【playground】-shadows(阴影)

源码

var createScene = function () {
var scene = new BABYLON.Scene(engine); // Setup environment
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0.8, 90, BABYLON.Vector3.Zero(), scene);
camera.lowerBetaLimit = 0.1;
camera.upperBetaLimit = (Math.PI / 2) * 0.9;
camera.lowerRadiusLimit = 30;
camera.upperRadiusLimit = 150;
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);
light.intensity = 0.5; var lightSphere = BABYLON.Mesh.CreateSphere("sphere", 10, 2, scene);
lightSphere.position = light.position;
lightSphere.material = new BABYLON.StandardMaterial("light", scene);
lightSphere.material.emissiveColor = new BABYLON.Color3(1, 1, 0); // light2
var light2 = new BABYLON.SpotLight("spot02", new BABYLON.Vector3(30, 40, 20),
new BABYLON.Vector3(-1, -2, -1), 1.1, 16, scene);
light2.intensity = 0.5; var lightSphere2 = BABYLON.Mesh.CreateSphere("sphere", 10, 2, scene);
lightSphere2.position = light2.position;
lightSphere2.material = new BABYLON.StandardMaterial("light", scene);
lightSphere2.material.emissiveColor = new BABYLON.Color3(1, 1, 0); // Ground
var ground = BABYLON.Mesh.CreateGroundFromHeightMap("ground", "textures/heightMap.png", 100, 100, 100, 0, 10, scene, false);
var groundMaterial = new BABYLON.StandardMaterial("ground", scene);
groundMaterial.diffuseTexture = new BABYLON.Texture("textures/ground.jpg", scene);
groundMaterial.diffuseTexture.uScale = 6;
groundMaterial.diffuseTexture.vScale = 6;
groundMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
ground.position.y = -2.05;
ground.material = groundMaterial; // Torus
var torus = BABYLON.Mesh.CreateTorus("torus", 4, 2, 30, scene, false); // Shadows
var shadowGenerator = new BABYLON.ShadowGenerator(1024, light);
shadowGenerator.getShadowMap().renderList.push(torus);
shadowGenerator.useVarianceShadowMap = true; var shadowGenerator2 = new BABYLON.ShadowGenerator(1024, light2);
shadowGenerator2.getShadowMap().renderList.push(torus);
shadowGenerator2.usePoissonSampling = true; ground.receiveShadows = true; // Animations
var alpha = 0;
scene.registerBeforeRender(function () {
torus.rotation.x += 0.01;
torus.rotation.z += 0.02; torus.position = new BABYLON.Vector3(Math.cos(alpha) * 30, 10, Math.sin(alpha) * 30);
alpha += 0.01; }); return scene;
}

