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three.js - 我无法在 JSFiddle 中输入 dat.gui

转载 作者:行者123 更新时间:2023-12-04 15:26:52 24 4
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我编写的代码在我的系统上本地运行时可以完美运行。

这是链接: https://jsfiddle.net/rand0mus3r/L3j7kz5a/

当您单击网格时,会出现一个 dat.gui 实例。但是,当我使用退格键或尝试在文本框中输入内容时,它不起作用。

虽然它在我的系统中运行良好。

这是代码:

<!DOCTYPE html>

<html>

<head>
<title>Example 01.02 - First Scene</title>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.6/dat.gui.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.101.1/examples/js/controls/OrbitControls.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>

<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>

</body>
</html>




window.onload = init();
animate(); //calling function that does all the rendering


//GLOBAL VARS
var scene, camera, renderer;
var cube;
var raycaster, mouse;
var INTERSECTED;

//global flag
var isClicked = false;

//for the camera
var controls;

//creating and rendering the GUI
params = {
yAxis: "0.00001"
}
var gui = new dat.GUI();
gui.add(params, "yAxis").onFinishChange(val => {
cube.scale.y = parseFloat(val);
});

//we make sure to make it hidden
let vis = gui.domElement.style.visibility;
gui.domElement.style.visibility = vis == "" ? "hidden" : "";

// once everything is loaded, we run our Three.js stuff.
function init() {

// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();

//SET CAMERA
camera = new THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight,0.1,1000)
camera.position.z = 5;

// create a render and set the size
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setClearColor("#e5e5e5"); //background color
renderer.setSize(window.innerWidth,window.innerHeight); //size of renderer




//bind rendered to the dom element
document.getElementById("WebGL-output").appendChild(renderer.domElement);


//RAYCASTER
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2(1,1);


// create a cube
var cubeGeometry = new THREE.BoxGeometry(20, 20, 20);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xffff00 }); //0xF7F7F7 = gray
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.scale.y = 0.00001;
cube.userData.originalColor = 0xffff00;

// position the cube
cube.position.x = 0;
cube.position.y = 3;
cube.position.z = 0;
/*
//USEFUL METHODS
cube.rotation.x +=0.5
cube.scale.x +=0.5
*/
// add the cube to the scene
scene.add(cube);


/* RENDERING A PLANE
var geometry = new THREE.PlaneGeometry( 20, 20);
var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
plane.rotation.set(80,0,0);
scene.add( plane );
//plane.position.x = 2;
*/

//ADDING LIGHTS
var ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);


// position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);


//camera
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.minDistance = 1;
controls.maxDistance = 1000;

// when the mouse moves, call the given function
document.addEventListener('mousemove', onDocumentMouseMove, false);

//when the mouse is clicked, call the given function
document.addEventListener('click', onDocumentMouseClick, false);
}

function onDocumentMouseMove(event)
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
event.preventDefault();

// update the mouse variable
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;


// calculate objects intersecting the picking ray
var intersects = raycaster.intersectObjects( scene.children );

//TRY THIS
// intersects = raycaster.intersectObject(cube); // to get the cube only

//if the mouse hovers over the cube mesh, change its color to red
//when mouse leaves the mesh, change it back to its original color
//ONLY MAKE THESE MODIFICATION IF THE MESH IS NOT CLICKED
//BECAUSE IF IT IS CLICKED, YOU HAVE TO PAINT THE MESH ACCORDING TO THE onDocumentMouseClick()
if ( intersects.length > 0 && intersects[ 0 ].object === cube && isClicked === false)
{
cube.material.color.set( 0xF7F7F7 );
}
else if (isClicked === false)
{
cube.material.color.set( cube.userData.originalColor );
}

}

// 0xff0000 red
//0xF7F7F7 = gray

function onDocumentMouseClick(event) //if we detect a click event
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
event.preventDefault();

// update the mouse variable
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;

// calculate objects intersecting the picking ray
var intersects = raycaster.intersectObjects( scene.children );

//if mouse is on top of the mesh when the click occurs, change color of mesh and render GUI
if ( intersects.length > 0 && intersects[ 0 ].object === cube && isClicked === false)
{
isClicked = true;
cube.material.color.set( 0xff0000);

/*
var params = {
textField: "Enter value:"
}



var item = gui.add(params, "textField").onFinishChange(function (value) {
//Do something with the new value
//console.log(value);
cube.scale.y +=value;
});

*/

//when its clicked, change the visibily of the GUI
vis = gui.domElement.style.visibility;
gui.domElement.style.visibility = vis == "" ? "hidden" : "";


}
//if mouse is on top of the mesh when the click occurs, but it already marked as 'clicked', now mark it as 'unclicked'
else if ( intersects.length > 0 && intersects[ 0 ].object === cube && isClicked === true)
{
isClicked = false;
cube.material.color.set( cube.userData.originalColor );
//when its clicked, change the visibily of the GUI
vis = gui.domElement.style.visibility;
gui.domElement.style.visibility = vis == "" ? "hidden" : "";
// gui.__proto__.constructor.toggleHide()
//dat.GUI.toggleHide();
//gui.toggleHide()
}


}


function render()
{
// update the picking ray with the camera and mouse position
raycaster.setFromCamera( mouse, camera );
renderer.render(scene, camera); //render the scene
}


function animate()
{
requestAnimationFrame( animate ); //pauses when user switches tab
controls.update();
render();
}

