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/Sprite.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
*/
/*
///Sprite对象,点精灵对象,对应粒子对象,具体的实现是通过BufferGeometry创建1个总是面对相机的平面.
/// 用法:var map = THREE.ImageUtils.loadTexture("sprite.png"); //加载image对象
/// var material = new THREE.SpriteMaterial({map:map,color: 0xffffff,fog: true}); //创建材质对象,这里有专门适用于Sprite对象的材质对象SpriteMaterial.
/// var sprite = new THREE.Sprite( material); //创建精灵对象.
/// scene.add(line); //将精灵添加到场景中.
*/
///<summary>Sprite</summary>
///<param name ="material" type="THREE.SpriteMaterial">可选参数,SpriteMaterial对象(点精灵对象专用的材质对象)</param>
///<returns type="Sprite">返回Sprite对象</returns>
THREE.Sprite = ( function () {
var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0 ] );
var geometry = new THREE.BufferGeometry(); //使用buffergeometry对象
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); //为geometry对象添加position属性.这里可以看考BufferGeometry对象的源码注释.
return function ( material ) {
THREE.Object3D.call( this ); //调用Object3D对象的call方法,将本来属于Object3D的方法交给当前对象Sprite来使用.
this.geometry = geometry;
this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
};
} )();
/*************************************************
****下面是Sprite对象的方法属性定义,继承自Object3D
**************************************************/
THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
/*
///raycast方法用来取得当前对象与射线(参数raycaster)的交点.raycaster.intersectObject会调用这个方法。主要是用来进行碰撞检测,
/// 在选择场景中的对象时常常会用到,判断当前鼠标是不是与对象重适用来选择对象.
/// NOTE:raycast方法中参数intersects参数用来存储交点的集合,格式以下
/// intersects.push( {
///
/// distance: distance,
/// point: this.position,
/// face: null,
/// object: this
///
/// } );
///
*////<summary>raycast</summary>
///<param name ="raycaster" type="THREE.Raycaster">射线对象</param>
///<param name ="intersects" type="ObjectArray">交点的属性集合</param>
///<returns type="ObjectArray">交点的属性集合</returns>
THREE.Sprite.prototype.raycast = ( function () {
var matrixPosition = new THREE.Vector3();
return function ( raycaster, intersects ) {
matrixPosition.setFromMatrixPosition( this.matrixWorld );
var distance = raycaster.ray.distanceToPoint( matrixPosition );
if ( distance > this.scale.x ) {
return;
}
intersects.push( {
distance: distance,
point: this.position,
face: null,
object: this
} );
};
}() );
/*updateMatrix方法
///updateMatrix方法更新场景中当前精灵的平移、旋转和缩放属性.
*/
///<summary>updateMatrix</summary>
///<returns type="Skeleton">返回新的Sprite精灵对象.</returns>
THREE.Sprite.prototype.updateMatrix = function () {
this.matrix.compose( this.position, this.quaternion, this.scale ); //compose方法利用变换矩阵的平移、旋转和缩放设置
this.matrixWorldNeedsUpdate = true; //Sprite对象matrixWorldNeedsUpdate属性,设置为true.
};
/*clone方法
///clone方法克隆1个Sprite精灵对象.
*/
///<summary>clone</summary>
///<param name ="object" type="Sprite">接收克隆的Sprite对象</param>
///<returns type="Sprite">返回克隆的Sprite精灵对象.</returns>
THREE.Sprite.prototype.clone = function ( object ) {
if ( object === undefined ) object = new THREE.Sprite( this.material );
THREE.Object3D.prototype.clone.call( this, object );
return object; //返回克隆的Sprite精灵对象
};
// Backwards compatibility 向后兼容,粒子被更名为精灵.
THREE.Particle = THREE.Sprite;
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/Sprite.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode