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】-lights(灯光)
源码
var createScene = function () {
var scene = new BABYLON.Scene(engine);
// Setup camera
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, BABYLON.Vector3.Zero(), scene);
camera.setPosition(new BABYLON.Vector3(-10, 10, 0));
camera.attachControl(canvas, true);
// Lights
var light0 = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(0, 10, 0), scene);
var light1 = new BABYLON.PointLight("Omni1", new BABYLON.Vector3(0, -10, 0), scene);
var light2 = new BABYLON.PointLight("Omni2", new BABYLON.Vector3(10, 0, 0), scene);
var light3 = new BABYLON.DirectionalLight("Dir0", new BABYLON.Vector3(1, -1, 0), scene);
var material = new BABYLON.StandardMaterial("kosh", scene);
var sphere = BABYLON.Mesh.CreateSphere("Sphere", 16, 3, scene);
// Creating light sphere
var lightSphere0 = BABYLON.Mesh.CreateSphere("Sphere0", 16, 0.5, scene);
var lightSphere1 = BABYLON.Mesh.CreateSphere("Sphere1", 16, 0.5, scene);
var lightSphere2 = BABYLON.Mesh.CreateSphere("Sphere2", 16, 0.5, scene);
lightSphere0.material = new BABYLON.StandardMaterial("red", scene);
lightSphere0.material.diffuseColor = new BABYLON.Color3(0, 0, 0);
lightSphere0.material.specularColor = new BABYLON.Color3(0, 0, 0);
lightSphere0.material.emissiveColor = new BABYLON.Color3(1, 0, 0);
lightSphere1.material = new BABYLON.StandardMaterial("green", scene);
lightSphere1.material.diffuseColor = new BABYLON.Color3(0, 0, 0);
lightSphere1.material.specularColor = new BABYLON.Color3(0, 0, 0);
lightSphere1.material.emissiveColor = new BABYLON.Color3(0, 1, 0);
lightSphere2.material = new BABYLON.StandardMaterial("blue", scene);
lightSphere2.material.diffuseColor = new BABYLON.Color3(0, 0, 0);
lightSphere2.material.specularColor = new BABYLON.Color3(0, 0, 0);
lightSphere2.material.emissiveColor = new BABYLON.Color3(0, 0, 1);
// Sphere material
material.diffuseColor = new BABYLON.Color3(1, 1, 1);
sphere.material = material;
// Lights colors
light0.diffuse = new BABYLON.Color3(1, 0, 0);
light0.specular = new BABYLON.Color3(1, 0, 0);
light1.diffuse = new BABYLON.Color3(0, 1, 0);
light1.specular = new BABYLON.Color3(0, 1, 0);
light2.diffuse = new BABYLON.Color3(0, 0, 1);
light2.specular = new BABYLON.Color3(0, 0, 1);
light3.diffuse = new BABYLON.Color3(1, 1, 1);
light3.specular = new BABYLON.Color3(1, 1, 1);
// Animations
var alpha = 0;
scene.beforeRender = function () {
light0.position = new BABYLON.Vector3(10 * Math.sin(alpha), 0, 10 * Math.cos(alpha));
light1.position = new BABYLON.Vector3(10 * Math.sin(alpha), 0, -10 * Math.cos(alpha));
light2.position = new BABYLON.Vector3(10 * Math.cos(alpha), 0, 10 * Math.sin(alpha));
lightSphere0.position = light0.position;
lightSphere1.position = light1.position;
lightSphere2.position = light2.position;
alpha += 0.01;
};
return scene;
}
效果
笔记:
定义光源-点光源:
new BABYLON.PointLight("Omni0", new BABYLON.Vector3(0, 10, 0), scene);//(3个光点)
定义光源-定向光源:
new BABYLON.DirectionalLight("Dir0", new BABYLON.Vector3(1, -1, 0), scene);//(类似于太阳)
光源参数树立:
light0.diffuse = new BABYLON.Color3(1, 0, 0);//(扩散光源)
light0.specular = new BABYLON.Color3(1, 0, 0);//(镜面光源)
球体光源处理:
lightSphere0.material.diffuseColor = new BABYLON.Color3(0, 0, 0);//(球体扩散光源)
lightSphere0.material.specularColor = new BABYLON.Color3(0, 0, 0);//(球体镜面光源)
lightSphere0.material.emissiveColor = new BABYLON.Color3(1, 0, 0);//(球体反射光源)
事件处理:
beforeRender
var alpha = 0;
scene.beforeRender = function () {
light0.position = new BABYLON.Vector3(10 * Math.sin(alpha), 0, 10 * Math.cos(alpha));
