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/ExtrudeGeometry.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode
/**
* @author zz85 / http://www.lab4games.net/zz85/blog
*
* Creates extruded geometry from a path shape.
*
* parameters = {
*
* curveSegments: <int>, // number of points on the curves 曲线上的顶点数量
* steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too 步数,曲线拉伸的细分线段数
* amount: <int>, // Depth to extrude the shape 拉伸线段的厚度.
*
* bevelEnabled: <bool>, // turn on bevel 是否启用倒角
* bevelThickness: <float>, // how deep into the original shape bevel goes 倒角的厚度
* bevelSize: <float>, // how far from shape outline is bevel 从截面外轮廓倒角的尺寸.
* bevelSegments: <int>, // number of bevel layers 倒角部分的细分线段数.
*
* extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined) 截面拉伸的路径,3d的spline对象.
* frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals 包含三角形,法线,副法线数组.
*
* material: <int> // material index for front and back faces 正面和背面材质索引
* extrudeMaterial: <int> // material index for extrusion and beveled faces 拉伸体和斜面的材质索引
* uvGenerator: <Object> // object that provides UV generator functions UV坐标生成函数.
*
* }
**/
/*
///ExtrudeGeometry用来通过截面(参数shape)生成拉伸几何体.
*/
///<summary>ExtrudeGeometry</summary>
///<param name ="shapes" type="THREE.Shape">拉伸几何体截面</param>
///<param name ="options" type="Object">拉伸几何体参数选项</param>
THREE.ExtrudeGeometry = function ( shapes, options ) {
if ( typeof( shapes ) === "undefined" ) {
shapes = [];
return;
}
THREE.Geometry.call( this );//调用Geometry()方法创建几何体,并将Geometry对象的方法供ExtrudeGeometry对象使用.
shapes = shapes instanceof Array ? shapes : [ shapes ];
this.addShapeList( shapes, options );
this.computeFaceNormals();//计算三角面法线
// can't really use automatic vertex normals
// as then front and back sides get smoothed too
// should do separate smoothing just for sides
//this.computeVertexNormals();
//console.log( "took", ( Date.now() - startTime ) );
};
/*************************************************
****下面是ExtrudeGeometry对象的方法属性定义,继承自Geometry对象.
**************************************************/
THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
/*
///addShapeList方法将截面(参数shape)和参数选项,添加到shapes数组.
*/
///<summary>addShapeList</summary>
///<param name ="shapes" type="THREE.ShapeArray">拉伸几何体截面</param>
///<param name ="options" type="Object">拉伸几何体参数选项</param>
THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
var sl = shapes.length;
for ( var s = 0; s < sl; s ++ ) {
var shape = shapes[ s ];
this.addShape( shape, options );
}
};
/*
///addShape方法将截面(参数shape)和参数选项,获得构造几何体的截面.
*/
///<summary>addShape</summary>
///<param name ="shapes" type="THREE.ShapeArray">拉伸几何体截面</param>
///<param name ="options" type="Object">拉伸几何体参数选项</param>
///<returns type="Vector3Array">返回构造几何体的截面.</returns>
THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
var amount = options.amount !== undefined ? options.amount : 100;//拉伸线段的厚度
var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 //倒角的厚度,默认初始化为6
var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 //从截面外轮廓倒角的尺寸,默认初始化为bevelThickness - 2
var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;//倒角部分的细分线段数,默认初始化为3
var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false //是否启用倒角,默认true
var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;//曲线上的顶点数量
var steps = options.steps !== undefined ? options.steps : 1;//步数,曲线拉伸的细分线段数,默认初始化为1.
var extrudePath = options.extrudePath; //拉伸几何体跟随的路径
var extrudePts, extrudeByPath = false;//拉伸几何体是否跟随路径.
var material = options.material;//正面和背面材质属性
var extrudeMaterial = options.extrudeMaterial; //拉伸几何体和斜面的材质属性
// Use default WorldUVGenerator if no UV generators are specified.
// 如果没有指定uv生成器,使用默认的全局uv生成器.
var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
var splineTube, binormal, normal, position2;
if ( extrudePath ) {
extrudePts = extrudePath.getSpacedPoints( steps );
extrudeByPath = true;//启用拉伸几何体跟随路径
bevelEnabled = false; // bevels not supported for path extrusion 倒角不能用在路径跟随的方式生成的拉伸几何体
// SETUP TNB variables
// Reuse TNB from TubeGeomtry for now.
