标签:web3d three.js javascript webgl 源码
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。
以下代码是THREE.JS 源码文件中Math/Quaternion.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode/blob/master/Three.js
// File:src/math/Euler.js /** * @author mrdoob / http://mrdoob.com/ * @author WestLangley / http://github.com/WestLangley * @author bhouston / http://exocortex.com */ /* ///Euler对象的构造函数.用来创建一个欧拉角的对象.Euler对象的功能函数采用 ///定义构造的函数原型对象来实现. /// /// 用法: var euler = new Euler(5,3,2,'XYZ') /// 创建一个绕某轴旋转5度,绕y轴旋转某度,绕某轴旋转2度,旋转顺序为'XYZ'.有了旋转顺序才能确定每个x,y,z轴分别旋转多少度. /// NOTE: 参数x,y,z代表3个轴的旋转角度,具体哪个轴旋转多少度,需要后面的参数(order)旋转顺序来确定. /// NOTE: 参数(x,y,z,order)为可选参数,如果不指定参数(x,y,z,order),将创建一个坐标为(0,0,0,'XYZ')的Eular(欧拉角)对象. /// NOTE: 参数order(旋转顺序) 默认顺序是'XYZ' 取值范围是['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ] /// /// 通俗的讲,欧拉角就是用来描述一个物体在三维空间中方向的一种常用的方法.举例来说,一个物体在三维空间中,绕x轴转了多少度, /// y轴转了多少度,z轴转了多少度,来描述物体在三维空间中的方向. /// 有点类似香港电影里飞虎队队员之间说,"飞鹰,飞鹰,在你的正前方,5点钟方向,发现目标,准备聚集目标." /// */ ///<summary>Euler</summary> ///<param name ="x" type="number">绕某轴旋转x度</param> ///<param name ="y" type="number">绕某轴旋转y度</param> ///<param name ="z" type="number">绕某轴旋转z度</param> ///<param name ="order" type="String">order(旋转顺序) 默认顺序是'XYZ' 取值范围是['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]</param> THREE.Euler = function ( x, y, z, order ) { this._x = x || 0; this._y = y || 0; this._z = z || 0; this._order = order || THREE.Euler.DefaultOrder; }; THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; //(旋转顺序) 默认顺序是'XYZ' 取值范围是['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ] THREE.Euler.DefaultOrder = 'XYZ'; //默认的旋转顺序为'XYZ' /**************************************** ****下面是Euler对象提供的功能函数. ****************************************/ THREE.Euler.prototype = { constructor: THREE.Euler, //构造器 _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder, //将(_x,_y,_z,_order)初始化x,y,z为0,旋转顺序为默认旋转顺序'XYZ'; /* ///get x 方法用来获取euler角x值. ///NOTE: get x()的用法是Euler.prototype.x(Euler.x),这种用法在除ie浏览器以外的浏览器上可以使用. */ ///<summary>get x</summary> ///<returns type="number">返回euler角_x值</returns> get x () { return this._x; //返回euler角_x值 }, /* ///set x 方法用来从新设置Euler角的x值.并返回新的值的Euler角. ///NOTE: set x()的用法是Euler.prototype.x=value(Euler.x = value),这种用法在除ie浏览器以外的浏览器上可以使用. */ ///<summary>set x</summary> ///<param name ="value" type="number">绕x轴旋转的角度值</param> set x ( value ) { this._x = value; //设置Euler角的_x值 this.onChangeCallback(); //调用回调函数. }, /* ///get y 方法用来从获取euler角y值. ///NOTE: get y()的用法是Euler.prototype.y(Euler.y),这种用法在除ie浏览器以外的浏览器上可以使用. */ ///<summary>get y</summary> ///<returns type="number">返回euler角_y值</returns> get y () { return this._y; //返回euler角_y值 }, /* ///set y 方法用来从新设置Euler角的y值.并返回新的值的Euler角. ///NOTE: set y()的用法是Euler.prototype.y=value(Euler.y = value),这种用法在除ie浏览器以外的浏览器上可以使用. */ ///<summary>set y</summary> ///<param name ="value" type="number">绕y轴旋转的角度值</param> set y ( value ) { this._y = value; //设置Euler角的_y值 this.onChangeCallback(); //调用回调函数. }, /* ///get z 方法用来获取euler角z值. ///NOTE: get z()的用法是Euler.prototype.z(Euler.z),这种用法在除ie浏览器以外的浏览器上可以使用. */ ///<summary>get z</summary> ///<returns type="number">返回euler角_z值</returns> get z () { return this._z; //返回euler角_z值 }, /* ///set z 方法用来从新设置Euler角的z值.