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javascript - Threejs,为什么在它之前的代码之前执行render setSize函数?

转载 作者:太空宇宙 更新时间:2023-11-04 01:19:25 24 4
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你好我有一个疑问:

今天我尝试动态改变 Canvas 的大小。我想获取加载的平面的大小并将其大小放入 Canvas 的大小,以使 Canvas 适应任何平面的大小。

首先,调试程序我看到正在创建第一个 Canvas 800x600,这是正确的:

enter image description here

其次,我认为它是线性的,并转到加载函数以从本地存储中获取模型,但它转到了 renderer.setSize()

enter image description here

然后对第二个 Canvas 执行相同的两个步骤:

enter image description here

enter image description here

然后,在第五步和第六步中,我们将模型加载到 Canvas 中:

enter image description here

enter image description here

这里我给你看完整的代码,首先是正在讨论的文件,然后是其他重要文件:

InitCanvas.js

// this class handles the load and the canva for a nrrd
// Using programming based on prototype: https://javascript.info/class
// This class should be improved:
// - Canvas Width and height

InitCanvas = function (IdDiv, Filename) {


this.IdDiv = IdDiv;
this.Filename = Filename
}

InitCanvas.prototype = {

constructor: InitCanvas,

init: function () {

this.container = document.getElementById(this.IdDiv);

// this should be changed.
debugger;
this.container.innerHeight = 600;
this.container.innerWidth = 800;

//These statenments should be changed to improve the image position
this.camera = new THREE.PerspectiveCamera(60, this.container.innerWidth / this.container.innerHeight, 0.01, 1e10);
this.camera.position.z = 300;

let scene = new THREE.Scene();
scene.add(this.camera);

// light

let dirLight = new THREE.DirectionalLight(0xffffff);
dirLight.position.set(200, 200, 1000).normalize();

this.camera.add(dirLight);
this.camera.add(dirLight.target);


// read file

let loader = new THREE.NRRDLoader();
loader.load(this.Filename, function (volume) {

//z plane
let sliceZ = volume.extractSlice('z', Math.floor(volume.RASDimensions[2] / 4));

debugger;
this.container.innerWidth = sliceZ.iLength;
this.container.innerHeight = sliceZ.jLength;

sliceZ.mesh.material.color.setRGB(0,1,1);


console.log('Our slice is: ', sliceZ);

scene.add(sliceZ.mesh);
}.bind(this));


this.scene = scene;

// renderer

this.renderer = new THREE.WebGLRenderer({alpha: true});
this.renderer.setPixelRatio(this.container.devicePixelRatio);
debugger;
this.renderer.setSize(this.container.innerWidth, this.container.innerHeight);

// add canvas in container
this.container.appendChild(this.renderer.domElement);

},

animate: function () {

this.renderer.render(this.scene, this.camera);
}

}

逻辑.js

if (!Detector.webgl) Detector.addGetWebGLMessage();

// global variables for this scripts
let OriginalImg,
SegmentImg;

var mouse = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var mousePressed = false;
var clickCount = 0;


init();
animate();


// initilize the page
function init() {
let filename = "models/nrrd/columna01.nrrd"; // change your nrrd file
let idDiv = 'original';
OriginalImg = new InitCanvas(idDiv, filename);
OriginalImg.init();
console.log(OriginalImg);

filename = "models/nrrd/columnasegmentado01.nrrd"; // change your nrrd file
idDiv = 'segment';
SegmentImg = new InitCanvas(idDiv, filename);
SegmentImg.init();
}

let originalCanvas = document.getElementById('original');
originalCanvas.addEventListener('mousedown', onDocumentMouseDown, false);
originalCanvas.addEventListener('mouseup', onDocumentMouseUp, false);


function onDocumentMouseDown(event) {
mousePressed = true;

clickCount++;

mouse.x = ( ( event.clientX - OriginalImg.renderer.domElement.offsetLeft ) / OriginalImg.renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( ( event.clientY - OriginalImg.renderer.domElement.offsetTop ) / OriginalImg.renderer.domElement.clientHeight ) * 2 + 1

console.log('Mouse x position is: ', mouse.x, 'the click number was: ', clickCount);
console.log('Mouse Y position is: ', mouse.y);

raycaster.setFromCamera(mouse.clone(), OriginalImg.camera);
var objects = raycaster.intersectObjects(OriginalImg.scene.children);

console.log(objects);
}

function onDocumentMouseUp(event) {
mousePressed = false
}


function animate() {


requestAnimationFrame(animate);
OriginalImg.animate();
SegmentImg.animate();


}

index.html

<!DOCTYPE html>
<html lang="en">
<head>
<title>Prototype: three.js without react.js</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="stylesheet" href="css/styles.css">

<!-- load the libraries and js -->
<script src="js/libs/three.js"></script>

<script src="js/Volume.js"></script>
<script src="js/VolumeSlice.js"></script>
<script src="js/loaders/NRRDLoader.js"></script>

<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/gunzip.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>

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


</head>

<body>
<div id="info">
<h1>Prototype: three.js without react.js</h1>
</div>

<!-- two canvas -->
<div class="row">
<div class="column" id="original">
</div>

<div class="column" id="segment">

</div>
</div>

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

</body>
</html>

样式.css

body {
font-family: Monospace;
margin: 0px;
overflow: hidden;
}

#info {
color: rgb(137, 145, 192);
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 5;
display:block;
}

.column {
float: left;
width: 50%;
}

/* Clear floats after the columns */
.row:after {
content: "";
display: table;
clear: both;
}

canvas {
width: 200px;
height: 200px;
margin: 100px;
padding: 0px;
position: static; /* fixed or static */
top: 100px;
left: 100px;
}

除此之外,其他正在使用的外部资源还有 NRRDLoader:

https://github.com/mrdoob/three.js/blob/dev/examples/js/loaders/NRRDLoader.js

卷.js

https://github.com/mrdoob/three.js/blob/dev/examples/js/Volume.js

VolumeSlice.js

https://github.com/mrdoob/three.js/blob/dev/examples/js/VolumeSlice.js

你能帮帮我吗?

最佳答案

这是因为当加载程序完成加载文件时加载监听器将触发,如果代码放在前面并不重要,因为您将回调函数作为参数传递。

这可能有助于您了解正在发生的事情:

假设你有 3 个 friend ,你会发号施令。

  • 你告诉 1 号 friend 去远处拿一个球,当它完成后它会把球交给你并在地板上画一个红点。
  • 你告诉 2 号 friend 开始绕着它自己的轴 2 旋转时间并在地板上画一个蓝点
  • 你告诉 3 号 friend 跳 2 次并在地板上画一个绿点。

在 friend 1 回来之前,两个 friend 都已经完成了他们的任务,最后最后一个点涂成红色,但你可能希望它是绿色,因为这是你给出的最后一条指令。

This link将帮助您更好地理解事件循环的工作原理,并且 this will help you to understand closures and callbacks.

关于javascript - Threejs,为什么在它之前的代码之前执行render setSize函数?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/49436913/

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