商域无疆 (http://blog.csdn.net/omni360/)
本文遵守“署名-非商业用处-保持1致”创作公用协议
转载请保存此句:商域无疆 - 本博客专注于 敏捷开发及移动和物联装备研究:数据可视化、GOLANG、Html5、WEBGL、THREE.JS,否则,出自本博客的文章谢绝转载或再转载,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,终究的网格对象,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,最后构成的整体灯笼,就是Mesh对象.下面看1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1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,将本来属于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,默许初始化为1000毫秒,每帧间隔时长.
this.mirroredLoop = false; //镜像循环,看下面的算法,应当是播放完后,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,应当指的是时间轴的方向
this.directionBackwards = false; //时间轴是不是是返方向,默许为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">包括关键帧动画的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 ]; //取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1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,分别寄存.
*/
///<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)依照指定的速度(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 > ⑴ ) influences[ a ] = 1 - t;
if ( b > ⑴ ) influences[ b ] = t;
};
/*clone方法
///clone方法克隆1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">是不是对子对象逐一进行克隆</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/)
本文遵守“署名-非商业用处-保持1致”创作公用协议
转载请保存此句:商域无疆 - 本博客专注于 敏捷开发及移动和物联装备研究:数据可视化、GOLANG、Html5、WEBGL、THREE.JS,否则,出自本博客的文章谢绝转载或再转载,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