three.js - 将 DeviceOrientationControls 添加到 GLTF GLB 对象
问题描述
我正在使用 Three.JS 并获得了一个 .glb 文件,可以通过一些鼠标移动来精美地显示。
我现在正在尝试将 DeviceOrientationControls 添加到我的 GLtf/GLB 场景中,以便在移动手机时可以在场景中移动,但是我无法完全解决。无论我尝试什么,我总是会遇到一个错误或另一个错误。
我已经尝试修改此示例中的代码:https ://threejs.org/examples/misc_controls_deviceorientation.html
这是我当前的代码,没有添加任何 DeviceOrientationControls 代码:
HTML
<!-- three.min.js r87 -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<!-- GLTFLoader.js -->
<script src="https://cdn.jsdelivr.net/gh/mrdoob/three.js@r92/examples/js/loaders/GLTFLoader.js"></script>
<!-- Orientation Controls -->
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/DeviceOrientationControls.js"></script>
<div id="overlay">
<div>
<button id="startButton">Start Demo</button>
<p>Using device orientation might require a user interaction.</p>
</div>
</div>
<div class="single-object">
<div id="container"></div>
JS
window.addEventListener("load", loadGltf, false);
window.addEventListener("resize", onWindowResize, false);
const progressBar = document.querySelector("progress");
const gltfStore = {};
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x111111);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
// Attach to container
container = document.getElementById( 'container' );
//Setup camera
const camera = new THREE.PerspectiveCamera(
75, window.innerWidth / window.innerHeight,0.1, 1000 );
camera.position.set(0, 0, 0);
camera.lookAt(0, 0, 5);
windowHalfX = window.innerWidth / 2,
windowHalfY = window.innerHeight / 2,
mouseX = 0,
mouseY = 0;
//Re-establish camera view on window resize
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//Lighting
const lightFill = new THREE.PointLight(0xffffff, 1, 500);
lightFill.position.set(0, 0, 5);
scene.add(lightFill);
const lightKey = new THREE.PointLight(0xffffff, 1, 500);
lightKey.position.set(20, 0, 20);
scene.add(lightKey);
const loader = new THREE.GLTFLoader();
// Device Orientation
// Load the GLB file
function loadGltf() {
loader.load(
"<?php echo get_template_directory_uri();?>/objects/SM_LookDev_TextureTest_FromFBX.glb",
function(gltf) {
scene.add(gltf.scene);
mesh = gltf.scene;
gltf.scene.children[0];
gltfStore.scene = gltf.scene;
// Set listener
document.addEventListener("mousemove", onMouseMove);
}
);
container.appendChild(renderer.domElement);
// Mouse movement
function onMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 10;
mouseY = (event.clientY - windowHalfY) / 30;
}
function animate() {
requestAnimationFrame(animate);
// Adjust mouse and scene position
camera.position.x += (mouseX - camera.position.x) * .0005;
camera.position.y += (-mouseY - camera.position.y) * .0003;
camera.lookAt(0,0,10);
renderer.render(scene, camera);
}
animate();
}
我从需要添加这些行的示例中收集到(我认为):
controls = new DeviceOrientationControls( camera );
controls.update();
和下面的开始按钮......
