0x808080 );
light1.position.set( 20, 20, 20 );
scene.add( light1 );
var light2 = new THREE.PointLight( 0x00FFFF );
light2.position.set( -20, 20, -20 );
scene.add( light2 );
var light3 = new THREE.PointLight( 0xFF00FF );
light3.position.set( -20, -20, -20 );
scene.add( light3 );
  
var sphereGeom = new THREE.SphereGeometry(5,16,16);
for(var i=0;i<sphereGeom.vertices.length;i++){
  var v = sphereGeom.vertices[i];
  if(v.y<0) v.y=0;
}
sphereGeom.verticesNeedUpdate = true;
sphereGeom.computeFaceNormals();
sphereGeom.computeVertexNormals();

var material = new THREE.MeshLambertMaterial( { color: 0x808080 } );
var mesh = new THREE.Mesh( sphereGeom, material );
scene.add( mesh );
renderer.setClearColor( 0xdddddd, 1);


(function animate() {
    requestAnimationFrame(animate);
    controls.update();
    renderer.render(scene, camera);
})();
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>

答案 1 :(得分:0)

您的摘录显示您在<style>开头有错字:

<title>My first Three.js app</title> &lt;style>canvas { width: 100%; height: 100% }</style>

应该是:

<title>My first Three.js app</title> <style>canvas { width: 100%; height: 100% }</style>

我怀疑这就是为什么您看到页面上显示的文本。

因此,画布可能会显示为0x0,因此您看不到多维数据集。

调整样式标签,看看它如何进行?

编辑:实际上,我认为body标签也需要设置为100%,否则文档将没有任何高度。也许尝试以下样式标签:

<style>
  html, body { height: 100%; width: 100%; }
  canvas { width: 100%; height: 100% }
</style>

答案 2 :(得分:0)

我发现自己做错了:我错误地调用了three.js文件。

是:

<script src="js/three.min.js"></script>

但应该是:

<script src="./three.js"></script>