light1.position = new BABYLON.Vector3(10 * Math.sin(alpha), 0, -10 * Math.cos(alpha));
light2.position = new BABYLON.Vector3(10 * Math.cos(alpha), 0, 10 * Math.sin(alpha)); lightSphere0.position = light0.position;
lightSphere1.position = light1.position;
lightSphere2.position = light2.position; alpha += 0.01;
};
以上代码基于alpha的自增,控制参数的变化
以上各参数还需要各位自行调节后run看看效果影响
【playground】-animations(动画)
源码
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);
//Boxes
var box1 = BABYLON.Mesh.CreateBox("Box1", 10.0, scene);
box1.position.x = -20;
var box2 = BABYLON.Mesh.CreateBox("Box2", 10.0, scene);
var materialBox = new BABYLON.StandardMaterial("texture1", scene);
materialBox.diffuseColor = new BABYLON.Color3(0, 1, 0);//Green
var materialBox2 = new BABYLON.StandardMaterial("texture2", scene);
//Applying materials
box1.material = materialBox;
box2.material = materialBox2;
//Positioning box
box2.position.x = 20;
// Creation of a basic animation with box 1
//----------------------------------------
//Create a scaling animation at 30 FPS
var animationBox = new BABYLON.Animation("tutoAnimation", "scaling.x", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT,
BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
//Here we have chosen a loop mode, but you can change to :
// Use previous values and increment it (BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE)
// Restart from initial value (BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE)
// Keep the final value (BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT)
// Animation keys
var keys = [];
//At the animation key 0, the value of scaling is "1"
keys.push({
frame: 0,
value: 1
});
//At the animation key 20, the value of scaling is "0.2"
keys.push({
frame: 20,
value: 0.2
});
//At the animation key 100, the value of scaling is "1"
keys.push({
frame: 100,
value: 1
});
//Adding keys to the animation object
animationBox.setKeys(keys);
//Then add the animation object to box1
box1.animations.push(animationBox);
//Finally, launch animations on box1, from key 0 to key 100 with loop activated
scene.beginAnimation(box1, 0, 100, true);
// Creation of a manual animation with box 2
//------------------------------------------
scene.registerBeforeRender(function () {
//The color is defined at run time with random()
box2.material.diffuseColor = new BABYLON.Color3(Math.random(), Math.random(), Math.random());
});
return scene;
}
效果
笔记
盒子动画
var animationBox = new BABYLON.Animation("tutoAnimation", "scaling.x", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT,
BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
参数分别是:name,变化的值,频率(改成130可以看到绿色的跟抽风一样抖动),【该参数不确定】,频率结束后的处理类型
这里类型提供了以下几种(机器翻译)
/ /这里我们选择一个循环模式,但你可以改变:
/ /使用前值和增量(BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE)
/ /重新启动的初始值(BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE)
/ /保持最后的值(BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT)
接着定义动画过程中的参数
var keys = [];
//At the animation key 0, the value of scaling is "1"
keys.push({
frame: 0,
value: 1
}); //At the animation key 20, the value of scaling is "0.2"
keys.push({
frame: 20,
value: 0.2
}); //At the animation key 100, the value of scaling is "1"
keys.push({
frame: 100,
value: 1
});
frame:为时间量
value:为属性值(此处为拉伸x的值)
//绑定值在动画中 animationBox.setKeys(keys); //盒子加载动画 box1.animations.push(animationBox); //场景内激活动画 scene.beginAnimation(box1, 0, 100, true);
以上为左边绿盒子的动画
面颜色闪动的动画代码如下
scene.registerBeforeRender(function () {
//The color is defined at run time with random()
