three.js 源码注释(二十二)Core/Object3D.js
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以下代码是THREE.JS 源码文件中Core/Object3D.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/** * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley */ /* ///Object3D是场景中图形对象的基类.Object3D对象的功能函数采用定义构造的函数原型对象来实现. */ ///<summary>Object3D</summary> THREE.Object3D = function () { /**************************************** ****下面是Object3D对象的属性定义 ****************************************/ this.id = THREE.Object3DIdCount ++; //Object3D对象id属性. this.uuid = THREE.Math.generateUUID(); //调用THREE.Math.generateUUID()方法,Object3D对象uuid(通用唯一识别码)属性, this.name = ''; //Object3D对象name属性,可以为当前对象定义一个名称,初始化为'' this.parent = undefined; //Object3D对象parent属性,初始化为undefined. this.children = []; //Object3D对象children属性,初始化为[]. this.up = THREE.Object3D.DefaultUp.clone(); ////Object3D对象up属性,当前对象的上方,初始化为THREE.Vector3( 0, 1, 0 ) var scope = this; var position = new THREE.Vector3(); var rotation = new THREE.Euler(); var quaternion = new THREE.Quaternion(); var scale = new THREE.Vector3( 1, 1, 1 ); rotation.onChange( function () { quaternion.setFromEuler( rotation, false ); //给对象的rotation属性绑定setFromEuler()方法,当rotation属性值更改,调用setFromEuler()方法 } ); quaternion.onChange( function () { rotation.setFromQuaternion( quaternion, undefined, false ); //给对象的quaternion属性绑定setFromQuaternion()方法,当rotation属性值更改,调用setFromEuler()方法 } ); Object.defineProperties( this, { position: { //Object3D对象position属性 enumerable: true, value: position }, rotation: { //Object3D对象rotation属性,以弧度为单位 enumerable: true, value: rotation }, quaternion: { //Object3D对象quaternion属性,当useQuaternion属性为true,可用. enumerable: true, value: quaternion }, scale: { //Object3D对象scale属性 enumerable: true, value: scale }, } ); this.renderDepth = null; //Object3D对象renderDepth属性,初始化为null,如果设置了值将会覆盖渲染深度. this.rotationAutoUpdate = true; //Object3D对象rotationAutoUpdate属性,初始化为true,表示每帧都会重新计算. this.matrix = new THREE.Matrix4(); //Object3D对象matrix属性,变换矩阵 this.matrixWorld = new THREE.Matrix4(); //Object3D对象matrixWorld属性,如果当前对象是子对象,matrixWorld属性为上一级对象的变换矩阵,否则是自己的变换矩阵. this.matrixAutoUpdate = true; //Object3D对象matrixAutoUpdate属性,初始化为true,表示每帧都会重新计算缩放,位置,旋转或四元数矩阵.matrixWorld属性也会重新计算 this.matrixWorldNeedsUpdate = false; //Object3D对象matrixWorldNeedsUpdate属性,初始化为false this.visible = true; //Object3D对象visible属性,表示当前对象场景中是否可见,初始化为trure this.castShadow = false; //Object3D对象castShadow属性,初始化为false,表示不产生阴影 this.receiveShadow = false; //Object3D对象receiveShadow属性,初始化为false,表示材质不接受烘焙阴影 this.frustumCulled = true; //Object3D对象frustumCulled属性,初始化为true this.userData = {}; //Object3D对象userData属性,初始化为{},用户自定义的其它属性,这里的数值不会被clone }; THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 ); //设置Object3D对象的默认上方向. /**************************************** ****下面是Object3D对象提供的功能函数. ****************************************/ THREE.Object3D.prototype = { constructor: THREE.Object3D, //构造器,返回对创建此对象Object3D函数的引用. /* ///get eulerOrder 方法用来获得欧拉角的轴顺序 ///NOTE: get eulerOrder()的用法是Quaternion.prototype.eulerOrder,这种用法在除ie浏览器以外的浏览器上可以使用. ///NOTE: .eulerOrder方法已经被删除了, 现在使用.rotation.order.这里保留这个方法,为了向下兼容. */ ///<summary>get eulerOrder</summary> ///<returns type="number">返回欧拉角的轴顺序</returns> get eulerOrder () { //.eulerOrder方法已经被删除了.这里保留这个方法, 现在使用.rotation.order.为了向下兼容. