Javascript 设置数组中存储的three.js对象的位置

Javascript 设置数组中存储的three.js对象的位置,javascript,three.js,game-engine,Javascript,Three.js,Game Engine,每次调用animate函数时,我都试图在x轴+1上移动我的对象,但我一直遇到无法读取未定义属性x的错误 因此,每次我向场景添加网格时,我都会将其添加到SceneObject数组中 像这样 addToGlScene(mesh, 'player') 使用此函数 function addToGlScene(what, name, glow, storage){ glScene.add(what) what.name = name sceneOb

每次调用animate函数时,我都试图在x轴+1上移动我的对象,但我一直遇到无法读取未定义属性x的错误

因此,每次我向场景添加网格时,我都会将其添加到SceneObject数组中

像这样

addToGlScene(mesh, 'player')
使用此函数

    function addToGlScene(what, name, glow, storage){
        glScene.add(what)
        what.name = name
        sceneObjects.push(what)
        what.userData.glow = {glow: glow}
        what.userData.storage = {storage: storage}
        sceneObjects[name] = what
    }
因此,我尝试在动画功能中使用此方法再次更改对象位置

但我还是犯了同样的错误

即使我在控制台上运行.logsceneObjects['player'] 它显示了所有这些

    THREE.MorphAnimMesh {uuid: "42A8C528-F4E4-4317-9516-63B7B717BEF8", name: "player", type: "Mesh", parent: vd, children: Array(0), …}
    castShadow:
      false
      children:[]
      currentKeyframe:40
      direction:1
      directionBackwards:false
      drawMode:0
      duration:1000
      endKeyframe:163
      frustumCulled:true
      geometry:L {uuid: "5C675298-D5DD-4910-B98A-84D71A036636", name: "", type: "Geometry", vertices: Array(300), colors: Array(0), …}
      lastKeyframe:39
      layers:Wd {mask: 1}
      length:164
      material:Aa {uuid: "7E4FB381-61C2-4C33-8E08-C1997F94F0A4", name: "", type: "MeshBasicMaterial", fog: true, lights: false, …}
      matrix:O {elements: Array(16)}
      matrixAutoUpdate:true
      matrixWorld:O {elements: Array(16)}
      matrixWorldNeedsUpdate:false
      mirroredLoop:false
      morphTargetDictionary:{stand000î´: 0, stand001î´: 1, stand002î´: 2, stand003î´: 3, stand004î´: 4, …}
      morphTargetInfluences:(164) [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0.29446199999998723, 0.7055380000000128, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, …]
      name:"player"
      parent:vd {uuid: "C328C91A-D445-4E48-9C74-A15A4FA318AB", name: "", type: "Scene", parent: null, children: Array(13), …}
      position:p {x: 0, y: 0, z: 0}
      quaternion:ha {_x: 0, _y: 0, _z: 0, _w: 1, onChangeCallback: ƒ}
      receiveShadow:false
      renderOrder:0
      rotation:gb {_x: 0, _y: 0, _z: 0, _order: "XYZ", onChangeCallback: ƒ}
      scale:p {x: 1, y: 1, z: 1}
      startKeyframe:0
      time:248.20450000000008
      type:"Mesh"
      up:p {x: 0, y: 1, z: 0}
      userData:{glow: {…}, storage: {…}}
      uuid:"42A8C528-F4E4-4317-9516-63B7B717BEF8"
      visible:true
      eulerOrder:(...)
      id:28
      modelViewMatrix:O {elements: Array(16)}
      normalMatrix:ma {elements: Array(9)}
      useQuaternion:(...)
      __proto__:ra
这是我的动画函数

