在 vscode 扩展中使用 Three.js 渲染
Rendering with Three.js in vscode-extension
我正在创建一个 vscode
扩展,我想在其中可视化 3D 网格。在我获得 HTML 内容的函数下方:
function getWebviewContent(context: vscode.ExtensionContext, panel: vscode.WebviewPanel) {
const threejs = vscode.Uri.file(context.extensionPath+"/js/three.js");
const threejsUri = panel.webview.asWebviewUri(threejs);
const geometryjs = vscode.Uri.file(context.extensionPath+"/js/geometry.js");
const geometryjsUri = panel.webview.asWebviewUri(geometryjs);
return `
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src=${threejsUri}></script>
<script src=${geometryjsUri}></script>
</body>
</html>
`
}
现在如果我的geometry.js
是
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
它按预期工作。但是如果我用它做一个class:
import { Scene, PerspectiveCamera, WebGLRenderer, BoxGeometry, MeshBasicMaterial, Mesh, requestAnimationFrame } from 'three';
class Viewer {
constructor() {
this.scene = new Scene();
this.camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
this.geometry = new BoxGeometry();
this.material = new MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new Mesh( this.geometry, this.material );
this.scene.add( cube );
this.camera.position.z = 5;
}
animate() {
requestAnimationFrame( this.animate );
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
let viewer = new Viewer();
viewer.animate();
HTML 页面是空的。我在这里做错了什么?我依赖于使用 classes 的外部包进行渲染,因此我需要了解如何在此处正确创建和使用这些 classes。
编辑:我已经把geometry.js
改成了typescript
,但是还是不行
import { Scene, PerspectiveCamera, WebGLRenderer, BoxGeometry, MeshBasicMaterial, Mesh } from 'three';
export class Viewer {
private scene!: Scene;
private camera: PerspectiveCamera;
private renderer: WebGLRenderer;
private geometry: BoxGeometry;
private material: MeshBasicMaterial;
private cube: Mesh;
constructor(document: Document) {
this.scene = new Scene();
this.camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( this.renderer.domElement );
this.geometry = new BoxGeometry();
this.material = new MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new Mesh( this.geometry, this.material );
this.scene.add( this.cube );
this.camera.position.z = 5;
this.animate();
}
public animate() {
requestAnimationFrame( this.animate );
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
new Viewer(document);
编辑 2: 奇怪的是,这样的东西可行
function init() {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
}
window.addEventListener('message', (event) => {
init();
});
我不明白这里发生了什么。为什么 animate()
函数必须在 init()
中?在一个class中,这不是通过成员使用this
实现的吗?
编辑 3:
class Viewer {
constructor() {
this.init();
}
init() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new THREE.WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry();
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new THREE.Mesh( geometry, material );
this.scene.add( cube );
this.camera.position.z = 5;
this.boundAnimate = this.animate.bind(this);
this.animate(); // this.boundAnimate();
}
animate() {
requestAnimationFrame(this.boundAnimate);
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
let viewer = new Viewer();
requestAnimationFrame
尝试在 window
对象 (this === window
) 的上下文中调用提供的函数。
当您以功能方式 运行 您的代码(您的原始和编辑 2 方法)时,一些对象的作用域是这样的,您仍然可以在 animate
函数中访问它们。但是当你使用 class 和 requestAnimationFrame
调用 this.animate
时,它会在第一次工作,但第二次你的 this
变成 window
并且你的程序已经飞离 rails.
