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[英]Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'length') for vertices of three.js
[英]Cannot read properties of undefined (reading 'getHex’) when trying to combine webgl_interactive_cubes with pointer lock three.js
我正在嘗試創建帶有步行導航和交互式對象的場景,用於教育目的。 我正在使用Pointer Lock Control 示例進行步行導航和交互式立方體示例,來自 three.js。雖然“步行”有效,但它才剛剛開始,所以項目遠非完美。 不幸的是 cursor 部分錯誤顯示出來
Uncaught TypeError: Cannot read properties of undefined (reading 'getHex')
at render (three-fps.js:200:62)
at animate (three-fps.js:182:3)
這是我的代碼:
import * as THREE from "three";
import { PointerLockControls } from "three/examples/jsm/controls/PointerLockControls.js";
let canvas;
let camera, scene, raycaster, renderer;
let INTERSECTED;
let controls;
let moveForward = false;
let moveBackward = false;
let moveLeft = false;
let moveRight = false;
let canJump = false;
let prevTime = performance.now();
const velocity = new THREE.Vector3();
const direction = new THREE.Vector3();
const pointer = new THREE.Vector2();
const radius = 100;
init();
animate();
function init() {
canvas = document.getElementById("canvas");
camera = new THREE.PerspectiveCamera(
70,
window.innerWidth / window.innerHeight,
1,
10000
);
camera.position.y = 10;
//controls
controls = new PointerLockControls(camera, canvas);
const onKeyDown = function (event) {
switch (event.code) {
case "ArrowUp":
case "KeyW":
moveForward = true;
break;
case "ArrowLeft":
case "KeyA":
moveLeft = true;
break;
case "ArrowDown":
case "KeyS":
moveBackward = true;
break;
case "ArrowRight":
case "KeyD":
moveRight = true;
break;
case "Space":
if (canJump === true) velocity.y += 350;
canJump = false;
break;
}
};
const onKeyUp = function (event) {
switch (event.code) {
case "ArrowUp":
case "KeyW":
moveForward = false;
break;
case "ArrowLeft":
case "KeyA":
moveLeft = false;
break;
case "ArrowDown":
case "KeyS":
moveBackward = false;
break;
case "ArrowRight":
case "KeyD":
moveRight = false;
break;
}
};
document.addEventListener("keydown", onKeyDown);
document.addEventListener("keyup", onKeyUp);
scene = new THREE.Scene();
scene.background = new THREE.Color(0xf0f0f0);
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(1, 1, 1).normalize();
scene.add(light);
const geometry = new THREE.BoxGeometry(20, 20, 20);
for (let i = 0; i < 2000; i++) {
const object = new THREE.Mesh(
geometry,
new THREE.MeshLambertMaterial({ color: Math.random() * 0xffffff })
);
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.scale.x = Math.random() + 0.5;
object.scale.y = Math.random() + 0.5;
object.scale.z = Math.random() + 0.5;
scene.add(object);
}
raycaster = new THREE.Raycaster();
// floor
let floorGeometry = new THREE.PlaneGeometry(2000, 2000, 100, 100);
floorGeometry.rotateX(-Math.PI / 2);
const floorMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
scene.add(floor);
// Create a WebGL renderer
renderer = new THREE.WebGLRenderer({ canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(canvas.clientWidth, canvas.clientHeight);
document.addEventListener("mousemove", onPointerMove);
//
window.addEventListener("resize", onWindowResize);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onPointerMove(event) {
pointer.x = (event.clientX / window.innerWidth) * 2 - 1;
pointer.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
//
function animate() {
requestAnimationFrame(animate);
const time = performance.now();
const delta = (time - prevTime) / 1000;
velocity.x -= velocity.x * 10.0 * delta;
velocity.z -= velocity.z * 10.0 * delta;
direction.z = Number(moveForward) - Number(moveBackward);
direction.x = Number(moveRight) - Number(moveLeft);
direction.normalize(); // this ensures consistent movements in all directions
if (moveForward || moveBackward) velocity.z -= direction.z * 400.0 * delta;
if (moveLeft || moveRight) velocity.x -= direction.x * 400.0 * delta;
controls.moveRight(-velocity.x * delta);
controls.moveForward(-velocity.z * delta);
prevTime = time;
camera.updateMatrixWorld();
render();
}
function render() {
camera.updateMatrixWorld();
// find intersections
raycaster.setFromCamera(pointer, camera);
const intersects = raycaster.intersectObjects(scene.children, false);
if (intersects.length > 0) {
if (INTERSECTED != intersects[0].object) {
if (INTERSECTED)
INTERSECTED.material.emissive.setHex(INTERSECTED.currentHex);
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex(0xff0000);
}
} else {
if (INTERSECTED)
INTERSECTED.material.emissive.setHex(INTERSECTED.currentHex);
INTERSECTED = null;
}
renderer.render(scene, camera);
}
// check for undefined 'emissive' on material if (INTERSECTED.material.emissive.= undefined) { INTERSECTED.currentHex = INTERSECTED.material.emissive;getHex(). INTERSECTED.material.emissive;setHex(0xff0000); }
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