- BabylonJS 教程
- BabylonJS - 主页
- BabylonJS - 简介
- BabylonJS - 环境设置
- BabylonJS - 概览
- BabylonJS - 基本元素
- BabylonJS - 材质
- BabylonJS - 动画
- BabylonJS - 相机
- BabylonJS - 光线
- BabylonJS - 参数化形状
- BabylonJS - 网格
- 矢量位置和旋转
- BabylonJS - 贴花
- BabylonJS - Curve3
- BabylonJS - 动态纹理
- BabylonJS - 视差映射
- BabylonJS - 镜头光晕
- BabylonJS - 创建屏幕截图
- BabylonJS - 反射探测器
- 标准渲染管道
- BabylonJS - ShaderMaterial
- BabylonJS - 骨骼
- 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 - 网格变形目标
我们已经看到了线条、带状、多边形等的变形。现在我们在这个示例中将会看到球体和盒子的变形。使用变形目标,可以改变球体的形状,如下面的示例中所示。
语法
var box = BABYLON.Mesh.CreateBox("box1", 3.0, scene);
var manager = new BABYLON.MorphTargetManager();
box.morphTargetManager = manager;
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 scrambleUp = function(data) {
console.log(data);
for (index = 0; index < data.length; index ++) {
data[index] += 1.8 * Math.random();
}
}
var scrambleDown = function(data) {
for (index = 0; index < data.length; index ++) {
data[index] -= 1.8 * Math.random();
}
}
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var createScene = function() {
var scene = new BABYLON.Scene(engine);
// This creates and positions a free camera (non-mesh)
var camera = new BABYLON.ArcRotateCamera("camera1", 1.14, 1.13, 10, BABYLON.Vector3.Zero(), scene);
// This targets the camera to scene origin
camera.setTarget(BABYLON.Vector3.Zero());
// This attaches the camera to the canvas
camera.attachControl(canvas, true);
// This creates a light, aiming 0,1,0 - to the sky (non-mesh)
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
// Default intensity is 1. Let's dim the light a small amount
light.intensity = 0.7;
// Our built-in 'sphere' shape. Params: name, subdivs, size, scene
var box = BABYLON.Mesh.CreateBox("box1", 3.0, scene);//BABYLON.Mesh.CreateSphere("sphere1", 16, 2, scene);
var materialSphere = new BABYLON.StandardMaterial("mat", scene);
materialSphere.diffuseTexture = new BABYLON.Texture("images/sphere.jpg", scene);
box.material = materialSphere;
//var sphere2 = BABYLON.Mesh.CreateSphere("sphere2", 16, 2, scene);//BABYLON.Mesh.CreateBox("box", 6.0, scene);
var box1 = BABYLON.Mesh.CreateBox("box2", 3.0, scene);
box1.setEnabled(false);
box1.updateMeshPositions(scrambleUp);
var manager = new BABYLON.MorphTargetManager();
box.morphTargetManager = manager;
var target0 = BABYLON.MorphTarget.FromMesh(box1, "sphere2", 0.25);
manager.addTarget(target0);
var sphere = BABYLON.Mesh.CreateSphere("sphere", 16, 2, scene);//BABYLON.Mesh.CreateSphere("sphere1", 16, 2, scene);
sphere.position.x="10";
var materialSphere = new BABYLON.StandardMaterial("mat", scene);
materialSphere.diffuseTexture = new BABYLON.Texture("sphere.jpg", scene);
sphere.material = materialSphere;
var sphere2 = BABYLON.Mesh.CreateSphere("sphere2", 16, 2, scene);//BABYLON.Mesh.CreateBox("box", 6.0, scene);
sphere2.setEnabled(false);
sphere2.updateMeshPositions(scrambleUp);
var manager1 = new BABYLON.MorphTargetManager();
sphere.morphTargetManager = manager1;
var target2 = BABYLON.MorphTarget.FromMesh(sphere2, "sphere4", 0.25);
manager1.addTarget(target2);
return scene;
};
var scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
</script>
</body>
</html>
输出
上述代码行会生成以下输出 -
在这个演示中,我们使用了 sphere.jpg 图像。这些图像存储在本地 images/ 文件夹中,并如下所示粘贴以供参考。你可以下载任何你选择的图像并在演示链接中使用。
images/sphere.jpg
解释
var box = BABYLON.Mesh.CreateBox("box1", 3.0, scene);
var manager = new BABYLON.MorphTargetManager();
box.morphTargetManager = manager;
上述代码创建一个盒子并将其添加到 morphTargetManager 中。考虑以下示例以理解这一点 -
box.morphTargetManager = manager;
要创建变形对象,请执行以下命令并将网格分配给 morphTargetManager。
var manager = new BABYLON.MorphTargetManager();
另一个盒子如下图所示创建 -
var box1 = BABYLON.Mesh.CreateBox("box2", 3.0, scene);
box1.setEnabled(false);
box1.updateMeshPositions(scrambleUp);
var manager = new BABYLON.MorphTargetManager();
box.morphTargetManager = manager;
var target0 = BABYLON.MorphTarget.FromMesh(box1, "box2", 0.25);
manager.addTarget(target0);
盒子调用 updateMeshPositions(scrambleUp); scrambleUp 是添加随机数的函数。
var target0 = BABYLON.MorphTarget.FromMesh(box1, "box2", 0.25); manager.addTarget(target0);
上述代码在 box1 上创建 morphtarget 并向其添加影响 -0.25。
在浏览器中检查上述演示以查看结果。
babylonjs_mesh.htm
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