初学WebGL引擎-BabylonJS:第3篇-方向纹理与相机
【playground】-rotatuib abd scaling(方向)
源码
var createScene = function () {
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("Camera", Math.PI, Math.PI / 8, 150, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene);
//Creation of 3 boxes and 2 spheres
var box1 = BABYLON.Mesh.CreateBox("Box1", 6.0, scene);
var box2 = BABYLON.Mesh.CreateBox("Box2", 6.0, scene);
var box3 = BABYLON.Mesh.CreateBox("Box3", 6.0, scene);
var box4 = BABYLON.Mesh.CreateBox("Box4", 6.0, scene);
var box5 = BABYLON.Mesh.CreateBox("Box5", 6.0, scene);
var box6 = BABYLON.Mesh.CreateBox("Box6", 6.0, scene);
var box7 = BABYLON.Mesh.CreateBox("Box7", 6.0, scene);
//Moving boxes on the x axis
box1.position.x = -20;
box2.position.x = -10;
box3.position.x = 0;
box4.position.x = 15;
box5.position.x = 30;
box6.position.x = 45;
//Rotate box around the x axis
box1.rotation.x = Math.PI / 6;
//Rotate box around the y axis
box2.rotation.y = Math.PI / 3;
//Scaling on the x axis
box4.scaling.x = 2;
//Scaling on the y axis
box5.scaling.y = 2;
//Scaling on the z axis
box6.scaling.z = 2;
//Moving box7 relatively to box1
box7.parent = box1;
box7.position.z = -10;
return scene;
}
效果
笔记:
该案例主要讲解物体的方向和定位处理。在原有的声明变量中的定位改为更新新的定位和指定方向
基于X轴的定位更新:box1.position.x = -20;
基于X轴的旋转更新:box1.rotation.x = Math.PI / 6;
基于X轴的拉伸更新:box4.scaling.x = 2;
父子相对定位:box7.parent = box1;box7.position.z = -10;(该部分和用于茶座与杯子的关系处理)
【playground】-materials(纹理)
源码
var createScene = function () {
var scene = new BABYLON.Scene(engine);
//Create a light
var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(-60, 60, 80), scene);
//Create an Arc Rotate Camera - aimed negative z this time
var camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, 1.0, 110, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
//Creation of 6 spheres
var sphere1 = BABYLON.Mesh.CreateSphere("Sphere1", 10.0, 9.0, scene);
var sphere2 = BABYLON.Mesh.CreateSphere("Sphere2", 2.0, 9.0, scene);//Only two segments
var sphere3 = BABYLON.Mesh.CreateSphere("Sphere3", 10.0, 9.0, scene);
var sphere4 = BABYLON.Mesh.CreateSphere("Sphere4", 10.0, 9.0, scene);
var sphere5 = BABYLON.Mesh.CreateSphere("Sphere5", 10.0, 9.0, scene);
var sphere6 = BABYLON.Mesh.CreateSphere("Sphere6", 10.0, 9.0, scene);
//Position the spheres
sphere1.position.x = 40;
sphere2.position.x = 25;
sphere3.position.x = 10;
sphere4.position.x = -5;
sphere5.position.x = -20;
sphere6.position.x = -35;
//Creation of a plane
var plane = BABYLON.Mesh.CreatePlane("plane", 120, scene);
plane.position.y = -5;
plane.rotation.x = Math.PI / 2;
//Creation of a material with wireFrame
var materialSphere1 = new BABYLON.StandardMaterial("texture1", scene);
materialSphere1.wireframe = true;
//Creation of a red material with alpha
var materialSphere2 = new BABYLON.StandardMaterial("texture2", scene);
materialSphere2.diffuseColor = new BABYLON.Color3(1, 0, 0); //Red
materialSphere2.alpha = 0.3;
//Creation of a material with an image texture
var materialSphere3 = new BABYLON.StandardMaterial("texture3", scene);
materialSphere3.diffuseTexture = new BABYLON.Texture("textures/misc.jpg", scene);
//Creation of a material with translated texture
var materialSphere4 = new BABYLON.StandardMaterial("texture4", scene);
materialSphere4.diffuseTexture = new BABYLON.Texture("textures/misc.jpg", scene);
materialSphere4.diffuseTexture.vOffset = 0.1;//Vertical offset of 10%
materialSphere4.diffuseTexture.uOffset = 0.4;//Horizontal offset of 40%
//Creation of a material with an alpha texture
var materialSphere5 = new BABYLON.StandardMaterial("texture5", scene);
materialSphere5.diffuseTexture = new BABYLON.Texture("textures/tree.png", scene);