// TODO1 - have a .isClosed in spline?
splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);//包含三角形,法线,副法线数组
// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
binormal = new THREE.Vector3();
normal = new THREE.Vector3();
position2 = new THREE.Vector3();
}
// Safeguards if bevels are not enabled
// 如果没有启用倒角,将倒角大小,厚度设置为0
if ( ! bevelEnabled ) {
bevelSegments = 0;
bevelThickness = 0;
bevelSize = 0;
}
// Variables initalization 变量初始化
var ahole, h, hl; // looping of holes 遍历镂空(孔洞)
var scope = this;
var bevelPoints = [];
var shapesOffset = this.vertices.length;
var shapePoints = shape.extractPoints( curveSegments );//定数等分截面,获得顶点坐标数组
var vertices = shapePoints.shape;
var holes = shapePoints.holes;
var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ; //反转顶点顺序
if ( reverse ) {
vertices = vertices.reverse();
// Maybe we should also check if holes are in the opposite direction, just to be safe ...
// 同样检查镂空(孔洞)顶点的顺序.
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
ahole = holes[ h ];
if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
holes[ h ] = ahole.reverse();
}
}
reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)! 如果顶点顺序正确,不用担心他们了.
}
//计算三角面.
var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
/* Vertices */
var contour = vertices; // vertices has all points but contour has only points of circumference vertices包含所有的点,但是contour只有围绕圆周的顶点.
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
ahole = holes[ h ];
vertices = vertices.concat( ahole );
}
/*
///scalePt2方法将参数vec上的x,y,z分量分别乘以size,然后加上pt,返回结果.
*/
///<summary>scalePt2</summary>
///<param name ="pt" type="Vector3">三维向量</param>
///<param name ="vec" type="Vector3">三维向量</param>
///<param name ="size" type="float">缩放的标量</param>
///<returns type="Vector3Array">返回构造几何体的截面.</returns>
function scalePt2 ( pt, vec, size ) {
if ( ! vec ) console.log( "die" );
return vec.clone().multiplyScalar( size ).add( pt );
}
var b, bs, t, z,
vert, vlen = vertices.length,
face, flen = faces.length,
cont, clen = contour.length;
// Find directions for point movement
// 找点移动的方向
var RAD_TO_DEGREES = 180 / Math.PI;
/*
///scalePt2方法获得倒角,斜面上的顶点.
*/
///<summary>scalePt2</summary>
///<param name ="inPt" type="Vector2">二维向量</param>
///<param name ="inPrev" type="Vector2">二维向量</param>
///<param name ="inNext" type="Vector2">二维向量</param>
///<returns type="Vector3Array">返回二维向量.</returns>
function getBevelVec( inPt, inPrev, inNext ) {
var EPSILON = 0.0000000001;
var sign = THREE.Math.sign;
// computes for inPt the corresponding point inPt' on a new contour
// shiftet by 1 unit (length of normalized vector) to the left
// if we walk along contour clockwise, this new contour is outside the old one
//
// inPt' is the intersection of the two lines parallel to the two
// adjacent edges of inPt at a distance of 1 unit on the left side.
