Eno*_*noy 7 javascript integration three.js reactjs
您好,感谢您阅读此问题:
我正在学习Threejs,目前我有一个奇怪的困难:
我已经学会了如何使用加载器加载格式为NRRD的本地文件,格式为HTML/JAVASCRIPT:这里是repo:https://github.com/YoneMoreno/LoadNRRDInThreeJSExample
作为它的样子的一个例子:
但是,我想将前面的例子与React集成.
我已经研究了如何使用这个SO线程将React和Three联系起来: 在React中渲染three.js元素?
现在我的代码看起来像:
/*global THREE */
import React from 'react';
class LoadNRRD extends React.Component {
constructor(props) {
super(props)
this.start = this.start.bind(this)
this.stop = this.stop.bind(this)
this.animate = this.animate.bind(this)
}
componentDidMount() {
const width = this.mount.clientWidth
const height = this.mount.clientHeight
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(
75,
width / height,
0.1,
1000
)
var loader = new THREE.NRRDLoader();
loader.load("models/columnasegmentado01.nrrd", function (volume) {
var sliceZ;
//z plane
var indexZ = 0;
sliceZ = volume.extractSlice('z', Math.floor(volume.RASDimensions[2] / 4))
console.log(sliceZ);
scene.add(sliceZ.mesh);
});
const renderer = new THREE.WebGLRenderer({antialias: true})
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(width, height);
renderer.setClearColor('#000000')
this.scene = scene
this.camera = camera
this.renderer = renderer
let controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.rotateSpeed = 0;
controls.zoomSpeed = 5;
controls.panSpeed = 2;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
this.mount.appendChild(this.renderer.domElement)
this.start()
}
componentWillUnmount() {
this.stop()
this.mount.removeChild(this.renderer.domElement)
}
start() {
if (!this.frameId) {
this.frameId = requestAnimationFrame(this.animate)
}
}
stop() {
cancelAnimationFrame(this.frameId)
}
animate() {
this.renderScene()
this.frameId = window.requestAnimationFrame(this.animate)
}
renderScene() {
this.renderer.render(this.scene, this.camera)
}
render() {
return (
<div
style={{width: '2000px', height: '2000px'}}
ref={(mount) => {
this.mount = mount
}}
/>
)
}
}
export default LoadNRRD;
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我不明白的部分是:为什么它显示画布但没有里面的模型?:
我已经检查过加载器运行良好并且模型已经到位,因为我们可以在控制台日志中看到它:
THREE.VolumeSlice
axis:"z"
canvas:canvas
canvasBuffer:canvas
... more properties ...
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请问你能帮帮我吗?我错过了一步吗?你以前遇到过这个问题吗?你怎么能试图解决这种情况呢?
作为一个注释,在分支ThreeIntegrate是我正在写的代码:https://github.com/PrototipoAtlas/Prototipo
如果您有任何建议或建议,请告诉我
编辑:谢谢@Jim Tang的建议.我已经在全局变量window.scene中设置场景之后安装了Three Chrome扩展及其输出,如下所示:https: //github.com/jeromeetienne/threejs-inspector/issues/11
我尝试使用独立的纯HTML/JS示例,它的模型如下:
那么关键问题是:为什么没有将模型与场景联系起来?‽‽
我再次尝试过,看起来模型确实已加载但是在控制台中,当我改变iot的颜色,或者甚至点击它时说:
THREE.MeshBasicMaterial: .shading has been removed. Use the boolean .flatShading instead.
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我认为,解决方案可能是关于什么是缺失的部分.如果我们再次看到有效的例子,我们有三个要素:
我怀疑这三个元素可能是添加到DOM中的元素:
document.body.appendChild(container);
container.appendChild(renderer.domElement);
...more code...
container.appendChild(stats.dom);
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在未显示模型的代码中,附加内容为:
this.mount.appendChild(this.renderer.domElement);
this.mount.removeChild(this.renderer.domElement)
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即使删除了正在追加的非常见元素,统计数据,纯HTML/JS示例也能正常工作并显示三个元素!
我发现缺少的元素是相机,因为如果我们看到工作示例,对象有fov,near,far等:
所以我试着在我们讨论的代码中将相机添加到场景中:
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
75,
width / height,
0.1,
1000
);
scene.add(camera);
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它提供了巨大而庞大的堆栈跟踪:
TypeError: Cannot read property 'getExtension' of null
get
http://localhost:3001/build/three.js:20112:22
initGLContext
http://localhost:3001/build/three.js:21116:15
new WebGLRenderer
http://localhost:3001/build/three.js:21161:3
LoadNRRD.componentDidMount
http://localhost:3001/static/js/bundle.js:62599:28
62596 | scene.add(sliceZ.mesh);
62597 | });
62598 |
> 62599 | var renderer = new THREE.WebGLRenderer({ antialias: true });
| ^ 62600 | renderer.setPixelRatio(window.devicePixelRatio);
62601 | renderer.setSize(width, height);
62602 |
View source
? 17 stack frames were collapsed.
