Three.js 如何将BufferGeometryUtils.js声明为three.d.ts
我不需要重构所有代码来提高性能。我在three.js示例目录中找到了BufferGeometryUtils,它支持将现有几何体转换为缓冲区几何体。我的问题是如何向three.d.ts声明此函数? BufferGeometryUtils.js的源代码:Three.js 如何将BufferGeometryUtils.js声明为three.d.ts,three.js,typescript,Three.js,Typescript,我不需要重构所有代码来提高性能。我在three.js示例目录中找到了BufferGeometryUtils,它支持将现有几何体转换为缓冲区几何体。我的问题是如何向three.d.ts声明此函数? BufferGeometryUtils.js的源代码: /** * @author spite / http://www.clicktorelease.com/ * @author mrdoob / http://mrdoob.com/ */ THREE.BufferGeometryUtils
/**
* @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;
}
}
/**
*@author/http://www.clicktorelease.com/
*@author mrdoob/http://mrdoob.com/
*/
三个缓冲区几何公差={
fromGeometry:函数geometryToBufferGeometry(几何、设置){
if(三个缓冲几何体的几何体实例){
返回几何;
}
设置=设置| |{“顶点颜色”:三种颜色};
var顶点=geometry.vertices;
var faces=geometry.faces;
var faceVertexUvs=几何体。faceVertexUvs;
var vertexColors=settings.vertexColors;
var hasFaceVertexUv=faceVertexUvs[0]。长度>0;
var bufferGeometry=new THREE.bufferGeometry();
bufferGeometry.attributes={
职位:{
项目规模:3,
数组:新Float32Array(faces.length*3*3)
},
正常:{
项目规模:3,
数组:新Float32Array(faces.length*3*3)
}
}
var positions=bufferGeometry.attributes.position.array;
var normals=bufferGeometry.attributes.normal.array;
if(顶点颜色!==3.NoColors){
bufferGeometry.attributes.color={
项目规模:3,
数组:新Float32Array(faces.length*3*3)
};
var colors=bufferGeometry.attributes.color.array;
}
如果(hasFaceVertexUv==真){
bufferGeometry.attributes.uv={
项目规模:2,
数组:新Float32Array(faces.length*3*2)
};
var uvs=bufferGeometry.attributes.uv.array;
}
var i2=0,i3=0;
对于(变量i=0;i
假设您已经拥有了,您可以扩展声明以包括附加的缓冲区几何体,如下所示:
declare module THREE {
export class GeometryBufferUtils {
fromGeometry(geometry, settings) : any;
}
}
var bufferUtils = new THREE.GeometryBufferUtils();
var example = bufferUti
在本例中,我刚刚用一个名为GeometryBufferUtils
的新类扩展了现有的THREE
模块声明-然后可以添加每个方法的定义-包括任何相关的类型信息
我不能在这里发布整个定义,因为答案长度是有限制的,但您应该能够从这个示例开始,并将其扩展到您想要的功能。您还可以收紧定义,在上面的示例中,这些定义非常松散(即参数当前为any
type,但您可以这样键入它们:
fromGeometry(geometry: THREE.BufferGeometry, settings) : THREE.BufferGeometry;