我正在尝试在React应用程序中使用three.js,但是即使Three.js文档中的基本示例也无法加载到画布上。
我首先使用可以正常工作的示例制作了vanilla.js sandbox实现。然后,我将其移植到一个无法正常工作的react + three.js最小sandbox实现中。
任何人都可以看一下并指出正确的方向吗?
class Viewer extends Component {
state = {};
scene = null;
camera = null;
renderer = new WebGLRenderer();
inst = 0;
viewerRef = React.createRef();
componentDidMount() {
const { domElement } = this.renderer;
this.scene = new Scene();
this.scene.background = new Color("#ccc");
this.camera = new Camera(
75,
domElement.innerWidth / domElement.innerHeight,
0.1,
1000
);
this.renderer.setSize(domElement.innerWidth, domElement.innerHeight);
this.viewerRef.current.appendChild(this.renderer.domElement);
const geometry = new BoxGeometry(1, 1, 1);
const material = new MeshBasicMaterial({ color: 0x05ff00 });
const cube = new Mesh(geometry, material);
this.scene.add(cube);
this.camera.position.z = 5;
this.display();
}
display = () => {
this.renderer.render(this.scene, this.camera);
requestAnimationFrame(this.display);
};
render = () => <div className="viewer" ref={this.viewerRef} />;
}
答案 0 :(得分:1)
这里是CodeSandBox,可与Three.js的基本React包装器代码一起使用。它还具有THREE.OrbitControls集成并可以在调整大小的代码上缩放:
https://codesandbox.io/s/github/supromikali/react-three-demo
实时演示:https://31yp61zxq6.codesandbox.io/
以下是上面列出的链接对您不起作用的情况下的完整代码段:
index.js代码
import React, { Component } from "react";
import ReactDOM from "react-dom";
import THREE from "./three";
class App extends Component {
componentDidMount() {
// BASIC THREE.JS THINGS: SCENE, CAMERA, RENDERER
// Three.js Creating a scene tutorial
// https://threejs.org/docs/index.html#manual/en/introduction/Creating-a-scene
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.z = 5;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
// MOUNT INSIDE OF REACT
this.mount.appendChild(renderer.domElement); // mount a scene inside of React using a ref
// CAMERA CONTROLS
// https://threejs.org/docs/index.html#examples/controls/OrbitControls
this.controls = new THREE.OrbitControls(camera);
// ADD CUBE AND LIGHTS
// https://threejs.org/docs/index.html#api/en/geometries/BoxGeometry
// https://threejs.org/docs/scenes/geometry-browser.html#BoxGeometry
var geometry = new THREE.BoxGeometry(2, 2, 2);
var material = new THREE.MeshPhongMaterial( {
color: 0x156289,
emissive: 0x072534,
side: THREE.DoubleSide,
flatShading: true
} );
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
var lights = [];
lights[ 0 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 1 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 2 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 0 ].position.set( 0, 200, 0 );
lights[ 1 ].position.set( 100, 200, 100 );
lights[ 2 ].position.set( - 100, - 200, - 100 );
scene.add( lights[ 0 ] );
scene.add( lights[ 1 ] );
scene.add( lights[ 2 ] );
// SCALE ON RESIZE
// Check "How can scene scale be preserved on resize?" section of Three.js FAQ
// https://threejs.org/docs/index.html#manual/en/introduction/FAQ
// code below is taken from Three.js fiddle
// http://jsfiddle.net/Q4Jpu/
// remember these initial values
var tanFOV = Math.tan( ( ( Math.PI / 180 ) * camera.fov / 2 ) );
var windowHeight = window.innerHeight;
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize( event ) {
camera.aspect = window.innerWidth / window.innerHeight;
// adjust the FOV
camera.fov = ( 360 / Math.PI ) * Math.atan( tanFOV * ( window.innerHeight / windowHeight ) );
camera.updateProjectionMatrix();
camera.lookAt( scene.position );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.render( scene, camera );
}
// ANIMATE THE SCENE
var animate = function() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
}
render() {
return <div ref={ref => (this.mount = ref)} />;
}
}
const rootElement = document.getElementById("root");
ReactDOM.render(<App />, rootElement);
three.js代码(THREE.OrbitControls导入)
import * as THREE from 'three';
window.THREE = THREE; // THREE.OrbitControls expects THREE to be a global object
require('three/examples/js/controls/OrbitControls');
export default {...THREE, OrbitControls: window.THREE.OrbitControls};
结果应如下所示:
答案 1 :(得分:0)
您的沙箱目前存在一些问题,不一定与React有关。
Float.random(in: 0.0...1.0)
和innerWidth
。 innerHeight
和clientWidth
可能是您要获取dom元素尺寸的字段。
在将画布添加到文档之前要先对其进行读取,这意味着该元素的尺寸将始终为clientHeight
。在计算相机的宽高比并设置渲染大小之前,请先插入元素。
0 0
不能直接使用。 The docs specify it as an abstract base class for cameras-改用Camera
。
这是经过上述修复的代码示例
PerspectiveCamera
希望有帮助!
答案 2 :(得分:0)
我不确定为什么没人提到react-three-fiber。这是ThreeJS的React渲染器。
最好的部分是,使用rollupjs,我们甚至可以摇晃很多不必要的代码,而这些代码我们不会在React ThreeJS应用程序中使用。另外,以期望的方式使用react-three-fiber
,我们的ThreeJS动画可以达到60FPS F
要学习基础知识,只需看看react-three-fiber
Examples