three.js 源码注释(六十二)objects/SkinnedMesh.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/SkinnedMesh.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author ikerr / http://verold.com */ /* ///SkinnedMesh对象,蒙皮网格对象,蒙皮网格用于渲染人物。人物动画使用的骨骼,而且每个骨骼影响网格的一部分. */ ///<summary>SkinnedMesh</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> ///<param name ="useVertexTexture" type="boolean">true 或者 false,是否使用顶点纹理,对象构建后,该属性不能修改.</param> ///<returns type="SkinnedMesh">返回SkinnedMesh对象</returns> THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) { THREE.Mesh.call( this, geometry, material ); //调用Mesh对象的call方法,将原本属于Mesh的方法交给当前对象SkinnedMesh来使用. this.bindMode = "attached"; //绑定模式 this.bindMatrix = new THREE.Matrix4(); //绑定矩阵 this.bindMatrixInverse = new THREE.Matrix4(); //绑定矩阵的逆矩阵 // init bones 初始化骨骼 // TODO: remove bone creation as there is no reason (other than // convenience) for THREE.SkinnedMesh to do this. var bones = []; //存储骨骼的数组,这个属性在构造函数中设置. if ( this.geometry && this.geometry.bones !== undefined ) { var bone, gbone, p, q, s; for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) { gbone = this.geometry.bones[ b ]; p = gbone.pos; q = gbone.rotq; s = gbone.scl; bone = new THREE.Bone( this ); bones.push( bone ); bone.name = gbone.name; bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] ); //位置属性 bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] ); //四元数属性 if ( s !== undefined ) { bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] ); //缩放属性 } else { bone.scale.set( 1, 1, 1 ); } } for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) { gbone = this.geometry.bones[ b ]; if ( gbone.parent !== - 1 ) { bones[ gbone.parent ].add( bones[ b ] ); } else { this.add( bones[ b ] ); } } } this.normalizeSkinWeights(); //构造SkinnedMesh对象时调用normalizeSkinWeights方法,确保skinWeights的各元素是归一化的. this.updateMatrixWorld( true ); //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. this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) ); //调用bind方法,绑定骨骼对象. }; /************************************************* ****下面是SkinnedMesh对象的方法属性定义,继承自Mesh **************************************************/ THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype ); /* ///bind方法将蒙皮网格对象根据绑定矩阵绑定骨架. */ ///<summary>bind</summary> ///<param name ="skeleton" type="SkinnedMesh">骨骼数组</param> ///<param name ="bindMatrix" type="Matrix4">可选参数,绑定矩阵</param> ///<returns type="SkinnedMesh">蒙皮网格对象</returns> THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) { this.skeleton = skeleton; if ( bindMatrix === undefined ) { //如果没有指定绑定矩阵 this.updateMatrixWorld( true ); bindMatrix = this.matrixWorld; //使用蒙皮网格对象的世界坐标矩阵. } this.bindMatrix.copy( bindMatrix ); this.bindMatrixInverse.getInverse( bindMatrix ); }; /*pose方法 ///pose方法重新计算蒙皮网格对象的骨架的计算本地矩阵,位置,旋转缩放属性 */ ///<summary>pose</summary> ///<returns type="Skeleton">返回包含新属性的蒙皮网格对象.</returns> THREE.SkinnedMesh.prototype.pose = function () { this.skeleton.pose(); //调用骨架对象的pose方法. }; /*normalizeSkinWeights方法 ///normalizeSkinWeights方法归一化蒙皮网格对象的蒙皮权重. */ ///<summary>calculateInverses</summary> ///<returns type="Skeleton">返回新权重的蒙皮网格对象.</returns> THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () { if ( this.geometry instanceof THREE.Geometry ) { for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) { //遍历蒙皮指数数组. var sw = this.geometry.skinWeights[ i ]; //蒙皮权重数组 var scale = 1.0 / sw.lengthManhattan(); //求和sw的x,y,z分量 if ( scale !== Infinity ) { //scale不等于正无穷大 sw.multiplyScalar( scale ); //sw的每个分量乘以scale } else { sw.set( 1 ); // this will be normalized by the shader anyway //sw将被着色器归一化??????搞不明白. } } } else { // skinning weights assumed to be normalized for THREE.BufferGeometry // 蒙皮权重确保是归一化的 ,供THREE.BufferGeometry使用. } }; /* ///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SkinnedMesh对象</returns> THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) { THREE.Mesh.prototype.updateMatrixWorld.call( this, true ); if ( this.bindMode === "attached" ) { //当bindmode为attached this.bindMatrixInverse.getInverse( this.matrixWorld ); } else if ( this.bindMode === "detached" ) { this.bindMatrixInverse.getInverse( this.bindMatrix ); } else { console.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode ); } }; /*clone方法 ///clone方法克隆一个SkinnedMesh蒙皮网格对象. */ ///<summary>clone</summary> ///<param name ="object" type="SkinnedMesh">接收克隆的SkinnedMesh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SkinnedMesh蒙皮网格网格对象.</returns> THREE.SkinnedMesh.prototype.clone = function( object ) { if ( object === undefined ) { object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture ); } THREE.Mesh.prototype.clone.call( this, object ); //继承Mesh的clone方法 return object; //返回SkinnedMesh蒙皮网格网格对象 };
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/SkinnedMesh.js文件的注释.
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