- 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 - 网格
在本章中,我们将学习如何使用网格构建器创建不同的形状。我们已经在之前的章节中学习了如何创建形状。
不同之处在于,使用网格构建器可以灵活地为形状添加颜色和图像。
使用 MeshBuilder 创建立方体
现在让我们看看如何使用 MeshBuilder 创建立方体。
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(0, 0, 1); var camera = new BABYLON.ArcRotateCamera("Camera", 1, 0.8, 10, new BABYLON.Vector3(0, 0, 0), scene); camera.attachControl(canvas, true); var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); light.intensity = 0.7; var pl = new BABYLON.PointLight("pl", BABYLON.Vector3.Zero(), scene); pl.diffuse = new BABYLON.Color3(1, 1, 1); pl.specular = new BABYLON.Color3(1, 1, 1); pl.intensity = 0.8; var mat = new BABYLON.StandardMaterial("mat1", scene); mat.alpha = 1.0; mat.diffuseColor = new BABYLON.Color3(0, 1, 0); var texture = new BABYLON.Texture("images/cube.png", scene); mat.diffuseTexture = texture; var hSpriteNb = 3; // 3 sprites per raw var vSpriteNb = 2; // 2 sprite raws var faceUV = new Array(6); for (var i = 0; i < 6; i++) { faceUV[i] = new BABYLON.Vector4(i/hSpriteNb, i/vSpriteNb, (i+1)/hSpriteNb, (i+1)/vSpriteNb); } var options = { width: 1.5, height: 1.5, depth: 1.5, faceUV: faceUV }; var box = BABYLON.MeshBuilder.CreateBox("box", options, scene); box.material = mat; scene.registerBeforeRender(function() { pl.position = camera.position; }); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
输出
以上代码行生成以下输出:
对于上面的示例,我们使用了如下所示的精灵图像。它水平方向有 3 列,垂直方向有 2 行。
在这个演示中,我们使用了名为 cube.png 的图像。这些图像存储在本地 images/ 文件夹中,并在下面粘贴以供参考。请注意,cube.png 是一个精灵图像,精灵图像是图像的集合。我们想在立方体上显示图像,因此需要将立方体的所有面放在一起。您也可以下载您选择的类似精灵图像,并在演示链接中使用。
createBox 构建器为您提供了尺寸选项。
例如:
var box = BABYLON.MeshBuilder.CreateBox("box", options, scene);
演示
var hSpriteNb = 3; // 3 sprites per raw ie colums horizontally as shown in the image var vSpriteNb = 2; // 2 sprite raws as shown in the image above. var faceUV = new Array(6); // the cube has 6 sides so creating array for same. for (var i = 0; i < 6; i++) { faceUV[i] = new BABYLON.Vector4(i/hSpriteNb, i/vSpriteNb, (i+1)/hSpriteNb, (i+1)/vSpriteNb); } var options = { width: 1.5, height: 1.5, depth: 1.5, faceUV: faceUV };
这称为使用 createBox 方法将纹理应用于网格构建器。我们使用了名为cube.png的图像,它水平方向有 3 列,垂直方向有 2 行。立方体或盒子有 6 个面。
要应用纹理,我们使用 options 参数。例如:
Var box = BABYLON.MeshBuilder.CreateBox ('box', options, scene);
我们定义了一个名为 faceUV 的数组,大小为 6,也就是立方体的面数。此数组将始终包含 Vector4 元素。每个 Vector4(x, y, z, w) 将按如下方式定义:
- x = Ubottom
- y = Vbottom
- z = Utop
- w = Vtop
这些向量在 [0, 1] 范围内。Ubottom 和 Vbottom 是纹理裁剪开始的左下角点的二维坐标。Utop、Vtop 是纹理裁剪结束的右上角点。
var hSpriteNb = 3; // 3 sprites per raw var vSpriteNb = 2; // 2 sprite raws var faceUV = new Array(6); for (var i = 0; i < 6; i++) { faceUV[i] = new BABYLON.Vector4(i/hSpriteNb, i/vSpriteNb, (i+1)/hSpriteNb, (i+1)/vSpriteNb); }
假设默认纹理(即给定的图像)应用于盒子的所有面。如果您只想更改盒子的一个面或一个边,您可以直接分配值,如下所示:
