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three.js 源码注释(七十一)extras/geometries/CylinderGeometry.js
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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/CylinderGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/** * @author mrdoob / http://mrdoob.com/ */ /* ///CylinderGeometry用来在三维空间内创建一个圆柱,圆锥,圆桶对象. /// NOTE: 和CircleGeometry对象一样,如果我们把参数radialSeagments的值设置成4,是不是就变成了棱台了,设置成3,并且radiusTop设置成0,是不是就是金字塔了???? /// /// 用法: var geometry = new THREE.CircleGeometry(5,5,20,32); /// var material = new THREE.MeshBasicMaterial({color: 0x00ff00}); /// var clinder = new THREE.Mesh(geometry,material); /// scene.add(clinder); */ ///<summary>CylinderGeometry</summary> ///<param name ="radiusTop" type="float">对象的上表面半径</param> ///<param name ="radiusBottom" type="float">对象的下表面半径</param> ///<param name ="height" type="float">对象的高度</param> ///<param name ="radialSegments" type="int">对象的半径方向的细分线段数</param> ///<param name ="heightSegments" type="int">对象的高度细分线段数</param> ///<param name ="openEnded" type="boolean">是否开口,如果设置为true,并且radiusTop参数不为0,将会是一个没有上表面,下表面的几何对象.</param> THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) { THREE.Geometry.call( this ); //调用Geometry对象的call方法,将原本属于Geometry的方法交给当前对象CylinderGeometry来使用. this.parameters = { radiusTop: radiusTop, //对象的上表面半径 radiusBottom: radiusBottom, //对象的下表面半径 height: height, //对象的高度 radialSegments: radialSegments, //对象的半径方向的细分线段数 heightSegments: heightSegments, //对象的高度细分线段数 openEnded: openEnded //是否开口,如果设置为true,并且radiusTop参数不为0,将会是一个没有上表面,下表面的几何对象. }; radiusTop = radiusTop !== undefined ? radiusTop : 20; //对象的上表面半径,如果未设置,默认为20 radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; //对象的下表面半径,如果未设置,默认为20 height = height !== undefined ? height : 100; //对象的高度,如果未设置,默认为20 radialSegments = radialSegments || 8; //对象的半径方向的细分线段数,如果未设置,默认为20 heightSegments = heightSegments || 1; //对象的高度细分线段数,如果未设置,默认为20 openEnded = openEnded !== undefined ? openEnded : false; //是否开口,如果设置为true,并且radiusTop参数不为0,将会是一个没有上表面,下表面的几何对象.默认为false var heightHalf = height / 2; var x, y, vertices = [], uvs = []; for ( y = 0; y <= heightSegments; y ++ ) { //根据高度细分线段数,遍历计算顶点坐标和排列uv. var verticesRow = []; var uvsRow = []; var v = y / heightSegments; var radius = v * ( radiusBottom - radiusTop ) + radiusTop; for ( x = 0; x <= radialSegments; x ++ ) { var u = x / radialSegments; //计算顶点的x,y,z坐标,记住下边的公式,这个公式很常用,极坐标转为直角坐标.就是他. var vertex = new THREE.Vector3(); vertex.x = radius * Math.sin( u * Math.PI * 2 ); // vertex.y = - v * height + heightHalf; vertex.z = radius * Math.cos( u * Math.PI * 2 ); this.vertices.push( vertex ); verticesRow.push( this.vertices.length - 1 ); uvsRow.push( new THREE.Vector2( u, 1 - v ) ); } vertices.push( verticesRow ); uvs.push( uvsRow ); } //上面是圆柱的一列顶点数据,下边是将这一列顶点复制一圈. var tanTheta = ( radiusBottom - radiusTop ) / height; var na, nb; for ( x = 0; x < radialSegments; x ++ ) { if ( radiusTop !== 0 ) { na = this.vertices[ vertices[ 0 ][ x ] ].clone(); nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone(); } else { na = this.vertices[ vertices[ 1 ][ x ] ].clone(); nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone(); } na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize(); nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize(); for ( y = 0; y < heightSegments; y ++ ) { var v1 = vertices[ y ][ x ]; var v2 = vertices[ y + 1 ][ x ]; var v3 = vertices[ y + 1 ][ x + 1 ]; var v4 = vertices[ y ][ x + 1 ]; var n1 = na.clone(); var n2 = na.clone(); var n3 = nb.clone(); var n4 = nb.clone(); var uv1 = uvs[ y ][ x ].clone(); var uv2 = uvs[ y + 1 ][ x ].clone(); var uv3 = uvs[ y + 1 ][ x + 1 ].clone(); var uv4 = uvs[ y ][ x + 1 ].clone(); this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) ); //计算三角面索引 this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] ); //计算uvs纹理贴图坐标索引. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) ); this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] ); } } // top cap //上表面 if ( openEnded === false && radiusTop > 0 ) { this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) ); for ( x = 0; x < radialSegments; x ++ ) { var v1 = vertices[ 0 ][ x ]; var v2 = vertices[ 0 ][ x + 1 ]; var v3 = this.vertices.length - 1; var n1 = new THREE.Vector3( 0, 1, 0 ); var n2 = new THREE.Vector3( 0, 1, 0 ); var n3 = new THREE.Vector3( 0, 1, 0 ); var uv1 = uvs[ 0 ][ x ].clone(); var uv2 = uvs[ 0 ][ x + 1 ].clone(); var uv3 = new THREE.Vector2( uv2.x, 0 ); this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); } } // bottom cap //下表面 if ( openEnded === false && radiusBottom > 0 ) { this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) ); for ( x = 0; x < radialSegments; x ++ ) { var v1 = vertices[ y ][ x + 1 ]; var v2 = vertices[ y ][ x ]; var v3 = this.vertices.length - 1; var n1 = new THREE.Vector3( 0, - 1, 0 ); var n2 = new THREE.Vector3( 0, - 1, 0 ); var n3 = new THREE.Vector3( 0, - 1, 0 ); var uv1 = uvs[ y ][ x + 1 ].clone(); var uv2 = uvs[ y ][ x ].clone(); var uv3 = new THREE.Vector2( uv2.x, 1 ); this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); } } this.computeFaceNormals(); //计算面的法线. } /************************************************* ****下面是CylinderGeometry对象的方法属性定义,继承自Geometry对象. **************************************************/ THREE.CylinderGeometry.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/CylinderGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
three.js 源码注释(七十一)extras/geometries/CylinderGeometry.js
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