three.js 源码注释(五十九)objects/Mesh.js
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俺也是刚开始学,好多地儿肯定不对还请见谅.
以下代码是THREE.JS 源码文件中objects/Mesh.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author jonobr1 / http://jonobr1.com/ */ /* ///Mesh对象,最终的网格对象,有高人把图形学建模比作是制作灯笼,先用Geometry创建灯笼的框架,然后将材质material贴在框架上,最后形成的总体灯笼,就是Mesh对象.下面看一下Mesh对象的用法和具体实现. /// 用法:var geometry = new THREE.Geometry(1,1,1); //创建geometry对象(灯笼的框架), /// //有一下可选对象BoxGeometry,CircleGeometry,CubeGeometry,CylinderGeometry,DodecahedronGeometry,ExtrudeGeometry,IcosahedronGeometry, /// //LatheGeometry,OctahedronGeometry,ParametricGeometry,PlaneGeometry,PolyhedronGeometry,RingGeometry,ShapeGeometry,SphereGeometry, /// //TetrahedronGeometry,TextGeometry,TorusGeometry,TorusKnotGeometry,TubeGeometry /// var material = new THREE.Material({color: 0xffff00}); //创建材质对象(灯笼的表面) /// //有以下可选对象LineBasicMaterial,LineDashedMaterial,Material,MeshBasicMaterial,MeshDepthMaterial,MeshFaceMaterial, /// //MeshLambertMaterial,MeshNormalMaterial,MeshPhongMaterial,PointCloudMaterial,RawShaderMaterial,ShaderMaterial, /// //SpriteCanvasMaterial,SpriteMaterial /// var mesh = new THREE.Mesh(geometry, material); //创建mesh(灯笼)对象,并将geometry对象(灯笼的框架)和material对象(灯笼的表面)传递给mesh(灯笼)对象 /// scene.add(mesh); //将mesh(灯笼)添加到场景中. */ ///<summary>Mesh</summary> ///<param name ="geometry" type="THREE.Geometry">Geometry对象(灯笼的框架)</param> ///<param name ="material" type="THREE.Material">Material对象(材质对象)</param> ///<returns type="Mesh">返回Mesh对象</returns> THREE.Mesh = function ( geometry, material ) { THREE.Object3D.call( this ); //调用Object3D对象的call方法,将原本属于Object3D的方法交给当前对象Mesh来使用. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry(); //将参数geometry赋值给mesh对象的geometry属性 this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ); //将参数material赋值给mesh对象的material属性 /* ///MorphTargets ///原文地址:http://www.tuicool.com/articles/rYzuuu ///先睹为快 /// ///MorphTargets允许物体发生变形。如果该物体的geometry有 $n$ 个顶点,那么MorphTargets允许你再指定 $n$ 个, $2n$ 个, $3n$ 个甚至更多个顶点 ///(比如,$ p\cdot n$ 个),同时mesh对象提供一个数组morphTargetInfluences(公式中$ f_{j} $表示morphTargetInfluences[j]),具有 $p$ 个元素, ///每个元素取值在0-1之间。渲染这个物体的时候,某个顶点 $V_{i}$ 的位置其实变了,成了: /// ///$$V_{i}=V_{i}+\sum_{j=0}^{p}f_{j}\cdot (V_{j,i}-V_{i})$$ /// ///举个简单的例子,一个立方体有8个顶点, MorphTargets又指定了8个顶点,立方体的一个顶点为(1,1,1),而在 MorphTargets中与之对应的顶点为(2,2,2), ///那么当 morphTargetInfluences[0]为0.5的时候,实际渲染的时候该顶点的位置就成了(1.5,1.5,1.5)。这样做的好处是显而易见的,你可以通过简单地调整 /// morphTargetInfluences数组来使物体形变,只要之前你设置好了。 /// ///向物体加入morphTargets的方法很简单: /// ///var geometry = new THREE.CubeGeometry(100,100,100); /// var material = new THREE.MeshLambertMaterial({color:0xffffff, morphTargets:true}); /// /// var vertices = []; /// for(var i=0; i<geometry.vertices.length; i++) /// { /// var f = 2; /// vertices.push(geometry.vertices[i].clone()); /// vertices[i].x *= f; /// vertices[i].y *= f; /// vertices[i].z *= f; /// } /// geometry.morphTargets.push({name:'target0', vertices:vertices}); /// 在其他什么地方(比如animate()或render()方法中)改变morphTargetInfluences,实在方便 /// ///var s = 0; ///function render() ///{ /// s += 0.03; /// mesh.morphTargetInfluences[0] = Math.abs(Math.sin(s)); /// ... ///} ///最关键的问题是,我相信,这个功能是通过着色器来完成的。我阅读过一些简单的着色器,因此我发现在着色器中完成这件事实在太合适了。 ///如果某个geometry有几千甚至上万个顶点,使用JavaScript逐个计算变形后顶点的位置会造成很大压力,而显卡大规模并行计算的能力很适合处理这个任务 ///(毕竟每个顶点是独立地)。 */ this.updateMorphTargets(); //更新目标变形,不影响geometry对象。 }; /************************************************* ****下面是Mesh对象的方法属性定义,继承自Object3D **************************************************/ THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype ); /* ///updateMorphTargets方法将geometry对象的morphTargets属性复制到this.morphTargetInfluences属性,不影响geometry对象本身。 */ ///<summary>updateMorphTargets</summary> ///<returns type="Mesh">返回新的Mesh对象</returns> THREE.Mesh.prototype.updateMorphTargets = function () { if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) { //判断geometry对象是否有目标变形数组。 this.morphTargetBase = - 1; //给Mesh对象设置morphTargetBase属性,并初始化为-1. this.morphTargetForcedOrder = []; //给Mesh对象设置morphTargetForcedOrder属性数组,初始化[]. this.morphTargetInfluences = []; //给Mesh对象设置morphTargetInfluences属性数组,初始化为[]. this.morphTargetDictionary = {}; //给Mesh对象设置morphTargetDictionary属性,初始化为}{}. for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) { //遍历geometry对象 this.morphTargetInfluences.push( 0 ); this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; //将geometry.morphTargets属性数组中的值,一一赋值给morphTargetDictionary[]属性数组。 } } }; /* ///getMorphTargetIndexByName方法通过参数name获得存储在morphTargetDictionary[]属性数组中的变形目标索引或者说是。 */ ///<summary>getMorphTargetIndexByName</summary> ///<param name ="name" type="String">MorphTarget存储的名字</param> ///<returns type="Mesh">返回参数name所对应的顶点</returns> THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) { if ( this.morphTargetDictionary[ name ] !== undefined ) { //如果morphTargetDictionary[name]属性对象存在 return this.morphTargetDictionary[ name ]; //返回该对象。 } console.log( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' ); //提示用户,该对象不存在。返回值是0. return 0; }; /* ///raycast方法用来获得当前对象与射线(参数raycaster)的交点.raycaster.intersectObject会调用这个方法。主要是用来进行碰撞检测, /// 在选择场景中的对象时经常会用到,判断当前鼠标是否与对象重合用来选择对象. /// NOTE:raycast方法中参数intersects参数用来存储交点的集合,格式如下 /// intersects.push( { /// /// distance: distance, /// point: intersectionPoint, /// indices: [ a, b, c ], /// face: null, /// faceIndex: null, /// object: this /// /// } ); /// *////<summary>raycast</summary> ///<param name ="raycaster" type="THREE.Raycaster">射线对象</param> ///<param name ="intersects" type="ObjectArray">交点的集合</param> ///<returns type="ObjectArray">交点的集合</returns> THREE.Mesh.prototype.raycast = ( function () { var inverseMatrix = new THREE.Matrix4(); //声明一个4x4矩阵,用来放置逆矩阵 var ray = new THREE.Ray(); //声明全局射线对象 var sphere = new THREE.Sphere(); //声明全局球体对象 var vA = new THREE.Vector3(); //声明3维向量,vA var vB = new THREE.Vector3(); //声明3维向量,vB var vC = new THREE.Vector3(); //声明3维向量,vC return function ( raycaster, intersects ) { var geometry = this.geometry; // Checking boundingSphere distance to ray // 检查geometry对象的球体边界到射线的距离。 if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); sphere.copy( geometry.boundingSphere ); sphere.applyMatrix4( this.matrixWorld ); if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) { //调用光线跟踪的isIntersectionSphere方法,判断geometry对象的球体边界是否与射线相交。 return; //如果不相交,返回。 } // Check boundingBox before continuing //检查geometry对象的立方体边界到射线距离 inverseMatrix.getInverse( this.matrixWorld ); ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); if ( geometry.boundingBox !== null ) { if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) { //调用光线跟踪的isIntersectionBox方法,判断geometry对象的立方体边界是否与射线相交。 