var hSpriteNb = 3; // 3 sprites per raw var vSpriteNb = 2; // 2 sprite raws var faceUV = new Array(6); faceUV[4] = new BABYLON.Vector4(0, 0, 1/hSpriteNb, 1/vSpriteNb);
示例
<!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(0, 0, 1); var camera = new BABYLON.ArcRotateCamera("Camera", 1, 0.8, 10, new BABYLON.Vector3(0, 0, 0), scene); camera.attachControl(canvas, true); var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); light.intensity = 0.7; var pl = new BABYLON.PointLight("pl", BABYLON.Vector3.Zero(), scene); pl.diffuse = new BABYLON.Color3(1, 1, 1); pl.specular = new BABYLON.Color3(1, 1, 1); pl.intensity = 0.8; var mat = new BABYLON.StandardMaterial("mat1", scene); mat.alpha = 1.0; mat.diffuseColor = new BABYLON.Color3(0.8, 0.8, 0.8); var texture = new BABYLON.Texture("images/3d.png", scene); mat.diffuseTexture = texture; var hSpriteNb = 3; // 3 sprites per raw var vSpriteNb = 2; // 2 sprite raws var faceUV = new Array(6); faceUV[4] = new BABYLON.Vector4(0, 0, 1/hSpriteNb, 1/vSpriteNb); var options = { width:3, height:3, depth: 3, faceUV:faceUV }; var box = BABYLON.MeshBuilder.CreateBox("box", options, scene); box.material = mat; scene.registerBeforeRender(function() { pl.position = camera.position; }); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
输出
以上代码行生成以下输出:
在这个演示中,我们使用了名为 3d.png 的图像。这些图像存储在本地 images/ 文件夹中,并在下面粘贴以供参考。请注意,3d.png 是一个精灵图像;精灵图像是图像的集合。我们想在立方体上显示图像,并且将立方体的所有面放在一起。您也可以下载您选择的类似精灵图像,并在演示链接中使用。
用于盒子的纹理 - images/3d.png
MeshCylinder(圆柱体网格)
在本节中,我们将了解如何创建 MeshCylinder(圆柱体网格)。
要创建 MeshCylinder(圆柱体网格),您需要使用 BABYLON.MeshBuilder.CreateCylinder 类。
该类的参数如下:
var meshcylinder = BABYLON.MeshBuilder.CreateCylinder("meshcylinder", { height: 3, diameter: 35, tessellation: 52 }, scene);
使用网格和网格构建器创建圆柱体的区别在于:您可以在网格构建器中使用 options。现在我们使用高度、直径和细分作为要传递给圆柱体的选项。我们使用带有线框的标准材质作为此网格的材质。检查浏览器中的输出并查看圆柱体。您可以在游戏中使用类似的结构作为场景中旋转的车轮。
演示
<!doctype html> <html> <head> <meta charset = "utf-8"> <title>Babylon.js demo - Mesh Builder</title> <script src = "babylon.js"></script> <style> html,body,canvas { margin: 0; padding: 0; width: 100%; height: 100%; font-size: 0; } </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(0.8, 0.8, 0.8); var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 6, 1.3, 40, new BABYLON.Vector3(0, -3, 0), scene); var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene); var mat = new BABYLON.StandardMaterial("mat", scene); mat.diffuseColor = new BABYLON.Color3(0.1, .5, 0); mat.specularColor = new BABYLON.Color3(0, 0, 0); mat.wireframe = true; var meshcylinder = BABYLON.MeshBuilder.CreateCylinder("meshcylinder", { height: 3, diameter: 35, tessellation: 52 }, scene); meshcylinder.material = mat; meshcylinder.position = new BABYLON.Vector3(0, 0, 0); scene.activeCamera.attachControl(canvas); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
