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Firebase 更新three.js中球体的位置_Firebase_Three.js - Fatal编程技术网

Firebase 更新three.js中球体的位置

Firebase 更新three.js中球体的位置,firebase,three.js,Firebase,Three.js,我想使用Firebase数据库中的数据动态移动球体的位置。当我在Firebase中更改值时,新球体显示在新位置,但在旧位置有一个球体 function init() { //scene, renderer and camera } function animate() { renderer.render(scene, camera); controls.update(); requestAnimationFra

我想使用Firebase数据库中的数据动态移动球体的位置。当我在Firebase中更改值时,新球体显示在新位置,但在旧位置有一个球体

 function init() {
       //scene, renderer and camera 
    }


    function animate() {
        renderer.render(scene, camera);
        controls.update();
        requestAnimationFrame(animate);

    }

    function connectFirebase(){
        var firebaseConfig  = {
        //configured firebase

          };

          firebase.initializeApp(firebaseConfig);

          var database = firebase.database();
          var ref = database.ref("reference");
          ref.on('value', getPosition, errData);

    }

    function getPosition(data){
        //console.log(data.val());
        var pos = data.val();
        var keys = Object.keys(pos);
        sphere1(pos.x_pos, pos.y_pos, pos.z_pos);//x_pos,y_pos,z_pos are obtained from firebase
    }
    function errData(err){
        console.log(err);
    }  
       function sphere1(x,y,z){
        var geometry = new THREE.SphereGeometry( 15, 32, 32 );
        var material = new THREE.MeshBasicMaterial( {color: 0x000000} );
        var sphere = new THREE.Mesh( geometry, material );
        scene.add( sphere );
        sphere.position.set(x,y,z);
    }
如何将球体平移到新位置而不在初始位置显示球体

编辑代码:

    var scene, camera, renderer, light, hlight, directionalLight, controls;
    var x_coordinate,y_coordinate,z_coordinate;

    function init() {
        renderer = new THREE.WebGLRenderer({ antialias: true });
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

        scene = new THREE.Scene();
        scene.background = new THREE.Color('#333333');
        camera = new THREE.PerspectiveCamera(30, window.innerWidth / window.innerHeight, 1, 10000);
        camera.position.x = 50;
        camera.position.y = 400;
        camera.position.z = 3000;
        camera.rotation.z = 45/180*Math.PI;
        camera.rotation.y = 30/180*Math.PI;
        camera.rotation.y = 30/180*Math.PI;
        hlight = new THREE.AmbientLight(0x404040, 100);
        scene.add(hlight);

        directionalLight = new THREE.DirectionalLight(0xffffff, 100);
        directionalLight.position.set(0, 1, 0);
        directionalLight.castShadow = true;
        scene.add(directionalLight);
        light = new THREE.PointLight(0xeb4034, 100);
        light.position.set(0, 300, 500);
        scene.add(light);

        var loader = new THREE.GLTFLoader();
        loader.load('room.gltf', function (gltf) {
            var room = gltf.scene.children[0];
            room.scale.set(4, 4, 4);
            scene.add(gltf.scene);
            animate();
        });
        controls = new THREE.OrbitControls(camera, renderer.domElement);
        controls.update();

    }

    window.addEventListener('resize', () => {
        renderer.setSize(window.innerWidth, window.innerHeight);
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectMatrix();
    });

    function animate() {
        renderer.render(scene, camera);
        controls.update();
        requestAnimationFrame(animate);

    }
    var sphere = function(){
        var geometry = new THREE.SphereGeometry( 15, 32, 32 );
        var material = new THREE.MeshBasicMaterial( {color: 0xff0000} );
        var mesh = new THREE.Mesh( geometry, material );
        return mesh;
    }
    scene.add(sphere);

    function connectFirebase(){
        var firebaseConfig  = {
          };
          firebase.initializeApp(firebaseConfig);

          // Get a reference to the database service
          var database = firebase.database();
          var ref = database.ref("reference");
          ref.on('value', getPosition, errData);

    }

    function getPosition(data){
        var pos = data.val();
        var keys = Object.keys(pos);
        updateSpherePosition(pos.x_pos, pos.y_pos, pos.z_pos);//x_pos,y_pos,z_pos are obtained from firebase
    }

    function errData(err){
        console.log(err);
    }


    function updateSpherePosition(x, y, z){
        sphere.position.set(x, y, z);
   }

您的
sphere1
函数将在每次调用时创建一个新网格。这通常不是你想要的。最好创建一次球体网格,将其添加到场景中,然后仅根据新数据更新位置。我还将
material.color
更改为红色,以防您的场景背景颜色为黑色,这样您就看不到任何东西

试试这个:

function init() {
    //scene, renderer and camera 
}


function animate() {
     renderer.render(scene, camera);
     controls.update();
     requestAnimationFrame(animate);

}

var sphere = function() {
    var geometry = new THREE.SphereGeometry( 15, 32, 32 );
    var material = new THREE.MeshBasicMaterial( {color: 0xff0000} );
    var mesh = new THREE.Mesh( geometry, material );
    return mesh;
}

scene.add( sphere );

function connectFirebase(){
     var firebaseConfig  = {
     //configured firebase

       };

       firebase.initializeApp(firebaseConfig);

       var database = firebase.database();
       var ref = database.ref("reference");
       ref.on('value', getPosition, errData);

}

function getPosition(data){
     //console.log(data.val());
     var pos = data.val();
     var keys = Object.keys(pos);
     updateSpherePosition(pos.x_pos, pos.y_pos, pos.z_pos);//x_pos,y_pos,z_pos are obtained from firebase
}

function errData(err){
     console.log(err);
}

function updateSpherePosition(x, y, z){
     sphere.position.set(x, y, z);
}

感谢您的回复,但球体未显示,控制台显示THREE.Object3D.add:object不是THREE.Object3D的实例。请发布所有代码,包括场景,渲染器和相机请。我已经更新了问题,你能找出代码的错误吗?控制台错误应该来自GLTF加载程序。您看到房间模型了吗?是的,room.gltf可见,可以使用OrbitControl进行控制,但球体不可见