《webgl入门指南》学习笔记一three.js与sim.js

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最近又一次很久木有更新博客了,但是不是停了,而是一次性更新了太多,想清楚了自己水平有限,不想误导大家,所以就把这里单纯的当做自己的学习笔记。

上次让立方体转起来了,这次我们就直接介绍一个框架《webgl入门指南》的sim.js 这个东西是什么玩意呢,就是一个模拟器(官方说法),实际上就是简化了three.js里面的各种初始化,比如设置渲染器,循环重绘,处理DOM事件,基本的层级(层次模型)操作,作者没有对这个进行详解,只是说了,一句代码很易读,的确很易读,唯一的缺点就是,真有人不懂,比如我,现在看了《webgl编程指南》还好点,以后也会把《webgl编程指南的读书笔记贴出来,和大家交流下,这次贴的只是部分注释,关于dom操作的没有写,因为大家应该都比我懂,大笑


// Sim.js - A Simple Simulator for WebGL (based on Three.js)Sim = {};//空对象,用来构建后续的框架// Sim.Publisher - base class for event publishers// 以下为一个订阅者模式的基类,也称为观察者模式,是几乎sim.js对象的基类Sim.Publisher = function() {//Publisher的构造函数    this.messageTypes = {};//构造函数的属性}Sim.Publisher.prototype.subscribe = function(message, subscriber, callback) {//Publisher的原型方法    var subscribers = this.messageTypes[message];    if (subscribers)    {        if (this.findSubscriber(subscribers, subscriber) != -1)//若是在数组里面找到了,说明之前注册了,直接退出        {            return;        }    }    else    {        subscribers = [];        this.messageTypes[message] = subscribers;    }    subscribers.push({ subscriber : subscriber, callback : callback });//这句才是这个函数的关键,将订阅的函数                                                                       //以及回调函数压入subscribers这个栈}Sim.Publisher.prototype.unsubscribe =  function(message, subscriber, callback) {    if (subscriber)    {        var subscribers = this.messageTypes[message];        if (subscribers)        {            var i = this.findSubscriber(subscribers, subscriber, callback);//为何这里是三个参数                                                                            //下面定义的明明是两个参数                                                                           //js对传入的参数无所谓?                                                                           //解决:的确无所谓,js都传入的参数个数无所谓                                                                           //对于多了的参数自动忽略,但不能使未定义的参数                                                                           //对于少传了参数的函数也能运行,只是这个参数默认为未定义            if (i != -1)            {                this.messageTypes[message].splice(i, 1);//从数组中删除该            }        }    }    else    {        delete this.messageTypes[message];    }}Sim.Publisher.prototype.publish = function(message) {    var subscribers = this.messageTypes[message];    if (subscribers)    {        for (var i = 0; i < subscribers.length; i++)        {            var args = [];             for (var j = 0; j < arguments.length - 1; j++)//这里的arguments到底是从哪里来的argument属于谁?                                                      //为什么不直接传入到下面的apply中?作用域问题?            {                args.push(arguments[j + 1]);//这里为什么要+1??            }            //            subscribers[i].callback.apply(subscribers[i].subscriber, args);//什么意思?             //subcribers里面的回调函数被执行同时传入参数  ,apply是调用函数 第一个参数为callback的作用域             //第二个是传入的参数数组(js的参数列表本身就是一个“类似数组”)        }    }}Sim.Publisher.prototype.findSubscriber = function (subscribers, subscriber) {//找到指定索引的位置    for (var i = 0; i < subscribers.length; i++)    {        if (subscribers[i] == subscriber)        {            return i;        }    }        return -1;}// Sim.App - application class (singleton)这里是个单体模式???????不懂//这里不是标准的单体设计模式 Sim.App = function(){Sim.Publisher.call(this);this.renderer = null;   //入口在Sim.App.prototype.initthis.scene = null;      //入口在Sim.App.prototype.initthis.camera = null;     //入口在Sim.App.prototype.initthis.objects = [];      //入口在Sim.App.prototype.addObject}Sim.App.prototype = new Sim.Publisher;//这里和前面的call一起,采用的是组合继承模式,(还有一种是采用three.js                                      //的方法,Object.create();)但是这里的new会出现两个问题,                                      //1.call已经继承了实例对象的属性,但是这里Sim.App.prototype不但继承了原型对象对象                                      //还再次继承了实例对象                                      //2.这里的Sim.App的construtor直接指向了Sim.Publisher 会造成原型链紊乱                                      //解决方案:使用寄生组合继承. 