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。
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objects/MorphAnimMesh.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/** * @author alteredq / http://alteredqualia.com/ */ /* ///MorphAnimMesh对象,最终的网格对象,和Mesh对象不同的是,这个对象是专门针对变形动画的,增加了许多角色变形动画的内容.有高人把图形学建模比作是制作灯笼,先用Geometry创建灯笼的框架, /// 然后将材质material贴在框架上,最后形成的总体灯笼,就是Mesh对象.下面看一下Mesh对象的用法和具体实现. /// 用法:var geometry = new THREE.Geometry(1,1,1); //创建geometry对象(灯笼的框架), /// //有一下可选对象BoxGeometry,CircleGeometry,CubeGeometry,CylinderGeometry,DodecahedronGeometry,ExtrudeGeometry,IcosahedronGeometry, /// //LatheGeometry,OctahedronGeometry,ParametricGeometry,PlaneGeometry,PolyhedronGeometry,RingGeometry,ShapeGeometry,SphereGeometry, /// //TetrahedronGeometry,TextGeometry,TorusGeometry,TorusKnotGeometry,TubeGeometry /// var material = new THREE.Material({color: 0xffff00}); //创建材质对象(灯笼的表面) /// //有以下可选对象LineBasicMaterial,LineDashedMaterial,Material,MeshBasicMaterial,MeshDepthMaterial,MeshFaceMaterial, /// //MeshLambertMaterial,MeshNormalMaterial,MeshPhongMaterial,PointCloudMaterial,RawShaderMaterial,ShaderMaterial, /// //SpriteCanvasMaterial,SpriteMaterial /// var mesh = new THREE.MorphAnimMesh(geometry, material); //创建mesh(灯笼)对象,并将geometry对象(灯笼的框架)和material对象(灯笼的表面)传递给mesh(灯笼)对象 /// mesh.duration = 5000; /// scene.add(mesh); //将mesh(灯笼)添加到场景中. /// var delta = clock.getDelta(); /// function render (){ /// mesh.updateAnimation(1000 * delta); //在渲染器里设置动画跟新的频率. /// } */ ///<summary>MorphAnimMesh</summary> ///<param name ="geometry" type="THREE.Geometry">Geometry对象(灯笼的框架)</param> ///<param name ="material" type="THREE.Material">Material对象(材质对象)</param> ///<returns type="MorphAnimMesh">返回MorphAnimMesh对象</returns> THREE.MorphAnimMesh = function ( geometry, material ) { THREE.Mesh.call( this, geometry, material ); //调用Mesh对象的call方法,将原本属于Mesh的方法交给当前对象MorphAniMesh来使用. // API this.duration = 1000; // milliseconds //周期,单位毫秒,默认初始化为1000毫秒,每帧间隔时长. this.mirroredLoop = false; //镜像循环,看下面的算法,应该是播放完后,回放动画, this.time = 0; //动画时长 // internals this.lastKeyframe = 0; //最后关键帧 this.currentKeyframe = 0; //当前关键帧 this.direction = 1; //方向,应该指的是时间轴的方向 this.directionBackwards = false; //时间轴是否是返方向,默认为false this.setFrameRange( 0, this.geometry.morphTargets.length - 1 ); //创建关键帧动画时间轴,从morphTargets数组创建. }; /************************************************* ****下面是MorphAnimMesh对象的方法属性定义,继承自Mesh **************************************************/ THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype ); /* ///setFrameRange方法将创建关键帧动画时间轴,从morphTargets数组创建 */ ///<summary>setFrameRange</summary> ///<param name ="start" type="int">morphTargets元素的索引,用来指定关键帧动画的开始</param> ///<param name ="end" type="int">morphTargets元素的索引,用来指定关键帧动画的结束</param> ///<returns type="MorphAnimMesh">包含关键帧动画的MorphAnimMesh对象.</returns> THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) { this.startKeyframe = start; //开始帧等于参数start this.endKeyframe = end; //结束帧等于参数end this.length = this.endKeyframe - this.startKeyframe + 1; //动画长度等于开始帧到结束帧 }; /* ///setDirectionForward方法设置关键帧动画正放. */ ///<summary>setDirectionForward</summary> THREE.MorphAnimMesh.prototype.setDirectionForward = function () { this.direction = 1; // this.directionBackwards = false; }; /* ///setDirectionForward方法设置关键帧动画倒放. */ ///<summary>setDirectionForward</summary> THREE.MorphAnimMesh.prototype.setDirectionBackward = function () { this.direction = - 1; this.directionBackwards = true; }; /* ///setDirectionForward方法从morphTagets数组中解析关键帧动画 */ ///<summary>setDirectionForward</summary> THREE.MorphAnimMesh.prototype.parseAnimations = function () { var geometry = this.geometry; if ( ! geometry.animations ) geometry.animations = {}; var firstAnimation, animations = geometry.animations; var pattern = /([a-z]+)_?