// 场景和相机
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(120, width / height, 0.1, 1000);
this.camera.position.x = 0;
this.camera.position.y = 10;
this.camera.position.z = 0;
this.camera.lookAt(new THREE.Vector3(10, 10, 10));
// 坐标轴
this.scene.add(new THREE.AxisHelper(50));
主要是观察点的问题, this.camera.lookAt(new THREE.Vector3(10, 10, 10));
this.camera.position.y = 10; 与相机Y轴坐标相同,当然后出现平行情况。