./src/index.js
C:/Users/YonePC/WebstormProjects/prototipo/src/index.js:22
19 | );
20 | };
21 |
> 22 | ReactDOM.render(
23 | <BrowserRouter>
24 | <App/>
25 | </BrowserRouter>
View compiled
? 6 stack frames were collapsed.
TypeError: Cannot read property 'domElement' of undefined
LoadNRRD.componentWillUnmount
C:/Users/YonePC/WebstormProjects/prototipo/src/components/animals/LoadNRRD.js:73
70 |
71 | componentWillUnmount() {
72 | this.stop();
> 73 | this.mount.removeChild(this.renderer.domElement)
74 | }
75 |
76 | start() {
View compiled
? 25 stack frames were collapsed.
./src/index.js
C:/Users/YonePC/WebstormProjects/prototipo/src/index.js:22
19 | );
20 | };
21 |
> 22 | ReactDOM.render(
23 | <BrowserRouter>
24 | <App/>
25 | </BrowserRouter>
View compiled
? 6 stack frames were collapsed.
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EDIT2:
我再次尝试,我们看到:
我们正在谈论的代码:
/*global THREE */
import React from 'react';
class LoadNRRD extends React.Component {
constructor(props) {
super(props);
this.stop = this.stop.bind(this);
this.start = this.start.bind(this);
this.animate = this.animate.bind(this)
}
componentDidMount() {
const width = this.mount.clientWidth;
const height = this.mount.clientHeight;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
75,
width / height,
0.1,
1000
);
scene.add(camera);
const loader = new THREE.NRRDLoader();
loader.load("models/columnasegmentado01.nrrd", function (volume) {
let sliceZ;
//z plane
const indexZ = 0;
sliceZ = volume.extractSlice('z', Math.floor(volume.RASDimensions[2] / 4));
sliceZ.name = 'foo';
console.log(sliceZ);
scene.add(sliceZ.mesh);
});
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(width, height);
renderer.setClearColor('#000000');
this.scene = scene;
window.scene = scene;
this.camera = camera;
this.renderer = renderer;
let controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.rotateSpeed = 0;
controls.zoomSpeed = 5;
controls.panSpeed = 2;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
this.mount.appendChild(this.renderer.domElement);
this.start()
}
componentWillUnmount() {
this.stop();
this.mount.removeChild(this.renderer.domElement)
}
start() {
if (!this.frameId) {
this.frameId = requestAnimationFrame(this.animate)
}
}
stop() {
cancelAnimationFrame(this.frameId)
}
animate() {
this.renderScene();
this.frameId = window.requestAnimationFrame(this.animate)
}
renderScene() {
this.renderer.render(this.scene, this.camera)
}
render() {
return (
<div
style={{width: '2000px', height: '2000px'}}
ref={(mount) => {
this.mount = mount
}}
/>
)
}
}
export default LoadNRRD;
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如您所见,我已将名称添加到sliceZ,并在Web控制台上显示:

EDIT3:使用渲染器信息对象进行debbug:
我们看到有一个geomtery和da纹理,并且渲染方法被调用217次:
{render: {…}, memory: {…}, programs: Array(0), autoReset: false, reset: ƒ}
autoReset:false
memory:geometries:1 textures:1
__proto__:Object
programs:[WebGLProgram]
render:
calls:217
faces:434
frame:0
points:0
vertices:1302
__proto__:Object
reset:
ƒ resetInfo()
__proto__:
Object
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我已经调试了一个工作示例,其中React与Three集成:
https://codepen.io/anon/pen/eMYxZw
在控制台上我们看到info对象:
autoReset: false
?
memory: Object { geometries: 1, textures: 0 }
?
programs: Array [ {…} ]
?
render: Object { frame: 485, calls: 1, vertices: 36, … }
?
__proto__: Object { … }
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所以我们看到调用是1,可能是代码中的问题显示对渲染器渲染方法的调用是否被连续调用?
另外我上传了被讨论的代码:
https://github.com/YoneMoreno/ThreeReactNRRDLoaderStandalone.git
请问你能帮帮我吗?
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