materialSphere5.diffuseTexture.hasAlpha = true;//Has an alpha
//Creation of a material and show all the faces
var materialSphere6 = new BABYLON.StandardMaterial("texture6", scene);
materialSphere6.diffuseTexture = new BABYLON.Texture("textures/tree.png", scene);
materialSphere6.diffuseTexture.hasAlpha = true;//Have an alpha
materialSphere6.backFaceCulling = false;//Show all the faces of the element
//Creation of a repeated textured material
var materialPlane = new BABYLON.StandardMaterial("texturePlane", scene);
materialPlane.diffuseTexture = new BABYLON.Texture("textures/grass.jpg", scene);
materialPlane.diffuseTexture.uScale = 5.0;//Repeat 5 times on the Vertical Axes
materialPlane.diffuseTexture.vScale = 5.0;//Repeat 5 times on the Horizontal Axes
materialPlane.backFaceCulling = false;//Always show the front and the back of an element
//Apply the materials to meshes
sphere1.material = materialSphere1;
sphere2.material = materialSphere2;
sphere3.material = materialSphere3;
sphere4.material = materialSphere4;
sphere5.material = materialSphere5;
sphere6.material = materialSphere6;
plane.material = materialPlane;
return scene;
};
效果
笔记:
本案例讲解了6种纹理的处理方式
1.镂空
materialSphere1.wireframe = true
2.纯色+透视
materialSphere2.diffuseColor = new BABYLON.Color3(1, 0, 0); 纯色贴图
materialSphere2.alpha = 0.3;透视
3.jpg贴图
materialSphere3.diffuseTexture = new BABYLON.Texture("textures/misc.jpg", scene);jpg贴图
4.jpg贴图翻转
materialSphere4.diffuseTexture.vOffset = 0.1;垂直翻转
materialSphere4.diffuseTexture.uOffset = 0.4;水平翻转
5.png贴图
materialSphere5.diffuseTexture = new BABYLON.Texture("textures/tree.png", scene);
materialSphere5.diffuseTexture.hasAlpha = true;//适用png的透明(游戏开发的朋友告诉我png比较消耗性能)
6.png贴图翻转
materialSphere6.backFaceCulling = false;//背面贴图显示
另外本案例的镜头比较有意思,可以自由移动切换视角
【playground】-cameras(相机)
源码
var createScene = function () {
var scene = new BABYLON.Scene(engine);
// Setup a simple environment
var light0 = new BABYLON.PointLight("Omni", new BABYLON.Vector3(0, 2, 8), scene);
var box1 = BABYLON.Mesh.CreateBox("b1", 1.0, scene);
var box2 = BABYLON.Mesh.CreateBox("b2", 1.0, scene);
box2.position.x = -3;
var box3 = BABYLON.Mesh.CreateBox("b3", 1.0, scene);
box3.position.x = 3;
// ArcRotateCamera >> Camera rotating around a 3D point (here Vector zero)
// Parameters : name, alpha, beta, radius, target, scene
var arcCamera = new BABYLON.ArcRotateCamera("ArcRotateCamera", 1, 0.8, 10, new BABYLON.Vector3(0, 0, 0), scene);
arcCamera.setPosition(new BABYLON.Vector3(0, 0, 50));
arcCamera.target = new BABYLON.Vector3(3, 0, 0);
// FreeCamera >> You can move around the world with mouse and keyboard (LEFT/RIGHT/UP/DOWN)
// Parameters : name, position, scene
var freeCamera = new BABYLON.FreeCamera("FreeCamera", new BABYLON.Vector3(0, 0, 5), scene);
freeCamera.rotation = new BABYLON.Vector3(0, Math.PI, 0);
// TouchCamera >> Move in your world with your touch screen (or with your mouse, by drag/drop)
// Parameters : name, position, scene
var touchCamera = new BABYLON.TouchCamera("TouchCamera", new BABYLON.Vector3(0, 0, 10), scene);
touchCamera.rotation = new BABYLON.Vector3(0, Math.PI, 0);
//Attach a camera to the scene and the canvas
scene.activeCamera = freeCamera;
freeCamera.attachControl(canvas, true);
return scene;
}
效果
笔记:
该案例介绍了3种相机的处理
ArcRotateCamera:以一点为镜头方向点运转,移动相机位置后仍旧镜头朝向目标
FreeCamera:相机固定,可自由变换镜头方向(类似于CS活着时候的视角)
TouchCamera:相机移动,镜头点也跟着移动(类似CS死掉后的上帝视角)
可以更换scene.activeCamera = freeCamera;freeCamera.attachControl(canvas, true);的相机指定,拖动鼠标和键盘上下左右感受不一样的效果
初学WebGL引擎-BabylonJS:第3篇-方向纹理与相机的更多相关文章
- 初学WebGL引擎-BabylonJS:第0篇-起因
学习WebGL的BabylonJS是在一次偶然的情况下进行的,主要为了满足个人对全栈开发的欲望. 言归正传,下面开始简单说说相关过程 WebGL是什么?WebGL是基于html的客户端页面技术,基于h ...