var v_trans_x, v_trans_y, shrink_by = 1;// resulting translation vector for inPt
// good reading for geometry algorithms (here: line-line intersection)
// 非常不错的几何算法 两条线段求交点:
// http://geomalgorithms.com/a05-_intersect-1.html
var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
// check for colinear edges 检查共线的边
var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
if ( Math.abs( colinear0 ) > EPSILON ) {// not colinear 不共线
// length of vectors for normalizing
// 矢量长度归一化
var v_prev_len = Math.sqrt( v_prev_lensq );
var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
// shift adjacent points by unit vectors to the left
// 按照单位向量左移相邻的点
var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
// scaling factor for v_prev to intersection point
// v_prev到交点的缩放因子
var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
( v_prev_x * v_next_y - v_prev_y * v_next_x );
// vector from inPt to intersection point
// 从inPt到交点的向量
v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
// Don't normalize!, otherwise sharp corners become ugly
// 不能归一化,否则会出现特别丑陋的尖角
// but prevent crazy spikes
var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
if ( v_trans_lensq <= 2 ) {
returnnew THREE.Vector2( v_trans_x, v_trans_y );
} else {
shrink_by = Math.sqrt( v_trans_lensq / 2 );
}
} else {// handle special case of colinear edges 处理共边的特殊情况
var direction_eq = false;// assumes: opposite
if ( v_prev_x > EPSILON ) {
if ( v_next_x > EPSILON ) { direction_eq = true; }
} else {
if ( v_prev_x < - EPSILON ) {
if ( v_next_x < - EPSILON ) { direction_eq = true; }
} else {
if ( sign(v_prev_y) == sign(v_next_y) ) { direction_eq = true; }
}
}
if ( direction_eq ) {
// console.log("Warning: lines are a straight sequence");
v_trans_x = - v_prev_y;
v_trans_y = v_prev_x;
shrink_by = Math.sqrt( v_prev_lensq );
} else {
// console.log("Warning: lines are a straight spike");
v_trans_x = v_prev_x;
v_trans_y = v_prev_y;
shrink_by = Math.sqrt( v_prev_lensq / 2 );
}
}
returnnew THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );//返回
}
var contourMovements = [];
for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0;
if ( k === il ) k = 0;
// (j)---(i)---(k)
// console.log('i,j,k', i, j , k)
var pt_i = contour[ i ];
var pt_j = contour[ j ];
var pt_k = contour[ k ];
contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
}
var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
ahole = holes[ h ];
oneHoleMovements = [];
for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
if ( j === il ) j = 0;
if ( k === il ) k = 0;
// (j)---(i)---(k)
oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
}
holesMovements.push( oneHoleMovements );
verticesMovements = verticesMovements.concat( oneHoleMovements );
}
// Loop bevelSegments, 1 for the front, 1 for the back
// 遍历倒角细分线段数
for ( b = 0; b < bevelSegments; b ++ ) {
//for ( b = bevelSegments; b > 0; b -- ) {
t = b / bevelSegments;
z = bevelThickness * ( 1 - t );
//z = bevelThickness * t;
bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
//bs = bevelSize * t ; // linear
// contract shape
for ( i = 0, il = contour.length; i < il; i ++ ) {
vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
v( vert.x, vert.y, - z );
}
// expand holes 扩大镂空
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
ahole = holes[ h ];
oneHoleMovements = holesMovements[ h ];
for ( i = 0, il = ahole.length; i < il; i ++ ) {
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
v( vert.x, vert.y, - z );
}
}
}
bs = bevelSize;
// Back facing vertices 背面顶点
for ( i = 0; i < vlen; i ++ ) {
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
if ( ! extrudeByPath ) {
v( vert.x, vert.y, 0 );
} else {
// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
position2.copy( extrudePts[0] ).add(normal).add(binormal);
v( position2.x, position2.y, position2.z );
}
}
// Add stepped vertices... 添加中间顶点
// Including front facing vertices
// 包含正面的顶点
var s;
