WebGL入门教程(十六)层级模型
发表于2017-12-13
百度百科给层级模型的定义是层次模型是指用一颗“有向树”的数据结构来表示表示各类实体以及实体间的联系,树中每一个节点代表一个记录类型,树状结构表示实体型之间的联系。
- 子节点的模型变换 = 父节点的模型变换 * 自身的模型变换
示例,如下两个立方体柱子,下面的为父节点,上面的未子节点。
/** * 层次模型 * xu.lidong@qq.com * */ g_RadParent = 0.0; g_RadChild = 0.0; function main() { var gl = getGL(); var vsFile = "res/shader/pointlight.vert.glsl"; var fsFile = "res/shader/pointlight.frag.glsl"; initShaderProgram(gl, vsFile, fsFile, function (shaderProgram) { var n = initVertexBuffers(gl, shaderProgram); render(gl, shaderProgram, n); var speed = Math.PI * 0.02; document.onkeydown = function (ev) { switch (ev.keyCode) { case 37:// left g_RadParent = (g_RadParent + speed) % (Math.PI * 2); break; case 39:// right g_RadParent = (g_RadParent - speed) % (Math.PI * 2); break; case 38:// up g_RadChild = (g_RadChild + speed) % (Math.PI * 2); break; case 40:// down g_RadChild = (g_RadChild - speed) % (Math.PI * 2); break; default: break; } render(gl, shaderProgram, n); } }); } function render(gl, shaderProgram, n) { // 设置入射光 var u_LightColor = gl.getUniformLocation(shaderProgram, "u_LightColor"); gl.uniform3f(u_LightColor, 1.0, 1.0, 1.0); var u_LightPosition = gl.getUniformLocation(shaderProgram, "u_LightPosition"); gl.uniform3f(u_LightPosition, 2.3, 4.0, 3.5); // 设置环境光 var u_LightColorAmbient = gl.getUniformLocation(shaderProgram, "u_LightColorAmbient"); gl.uniform3f(u_LightColorAmbient, 0.2, 0.2, 0.2); gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.enable(gl.DEPTH_TEST); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BYTE); // 父节点 var u_ModelMatrix = gl.getUniformLocation(shaderProgram, "u_ModelMatrix"); var transMatParent = getTranslationMatrix(0.0, -10, 0.0); var rotMatParent = getRotationMatrix(g_RadParent, 0, 1, 0); var modelMatParent = multiMatrix44(rotMatParent, transMatParent); gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatParent); draw(gl, shaderProgram, n, modelMatParent); // 子节点 var transMatChild = getTranslationMatrix(0.0, 10, 0.0); var rotMatChild = getRotationMatrix(g_RadChild, 0, 1, 0); var scaleMatChild = getScaleMatrix(0.8, 1.0, 0.8); var modelMatChild = multiMatrix44(transMatChild, modelMatParent); modelMatChild = multiMatrix44(rotMatChild, modelMatChild); modelMatChild = multiMatrix44(scaleMatChild, modelMatChild); gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatChild); draw(gl, shaderProgram, n, modelMatChild); } function draw(gl, shaderProgram, n, modelMat) { // 逆转置矩阵 var inverseMat = inverseMatrix(modelMat); var inverseTranposeMat = transposeMatrix(inverseMat); var u_NormalMatrix = gl.getUniformLocation(shaderProgram, "u_NormalMatrix"); gl.uniformMatrix4fv(u_NormalMatrix, false, inverseTranposeMat); // mvp矩阵 var viewMat = lookAt(20.0, 10.0, 30.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); var projMat = getPerspectiveProjection(50, 16 / 9, 1, 100); var vpMat = multiMatrix44(projMat, viewMat); var mvpMat = multiMatrix44(vpMat, modelMat); var u_MvpMatrix = gl.getUniformLocation(shaderProgram, "u_MvpMatrix"); gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMat); gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0); } function initVertexBuffers(gl, sp) { var vertices = new Float32Array([ 1.5, 10.0, 1.5, -1.5, 10.0, 1.5, -1.5, 0.0, 1.5, 1.5, 0.0, 1.5, 1.5, 10.0, 1.5, 1.5, 0.0, 1.5, 1.5, 0.0, -1.5, 1.5, 10.0, -1.5, 1.5, 10.0, 1.5, 1.5, 10.0, -1.5, -1.5, 10.0, -1.5, -1.5, 10.0, 1.5, -1.5, 10.0, 1.5, -1.5, 10.0, -1.5, -1.5, 0.0, -1.5, -1.5, 0.0, 1.5, -1.5, 0.0, -1.5, 1.5, 0.0, -1.5, 1.5, 0.0, 1.5, -1.5, 0.0, 1.5, 1.5, 0.0, -1.5, -1.5, 0.0, -1.5, -1.5, 10.0, -1.5, 1.5, 10.0, -1.5 ]); var colors = new Float32Array([ 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0 ]); var normals = new Float32Array([ 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0 ]); var indices = new Uint8Array([ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23 ]); initArrayBuffer(gl, sp, vertices, 3, gl.FLOAT, "a_Position"); initArrayBuffer(gl, sp, normals, 3, gl.FLOAT, "a_Normal"); initArrayBuffer(gl, sp, colors, 3, gl.FLOAT, "a_Color"); var ibo = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); return indices.length; } function initArrayBuffer(gl, sp, data, num, type, attribute) { var buff = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, buff); gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); var attr = gl.getAttribLocation(sp, attribute); gl.vertexAttribPointer(attr, num, type, false, 0, 0); gl.enableVertexAttribArray(attr); gl.bindBuffer(gl.ARRAY_BUFFER, null); }
如果,当下方父节点转动时,会带动上方的子节点,子节点的运动,则不影响父节点。
以上就是层级模型的介绍,希望对大家有帮助。