在 vscode-extension 中使用 Three.js 进行渲染
我正在创建一个 vscode
扩展,我想在其中可视化 3D 网格。在我获取 HTML 内容的函数下方:
function getWebviewContent(context: vscode.ExtensionContext, panel: vscode.WebviewPanel) {
const threejs = vscode.Uri.file(context.extensionPath+"/js/three.js");
const threejsUri = panel.webview.asWebviewUri(threejs);
const geometryjs = vscode.Uri.file(context.extensionPath+"/js/geometry.js");
const geometryjsUri = panel.webview.asWebviewUri(geometryjs);
return `
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src=${threejsUri}></script>
<script src=${geometryjsUri}></script>
</body>
</html>
`
}
现在,如果我的 geometry.js
正常工作,
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
它会按预期工作。但是如果我用它创建一个类:
import { Scene, PerspectiveCamera, WebGLRenderer, BoxGeometry, MeshBasicMaterial, Mesh, requestAnimationFrame } from 'three';
class Viewer {
constructor() {
this.scene = new Scene();
this.camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
this.geometry = new BoxGeometry();
this.material = new MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new Mesh( this.geometry, this.material );
this.scene.add( cube );
this.camera.position.z = 5;
}
animate() {
requestAnimationFrame( this.animate );
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
let viewer = new Viewer();
viewer.animate();
HTML 页面是空的。我在这里做错了什么?我依赖使用类的外部包进行渲染,因此我需要了解如何在此处正确创建和使用这些类。
编辑:我已将geometry.js
更改为typescript
,但仍然没有运气
import { Scene, PerspectiveCamera, WebGLRenderer, BoxGeometry, MeshBasicMaterial, Mesh } from 'three';
export class Viewer {
private scene!: Scene;
private camera: PerspectiveCamera;
private renderer: WebGLRenderer;
private geometry: BoxGeometry;
private material: MeshBasicMaterial;
private cube: Mesh;
constructor(document: Document) {
this.scene = new Scene();
this.camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( this.renderer.domElement );
this.geometry = new BoxGeometry();
this.material = new MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new Mesh( this.geometry, this.material );
this.scene.add( this.cube );
this.camera.position.z = 5;
this.animate();
}
public animate() {
requestAnimationFrame( this.animate );
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
new Viewer(document);
编辑2:奇怪的是,类似这有效
function init() {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
}
window.addEventListener('message', (event) => {
init();
});
我不明白这里发生了什么。为什么animate()
函数必须位于init()
内部?在类中,这不就是通过使用this
成员来实现的吗?
编辑3:
class Viewer {
constructor() {
this.init();
}
init() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new THREE.WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry();
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new THREE.Mesh( geometry, material );
this.scene.add( cube );
this.camera.position.z = 5;
this.boundAnimate = this.animate.bind(this);
this.animate(); // this.boundAnimate();
}
animate() {
requestAnimationFrame(this.boundAnimate);
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
let viewer = new Viewer();
I am creating a vscode
extension where I want to visualize 3D meshes. Below the function where I get the HTML content:
function getWebviewContent(context: vscode.ExtensionContext, panel: vscode.WebviewPanel) {
const threejs = vscode.Uri.file(context.extensionPath+"/js/three.js");
const threejsUri = panel.webview.asWebviewUri(threejs);
const geometryjs = vscode.Uri.file(context.extensionPath+"/js/geometry.js");
const geometryjsUri = panel.webview.asWebviewUri(geometryjs);
return `
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src=${threejsUri}></script>
<script src=${geometryjsUri}></script>
</body>
</html>
`
}
Now if my geometry.js
is
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
it works as expected. But if I make a class out of it:
import { Scene, PerspectiveCamera, WebGLRenderer, BoxGeometry, MeshBasicMaterial, Mesh, requestAnimationFrame } from 'three';
class Viewer {
constructor() {
this.scene = new Scene();
this.camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
this.geometry = new BoxGeometry();
this.material = new MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new Mesh( this.geometry, this.material );
this.scene.add( cube );
this.camera.position.z = 5;
}
animate() {
requestAnimationFrame( this.animate );
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
let viewer = new Viewer();
viewer.animate();
the HTML page is empty. What am I doing wrong here? I depend on an external package for rendering which uses classes, so I need to understand how to properly create and use these classes here.
Edit: I have changed geometry.js
to typescript
, but still no luck
import { Scene, PerspectiveCamera, WebGLRenderer, BoxGeometry, MeshBasicMaterial, Mesh } from 'three';
export class Viewer {
private scene!: Scene;
private camera: PerspectiveCamera;
private renderer: WebGLRenderer;
private geometry: BoxGeometry;
private material: MeshBasicMaterial;
private cube: Mesh;
constructor(document: Document) {
this.scene = new Scene();
this.camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( this.renderer.domElement );
this.geometry = new BoxGeometry();
this.material = new MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new Mesh( this.geometry, this.material );
this.scene.add( this.cube );
this.camera.position.z = 5;
this.animate();
}
public animate() {
requestAnimationFrame( this.animate );
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
new Viewer(document);
Edit 2: Oddly, something like this works
function init() {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
}
window.addEventListener('message', (event) => {
init();
});
I don't understand what's happening here. Why does the animate()
function has to be inside init()
? In a class, isn't this achieved by using this
for the members?
Edit 3:
class Viewer {
constructor() {
this.init();
}
init() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new THREE.WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry();
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new THREE.Mesh( geometry, material );
this.scene.add( cube );
this.camera.position.z = 5;
this.boundAnimate = this.animate.bind(this);
this.animate(); // this.boundAnimate();
}
animate() {
requestAnimationFrame(this.boundAnimate);
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
let viewer = new Viewer();
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requestAnimationFrame
尝试在window
对象的上下文中调用提供的函数(this === window
)。当您以函数方式(原始方法和 edit 2 方法)运行代码时,某些对象会受到作用域限制,以便您仍然可以在 animate 函数内访问它们。但是,当您使用该类时,
requestAnimationFrame
调用this.animate
,它第一次会工作,但第二次您的this
变为 < code>window 并且你的程序已经脱离了轨道。为了纠正这个问题,我通常将函数绑定到上下文以防止覆盖。您还可以直接
调用
它并提供您想要使用的上下文。使用函数绑定
使用
call
requestAnimationFrame
tries to call the provided function under the context of thewindow
object (this === window
).When you run your code in a functional way (your original and edit 2 methods), some of the objects are scoped such that you still have access to them inside the
animate
function. But when you use the class, andrequestAnimationFrame
callsthis.animate
, it will work the first time, but the second time yourthis
becomeswindow
and your program has flown off the rails.To correct this, I usually bind the function to a context to prevent an override. You can also
call
it directly and provide the context you want to use.Using function binding
Using
call