我正在尝试通过阅读“WebGL Up And Running”一书来学习three.js库,对我来说问题是作者创建了自己的javascript框架,名为'sim.js',这是一个“更高 - 可重复使用对象的级别集构建在three.js上,包含了更多重复的Three.js任务“就像他说的那样但对于像我这样的初学者我更喜欢更多地体验原始的three.js ..所以现在我必须明白什么他的框架确实能够理解幕后发生的事情。
这是sim.js
// Sim.js - A Simple Simulator for WebGL (based on Three.js)
Sim = {};
// Sim.Publisher - base class for event publishers
Sim.Publisher = function() {
this.messageTypes = {};
}
Sim.Publisher.prototype.subscribe = function(message, subscriber, callback) {
var subscribers = this.messageTypes[message];
if (subscribers)
{
if (this.findSubscriber(subscribers, subscriber) != -1)
{
return;
}
}
else
{
subscribers = [];
this.messageTypes[message] = subscribers;
}
subscribers.push({ subscriber : subscriber, callback : callback });
}
Sim.Publisher.prototype.unsubscribe = function(message, subscriber, callback) {
if (subscriber)
{
var subscribers = this.messageTypes[message];
if (subscribers)
{
var i = this.findSubscriber(subscribers, subscriber, callback);
if (i != -1)
{
this.messageTypes[message].splice(i, 1);
}
}
}
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++)
{
args.push(arguments[j + 1]);
}
subscribers[i].callback.apply(subscribers[i].subscriber, args);
}
}
}
Sim.Publisher.prototype.findSubscriber = function (subscribers, subscriber) {
for (var i = 0; i < subscribers.length; i++)
{
if (subscribers[i] == subscriber)
{
return i;
}
}
return -1;
}
// Sim.App - application class (singleton)
Sim.App = function()
{
Sim.Publisher.call(this);
this.renderer = null;
this.scene = null;
this.camera = null;
this.objects = [];
}
Sim.App.prototype = new Sim.Publisher;
Sim.App.prototype.init = function(param)
{
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
this.container = container;
this.renderer = renderer;
this.scene = scene;
this.camera = camera;
this.projector = projector;
this.root = root;
// Set up event handlers
this.initMouse();
this.initKeyboard();
this.addDomHandlers();
}
//Core run loop
Sim.App.prototype.run = function()
{
this.update();
this.renderer.render( this.scene, this.camera );
var that = this;
requestAnimationFrame(function() { that.run(); });
}
// Update method - called once per tick
Sim.App.prototype.update = function()
{
var i, len;
len = this.objects.length;
for (i = 0; i < len; i++)
{
this.objects[i].update();
}
}
// Add/remove objects
Sim.App.prototype.addObject = function(obj)
{
this.objects.push(obj);
// If this is a renderable object, add it to the root scene
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);
// If this is a renderable object, remove it from the root scene
if (obj.object3D)
{
this.root.remove(obj.object3D);
}
}
}
// Event handling
Sim.App.prototype.initMouse = function()
{
var dom = this.renderer.domElement;
var that = this;
dom.addEventListener( 'mousemove',
function(e) { that.onDocumentMouseMove(e); }, false );
dom.addEventListener( 'mousedown',
function(e) { that.onDocumentMouseDown(e); }, false );
dom.addEventListener( 'mouseup',
function(e) { that.onDocumentMouseUp(e); }, false );
$(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();
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 simulation
Sim.Object = function()
{
Sim.Publisher.call(this);
this.object3D = null;
this.children = [];
}
Sim.Object.prototype = new Sim.Publisher;
Sim.Object.prototype.init = function()
{
}
Sim.Object.prototype.update = function()
{
this.updateChildren();
}
// setPosition - move the object to a new position
Sim.Object.prototype.setPosition = function(x, y, z)
{
if (this.object3D)
{
this.object3D.position.set(x, y, z);
}
}
//setScale - scale the object
Sim.Object.prototype.setScale = function(x, y, z)
{
if (this.object3D)
{
this.object3D.scale.set(x, y, z);
}
}
//setScale - scale the object
Sim.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 objects
Sim.Object.prototype.update = function()
{
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;
this.object3D = object3D;
}
//Add/remove children
Sim.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 methods
Sim.Object.prototype.getScene = function()
{
var scene = null;
if (this.object3D)
{
var obj = this.object3D;
while (obj.parent)
{
obj = obj.parent;
}
scene = obj;
}
return scene;
}
Sim.Object.prototype.getApp = function()
{
var scene = this.getScene();
return scene ? scene.data : null;
}
// Some constants
/* key codes
37: left
38: up
39: right
40: down
*/
Sim.KeyCodes = {};
Sim.KeyCodes.KEY_LEFT = 37;
Sim.KeyCodes.KEY_UP = 38;
Sim.KeyCodes.KEY_RIGHT = 39;
Sim.KeyCodes.KEY_DOWN = 40;
在另一个脚本中,他根据sim类编写了一个名为earth-basic的新类,因此,earth-basic.js脚本的开头如下所示:
// Constructor
EarthApp = function()
{
Sim.App.call(this);
}
// Subclass Sim.App
EarthApp.prototype = new Sim.App();
// Our custom initializer
EarthApp.prototype.init = function(param)
{
// Call superclass init code to set up scene, renderer, default camera
Sim.App.prototype.init.call(this, param);
// Create the Earth and add it to our sim
var earth = new Earth();
earth.init();
this.addObject(earth);
}
// Custom Earth class
Earth = function()
{
Sim.Object.call(this);
}
Earth.prototype = new Sim.Object();
1)该函数在“Sim.App.call(this);”行中调用了什么?写在构造函数中(通过传递“this”作为参数,我想是指的是EarthApp变量)?所有我能猜到的是EarthApp将继承Sim.App属性(渲染器,相机......)。通过调用“Sim.Publisher.call(this);”
在“Sim.App”函数中使用了相同的“技术”。2)1)我认为他只是将sim.App类用作超类,但突然之间,我发现他通过写入“添加了一个新的sim.App()实例到EarthApp的原型” EarthApp.prototype = new Sim.App();“ PLease的家伙告诉我那里到底发生了什么。
答案 0 :(得分:1)
Sim.App.call(this)
中的通话功能
正在调用App函数(通过执行Sim.App()),但区别在于通过使用调用,您可以传入函数的特定上下文。上下文是&#39;这个&#39;的价值。在Sim.App函数中。正如您所提到的,这在Sim.App函数中再次发生,这意味着您在调用EarthApp构造函数时创建的对象最终将在所有三种类型的EarthApp,SimApp和Publisher上定义属性和方法。
将EarthApp原型设置为SimApp实例是继承在Javascript中的工作方式。我鼓励你阅读它,因为它与你可能熟悉的其他语言的经典继承非常不同。这个链接可能有所帮助。