输出
以上代码行生成以下输出:
现在,许多使用网格构建器创建的形状将一起在一个演示中使用。下面演示链接中介绍的形状列在后续部分中。
BabylonJS – 网格相交和点
正如您所知,在游戏中,当两个对象相交时需要执行什么操作,网格相交非常重要。以下演示解释了当网格相交时需要捕获的事件。
在下面的演示中,我们涵盖了以下两个概念:
- 网格相交
- 点相交
<!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(1, 1, 1); var camera = new BABYLON.ArcRotateCamera("ArcRotateCamera", 1, 0.8, 20, new BABYLON.Vector3(0, 0, 0), scene); camera.attachControl(canvas, true); var matcone = new BABYLON.StandardMaterial("mat1", scene); matcone.alpha = 1.0; matcone.diffuseColor = new BABYLON.Color3(0, 0, 0); matcone.wireframe = true; var cone = BABYLON.MeshBuilder.CreateCylinder("cone", {height : 10, diameterTop: 10,diameterBottom:10, tessellation: 5}, scene); cone.position= new BABYLON.Vector3(12,1,0); cone.material = matcone; var balloon1 = BABYLON.Mesh.CreateSphere("balloon1",5, 1.0, scene); var balloon2 = BABYLON.Mesh.CreateSphere("balloon2", 5, 1.0, scene); var balloon3 = BABYLON.Mesh.CreateSphere("balloon3", 5, 1.0, scene); balloon1.material = new BABYLON.StandardMaterial("matBallon", scene); balloon2.material = new BABYLON.StandardMaterial("matBallon", scene); balloon3.material = new BABYLON.StandardMaterial("matBallon", scene); balloon1.position = new BABYLON.Vector3(4, 2, 0); balloon2.position = new BABYLON.Vector3(5, 1, 0); balloon3.position = new BABYLON.Vector3(7, 0, 0); var pointToIntersect = new BABYLON.Vector3(10, 0, 0); var a = 0.01; scene.registerBeforeRender(function () { if (balloon1.intersectsMesh(cone, false)) { balloon1.material.emissiveColor = new BABYLON.Color3(1, 0, 0); } else { balloon1.material.emissiveColor = new BABYLON.Color3(0, 1, 0); } if (balloon2.intersectsMesh(cone, false)) { balloon2.material.emissiveColor = new BABYLON.Color3(1, 0, 0); } else { balloon2.material.emissiveColor = new BABYLON.Color3(0, 1, 0); } if (balloon3.intersectsMesh(cone, false)) { balloon3.material.emissiveColor = new BABYLON.Color3(1, 0, 0); } else { balloon3.material.emissiveColor = new BABYLON.Color3(0, 1, 0); } if (balloon3.intersectsPoint(pointToIntersect)) { balloon3.material.emissiveColor = new BABYLON.Color3(0, 0, 0); } a += 0.01; balloon1.position.x += Math.cos(a) / 10; balloon2.position.x += Math.cos(a) / 10; balloon3.position.x += Math.cos(a) / 10; }); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
输出
以上代码生成以下输出:
解释
使用以上代码,我们创建了一个线框为 true 的圆柱体。我们创建了 3 个球体。球体的原始颜色为绿色。
在scene.registerBeforeRender函数中,我们将根据与网格(此处为圆柱体)的相交来更改球体的颜色。
考虑registerBeforeRender中的以下代码:
if (balloon1.intersectsMesh(cone, false)) { balloon1.material.emissiveColor = new BABYLON.Color3(1, 0, 0); } else { balloon1.material.emissiveColor = new BABYLON.Color3(0, 1, 0); }
intersectsMesh如果与传递给它的参数中给出的网格相交,则返回 true 或 false。
例如:
balloon1.intersectsMesh(cone, false); //cone refers to the cylinder mesh here.