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' ); //返回欧拉角的轴顺序 return this.rotation.order; }, /* ///set eulerOrder 方法用来设置欧拉角的轴顺序 ///NOTE: set eulerOrder()的用法是Quaternion.prototype.eulerOrder,这种用法在除ie浏览器以外的浏览器上可以使用. ///NOTE: .eulerOrder方法已经被删除了, 现在使用.rotation.order.这里保留这个方法,为了向下兼容. */ ///<summary>set eulerOrder</summary> ///<returns type="number">返回新的欧拉角的轴顺序</returns> set eulerOrder ( value ) { //.eulerOrder方法已经被删除了.这里保留这个方法, 现在使用.rotation.order.为了向下兼容. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' ); //返回新的欧拉角的轴顺序 this.rotation.order = value; }, /* ///get useQuaternion 方法用来获得useQuaternion属性是否被设置为true ///NOTE: get useQuaternion()的用法是Quaternion.prototype.eulerOrder,这种用法在除ie浏览器以外的浏览器上可以使用. ///NOTE: .useQuaternion方法已经被删除了, 现在默认使用quaternions. */ ///<summary>get useQuaternion</summary> ///<returns type="Boolean">返回useQuaternion属性是否被设置为true</returns> get useQuaternion () { ///提示用户.useQuaternion方法已经被删除了, 现在默认使用quaternions. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); }, /* ///set useQuaternion 方法用来获得useQuaternion属性是否被设置为true ///NOTE: set useQuaternion()的用法是Quaternion.prototype.eulerOrder,这种用法在除ie浏览器以外的浏览器上可以使用. ///NOTE: .useQuaternion方法已经被删除了, 现在默认使用quaternions. */ ///<summary>set useQuaternion</summary> set useQuaternion ( value ) { ///提示用户.useQuaternion方法已经被删除了, 现在默认使用quaternions. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); }, /* ///applyMatrix方法对对象的matrix属性应用矩阵变换.达到旋转,缩放,移动的目的. */ ///<summary>applyMatrix</summary> ///<param name ="m" type="Matrix4">仿射矩阵</param> ///<returns type="Object3D">返回新的Object3D对象</returns> applyMatrix: function ( matrix ) { //multiply方法用来将矩阵a,b相乘,并返回新的Matrix4(4x4矩阵). this.matrix.multiplyMatrices( matrix, this.matrix ); //decompose方法和compose()方法对应.将转换矩阵的平移、旋转和缩放设置作为由三个 Vector3 对象组成的矢量返回。第一个 Vector3 对象容纳平移元素。第二个 Vector3 对象容纳旋转元素。第三个 Vector3 对象容纳缩放元素。 this.matrix.decompose( this.position, this.quaternion, this.scale ); }, /* ///setRotationFromAxisAngle方法通过四元数的方式旋转任意坐标轴(参数axis)旋转角度(参数angle),最后将结果返回到this.quternion属性中. /// NOTE:参数axis必须是单位向量,通过调用.normalize()得到单位向量. */ ///<summary>setRotationFromAxisAngle</summary> ///<param name ="axis" type="Vector3">三维向量</param> ///<param name ="angle" type="float">角度</param> ///<returns type="Object3D">返回新的Object3D对象</returns> setRotationFromAxisAngle: function ( axis, angle ) { // assumes axis is normalized // 确保坐标轴是单位向量 this.quaternion.setFromAxisAngle( axis, angle ); //调用quaternion.setFromAxisAngle方法,绕任意轴设定旋转四元数 }, /* ///setRotationFromEuler方法通过一次欧拉旋转(参数euler)设置四元数旋转,最后将结果返回到this.quternion属性中. */ ///<summary>setRotationFromEuler</summary> ///<param name ="euler" type="THREE.Euler">THREE.Euler对象,欧拉对象</param> ///<param name ="update" type="bool">true 或者 false,如果不等于false,Quaternion对象调用onChangeCallback函数</param> ///<returns type="Object3D">返回新的Object3D对象</returns> setRotationFromEuler: function ( euler ) { this.quaternion.setFromEuler( euler, true ); //调用quaternion.setFromEuler方法,applyEuler方法通过一次欧拉旋转(参数euler)设置四元数旋转 }, /* ///setRotationFromMatrix方法利用一个参数m(旋转矩阵),达到旋转变换的目的吧,最后将结果返回到this.quternion属性中. /// NOTE:m是一个旋转矩阵,更多公式:http://en.wikipedia.org/wiki/Transformation_matrix /// /// 样例: 这个样例是z轴旋转30度. /---------------------------------------------------- |cos(heading) = 0.866 | sin(heading) = 0.5 | 0 | |-----------------------|----------------------------| matrix = |-sin(heading) = -0.5 |cos(heading) = 0.866 | 0 | |-----------------------|----------------------|-----| | 0 | 0 | 1 | \----------------------------------------------------/ angle = acos ( ( m00 + m11 + m22 - 