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apt-nl-map/static/Magic4/js/three.js-dev/docs/api/zh/objects/SkinnedMesh.html
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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] &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>
“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: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:null 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>
返回当前SkinnedMesh对象的一个克隆及其任何后代。
</p>
<h3>[method:null normalizeSkinWeights]()</h3>
<p>
标准化蒙皮的权重。
</p>
<h3>[method:null 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>
<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
<p>
更新[page:Matrix4 MatrixWorld]矩阵。
</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>