如果球体与圆柱体相交,则球体的颜色将变为红色;否则为绿色。
以下代码用于点相交:
var pointToIntersect = new BABYLON.Vector3(10, 0, 0); if (balloon3.intersectsPoint(pointToIntersect)) { balloon3.material.emissiveColor = new BABYLON.Color3(0, 0, 0); }
这里,pointtoIntersect变量是位置向量,在 x 轴上为 10。如果球体穿过相交点,则球体的颜色将变为黑色。
BabylonJS – 网格拾取碰撞
拾取碰撞实际上会为您提供坐标,您可以将网格放置在该位置。对象由鼠标拾取,您可以将其放置在鼠标单击的位置。假设您需要将网格(对象)放置在用户单击鼠标的位置;因此,借助拾取碰撞,它可以帮助您获得单击位置的坐标。
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(1, 1, 1); // setup environment var light0 = new BABYLON.PointLight("Omni", new BABYLON.Vector3(0, 10, 20), scene); var freeCamera = new BABYLON.FreeCamera("FreeCamera", new BABYLON.Vector3(0, 0, -30), scene); var balloon1 = BABYLON.Mesh.CreateSphere("balloon1",5, 1.0, scene); var balloon2 = BABYLON.Mesh.CreateSphere("balloon2", 5, 1.0, scene); balloon1.material = new BABYLON.StandardMaterial("matBallon", scene); balloon2.material = new BABYLON.StandardMaterial("matBallon", scene); balloon1.position = new BABYLON.Vector3(0, 0, -0.1); balloon2.position = new BABYLON.Vector3(0, 0, -0.1); balloon1.material.emissiveColor = new BABYLON.Color3(1, 0, 0); balloon2.material.emissiveColor = new BABYLON.Color3(0, 0, 1); //Wall var wall = BABYLON.Mesh.CreatePlane("wall", 30.0, scene); wall.material = new BABYLON.StandardMaterial("wallMat", scene); wall.material.emissiveColor = new BABYLON.Color3(0.5, 1, 0.5); //When pointer down event is raised scene.onPointerDown = function (evt, pickResult) { // if the click hits the ground object, we change the impact position if (pickResult.hit) { var dateValue = new Date(); var secondNumber = dateValue.getSeconds(); if (secondNumber % 2 == 0) { balloon1.position.x = pickResult.pickedPoint.x; balloon1.position.y = pickResult.pickedPoint.y; } else { balloon2.position.x = pickResult.pickedPoint.x; balloon2.position.y = pickResult.pickedPoint.y; } } }; return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
输出
解释
在上面的示例中,我们使用了平面和 2 个球体。要生成此输出,请使用以下代码:
scene.onPointerDown = function (evt, pickResult) { // if the click hits the ground object, we change the impact position if (pickResult.hit) { var dateValue = new Date(); var secondNumber = dateValue.getSeconds(); if (secondNumber % 2 == 0) { balloon1.position.x = pickResult.pickedPoint.x; balloon1.position.y = pickResult.pickedPoint.y; } else { balloon2.position.x = pickResult.pickedPoint.x; balloon2.position.y = pickResult.pickedPoint.y; } } };
scene.onPointerDown事件为您提供坐标 -x、y 和 z,在我们的示例中为pickResult。
如果单击地面网格,则它会将 pickResult.hit 设为 true。我们考虑奇数/偶数秒,并将球体的坐标更改为 pickResult z 和 y 坐标,如上所示。更改位置后,球体将放置在您单击和放置鼠标的位置。您可以尝试上面的演示来实现相同的效果。
BabylonJS – 光线投射
光线投射就像太阳的光线,用于检查场景中的碰撞和相交。
语法
var ray = new BABYLON.Ray(origin, direction, length);
参数
考虑光线投射的以下参数:
起点 - 光线开始的位置。
方向 - 光线的方向计算如下:
var forward = new BABYLON.Vector3(0,0,1); forward = vecToLocal(forward, box); var direction = forward.subtract(origin);
然后,要获得方向,我们从起点(盒子位置)减去它:
长度 - 光线的长度。
