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164 lines
4.6 KiB
164 lines
4.6 KiB
<!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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[page:Object3D] → [page:Mesh] →
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<h1>蒙皮网格([name])</h1>
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<p class="desc">
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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 />
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[name] can only be used with WebGL 2. With WebGL 1 *OES_texture_float* and vertex textures support is required.
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</p>
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<iframe id="scene" src="scenes/bones-browser.html"></iframe>
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<script>
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// iOS iframe auto-resize workaround
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if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
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const scene = document.getElementById( 'scene' );
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scene.style.width = getComputedStyle( scene ).width;
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scene.style.height = getComputedStyle( scene ).height;
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scene.setAttribute( 'scrolling', 'no' );
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}
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</script>
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<h2>代码示例</h2>
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<code>
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const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
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// create the skin indices and skin weights
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const position = geometry.attributes.position;
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const vertex = new THREE.Vector3();
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const skinIndices = [];
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const skinWeights = [];
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for ( let i = 0; i < position.count; i ++ ) {
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vertex.fromBufferAttribute( position, i );
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// compute skinIndex and skinWeight based on some configuration data
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const y = ( vertex.y + sizing.halfHeight );
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const skinIndex = Math.floor( y / sizing.segmentHeight );
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const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
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skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
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skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
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}
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geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
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geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
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// create skinned mesh and skeleton
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const mesh = new THREE.SkinnedMesh( geometry, material );
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const skeleton = new THREE.Skeleton( bones );
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// see example from THREE.Skeleton
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const rootBone = skeleton.bones[ 0 ];
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mesh.add( rootBone );
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// bind the skeleton to the mesh
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mesh.bind( skeleton );
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// move the bones and manipulate the model
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skeleton.bones[ 0 ].rotation.x = -0.1;
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skeleton.bones[ 1 ].rotation.x = 0.2;
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</code>
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<h2>构造器</h2>
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<h3>[name]( [param:BufferGeometry geometry], [param:Material material] )</h3>
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<p>
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[page:BufferGeometry geometry] —— 一个[page:BufferGeometry]实例。<br />
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[page:Material material] —— (可选)一个[page:Material]实例,默认值是一个新的[page:MeshBasicMaterial]。
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</p>
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<h2>属性</h2>
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<p>共有属性请参见其基类[page:Mesh]。</p>
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<h3>[property:String bindMode]</h3>
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<p>
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“attached”(附加)或者“detached”(分离)。“attached”使用[page:SkinnedMesh.matrixWorld]
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属性作为对骨骼的基本变换矩阵,“detached”则使用[page:SkinnedMesh.bindMatrix]。
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默认值是“attached”。
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</p>
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<h3>[property:Matrix4 bindMatrix]</h3>
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<p>
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该基础矩阵用于绑定骨骼的变换。
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</p>
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<h3>[property:Matrix4 bindMatrixInverse]</h3>
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<p>
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该基础矩阵用于重置绑定骨骼的变换。
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</p>
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<h3>[property:Boolean isSkinnedMesh]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h3>[property:Skeleton skeleton]</h3>
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<p>
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用于表示蒙皮网格中骨骼的层次结构的[page:Skeleton](骨架)。
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</p>
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<h2>方法</h2>
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<p>共有方法请参见其基类[page:Mesh]。</p>
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<h3>[method:undefined bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
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<p>
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[page:Skeleton skeleton] —— 由一棵[page:Bone Bones]树创建的[page:Skeleton]。<br/>
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[page:Matrix4 bindMatrix] —— 表示骨架基本变换的[page:Matrix4](4x4矩阵)。<br /><br />
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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。
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</p>
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<h3>[method:SkinnedMesh clone]()</h3>
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<p>
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This method does currently not clone an instance of [name] correctly. Please use [page:SkeletonUtils.clone]() in the meanwhile.
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</p>
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<h3>[method:undefined normalizeSkinWeights]()</h3>
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<p>
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标准化蒙皮的权重。
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</p>
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<h3>[method:undefined pose]()</h3>
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<p>
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这个方法设置了在“休息”状态下蒙皮网格的姿势(重置姿势)。
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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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