three.js 源码注释(七十二)extras/geometries/PlaneGeometry.js
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。
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extras/geometries/PlaneGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/** * @author mrdoob / http://mrdoob.com/ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as */ /* ///PlaneGeometry用来在三维空间内创建一个平面对象. /// /// 用法: var geometry = new THREE.PlaneGeometry(5,5,20,32); /// var material = new THREE.MeshBasicMaterial({color: 0x00ff00}); /// var plane = new THREE.Mesh(geometry,material); /// scene.add(plane); */ ///<summary>PlaneGeometry</summary> ///<param name ="width" type="float">平面的高度</param> ///<param name ="height" type="float">平面的宽度</param> ///<param name ="widthSegments" type="int">对象的宽方向的细分线段数</param> ///<param name ="heightSegments" type="int">对象的高方向的细分线段数</param> THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) { THREE.Geometry.call( this ); this.parameters = { width: width, //平面的高度 height: height, //平面的宽度 widthSegments: widthSegments, //对象的宽方向的细分线段数 heightSegments: heightSegments //对象的高方向的细分线段数 }; //高度,宽度的一半,设置平面对象的放置点,为中心点. var ix, iz; var width_half = width / 2; var height_half = height / 2; var gridX = widthSegments || 1; var gridZ = heightSegments || 1; var gridX1 = gridX + 1; var gridZ1 = gridZ + 1; var segment_width = width / gridX; var segment_height = height / gridZ; var normal = new THREE.Vector3( 0, 0, 1 ); //设置法线方向. //下面这两段算法还是先计算出所有的顶点,三角面,uv索引顺序, for ( iz = 0; iz < gridZ1; iz ++ ) { var y = iz * segment_height - height_half; for ( ix = 0; ix < gridX1; ix ++ ) { var x = ix * segment_width - width_half; this.vertices.push( new THREE.Vector3( x, - y, 0 ) ); } } for ( iz = 0; iz < gridZ; iz ++ ) { for ( ix = 0; ix < gridX; ix ++ ) { var a = ix + gridX1 * iz; var b = ix + gridX1 * ( iz + 1 ); var c = ( ix + 1 ) + gridX1 * ( iz + 1 ); var d = ( ix + 1 ) + gridX1 * iz; var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ ); var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ); var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ); var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ ); var face = new THREE.Face3( a, b, d ); face.normal.copy( normal ); face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() ); this.faces.push( face ); this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] ); face = new THREE.Face3( b, c, d ); face.normal.copy( normal ); face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() ); this.faces.push( face ); this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] ); } } }; /************************************************* ****下面是PlaneGeometry对象的方法属性定义,继承自Geometry对象. **************************************************/ THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
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extras/geometries/PlaneGeometry.js文件的注释.
郑重声明:本站内容如果来自互联网及其他传播媒体,其版权均属原媒体及文章作者所有。转载目的在于传递更多信息及用于网络分享,并不代表本站赞同其观点和对其真实性负责,也不构成任何其他建议。