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); var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(0, 100, 100), scene); var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0.8, 100, new BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, true); var ground = BABYLON.Mesh.CreateGround("ground", 500, 500, 10, scene); var box = BABYLON.Mesh.CreateBox("box", 4.0, scene); box.position.y = 2; box.scaling.z = 2; var matBox = new BABYLON.StandardMaterial("matBox", scene); matBox.diffuseColor = new BABYLON.Color3(0.8, 0.1, 0.5); box.material = matBox; box.isPickable = false; var box2 = BABYLON.Mesh.CreateBox("box2", 8.0, scene); box2.position = new BABYLON.Vector3(-20, 4, 0); var matBox2 = new BABYLON.StandardMaterial("matBox2", scene); matBox2.diffuseColor = new BABYLON.Color3(1, 0, 0); box2.material = matBox2; var box3 = BABYLON.Mesh.CreateBox("box3", 8.0, scene); box3.position = new BABYLON.Vector3(20, 4, 0); var matBox3 = new BABYLON.StandardMaterial("matBox3", scene); matBox3.diffuseColor = new BABYLON.Color3(1, 0, 0); box3.material = matBox3; var box4 = BABYLON.Mesh.CreateBox("box4", 8.0, scene); box4.position = new BABYLON.Vector3(0, 0, 20); var matBox4 = new BABYLON.StandardMaterial("matBox4", scene); matBox4.diffuseColor = new BABYLON.Color3(0, 1, 0); box4.material = matBox4; var box5 = BABYLON.Mesh.CreateBox("box5", 8.0, scene); box5.position = new BABYLON.Vector3(0, 0, -20); var matBox5 = new BABYLON.StandardMaterial("matBox5", scene); matBox5.diffuseColor = new BABYLON.Color3(0, 1, 0); box5.material = matBox5; function mousemovef() { var pickResult = scene.pick(scene.pointerX, scene.pointerY); if (pickResult.hit) { var diffX = pickResult.pickedPoint.x - box.position.x; var diffY = pickResult.pickedPoint.z - box.position.z; box.rotation.y = Math.atan2(diffX,diffY); } } scene.onPointerMove = function () { mousemovef(); }; function vecToLocal(vector, mesh) { var m = mesh.getWorldMatrix(); var v = BABYLON.Vector3.TransformCoordinates(vector, m); return v; } scene.registerBeforeRender(function () { var origin = box.position; var forward = new BABYLON.Vector3(0,0,1); forward = vecToLocal(forward, box); var direction = forward.subtract(origin); direction = BABYLON.Vector3.Normalize(direction); var length = 100; var ray = new BABYLON.Ray(origin, direction, length); // ray.show(scene, new BABYLON.Color3(1, 1, 0.1)); var hit = scene.pickWithRay(ray); if (hit.pickedMesh) { hit.pickedMesh.scaling.y += 0.01; } }); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
输出
以上代码行生成以下输出:
解释
中心有一个主盒子充当光线投射。一旦它指向任何盒子,盒子的尺寸就会增加。在玩游戏时,这个概念非常有用,因为它可以知道哪些其他物体正在接触,并且可以采取必要的措施。
添加box.isPickable = false;以便不考虑中心的中央盒子。如果您不希望任何对象包含在光线接触中,请向其添加box.isPickable = false;。
以下代码添加了被光线拾取的盒子的缩放。
scene.registerBeforeRender(function () { var origin = box.position; var forward = new BABYLON.Vector3(0,0,1); forward = vecToLocal(forward, box); var direction = forward.subtract(origin); direction = BABYLON.Vector3.Normalize(direction); var length = 100; var ray = new BABYLON.Ray(origin, direction, length); var hit = scene.pickWithRay(ray); if (hit.pickedMesh) { hit.pickedMesh.scaling.y += 0.01; } });
var ray = new BABYLON.Ray(origin, direction, length);创建一个光线,它将主盒子的位置作为起点。
光线的方向计算如下:
var forward = new BABYLON.Vector3(0,0,1); forward = vecToLocal(forward, box); var direction = forward.subtract(origin);
然后,要获得方向,我们从起点(盒子的位置)减去它。vecToLocal函数旨在通过将向量乘以网格矩阵来转换从网格角度来看的位置。
我们使用var hit = scene.pickWithRay(ray);从光线中获取命中点。
它给出光线与网格重合的位置。
通过执行以下代码行,将缩放应用于被拾取的网格:
if (hit.pickedMesh) { hit.pickedMesh.scaling.y += 0.01; }
在浏览器中尝试以上示例以查看输出。
