three.js 请问这是什么意思,该怎么处理

**我的 three.js 用的是116版本的,打开 glb 文件 报这个错
**

img

img

这是代码

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>pb展示</title>
    
</head>
<body>
<div id="junying"></div>
<script type="module">
    import * as THREE from "../build/three.module.js";
    import {GLTFLoader} from "./jsm/loaders/GLTFLoader.js";
    import {OrbitControls} from "./jsm/controls/OrbitControls.js";
    import { group } from "./utils/vehicle.js";
    import {TrackballControls} from "./jsm/controls/TrackballControls.js";

    var container, // dom 标签容器
        stats, // 帧率检测
        camera, // 相机
        controls, // 相机控件
        scene, // 场景
        renderer; // 渲染器

    init(); // 初始化
    // getScene();
    //
    // function getScene() {
    //     let loader = new THREE.FileLoader().setResponseType('json');
    //     loader.load('./json/G1vehicle.json', (data) => {
    //         data.map((e) => {
    //             console.log(e)
    //             scene.add(group(e.position.x, e.position.y, e.position.z,e.rotate.x,e.rotate.y,e.rotate.z));
    //         })
    //     });
    // }

    function init() {
        //相机设置
        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);//透视摄像机
        camera.position.set(0, 70, 70);
        // camera.lookAt(scene.position);//设置相机方向(指向的场景对象)

        //创建场景对象
        scene = new THREE.Scene();
        // 设置光源
        //点光源
        let point = new THREE.PointLight("#ffffff");
        point.position.set(10000, 10000, 3000).normalize(); //点光源位置
        scene.add(point); //点光源添加到场景中

        let light = new THREE.DirectionalLight("#ffffff", 0.45); //从正上方(不是位置)照射过来的平行光,0.45的强度
        light.position.set(5, 200, 100);
        light.position.multiplyScalar(0.3);
        scene.add(light);
        //环境光
        let light2 = new THREE.AmbientLight("#ffffff");
        scene.add(light2);

        // 创建渲染对象
        renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);//设置渲染区域尺寸
        renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
        junying.appendChild(renderer.domElement)

        // 加载模型
        var loader = new GLTFLoader();
        loader.load( './D1D2/d3.glb', function ( glb ) {
            console.log(glb.scene);
            glb.scene.position.set(0,0,0)
            scene.add(glb.scene);
        }, undefined, function ( error ) {
            console.error( error );
        } );

        // 辅助坐标系  参数250表示坐标系大小,可以根据场景大小去设置
        var axisHelper = new THREE.AxesHelper(250);
        scene.add(axisHelper);
        // 轨迹球控制器,通过键盘和鼠标控制前后左右平移和缩放场景
        controls = new TrackballControls(camera, renderer.domElement);
        controls.rotateSpeed = 5.0;
        controls.zoomSpeed = 5;
        controls.panSpeed = 2;
        controls.staticMoving = true;
        window.addEventListener("resize", onWindowResize, false); // 实时监听
    }

    function onWindowResize() {
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        renderer.setSize(window.innerWidth, window.innerHeight);
        controls.handleResize();
    }

    // 执行渲染操作
    function animate() {
        requestAnimationFrame(animate)
        renderer.render(scene,camera);//执行渲染操作
    }

    //创建控件对象
    controls = new OrbitControls(camera,renderer.domElement);


    animate();
    // setInterval("animate()",2000);
</script>

<script>

</script>
<style>
    body { margin: 0;overflow: hidden;}
</style>
</body>
</html>