File: SkinnedMesh.html

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<!DOCTYPE html>
<html lang="en">
	<head>
		<meta charset="utf-8" />
		<base href="../../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
	</head>
	<body>
		[page:Object3D] &rarr; [page:Mesh] &rarr;

		<h1>蒙皮网格([name])</h1>

		<p class="desc">
			具有[page:Skeleton](骨架)和[page:Bone bones](骨骼)的网格,可用于给几何体上的顶点添加动画。
			其材质必须支持蒙皮,并且已经启用了蒙皮 —— 请阅读[page:MeshStandardMaterial.skinning]。
		</p>

		<iframe id="scene" src="scenes/bones-browser.html"></iframe>

		<script>

		// iOS iframe auto-resize workaround

		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {

			var scene = document.getElementById( 'scene' );

			scene.style.width = getComputedStyle( scene ).width;
			scene.style.height = getComputedStyle( scene ).height;
			scene.setAttribute( 'scrolling', 'no' );

		}

		</script>

		<h2>示例</h2>

		<code>
		var geometry = new THREE.CylinderBufferGeometry( 5, 5, 5, 5, 15, 5, 30 );

		// create the skin indices and skin weights

		var position = geometry.attributes.position;

		var vertex = new THREE.Vector3();

		var skinIndices = [];
		var skinWeights = [];

		for ( var i = 0; i < position.count; i ++ ) {

			vertex.fromBufferAttribute( position, i );

			// compute skinIndex and skinWeight based on some configuration data

			var y = ( vertex.y + sizing.halfHeight );

			var skinIndex = Math.floor( y / sizing.segmentHeight );
			var skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;

			skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
			skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );

		}

		geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
		geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );

		// create skinned mesh and skeleton

		var mesh = new THREE.SkinnedMesh( geometry, material );
		var skeleton = new THREE.Skeleton( bones );

		// see example from THREE.Skeleton

		var rootBone = skeleton.bones[ 0 ];
		mesh.add( rootBone );

		// bind the skeleton to the mesh

		mesh.bind( skeleton );

		// move the bones and manipulate the model

		skeleton.bones[ 0 ].rotation.x = -0.1;
		skeleton.bones[ 1 ].rotation.x = 0.2;
		</code>

		<h2>构造器</h2>
		<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
		<p>
	[page:BufferGeometry geometry] —— 一个[page:BufferGeometry]实例。<br />
	[page:Material material] —— (可选)一个[page:Material]实例,默认值是一个新的[page:MeshBasicMaterial]。
		</p>





		<h2>属性</h2>
		<p>共有属性请参见其基类[page:Mesh]。</p>

		<h3>[property:string bindMode]</h3>
		<p>
			“attached”(附加)或者“detached”(分离)。“attached”使用[page:SkinnedMesh.matrixWorld]
			属性作为对骨骼的基本变换矩阵,“detached”则使用[page:SkinnedMesh.bindMatrix]。
			默认值是“attached”。
		</p>

		<h3>[property:Matrix4 bindMatrix]</h3>
		<p>
			该基础矩阵用于绑定骨骼的变换。
		</p>

		<h3>[property:Matrix4 bindMatrixInverse]</h3>
		<p>
			该基础矩阵用于重置绑定骨骼的变换。
		</p>

		<h3>[property:Boolean isSkinnedMesh]</h3>
		<p>
			用于检查这个类或者其派生类是否为蒙皮网格,默认值为*true*。<br /><br />
			你不应当对这个属性进行改变,因为它在使用,以用于优化。
		</p>

		<h3>[property:Skeleton skeleton]</h3>
		<p>
			用于表示蒙皮网格中骨骼的层次结构的[page:Skeleton](骨架)。
		</p>



		<h2>方法</h2>
		<p>共有方法请参见其基类[page:Mesh]。</p>

		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
		<p>
		[page:Skeleton skeleton] —— 由一棵[page:Bone Bones]树创建的[page:Skeleton]。<br/>
		[page:Matrix4 bindMatrix] —— 表示骨架基本变换的[page:Matrix4](4x4矩阵)。<br /><br />
		将骨架绑定到一个蒙皮网格上。bindMatrix会被保存到.bindMatrix属性中,其逆矩阵.bindMatrixInverse也会被计算出来。
		</p>

		<h3>[method:SkinnedMesh clone]()</h3>
		<p>
		返回当前SkinnedMesh对象的一个克隆及其任何后代。
		</p>

		<h3>[method:null normalizeSkinWeights]()</h3>
		<p>
		标准化蒙皮的权重。
		</p>

		<h3>[method:null pose]()</h3>
		<p>
		这个方法设置了在“休息”状态下蒙皮网格的姿势(重置姿势)。
		</p>

		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
		<p>
		更新[page:Matrix4 MatrixWorld]矩阵。
		</p>

		<h2>源代码</h2>
		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
	</body>
</html>