- BabylonJS 教程
- BabylonJS - 首页
- BabylonJS - 简介
- BabylonJS - 环境设置
- BabylonJS - 概述
- BabylonJS - 基本元素
- BabylonJS - 材质
- BabylonJS - 动画
- BabylonJS - 相机
- BabylonJS - 光照
- BabylonJS - 参数化形状
- BabylonJS - 网格
- 矢量位置和旋转
- BabylonJS - 贴花
- BabylonJS - 曲线3
- BabylonJS - 动态纹理
- BabylonJS - 视差贴图
- BabylonJS - 镜头光晕
- BabylonJS - 创建屏幕截图
- BabylonJS - 反射探针
- 标准渲染管线
- BabylonJS - 着色器材质
- BabylonJS - 骨骼和骨架
- BabylonJS - 物理引擎
- BabylonJS - 播放声音和音乐
- BabylonJS 有用资源
- BabylonJS - 快速指南
- BabylonJS - 有用资源
- BabylonJS - 讨论
BabylonJS - 曲线3
BabylonJS 内置了 API 来创建一些复杂的数学曲线。我们之前已经看到了使用复杂方程创建的带状物和线条,用于绘制图案并计算网格给定路径的坐标。我们这里有一个内置的 API 来避免进行复杂的计算,就像在曲线 API 中一样。
解释的曲线如下:
- 二次贝塞尔曲线
- 三次贝塞尔曲线
- 埃尔米特样条曲线
- Catmull-Rom 样条曲线
二次贝塞尔曲线
在本节中,我们将学习二次贝塞尔曲线。
语法
var bezier = BABYLON.Curve3.CreateQuadraticBezier(origin, control, destination, nb_of_points);
参数
考虑以下与二次贝塞尔曲线相关的参数。
起点 - 曲线的起点。
控制点 - 曲线的控制点。
终点 - 终点。
点数 - 数组中的点数。
三次贝塞尔曲线
在本节中,我们将学习三次贝塞尔曲线。
语法
var bezier3 = BABYLON.Curve3.CreateCubicBezier(origin, control1, control2, destination, nb_of_points)
参数
考虑以下与三次贝塞尔曲线相关的参数。
起点 - 起点。
控制点1 - 第一个控制点,以矢量形式表示。
控制点2 - 第二个控制点,以矢量形式表示。
终点 - 终点,以矢量形式表示。
点数 - 数组形式的点数。
埃尔米特样条曲线
在本节中,我们将学习埃尔米特样条曲线。
语法
var hermite = BABYLON.Curve3.CreateHermiteSpline(p1, t1, p2, t2, nbPoints);
参数
考虑以下与埃尔米特样条曲线相关的参数:
p1 - 曲线的起点。
t1 - 起点切线矢量点。
p2 - 终点。
t2 - 终点切线矢量。
点数 - 最终曲线的点数组。
Catmull-Rom 样条曲线
在本节中,我们将学习 Catmull-Rom 样条曲线。
语法
var nbPoints = 20; // the number of points between each Vector3 control points var points = [vec1, vec2, ..., vecN]; // an array of Vector3 the curve must pass through : the control points var catmullRom = BABYLON.Curve3.CreateCatmullRomSpline(points, nbPoints);
参数
考虑以下与 Catmull-Rom 样条曲线相关的参数:
点 - Vector3 数组,曲线必须穿过控制点。
点数 - 每个 Vector3 控制点之间的点数。
var path = catmullRom.getPoints(); // getPoints() returns an array of successive Vector3. var l = catmullRom.length(); // method returns the curve length.
