You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

187 lines
5.7 KiB
HTML

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

<!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] &rarr; [page:Mesh] &rarr;
<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>
只读属性,用于检查给定对象是否为[name]类型。
</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>