最佳答案

此问题与 OrbitControls 中的错误有关,该错误已通过 r110 修复。将 OrbitControls 升级到 r110 可解决问题。

window.onload = init();
animate(); //calling function that does all the rendering


//GLOBAL VARS
var scene, camera, renderer;
var cube;
var raycaster, mouse;
var INTERSECTED;

//global flag
var isClicked = false;

//for the camera
var controls;

//creating and rendering the GUI
params = {
yAxis: 0.00001
}
var gui = new dat.GUI();
gui.add(params, "yAxis").onFinishChange(val => {
cube.scale.y = val;
});

//we make sure to make it hidden
let vis = gui.domElement.style.visibility;
gui.domElement.style.visibility = vis == "" ? "hidden" : "";

// once everything is loaded, we run our Three.js stuff.
function init() {

// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();

//SET CAMERA
camera = new THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight,0.1,1000)
camera.position.z = 5;

// create a render and set the size
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setClearColor("#e5e5e5"); //background color
renderer.setSize(window.innerWidth,window.innerHeight); //size of renderer




//bind rendered to the dom element
document.getElementById("WebGL-output").appendChild(renderer.domElement);


//RAYCASTER
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2(1,1);


// create a cube
var cubeGeometry = new THREE.BoxGeometry(20, 20, 20);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xffff00 }); //0xF7F7F7 = gray
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.scale.y = 0.00001;
cube.userData.originalColor = 0xffff00;

// position the cube
cube.position.x = 0;
cube.position.y = 3;
cube.position.z = 0;
/*
//USEFUL METHODS
cube.rotation.x +=0.5
cube.scale.x +=0.5
*/
// add the cube to the scene
scene.add(cube);


/* RENDERING A PLANE
var geometry = new THREE.PlaneGeometry( 20, 20);
var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
plane.rotation.set(80,0,0);
scene.add( plane );
//plane.position.x = 2;
*/

//ADDING LIGHTS
var ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);


// position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);


//camera
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.minDistance = 1;
controls.maxDistance = 1000;

// when the mouse moves, call the given function
document.addEventListener('mousemove', onDocumentMouseMove, false);

//when the mouse is clicked, call the given function
document.addEventListener('click', onDocumentMouseClick, false);
}

function onDocumentMouseMove(event)
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
event.preventDefault();

// update the mouse variable
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;


// calculate objects intersecting the picking ray
var intersects = raycaster.intersectObjects( scene.children );

//TRY THIS
// intersects = raycaster.intersectObject(cube); // to get the cube only

//if the mouse hovers over the cube mesh, change its color to red
//when mouse leaves the mesh, change it back to its original color
//ONLY MAKE THESE MODIFICATION IF THE MESH IS NOT CLICKED
//BECAUSE IF IT IS CLICKED, YOU HAVE TO PAINT THE MESH ACCORDING TO THE onDocumentMouseClick()
if ( intersects.length > 0 && intersects[ 0 ].object === cube && isClicked === false)
{
cube.material.color.set( 0xF7F7F7 );
}
else if (isClicked === false)
{
cube.material.color.set( cube.userData.originalColor );
}

}

// 0xff0000 red
//0xF7F7F7 = gray

function onDocumentMouseClick(event) //if we detect a click event
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
event.preventDefault();

// update the mouse variable
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;

// calculate objects intersecting the picking ray
var intersects = raycaster.intersectObjects( scene.children );

//if mouse is on top of the mesh when the click occurs, change color of mesh and render GUI
if ( intersects.length > 0 && intersects[ 0 ].object === cube && isClicked === false)
{
isClicked = true;
cube.material.color.set( 0xff0000);

/*
var params = {
textField: "Enter value:"
}



var item = gui.add(params, "textField").onFinishChange(function (value) {
//Do something with the new value
//console.log(value);
cube.scale.y +=value;
});

*/

//when its clicked, change the visibily of the GUI
vis = gui.domElement.style.visibility;
gui.domElement.style.visibility = vis == "" ? "hidden" : "";


}
//if mouse is on top of the mesh when the click occurs, but it already marked as 'clicked', now mark it as 'unclicked'
else if ( intersects.length > 0 && intersects[ 0 ].object === cube && isClicked === true)
{
isClicked = false;
cube.material.color.set( cube.userData.originalColor );
//when its clicked, change the visibily of the GUI
vis = gui.domElement.style.visibility;
gui.domElement.style.visibility = vis == "" ? "hidden" : "";
// gui.__proto__.constructor.toggleHide()
//dat.GUI.toggleHide();
//gui.toggleHide()
}


}


function render()
{
// update the picking ray with the camera and mouse position
raycaster.setFromCamera( mouse, camera );
renderer.render(scene, camera); //render the scene
}


function animate()
{
requestAnimationFrame( animate ); //pauses when user switches tab
controls.update();
render();
}
body {
margin: 0;
}
canvas {
display: block;

}
<script src="https://cdn.jsdelivr.net/npm/three@0.110/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.110/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.6/dat.gui.min.js"></script>
<div id="WebGL-output">
</div>

顺便说一句:请始终确保使用来自同一版本的 three.js 文件。在您的演示中,three.js 来自 r110OrbitControls 来自 101.1。此类配置不受支持,并且会产生未定义的行为。

关于three.js - 我无法在 JSFiddle 中输入 dat.gui,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/62088099/

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