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constructor - Three.js THREE.DeviceOrientationControls 不是构造函数

转载 作者:行者123 更新时间:2023-12-04 08:44:20 32 4
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ThreeJS 给我这个错误信息时遇到问题。我包含了所有必要的 ThreeJS 文件,但仍然出现此消息。我的意图是让移动设备使用 DeviceOrientationControl.js 进行导航。 Mousemove 工作得很好,但我不能让它工作。有任何想法吗?

Uncaught TypeError: THREE.DeviceOrientationControls is not a constructor
at init ((index):201)
at (index):193
Error Message
<script type="module">

import * as THREE from '/bftest/three/build/three.module.js';
import {OrbitControls} from '/bftest/three/examples/jsm/controls/OrbitControls.js';
import {GLTFLoader} from '/bftest/three/examples/jsm/loaders/GLTFLoader.js';
import {DeviceOrientationControls} from '/bftest/three/examples/jsm/controls/DeviceOrientationControls.js';


var camera, scene, renderer, stats, controls, windowHalfX = window.innerWidth / 2,
windowHalfY = window.innerHeight / 2,
mouseX = 0,
mouseY = 0;



var renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMapSoft = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

var width = window.innerWidth;
var height = window.innerHeight;


init();
animate();




function init() {
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 1000);
controls = new THREE.DeviceOrientationControls(camera);
camera.position.set(0, 0, 8);
scene = new THREE.Scene();



var directionalLight = new THREE.DirectionalLight(0xffffff, 5);
directionalLight.color.setHSL(0.1, 1, 0.95);
directionalLight.position.set(0, 1, 1);
directionalLight.position.multiplyScalar(10);
scene.add(directionalLight);
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.left = -20;
directionalLight.shadow.camera.right = 20;
directionalLight.shadow.camera.top = 20;
directionalLight.shadow.camera.bottom = -20;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 200;
directionalLight.shadowCameraVisible = true;

var spotLight1 = new THREE.DirectionalLight( 0xff4000 );
spotLight1.position.set( -15, 3, -4 );
spotLight1.target.position.set( 0, 1, 0 );
spotLight1.intensity = 1.2;
spotLight1.shadowDarkness = 0.5;

spotLight1.shadowcameranear = 0;
spotLight1.shadowcamerafar = 15;

spotLight1.shadowcameraleft = -5;
spotLight1.shadowcameraright = 5;
spotLight1.shadowcameratop = 5;
spotLight1.shadowcamerabottom = -5;
spotLight1.castShadow = true;
scene.add( spotLight1 );

var spotLight2 = new THREE.DirectionalLight( 0xff0aea );
spotLight2.position.set( 15, 3, -4 );
spotLight2.target.position.set( 0, 1, 0 );
spotLight2.intensity = 1.2;
spotLight2.castShadow = true;
scene.add( spotLight2 );

var hemisphereLight = new THREE.HemisphereLight(0xffffff,0x000000, .5)

var shadowLight = new THREE.DirectionalLight(0xff8f16, .4);
shadowLight.position.set(50, 0, 22);
shadowLight.target.position.set(50, 50, 0);
shadowLight.rotation.set(Math.PI / -2, 0, 0);
shadowLight.shadow.camera.near = 0.5;
shadowLight.shadow.camera.far = 5000;
shadowLight.shadow.camera.left = -500;
shadowLight.shadow.camera.bottom = -500;
shadowLight.shadow.camera.right = 500;
shadowLight.shadow.camera.top = 500;
scene.add(shadowLight);

var light2 = new THREE.DirectionalLight(0xfff150, .25);
light2.position.set(-600, 350, 350);


var light3 = new THREE.DirectionalLight(0xfff150, .15);
light3.position.set(0, -250, 300);


scene.add(hemisphereLight);
scene.add(shadowLight);


const gltfLoader = new GLTFLoader();
gltfLoader.load('./3D/Bobby.glb', (gltf) => {
const root = gltf.scene;

root.rotateY(-89.55);

root.position.set(0, -0.7, 0);
root.castShadow = true;
gltf.scene.traverse(function(node) {
if (node instanceof THREE.Mesh) {
node.castShadow = true;
}
});





scene.add(root);//default is false

// compute the box that contains all the stuff
// from root and below
const box = new THREE.Box3().setFromObject(root);

const boxSize = box.getSize(new THREE.Vector3()).length();
const boxCenter = box.getCenter(new THREE.Vector3());

// set the camera to frame the box
frameArea(boxSize * 0.7, boxSize, boxCenter, camera);

box.castShadow = true;


// update the Trackball controls to handle the new size
controls.maxDistance = boxSize * 10;
controls.target.copy(boxCenter);



});


renderer = new THREE.WebGLRenderer({ antialias: true, canvas: document.querySelector('canvas'), alpha: true, });
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
window.addEventListener( 'resize', onWindowResize, false );
window.addEventListener('mousemove', onDocumentMouseMove, false);

}



function onDocumentMouseMove(event) {
mouseX = - (event.clientX - windowHalfX) /150;
mouseY = - (event.clientY - windowHalfY) /150;
}




function animate() {

requestAnimationFrame(animate);

render(scene,camera);

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}


function render() {

camera.position.x += (mouseX - camera.position.x)*0.9;
camera.position.y += (-mouseY - camera.position.y)*0.9;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}

</script>

最佳答案

导入示例文件时,如 DeviceOrientationControls通过 ES6 模块,使用 THREE不再需要命名空间。所以而不是

controls = new THREE.DeviceOrientationControls(camera);
采用
controls = new DeviceOrientationControls(camera);

关于constructor - Three.js THREE.DeviceOrientationControls 不是构造函数,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/64402009/

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