并返回新的值的Euler角. ///NOTE: set z()的用法是Euler.prototype.z=value(Euler.z = value),这种用法在除ie浏览器以外的浏览器上可以使用. */ ///<summary>set z</summary> ///<param name ="value" type="number">绕z轴旋转的角度值</param> set z ( value ) { this._z = value; //设置Euler角的_z值 this.onChangeCallback(); //调用回调函数. }, /* ///get order 方法用来获取euler角order值. ///NOTE: get order()的用法是Euler.prototype.order(Euler.order),这种用法在除ie浏览器以外的浏览器上可以使用. */ ///<summary>get order</summary> ///<returns type="number">返回euler角_z值</returns> get order () { return this._order; //返回euler角_order值 }, /* ///set order 方法用来从新设置Euler角的order值.并返回新的值的Euler角. ///NOTE: set order()的用法是Euler.prototype.order=value(Euler.order = value),这种用法在除ie浏览器以外的浏览器上可以使用. /// NOTE: 参数(x,y,z,order)为可选参数,如果不指定参数(x,y,z,order),将创建一个坐标为(0,0,0,'XYZ')的Eular(欧拉角)对象. /// NOTE: 参数order(旋转顺序) 默认顺序是'XYZ' 取值范围是['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ] */ ///<summary>set order</summary> ///<param name ="value" type="number">绕z轴旋转的角度值</param> set order ( value ) { this._order = value; //设置Euler角的_order值 this.onChangeCallback(); //调用回调函数. }, ///TODO:这里缺少setX()方法. ///TODO:这里缺少setY()方法. ///TODO:这里缺少setZ()方法. ///TODO:这里缺少setW()方法. ///TODO:这里缺少setComponent()方法. ///TODO:这里缺少getComponent()方法. /* ///set方法用来从新设置Euler(欧拉角)的x,y,z,order值.并返回新的坐标值的Euler(欧拉角). /// TODO:修改set方法,兼容x,y,z,order参数省略支持多态. */ ///<summary>set</summary> ///<param name ="x" type="number">绕某轴旋转x度</param> ///<param name ="y" type="number">绕某轴旋转y度</param> ///<param name ="z" type="number">绕某轴旋转z度</param> ///<param name ="order" type="number">order(旋转顺序) 默认顺序是'XYZ' 取值范围是['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]</param> ///<returns type="Euler(欧拉角)">返回新的Euler(欧拉角)</returns> set: function ( x, y, z, order ) { this._x = x; this._y = y; this._z = z; this._order = order || this._order; this.onChangeCallback(); //调用回调函数. return this; //返回新的Euler(欧拉角) }, /* ///copy方法用来复制Euler(欧拉角)的(x,y,z,order)值.并返回新的Euler(欧拉角). */ ///<summary>copy</summary> ///<param name ="euler(欧拉角)" type="Quaternion">Euler(欧拉角)</param> ///<returns type="Euler(欧拉角)">返回新的Euler(欧拉角)</returns> copy: function ( euler ) { this._x = euler._x; this._y = euler._y; this._z = euler._z; this._order = euler._order; this.onChangeCallback(); //调用回调函数. return this; //返回新的Euler(欧拉角) }, /* ///setFromRotationMatrix方法利用一个参数m(旋转矩阵),达到旋转变换的目的吧. /// NOTE:m是一个旋转矩阵,更多公式:http://en.wikipedia.org/wiki/Transformation_matrix /// /// 样例: 这个样例是z轴旋转30度. /---------------------------------------------------- |cos(heading) = 0.866 | sin(heading) = 0.5 | 0 | |-----------------------|----------------------------| matrix = |-sin(heading) = -0.5 |cos(heading) = 0.866 | 0 | |-----------------------|----------------------|-----| | 0 | 0 | 1 | \----------------------------------------------------/ angle = acos ( ( m00 + m11 + m22 - 1)/2) angle = acos ( ( 0.866 + 0.866 + 1 - 1)/2) angle = acos ( 0.866 ) angle = 30 degrees x = (m21 - m12) = 0 - 0 =0 y = (m02 - m20) = 0 - 0 =0 z = (m10 - m01) = -0.5 - 0.5 = -1 */ ///<summary>setFromRotationMatrix</summary> ///<param name ="m" type="Matrix3">3x3矩阵(旋转矩阵)</param> ///<param name ="order" type="String">order(旋转顺序) 默认顺序是'XYZ' 取值范围是['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]</param> ///<returns type="Euler(欧拉角)">返回新的Euler(欧拉角)</returns> setFromRotationMatrix: function ( m, order ) { var clamp = THREE.Math.clamp; //clamp用来设置数值的取值范围 // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) // 确保参数m是一个3x3的旋转矩阵. var te = m.elements; var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; order = order || this._order; if ( order === 'XYZ' ) { this._y = Math.asin( clamp( m13, - 1, 1 ) ); if ( Math.abs( m13 ) < 0.99999 ) { this._x = Math.atan2( - m23, m33 ); this._z = Math.atan2( - m12, m11 ); } else { this._x = Math.atan2( m32, m22 ); this._z = 0; } } else if ( order === 'YXZ' ) { this._x = Math.asin( - clamp( m23, - 1, 1 ) ); if ( Math.abs( m23 ) < 0.99999 ) { this._y = Math.atan2( m13, m33 ); this._z = Math.atan2( m21, m22 ); } else { this._y = Math.atan2( - m31, m11 ); this._z = 0; } } else if ( order === 'ZXY' ) { this._x = Math.asin( clamp( m32, - 1, 1 ) ); if ( Math.abs( m32 ) < 0.99999 ) { this._y = Math.atan2( - m31, m33 ); this._z = Math.atan2( - m12, m22 ); } else { this._y = 0; this._z = Math.atan2( m21, m11 ); } } else if ( order === 'ZYX' ) { this._y = Math.asin( - clamp( m31, - 1, 1 ) ); if ( Math.abs( m31 ) < 0.99999 ) { this._x = Math.atan2( m32, m33 ); this._z = Math.atan2( m21, m11 ); } else { this._x = 0; this._z = Math.atan2( - m12, m22 ); } } else if ( order === 'YZX' ) { this._z = Math.asin( clamp( m21, - 1, 1 ) ); if ( Math.abs( m21 ) < 0.99999 ) { this._x = Math.atan2( - m23, m22 ); this._y = Math.atan2( - m31, m11 ); } else { this._x = 0; this._y = Math.atan2( m13, m33 ); } } else if ( order === 'XZY' ) { this._z = Math.asin( - clamp( m12, - 1, 1 ) ); if ( Math.abs( m12 ) < 0.99999 ) { this._x = Math.atan2( m32, m22 ); this._y = Math.atan2( m13, m11 ); } else { this._x = Math.atan2( - m23, m33 ); this._y = 0; } } else { console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ) //通过按照以上几种旋转顺序设置欧拉角对象失败报错 } this._order = order; //重新设置旋转顺序 this.onChangeCallback(); //调用回调函数. return this; //返回新的Euler(欧拉角) }, /* ///setFromQuaternion方法通过四元数设置Euler(欧拉角). /// NOTE:参数(q)必须是单位向量,通过调用.normalize()得到单位向量. /// NOTE:参数update是一个可选参数.如果不设置默认为true. */ ///<summary>setFromQuaternion</summary> ///<param name ="q" type="Quaternion">四元数</param> ///<param name ="order" type="String">旋转顺序</param> ///<param name ="update" type="bool">update表示是否调用回调函数bool型标记值</param> ///<returns type="Euler(欧拉角)">返回新的Euler(欧拉角)</returns> setFromQuaternion: function ( q, order, update ) { var clamp = THREE.Math.clamp; //clamp用来设置数值的取值范围 // q is assumed to be normalized // 确保q是一个单位向量 // 下面网址是对四元数转换成欧拉角的一个详细的介绍.里面有好多的数学算法. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m var sqx = q.x * q.x; var sqy = q.y * q.y; var sqz = q.z * q.z; var sqw = q.w * q.w; order = order || this._order; if ( order === 'XYZ' ) { this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) ); this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) ); this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) ); } else if ( order === 'YXZ' ) { this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) ); this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) ); this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) ); } else if ( order === 'ZXY' ) { this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) ); this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) ); this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) ); } else if ( order === 'ZYX' ) { this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) ); this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) ); this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) ); } else if ( order === 