1)/2) angle = acos ( ( 0.866 + 0.866 + 1 - 1)/2) angle = acos ( 0.866 ) angle = 30 degrees x = (m21 - m12) = 0 - 0 =0 y = (m02 - m20) = 0 - 0 =0 z = (m10 - m01) = -0.5 - 0.5 = -1 */ ///<summary>setRotationFromMatrix</summary> ///<param name ="m" type="Matrix3">3x3矩阵(旋转矩阵)</param> ///<param name ="order" type="String">order(旋转顺序) 默认顺序是'XYZ' 取值范围是['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]</param> ///<returns type="Object3D">返回新的Object3D对象</returns> setRotationFromMatrix: function ( m ) { // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) // 确保参数m是一个3x3的旋转矩阵. this.quaternion.setFromRotationMatrix( m ); //调用quaternion.setFromRotationMatrix方法,setFromRotationMatrix方法通过参数m(旋转矩阵)设置旋转四元数 }, /* ///setRotationFromQuaternion方法通过规范化的旋转四元数直接应用旋转 */ ///<summary>setRotationFromQuaternion</summary> ///<param name ="q" type="Quaternion">四元数</param> ///<returns type="Object3D">返回新的Object3D对象</returns> setRotationFromQuaternion: function ( q ) { // assumes q is normalized // 确保参数q是规范化的 this.quaternion.copy( q ); //调用quaternion.copy方法,copy方法通过直接将规范化的旋转四元数设置给this.quternion属性 }, /* ///rotateOnAxis方法绕任意坐标轴(参数axis)旋转角度(参数angle) */ ///<summary>rotateOnAxis</summary> ///<param name ="axis" type="Vector3">三维向量</param> ///<param name ="angle" type="float">角度</param> ///<returns type="Object3D">返回新的Object3D对象</returns> rotateOnAxis: function () { // rotate object on axis in object space // 在指定的坐标轴上旋转对象. // axis is assumed to be normalized // 保证参数axis是规范化的 var q1 = new THREE.Quaternion(); return function ( axis, angle ) { q1.setFromAxisAngle( axis, angle ); //调用setFromAxisAngle()方法,绕坐标轴旋转指定角度. this.quaternion.multiply( q1 ); return this; //返回新的Object3D对象 } }(), /* ///rotateX方法旋转绕x轴旋转角度(参数angle) */ ///<summary>rotateX</summary> ///<param name ="angle" type="float">角度</param> ///<returns type="Object3D">返回新的Object3D对象</returns> rotateX: function () { var v1 = new THREE.Vector3( 1, 0, 0 ); return function ( angle ) { return this.rotateOnAxis( v1, angle ); //调用rotateOnAxis()方法,绕x轴旋转指定角度. }; }(), /* ///rotateY方法旋转绕x轴旋转角度(参数angle) */ ///<summary>rotateY</summary> ///<param name ="angle" type="float">角度</param> ///<returns type="Object3D">返回新的Object3D对象</returns> rotateY: function () { var v1 = new THREE.Vector3( 0, 1, 0 ); return function ( angle ) { return this.rotateOnAxis( v1, angle ); //调用rotateOnAxis()方法,绕Y轴旋转指定角度. }; }(), /* ///rotateZ方法旋转绕x轴旋转角度(参数angle) */ ///<summary>rotateZ</summary> ///<param name ="angle" type="float">角度</param> ///<returns type="Object3D">返回新的Object3D对象</returns> rotateZ: function () { var v1 = new THREE.Vector3( 0, 0, 1 ); return function ( angle ) { return this.rotateOnAxis( v1, angle ); //调用rotateOnAxis()方法,绕Z轴旋转指定角度. }; }(), /* ///translateOnAxis方法沿任意坐标轴(参数axis)移动指定距离(参数distance) */ ///<summary>translateOnAxis</summary> ///<param name ="axis" type="Vector3">三维向量</param> ///<param name ="distance" type="float">距离</param> ///<returns type="Object3D">返回新的Object3D对象</returns> translateOnAxis: function () { // translate object by distance along axis in object space // 在指定轴上移动对象 // axis is assumed to be normalized // 参数axis必须是规范化的. var v1 = new THREE.Vector3(); return function ( axis, distance ) { v1.copy( axis ).applyQuaternion( this.quaternion ); //调用applyQuaternion()方法,沿任意坐标轴(参数axis)移动指定距离(参数distance) this.position.add( v1.multiplyScalar( distance ) ); return this; //返回新的Object3D对象 } }(), /* ///translate方法沿任意坐标轴(参数axis)移动指定距离(参数distance) /// NOTE:translate方法已经被删除,被translateOnAxis替代.