首页 > 解决方案 > Three.js程序返回:“无法读取未定义的属性'0'”

问题描述

以下代码用于对an object according to四元数数据进行动画处理:

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );

var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );

var geometry = new THREE.BoxGeometry( 1, 0.3, 2 );
var material = new THREE.MeshBasicMaterial( { color: 0xf4b942 } );
var obj = new THREE.Mesh( geometry, material );
scene.add( obj );

var geometry = new THREE.BoxBufferGeometry(1, 0.3, 2 );
var edges = new THREE.EdgesGeometry(geometry);
var lines = new THREE.LineSegments(edges, new THREE.LineBasicMaterial({ color: 0x000000 }));
scene.add( lines );

camera.position.z = 5;
renderer.render(scene,camera);
var xpos_o = obj.rotation.x;
var ypos_o = obj.rotation.y;
var zpos_o = obj.rotation.z;
var xpos_lo = lines.rotation.x;
var ypos_lo = lines.rotation.y;
var zpos_lo = lines.rotation.z;

let i = 0; let m = 0;
var animate = function (quat_data) {
    requestAnimationFrame( animate );

    if (m % 5 == 0 || m == 0) {
        if (m !== 0) {i++;}

        if (i >= quat_data.length){
            obj.rotation.x = xpos_o;
            obj.rotation.y = ypos_o;
            obj.rotation.z = zpos_o;
            lines.rotation.x = xpos_lo;
            lines.rotation.y = ypos_lo;
            lines.rotation.z = zpos_lo;
            i=0; 
        }

        let quat = quat_data[i]; 

        var quaternion = new THREE.Quaternion(quat[0],quat[1],quat[2],quat[3]);
        obj.applyQuaternion(quaternion);
        lines.applyQuaternion(quaternion);

        renderer.render( scene, camera );    
    }

    m++;    
}

var animate1 = function() {

    var quat_data1 = [  [0.681492531,-0.014533572,0.711492547,-0.170668778  ], 
            [-0.81103207,0.125979118,0.555748976,-0.132257921  ],
            [-0.459080697,-0.267181198,-0.846533742,0.035103342  ],
            [0.874097952,-0.166578614,-0.244525976,0.385231457  ],
            ...

    animate(quat_data1);
}

var animate2 = function() {

    var quat_data2 = [[-0.395306087,-0.567475272,-0.168275478,-0.702416024  ], 
            [0.591221013,-0.226393713,-0.208636898,0.745435603  ],
            [-0.279990579,0.754847831,0.56444738,-0.182233852  ],
            [-0.419803039,-0.623439075,-0.538698243,-0.380648559  ],
            [0.878036311,0.088829796,-0.024437397,0.469642749  ],
            ...

    animate(quat_data2);
}

var animate3 = function() {

    var quat_data3 = [ [-0.17958507,0.232682609,-0.217296778,-0.930800793  ], 
            [-0.178598829,0.228014038,-0.2182292,-0.931927075  ],
            [-0.177601473,0.223351625,-0.219152185,-0.933029522  ],
            [-0.176574343,0.218685883,-0.220066047,-0.934113976  ],
            [-0.175533915,0.214015872,-0.22097227,-0.935177153  ],
            [-0.174483815,0.209350901,-0.221866773,-0.936217247  ],
            [-0.173407996,0.204681945,-0.222753878,-0.937238325  ],
            ...

    animate(quat_data3);
}

我省略了一些quaternion数据并用省略号替换以节省空间。开始部分简单地建立了场景的几何形状。animate 函数接受一个 s 数组quaternion。每次迭代后requestAnimationFrame,m 增加 1,每次达到 5 的倍数时,执行动画代码。(这是因为我想将 60 fps 转换requestAnimationFrame 为 12 fps。)动画代码将 i 增加 1(移动到下一个quaternion)并应用quaternion. 如果 i 超过数据数组的长度quaternion,则它会循环回到数据的开头并重置对象的原始方向。

还有其他三个函数 、animate1animate2animate3它们使用不同的quaternion数据集来执行animate函数。

当我单击要执行的 html 代码中的按钮时animate1,控制台在以下行给出了问题中所述的错误:

var quaternion = new THREE.Quaternion(quat[0],quat[1],quat[2],quat[3]);

标签: javascriptthree.js

解决方案


问题是动画 ( requestAnimationFrame) 在错误的位置和错误的回调目标执行。回调函数只传递一个参数,即时间值。

var animate = function (quat_data) {
    requestAnimationFrame( animate );

    // [...]

    let quat = quat_data[i]; 
    var quaternion = new THREE.Quaternion(quat[0],quat[1],quat[2],quat[3]);

    // [...]
}

您所期望的是函数的输入animate是动画数据数组,但它是单个时间值。

你必须这样做:

var animate = function (quat_data) {
    requestAnimationFrame( function() { animate(quat_data); } );

    // [...]
}

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