three.js 源码注释(六十五)objects/MorphAnimMesh.js

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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objects/MorphAnimMesh.js文件的注释.

更多更新在 : https://github.com/omni360/three.js.sourcecode


/** * @author alteredq / http://alteredqualia.com/ *//*///MorphAnimMesh对象,最终的网格对象,和Mesh对象不同的是,这个对象是专门针对变形动画的,增加了许多角色变形动画的内容.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.MorphAnimMesh(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/// mesh.duration = 5000;/// scene.add(mesh); //将mesh(灯笼)添加到场景中./// var delta = clock.getDelta();/// function render (){///mesh.updateAnimation(1000 * delta);//在渲染器里设置动画跟新的频率./// }*////<summary>MorphAnimMesh</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="MorphAnimMesh">返回MorphAnimMesh对象</returns>THREE.MorphAnimMesh = function ( geometry, material ) {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MorphAniMesh来使用.// APIthis.duration = 1000; // milliseconds//周期,单位毫秒,默认初始化为1000毫秒,每帧间隔时长.this.mirroredLoop = false;//镜像循环,看下面的算法,应该是播放完后,回放动画,this.time = 0;//动画时长// internalsthis.lastKeyframe = 0;//最后关键帧this.currentKeyframe = 0;//当前关键帧this.direction = 1;//方向,应该指的是时间轴的方向this.directionBackwards = false;//时间轴是否是返方向,默认为falsethis.setFrameRange( 0, this.geometry.morphTargets.length - 1 );//创建关键帧动画时间轴,从morphTargets数组创建.};/*****************************************************下面是MorphAnimMesh对象的方法属性定义,继承自Mesh**************************************************/THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );/*///setFrameRange方法将创建关键帧动画时间轴,从morphTargets数组创建*////<summary>setFrameRange</summary>///<param name ="start" type="int">morphTargets元素的索引,用来指定关键帧动画的开始</param>///<param name ="end" type="int">morphTargets元素的索引,用来指定关键帧动画的结束</param>///<returns type="MorphAnimMesh">包含关键帧动画的MorphAnimMesh对象.</returns>THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {this.startKeyframe = start;//开始帧等于参数startthis.endKeyframe = end;//结束帧等于参数endthis.length = this.endKeyframe - this.startKeyframe + 1;//动画长度等于开始帧到结束帧};/*///setDirectionForward方法设置关键帧动画正放.*////<summary>setDirectionForward</summary>THREE.MorphAnimMesh.prototype.setDirectionForward = function () {this.direction = 1;//this.directionBackwards = false;};/*///setDirectionForward方法设置关键帧动画倒放.*////<summary>setDirectionForward</summary>THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {this.direction = - 1;this.directionBackwards = true;};/*///setDirectionForward方法从morphTagets数组中解析关键帧动画*////<summary>setDirectionForward</summary>THREE.MorphAnimMesh.prototype.parseAnimations = function () {var geometry = this.geometry;if ( ! geometry.animations ) geometry.animations = {};var firstAnimation, animations = geometry.animations;var pattern = /([a-z]+)_?(\d+)/;for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {var morph = geometry.morphTargets[ i ];//获得单个变形动画关键帧var parts = morph.name.match( pattern );//if ( parts && parts.length > 1 ) {var label = parts[ 1 ];//var num = parts[ 2 ];if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity };var animation = animations[ label ];if ( i < animation.start ) animation.start = i;if ( i > animation.end ) animation.end = i;if ( ! firstAnimation ) firstAnimation = label;}}geometry.firstAnimation = firstAnimation;//第一个动画.};/*///setAnimationLabel方法从morphTagets数组中设置关键帧动画标签,可以将morphTargets数组中,分成几段动画,分别存放.*////<summary>setAnimationLabel</summary>///<param name ="label" type="string">动画标签名</param>///<param name ="start" type="int">morphTargets元素的索引,用来指定关键帧动画的开始</param>///<param name ="end" type="int">morphTargets元素的索引,用来指定关键帧动画的结束</param>///<returns type="MorphAnimMesh">返回带有动画标签的MorphAnimMesh对象.</returns>THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {if ( ! this.geometry.animations ) this.geometry.animations = {};this.geometry.animations[ label ] = { start: start, end: end };};/*///playAnimation方法根据动画的标签名(参数lab)按照指定的速度(参数fps)播放动画*////<summary>playAnimation</summary>///<param name ="label" type="string">动画标签名</param>///<param name ="fps" type="int">多少帧/秒</param>THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {var animation = this.geometry.animations[ label ];if ( animation ) {this.setFrameRange( animation.start, animation.end );this.duration = 1000 * ( ( animation.end - animation.start ) / fps );this.time = 0;} else {console.warn( 'animation[' + label + '] undefined' );}};/*///updateAnimation方法根据当前时钟频率生成补间动画.*////<summary>updateAnimation</summary>///<param name ="delta" type="string">时钟频率</param>THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {var frameTime = this.duration / this.length;this.time += this.direction * delta;if ( this.mirroredLoop ) {if ( this.time > this.duration || this.time < 0 ) {this.direction *= - 1;if ( this.time > this.duration ) {this.time = this.duration;this.directionBackwards = true;}if ( this.time < 0 ) {this.time = 0;this.directionBackwards = false;}}} else {this.time = this.time % this.duration;if ( this.time < 0 ) this.time += this.duration;}var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );if ( keyframe !== this.currentKeyframe ) {this.morphTargetInfluences[ this.lastKeyframe ] = 0;this.morphTargetInfluences[ this.currentKeyframe ] = 1;this.morphTargetInfluences[ keyframe ] = 0;this.lastKeyframe = this.currentKeyframe;this.currentKeyframe = keyframe;}var mix = ( this.time % frameTime ) / frameTime;if ( this.directionBackwards ) {mix = 1 - mix;}this.morphTargetInfluences[ this.currentKeyframe ] = mix;this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;};/*///updateAnimation方法根据变形幅度t将morphTaInfluences[a]设置为1-t,morphTaInfluences[b]设置为5.*////<summary>updateAnimation</summary>///<param name ="a" type="int">节点a</param>///<param name ="b" type="int">节点b</param>///<param name ="t" type="float">变形幅度</param>THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {var influences = this.morphTargetInfluences;for ( var i = 0, l = influences.length; i < l; i ++ ) {influences[ i ] = 0;}if ( a > -1 ) influences[ a ] = 1 - t;if ( b > -1 ) influences[ b ] = t;};/*clone方法///clone方法克隆一个MorphAnimMesh带有变形动画的网格对象.*////<summary>clone</summary>///<param name ="object" type="MorphAnimMesh">接收克隆的MorphAnimMesh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MorphAnimMesh带有变形动画的网格对象.</returns>THREE.MorphAnimMesh.prototype.clone = function ( object ) {if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );object.duration = this.duration;object.mirroredLoop = this.mirroredLoop;object.time = this.time;object.lastKeyframe = this.lastKeyframe;object.currentKeyframe = this.currentKeyframe;object.direction = this.direction;object.directionBackwards = this.directionBackwards;THREE.Mesh.prototype.clone.call( this, object );//继承Mesh的clone方法return object;//返回MorphAnimMesh带有变形动画网格对象.};


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/MorphAnimMesh.js文件的注释.

更多更新在 : https://github.com/omni360/three.js.sourcecode

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