<!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。<br /><br /> [name] can only be used with WebGL 2. With WebGL 1 *OES_texture_float* and vertex textures support is required. </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> “attached”(附加)或者“detached”(分离)。“attached”使用[page:SkinnedMesh.matrixWorld] 属性作为对骨骼的基本变换矩阵,“detached”则使用[page:SkinnedMesh.bindMatrix]。 默认值是“attached”。 </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: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: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 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>