Three.js 没有将场景渲染到我的 div 中
我正在尝试在 React 中使用 Three.js 编写一个波浪平面。但由于某种原因,浏览器不会渲染画布或父 div (App)。我尝试了更简单的 Three.js 代码,仅使用一个立方体,效果很好。所以导入和重新渲染是正确的。我有点坚持,我希望有人能告诉我我在代码中做错了什么。
import { useEffect, useRef } from "react";
import "./App.css";
import * as THREE from "three";
function App() {
var mountRef = useRef(null);
useEffect(() => {
var vertexHeight = 15000,
planeDefinition = 100,
planeSize = 1245000,
background = "#002135",
meshColor = "#005e97";
var camera = new THREE.PerspectiveCamera(
55,
window.innerWidth / window.innerHeight,
1,
400000
);
camera.position.z = 10000;
camera.position.y = 10000;
var scene = new THREE.Scene();
scene.fog = new THREE.Fog(background, 1, 300000);
var planeGeo = new THREE.PlaneGeometry(
planeSize,
planeSize,
planeDefinition,
planeDefinition
);
var plane = new THREE.Mesh(
planeGeo,
new THREE.MeshBasicMaterial({
color: meshColor,
wireframe: true,
})
);
plane.rotation.x -= Math.PI * 0.5;
scene.add(plane);
var renderer = new THREE.WebGLRenderer({ alpha: false });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(background, 1);
mountRef.current.appendChild(renderer.domElement);
updatePlane();
function updatePlane() {
for (var i = 0; i < planeGeo.vertices.length; i++) {
planeGeo.vertices[i].z += Math.random() * vertexHeight - vertexHeight;
planeGeo.vertices[i]._myZ = planeGeo.vertices[i].z;
}
}
render();
var count = 0;
function render() {
requestAnimationFrame(render);
// camera.position.z -= 150;
var x = camera.position.x;
var z = camera.position.z;
camera.position.x = x * Math.cos(0.001) + z * Math.sin(0.001) - 10;
camera.position.z = z * Math.cos(0.001) - x * Math.sin(0.001) - 10;
camera.lookAt(new THREE.Vector3(0, 8000, 0));
for (var i = 0; i < planeGeo.vertices.length; i++) {
z = +planeGeo.vertices[i].z;
planeGeo.vertices[i].z =
Math.sin(i + count * 0.00002) *
(planeGeo.vertices[i]._myZ - planeGeo.vertices[i]._myZ * 0.6);
plane.geometry.verticesNeedUpdate = true;
count += 0.1;
}
renderer.render(scene, camera);
}
window.addEventListener("resize", onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
return () => {
mountRef.current.removeChild(renderer.domElement);
};
}, []);
return (
<div className="App">
<div className="webgl-bg-scene" ref={mountRef}></div>
</div>
);
}
export default App;
body {
margin: 0;
padding: 0;
border: 0;
background-color: gray;
}
.App {
height: 100vh;
width: 100vw;
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
}
.webgl-bg-scene {
height: 100vh;
width: 100vw;
overflow: hidden;
overflow-y: hidden;
background-color: blue;
}
UPDATE: I figured out that when i delete the following two parts, it will render the plane in the browser. So the mistake have to be there somewhere.updatePlane();
function updatePlane() {
for (var i = 0; i < planeGeo.vertices.length; i++) {
planeGeo.vertices[i].z += Math.random() * vertexHeight - vertexHeight;
planeGeo.vertices[i]._myZ = planeGeo.vertices[i].z;
}
}
for (var i = 0; i < planeGeo.vertices.length; i++) {
var z = +planeGeo.vertices[i].z;
planeGeo.vertices[i].z =
Math.sin(i + count * 0.00002) *
(planeGeo.vertices[i]._myZ - planeGeo.vertices[i]._myZ * 0.6);
plane.geometry.verticesNeedUpdate = true;
count += 0.1;
}
im trying to code a wavy plane with Three.js in React. But for some reason the browser does not render the canvas nor the parent div (App). I tried a more simpler Three.js code, just with a cube and it works fine. So the import and the ref-rendering is right. Im a little stuck with it, i hope somebody can tell me what i did wrong in the code.
import { useEffect, useRef } from "react";
import "./App.css";
import * as THREE from "three";
function App() {
var mountRef = useRef(null);
useEffect(() => {
var vertexHeight = 15000,
planeDefinition = 100,
planeSize = 1245000,
background = "#002135",
meshColor = "#005e97";
var camera = new THREE.PerspectiveCamera(
55,
window.innerWidth / window.innerHeight,
1,
400000
);
camera.position.z = 10000;
camera.position.y = 10000;
var scene = new THREE.Scene();
scene.fog = new THREE.Fog(background, 1, 300000);
var planeGeo = new THREE.PlaneGeometry(
planeSize,
planeSize,
planeDefinition,
planeDefinition
);
var plane = new THREE.Mesh(
planeGeo,
new THREE.MeshBasicMaterial({
color: meshColor,
wireframe: true,
})
);
plane.rotation.x -= Math.PI * 0.5;
scene.add(plane);
var renderer = new THREE.WebGLRenderer({ alpha: false });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(background, 1);
mountRef.current.appendChild(renderer.domElement);
updatePlane();
function updatePlane() {
for (var i = 0; i < planeGeo.vertices.length; i++) {
planeGeo.vertices[i].z += Math.random() * vertexHeight - vertexHeight;
planeGeo.vertices[i]._myZ = planeGeo.vertices[i].z;
}
}
render();
var count = 0;
function render() {
requestAnimationFrame(render);
// camera.position.z -= 150;
var x = camera.position.x;
var z = camera.position.z;
camera.position.x = x * Math.cos(0.001) + z * Math.sin(0.001) - 10;
camera.position.z = z * Math.cos(0.001) - x * Math.sin(0.001) - 10;
camera.lookAt(new THREE.Vector3(0, 8000, 0));
for (var i = 0; i < planeGeo.vertices.length; i++) {
z = +planeGeo.vertices[i].z;
planeGeo.vertices[i].z =
Math.sin(i + count * 0.00002) *
(planeGeo.vertices[i]._myZ - planeGeo.vertices[i]._myZ * 0.6);
plane.geometry.verticesNeedUpdate = true;
count += 0.1;
}
renderer.render(scene, camera);
}
window.addEventListener("resize", onWindowResize, false);
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
return () => {
mountRef.current.removeChild(renderer.domElement);
};
}, []);
return (
<div className="App">
<div className="webgl-bg-scene" ref={mountRef}></div>
</div>
);
}
export default App;
body {
margin: 0;
padding: 0;
border: 0;
background-color: gray;
}
.App {
height: 100vh;
width: 100vw;
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
}
.webgl-bg-scene {
height: 100vh;
width: 100vw;
overflow: hidden;
overflow-y: hidden;
background-color: blue;
}
UPDATE:
I figured out that when i delete the following two parts, it will render the plane in the browser. So the mistake have to be there somewhere.
updatePlane();
function updatePlane() {
for (var i = 0; i < planeGeo.vertices.length; i++) {
planeGeo.vertices[i].z += Math.random() * vertexHeight - vertexHeight;
planeGeo.vertices[i]._myZ = planeGeo.vertices[i].z;
}
}
for (var i = 0; i < planeGeo.vertices.length; i++) {
var z = +planeGeo.vertices[i].z;
planeGeo.vertices[i].z =
Math.sin(i + count * 0.00002) *
(planeGeo.vertices[i]._myZ - planeGeo.vertices[i]._myZ * 0.6);
plane.geometry.verticesNeedUpdate = true;
count += 0.1;
}
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