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unity webgl 手机 demo_webgl的坑_《webgl入门指南》的学习笔记一three.js与sim.js

发布时间:2016-08-22 19:22

  本文关键词:WebGL入门指南,由笔耕文化传播整理发布。


最近又一次很久木有更新博客了,但是不是停了,而是一次性更新了太多,想清楚了自己水平有限,不想误导大家,所以就把这里单纯的当做自己的学习笔记。

上次让立方体转起来了,这次我们就直接介绍一个框架《WebGL入门指南》的sim.js 这个东西是什么玩意呢,,就是一个模拟器(官方说法),实际上就是简化了three.js里面的各种初始化,比如设置渲染器,循环重绘,处理DOM事件,基本的层级(层次模型)操作,作者没有对这个进行详解,只是说了,一句代码很易读,的确很易读,唯一的缺点就是,真有人不懂,比如我,现在看了《webgl编程指南》还好点,以后也会把《webgl编程指南的读书笔记贴出来,和大家交流下,这次贴的只是部分注释,关于dom操作的没有写,因为大家应该都比我懂,


// Sim.js - A Simple Simulator for WebGL (based on Three.js)Sim = {};//空对象,用来构建后续的框架// Sim.Publisher - base class for event publishers// 以下为一个订阅者模式的基类,也称为观察者模式,是几乎sim.js对象的基类Sim.Publisher = function() {//Publisher的构造函数 this.messageTypes = {};//构造函数的属性}Sim.Publisher.prototype.subscribe = function(message, subscriber, callback) {//Publisher的原型方法 var subscribers = this.messageTypes[message]; if (subscribers) { if (this.findSubscriber(subscribers, subscriber) != -1)//若是在数组里面找到了,说明之前注册了,直接退出 { return; } } else { subscribers = []; this.messageTypes[message] = subscribers; } subscribers.push({ subscriber : subscriber, callback : callback });//这句才是这个函数的关键,将订阅的函数 //以及回调函数压入subscribers这个栈}Sim.Publisher.prototype.unsubscribe = function(message, subscriber, callback) { if (subscriber) { var subscribers = this.messageTypes[message]; if (subscribers) { var i = this.findSubscriber(subscribers, subscriber, callback);//为何这里是三个参数 //下面定义的明明是两个参数 //js对传入的参数无所谓? //解决:的确无所谓,js都传入的参数个数无所谓 //对于多了的参数自动忽略,但不能使未定义的参数 //对于少传了参数的函数也能运行,只是这个参数默认为未定义 if (i != -1) { this.messageTypes[message].splice(i, 1);//从数组中删除该 } } } else { delete this.messageTypes[message]; }}Sim.Publisher.prototype.publish = function(message) { var subscribers = this.messageTypes[message]; if (subscribers) { for (var i = 0; i < subscribers.length; i++) { var args = []; for (var j = 0; j < arguments.length - 1; j++)//这里的arguments到底是从哪里来的argument属于谁? //为什么不直接传入到下面的apply中?作用域问题? { args.push(arguments[j + 1]);//这里为什么要+1?? } // subscribers[i].callback.apply(subscribers[i].subscriber, args);//什么意思? //subcribers里面的回调函数被执行同时传入参数 ,apply是调用函数 第一个参数为callback的作用域 //第二个是传入的参数数组(js的参数列表本身就是一个“类似数组”) } }}Sim.Publisher.prototype.findSubscriber = function (subscribers, subscriber) {//找到指定索引的位置 for (var i = 0; i < subscribers.length; i++) { if (subscribers[i] == subscriber) { return i; } } return -1;}// Sim.App - application class (singleton)这里是个单体模式???????不懂//这里不是标准的单体设计模式 Sim.App = function(){ Sim.Publisher.call(this); this.renderer = null; //入口在Sim.App.prototype.init this.scene = null; //入口在Sim.App.prototype.init this.camera = null; //入口在Sim.App.prototype.init this.objects = []; //入口在Sim.App.prototype.addObject}Sim.App.prototype = new Sim.Publisher;//这里和前面的call一起,采用的是组合继承模式,(还有一种是采用three.js //的方法,Object.create();)但是这里的new会出现两个问题, //1.call已经继承了实例对象的属性,但是这里Sim.App.prototype不但继承了原型对象对象 //还再次继承了实例对象 //2.这里的Sim.App的construtor直接指向了Sim.Publisher 会造成原型链紊乱 //解决方案:使用寄生组合继承. 详见javascript高级程序设计E3 6.3.6 以及阮一峰博客 = function(param)//初始化,this会被绑定{ param = param || {}; var container = param.container; var canvas = param.canvas; // Create the Three.js renderer, add it to our div var renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas } ); renderer.setSize(container.offsetWidth, container.offsetHeight); container.appendChild( renderer.domElement ); // Create a new Three.js scene var scene = new THREE.Scene(); scene.add( new THREE.AmbientLight( 0x505050 ) ); scene.data = this; // Put in a camera at a good default location camera = new THREE.PerspectiveCamera( 45, container.offsetWidth / container.offsetHeight, 1, 10000 ); camera.position.set( 0, 0, 3.3333 ); scene.add(camera); // Create a root object to contain all other scene objects var root = new THREE.Object3D(); scene.add(root); // Create a projector to handle picking var projector = new THREE.Projector(); // Save away a few things那么问题来了,这里的this是指的哪里的this????