这里保留,为了向下兼容 */ ///<summary>translate</summary> ///<param name ="distance" type="float">距离</param> ///<param name ="axis" type="Vector3">三维向量</param> ///<returns type="Object3D">返回新的Object3D对象</returns> translate: function ( distance, axis ) { //提示用户translate方法已经被删除,被translateOnAxis替代. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); return this.translateOnAxis( axis, distance ); //调用translateOnAxis()方法,移动对象,返回新的Object3D对象 }, /* ///translateX方法沿任意x轴移动指定距离(参数distance) */ ///<summary>translateX</summary> ///<param name ="distance" type="float">距离</param> ///<returns type="Object3D">返回新的Object3D对象</returns> translateX: function () { var v1 = new THREE.Vector3( 1, 0, 0 ); return function ( distance ) { return this.translateOnAxis( v1, distance ); //调用translateOnAxis()方法,绕X轴旋转指定角度. }; }(), /* ///translateY方法沿任意Y轴移动指定距离(参数distance) */ ///<summary>translateY</summary> ///<param name ="distance" type="float">距离</param> ///<returns type="Object3D">返回新的Object3D对象</returns> translateY: function () { var v1 = new THREE.Vector3( 0, 1, 0 ); return function ( distance ) { return this.translateOnAxis( v1, distance ); //调用translateOnAxis()方法,绕Y轴旋转指定角度. }; }(), /* ///translateZ方法沿任意Z轴移动指定距离(参数distance) */ ///<summary>translateZ</summary> ///<param name ="distance" type="float">距离</param> ///<returns type="Object3D">返回新的Object3D对象</returns> translateZ: function () { var v1 = new THREE.Vector3( 0, 0, 1 ); return function ( distance ) { return this.translateOnAxis( v1, distance ); //调用translateOnAxis()方法,绕Z轴旋转指定角度. }; }(), /* ///localToWorld方法与worldToLocal方法相对应,将参数vector,从对象坐标空间变换成世界坐标空间 */ ///<summary>localToWorld</summary> ///<param name ="vector" type="Vector">Vector3对象</param> ///<returns type="Object3D">返回世界坐标空间的Vector3对象.</returns> localToWorld: function ( vector ) { return vector.applyMatrix4( this.matrixWorld ); //返回世界坐标空间的Vector3对象. }, /* ///worldToLocal方法与localToWorld方法相对应,将参数vector,从世界坐标空间变换成对象坐标空间 */ ///<summary>worldToLocal</summary> ///<param name ="vector" type="Vector">Vector3对象</param> ///<returns type="Object3D">返回对象坐标空间的Vector3对象.</returns> worldToLocal: function () { var m1 = new THREE.Matrix4(); return function ( vector ) { return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); //返回对象坐标空间的Vector3对象. }; }(), /* ///lookAt方法用来旋转对象,并将对象面对空间中的点(参数vector) */ ///<summary>lookAt</summary> ///<param name ="vector" type="Vector">Vector3对象</param> ///<returns type="Object3D">返回新的Object3D对象</returns> lookAt: function () { // This routine does not support objects with rotated and/or translated parent(s) // lookat不支持嵌套对象的旋转,变换 var m1 = new THREE.Matrix4(); return function ( vector ) { m1.lookAt( vector, this.position, this.up ); //调用THREE.Matrix4.lookAt()方法. this.quaternion.setFromRotationMatrix( m1 ); //返回新的Object3D对象 }; }(), /* ///add方法用来将对象(参数object),设置为当前对象的子对象 /// NOTE:参数是多个Object3D对象. */ ///<summary>add</summary> ///<param name ="object" type="Object3D">Object3D对象</param> ///<returns type="Object3D">返回包含Object3D对象的Object3D对象.</returns> add: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i++ ) { this.add( arguments[ i ] ); } return this; //返回包含Object3D对象的Object3D对象. }; if ( object === this ) { //提示用户,自己不能添加自己. console.error( "THREE.Object3D.add:", object, "can't be added as a child of itself." ); return this; } if ( object instanceof THREE.Object3D ) { if ( object.parent !