- 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
- 向量位置和旋转
- BabylonJS - 贴花
- BabylonJS - Curve3
- 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 - ShaderMaterial
- 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 - 贴花
贴花就像贴在物体上的贴纸。贴纸图案是借助绘制在网格上的二维图像完成的(例如,游戏中的物体)。在游戏中,假设你有一支军队在发射子弹,需要在物体上看到子弹的印记。所以在 BabylonJS 中,这是使用贴花来完成的,当你点击任何物体时,你将在点击的位置绘制一个二维图像。
贴花用于在创建的网格上添加细节——例如子弹、孔洞等细节。在下面给出的演示链接中,我们使用一个图像并将其添加到导入的网格中。
要添加贴花,您可以使用以下代码:
var newDecal = BABYLON.Mesh.CreateDecal("decal", mesh, decalPosition, normal, decalSize, angle);
执行以下代码以在网格上添加贴花:
BABYLON.SceneLoader.ImportMesh("Shcroendiger'scat", "scenes/", "SSAOcat.babylon", scene, function (newMeshes) { var cat = newMeshes[0]; / /this is mesh shown on the screen. // Set the target of the camera to the first imported mesh camera.target = cat; var decalMaterial = new BABYLON.StandardMaterial("decalMat", scene); decalMaterial.diffuseTexture = new BABYLON.Texture("images/impact1.jpg", scene); decalMaterial.diffuseTexture.hasAlpha = true; decalMaterial.zOffset = -2; var onPointerDown = function (evt) { if (evt.button !== 0) { return; } // check if we are under a mesh var pickInfo = scene.pick(scene.pointerX, scene.pointerY, function (mesh) { return mesh === cat; // this will give all the meshes , but it will pick the mesh whch is same as cat and return true if it is found }); if (pickInfo.hit) { // if true var decalSize = new BABYLON.Vector3(5, 5, 5); //size of decal is defined var newDecal = BABYLON.Mesh.CreateDecal("decal", cat, pickInfo.pickedPoint, pickInfo.getNormal(true), decalSize); //decal is created newDecal.material = decalMaterial; //decal material is added. } } var canvas = engine.getRenderingCanvas(); canvas.addEventListener("pointerdown", onPointerDown, false); scene.onDispose = function () { canvas.removeEventListener("pointerdown", onPointerDown); } });
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); //Adding a light var light = new BABYLON.HemisphericLight("Hemi", new BABYLON.Vector3(0, 1, 0), scene); //Adding an Arc Rotate Camera var camera = new BABYLON.ArcRotateCamera("Camera", -1.85, 1.2, 200, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, true); // The first parameter can be used to specify which mesh to import. Here we import all meshes BABYLON.SceneLoader.ImportMesh("Shcroendiger'scat", "scenes/", "SSAOcat.babylon", scene, function (newMeshes) { var cat = newMeshes[0]; // Set the target of the camera to the first imported mesh camera.target = cat; var decalMaterial = new BABYLON.StandardMaterial("decalMat", scene); decalMaterial.diffuseTexture = new BABYLON.Texture("images/impact1.jpg", scene); decalMaterial.diffuseTexture.hasAlpha = true; decalMaterial.zOffset = -2; var onPointerDown = function (evt) { if (evt.button !== 0) { return; } // check if we are under a mesh var pickInfo = scene.pick(scene.pointerX, scene.pointerY, function (mesh) { return mesh === cat; }); if (pickInfo.hit) { var decalSize = new BABYLON.Vector3(5, 5, 5); var newDecal = BABYLON.Mesh.CreateDecal("decal", cat, pickInfo.pickedPoint, pickInfo.getNormal(true), decalSize); newDecal.material = decalMaterial; } } var canvas = engine.getRenderingCanvas(); canvas.addEventListener("pointerdown", onPointerDown, false); scene.onDispose = function () { canvas.removeEventListener("pointerdown", onPointerDown); } }); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
在上面的演示链接中,我们使用了 SSAOcat.babylon 网格。您可以从此处下载 SSAOcat.babylon 的 json 文件:
将文件保存在 scenes/ 文件夹中。这将帮助您获得如下所示的输出。
输出
以上代码行生成以下输出:
在这个演示中,我们使用了图像 **impact1.jpg**。这些图像存储在本地 images/ 文件夹中,并也在下面粘贴供参考。您可以下载任何您选择的图像并在演示链接中使用。
images/impact1.jpg
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