Warning: file_get_contents(/data/phpspider/zhask/data//catemap/9/three.js/2.json): failed to open stream: No such file or directory in /data/phpspider/zhask/libs/function.php on line 167

Warning: Invalid argument supplied for foreach() in /data/phpspider/zhask/libs/tag.function.php on line 1116

Notice: Undefined index: in /data/phpspider/zhask/libs/function.php on line 180

Warning: array_chunk() expects parameter 1 to be array, null given in /data/phpspider/zhask/libs/function.php on line 181

Warning: file_get_contents(/data/phpspider/zhask/data//catemap/0/xml/13.json): failed to open stream: No such file or directory in /data/phpspider/zhask/libs/function.php on line 167

Warning: Invalid argument supplied for foreach() in /data/phpspider/zhask/libs/tag.function.php on line 1116

Notice: Undefined index: in /data/phpspider/zhask/libs/function.php on line 180

Warning: array_chunk() expects parameter 1 to be array, null given in /data/phpspider/zhask/libs/function.php on line 181
Javascript three.js脚本赢得';行不通_Javascript_Three.js - Fatal编程技术网

Javascript three.js脚本赢得';行不通

Javascript three.js脚本赢得';行不通,javascript,three.js,Javascript,Three.js,我正在读一本书“Learning Three.js-WebGL的JavaScript 3D库-第二版”,这是这本书中的第一个例子,它根本不起作用 有人能告诉我怎么走吗?我试过了,但没用。但这些例子正发挥着应有的作用 我提取了three.js,并将下面的示例放在three.js所在的构建文件夹中 我是否需要本地web服务器来测试WebGL 现在我尝试用可视化代码进行调试和编码。还有其他建议吗 <html> <head> <title>Example 0

我正在读一本书“Learning Three.js-WebGL的JavaScript 3D库-第二版”,这是这本书中的第一个例子,它根本不起作用

有人能告诉我怎么走吗?我试过了,但没用。但这些例子正发挥着应有的作用

我提取了three.js,并将下面的示例放在three.js所在的构建文件夹中

我是否需要本地web服务器来测试WebGL

现在我尝试用可视化代码进行调试和编码。还有其他建议吗

<html>

<head>
    <title>Example 01.02 - First Scene</title>
    <script type="text/javascript" src="three.js"></script>
    <style>
        body {
            /* set margin to 0 and overflow to hidden, to go fullscreen */
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>

<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">

    // once everything is loaded, we run our Three.js stuff.
    function init() {

        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();

        // create a camera, which defines where we're looking at.
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        // create a render and set the size
        var renderer = new THREE.WebGLRenderer();
        renderer.setClearColorHex();
        renderer.setClearColor(new THREE.Color(0xEEEEEE));
        renderer.setSize(window.innerWidth, window.innerHeight);

        // show axes in the screen
        var axes = new THREE.AxisHelper(20);
        scene.add(axes);

        // create the ground plane
        var planeGeometry = new THREE.PlaneGeometry(60, 20);
        var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc});
        var plane = new THREE.Mesh(planeGeometry, planeMaterial);

        // rotate and position the plane
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.x = 15;
        plane.position.y = 0;
        plane.position.z = 0;

        // add the plane to the scene
        scene.add(plane);

        // create a cube
        var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
        var cubeMaterial = new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: true});
        var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

        // position the cube
        cube.position.x = -4;
        cube.position.y = 3;
        cube.position.z = 0;

        // add the cube to the scene
        scene.add(cube);

        // create a sphere
        var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
        var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x7777ff, wireframe: true});
        var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);

        // position the sphere
        sphere.position.x = 20;
        sphere.position.y = 4;
        sphere.position.z = 2;

        // add the sphere to the scene
        scene.add(sphere);

        // position and point the camera to the center of the scene
        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 30;
        camera.lookAt(scene.position);

        // add the output of the renderer to the html element
        document.getElementById("WebGL-output").appendChild(renderer.domElement);

        // render the scene
        renderer.render(scene, camera);
    }
    window.onload = init;

</script>
</body>
</html>


示例01.02-第一个场景
身体{
/*将边距设置为0,将溢出设置为隐藏,以全屏显示*/
保证金:0;
溢出:隐藏;
}
//加载所有内容后,我们将运行Three.js。
函数init(){
//创建一个场景,该场景将包含所有元素,例如对象、摄影机和灯光。
var scene=new THREE.scene();
//创建一个摄像头,它定义了我们要看的地方。
var摄像机=新的三透视摄像机(45,window.innerWidth/window.innerHeight,0.11000);
//创建渲染并设置大小
var renderer=new THREE.WebGLRenderer();
renderer.setClearColorHex();
setClearColor(新的三种颜色(0xEEEE));
renderer.setSize(window.innerWidth、window.innerHeight);
//在屏幕上显示轴
var轴=新的三个.AxisHelper(20);
场景。添加(轴);
//创建地平面
var planeGeometry=新的三个平面几何体(60,20);
var planeMaterial=新的3.MeshBasicMaterial({color:0xCCCC});
var plane=新的三个网格(平面几何体、平面材质);
//旋转并定位平面
plane.rotation.x=-0.5*Math.PI;
平面位置x=15;
平面位置y=0;
平面位置z=0;
//将平面添加到场景中
场景。添加(平面);
//创建一个立方体
var cubeGeometry=新的三盒几何体(4,4,4);
var cubeMaterial=new THREE.MeshBasicMaterial({color:0xff0000,线框:true});
var cube=新的三网格(立方计量法、立方材料);
//定位立方体
cube.position.x=-4;
立方体位置y=3;
立方体位置z=0;
//将立方体添加到场景中
场景.添加(立方体);
//创建一个球体
var比色法=新的三种比色法(4,20,20);
var sphereMaterial=new THREE.MeshBasicMaterial({颜色:0x7777ff,线框:true});
var sphere=新的三个网格(球面测量法、球面材料);
//定位球体
球体位置x=20;
球体位置y=4;
球体位置z=2;
//将球体添加到场景中
场景。添加(球体);
//将摄影机定位并指向场景的中心
camera.position.x=-30;
摄像机位置y=40;
摄像机位置z=30;
摄像机。注视(场景。位置);
//将渲染器的输出添加到html元素
document.getElementById(“WebGL输出”).appendChild(renderer.doElement);
//渲染场景
渲染器。渲染(场景、摄影机);
}
window.onload=init;
线路

