three.js 源码注释(六十六)objects/Sprite.js

时间:2022-06-06 03:53:16

商域无疆 (http://blog.csdn.net/omni360/)

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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创建一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,将原本属于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方法用来获得当前对象与射线(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经常会用到,判断当前鼠标是否与对象重合用来选择对象.
/// NOTE:raycast方法中参数intersects参数用来存储交点的集合,格式如下
///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方法应用变换矩阵的平移、旋转和缩放设置

this.matrixWorldNeedsUpdate = true;//Sprite对象matrixWorldNeedsUpdate属性,设置为true.

};

/*clone方法
///clone方法克隆一个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objects/Sprite.js文件的注释.

更多更新在 : https://github.com/omni360/three.js.sourcecode