My code won't run due to this error message:
TypeError: THREE.Scene is not a constructor
I've sourced the three.js file from the official GitHub repository, and these are my files:
index.html
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="../style.css">
<title>First three.js</title>
</head>
<body>
<script type="module" src="../frontend/tetrahedrons_render.js"></script>
</body>
</html>
tetrahedrons_render.js
import * as THREE from '../lib/three.js';
// Create the scene
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x2d3436);
// Set up the camera
const camera = new THREE.PerspectiveCamera(100, window.innerWidth / window.innerHeight, 0.1, 1000);
// Set up the render
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
// Create n random tetrahedrons
const n = Math.floor(Math.random() * 7) + 2;
const tetrahedrons = [];
const positions = [];
let x, y;
for (let i = 0; i < n; i++) {
do {
x = Math.floor(Math.random() * 10) - 5;
y = Math.floor(Math.random() * 10) - 5;
} while ([x, y] in positions);
positions.push([x, y]);
tetrahedrons.push(createTetrahedron(x * 2.5, y * 2.5));
}
// Color one random tetrahedron in black and another in white
const i = Math.floor(Math.random() * tetrahedrons.length);
let i2;
do {
i2 = Math.floor(Math.random() * tetrahedrons.length);
} while (i2 === i);
tetrahedrons[i].geometry.faces.forEach((face) => {
face.color = new THREE.Color('black');
});
tetrahedrons[i2].geometry.faces.forEach((face) => {
face.color = new THREE.Color('white');
});
camera.position.z = 15;
function animate() {
requestAnimationFrame(animate);
// Rotation
tetrahedrons.forEach((tetrahedron) => {
tetrahedron.rotation.x += 0.03;
tetrahedron.rotation.y -= 0.03;
});
renderer.render(scene, camera);
}
animate();
function createTetrahedron(x, y) {
const geometry = new THREE.Geometry();
geometry.colorsNeedUpdate = true;
geometry.vertices.push(
new THREE.Vector3(1, 1, 1),
new THREE.Vector3(-1, -1, 1),
new THREE.Vector3(-1, 1, -1),
new THREE.Vector3(1, -1, -1),
);
// * To be pointing toward the outside of the cube
// * they must be specified in a counter clockwise
// * direction when that triangle is facing the camera
geometry.faces.push(
new THREE.Face3(0, 2, 1),
new THREE.Face3(0, 3, 2),
new THREE.Face3(0, 1, 3),
new THREE.Face3(1, 2, 3),
);
// Set faces colors
geometry.faces[0].color = new THREE.Color('red');
geometry.faces[1].color = new THREE.Color('blue');
geometry.faces[2].color = new THREE.Color('green');
geometry.faces[3].color = new THREE.Color('yellow');
// Set materials
const material = new THREE.MeshBasicMaterial({
color: 0x95a5a6,
vertexColors: THREE.FaceColors,
});
material.needsUpdate = true;
const tetrahedron = new THREE.Mesh(geometry, material);
tetrahedron.geometry.colorsNeedUpdate = true;
// Add the tetrahedron to the scene
scene.add(tetrahedron);
tetrahedron.position.x = x;
tetrahedron.position.y = y;
return tetrahedron;
}
That's the full code, but it seems the issue lies in the first import statement.
I've searched for solutions to this error, but haven't found one that works for me.