商域無疆 (http://blog.csdn.net/omni360/)
本文遵循“署名-非商業用途-保持一致”創作公用協議
轉載請保留此句:商域無疆 - 本博客專注於 敏捷開發及移動和物聯設備研究:數據可視化、GOLANG、Html5、WEBGL、THREE.JS,否則,出自本博客的文章拒絕轉載或再轉載,謝謝合作。
俺也是剛開始學,好多地兒肯定不對還請見諒.
以下代碼是THREE.JS 源碼文件中extras/geometries/CylinderGeometry.js文件的註釋.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/**
* @author mrdoob / http://mrdoob.com/
*/
/*
///CylinderGeometry用來在三維空間內創建一個圓柱,圓錐,圓桶對象.
/// NOTE: 和CircleGeometry對象一樣,如果我們把參數radialSeagments的值設置成4,是不是就變成了棱臺了,設置成3,並且radiusTop設置成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">對象的上表面半徑</param>
///<param name ="radiusBottom" type="float">對象的下表面半徑</param>
///<param name ="height" type="float">對象的高度</param>
///<param name ="radialSegments" type="int">對象的半徑方向的細分線段數</param>
///<param name ="heightSegments" type="int">對象的高度細分線段數</param>
///<param name ="openEnded" type="boolean">是否開口,如果設置爲true,並且radiusTop參數不爲0,將會是一個沒有上表面,下表面的幾何對象.</param>
THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
THREE.Geometry.call( this ); //調用Geometry對象的call方法,將原本屬於Geometry的方法交給當前對象CylinderGeometry來使用.
this.parameters = {
radiusTop: radiusTop, //對象的上表面半徑
radiusBottom: radiusBottom, //對象的下表面半徑
height: height, //對象的高度
radialSegments: radialSegments, //對象的半徑方向的細分線段數
heightSegments: heightSegments, //對象的高度細分線段數
openEnded: openEnded //是否開口,如果設置爲true,並且radiusTop參數不爲0,將會是一個沒有上表面,下表面的幾何對象.
};
radiusTop = radiusTop !== undefined ? radiusTop : 20; //對象的上表面半徑,如果未設置,默認爲20
radiusBottom = radiusBottom !== undefined ? radiusBottom : 20; //對象的下表面半徑,如果未設置,默認爲20
height = height !== undefined ? height : 100; //對象的高度,如果未設置,默認爲20
radialSegments = radialSegments || 8; //對象的半徑方向的細分線段數,如果未設置,默認爲20
heightSegments = heightSegments || 1; //對象的高度細分線段數,如果未設置,默認爲20
openEnded = openEnded !== undefined ? openEnded : false; //是否開口,如果設置爲true,並且radiusTop參數不爲0,將會是一個沒有上表面,下表面的幾何對象.默認爲false
var heightHalf = height / 2;
var x, y, vertices = [], uvs = [];
for ( y = 0; y <= heightSegments; y ++ ) { //根據高度細分線段數,遍歷計算頂點座標和排列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;
//計算頂點的x,y,z座標,記住下邊的公式,這個公式很常用,極座標轉爲直角座標.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 );
}
//上面是圓柱的一列頂點數據,下邊是將這一列頂點複製一圈.
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 ] ) ); //計算三角面索引
this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] ); //計算uvs紋理貼圖座標索引.
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(); //計算面的法線.
}
/*************************************************
****下面是CylinderGeometry對象的方法屬性定義,繼承自Geometry對象.
**************************************************/
THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
商域無疆 (http://blog.csdn.net/omni360/)
本文遵循“署名-非商業用途-保持一致”創作公用協議
轉載請保留此句:商域無疆 - 本博客專注於 敏捷開發及移動和物聯設備研究:數據可視化、GOLANG、Html5、WEBGL、THREE.JS,否則,出自本博客的文章拒絕轉載或再轉載,謝謝合作。
以下代碼是THREE.JS 源碼文件中extras/geometries/CylinderGeometry.js文件的註釋.