import * as THREE from 'three'; const scene = new THREE.Scene(); const geometry = new THREE.BoxGeometry(100, 100, 100); const material = new THREE.MeshPhongMaterial({ color: 0xff0000, shininess: 20, specular: 0x444444, side: 0 }); const mesh = new THREE.Mesh(geometry, material); mesh.position.set(0, 0, 0); scene.add(mesh); const width = 800; //宽度 const height = 500; //高度 const camera = new THREE.PerspectiveCamera(30, width / height, 1, 3000); camera.position.set(200, 200, 200); camera.lookAt(mesh.position); //镜头中心对准对象的原点 const renderer = new THREE.WebGLRenderer(); renderer.setSize(width, height); const gui = new GUI(); gui.add(mesh.position, 'x', 0, 100).onChange(function(value) { mesh.position.x = value; console.log(camera.parent); console.log(mesh.position.x==value); renderer.render(camera,scene);
时间: 2024-04-15 10:28:51 浏览: 200
根据你提供的代码,我注意到在创建材质对象 `material` 的代码行末尾有一个额外的分号 `;`。这个分号可能导致语法错误,从而导致后续的代码无法正确执行。
请尝试删除这个额外的分号,将代码修改为:
```javascript
const material = new THREE.MeshPhongMaterial({
color: 0xff0000,
shininess: 20,
specular: 0x444444,
side: 0
});
```
然后重新运行你的代码,看看是否仍然出现 "camera is not an instance of THREE.Camera" 错误。如果错误仍然存在,请提供完整的错误消息和堆栈跟踪,以便更进一步帮助你解决问题。
相关问题
<script setup> import HelloWorld from './components/HelloWorld.vue' import TheWelcome from './components/TheWelcome.vue' </script> <template> <div class='container' ref='container'></div> </template> <script> import * as THREE from "three"; import {ref} from "vue"; import {onMounted} from "vue"; import {OrbitControls} from "three/examples/jsm/controls/OrbitControls" const scene=new THREE.Scene() const camera=new THREE.PerspectiveCamera(75,window.innerWidth/window.innerHeight,0.1,1000) camera.position.z=5 const renderer=new THREE.WebGLRenderer() renderer.setSize(window.innerWidth,window.innerHeight) const geometry=new THREE.BoxGeometry(1,1,1) const material=new THREE.MeshBasicMaterial({color:0x00ff00}) const cube=new THREE.Mesh(geometry,material) scene.add(cube) function render(){ renderer.render(scene, camera); requestAnimationFrame(render); } const container=ref(null) function fun(){ const controls=new OrbitControls(camera,container.value) controls.enableDamping=true container.value.appendChild(renderer.domElement); render() } onMounted(fun); </script> <style > *{ margin:0; padding:0; } .container{ height:100vh; width:100vw; bcakground-color:#f0f0f0; } </style>帮我检查以上代码并改正
在代码中,`bcakground-color`应该改为`background-color`,以修正样式错误。此外,需要将组件导入语句放入`<script>`标签中,并且将组件添加到模板中,以便正确地渲染组件。修改后的代码如下:
```html
<template>
<div class="container" ref="container">
<HelloWorld />
<TheWelcome />
</div>
</template>
<script>
import * as THREE from "three";
import { ref } from "vue";
import { onMounted } from "vue";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import HelloWorld from './components/HelloWorld.vue';
import TheWelcome from './components/TheWelcome.vue';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.z = 5;
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
function render() {
renderer.render(scene, camera);
requestAnimationFrame(render);
}
const container = ref(null);
function fun() {
const controls = new OrbitControls(camera, container.value);
controls.enableDamping = true;
container.value.appendChild(renderer.domElement);
render();
}
export default {
components: {
HelloWorld,
TheWelcome
},
setup() {
onMounted(fun);
},
setup() {
onMounted(fun);
},
};
</script>
<style>
* {
margin: 0;
padding: 0;
}
.container {
height: 100vh;
width: 100vw;
background-color: #f0f0f0;
}
</style>
```
const cube = new THREE.Mesh(geometry, material)
`const cube = new THREE.Mesh(geometry, material)` 是使用 Three.js 创建一个网格对象(Mesh)的代码。
在 Three.js 中,网格对象是由几何体(Geometry)和材质(Material)组成的。通过将几何体和材质传递给 `THREE.Mesh` 构造函数,我们可以创建一个完整的网格对象。
在上面的代码中,我们使用 `new THREE.Mesh(geometry, material)` 创建了一个网格对象,其中 `geometry` 是之前创建的几何体对象,`material` 是之前创建的材质对象。
示例代码如下:
```jsx
import * as THREE from 'three';
const geometry = new THREE.BoxGeometry(); // 创建几何体对象
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 }); // 创建材质对象
const cube = new THREE.Mesh(geometry, material); // 创建网格对象
```
在这个示例中,我们首先使用 `THREE.BoxGeometry` 创建了一个立方体几何体对象 `geometry`,然后使用 `THREE.MeshBasicMaterial` 创建了一个基础网格材质对象 `material`。最后,我们将几何体和材质传递给 `THREE.Mesh` 构造函数,创建了一个网格对象 `cube`。
通过创建网格对象,我们可以将其添加到 Three.js 场景中进行渲染,例如:
```jsx
const scene = new THREE.Scene();
scene.add(cube); // 将网格对象添加到场景中
```
希望这可以帮助你理解如何使用 `THREE.Mesh` 创建网格对象,并将几何体和材质应用于 Three.js 场景中。
阅读全文