        function animate() {
            if(typeof mesh != "undefined") mesh.updateAnimation(clock.getDelta() * 100);
            requestAnimationFrame( animate );
            glRenderer.render(glScene, camera);
            cssRenderer.render(cssScene, camera);
            if ( controlsEnabled === true ) {
                var time = performance.now();
                var delta = ( time - prevTime ) / 1000;
                velocity.x -= velocity.x * 10.0 * delta;
                velocity.z -= velocity.z * 10.0 * delta;
                velocity.y -= 9.8 * 40.0 * delta; // 100.0 = mass
                direction.y = Number( flyDown) - Number(flyUp);
                direction.z = Number( moveForward ) - Number( moveBackward );
                direction.x = Number( moveLeft ) - Number( moveRight );
                direction.normalize(); // this ensures consistent movements in all directions
                if (flyUp || flyDown) velocity.y -= direction.y * player.speed * delta;
                if ( moveForward || moveBackward ) velocity.z -= direction.z * player.speed * delta;
                if ( moveLeft || moveRight ) velocity.x -= direction.x * player.speed * delta;
                controls.getObject().translateX( velocity.x * delta );
                controls.getObject().translateY( velocity.y * delta );
                controls.getObject().translateZ( velocity.z * delta );
                if ( controls.getObject().position.y < player.heigth) {
                    velocity.y = 0;
                    controls.getObject().position.y = player.heigth;
                    canJump = true;
                }
                prevTime = time;
            }
            glRenderer.render( glScene, camera );
        }
我做错了什么?

这应该可以:

场景对象['player'].position.x=newXValue

position属性是,您可以从中访问x属性


如果场景对象['player'].position在animate函数中未定义,则说明存在其他问题。

我自己发现了这个问题:我不断收到未定义错误的原因是因为我调用了控制台。logsceneObjects['player'].position在动画函数中,该函数在加载页面时立即启动,而所有模型尚未加载,因此我使用tree.js仅在加载所有对象后调用动画函数,该函数工作正常

如果可以添加代码、结构。。。我们可以看一些东西:很抱歉,我构建了它:在不知道诸如console.logsceneObjects['player']和sceneObjects['player']的信息的情况下,很难识别问题。位置?请显示代码。您没有在动画函数中引用场景对象。如果网格类型!=“未定义”将始终跳过,除非在“动画”上方的范围中定义了网格。在我们深入讨论这个问题之前,我认为您需要后退一步,创建一个展示相同问题的最小示例,并将其发布在这里,这样我们就可以更好地调试整个问题,而不是策划代码块。我只是不明白为什么要做sceneObject['player'].position.x=+1如果我在控制台时可以看到它,则无法工作。记录'sceneObject['player']并查看所有对象信息这是正确的。更新Object3D的位置值将移动对象,但如果它说位置未定义,则问题在于代码中的其他地方,我们需要查看动画函数的外观。
        function animate() {
            if(typeof mesh != "undefined") mesh.updateAnimation(clock.getDelta() * 100);
            requestAnimationFrame( animate );
            glRenderer.render(glScene, camera);
            cssRenderer.render(cssScene, camera);
            if ( controlsEnabled === true ) {
                var time = performance.now();
                var delta = ( time - prevTime ) / 1000;
                velocity.x -= velocity.x * 10.0 * delta;
                velocity.z -= velocity.z * 10.0 * delta;
                velocity.y -= 9.8 * 40.0 * delta; // 100.0 = mass
                direction.y = Number( flyDown) - Number(flyUp);
                direction.z = Number( moveForward ) - Number( moveBackward );
                direction.x = Number( moveLeft ) - Number( moveRight );
                direction.normalize(); // this ensures consistent movements in all directions
                if (flyUp || flyDown) velocity.y -= direction.y * player.speed * delta;
                if ( moveForward || moveBackward ) velocity.z -= direction.z * player.speed * delta;
                if ( moveLeft || moveRight ) velocity.x -= direction.x * player.speed * delta;
                controls.getObject().translateX( velocity.x * delta );
                controls.getObject().translateY( velocity.y * delta );
                controls.getObject().translateZ( velocity.z * delta );
                if ( controls.getObject().position.y < player.heigth) {
                    velocity.y = 0;
                    controls.getObject().position.y = player.heigth;
                    canJump = true;
                }
                prevTime = time;
            }
            glRenderer.render( glScene, camera );
        }