为了纠正这个问题,我通常将函数绑定到上下文以防止覆盖。您也可以直接 call
它并提供您要使用的上下文。
使用函数绑定
class MyClass{
constructor(){
this.boundAnimate = this.animate.bind(this);
}
animate(){
requestAnimationFrame(this.boundAnimate);
}
};
使用call
class MyClass{
animate(){
window.prototype.requestAnimationFrame.call(this, this.animate);
}
};
我正在创建一个 vscode
扩展,我想在其中可视化 3D 网格。在我获得 HTML 内容的函数下方:
function getWebviewContent(context: vscode.ExtensionContext, panel: vscode.WebviewPanel) {
const threejs = vscode.Uri.file(context.extensionPath+"/js/three.js");
const threejsUri = panel.webview.asWebviewUri(threejs);
const geometryjs = vscode.Uri.file(context.extensionPath+"/js/geometry.js");
const geometryjsUri = panel.webview.asWebviewUri(geometryjs);
return `
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
</style>
</head>
<body>
<script src=${threejsUri}></script>
<script src=${geometryjsUri}></script>
</body>
</html>
`
}
现在如果我的geometry.js
是
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
它按预期工作。但是如果我用它做一个class:
import { Scene, PerspectiveCamera, WebGLRenderer, BoxGeometry, MeshBasicMaterial, Mesh, requestAnimationFrame } from 'three';
class Viewer {
constructor() {
this.scene = new Scene();
this.camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
this.geometry = new BoxGeometry();
this.material = new MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new Mesh( this.geometry, this.material );
this.scene.add( cube );
this.camera.position.z = 5;
}
animate() {
requestAnimationFrame( this.animate );
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
let viewer = new Viewer();
viewer.animate();
HTML 页面是空的。我在这里做错了什么?我依赖于使用 classes 的外部包进行渲染,因此我需要了解如何在此处正确创建和使用这些 classes。
编辑:我已经把geometry.js
改成了typescript
,但是还是不行
import { Scene, PerspectiveCamera, WebGLRenderer, BoxGeometry, MeshBasicMaterial, Mesh } from 'three';
export class Viewer {
private scene!: Scene;
private camera: PerspectiveCamera;
private renderer: WebGLRenderer;
private geometry: BoxGeometry;
private material: MeshBasicMaterial;
private cube: Mesh;
constructor(document: Document) {
this.scene = new Scene();
this.camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( this.renderer.domElement );
this.geometry = new BoxGeometry();
this.material = new MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new Mesh( this.geometry, this.material );
this.scene.add( this.cube );
this.camera.position.z = 5;
this.animate();
}
public animate() {
requestAnimationFrame( this.animate );
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
new Viewer(document);
编辑 2: 奇怪的是,这样的东西可行
function init() {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
function animate() {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
}
window.addEventListener('message', (event) => {
init();
});
我不明白这里发生了什么。为什么 animate()
函数必须在 init()
中?在一个class中,这不是通过成员使用this
实现的吗?
编辑 3:
class Viewer {
constructor() {
this.init();
}
init() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
this.renderer = new THREE.WebGLRenderer();
this.renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry();
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
this.cube = new THREE.Mesh( geometry, material );
this.scene.add( cube );
this.camera.position.z = 5;
this.boundAnimate = this.animate.bind(this);
this.animate(); // this.boundAnimate();
}
animate() {
requestAnimationFrame(this.boundAnimate);
this.cube.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderer.render( this.scene, this.camera );
}
}
let viewer = new Viewer();
requestAnimationFrame
尝试在 window
对象 (this === window
) 的上下文中调用提供的函数。
当您以功能方式 运行 您的代码(您的原始和编辑 2 方法)时,一些对象的作用域是这样的,您仍然可以在 animate
函数中访问它们。但是当你使用 class 和 requestAnimationFrame
调用 this.animate
时,它会在第一次工作,但第二次你的 this
变成 window
并且你的程序已经飞离 rails.
为了纠正这个问题,我通常将函数绑定到上下文以防止覆盖。您也可以直接 call
它并提供您要使用的上下文。
使用函数绑定
class MyClass{
constructor(){
this.boundAnimate = this.animate.bind(this);
}
animate(){
requestAnimationFrame(this.boundAnimate);
}
};
使用call
class MyClass{
animate(){
window.prototype.requestAnimationFrame.call(this, this.animate);
}
};