首页 > 代码库 > three.js 源码注释(七十七)extras/geometries/LatheGeometry.js
three.js 源码注释(七十七)extras/geometries/LatheGeometry.js
商域无疆 (http://blog.csdn.net/omni360/)
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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extras/geometries/LatheGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/** * @author astrodud / http://astrodud.isgreat.org/ * @author zz85 / https://github.com/zz85 * @author bhouston / http://exocortex.com */ /* ///LatheGeometry类通过截面顶点数组(points)创建旋转几何体. /// /// 用法: /// var points = []; /// for ( var i = 0; i < 10; i ++ ) { /// points.push( new THREE.Vector3( Math.sin( i * 0.2 ) * 15 + 50, 0, ( i - 5 ) * 2 ) ); /// } /// var geometry = new THREE.LatheGeometry( points ); /// var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); /// var lathe = new THREE.Mesh( geometry, material ); /// scene.add( lathe ); */ ///<summary>LatheGeometry</summary> ///<param name ="points" type="float">旋转体截面顶点数组</param> ///<param name ="segments" type="int">旋转体旋转圆周的细分线段数</param> ///<param name ="phiStart" type="float">旋转体的起始点</param> ///<param name ="phiLength" type="float">旋转体的弧长</param> // points - to create a closed torus, one must use a set of points //创建一个封闭的环面, // like so: [ a, b, c, d, a ], see first is the same as last. //例如[a,b,c,d,a],第一个顶点必须和最后一个顶点相同. // segments - the number of circumference segments to create //旋转圆周的细分线段数 // phiStart - the starting radian //旋转截面的起始点,默认初始化为0. // phiLength - the radian (0 to 2*PI) range of the lathed section // 2*pi is a closed lathe, less than 2PI is a portion. //旋转的弧长默认初始化为2*PI. THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) { THREE.Geometry.call( this ); segments = segments || 12; phiStart = phiStart || 0; phiLength = phiLength || 2 * Math.PI; var inversePointLength = 1.0 / ( points.length - 1 ); var inverseSegments = 1.0 / segments; //旋转体截面顶点数组通过旋转,获得所有的顶点数组. for ( var i = 0, il = segments; i <= il; i ++ ) { var phi = phiStart + i * inverseSegments * phiLength; var c = Math.cos( phi ), s = Math.sin( phi ); for ( var j = 0, jl = points.length; j < jl; j ++ ) { var pt = points[ j ]; var vertex = new THREE.Vector3(); vertex.x = c * pt.x - s * pt.y; vertex.y = s * pt.x + c * pt.y; vertex.z = pt.z; this.vertices.push( vertex ); } } var np = points.length; //将所有的顶点计算生成三角面,并计算出三角面贴图的uv for ( var i = 0, il = segments; i < il; i ++ ) { for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) { var base = j + np * i; var a = base; var b = base + np; var c = base + 1 + np; var d = base + 1; var u0 = i * inverseSegments; var v0 = j * inversePointLength; var u1 = u0 + inverseSegments; var v1 = v0 + inversePointLength; this.faces.push( new THREE.Face3( a, b, d ) ); this.faceVertexUvs[ 0 ].push( [ new THREE.Vector2( u0, v0 ), new THREE.Vector2( u1, v0 ), new THREE.Vector2( u0, v1 ) ] ); this.faces.push( new THREE.Face3( b, c, d ) ); this.faceVertexUvs[ 0 ].push( [ new THREE.Vector2( u1, v0 ), new THREE.Vector2( u1, v1 ), new THREE.Vector2( u0, v1 ) ] ); } } this.mergeVertices(); //合并顶点,删除多余的顶点 this.computeFaceNormals(); //计算三角面的法线 this.computeVertexNormals(); //计算顶点的法线 }; /************************************************* ****下面是LatheGeometry对象的方法属性定义,继承自Geometry对象. **************************************************/ THREE.LatheGeometry.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/LatheGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
three.js 源码注释(七十七)extras/geometries/LatheGeometry.js
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