演示
<!doctype html> <html> <head> <meta charset = "utf-8"> <title>BabylonJs - Basic Element-Creating Scene</title> <script src = "babylon.js"></script> <style> canvas {width: 100%; height: 100%;} </style> </head> <body> <canvas id = "renderCanvas"></canvas> <script type = "text/javascript"> var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function() { var scene = new BABYLON.Scene(engine); scene.clearColor = new BABYLON.Color3( .5, .5, .5); // camera var camera = new BABYLON.ArcRotateCamera("camera1", 0, 0, 0, new BABYLON.Vector3(5, 3, 0), scene); camera.setPosition(new BABYLON.Vector3(0, 0, -100)); camera.attachControl(canvas, true); // lights var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(1, 0.5, 0), scene); light.intensity = 0.8; var spot = new BABYLON.SpotLight( "spot", new BABYLON.Vector3(25, 15, -10), new BABYLON.Vector3(-1, -0.8, 1), 15, 1, scene); spot.diffuse = new BABYLON.Color3(1, 1, 1); spot.specular = new BABYLON.Color3(0, 0, 0); spot.intensity = 0.2; // material var mat = new BABYLON.StandardMaterial("mat1", scene); mat.alpha = 1.0; mat.diffuseColor = new BABYLON.Color3(0.5, 0.5, 1.0); mat.backFaceCulling = false; //mat.wireframe = true; var makeTextPlane = function(text, color, size) { var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", 50, scene, true); dynamicTexture.hasAlpha = true; dynamicTexture.drawText(text, 5, 40, "bold 36px Arial", color , "transparent", true); var plane = new BABYLON.Mesh.CreatePlane("TextPlane", size, scene, true); plane.material = new BABYLON.StandardMaterial("TextPlaneMaterial", scene); plane.material.backFaceCulling = false; plane.material.specularColor = new BABYLON.Color3(0, 0, 0); plane.material.diffuseTexture = dynamicTexture; return plane; }; // show axis var showAxis = function(size) { var axisX = BABYLON.Mesh.CreateLines("axisX", [ new BABYLON.Vector3(-size * 0.95, 0.05 * size, 0), new BABYLON.Vector3(-size, 0, 0), new BABYLON.Vector3(-size * 0.95, -0.05 * size, 0), new BABYLON.Vector3(-size, 0, 0), new BABYLON.Vector3.Zero(), new BABYLON.Vector3(size, 0, 0), new BABYLON.Vector3(size * 0.95, 0.05 * size, 0), new BABYLON.Vector3(size, 0, 0), new BABYLON.Vector3(size * 0.95, -0.05 * size, 0) ], scene); axisX.color = new BABYLON.Color3(1, 0, 0); var xChar = makeTextPlane("X", "red", size / 10); xChar.position = new BABYLON.Vector3(0.9 * size, -0.05 * size, 0); var xChar1 = makeTextPlane("-X", "red", size / 10); xChar1.position = new BABYLON.Vector3(-0.9 * size, 0.05 * size, 0); var xcor = []; for (i =- 20; i <= 20; i++) { xcor[i] = makeTextPlane(i, "red", size / 10); xcor[i].position = new BABYLON.Vector3(i, 0, 0); } var axisY = BABYLON.Mesh.CreateLines("axisY", [ new BABYLON.Vector3( -0.05 * size, -size * 0.95, 0), new BABYLON.Vector3(0, -size, 0), new BABYLON.Vector3(0.05 * size, -size * 0.95, 0), new BABYLON.Vector3(0, -size, 0), new BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, size, 0), new BABYLON.Vector3( -0.05 * size, size * 0.95, 0), new BABYLON.Vector3(0, size, 0), new BABYLON.Vector3( 0.05 * size, size * 0.95, 0) ], scene); axisY.color = new BABYLON.Color3(0, 1, 0); var yChar = makeTextPlane("Y", "green", size / 10); yChar.position = new BABYLON.Vector3(0, 0.9 * size, -0.05 * size); var yChar1 = makeTextPlane("-Y", "green", size / 10); yChar1.position = new BABYLON.Vector3(0, -0.9 * size, 0.05 * size); var ycor = []; for (y =- 20; y <= 