'YZX' ) { this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) ); this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) ); this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) ); } else if ( order === 'XZY' ) { this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) ); this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) ); this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) ); } else { console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order ) //通过按照以上几种旋转顺序设置欧拉角对象失败报错 } this._order = order; //重新设置旋转顺序 if ( update !== false ) this.onChangeCallback(); //通过update参数判断是否调用回调函数. return this; //返回新的Euler(欧拉角) }, /* ///reorder方法通过四元数设置Euler(欧拉角)的旋转顺序. /// NOTE:参数(q)必须是单位向量,通过调用.normalize()得到单位向量. /// WARNING: reorder 方法将丢弃Euler(欧拉角)的旋转顺序信息. */ ///<summary>reorder</summary> ///<param name ="order" type="String">旋转顺序</param> ///<returns type="Euler(欧拉角)">返回新的Euler(欧拉角)</returns> reorder: function () { // WARNING: reorder 方法将丢弃Euler(欧拉角)的旋转顺序信息. // WARNING: this discards revolution information -bhouston var q = new THREE.Quaternion(); return function ( newOrder ) { q.setFromEuler( this ); this.setFromQuaternion( q, newOrder ); //调用setFromQuaternion()方法,返回新旋转顺序的Euler(欧拉角) }; }(), /*equals方法 ///equals方法相当于比较运算符===,将当前Euler(欧拉角)和参数euler中的(x,y,z,order)值进行对比,返回bool型值. */ ///<summary>equals</summary> ///<param name ="v" type="Euler(欧拉角)">Euler(欧拉角)(x,y,z,order)</param> ///<returns type="bool">返回true or false</returns> equals: function ( euler ) { return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); }, /*fromArray方法 ///fromArray方法将存储Euler(欧拉角)(x,y,z,order)值的数组赋值给当前Euler(欧拉角)对象 /// NOTE:参数order是一个可选参数.如果不设置使用默认的旋转顺序. */ ///<summary>fromArray</summary> ///<param name ="array" type="Array">Euler(欧拉角)(x,y,z,order)值数组array[x,y,z,order]</param> ///<returns type="Euler(欧拉角)">返回新的Euler(欧拉角)</returns> fromArray: function ( array ) { this._x = array[ 0 ]; this._y = array[ 1 ]; this._z = array[ 2 ]; if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; this.onChangeCallback(); //调用回调函数. return this; //返回新的Euler(欧拉角) }, /*toArray方法 ///toArray方法将当前Euler(欧拉角)对象的属性赋值给数组array[5,3,2,'XYZ'].返回一个数组对象. */ ///<summary>toArray</summary> ///<returns type="Array">Euler(欧拉角)(_x,_y,_z,_order)值数组array[x,y,z,order]</returns> toArray: function () { return [ this._x, this._y, this._z, this._order ]; //返回一个包含x,y,z,order数值的数组, }, /*onChange方法 ///onChange方法在将回调函数表达式作为callback参数传递给onChangeCallback()方法. */ ///<summary>onChange</summary> ///<param name ="callback" type="function">回调函数</param> ///<returns type="Euler(欧拉角)">Euler(欧拉角)</returns> onChange: function ( callback ) { this.onChangeCallback = callback; return this; }, /*onChangeCallback方法 ///onChangeCallback方法克隆一个Euler(欧拉角)对象. ///NOTE:onChangeCallback()方法在这里就是一个空的函数属性,在上面大部分的方法中都调用了onChangeCallback()方法,这是一种很方便的方法. */ ///<summary>onChangeCallback</summary> onChangeCallback: function () {}, /*clone方法 ///clone方法克隆一个Euler(欧拉角)对象. */ ///<summary>clone</summary> ///<returns type="Euler(欧拉角)">返回Euler(欧拉角)对象</returns> clone: function () { return new THREE.Euler( this._x, this._y, this._z, this._order ); } };
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Math/Quaternion.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode/blob/master/Three.js
标签:web3d three.js javascript webgl 源码
原文地址:http://blog.csdn.net/omni360/article/details/40505897