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					126 lines
				
				3.4 KiB
			
		
		
			
		
	
	
					126 lines
				
				3.4 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="zh">
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									<head>
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										<meta charset="utf-8" />
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										<base href="../../../" />
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										<script src="page.js"></script>
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										<link type="text/css" rel="stylesheet" href="page.css" />
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									</head>
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									<body>
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										<h1>骨架([name])</h1>
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										<p class="desc">
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											使用一个[page:Bone bones]数组来创建一个可以由[page:SkinnedMesh]使用的骨架。
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										</p>
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										<h2>代码示例</h2>
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										<code>
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										// Create a simple "arm"
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										const bones = [];
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										const shoulder = new THREE.Bone();
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										const elbow = new THREE.Bone();
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										const hand = new THREE.Bone();
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										shoulder.add( elbow );
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										elbow.add( hand );
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										bones.push( shoulder );
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										bones.push( elbow );
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										bones.push( hand );
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										shoulder.position.y = -5;
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										elbow.position.y = 0;
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										hand.position.y = 5;
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										const armSkeleton = new THREE.Skeleton( bones );
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										</code>
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										<p>
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											请查看[page:SkinnedMesh]页面,来查看其在标准的[page:BufferGeometry]中使用的示例。
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								 		</p>
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										<h2>构造器</h2>
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										<h3>[name]( [param:Array bones], [param:Array boneInverses] )</h3>
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										<p>
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										[page:Array bones] —— 包含有一组[page:Bone bone]的数组,默认值是一个空数组。<br/>
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										[page:Array boneInverses] —— (可选) 包含[page:Matrix4 Matrix4]的数组。<br /><br />
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										创建一个新的[name].
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										</p>
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										<h2>属性</h2>
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										<h3>[property:Array bones]</h3>
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										<p>
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										包含有一组[page:Bone bone]的数组。请注意,这是一份原始数组的拷贝,不是引用,所以你可以在不对当前数组造成影响的情况下,修改原始数组。
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										</p>
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										<h3>[property:Array boneInverses]</h3>
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										<p>
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										包含有一组[page:Matrix4 Matrix4],表示每个独立骨骼[page:Matrix4 matrixWorld]矩阵的逆矩阵。
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										</p>
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										<h3>[property:Float32Array boneMatrices]</h3>
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										<p>
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										当使用顶点纹理时,数组缓冲区保存着骨骼数据。
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										</p>
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										<h3>[property:DataTexture boneTexture]</h3>
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										<p>
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										当使用顶点纹理时,[page:DataTexture]保存着骨骼数据。
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										</p>
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										<h3>[property:Integer boneTextureSize]</h3>
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										<p>
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										The size of the [page:.boneTexture].
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										</p>
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										<h2>方法</h2>
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										<h3>[method:Skeleton clone]()</h3>
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										<p>
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											返回一个当前Skeleton对象的克隆。
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										</p>
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										<h3>[method:undefined calculateInverses]()</h3>
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										<p>如果没有在构造器中提供,生成[page:.boneInverses boneInverses]数组。
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										</p>
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										<h3>[method:this computeBoneTexture]()</h3>
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										<p>Computes an instance of [page:DataTexture] in order to pass the bone data more efficiently to the shader. The texture is assigned to [page:.boneTexture boneTexture].</p>
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										<h3>[method:undefined pose]()</h3>
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										<p>返回骨架的基础姿势。</p>
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										<h3>[method:undefined update]()</h3>
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										<p>
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											在改变骨骼后,更新[page:Float32Array boneMatrices] 和 [page:DataTexture boneTexture]的值。
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											如果骨架被用于[page:SkinnedMesh],则它将会被[page:WebGLRenderer]自动调用。
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										</p>
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										<h3>[method:Bone getBoneByName]( [param:String name] )</h3>
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										<p>
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										name —— 匹配Bone对象中.name属性的字符串。<br /><br />
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										在骨架中的骨骼数组中遍览,并返回第一个能够和name匹配上的骨骼对象。<br />
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										</p>
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										<h3>[method:undefined dispose]()</h3>
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										<p>
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										Can be used if an instance of [name] becomes obsolete in an application. The method will free internal resources.
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										</p>
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										<h2>源代码</h2>
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										<p>
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											[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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										</p>
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									</body>
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								</html>
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