带有谓词函数的光线投射
现在让我们看看带有谓词函数的光线投射是如何工作的以及光线辅助工具显示的方向。
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); var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(0, 100, 100), scene); var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0.8, 100, new BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, true); var ground = BABYLON.Mesh.CreateGround("ground", 500, 500, 10, scene); var box = BABYLON.Mesh.CreateBox("box", 4.0, scene); box.position.y = 2; box.scaling.z = 2; var matBox = new BABYLON.StandardMaterial("matBox", scene); matBox.diffuseColor = new BABYLON.Color3(0.8, 0.1, 0.5); box.material = matBox; box.isPickable = false; var box2 = BABYLON.Mesh.CreateBox("box2", 8.0, scene); box2.position = new BABYLON.Vector3(-20, 4, 0); var matBox2 = new BABYLON.StandardMaterial("matBox2", scene); matBox2.diffuseColor = new BABYLON.Color3(1, 0, 0); box2.material = matBox2; var box3 = BABYLON.Mesh.CreateBox("box3", 8.0, scene); box3.position = new BABYLON.Vector3(20, 4, 0); var matBox3 = new BABYLON.StandardMaterial("matBox3", scene); matBox3.diffuseColor = new BABYLON.Color3(1, 0, 0); box3.material = matBox3; var box4 = BABYLON.Mesh.CreateBox("box4", 8.0, scene); box4.position = new BABYLON.Vector3(0, 0, 20); var matBox4 = new BABYLON.StandardMaterial("matBox4", scene); matBox4.diffuseColor = new BABYLON.Color3(0, 1, 0); box4.material = matBox4; var box5 = BABYLON.Mesh.CreateBox("box5", 8.0, scene); box5.position = new BABYLON.Vector3(0, 0, -20); var matBox5 = new BABYLON.StandardMaterial("matBox5", scene); matBox5.diffuseColor = new BABYLON.Color3(0, 1, 0); box5.material = matBox5; //ray showing the direction var ray = new BABYLON.Ray(); var rayHelper = new BABYLON.RayHelper(ray); var localMeshDirection = new BABYLON.Vector3(0, 0, -1); var localMeshOrigin = new BABYLON.Vector3(0, 0, -.4); var length = 10; rayHelper.attachToMesh(box, localMeshDirection, localMeshOrigin, length); rayHelper.show(scene); function mousemovef() { var pickResult = scene.pick(scene.pointerX, scene.pointerY); if (pickResult.hit) { var diffX = pickResult.pickedPoint.x - box.position.x; var diffY = pickResult.pickedPoint.z - box.position.z; box.rotation.y = Math.atan2(diffX,diffY); } } scene.onPointerMove = function () { mousemovef(); }; function vecToLocal(vector, mesh) { var m = mesh.getWorldMatrix(); var v = BABYLON.Vector3.TransformCoordinates(vector, m); return v; } scene.registerBeforeRender(function () { var origin = box.position; function predicate(mesh) { if (mesh == box2 || mesh == box || mesh == box5) { return false; } return true; } var forward = new BABYLON.Vector3(0,0,1); forward = vecToLocal(forward, box); var direction = forward.subtract(origin); direction = BABYLON.Vector3.Normalize(direction); var length = 100; var ray = new BABYLON.Ray(origin, direction, length); // ray.show(scene, new BABYLON.Color3(1, 1, 0.1)); var hit = scene.pickWithRay(ray, predicate); if (hit.pickedMesh) { hit.pickedMesh.scaling.y += 0.01; } }); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
输出
以上代码行生成以下输出:
解释
带有谓词函数的光线投射有助于选择我们想要的网格。如果我们不希望拾取网格,我们可以忽略它。
function predicate(mesh) { if (mesh == box2 || mesh == box || mesh == box5) { return false; } return true; }
上述函数给出光线选择的网格。如果选择的网格是 box2、box 或 box5,则返回 false;否则返回 true。
