I am creating a vscode
extension where I want to visualize 3D meshes. Below the function where I get the HTML content:
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>
`
}
Now if my geometry.js
is
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();
it works as expected. But if I make a class out of it:
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();
the HTML page is empty. What am I doing wrong here? I depend on an external package for rendering which uses classes, so I need to understand how to properly create and use these classes here.
Edit: I have changed geometry.js
to typescript
, but still no luck
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);
Edit 2: Oddly, something like this works
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();
});
I don't understand what's happening here. Why does the animate()
function has to be inside init()
? In a class, isn't this achieved by using this
for the members?
Edit 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();
CodePudding user response:
requestAnimationFrame
tries to call the provided function under the context of the window
object (this === window
).
When you run your code in a functional way (your original and edit 2 methods), some of the objects are scoped such that you still have access to them inside the animate
function. But when you use the class, and requestAnimationFrame
calls this.animate
, it will work the first time, but the second time your this
becomes window
and your program has flown off the rails.
To correct this, I usually bind the function to a context to prevent an override. You can also call
it directly and provide the context you want to use.
Using function binding
class MyClass{
constructor(){
this.boundAnimate = this.animate.bind(this);
}
animate(){
requestAnimationFrame(this.boundAnimate);
}
};
Using call
class MyClass{
animate(){
window.prototype.requestAnimationFrame.call(this, this.animate);
}
};