box2.material.diffuseColor = new BABYLON.Color3(Math.random(), Math.random(), Math.random());
});
通过Math的随机数改变box的三原色
【playground】-sprites(丛林场景)
废话不都说,先贴源码
var createScene = function () {
var scene = new BABYLON.Scene(engine);
// Create camera and light
var light = new BABYLON.PointLight("Point", new BABYLON.Vector3(5, 10, 5), scene);
var camera = new BABYLON.ArcRotateCamera("Camera", 1, 0.8, 8, new BABYLON.Vector3(0, 0, 0), scene);
camera.attachControl(canvas, true);
// Create a sprite manager to optimize GPU ressources
// Parameters : name, imgUrl, capacity, cellSize, scene
var spriteManagerTrees = new BABYLON.SpriteManager("treesManager", "textures/palm.png", 2000, 800, scene);
//We create 2000 trees at random positions
for (var i = 0; i < 2000; i++) {
var tree = new BABYLON.Sprite("tree", spriteManagerTrees);
tree.position.x = Math.random() * 100 - 50;
tree.position.z = Math.random() * 100 - 50;
tree.isPickable = true;
//Some "dead" trees
if (Math.round(Math.random() * 5) === 0) {
tree.angle = Math.PI * 90 / 180;
tree.position.y = -0.3;
}
}
//Create a manager for the player's sprite animation
var spriteManagerPlayer = new BABYLON.SpriteManager("playerManager", "textures/player.png", 2, 64, scene);
// First animated player
var player = new BABYLON.Sprite("player", spriteManagerPlayer);
player.playAnimation(0, 40, true, 100);
player.position.y = -0.3;
player.size = 0.3;
player.isPickable = true;
// Second standing player
var player2 = new BABYLON.Sprite("player2", spriteManagerPlayer);
player2.stopAnimation(); // Not animated
player2.cellIndex = 2; // Going to frame number 2
player2.position.y = -0.3;
player2.position.x = 1;
player2.size = 0.3;
player2.invertU = -1; //Change orientation
player2.isPickable = true;
// Picking
spriteManagerTrees.isPickable = true;
spriteManagerPlayer.isPickable = true;
scene.onPointerDown = function (evt) {
var pickResult = scene.pickSprite(this.pointerX, this.pointerY);
if (pickResult.hit) {
pickResult.pickedSprite.angle += 0.5;
}
};
return scene;
}
效果
效果描述:
1.随机产生树。2.运动的小人。3.树的点击事件。4.镜头的处理
笔记
树的处理
//建立一个精灵?个人理解为一个对象的引入。英文描述提示利用GPU运算,并且提供参数,机翻效果如下:名称,图片地址,能力,调用大小,场景。
//此处作为管理处 var spriteManagerTrees = new BABYLON.SpriteManager("treesManager", "textures/palm.png", 2000, 800, scene); //随机产生树2000个 for (var i = 0; i < 2000; i++) { //创建树
var tree = new BABYLON.Sprite("tree", spriteManagerTrees); //树坐标随机
tree.position.x = Math.random() * 100 - 50;
tree.position.z = Math.random() * 100 - 50; //提供选择事件
tree.isPickable = true; //随机选择,处理旋转树的角度,并且固定树在一个平面
if (Math.round(Math.random() * 5) === 0) {
tree.angle = Math.PI * 90 / 180;
tree.position.y = -0.3;
}
}
人物的处理(动的角色)
var player = new BABYLON.Sprite("player", spriteManagerPlayer);
player.playAnimation(0, 40, true, 100);//动画处理
player.position.y = -0.3;//定位
player.size = 1.3;//模型大小()
player.isPickable = true;//选择事件
人物的处理(静态的角色)
// Second standing player
var player2 = new BABYLON.Sprite("player2", spriteManagerPlayer);
player2.stopAnimation(); // 静止的动画
player2.cellIndex = 2; // 帧数
player2.position.y = -0.3;
player2.position.x = 1;
player2.size = 0.3;
player2.invertU = -1; //改变方向?
player2.isPickable = true;
管理处添加点击事件与点击反应(此处点击事件为旋转方向)
spriteManagerTrees.isPickable = true;
spriteManagerPlayer.isPickable = true;
scene.onPointerDown = function (evt) {
var pickResult = scene.pickSprite(this.pointerX, this.pointerY);
if (pickResult.hit) {
pickResult.pickedSprite.angle += 0.5;
}
};
本章就到这里,下一张我会集中前1-9章学习到的内容。建立一个小场景
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