您可以尝试以上示例来实现相同的效果。
BabylonJS – 网格阴影
阴影根据光线照射到创建的网格的方式进行渲染。它们在使三维世界中的输出看起来更逼真方面发挥着重要作用。
现在让我们学习如何使用 babylonjs 创建阴影。
语法
var shadowGenerator00 = new BABYLON.ShadowGenerator(shadowsize, light);
参数
考虑以下与网格阴影相关的参数:
阴影大小 - 阴影的大小。
光照 - 场景中使用的光照。
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(1, 1, 1); var camera = new BABYLON.ArcRotateCamera("ArcRotateCamera", 1, 0.8, 20, new BABYLON.Vector3(0, 0, 0), scene); camera.attachControl(canvas, true); // light1 var light = new BABYLON.DirectionalLight("dir01", new BABYLON.Vector3(-1, -2, -1), scene); light.position = new BABYLON.Vector3(20, 40, 20); var ground01 = BABYLON.Mesh.CreateGround("Spotlight Hard Shadows", 24, 60, 1, scene, false); var groundMaterial = new BABYLON.StandardMaterial("ground", scene); groundMaterial.diffuseTexture = new BABYLON.Texture("images/gr1.jpg", scene); groundMaterial.specularColor = new BABYLON.Color3(0, 0, 0); groundMaterial.emissiveColor = new BABYLON.Color3(0.2, 0.2, 0.2); ground01.material = groundMaterial; ground01.receiveShadows = true; ground01.position.x = -5; var box = BABYLON.Mesh.CreateBox("box", 3.0, scene); box.position.x = -5; box.position.y = 5; var shadowGenerator00 = new BABYLON.ShadowGenerator(512, light); shadowGenerator00.getShadowMap().renderList.push(box); //shadowGenerator00.usePoissonSampling = true; //shadowGenerator00.useExponentialShadowMap = true; shadowGenerator00.useBlurExponentialShadowMap = true; shadowGenerator00.bias = 0.01; scene.registerBeforeRender(function() { box.rotation.x += 0.01; box.rotation.x += 0.01; }); return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
输出
以上代码行生成以下输出:
解释
要创建阴影,您需要创建 shadowgenerator。请考虑以下示例。
var shadowGenerator00 = new BABYLON.ShadowGenerator(512, light);
要定义需要阴影的网格,您需要将其添加到上面的生成器。
shadowGenerator00.getShadowMap().renderList.push(box);
现在,我们创建了一个地面和一个放在上面的盒子。我们希望盒子的阴影落在地面上。为此,我们需要确保地面被标记为接收阴影,方法如下:
ground01.receiveShadows = true;
有一些可用于阴影的过滤器,如下所示:
shadowGenerator.usePoissonSampling = true; - Called Poisson sampling shadowGenerator.useExponentialShadowMap = true; - Exponential Shadow Map shadowGenerator.useBlurExponentialShadowMap= true; - Blur Exponential Shadow Map
在我们的演示中,我们使用了 shadowGenerator00.useBlurExponentialShadowMap = true; 您可以尝试其他方法,并查看输出的外观。
这里,我们使用了名为 gr1.jpg 的图像。这些图像存储在本地 images/ 文件夹中。您可以下载您选择的任何图像,并在演示链接中使用。
BabylonJS – 网格上的高级纹理
在本节中,我们将学习有关网格上高级纹理的知识。不同的纹理如下所示:
让我们将一些复杂的纹理应用于网格 - 镜像、凹凸、视频和折射。
序号 | 网格和说明 |
---|---|
1 | 网格高亮层
高亮层用于突出显示场景中的网格。您可以为其指定颜色,颜色将应用于网格的边框。如果您想在游戏中突出显示,可以使用网格高亮层来实现。 |
2 | 变形网格
变形通过某种转换方式将一个物体的形状更改为另一个物体。我们已经看到了形状的可更新参数;否则该参数设置为 false。对于变形,它设置为 true,并且网格会更新以更改形状。 |
3 | 网格操作
操作用于向网格添加交互。当您单击网格时,或者当网格相交或碰撞时,事件就会被激活。 |
4 | 网格 AssetsManager
使用 assestsmanager 类,您可以在场景中加载网格、图像和二进制文件。 |
5 | 导入网格
我们将学习如何使用导入网格。 |
6 | 网格变形目标
我们已经看到了线条、带状物、多边形等的变形。现在,我们将在演示中看到球体和盒子的变形。使用变形目标,球体的形状会发生变化,这在下面的演示中可以看到。 |
7 | 网格实例
如果您想在场景中绘制相同的网格,请使用实例。 |
8 | 网格 LOD 和实例
LOD 代表视距(线)。此功能允许您根据观察者的距离指定网格。随着观察者到物体的距离增加,使用 LOD 可以清晰地显示网格的细节级别。 |
9 | 网格体积光散射后期处理
此过程会散射光线,如下面的输出所示。在浏览器中测试一下,您将看到光线如何穿过网格。 |
10 | 网格边缘渲染器
边缘渲染用于绘制网格周围的边缘,如上图所示。 |
11 | 网格混合模式
您可以通过修改材质的 alphamode 来创建混合模式。 |
12 | 网格实体粒子
实体粒子系统在网格上更新。我们在网格上看到的所有属性都可以在实体粒子上使用。 |
13 | 网格面数据
面数据占用大量内存,此功能默认情况下未启用。要启用它,我们需要根据需要创建网格并向其更新面数据。 |