- BabylonJS 教程
- BabylonJS - 主页
- BabylonJS - 介绍
- BabylonJS - 环境设置
- BabylonJS - 概览
- BabylonJS - 基本元素
- BabylonJS - 材质
- BabylonJS - 动画
- BabylonJS - 摄像机
- BabylonJS - 光源
- 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 - 视差映射
- BabylonJS - 镜面光晕
- 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 实用资源
- BabylonJS - 快速指南
- BabylonJS - 实用资源
- BabylonJS - 讨论
BabylonJS - 反射探针
反射探针用于创建类似镜子的场景。这有助于看到网格在其中的反射。要创建类似镜子的场景,你需要调用类和需要的网格,在其中你希望看到反射。之后,你需要将网格添加到渲染列表中,如下所示。考虑你有一个带水面的天穹盒,你需要显示云彩或树反射,或者在水中飞翔的鸟,你可以使用反射探针来实现,并且可以将创建的网格添加到渲染列表中,如下所示。
语法
var probe = new BABYLON.ReflectionProbe("main", 512, scene);
probe.renderList.push(yellowSphere);
probe.renderList.push(greenSphere);
probe.renderList.push(blueSphere);
probe.renderList.push(mirror);
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 camera = new BABYLON.ArcRotateCamera("camera1", 0, 0, 10, BABYLON.Vector3.Zero(), scene);
camera.setPosition(new BABYLON.Vector3(0, 5, -10));
camera.attachControl(canvas, true);
camera.upperBetaLimit = Math.PI / 2;
camera.lowerRadiusLimit = 4;
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
light.intensity = 0.7;
var knot = BABYLON.Mesh.CreateTorusKnot("knot", 1, 0.4, 128, 64, 2, 3, scene);
var yellowSphere = BABYLON.Mesh.CreateSphere("yellowSphere", 16, 1.5, scene);
yellowSphere.setPivotMatrix(BABYLON.Matrix.Translation(3, 0, 0));
var blueSphere = BABYLON.Mesh.CreateSphere("blueSphere", 16, 1.5, scene);
blueSphere.setPivotMatrix(BABYLON.Matrix.Translation(-1, 3, 0));
var greenSphere = BABYLON.Mesh.CreateSphere("greenSphere", 16, 1.5, scene);
greenSphere.setPivotMatrix(BABYLON.Matrix.Translation(0, 0, 3));
// Mirror
var mirror = BABYLON.Mesh.CreateBox("Mirror", 1.0, scene);
mirror.scaling = new BABYLON.Vector3(100.0, 0.01, 100.0);
mirror.material = new BABYLON.StandardMaterial("mirror", scene);
mirror.material.diffuseTexture = new BABYLON.Texture("images/square.jpg", scene);
mirror.material.diffuseTexture.uScale = 10;
mirror.material.diffuseTexture.vScale = 10;
mirror.material.reflectionTexture = new BABYLON.MirrorTexture("mirror", 1024, scene, true);
mirror.material.reflectionTexture.mirrorPlane = new BABYLON.Plane(0, -1.0, 0, -2.0);
mirror.material.reflectionTexture.renderList = [greenSphere, yellowSphere, blueSphere, knot];
mirror.material.reflectionTexture.level = 0.5;
mirror.position = new BABYLON.Vector3(0, -2, 0);
// Main material
var mainMaterial = new BABYLON.StandardMaterial("main", scene);
knot.material = mainMaterial;
var probe = new BABYLON.ReflectionProbe("main", 512, scene);
probe.renderList.push(yellowSphere);
probe.renderList.push(greenSphere);
probe.renderList.push(blueSphere);
probe.renderList.push(mirror);
mainMaterial.diffuseColor = new BABYLON.Color3(1, 0.5, 0.5);
mainMaterial.reflectionTexture = probe.cubeTexture;
mainMaterial.reflectionFresnel<h3>Parameters</h3> = new BABYLON.Fresnel<h3>Parameters</h3>();
mainMaterial.reflectionFresnel<h3>Parameters</h3>.bias = 0.02;
// Fog
scene.fogMode = BABYLON.Scene.FOGMODE_LINEAR;
scene.fogColor = scene.clearColor;
scene.fogStart = 20.0;
scene.fogEnd = 50.0;
// Animations
scene.registerBeforeRender(function () {
yellowSphere.rotation.y += 0.01;
greenSphere.rotation.y += 0.01;
blueSphere.rotation.y += 0.01;
});
return scene;
};
var scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
</script>
</body>
</html>
结果
在此演示中,我们使用了图像**square.jpg**。这些图像存储在本地 **images/** 文件夹中,并粘贴在下方以供参考。你可以下载你选择的任何图像并使用在演示链接中。
images/square.jpg
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