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extras/geometries/PlaneGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/**
* @author mrdoob / http://mrdoob.com/
* based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
*/
/*
///PlaneGeometry用来在三维空间内创建一个平面对象.
///
/// 用法: var geometry = new THREE.PlaneGeometry(5,5,20,32);
/// var material = new THREE.MeshBasicMaterial({color: 0x00ff00});
/// var plane = new THREE.Mesh(geometry,material);
/// scene.add(plane);
*/
///<summary>PlaneGeometry</summary>
///<param name ="width" type="float">平面的高度</param>
///<param name ="height" type="float">平面的宽度</param>
///<param name ="widthSegments" type="int">对象的宽方向的细分线段数</param>
///<param name ="heightSegments" type="int">对象的高方向的细分线段数</param>
THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
THREE.Geometry.call( this );
this.parameters = {
width: width, //平面的高度
height: height, //平面的宽度
widthSegments: widthSegments, //对象的宽方向的细分线段数
heightSegments: heightSegments //对象的高方向的细分线段数
};
//高度,宽度的一半,设置平面对象的放置点,为中心点.
var ix, iz;
var width_half = width / 2;
var height_half = height / 2;
var gridX = widthSegments || 1;
var gridZ = heightSegments || 1;
var gridX1 = gridX + 1;
var gridZ1 = gridZ + 1;
var segment_width = width / gridX;
var segment_height = height / gridZ;
var normal = new THREE.Vector3( 0, 0, 1 ); //设置法线方向.
//下面这两段算法还是先计算出所有的顶点,三角面,uv索引顺序,
for ( iz = 0; iz < gridZ1; iz ++ ) {
var y = iz * segment_height - height_half;
for ( ix = 0; ix < gridX1; ix ++ ) {
var x = ix * segment_width - width_half;
this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
}
}
for ( iz = 0; iz < gridZ; iz ++ ) {
for ( ix = 0; ix < gridX; ix ++ ) {
var a = ix + gridX1 * iz;
var b = ix + gridX1 * ( iz + 1 );
var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
var d = ( ix + 1 ) + gridX1 * iz;
var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );
var face = new THREE.Face3( a, b, d );
face.normal.copy( normal );
face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
this.faces.push( face );
this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
face = new THREE.Face3( b, c, d );
face.normal.copy( normal );
face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
this.faces.push( face );
this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
}
}
};
/*************************************************
****下面是PlaneGeometry对象的方法属性定义,继承自Geometry对象.
**************************************************/
THREE.PlaneGeometry.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/PlaneGeometry.js文件的注释.