- 初学WebGL引擎-BabylonJS:第1篇-基础构造
继续上篇随笔 步骤如下: 一:http://www.babylonjs.com/中下载源码.获取其中babylon.2.2.js.建立gulp项目
- 初学WebGL引擎-BabylonJS:第8篇-阴影网格与活动
[playground]-shadows(阴影) 源码 var createScene = function () { var scene = new BABYLON.Scene(engine); / ...
- 初学WebGL引擎-BabylonJS:第6篇-碰撞交错与挑选
[playground]-collisions(碰撞) 先贴官方源码(机器翻译版本) var createScene = function () { var scene = new BABYLON.S ...
- 初学WebGL引擎-BabylonJS:第4篇-灯光动画与丛林场景
前几章接触的案例都是接近静态的,由这张开始开始接触大量动态的内容,包括 球体灯光,变动的形体,以及一个虚拟的丛林场景 下章我会试着结合1-9案例的内容做出一个demo出来 [playground]-l ...
- 初学WebGL引擎-BabylonJS:第2篇-基础模型体验
此次学习进度会比之前快很多,有了合适的学习方法后也就会有更多的乐趣产生了. 接上一章代码 上章代码 <!DOCTYPE html> <html> <head> &l ...
- [WebKit内核] JavaScript引擎深度解析--基础篇(一)字节码生成及语法树的构建详情分析
[WebKit内核] JavaScript引擎深度解析--基础篇(一)字节码生成及语法树的构建详情分析 标签: webkit内核JavaScriptCore 2015-03-26 23:26 2285 ...
- CROW-5 WEB APP引擎商业计划书(HTML5方向)-微信网页版微信公众平台登录-水仙谷
CROW-5 WEB APP引擎商业计划书(HTML5方向)-微信网页版微信公众平台登录-水仙谷 CROW-5 WEB APP引擎商业计划书(HTML5方向)
- 用基于WebGL的BabylonJS来共享你的3D扫描模型
转自:http://www.geekfan.net/6578/ 用基于WebGL的BabylonJS来共享你的3D扫描模型 杰克祥子 2014 年 2 月 26 日 0 条评论 标签:3D扫描 , B ...
随机推荐
- Maven执行Reimport命令报错:See logs for details
Idea版本:2018.1.3 maven版本:3.6.2 Idea配置了本地下载的maven之后,不管是直接执行maven的Reimport命令,还是使用idea的Reimport按钮,都会报这个错 ...
- SparkBench安装使用入门
SparkBench安装以及快速开始 欢迎关注我的GitHub~ 本指南假定已经可以正常使用Spark 2.x,并且可以访问安装它的系统. 系统环境 CentOS 7.7.1908 Ambari-Sp ...
- ArrayList源码解析,老哥,来一起复习一哈?
前言 JDK源码解析系列文章,都是基于JDK8分析的,虽然JDK14已经出来,但是JDK8我还不会,我... 类图 实现了RandomAccess接口,可以随机访问 实现了Cloneable接口,可以 ...
- firewalld 极速上手指南
从CentOS6迁移到7系列,变化有点多,其中防火墙就从iptables变成了默认Firewalld服务.firewalld网上资料很多,但没有说得太明白的.一番摸索后,总结了这篇文章,用于快速上手. ...
- MyFirstJavaWeb
源代码: Register.jsp <%@ page language="java" contentType="text/html; charset=utf-8&q ...
- 93复原IP地址。
from typing import List# 这道题不是很难,但是限制条件有很多.# 用递归的方法可以很容易的想到.只需要四层递归就好了.# 每次进行加上限制条件.过滤每一层就好了..class ...
- java 匿名内部类与包的声明访问
一 匿名内部类 1.匿名内部类的概念 内部类是为了应对更为复杂的类间关系.查看源代码中会涉及到,而在日常业务中很 难遇到,这里不做赘述. 最常用到的内部类就是匿名内部类,它是局部内部类的一种. 定义的 ...
- 2020-04-11:A系统联机同步调用B系统(A和B不是同一公司系统,不能用分布式事务),如何保证系统间数据准实时一致性(设计思路即可)?提醒:需要考虑调用超时、并发、幂等、反交易先到等问题
福哥答案2020-04-12: 可参考微信支付和支付宝支付.
- C#设计模式之20-状态模式
状态模式(State Pattern) 该文章的最新版本已迁移至个人博客[比特飞],单击链接 https://www.byteflying.com/archives/425 访问. 状态模式属于行为型 ...
- 用python爬取B站在线用户人数
最近在自学Python爬虫,所以想练一下手,用python来爬取B站在线人数,应该可以拿来小小分析一下 设计思路 首先查看网页源代码,找到相应的html,然后利用各种工具(BeautifulSoup或 ...