return; } } //如果geometry对象是BufferGeometry对象 if ( geometry instanceof THREE.BufferGeometry ) { var material = this.material; if ( material === undefined ) return; //如果没有材质,返回 var attributes = geometry.attributes; var a, b, c; var precision = raycaster.precision; //精度因子 if ( attributes.index !== undefined ) { //如果bufferGeometry对象的attributes.index属性不为undefined var indices = attributes.index.array; var positions = attributes.position.array; var offsets = geometry.offsets; if ( offsets.length === 0 ) { offsets = [ { start: 0, count: indices.length, index: 0 } ]; } for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) { //根据定义bufferGeomentry存放的格式,遍历attributes属性.找到顶点数据存储区域 var start = offsets[ oi ].start; var count = offsets[ oi ].count; var index = offsets[ oi ].index; for ( var i = start, il = start + count; i < il; i += 3 ) { //根据定义bufferGeomentry存放的格式,遍历attributes属性.找到顶点数据 a = index + indices[ i ]; b = index + indices[ i + 1 ]; c = index + indices[ i + 2 ]; vA.set( positions[ a * 3 ], positions[ a * 3 + 1 ], positions[ a * 3 + 2 ] ); vB.set( positions[ b * 3 ], positions[ b * 3 + 1 ], positions[ b * 3 + 2 ] ); vC.set( positions[ c * 3 ], positions[ c * 3 + 1 ], positions[ c * 3 + 2 ] ); if ( material.side === THREE.BackSide ) { //如果材质的side属性为BackSide var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true ); //调用intersectTriangle方法判断是否与参数VC,VB,VA组成的Triangle三角形对象相交,如果相交返回交点.如果不想交返回null,这里最后一个参数true,表示判断背面 } else { var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide ); //调用intersectTriangle方法判断是否与参数VA,VB,VC组成的Triangle三角形对象相交,如果相交返回交点.如果不想交返回null,这里最后一个参数,表示判断正面 } if ( intersectionPoint === null ) continue; //如果没有交点,跳出循环 intersectionPoint.applyMatrix4( this.matrixWorld ); //将非null的交点应用世界坐标变换 var distance = raycaster.ray.origin.distanceTo( intersectionPoint ); //计算射线原点到交点的距离 if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue; //如果距离小于精度因子,或小于射线的近端,或大于射线的远端,跳出循环 intersects.push( { //将相交的对象,顶点索引,距离,交点保存到intersects属性数组中 distance: distance, //距离 point: intersectionPoint, //交点 indices: [ a, b, c ], //顶点在attribute属性中的索引 face: null, //面 faceIndex: null, //面所在属性数组中的索引 object: this //对象 } ); } } } else { //如果bufferGeometry对象的attributes.index属性为undefined var positions = attributes.position.array; for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) { //找到所有的顶点位置属性 a = i; b = i + 1; c = i + 2; vA.set( positions[ j ], positions[ j + 1 ], positions[ j + 2 ] ); vB.set( positions[ j + 3 ], positions[ j + 4 ], positions[ j + 5 ] ); vC.set( positions[ j + 6 ], positions[ j + 7 ], positions[ j + 8 ] ); if ( material.side === THREE.BackSide ) { //如果材质的side属性为BackSide var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true ); //调用intersectTriangle方法判断是否与参数VC,VB,VA组成的Triangle三角形对象相交,如果相交返回交点.如果不想交返回null,这里最后一个参数true,表示判断背面 } else { var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide ); //调用intersectTriangle方法判断是否与参数VA,VB,VC组成的Triangle三角形对象相交,如果相交返回交点.