(\d+)/; for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) { var morph = geometry.morphTargets[ i ]; //获得单个变形动画关键帧 var parts = morph.name.match( pattern ); // if ( parts && parts.length > 1 ) { var label = parts[ 1 ]; // var num = parts[ 2 ]; if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity }; var animation = animations[ label ]; if ( i < animation.start ) animation.start = i; if ( i > animation.end ) animation.end = i; if ( ! firstAnimation ) firstAnimation = label; } } geometry.firstAnimation = firstAnimation; //第一个动画. }; /* ///setAnimationLabel方法从morphTagets数组中设置关键帧动画标签,可以将morphTargets数组中,分成几段动画,分别存放. */ ///<summary>setAnimationLabel</summary> ///<param name ="label" type="string">动画标签名</param> ///<param name ="start" type="int">morphTargets元素的索引,用来指定关键帧动画的开始</param> ///<param name ="end" type="int">morphTargets元素的索引,用来指定关键帧动画的结束</param> ///<returns type="MorphAnimMesh">返回带有动画标签的MorphAnimMesh对象.</returns> THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) { if ( ! this.geometry.animations ) this.geometry.animations = {}; this.geometry.animations[ label ] = { start: start, end: end }; }; /* ///playAnimation方法根据动画的标签名(参数lab)按照指定的速度(参数fps)播放动画 */ ///<summary>playAnimation</summary> ///<param name ="label" type="string">动画标签名</param> ///<param name ="fps" type="int">多少帧/秒</param> THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) { var animation = this.geometry.animations[ label ]; if ( animation ) { this.setFrameRange( animation.start, animation.end ); this.duration = 1000 * ( ( animation.end - animation.start ) / fps ); this.time = 0; } else { console.warn( 'animation[' + label + '] undefined' ); } }; /* ///updateAnimation方法根据当前时钟频率生成补间动画. */ ///<summary>updateAnimation</summary> ///<param name ="delta" type="string">时钟频率</param> THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) { var frameTime = this.duration / this.length; this.time += this.direction * delta; if ( this.mirroredLoop ) { if ( this.time > this.duration || this.time < 0 ) { this.direction *= - 1; if ( this.time > this.duration ) { this.time = this.duration; this.directionBackwards = true; } if ( this.time < 0 ) { this.time = 0; this.directionBackwards = false; } } } else { this.time = this.time % this.duration; if ( this.time < 0 ) this.time += this.duration; } var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 ); if ( keyframe !== this.currentKeyframe ) { this.morphTargetInfluences[ this.lastKeyframe ] = 0; this.morphTargetInfluences[ this.currentKeyframe ] = 1; this.morphTargetInfluences[ keyframe ] = 0; this.lastKeyframe = this.currentKeyframe; this.currentKeyframe = keyframe; } var mix = ( this.time % frameTime ) / frameTime; if ( this.directionBackwards ) { mix = 1 - mix; } this.morphTargetInfluences[ this.currentKeyframe ] = mix; this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix; }; /* ///updateAnimation方法根据变形幅度t将morphTaInfluences[a]设置为1-t,morphTaInfluences[b]设置为5. */ ///<summary>updateAnimation</summary> ///<param name ="a" type="int">节点a</param> ///<param name ="b" type="int">节点b</param> ///<param name ="t" type="float">变形幅度</param> THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) { var influences = this.morphTargetInfluences; for ( var i = 0, l = influences.length; i < l; i ++ ) { influences[ i ] = 0; } if ( a > -1 ) influences[ a ] = 1 - t; if ( b > -1 ) influences[ b ] = t; }; /*clone方法 ///clone方法克隆一个MorphAnimMesh带有变形动画的网格对象. */ ///<summary>clone</summary> ///<param name ="object" type="MorphAnimMesh">接收克隆的MorphAnimMesh对象</param> ///<param name ="recursive" type="boolean">是否对子对象一一进行克隆</param> ///<returns type="Ray">返回MorphAnimMesh带有变形动画的网格对象.</returns> THREE.MorphAnimMesh.prototype.clone = function ( object ) { if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material ); object.duration = this.duration; object.mirroredLoop = this.mirroredLoop; object.time = this.time; object.lastKeyframe = this.lastKeyframe; object.currentKeyframe = this.currentKeyframe; object.direction = this.direction; object.directionBackwards = this.directionBackwards; THREE.Mesh.prototype.clone.call( this, object ); //继承Mesh的clone方法 return object; //返回MorphAnimMesh带有变形动画网格对象. };
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objects/MorphAnimMesh.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
three.js 源码注释(六十五)objects/MorphAnimMesh.js
原文地址:http://blog.csdn.net/omni360/article/details/42967597