== undefined ) { object.parent.remove( object ); } object.parent = this; object.dispatchEvent( { type: 'added' } ); this.children.push( object ); // add to scene // 添加到当前场景中. var scene = this; while ( scene.parent !== undefined ) { scene = scene.parent; } if ( scene !== undefined && scene instanceof THREE.Scene ) { scene.__addObject( object ); } } else { console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." ); } return this; //返回包含Object3D对象的Object3D对象. }, /* ///remove方法用来将当前对象的子对象(参数object)删除 /// NOTE:参数是多个Object3D对象. */ ///<summary>remove</summary> ///<param name ="object" type="Object3D">当前对象的子对象,Object3D对象</param> ///<returns type="Object3D">返回新的Object3D对象</returns> remove: function ( object ) { if ( arguments.length > 1 ) { for ( var i = 0; i < arguments.length; i++ ) { this.remove( arguments[ i ] ); } }; var index = this.children.indexOf( object ); if ( index !== - 1 ) { object.parent = undefined; object.dispatchEvent( { type: 'removed' } ); this.children.splice( index, 1 ); // remove from scene // 从场景中删除对象. var scene = this; while ( scene.parent !== undefined ) { scene = scene.parent; } if ( scene !== undefined && scene instanceof THREE.Scene ) { scene.__removeObject( object ); } } }, raycast: function () {}, //光线跟踪 /* ///traverse方法遍历当前对象以及子对象并且应用callback方法. */ ///<summary>traverse</summary> ///<param name ="callback" type="Function">要应用的方法</param> ///<returns type="Object3D">返回新的Object3D对象</returns> traverse: function ( callback ) { callback( this ); //应用callback方法. for ( var i = 0, l = this.children.length; i < l; i ++ ) { //遍历所有子对象,递归调用traverse方法,应用callback方法. this.children[ i ].traverse( callback ); } }, /* ///traverse方法遍历当前对象以及子对象并且当对象的Visible属性为true,应用callback方法. */ ///<summary>traverse</summary> ///<param name ="callback" type="Function">要应用的方法</param> ///<returns type="Object3D">返回新的Object3D对象</returns> traverseVisible: function ( callback ) { if ( this.visible === false ) return; callback( this ); for ( var i = 0, l = this.children.length; i < l; i ++ ) { //遍历所有子对象,递归调用traverseVisible方法,应用callback方法. this.children[ i ].traverseVisible( callback ); } }, /* ///getObjectById方法通过id获得子对象.recursive默认为false,表示不才查找子对象的子对象. */ ///<summary>getObjectById</summary> ///<param name ="id" type="String">要应用的方法</param> ///<param name ="recursive" type="Boolean">可选参数,true或者false</param> ///<returns type="Object3D">返回id等于id的Object3D对象,没找到返回undefined</returns> getObjectById: function ( id, recursive ) { for ( var i = 0, l = this.children.length; i < l; i ++ ) { var child = this.children[ i ]; if ( child.id === id ) { return child; //返回id等于id的Object3D对象 } if ( recursive === true ) { child = child.getObjectById( id, recursive ); if ( child !== undefined ) { return child; //返回id等于id的Object3D对象 } } } return undefined; //没找到返回undefined. }, /* ///getObjectById方法通过name获得子对象.recursive默认为false,表示不才查找子对象的子对象. */ ///<summary>getObjectById</summary> ///<param name ="name" type="String">要应用的方法</param> ///<param name ="recursive" type="Boolean">可选参数,true或者false</param> ///<returns type="Object3D">返回name等于name的Object3D对象,没找到返回undefined</returns> getObjectByName: function ( name, recursive ) { for ( var i = 0, l = this.children.length; i < l; i ++ ) { var child = this.children[ i ]; if ( child.name === name ) { return child; //返回name等于name的Object3D对象 } if ( recursive === true ) { child = child.getObjectByName( name, recursive ); if ( child !