renderer.setClearColorHex()

应该删除

下面是使用JSFIDLE的新代码(使用来自网络的three.js):


示例01.02-第一个场景
身体{
/*将边距设置为0,将溢出设置为隐藏,以全屏显示*/
保证金:0;
溢出:隐藏;
}
//加载所有内容后,我们将运行Three.js。
函数init(){
//创建一个场景,该场景将包含所有元素,例如对象、摄影机和灯光。
var scene=new THREE.scene();
//创建一个摄像头,它定义了我们要看的地方。
var摄像机=新的三透视摄像机(45,window.innerWidth/window.innerHeight,0.11000);
//创建渲染并设置大小
var renderer=new THREE.WebGLRenderer();
//renderer.setClearColorHex();
setClearColor(新的三种颜色(0xEEEE));
renderer.setSize(window.innerWidth、window.innerHeight);
//在屏幕上显示轴
var轴=新的三个.AxisHelper(20);
场景。添加(轴);
//创建地平面
var planeGeometry=新的三个平面几何体(60,20);
var PlaneMatterial=新的三网格基本材质({
颜色:0xCCCC
});
var plane=新的三个网格(平面几何体、平面材质);
//旋转并定位平面
plane.rotation.x=-0.5*Math.PI;
平面位置x=15;
平面位置y=0;
平面位置z=0;
//将平面添加到场景中
场景。添加(平面);
//创建一个立方体
var cubeGeometry=新的三盒几何体(4,4,4);
var cubeMaterial=新的3.MeshBasicMaterial({
颜色:0xff0000,
线框:正确
});
var cube=新的三网格(立方计量法、立方材料);
//定位立方体
cube.position.x=-4;
立方体位置y=3;
立方体位置z=0;
//将立方体添加到场景中
场景.添加(立方体);
//创建一个球体
var比色法=新的三种比色法(4,20,20);
var sphereMaterial=新的三网格基本材质({
颜色:0x7777ff,
线框:正确
});
var sphere=新的三个网格(球面测量法、球面材料);
//定位球体
球体位置x=20;
球体位置y=4;
球体位置z=2;
//将球体添加到场景中
场景。添加(球体);
//将摄影机定位并指向场景的中心
camera.position.x=-30;
摄像机位置y=40;
卡梅尔
<html>

  <head>
    <title>Example 01.02 - First Scene</title>
    <script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.js"></script>
    <style>
      body {
        /* set margin to 0 and overflow to hidden, to go fullscreen */
        margin: 0;
        overflow: hidden;
      }

    </style>
  </head>

  <body>

    <!-- Div which will hold the Output -->
    <div id="WebGL-output">
    </div>

    <!-- Javascript code that runs our Three.js examples -->
    <script type="text/javascript">
      // once everything is loaded, we run our Three.js stuff.
      function init() {

        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();

        // create a camera, which defines where we're looking at.
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        // create a render and set the size
        var renderer = new THREE.WebGLRenderer();
        //renderer.setClearColorHex();
        renderer.setClearColor(new THREE.Color(0xEEEEEE));
        renderer.setSize(window.innerWidth, window.innerHeight);

        // show axes in the screen
        var axes = new THREE.AxisHelper(20);
        scene.add(axes);

        // create the ground plane
        var planeGeometry = new THREE.PlaneGeometry(60, 20);
        var planeMaterial = new THREE.MeshBasicMaterial({
          color: 0xcccccc
        });
        var plane = new THREE.Mesh(planeGeometry, planeMaterial);

        // rotate and position the plane
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.x = 15;
        plane.position.y = 0;
        plane.position.z = 0;

        // add the plane to the scene
        scene.add(plane);

        // create a cube
        var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
        var cubeMaterial = new THREE.MeshBasicMaterial({
          color: 0xff0000,
          wireframe: true
        });
        var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

        // position the cube
        cube.position.x = -4;
        cube.position.y = 3;
        cube.position.z = 0;

        // add the cube to the scene
        scene.add(cube);

        // create a sphere
        var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
        var sphereMaterial = new THREE.MeshBasicMaterial({
          color: 0x7777ff,
          wireframe: true
        });
        var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);

        // position the sphere
        sphere.position.x = 20;
        sphere.position.y = 4;
        sphere.position.z = 2;

        // add the sphere to the scene
        scene.add(sphere);

        // position and point the camera to the center of the scene
        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 30;
        camera.lookAt(scene.position);

        // add the output of the renderer to the html element
        document.getElementById("WebGL-output").appendChild(renderer.domElement);

        // render the scene
        renderer.render(scene, camera);
      }
      window.onload = init;

    </script>
  </body>

</html>