如果不想交返回null,这里最后一个参数,表示判断正面 } if ( intersectionPoint === null ) continue; //如果没有交点,跳出循环 intersectionPoint.applyMatrix4( this.matrixWorld ); //将非null的交点应用世界坐标变换 var distance = raycaster.ray.origin.distanceTo( intersectionPoint ); //计算射线原点到交点的距离 if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue; //如果距离小于精度因子,或小于射线的近端,或大于射线的远端,跳出循环 intersects.push( { //将相交的对象,顶点索引,距离,交点保存到intersects属性数组中 distance: distance, //距离 point: intersectionPoint, //交点 indices: [ a, b, c ], //顶点在attribute属性中的索引 face: null, //面 faceIndex: null, //面所在属性数组中的索引 object: this //对象 } ); } } } else if ( geometry instanceof THREE.Geometry ) { //如果geometry对象是THREE.Geometry类型 var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial; var objectMaterials = isFaceMaterial === true ? this.material.materials : null; var a, b, c, d; var precision = raycaster.precision; //精度因子 var vertices = geometry.vertices; for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) { //遍历geometry对象的所有面 var face = geometry.faces[ f ]; var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material; if ( material === undefined ) continue; //如果没有材质,跳出循环 a = vertices[ face.a ]; b = vertices[ face.b ]; c = vertices[ face.c ]; if ( material.morphTargets === true ) { //如果有变性目标属性 var morphTargets = geometry.morphTargets; var morphInfluences = this.morphTargetInfluences; vA.set( 0, 0, 0 ); vB.set( 0, 0, 0 ); vC.set( 0, 0, 0 ); for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { //将所有的顶点按照变形数据做变换 var influence = morphInfluences[ t ]; if ( influence === 0 ) continue; var targets = morphTargets[ t ].vertices; vA.x += ( targets[ face.a ].x - a.x ) * influence; vA.y += ( targets[ face.a ].y - a.y ) * influence; vA.z += ( targets[ face.a ].z - a.z ) * influence; vB.x += ( targets[ face.b ].x - b.x ) * influence; vB.y += ( targets[ face.b ].y - b.y ) * influence; vB.z += ( targets[ face.b ].z - b.z ) * influence; vC.x += ( targets[ face.c ].x - c.x ) * influence; vC.y += ( targets[ face.c ].y - c.y ) * influence; vC.z += ( targets[ face.c ].z - c.z ) * influence; } vA.add( a ); vB.add( b ); vC.add( c ); a = vA; b = vB; c = vC; } if ( material.side === THREE.BackSide ) { //如果材质的side属性为BackSide var intersectionPoint = ray.intersectTriangle( c, b, a, true ); //调用intersectTriangle方法判断是否与参数VC,VB,VA组成的Triangle三角形对象相交,如果相交返回交点.如果不想交返回null,这里最后一个参数true,表示判断背面 } else { var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide ); //调用intersectTriangle方法判断是否与参数VA,VB,VC组成的Triangle三角形对象相交,如果相交返回交点.如果不想交返回null,这里最后一个参数,表示判断正面 } if ( intersectionPoint === null ) continue; //如果没有交点,跳出循环 intersectionPoint.applyMatrix4( this.matrixWorld ); //将非null的交点应用世界坐标变换 var distance = raycaster.ray.origin.distanceTo( intersectionPoint ); //计算射线原点到交点的距离 if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue; //如果距离小于精度因子,或小于射线的近端,或大于射线的远端,跳出循环 intersects.push( { distance: distance, //距离 point: intersectionPoint, //交点 face: face, //面 faceIndex: f, //面索引 object: this //对象 } ); } } }; }() ); /*clone方法 ///clone方法克隆一个Mesh网格对象. */ ///<summary>clone</summary> ///<param name ="object" type="Object3D">接收克隆的Object3D对象</param> ///<param name ="recursive" type="boolean">是否对子对象一一进行克隆</param> ///<returns type="Ray">返回Mesh网格对象.</returns> THREE.Mesh.prototype.clone = function ( object, recursive ) { if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material ); THREE.Object3D.prototype.clone.call( this, object, recursive ); //继承Object3D的clone方法 return object; //返回Mesh网格对象. };
商域无疆 (http://blog.csdn.net/omni360/)
本文遵循“署名-非商业用途-保持一致”创作公用协议
转载请保留此句:商域无疆 - 本博客专注于 敏捷开发及移动和物联设备研究:数据可视化、GOLANG、Html5、WEBGL、THREE.JS,否则,出自本博客的文章拒绝转载或再转载,谢谢合作。
以下代码是THREE.JS 源码文件中objects/Mesh.js文件的注释.
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