标签:数据可视化 three.js 三维 webgl web3d
商域无疆 (http://blog.csdn.net/omni360/)
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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/SphereGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/** * @author mrdoob / http://mrdoob.com/ */ /* ///SphereGeometry用来在三维空间内创建一个球体对象. /// /// 用法: var geometry = new THREE.SphereGeometry(5,32,32); /// var material = new THREE.MeshBasicMaterial({color: 0x00ff00}); /// var sphere = new THREE.Mesh(geometry,material); /// scene.add(sphere); */ ///<summary>SphereGeometry</summary> ///<param name ="radius" type="float">球体体半径</param> ///<param name ="widthSegments" type="int">球体宽度细分线段数,应该是经线吧</param> ///<param name ="heightSegments" type="int">球体高度细分线段数,应该是纬线吧</param> ///<param name ="phiStart" type="float">球体赤道线的起始点弧度</param> ///<param name ="phiLength" type="float">球体赤道线的弧长</param> ///<param name ="thetaStart" type="float">球体经线起始点弧度</param> ///<param name ="thetaLength" type="float">球体经线弧长</param> THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { THREE.Geometry.call( this ); this.parameters = { radius: radius, //球体体半径 widthSegments: widthSegments, //球体宽度细分线段数,应该是经线吧 heightSegments: heightSegments, //球体高度细分线段数,应该是纬线吧 phiStart: phiStart, //球体赤道线的起始点弧度 phiLength: phiLength, //球体赤道线的弧长 thetaStart: thetaStart, //球体经线起始点弧度 thetaLength: thetaLength //球体经线弧长 }; radius = radius || 50; //球体体半径,默认初始化为50. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); //球体宽度细分线段数,应该是经线吧,默认初始化为8 heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); //球体高度细分线段数,应该是纬线吧,默认初始化为6 phiStart = phiStart !== undefined ? phiStart : 0; //球体赤道线的起始点弧度,默认初始化为0 phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; //球体赤道线的弧长,默认初始化为2倍的PI,360度 thetaStart = thetaStart !== undefined ? thetaStart : 0; //球体经线起始点弧度,默认初始化为0 thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; //球体经线弧长,默认初始化为PI,180度. var x, y, vertices = [], uvs = []; //计算顶点数据,压入vertices数组. for ( y = 0; y <= heightSegments; y ++ ) { var verticesRow = []; var uvsRow = []; for ( x = 0; x <= widthSegments; x ++ ) { var u = x / widthSegments; var v = y / heightSegments; var vertex = new THREE.Vector3(); vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); this.vertices.push( vertex ); verticesRow.push( this.vertices.length - 1 ); uvsRow.push( new THREE.Vector2( u, 1 - v ) ); } vertices.push( verticesRow ); uvs.push( uvsRow ); } //计算三角面,以及贴图uv. for ( y = 0; y < heightSegments; y ++ ) { for ( x = 0; x < widthSegments; x ++ ) { var v1 = vertices[ y ][ x + 1 ]; var v2 = vertices[ y ][ x ]; var v3 = vertices[ y + 1 ][ x ]; var v4 = vertices[ y + 1 ][ x + 1 ]; var n1 = this.vertices[ v1 ].clone().normalize(); var n2 = this.vertices[ v2 ].clone().normalize(); var n3 = this.vertices[ v3 ].clone().normalize(); var n4 = this.vertices[ v4 ].clone().normalize(); var uv1 = uvs[ y ][ x + 1 ].clone(); var uv2 = uvs[ y ][ x ].clone(); var uv3 = uvs[ y + 1 ][ x ].clone(); var uv4 = uvs[ y + 1 ][ x + 1 ].clone(); if ( Math.abs( this.vertices[ v1 ].y ) === radius ) { uv1.x = ( uv1.x + uv2.x ) / 2; this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] ); } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) { uv3.x = ( uv3.x + uv4.x ) / 2; this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); } else { this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] ); this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) ); this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.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SphereGeometry对象的方法属性定义,继承自Geometry对象. **************************************************/ THREE.SphereGeometry.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/SphereGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
three.js 源码注释(七十六)extras/geometries/SphereGeometry.js
标签:数据可视化 three.js 三维 webgl web3d
原文地址:http://blog.csdn.net/omni360/article/details/43319231