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three.js 源码注释(八十二)extras/geometries/RingGeometry.js
商域无疆 (http://blog.csdn.net/omni360/)
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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extras/geometries/RingGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/** * @author Kaleb Murphy */ /* ///RingGeometry用来在三维空间内创建一个二维圆环面对象. /// /// 用法: var geometry = new THREE.RingGeometry(1,5,32); /// var material = new THREE.MeshBasicMaterial({color: 0x00ff00}); /// var Ring = new THREE.Mesh(geometry,material); /// scene.add(Ring); */ ///<summary>TorusGeometry</summary> ///<param name ="innerRadius" type="float">圆环面内圆半径,默认初始化为0</param> ///<param name ="outerRadius" type="float">圆环面外圆半径,默认初始化为50</param> ///<param name ="thetaSegments" type="int">圆环面圆周上的细分线段数,代表了圆环的圆度,最低的是3。默认值是8</param> ///<param name ="phiSegments" type="int">圆环面内圆到外圆方向上的细分线段数,最低的是1。默认值是8</param> ///<param name ="thetaStart" type="float">圆环面的起始角度,默认初始化为0</param> ///<param name ="thetaLength" type="float">圆环面圆周弧长,默认初始化为Math.PI * 2</param> THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { 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RingGeometry来使用. innerRadius = innerRadius || 0; //圆环面内圆半径,默认初始化为0 outerRadius = outerRadius || 50; //圆环面外圆半径,默认初始化为50 thetaStart = thetaStart !== undefined ? thetaStart : 0; //圆环面的起始角度,默认初始化为0 thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; //圆环面圆周弧长,默认初始化为Math.PI * 2 thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; //圆环面圆周上的细分线段数,代表了圆环的圆度,最低的是3。默认值是8 phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8; //圆环面内圆到外圆方向上的细分线段数,最低的是1。默认值是8 var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); //计算顶点数据,压入vertices数组. for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle 圆周上的分段数 var vertex = new THREE.Vector3(); var segment = thetaStart + o / thetaSegments * thetaLength; vertex.x = radius * Math.cos( segment ); vertex.y = radius * Math.sin( segment ); this.vertices.push( vertex ); uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) ); } radius += radiusStep; } var n = new THREE.Vector3( 0, 0, 1 ); //计算三角面,以及贴图uv. for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring var thetaSegment = i * (thetaSegments + 1); for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle 圆周上的分段数 var segment = o + thetaSegment; var v1 = segment; var v2 = segment + thetaSegments + 1; var v3 = segment + thetaSegments + 2; this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) ); this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]); v1 = segment; v2 = segment + thetaSegments + 2; v3 = segment + 1; this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) ); this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]); } } this.computeFaceNormals(); //计算面的法线 this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); //计算球体边界 }; /************************************************* ****下面是RingGeometry对象的方法属性定义,继承自Geometry对象. **************************************************/ THREE.RingGeometry.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/RingGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
three.js 源码注释(八十二)extras/geometries/RingGeometry.js
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