详见javascript高级程序设计E3 6.3.6 以及阮一峰博客http://www.ruanyifeng.com/blog/2010/05/object-oriented_javascript_inheritance.htmlSim.App.prototype.init = function(param)//初始化,this会被绑定{param = param || {};var container = param.container;var canvas = param.canvas;    // Create the Three.js renderer, add it to our div    var renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas } );    renderer.setSize(container.offsetWidth, container.offsetHeight);    container.appendChild( renderer.domElement );    // Create a new Three.js scene    var scene = new THREE.Scene();    scene.add( new THREE.AmbientLight( 0x505050 ) );    scene.data = this;    // Put in a camera at a good default location    camera = new THREE.PerspectiveCamera( 45, container.offsetWidth / container.offsetHeight, 1, 10000 );    camera.position.set( 0, 0, 3.3333 );    scene.add(camera);        // Create a root object to contain all other scene objects    var root = new THREE.Object3D();    scene.add(root);        // Create a projector to handle picking    var projector = new THREE.Projector();        // Save away a few things那么问题来了,这里的this是指的哪里的this????作用域是整个Sim.App    //还是Sim.App下面的 ???    //问题解决:首先是寻找自己作用域(原型函数)下面的,然后是自己所在构造函数下面的    //然后再是父类,依次寻找。    //对于其他原型函数里面的,只有绑定到了实例对象 里面以后才行也就是说那个原型函数必须调用后     //里面的this.XX 属性才能被其他prototype 调用/*如下图所示 ** 所在位置 若出现this.**  其依次搜寻位置优先级依次为为12345 所用继承方式为 为寄生组合继承   |super|    / \   / | \|5构造|  |  |3原型|             |           |sub|          /  |  \         /   |   \  |4构造|    |    |1 原型a 属性**|             |           |2原型b|*///由于原型函数下的init()会被调用用来初始化,所以以下属性在APP全局可被引用,无论,构造对象下,还是原型对象//那么问题来了????   既然绝对会用为何不直接声明在sim.APP下面??    this.container = container;    this.renderer = renderer;    this.scene = scene;    this.camera = camera;    this.projector = projector;    this.root = root;               //可被渲染的object3D存在这里        // Set up event handlers    this.initMouse();    this.initKeyboard();    this.addDomHandlers();}//Core run loop循环Sim.App.prototype.run = function()//this会被绑定{this.update();                    //Sim.App下的原型对象,可以调用其他原型对象? 调用自己所在的构造函数下的原型函数,??????                                  //问题解决:这个run()会在后期调用,自己会被绑定到this上面,所以可以 this.renderer.render( this.scene, this.camera );//这里的两个this和上面一个道理var that = this;requestAnimationFrame(function() { that.run(); });}// Update method - called once per tickSim.App.prototype.update = function()//这个在App原型对象里面的run()里面调用  ??问题:同一个对象下面的原型函数可以互相调用??                                     //问题解决:同一个对象下面的原型函数的确可以互相调用,就像这里的run()可以调用update(){var i, len;len = this.objects.length;for (i = 0; i < len; i++){this.objects[i].update();//这里的update什么意思?从哪里来的?                         //问题解决:这里的update是object自带的;object来自继承Sim.Object}}// Add/remove objects//以下是this.object的入口Sim.App.prototype.addObject = function(obj)//因为前面的scene camera renderer全部在原型对象的init里面初始化了,                                           //所以这里主要是mesh {this.objects.push(obj);// If this is a renderable object, add it to the root scene//若从obj里面检查到object3D说明其可被渲染if (obj.object3D){this.root.add(obj.object3D);}}Sim.App.prototype.removeObject = function(obj){var index = this.objects.indexOf(obj);if (index != -1){this.objects.splice(index, 1);//删除object[]中的元素// If this is a renderable object, remove it from the root sceneif (obj.object3D){this.root.remove(obj.object3D);//这里的this属于原型调用原型}}}// Event handlingSim.App.prototype.initMouse = function(){var dom = this.renderer.domElement;var that = this;//添加鼠标移动的事件dom.addEventListener( 'mousemove', function(e) { that.onDocumentMouseMove(e); }, false );    //添加鼠标按下的事件dom.addEventListener( 'mousedown', function(e) { that.onDocumentMouseDown(e); }, false );//添加鼠标弹起的事件dom.addEventListener( 'mouseup', function(e) { that.onDocumentMouseUp(e); }, false );//中键滑轮??