如何将BufferGeometryUtils.js声明为three.d.ts

时间:2013-11-19 10:58:18

标签: three.js typescript

我不会重构我的所有代码来提高性能。我在three.js示例目录中找到了BufferGeometryUtils,它可以将现有几何转换为缓冲几何。我的问题是如何将此函数声明为three.d.ts? BufferGeometryUtils.js的源代码:

/**
 * @author spite / http://www.clicktorelease.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.BufferGeometryUtils = {

fromGeometry: function geometryToBufferGeometry( geometry, settings ) {

    if ( geometry instanceof THREE.BufferGeometry ) {

        return geometry;

    }

    settings = settings || { 'vertexColors': THREE.NoColors };

    var vertices = geometry.vertices;
    var faces = geometry.faces;
    var faceVertexUvs = geometry.faceVertexUvs;
    var vertexColors = settings.vertexColors;
    var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;

    var bufferGeometry = new THREE.BufferGeometry();

    bufferGeometry.attributes = {

        position: {
            itemSize: 3,
            array: new Float32Array( faces.length * 3 * 3 )
        },
        normal: {
            itemSize: 3,
            array: new Float32Array( faces.length * 3 * 3 )
        }

    }

    var positions = bufferGeometry.attributes.position.array;
    var normals = bufferGeometry.attributes.normal.array;

    if ( vertexColors !== THREE.NoColors ) {

        bufferGeometry.attributes.color = {
            itemSize: 3,
            array: new Float32Array( faces.length * 3 * 3 )
        };

        var colors = bufferGeometry.attributes.color.array;

    }

    if ( hasFaceVertexUv === true ) {

        bufferGeometry.attributes.uv = {
            itemSize: 2,
            array: new Float32Array( faces.length * 3 * 2 )
        };

        var uvs = bufferGeometry.attributes.uv.array;

    }

    var i2 = 0, i3 = 0;

    for ( var i = 0; i < faces.length; i ++ ) {

        var face = faces[ i ];

        var a = vertices[ face.a ];
        var b = vertices[ face.b ];
        var c = vertices[ face.c ];

        positions[ i3     ] = a.x;
        positions[ i3 + 1 ] = a.y;
        positions[ i3 + 2 ] = a.z;

        positions[ i3 + 3 ] = b.x;
        positions[ i3 + 4 ] = b.y;
        positions[ i3 + 5 ] = b.z;

        positions[ i3 + 6 ] = c.x;
        positions[ i3 + 7 ] = c.y;
        positions[ i3 + 8 ] = c.z;

        var na = face.vertexNormals[ 0 ];
        var nb = face.vertexNormals[ 1 ];
        var nc = face.vertexNormals[ 2 ];

        normals[ i3     ] = na.x;
        normals[ i3 + 1 ] = na.y;
        normals[ i3 + 2 ] = na.z;

        normals[ i3 + 3 ] = nb.x;
        normals[ i3 + 4 ] = nb.y;
        normals[ i3 + 5 ] = nb.z;

        normals[ i3 + 6 ] = nc.x;
        normals[ i3 + 7 ] = nc.y;
        normals[ i3 + 8 ] = nc.z;

        if ( vertexColors === THREE.FaceColors ) {

            var fc = face.color;

            colors[ i3     ] = fc.r;
            colors[ i3 + 1 ] = fc.g;
            colors[ i3 + 2 ] = fc.b;

            colors[ i3 + 3 ] = fc.r;
            colors[ i3 + 4 ] = fc.g;
            colors[ i3 + 5 ] = fc.b;

            colors[ i3 + 6 ] = fc.r;
            colors[ i3 + 7 ] = fc.g;
            colors[ i3 + 8 ] = fc.b;

        } else if ( vertexColors === THREE.VertexColors ) {

            var vca = face.vertexColors[ 0 ];
            var vcb = face.vertexColors[ 1 ];
            var vcc = face.vertexColors[ 2 ];

            colors[ i3     ] = vca.r;
            colors[ i3 + 1 ] = vca.g;
            colors[ i3 + 2 ] = vca.b;

            colors[ i3 + 3 ] = vcb.r;
            colors[ i3 + 4 ] = vcb.g;
            colors[ i3 + 5 ] = vcb.b;

            colors[ i3 + 6 ] = vcc.r;
            colors[ i3 + 7 ] = vcc.g;
            colors[ i3 + 8 ] = vcc.b;

        }

        if ( hasFaceVertexUv === true ) {

            var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
            var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
            var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];

            uvs[ i2     ] = uva.x;
            uvs[ i2 + 1 ] = uva.y;

            uvs[ i2 + 2 ] = uvb.x;
            uvs[ i2 + 3 ] = uvb.y;

            uvs[ i2 + 4 ] = uvc.x;
            uvs[ i2 + 5 ] = uvc.y;

        }

        i3 += 9;
        i2 += 6;

    }

    bufferGeometry.computeBoundingSphere();

    return bufferGeometry;

}

}

1 个答案:

答案 0 :(得分:1)

假设您已经拥有THREE.js definition from Definitely Typed,您可以扩展声明以包含其他BufferGeometryUtils,如下所示:

declare module THREE {
    export class GeometryBufferUtils {
        fromGeometry(geometry, settings) : any;
    }
}

var bufferUtils = new THREE.GeometryBufferUtils();
var example = bufferUti

在这个例子中,我刚刚使用名为THREE的新类扩展了现有的GeometryBufferUtils模块声明 - 然后您可以添加每个方法的定义 - 包括任何相关的类型信息。 / p>

我无法在此发布整个定义,因为答案长度有限制,但您应该能够从这个示例开始并扩展它以涵盖您想要的功能。您还可以收紧定义,在上面的示例中这些定义非常宽松(即参数当前为any类型,但您可以这样输入:

fromGeometry(geometry: THREE.BufferGeometry, settings) : THREE.BufferGeometry;