WebGL之旅(十六) 层级模型

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层次模型是指用一颗“有向树”的数据结构来表示表示各类实体以及实体间的联系,树中每一个节点代表一个记录类型,树状结构表示实体型之间的联系。——百度百科

在变换时,父节点的变换会待着子节点一起,而子节点的变换则不会影响父节点。例如手臂的运动会带动手肘的运动,而手肘的运动不影响手臂的运动。即:

  • 子节点的模型变换 = 父节点的模型变换 * 自身的模型变换

示例,如下两个立方体柱子,下面的为父节点,上面的未子节点。

/** * 层次模型 * xu.lidong@qq.com * */g_RadParent = 0.0;g_RadChild = 0.0;function main() {    var gl = getGL();    var vsFile = "res/shader/pointlight.vert.glsl";    var fsFile = "res/shader/pointlight.frag.glsl";    initShaderProgram(gl, vsFile, fsFile, function (shaderProgram) {        var n = initVertexBuffers(gl, shaderProgram);        render(gl, shaderProgram, n);        var speed = Math.PI * 0.02;        document.onkeydown = function (ev) {            switch (ev.keyCode) {                case 37:// left                    g_RadParent = (g_RadParent + speed) % (Math.PI * 2);                    break;                case 39:// right                    g_RadParent = (g_RadParent - speed) % (Math.PI * 2);                    break;                case 38:// up                    g_RadChild = (g_RadChild + speed) % (Math.PI * 2);                    break;                case 40:// down                    g_RadChild = (g_RadChild - speed) % (Math.PI * 2);                    break;                default:                    break;            }            render(gl, shaderProgram, n);        }    });}function render(gl, shaderProgram, n) {    // 设置入射光    var u_LightColor = gl.getUniformLocation(shaderProgram, "u_LightColor");    gl.uniform3f(u_LightColor, 1.0, 1.0, 1.0);    var u_LightPosition = gl.getUniformLocation(shaderProgram, "u_LightPosition");    gl.uniform3f(u_LightPosition, 2.3, 4.0, 3.5);    // 设置环境光    var u_LightColorAmbient = gl.getUniformLocation(shaderProgram, "u_LightColorAmbient");    gl.uniform3f(u_LightColorAmbient, 0.2, 0.2, 0.2);    gl.clearColor(0.0, 0.0, 0.0, 1.0);    gl.enable(gl.DEPTH_TEST);    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BYTE);    // 父节点    var u_ModelMatrix = gl.getUniformLocation(shaderProgram, "u_ModelMatrix");    var transMatParent = getTranslationMatrix(0.0, -10, 0.0);    var rotMatParent = getRotationMatrix(g_RadParent, 0, 1, 0);    var modelMatParent = multiMatrix44(rotMatParent, transMatParent);    gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatParent);    draw(gl, shaderProgram, n, modelMatParent);    // 子节点    var transMatChild = getTranslationMatrix(0.0, 10, 0.0);    var rotMatChild = getRotationMatrix(g_RadChild, 0, 1, 0);    var scaleMatChild = getScaleMatrix(0.8, 1.0, 0.8);    var modelMatChild = multiMatrix44(transMatChild, modelMatParent);    modelMatChild = multiMatrix44(rotMatChild, modelMatChild);    modelMatChild = multiMatrix44(scaleMatChild, modelMatChild);    gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatChild);    draw(gl, shaderProgram, n, modelMatChild);}function draw(gl, shaderProgram, n, modelMat) {    // 逆转置矩阵    var inverseMat = inverseMatrix(modelMat);    var inverseTranposeMat = transposeMatrix(inverseMat);    var u_NormalMatrix = gl.getUniformLocation(shaderProgram, "u_NormalMatrix");    gl.uniformMatrix4fv(u_NormalMatrix, false, inverseTranposeMat);    // mvp矩阵    var viewMat = lookAt(20.0, 10.0, 30.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);    var projMat = getPerspectiveProjection(50, 16 / 9, 1, 100);    var vpMat = multiMatrix44(projMat, viewMat);    var mvpMat = multiMatrix44(vpMat, modelMat);    var u_MvpMatrix = gl.getUniformLocation(shaderProgram, "u_MvpMatrix");    gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMat);    gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);}function initVertexBuffers(gl, sp) {    var vertices = new Float32Array([        1.5, 10.0, 1.5, -1.5, 10.0, 1.5, -1.5, 0.0, 1.5, 1.5, 0.0, 1.5,        1.5, 10.0, 1.5, 1.5, 0.0, 1.5, 1.5, 0.0, -1.5, 1.5, 10.0, -1.5,        1.5, 10.0, 1.5, 1.5, 10.0, -1.5, -1.5, 10.0, -1.5, -1.5, 10.0, 1.5,        -1.5, 10.0, 1.5, -1.5, 10.0, -1.5, -1.5, 0.0, -1.5, -1.5, 0.0, 1.5,        -1.5, 0.0, -1.5, 1.5, 0.0, -1.5, 1.5, 0.0, 1.5, -1.5, 0.0, 1.5,        1.5, 0.0, -1.5, -1.5, 0.0, -1.5, -1.5, 10.0, -1.5, 1.5, 10.0, -1.5    ]);    var colors = new Float32Array([        1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,        1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,        1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,        1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,        1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,        1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0    ]);    var normals = new Float32Array([        0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0,        1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,        0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0,        -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0,        0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0,        0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0    ]);    var indices = new Uint8Array([        0, 1, 2, 0, 2, 3,        4, 5, 6, 4, 6, 7,        8, 9, 10, 8, 10, 11,        12, 13, 14, 12, 14, 15,        16, 17, 18, 16, 18, 19,        20, 21, 22, 20, 22, 23    ]);    initArrayBuffer(gl, sp, vertices, 3, gl.FLOAT, "a_Position");    initArrayBuffer(gl, sp, normals, 3, gl.FLOAT, "a_Normal");    initArrayBuffer(gl, sp, colors, 3, gl.FLOAT, "a_Color");    var ibo = gl.createBuffer();    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);    return indices.length;}function initArrayBuffer(gl, sp, data, num, type, attribute) {    var buff = gl.createBuffer();    gl.bindBuffer(gl.ARRAY_BUFFER, buff);    gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);    var attr = gl.getAttribLocation(sp, attribute);    gl.vertexAttribPointer(attr, num, type, false, 0, 0);    gl.enableVertexAttribArray(attr);    gl.bindBuffer(gl.ARRAY_BUFFER, null);}

如果,当下方父节点转动时,会带动上方的子节点,子节点的运动,则不影响父节点。
这里写图片描述

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