for ( s = 1; s <= steps; s ++ ) {
for ( i = 0; i < vlen; i ++ ) {
vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
if ( ! extrudeByPath ) {
v( vert.x, vert.y, amount / steps * s );
} else {
// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
position2.copy( extrudePts[s] ).add( normal ).add( binormal );
v( position2.x, position2.y, position2.z );
}
}
}
// Add bevel segments planes
// 添加倒角的斜面
//for ( b = 1; b <= bevelSegments; b ++ ) {
for ( b = bevelSegments - 1; b >= 0; b -- ) {
t = b / bevelSegments;
z = bevelThickness * ( 1 - t );
//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
// contract shape
for ( i = 0, il = contour.length; i < il; i ++ ) {
vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
v( vert.x, vert.y, amount + z );
}
// expand holes
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
ahole = holes[ h ];
oneHoleMovements = holesMovements[ h ];
for ( i = 0, il = ahole.length; i < il; i ++ ) {
vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
if ( ! extrudeByPath ) {
v( vert.x, vert.y, amount + z );
} else {
v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
}
}
}
}
/* Faces */
// Top and bottom faces
// 顶面和底面
buildLidFaces();
// Sides faces
// 侧面
buildSideFaces();
///// Internal functions
/*
///buildLidFaces方法构建顶面和底面
///
*/
///<summary>buildLidFaces</summary>
function buildLidFaces() {
if ( bevelEnabled ) {
var layer = 0 ; // steps + 1
var offset = vlen * layer;
// Bottom faces
for ( i = 0; i < flen; i ++ ) {
face = faces[ i ];
f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
}
layer = steps + bevelSegments * 2;
offset = vlen * layer;
// Top faces
for ( i = 0; i < flen; i ++ ) {
face = faces[ i ];
f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
}
} else {
// Bottom faces
for ( i = 0; i < flen; i ++ ) {
face = faces[ i ];
f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
}
// Top faces
for ( i = 0; i < flen; i ++ ) {
face = faces[ i ];
f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
}
}
}
// Create faces for the z-sides of the shape
/*
///buildLidFaces方法构建侧面
///
*/
///<summary>buildLidFaces</summary>
function buildSideFaces() {
var layeroffset = 0;
sidewalls( contour, layeroffset );
layeroffset += contour.length;
for ( h = 0, hl = holes.length; h < hl; h ++ ) {
ahole = holes[ h ];
sidewalls( ahole, layeroffset );
//, true
layeroffset += ahole.length;
}
}
/*
///sidewalls方法构建侧面的具体实现,返回侧面的顶点和面和生成uv
///
*/
///<summary>sidewalls</summary>
///<param name ="contour" type="THREE.ShapeArray">侧面的顶点数组</param>
///<param name ="layeroffset" type="int">侧面细分线段的第几层</param>
///<returns type="Vector3Array">返回侧面的顶点和面和生成uv.</returns>
function sidewalls( contour, layeroffset ) {
var j, k;
i = contour.length;
while ( --i >= 0 ) {
j = i;
k = i - 1;
if ( k < 0 ) k = contour.length - 1;
//console.log('b', i,j, i-1, k,vertices.length);
var s = 0, sl = steps + bevelSegments * 2;
for ( s = 0; s < sl; s ++ ) {
var slen1 = vlen * s;
var slen2 = vlen * ( s + 1 );
var a = layeroffset + j + slen1,
b = layeroffset + k + slen1,
c = layeroffset + k + slen2,
d = layeroffset + j + slen2;
f4( a, b, c, d, contour, s, sl, j, k );
}
}
}
/*
///v方法将x,y,z压入拉伸立方体顶点数组.
///
*/
///<summary>v</summary>
///<param name ="a" type="int">四边形的a点索引</param>
///<param name ="b" type="int">四边形的b点索引</param>
///<param name ="c" type="int">四边形的c点索引</param>
function v( x, y, z ) {
scope.vertices.push( new THREE.Vector3( x, y, z ) );
}
/*
///f3方法将3个点组成的三角面,并生成uv坐标.
///
*/
///<summary>f3</summary>
///<param name ="a" type="int">四边形的a点索引</param>
///<param name ="b" type="int">四边形的b点索引</param>
///<param name ="c" type="int">四边形的c点索引</param>
///<param name ="isBottom" type="int">底面的uv</param>
function f3( a, b, c, isBottom ) {
a += shapesOffset;
b += shapesOffset;
c += shapesOffset;
// normal, color, material
scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
scope.faceVertexUvs[ 0 ].push( uvs );
}
/*
///f4方法将4个点组成的卖你三角化为三角面,并生成uv坐标.
