gpt4 book ai didi

javascript - 未找到 HTMLImageElement (404)

转载 作者:行者123 更新时间:2023-11-28 19:57:58 24 4
gpt4 key购买 nike

我正在使用 Three.js 用 Ja​​vaScript 编写动画循环模块的初稿。现在我卡在所有图像似乎都已加载的位置,但随后我收到一个控制台错误,显示 GET/[object%20HTMLImageElement] HTTP/1.1"404 -,所以我假设将图像放入 DOM 的过程中发生了一些困惑,但我花了很长时间才弄清楚是什么。提前感谢您的帮助!

下面是代码:

// **************************
// LOADING THE PROGRAM IMAGES
// Does an asynchronous load of the program's images complete with callbacks to the related functions.
// - Houses the array object of src urls

function loadImages(callback) { // the callback is currently the init function that initializes the scene

var sources = {
// element images
dresser10: 'static/img/side_small_dresser10.png',
dresser14: 'static/img/side_small_dresser14.png',
dresser17: 'static/img/side_small_dresser17.png',
dresser19: 'static/img/side_small_dresser19.png',
jones02: 'static/img/side_small_jones02.png',
jones06: 'static/img/side_small_jones06.png',
jones11: 'static/img/side_small_jones11.png',
jones14: 'static/img/side_small_jones14.png',
morris06: 'static/img/side_small_morris06.png',
morris07: 'static/img/side_small_morris07.png',
morris09: 'static/img/side_small_morris09.png',
morris10: 'static/img/side_small_morris10.png'
};

var images = {};
var loadedImages = 0; // counter for the number of images that have loaded
var numImages = 0; // counter for the number of images to be loaded
// get num of sources
for (var src in sources) { // count up the number of images to be loaded from sources
numImages++;
}
for (var src in sources) { // for each source
images[src] = new Image(); // declare it equal to new image object
images[src].onload = function () { // for each image that loads
if (++loadedImages >= numImages) { // ask if all the images have loaded yet
callback(images); // if so, call the callback function that was passed as an arg
}
};
images[src].src = sources[src]; // attach the image source to the image object
}
}


// ************************
// THE MAIN ANIMATION LOOP:

var animLoop = (function () {

// standard global variables, held privately in this module
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();

///////////
// SCENE //
///////////
scene = new THREE.Scene();

////////////
// CAMERA //
////////////

// set the view size in pixels (custom or according to window size)
var SCREEN_WIDTH = 1920, SCREEN_HEIGHT = 1080;
// var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
// camera attributes
var VIEW_ANGLE = 20, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
// set up camera
camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
// add the camera to the scene
scene.add(camera);
// the camera defaults to position (0,0,0)
// so pull it back (z = 400) and up (y = 100) and set the angle towards the scene origin
// (x,y,z)
camera.position.set(0,150,1000);
camera.lookAt(scene.position);

//////////////
// RENDERER //
//////////////

// create and start the renderer; choose antialias setting.
if (Detector.webgl)
renderer = new THREE.WebGLRenderer( {antialias:true} );
else
renderer = new THREE.CanvasRenderer();

renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);

// attach div element to variable to contain the renderer
container = document.getElementById( 'ThreeJS' );

// attach renderer to the container div
container.appendChild( renderer.domElement );

///////////
// STATS //
///////////

// displays current and past frames per second attained by scene
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );

///////////
// LIGHT //
///////////

// create a light
var light = new THREE.PointLight(0xffffff);
light.position.set(100,250,0);
scene.add(light);
var ambientLight = new THREE.AmbientLight(0x111111);
// scene.add(ambientLight);

////////////
// IMAGES //
////////////

var images;
var element1, element2, element1Material, sprite;


return { // returns an object full of functions with priviledged access to the private variables listed above
setImages: function (images_) { // sets the value of the images (array) above

images = images_;

},
createSprites: function () { // creates the sprites once the images have been set
var element1 = THREE.ImageUtils.loadTexture(images.dresser10);
var element1Material = new THREE.SpriteMaterial( { map: element1, useScreenCoordinates: true, alignment: THREE.SpriteAlignment.topLeft } );
var sprite = new THREE.Sprite(element1Material);
sprite.position.set( 50, 50, 0 );
sprite.scale.set( 64, 64, 1.0 ); // imageWidth, imageHeight
scene.add(sprite);
},
update: function () { // updates the scene

// delta = change in time since last call (in seconds)
var delta = clock.getDelta();

// functionality provided by THREEx.KeyboardState.js
if ( keyboard.pressed("z") )
{
// do something
}

// controls.update();
stats.update();
},
render: function () { // renders the scene

renderer.render(scene, camera);

}
};
}());


// ANIMATE the scene
function animate() {
requestAnimationFrame( animate );
console.log("checkpoint 3!");
animLoop.render();
console.log("checkpoint 4!");
animLoop.update();
console.log("checkpoint 5!");
};


// *********************
// INITIALIZES THE SCENE

function init(images) { // `images` is passed by a callback from loadImages
animLoop.setImages(images); // places the initial array of images as a private variable in the animLoop object
console.log("checkpoint 1!");
animLoop.createSprites();
console.log("checkpoint 2!");
animate();

};


// ********************************************************
// CHECKS TO SEE IF THE WINDOW HAS LOADED BEFORE PROCEEDING
// Once the window is loaded, calls the init function

window.addEventListener ("load", eventWindowLoaded, false);
function eventWindowLoaded() {

loadImages(init); // calls to initialize the scene once the images are loaded
};

最佳答案

问题出在这里:

var element1 = THREE.ImageUtils.loadTexture(images.dresser10);

loadTexture()需要一个 URL,但是 images是一个包含 Image 类型属性的对象(实际上是 HTMLImageElement 的另一个名称)。由于该函数需要一个字符串并接收对象,因此 Javascript 调用 toString()方法。默认情况下,此方法返回对象的类,这就是您的浏览器尝试下载 /[HTMLImageElement] 的原因。 ,这显然不存在。将您的线路更改为

var element1 = THREE.ImageUtils.loadTexture(images.dresser10.src);

它应该可以正常工作。

关于javascript - 未找到 HTMLImageElement (404),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/22181354/

24 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com