20; y++) { xcor[y] = makeTextPlane(y, "green", size / 10); xcor[y].position = new BABYLON.Vector3(0, y, 0); } var axisZ = BABYLON.Mesh.CreateLines("axisZ", [ new BABYLON.Vector3( 0 , -0.05 * size, -size * 0.95), new BABYLON.Vector3(0, 0, -size), new BABYLON.Vector3( 0 , 0.05 * size, -size * 0.95), new BABYLON.Vector3(0, 0, -size), new BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, size), new BABYLON.Vector3( 0 , -0.05 * size, size * 0.95), new BABYLON.Vector3(0, 0, size), new BABYLON.Vector3( 0, 0.05 * size, size * 0.95) ], scene); axisZ.color = new BABYLON.Color3(0, 0, 1); var zChar = makeTextPlane("Z", "blue", size / 10); zChar.position = new BABYLON.Vector3(0, 0.05 * size, 0.9 * size); var zChar1 = makeTextPlane("-Z", "blue", size / 10); zChar1.position = new BABYLON.Vector3(0, 0.05 * size, -0.9 * size); var zcor = []; for (z =- 20; z <= 20; z++) { xcor[z] = makeTextPlane(z, "green", size / 10); xcor[z].position = new BABYLON.Vector3(0, 0, z); } }; var quadraticBezierVectors = BABYLON.Curve3.CreateQuadraticBezier( BABYLON.Vector3.Zero(), new BABYLON.Vector3(10, 5, 5), new BABYLON.Vector3(5, 10, 0), 15); var quadraticBezierCurve = BABYLON.Mesh.CreateLines("qbezier", quadraticBezierVectors.getPoints(), scene); quadraticBezierCurve.color = new BABYLON.Color3(1, 1, 0.5); var cubicBezierVectors = BABYLON.Curve3.CreateCubicBezier( BABYLON.Vector3.Zero(), new BABYLON.Vector3(10, 5, 20), new BABYLON.Vector3(-50, 5, -20), new BABYLON.Vector3( -10, 20, 10), 60); var cubicBezierCurve = BABYLON.Mesh.CreateLines("cbezier", cubicBezierVectors.getPoints(), scene); cubicBezierCurve.color = new BABYLON.Color3(1, 0, 0); var continued = cubicBezierVectors.continue(cubicBezierVectors).continue(quadraticBezierVectors); var points = continued.getPoints(); var nbPoints = 60; var l = continued.length() / 2; var p1 = points[points.length - 1]; var t1 = (p1.subtract(points[points.length - 2])).scale(l); var p2 = points[0]; var t2 = (points[1].subtract(p2)).scale(l); var hermite = BABYLON.Curve3.CreateHermiteSpline(p1, t1, p2, t2, nbPoints); continued = continued.continue(hermite); var points = continued.getPoints(); var continuedCurve = BABYLON.Mesh.CreateLines("continued", points, scene); continuedCurve.position = new BABYLON.Vector3(20, -20, 20); continuedCurve.color = new BABYLON.Color3(0, 0, 0); var nbPoints = 20; // the number of points between each Vector3 control points var points = [new BABYLON.Vector3(10, 5, 20), new BABYLON.Vector3(-20, 5, -20), new BABYLON.Vector3(-25, 5, -20), new BABYLON.Vector3( -30, 20, 10),]; // an array of Vector3 the curve must pass through : the control points var catmullRom = BABYLON.Curve3.CreateCatmullRomSpline(points, nbPoints); var path = catmullRom.getPoints(); var l = catmullRom.length(); var finalcatmullCurve = BABYLON.Mesh.CreateLines("continued", path, scene); var mySinus = []; for (var i = 0; i < 30; i++) { mySinus.push( new BABYLON.Vector3(i, Math.sin(i / 10), 0) ); } var mySinusCurve3 = new BABYLON.Curve3(mySinus); var myFullCurve = mySinusCurve3.continue(cubicBezierVectors).continue(quadraticBezierVectors); var points1 = myFullCurve.getPoints(); var curve3d = BABYLON.Mesh.CreateLines("continued", points1, scene); curve3d.color = new BABYLON.Color3(0.9, 1, 0.2); showAxis(20); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
输出
以上代码行将生成以下输出:
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