var startButton = document.getElementById( 'startButton' );
startButton.addEventListener( 'click', function () {
init();
animate();
}, false );
编辑
下面是我尝试添加行但没有成功的示例。
window.addEventListener("load", loadGltf, false);
window.addEventListener("resize", onWindowResize, false);
const progressBar = document.querySelector("progress");
// Add Start Button
var startButton = document.getElementById( 'startButton' );
startButton.addEventListener( 'click', function () {
init();
animate();
}, false );
const gltfStore = {};
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x111111);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
// Attach to container
container = document.getElementById( 'container' );
//Setup camera
const camera = new THREE.PerspectiveCamera(
75, window.innerWidth / window.innerHeight,0.1, 1000 );
camera.position.set(0, 0, 0);
camera.lookAt(0, 0, 5);
windowHalfX = window.innerWidth / 2,
windowHalfY = window.innerHeight / 2,
mouseX = 0,
mouseY = 0;
//Re-establish camera view on window resize
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//Lighting
const lightFill = new THREE.PointLight(0xffffff, 1, 500);
lightFill.position.set(0, 0, 5);
scene.add(lightFill);
const lightKey = new THREE.PointLight(0xffffff, 1, 500);
lightKey.position.set(20, 0, 20);
scene.add(lightKey);
const loader = new THREE.GLTFLoader();
// Added Device Orientation Controls
controls = new DeviceOrientationControls( camera );
// Load the GLB file
function loadGltf() {
loader.load(
"<?php echo get_template_directory_uri();?>/objects/SM_LookDev_TextureTest_FromFBX.glb",
function(gltf) {
scene.add(gltf.scene);
mesh = gltf.scene;
gltf.scene.children[0];
gltfStore.scene = gltf.scene;
// Set listener
document.addEventListener("mousemove", onMouseMove);
}
);
container.appendChild(renderer.domElement);
// Mouse movement
function onMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 10;
mouseY = (event.clientY - windowHalfY) / 30;
}
function animate() {
requestAnimationFrame(animate);
// Adjust mouse and scene position
camera.position.x += (mouseX - camera.position.x) * .0005;
camera.position.y += (-mouseY - camera.position.y) * .0003;
camera.lookAt(0,0,10);
// Add Controls Update
controls.update();
renderer.render(scene, camera);
}
animate();
}
添加这样的行时,我收到以下 2 条错误消息:
未捕获的类型错误:无法读取 null 的属性“addEventListener”
和
未捕获的 ReferenceError:在 loadGltf 初始化之前无法访问“加载器”
所以,我不确定如何将这些行添加到我的特定代码中以使其正常工作?任何援助将不胜感激
解决方案
很难准确说出它不起作用的原因,特别是因为您的问题包含如此多的无关代码。你应该尝试用一个可重复的最小例子来问你的问题。
首先,您<scripts>
从不同的来源和不同的版本导入您的。您正在加载的 Three.js 和 GLTFLoader 是 r92,但 DeviceOrientationControls 脚本未指定版本,因此它加载的是 r112 的最新版本,这可能不再与 ThreeJS r92 兼容。
其次,您正在使用:
controls = new DeviceOrientationControls( camera );
,什么时候应该是:
controls = new THREE.DeviceOrientationControls( camera );
最后,确保组织代码,并按顺序调用函数。loadGltf()
在您发起之前被调用吗const loader = new THREE.GLTFLoader()
?是否startButton
存在,是否在您调用之前定义startButton.addEventListener();
?
这是一个实现方向控制的最小示例: 请注意,这两个脚本都是从同一个源中导入的,使用 r92 以确保兼容性。
window.addEventListener("resize", resize);
const renderer = new THREE.WebGLRenderer({canvas: document.querySelector("canvas")});
const camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
const controls = new THREE.DeviceOrientationControls( camera );
// Make a scene with geometry
const scene = new THREE.Scene();
const geometry = new THREE.DodecahedronBufferGeometry(100,1);
const material = new THREE.MeshBasicMaterial({
color: 0xff9900,
wireframe: true,
});
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
function resize() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize(width, height, false);
camera.aspect = width / height;
camera.updateProjectionMatrix();
}
function animate(time) {
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
resize();
animate(0);
body { margin: 0; }
<canvas></canvas>
<!-- three.min.js r92 -->
<script src="https://cdn.jsdelivr.net/npm/three@0.92/build/three.min.js"></script>
<!-- Orientation Controls r92 -->
<script src="https://cdn.jsdelivr.net/gh/mrdoob/three.js@r92/examples/js/controls/DeviceOrientationControls.js"></script>
笔记:
自 iOS 12.2 起,Apple 默认禁用陀螺仪访问,因此您必须在测试时在设置中启用它。请参阅此处以了解有关此问题的讨论。
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