///
*/
///<summary>f4</summary>
///<param name ="a" type="int">四边形的a点索引</param>
///<param name ="b" type="int">四边形的b点索引</param>
///<param name ="c" type="int">四边形的c点索引</param>
///<param name ="d" type="int">四边形的d点索引</param>
///<param name ="wallContour" type="int">侧面轮廓</param>
///<param name ="stepIndex" type="int">处于侧面轮廓细分的索引</param>
///<param name ="stepsLength" type="int">侧面轮廓细分数</param>
///<param name ="contourIndex1" type="int">第一个轮廓索引</param>
///<param name ="contourIndex2" type="int">第二个轮廓索引</param>
function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
a += shapesOffset;
b += shapesOffset;
c += shapesOffset;
d += shapesOffset;
scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
stepIndex, stepsLength, contourIndex1, contourIndex2 );
scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
}
};
/*************************************************
****下面是ExtrudeGeometry对象的全局坐标生成器
**************************************************/
THREE.ExtrudeGeometry.WorldUVGenerator = {
/*
///generateTopUV方法生成顶面的uv
///
*/
///<summary>generateTopUV</summary>
///<param name ="geometry" type="ExtrudeGeometry">拉伸几何体对象</param>
///<param name ="extrudedShape" type="Shape">顶面形状</param>
///<param name ="extrudeOptions" type="int">拉伸参数选项</param>
///<param name ="indexA" type="int">三角面的a点索引</param>
///<param name ="indexB" type="int">三角面的b点索引</param>
///<param name ="indexC" type="int">三角面的c点索引</param>
generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
var ax = geometry.vertices[ indexA ].x,
ay = geometry.vertices[ indexA ].y,
bx = geometry.vertices[ indexB ].x,
by = geometry.vertices[ indexB ].y,
cx = geometry.vertices[ indexC ].x,
cy = geometry.vertices[ indexC ].y;
return [
new THREE.Vector2( ax, ay ),
new THREE.Vector2( bx, by ),
new THREE.Vector2( cx, cy )
];
},
/*
///generateBottomUV方法生成顶面的uv
///
*/
///<summary>generateBottomUV</summary>
///<param name ="geometry" type="ExtrudeGeometry">拉伸几何体对象</param>
///<param name ="extrudedShape" type="Shape">顶面形状</param>
///<param name ="extrudeOptions" type="int">拉伸参数选项</param>
///<param name ="indexA" type="int">三角面的a点索引</param>
///<param name ="indexB" type="int">三角面的b点索引</param>
///<param name ="indexC" type="int">三角面的c点索引</param>
generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
},
/*
///generateSideWallUV方法生成侧面的uv
///
*/
///<summary>generateSideWallUV</summary>
///<param name ="geometry" type="ExtrudeGeometry">拉伸几何体对象</param>
///<param name ="extrudedShape" type="Shape">顶面形状</param>
///<param name ="wallContour" type="int">侧面轮廓</param>
///<param name ="extrudeOptions" type="int">拉伸参数选项</param>
///<param name ="indexA" type="int">四边形的a点索引</param>
///<param name ="indexB" type="int">四边形的b点索引</param>
///<param name ="indexC" type="int">四边形的c点索引</param>
///<param name ="indexC" type="int">四边形的d点索引</param>
///<param name ="stepIndex" type="int">处于侧面轮廓细分的索引</param>
///<param name ="stepsLength" type="int">侧面轮廓细分数</param>
///<param name ="contourIndex1" type="int">第一个轮廓索引</param>
///<param name ="contourIndex2" type="int">第二个轮廓索引</param>
generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
indexA, indexB, indexC, indexD, stepIndex, stepsLength,
contourIndex1, contourIndex2 ) {
var ax = geometry.vertices[ indexA ].x,
ay = geometry.vertices[ indexA ].y,
az = geometry.vertices[ indexA ].z,
bx = geometry.vertices[ indexB ].x,
by = geometry.vertices[ indexB ].y,
bz = geometry.vertices[ indexB ].z,
cx = geometry.vertices[ indexC ].x,
cy = geometry.vertices[ indexC ].y,
cz = geometry.vertices[ indexC ].z,
dx = geometry.vertices[ indexD ].x,
dy = geometry.vertices[ indexD ].y,
dz = geometry.vertices[ indexD ].z;
if ( Math.abs( ay - by ) < 0.01 ) {
return [
new THREE.Vector2( ax, 1 - az ),
new THREE.Vector2( bx, 1 - bz ),
new THREE.Vector2( cx, 1 - cz ),
new THREE.Vector2( dx, 1 - dz )
];
} else {
return [
new THREE.Vector2( ay, 1 - az ),
new THREE.Vector2( by, 1 - bz ),
new THREE.Vector2( cy, 1 - cz ),
new THREE.Vector2( dy, 1 - dz )
];
}
}
};
THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
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/ExtrudeGeometry.js文件的注释.