作用域是整个Sim.App //还是Sim.App下面的 ??? //问题解决:首先是寻找自己作用域(原型函数)下面的,然后是自己所在构造函数下面的 //然后再是父类,依次寻找。 //对于其他原型函数里面的,只有绑定到了实例对象 里面以后才行也就是说那个原型函数必须调用后 //里面的this.XX 属性才能被其他prototype 调用/*如下图所示 ** 所在位置 若出现this.** 其依次搜寻位置优先级依次为为12345 所用继承方式为 为寄生组合继承 |super| / / / | / |5构造| | |3原型| | |sub| / | / / | / |4构造| | |1 原型a 属性**| | |2原型b|*///由于原型函数下的init()会被调用用来初始化,所以以下属性在APP全局可被引用,无论,构造对象下,还是原型对象//那么问题来了???? 既然绝对会用为何不直接声明在sim.APP下面?? this.container = container; this.renderer = renderer; this.scene = scene; this.camera = camera; this.projector = projector; this.root = root; //可被渲染的object3D存在这里 // Set up event handlers this.initMouse(); this.initKeyboard(); this.addDomHandlers();}//Core run loop循环Sim.App.prototype.run = function()//this会被绑定{ this.update(); //Sim.App下的原型对象,可以调用其他原型对象? 调用自己所在的构造函数下的原型函数,?????? //问题解决:这个run()会在后期调用,自己会被绑定到this上面,所以可以 this.renderer.render( this.scene, this.camera );//这里的两个this和上面一个道理 var that = this; requestAnimationFrame(function() { that.run(); }); }// Update method - called once per tickSim.App.prototype.update = function()//这个在App原型对象里面的run()里面调用 ??问题:同一个对象下面的原型函数可以互相调用?? //问题解决:同一个对象下面的原型函数的确可以互相调用,就像这里的run()可以调用update(){ var i, len; len = this.objects.length; for (i = 0; i < len; i++) { this.objects[i].update();//这里的update什么意思?从哪里来的? //问题解决:这里的update是object自带的;object来自继承Sim.Object }}// Add/remove objects//以下是this.object的入口Sim.App.prototype.addObject = function(obj)//因为前面的scene camera renderer全部在原型对象的init里面初始化了, //所以这里主要是mesh { this.objects.push(obj); // If this is a renderable object, add it to the root scene //若从obj里面检查到object3D说明其可被渲染 if (obj.object3D) { this.root.add(obj.object3D); }}Sim.App.prototype.removeObject = function(obj){ var index = this.objects.indexOf(obj); if (index != -1) { this.objects.splice(index, 1);//删除object[]中的元素 // If this is a renderable object, remove it from the root scene if (obj.object3D) { this.root.remove(obj.object3D);//这里的this属于原型调用原型 } }}// Event handlingSim.App.prototype.initMouse = function(){ var dom = this.renderer.domElement; var that = this; //添加鼠标移动的事件 dom.addEventListener( 'mousemove', function(e) { that.onDocumentMouseMove(e); }, false ); //添加鼠标按下的事件 dom.addEventListener( 'mousedown', function(e) { that.onDocumentMouseDown(e); }, false ); //添加鼠标弹起的事件 dom.addEventListener( 'mouseup', function(e) { that.onDocumentMouseUp(e); }, false ); //中键滑轮?? $(dom).mousewheel( function(e, delta) { that.onDocumentMouseScroll(e, delta); } ); this.overObject = null; this.clickedObject = null;}Sim.App.prototype.initKeyboard = function(){ var dom = this.renderer.domElement; var that = this; dom.addEventListener( 'keydown', function(e) { that.onKeyDown(e); }, false ); dom.addEventListener( 'keyup', function(e) { that.onKeyUp(e); }, false ); dom.addEventListener( 'keypress', function(e) { that.onKeyPress(e); }, false ); // so it can take focus dom.setAttribute("tabindex", 1); dom.style.outline='none';}Sim.App.prototype.addDomHandlers = function(){ var that = this; window.addEventListener( 'resize', function(event) { that.onWindowResize(event); }, false );}Sim.App.prototype.onDocumentMouseMove = function(event){ event.preventDefault(); if (this.clickedObject && this.clickedObject.handleMouseMove) { var hitpoint = null, hitnormal = null; var intersected = this.objectFromMouse(event.pageX, event.pageY); if (intersected.object == this.clickedObject) { hitpoint = intersected.point; hitnormal = intersected.normal; } this.clickedObject.handleMouseMove(event.pageX, event.pageY, hitpoint, hitnormal); } else { var handled = false; var oldObj = this.overObject; var intersected = this.objectFromMouse(event.pageX, event.pageY); this.overObject = intersected.object; if (this.overObject != oldObj) { if (oldObj) { this.container.style.cursor = 'auto'; if (oldObj.handleMouseOut) { oldObj.handleMouseOut(event.pageX, event.pageY); } } if (this.overObject) { if (this.overObject.overCursor) { this.container.style.cursor = this.overObject.overCursor; } if (this.overObject.handleMouseOver) { this.overObject.handleMouseOver(event.pageX, event.pageY); } } handled = true; } if (!handled && this.handleMouseMove) { this.handleMouseMove(event.pageX, event.pageY); } }}Sim.App.prototype.onDocumentMouseDown = function(event){ event.preventDefault();//阻止元素默认动作,好用来执行以下代码 var handled = false; var intersected = this.objectFromMouse(event.pageX, event.pageY); if (intersected.object) { if (intersected.object.handleMouseDown) { intersected.object.handleMouseDown(event.pageX, event.pageY, intersected.point, intersected.normal); this.clickedObject = intersected.object; handled = true; } } if (!handled && this.handleMouseDown) { this.handleMouseDown(event.pageX, event.pageY); }}Sim.App.prototype.onDocumentMouseUp = function(event){ event.preventDefault(); var handled = false; var intersected = this.objectFromMouse(event.pageX, event.pageY); if (intersected.object) { if (intersected.object.handleMouseUp) { intersected.object.handleMouseUp(event.pageX, event.pageY, intersected.point, intersected.normal); handled = true; } } if (!handled && this.handleMouseUp) { this.handleMouseUp(event.pageX, event.pageY); } this.clickedObject = null;}Sim.App.prototype.onDocumentMouseScroll = function(event, delta){ event.preventDefault(); if (this.handleMouseScroll) { this.handleMouseScroll(delta); }}Sim.App.prototype.objectFromMouse = function(pagex, pagey){ // Translate page coords to element coords var offset = $(this.renderer.domElement).offset(); var eltx = pagex - offset.left; var elty = pagey - offset.top; // Translate client coords into viewport x,y var vpx = ( eltx / this.container.offsetWidth ) * 2 - 1; var vpy = - ( elty / this.container.offsetHeight ) * 2 + 1; var vector = new THREE.Vector3( vpx, vpy, 0.5 ); this.projector.unprojectVector( vector, this.camera ); var ray = new THREE.Ray( this.camera.position, vector.subSelf( this.camera.position ).normalize() ); var intersects = ray.intersectScene( this.scene ); if ( intersects.length > 0 ) { var i = 0; while(!intersects[i].object.visible) { i++; } var intersected = intersects[i]; var mat = new THREE.Matrix4().getInverse(intersected.object.matrixWorld); var point = mat.multiplyVector3(intersected.point); return (this.findObjectFromIntersected(intersected.object, intersected.point, intersected.face.normal)); } else { return { object : null, point : null, normal : null }; }}Sim.App.prototype.findObjectFromIntersected = function(object, point, normal){ if (object.data) { return { object: object.data, point: point, normal: normal }; } else if (object.parent) { return this.findObjectFromIntersected(object.parent, point, normal); } else { return { object : null, point : null, normal : null }; }}Sim.App.prototype.onKeyDown = function(event){ // N.B.: Chrome doesn't deliver keyPress if we don't bubble... keep an eye on this event.preventDefault(); if (this.handleKeyDown) { this.handleKeyDown(event.keyCode, event.charCode); }}Sim.App.prototype.onKeyUp = function(event){ // N.B.: Chrome doesn't deliver keyPress if we don't bubble... keep an eye on this event.preventDefault(); if (this.handleKeyUp) { this.handleKeyUp(event.keyCode, event.charCode); }} Sim.App.prototype.onKeyPress = function(event){ // N.B.: Chrome doesn't deliver keyPress if we don't bubble... keep an eye on this event.preventDefault(); if (this.handleKeyPress) { this.handleKeyPress(event.keyCode, event.charCode); }}Sim.App.prototype.onWindowResize = function(event) { this.renderer.setSize(this.container.offsetWidth, this.container.offsetHeight); this.camera.aspect = this.container.offsetWidth / this.container.offsetHeight; this.camera.updateProjectionMatrix();}Sim.App.prototype.focus = function(){ if (this.renderer && this.renderer.domElement) { this.renderer.domElement.focus(); }}// Sim.Object - base class for all objects in our simulationSim.Object = function(){ Sim.Publisher.call(this); this.object3D = null; //入口在Sim.Object.prototype.setObject3D this.children = []; //入口在Sim.Object.prototype.addChild}Sim.Object.prototype = new Sim.Publisher;Sim.Object.prototype.init = function(){}Sim.Object.prototype.update = function() //那么现在大问题来了有两个Sim.Object.prototype.update{ this.updateChildren();}// setPosition - move the object to a new positionSim.Object.prototype.setPosition = function(x, y, z){ if (this.object3D) { this.object3D.position.set(x, y, z); }}//setScale - scale the objectSim.Object.prototype.setScale = function(x, y, z){ if (this.object3D) { this.object3D.scale.set(x, y, z); }}//setScale - scale the objectSim.Object.prototype.setVisible = function(visible){ function setVisible(obj, visible) { obj.visible = visible; var i, len = obj.children.length; for (i = 0; i < len; i++) { setVisible(obj.children[i], visible); } } if (this.object3D) { setVisible(this.object3D, visible); }}// updateChildren - update all child objectsSim.Object.prototype.update = function() //那么现在大问题来了有两个Sim.Object.prototype.update{ var i, len; len = this.children.length; for (i = 0; i < len; i++) { this.children[i].update(); }}Sim.Object.prototype.setObject3D = function(object3D){ object3D.data = this; //原型对象中的this,到底指的是那个this?到底是Sim.Object还是Sim.Object.prototype.setObject3D //解决:经试验是Sim.Object的this this.object3D = object3D;}//Add/remove childrenSim.Object.prototype.addChild = function(child){ this.children.push(child); // If this is a renderable object, add its object3D as a child of mine if (child.object3D) { this.object3D.add(child.object3D); }}Sim.Object.prototype.removeChild = function(child){ var index = this.children.indexOf(child); if (index != -1) { this.children.splice(index, 1); // If this is a renderable object, remove its object3D as a child of mine if (child.object3D) { this.object3D.remove(child.object3D); } }}// Some utility methodsSim.Object.prototype.getScene = function(){ var scene = null; if (this.object3D) { var obj = this.object3D; while (obj.parent) { obj = obj.parent;//若obj一直存在parent则,一直把obj.parent赋值给obj,直到obj不存在parent, //说明找到了最上面的那个obj //那么问题来了:所有的object的父节点就是scene??? } scene = obj; } return scene;}Sim.Object.prototype.getApp = function(){ var scene = this.getScene(); return scene ? scene.data : null;}// Some constants/* key codes37: left38: up39: right40: down*//** * [KeyCodes description]以下为sim.js的键盘keycode编号,直接定义为全局变量方便使用,也便于理解 * @type {Object} */Sim.KeyCodes = {};Sim.KeyCodes.KEY_LEFT = 37;//左键Sim.KeyCodes.KEY_UP = 38;//上键Sim.KeyCodes.KEY_RIGHT = 39;//右键Sim.KeyCodes.KEY_DOWN = 40;//下键

版权声明:本文为博主原创文章,未经博主允许不得转载。


  本文关键词:WebGL入门指南,由笔耕文化传播整理发布。



本文编号:100537

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