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- <!DOCTYPE html>
- <html lang="zh">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:Object3D] → [page:Mesh] →
- <h1>蒙皮网格([name])</h1>
- <p class="desc">
- 具有[page:Skeleton](骨架)和[page:Bone bones](骨骼)的网格,可用于给几何体上的顶点添加动画。
- </p>
- <iframe id="scene" src="scenes/bones-browser.html"></iframe>
- <script>
- // iOS iframe auto-resize workaround
- if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
- const scene = document.getElementById( 'scene' );
- scene.style.width = getComputedStyle( scene ).width;
- scene.style.height = getComputedStyle( scene ).height;
- scene.setAttribute( 'scrolling', 'no' );
- }
- </script>
- <h2>代码示例</h2>
- <code>
- const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
- // create the skin indices and skin weights
- const position = geometry.attributes.position;
- const vertex = new THREE.Vector3();
- const skinIndices = [];
- const skinWeights = [];
- for ( let i = 0; i < position.count; i ++ ) {
- vertex.fromBufferAttribute( position, i );
- // compute skinIndex and skinWeight based on some configuration data
- const y = ( vertex.y + sizing.halfHeight );
- const skinIndex = Math.floor( y / sizing.segmentHeight );
- const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
- skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
- skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
- }
- geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
- geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
- // create skinned mesh and skeleton
- const mesh = new THREE.SkinnedMesh( geometry, material );
- const skeleton = new THREE.Skeleton( bones );
- // see example from THREE.Skeleton
- const rootBone = skeleton.bones[ 0 ];
- mesh.add( rootBone );
- // bind the skeleton to the mesh
- mesh.bind( skeleton );
- // move the bones and manipulate the model
- skeleton.bones[ 0 ].rotation.x = -0.1;
- skeleton.bones[ 1 ].rotation.x = 0.2;
- </code>
- <h2>构造器</h2>
- <h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
- <p>
- [page:BufferGeometry geometry] —— 一个[page:BufferGeometry]实例。<br />
- [page:Material material] —— (可选)一个[page:Material]实例,默认值是一个新的[page:MeshBasicMaterial]。
- </p>
- <h2>属性</h2>
- <p>共有属性请参见其基类[page:Mesh]。</p>
- <h3>[property:String bindMode]</h3>
- <p>
- Either `AttachedBindMode` or `DetachedBindMode`. `AttachedBindMode` means the skinned mesh
- shares the same world space as the skeleton. This is not true when using `DetachedBindMode`
- which is useful when sharing a skeleton across multiple skinned meshes.
- Default is `AttachedBindMode`.
- </p>
- <h3>[property:Matrix4 bindMatrix]</h3>
- <p>
- 该基础矩阵用于绑定骨骼的变换。
- </p>
- <h3>[property:Matrix4 bindMatrixInverse]</h3>
- <p>
- 该基础矩阵用于重置绑定骨骼的变换。
- </p>
- <h3>[property:Box3 boundingBox]</h3>
- <p>
- The bounding box of the [name]. Can be calculated with [page:.computeBoundingBox](). Default is `null`.
- </p>
- <h3>[property:Sphere boundingSphere]</h3>
- <p>
- The bounding sphere of the [name]. Can be calculated with [page:.computeBoundingSphere](). Default is `null`.
- </p>
- <h3>[property:Boolean isSkinnedMesh]</h3>
- <p>
- Read-only flag to check if a given object is of type [name].
- </p>
- <h3>[property:Skeleton skeleton]</h3>
- <p>
- 用于表示蒙皮网格中骨骼的层次结构的[page:Skeleton](骨架)。
- </p>
- <h2>方法</h2>
- <p>共有方法请参见其基类[page:Mesh]。</p>
- <h3>[method:Vector3 applyBoneTransform]( [param:Integer index], [param:Vector3 vector] )</h3>
- <p>
- Applies the bone transform associated with the given index to the given position vector. Returns the updated vector.
- </p>
- <h3>[method:undefined bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
- <p>
- [page:Skeleton skeleton] —— 由一棵[page:Bone Bones]树创建的[page:Skeleton]。<br/>
- [page:Matrix4 bindMatrix] —— 表示骨架基本变换的[page:Matrix4](4x4矩阵)。<br /><br />
- 将骨架绑定到一个蒙皮网格上。bindMatrix会被保存到.bindMatrix属性中,其逆矩阵.bindMatrixInverse也会被计算出来。
- </p>
- <h3>[method:SkinnedMesh clone]()</h3>
- <p>
- This method does currently not clone an instance of [name] correctly. Please use [page:SkeletonUtils.clone]() in the meanwhile.
- </p>
- <h3>[method:undefined computeBoundingBox]()</h3>
- <p>
- Computes the bounding box, updating [page:.boundingBox] attribute.<br />
- Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
- If an instance of [name] is animated, this method should be called per frame to compute a correct bounding box.
- </p>
- <h3>[method:undefined computeBoundingSphere]()</h3>
- <p>
- Computes the bounding sphere, updating [page:.boundingSphere] attribute.<br />
- Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
- If an instance of [name] is animated, this method should be called per frame to compute a correct bounding sphere.
- </p>
- <h3>[method:undefined normalizeSkinWeights]()</h3>
- <p>
- 标准化蒙皮的权重。
- </p>
- <h3>[method:undefined pose]()</h3>
- <p>
- 这个方法设置了在“休息”状态下蒙皮网格的姿势(重置姿势)。
- </p>
- <h2>源代码</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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