$(dom).mousewheel(        function(e, delta) {            that.onDocumentMouseScroll(e, delta);        }    );this.overObject = null;this.clickedObject = null;}Sim.App.prototype.initKeyboard = function(){var dom = this.renderer.domElement;var that = this;dom.addEventListener( 'keydown', function(e) { that.onKeyDown(e); }, false );dom.addEventListener( 'keyup', function(e) { that.onKeyUp(e); }, false );dom.addEventListener( 'keypress', function(e) { that.onKeyPress(e); }, false );// so it can take focusdom.setAttribute("tabindex", 1);    dom.style.outline='none';}Sim.App.prototype.addDomHandlers = function(){var that = this;window.addEventListener( 'resize', function(event) { that.onWindowResize(event); }, false );}Sim.App.prototype.onDocumentMouseMove = function(event){    event.preventDefault();        if (this.clickedObject && this.clickedObject.handleMouseMove)    {    var hitpoint = null, hitnormal = null;    var intersected = this.objectFromMouse(event.pageX, event.pageY);    if (intersected.object == this.clickedObject)    {    hitpoint = intersected.point;    hitnormal = intersected.normal;    }this.clickedObject.handleMouseMove(event.pageX, event.pageY, hitpoint, hitnormal);    }    else    {    var handled = false;        var oldObj = this.overObject;    var intersected = this.objectFromMouse(event.pageX, event.pageY);    this.overObject = intersected.object;    if (this.overObject != oldObj)    {        if (oldObj)        {        this.container.style.cursor = 'auto';                if (oldObj.handleMouseOut)        {        oldObj.handleMouseOut(event.pageX, event.pageY);        }        }        if (this.overObject)        {        if (this.overObject.overCursor)        {        this.container.style.cursor = this.overObject.overCursor;        }                if (this.overObject.handleMouseOver)        {        this.overObject.handleMouseOver(event.pageX, event.pageY);        }        }                handled = true;    }    if (!handled && this.handleMouseMove)    {    this.handleMouseMove(event.pageX, event.pageY);    }    }}Sim.App.prototype.onDocumentMouseDown = function(event){    event.preventDefault();//阻止元素默认动作,好用来执行以下代码            var handled = false;    var intersected = this.objectFromMouse(event.pageX, event.pageY);    if (intersected.object)    {    if (intersected.object.handleMouseDown)    {    intersected.object.handleMouseDown(event.pageX, event.pageY, intersected.point, intersected.normal);    this.clickedObject = intersected.object;    handled = true;    }    }        if (!handled && this.handleMouseDown)    {    this.handleMouseDown(event.pageX, event.pageY);    }}Sim.App.prototype.onDocumentMouseUp = function(event){    event.preventDefault();        var handled = false;        var intersected = this.objectFromMouse(event.pageX, event.pageY);    if (intersected.object)    {    if (intersected.object.handleMouseUp)    {    intersected.object.handleMouseUp(event.pageX, event.pageY, intersected.point, intersected.normal);    handled = true;    }    }        if (!handled && this.handleMouseUp)    {    this.handleMouseUp(event.pageX, event.pageY);    }        this.clickedObject = null;}Sim.App.prototype.onDocumentMouseScroll = function(event, delta){    event.preventDefault();    if (this.handleMouseScroll)    {    this.handleMouseScroll(delta);    }}Sim.App.prototype.objectFromMouse = function(pagex, pagey){// Translate page coords to element coordsvar offset = $(this.renderer.domElement).offset();var eltx = pagex - offset.left;var elty = pagey - offset.top;// Translate client coords into viewport x,y    var vpx = ( eltx / this.container.offsetWidth ) * 2 - 1;    var vpy = - ( elty / this.container.offsetHeight ) * 2 + 1;        var vector = new THREE.Vector3( vpx, vpy, 0.5 );    this.projector.unprojectVector( vector, this.camera );    var ray = new THREE.Ray( this.camera.position, vector.subSelf( this.camera.position ).normalize() );    var intersects = ray.intersectScene( this.scene );    if ( intersects.length > 0 ) {            var i = 0;    while(!intersects[i].object.visible)    {    i++;    }        var intersected = intersects[i];var mat = new THREE.Matrix4().getInverse(intersected.object.matrixWorld);    var point = mat.multiplyVector3(intersected.point);    return (this.findObjectFromIntersected(intersected.object, intersected.point, intersected.face.normal));                                             }    else    {    return { object : null, point : null, normal : null };    }}Sim.App.prototype.findObjectFromIntersected = function(object, point, normal){if (object.data){return { object: object.data, point: point, normal: normal };}else if (object.parent){return this.findObjectFromIntersected(object.parent, point, normal);}else{return { object : null, point : null, normal : null };}}Sim.App.prototype.onKeyDown = function(event){// N.B.: Chrome doesn't deliver keyPress if we don't bubble... keep an eye on thisevent.preventDefault();    if (this.handleKeyDown)    {    this.handleKeyDown(event.keyCode, event.charCode);    }}Sim.App.prototype.onKeyUp = function(event){// N.B.: Chrome doesn't deliver keyPress if we don't bubble... keep an eye on thisevent.preventDefault();if (this.handleKeyUp){this.handleKeyUp(event.keyCode, event.charCode);}}        Sim.App.prototype.onKeyPress = function(event){// N.B.: Chrome doesn't deliver keyPress if we don't bubble... keep an eye on thisevent.preventDefault();if (this.handleKeyPress){this.handleKeyPress(event.keyCode, event.charCode);}}Sim.App.prototype.onWindowResize = function(event) {this.renderer.setSize(this.container.offsetWidth, this.container.offsetHeight);this.camera.aspect = this.container.offsetWidth / this.container.offsetHeight;this.camera.updateProjectionMatrix();}Sim.App.prototype.focus = function(){if (this.renderer && this.renderer.domElement){this.renderer.domElement.focus();}}// Sim.Object - base class for all objects in our simulationSim.Object = function(){Sim.Publisher.call(this);this.object3D = null;      //入口在Sim.Object.prototype.setObject3Dthis.children = [];        //入口在Sim.Object.prototype.addChild}Sim.Object.prototype = new Sim.Publisher;Sim.Object.prototype.init = function(){}Sim.Object.prototype.update = function()//那么现在大问题来了有两个Sim.Object.prototype.update{this.updateChildren();}// setPosition - move the object to a new positionSim.Object.prototype.setPosition = function(x, y, z){if (this.object3D){this.object3D.position.set(x, y, z);}}//setScale - scale the objectSim.Object.prototype.setScale = function(x, y, z){if (this.object3D){this.object3D.scale.set(x, y, z);}}//setScale - scale the objectSim.Object.prototype.setVisible = function(visible){function setVisible(obj, visible){obj.visible = visible;var i, len = obj.children.length;for (i = 0; i < len; i++){setVisible(obj.children[i], visible);}}if (this.object3D){setVisible(this.object3D, visible);}}// updateChildren - update all child objectsSim.Object.prototype.update = function()                             //那么现在大问题来了有两个Sim.Object.prototype.update{var i, len;len = this.children.length;for (i = 0; i < len; i++){this.children[i].update();}}Sim.Object.prototype.setObject3D = function(object3D){object3D.data = this;      //原型对象中的this,到底指的是那个this?到底是Sim.Object还是Sim.Object.prototype.setObject3D                           //解决:经试验是Sim.Object的thisthis.object3D = object3D;}//Add/remove childrenSim.Object.prototype.addChild = function(child){this.children.push(child);// If this is a renderable object, add its object3D as a child of mineif (child.object3D){this.object3D.add(child.object3D);}}Sim.Object.prototype.removeChild = function(child){var index = this.children.indexOf(child);if (index != -1){this.children.splice(index, 1);// If this is a renderable object, remove its object3D as a child of mineif (child.object3D){this.object3D.remove(child.object3D);}}}// Some utility methodsSim.Object.prototype.getScene = function(){var scene = null;if (this.object3D){var obj = this.object3D;while (obj.parent){obj = obj.parent;//若obj一直存在parent则,一直把obj.parent赋值给obj,直到obj不存在parent,                 //说明找到了最上面的那个obj                 //那么问题来了:所有的object的父节点就是scene???}scene = obj;}return scene;}Sim.Object.prototype.getApp = function(){var scene = this.getScene();return scene ? scene.data : null;}// Some constants/* key codes37: left38: up39: right40: down*//** * [KeyCodes description]以下为sim.js的键盘keycode编号,直接定义为全局变量方便使用,也便于理解 * @type {Object} */Sim.KeyCodes = {};Sim.KeyCodes.KEY_LEFT  = 37;//左键Sim.KeyCodes.KEY_UP  = 38;//上键Sim.KeyCodes.KEY_RIGHT  = 39;//右键Sim.KeyCodes.KEY_DOWN  = 40;//下键


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