== undefined ) { return child; //返回name等于name的Object3D对象 } } } return undefined; ///没找到返回undefined }, /* ///getChildByName方法通过name获得子对象.recursive默认为false,表示不才查找子对象的子对象. ///NOTE:getChildByName方法已经被getObjectByName方法替换,这里保留为了向后兼容. */ ///<summary>getChildByName</summary> ///<param name ="name" type="String">要应用的方法</param> ///<param name ="recursive" type="Boolean">可选参数,true或者false</param> ///<returns type="Object3D">返回name等于name的Object3D对象,没找到返回undefined</returns> getChildByName: function ( name, recursive ) { //提示用户getChildByName方法已经被getObjectByName方法替换,这里保留为了向后兼容. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); return this.getObjectByName( name, recursive ); //调用getObjectByName()方法. }, /* ///updateMatrix方法对当前对象的matrix属性应用位移,旋转,缩放变换. */ ///<summary>updateMatrix</summary> ///<returns type="Object3D">返回新的Object3D对象</returns> updateMatrix: function () { this.matrix.compose( this.position, this.quaternion, this.scale ); //对当前对象的matrix属性应用位移,旋转,缩放变换. this.matrixWorldNeedsUpdate = true; //设置matrixWorldNeedsUpdate为true }, /* ///updateMatrixWorld方法对当前对象及其子对象的matrix属性应用全局位移,旋转,缩放变换. ///NOTE: 在updateMatrixWorld方法中如果参数force为true,将对其子对象应用同样的全局变换. */ ///<summary>updateMatrixWorld</summary> ///<param name ="force" type="Boolean">true或者false</param> ///<returns type="Object3D">返回新的Object3D对象</returns> updateMatrixWorld: function ( force ) { if ( this.matrixAutoUpdate === true ) this.updateMatrix(); if ( this.matrixWorldNeedsUpdate === true || force === true ) { if ( this.parent === undefined ) { this.matrixWorld.copy( this.matrix ); } else { this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); } this.matrixWorldNeedsUpdate = false; force = true; } // update children // 更新子对象. for ( var i = 0, l = this.children.length; i < l; i ++ ) { this.children[ i ].updateMatrixWorld( force ); //调用updateMatrixWorld方法,对子对象应用变换 } }, /*clone方法 ///clone方法克隆Object3D对象,如果参数force为true,克隆其子对象,否则只克隆当前对象,默认为true. ///NOTE: 在clone方法中如果参数force为true,将对其子对象应用同样的全局变换,默认为true. */ ///<summary>clone</summary> ///<returns type="Object3D">返回克隆的Object3D对象</returns> clone: function ( object, recursive ) { if ( object === undefined ) object = new THREE.Object3D(); if ( recursive === undefined ) recursive = true; object.name = this.name; object.up.copy( this.up ); object.position.copy( this.position ); object.quaternion.copy( this.quaternion ); object.scale.copy( this.scale ); object.renderDepth = this.renderDepth; object.rotationAutoUpdate = this.rotationAutoUpdate; object.matrix.copy( this.matrix ); object.matrixWorld.copy( this.matrixWorld ); object.matrixAutoUpdate = this.matrixAutoUpdate; object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate; object.visible = this.visible; object.castShadow = this.castShadow; object.receiveShadow = this.receiveShadow; object.frustumCulled = this.frustumCulled; object.userData = JSON.parse( JSON.stringify( this.userData ) ); if ( recursive === true ) { //对子对象一一进行克隆. for ( var i = 0; i < this.children.length; i ++ ) { var child = this.children[ i ]; object.add( child.clone() ); } } return object; //返回克隆的Object3D对象 } }; ///EventDispatcher方法应用到当前Object3D对象. THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype ); ///设置全局的Object3D对象计数器. THREE.Object3DIdCount = 0;
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以下代码是THREE.JS 源码文件中Core/Object3D.js文件的注释.
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