效果

笔记

这期官方下载包无图,建议将前面地图那节的图worldHeightMap.jpg作为本节使用。效果也较为可以

以下是个人理解翻译

<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html" charset="utf-8"/>
<title>Babylon - Getting Started</title>
<!-- link to the last version of babylon -->
<script src="js/babylon.2.2.max.js"></script>
</head>
<style>
html, body {
overflow: hidden;
width : 100%;
height : 100%;
margin : 0;
padding : 0;
} #renderCanvas {
width : 100%;
height : 100%;
touch-action: none;
}
</style> <body>
<canvas id="renderCanvas"></canvas>
<script>
window.addEventListener('DOMContentLoaded', function() {
//获取画布对象
var canvas = document.getElementById('renderCanvas');
//加载巴比伦3D引擎
var engine = new BABYLON.Engine(canvas, true);
//创建场景
var createScene = function () {
var scene = new BABYLON.Scene(engine); //还是相机
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0.8, 90, BABYLON.Vector3.Zero(), scene);
camera.lowerBetaLimit = 0.1;
camera.upperBetaLimit = (Math.PI / 2) * 0.9;
camera.lowerRadiusLimit = 30;
camera.upperRadiusLimit = 150;
camera.attachControl(canvas, true); // 定向光源
var light = new BABYLON.DirectionalLight("dir01", new BABYLON.Vector3(-1, -2, -1), scene);
light.position = new BABYLON.Vector3(20, 40, 20);
//强度
light.intensity = 0.5; //球体光源1
var lightSphere = BABYLON.Mesh.CreateSphere("sphere", 10, 2, scene);
lightSphere.position = light.position;
lightSphere.material = new BABYLON.StandardMaterial("light", scene);
lightSphere.material.emissiveColor = new BABYLON.Color3(1, 1, 0); //球体光源2
var light2 = new BABYLON.SpotLight("spot02", new BABYLON.Vector3(30, 40, 20),
new BABYLON.Vector3(-1, -2, -1), 1.1, 16, scene);
light2.intensity = 0.5; var lightSphere2 = BABYLON.Mesh.CreateSphere("sphere", 10, 2, scene);
lightSphere2.position = light2.position;
lightSphere2.material = new BABYLON.StandardMaterial("light", scene);
lightSphere2.material.emissiveColor = new BABYLON.Color3(1, 1, 0); // 地形图
var ground = BABYLON.Mesh.CreateGroundFromHeightMap("ground", "textures/worldHeightMap.jpg", 100, 100, 100, 0, 10, scene, false);
var groundMaterial = new BABYLON.StandardMaterial("ground", scene);
groundMaterial.diffuseTexture = new BABYLON.Texture("textures/ground.jpg", scene);
groundMaterial.diffuseTexture.uScale = 6;
groundMaterial.diffuseTexture.vScale = 6;
groundMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
ground.position.y = -2.05;
ground.material = groundMaterial; // 环形
var torus = BABYLON.Mesh.CreateTorus("torus", 4, 2, 30, scene, false); // 创建阴影
var shadowGenerator = new BABYLON.ShadowGenerator(1024, light);
//设置阴影根据光点light,作用于torus(环形)
shadowGenerator.getShadowMap().renderList.push(torus);
//方差阴影图?
shadowGenerator.useVarianceShadowMap = true; var shadowGenerator2 = new BABYLON.ShadowGenerator(1024, light2);
shadowGenerator2.getShadowMap().renderList.push(torus);
//适用泊松采样
shadowGenerator2.usePoissonSampling = true; //接收阴影
ground.receiveShadows = true; // Animations
var alpha = 0;
//设置环形的运动轨迹与自身翻转
scene.registerBeforeRender(function () {
torus.rotation.x += 0.01;
torus.rotation.z += 0.02; torus.position = new BABYLON.Vector3(Math.cos(alpha) * 30, 10, Math.sin(alpha) * 30);
alpha += 0.01; }); return scene;
} //赋予该场景于变量
var scene = createScene();
//在引擎中循环运行这个场景
engine.runRenderLoop(function(){
scene.render();
});
//追加事件:帆布与大小调整程序
window.addEventListener('resize', function(){
engine.resize();
});
}); </script>
</body>
</html>

【playground】-import meshes(导入模型网格)

效果:

注释后的源码

<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html" charset="utf-8"/>
<title>Babylon - Getting Started</title>
<!-- link to the last version of babylon -->
<script src="js/babylon.2.2.max.js"></script>
</head>
<style>
html, body {
overflow: hidden;
width : 100%;
height : 100%;
margin : 0;
padding : 0;
} #renderCanvas {
width : 100%;
height : 100%;
touch-action: none;
}
</style> <body>
<canvas id="renderCanvas"></canvas>
<script>
window.addEventListener('DOMContentLoaded', function() {
//获取画布对象
var canvas = document.getElementById('renderCanvas');
//加载巴比伦3D引擎
var engine = new BABYLON.Engine(canvas, true);
//创建场景
var createScene = function () {
var scene = new BABYLON.Scene(engine); //光源
var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(20, 20, 100), scene); //相机
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0.8, 100, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, false); //机翻 第一个参数可以用来指定要导入的网格。我们导入所有网格
//个人理解:查看过skull.babylon,是较为简单类似于JSON的格式。精细度比较高
BABYLON.SceneLoader.ImportMesh("", "scenes/", "skull.babylon", scene, function (newMeshes) {
// 相机的设置目标第一进口网
camera.target = newMeshes[0];
}); // 光源绑定在相机上
scene.registerBeforeRender(function () {
light.position = camera.position;
}); return scene;
} //赋予该场景于变量
var scene = createScene();
//在引擎中循环运行这个场景
engine.runRenderLoop(function(){
scene.render();
});
//追加事件:帆布与大小调整程序
window.addEventListener('resize', function(){
engine.resize();
});
}); </script>
</body>
</html>

文件大致的内容

【playground】-actions(活动)

源码:

var createScene = function () {
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, new BABYLON.Vector3(0, 0, 0), scene);
camera.setPosition(new BABYLON.Vector3(20, 200, 400));
camera.attachControl(canvas, true); camera.lowerBetaLimit = 0.1;
camera.upperBetaLimit = (Math.PI / 2) * 0.99;
camera.lowerRadiusLimit = 150; scene.clearColor = new BABYLON.Color3(0, 0, 0); var light1 = new BABYLON.PointLight("omni", new BABYLON.Vector3(0, 50, 0), scene);
var light2 = new BABYLON.PointLight("omni", new BABYLON.Vector3(0, 50, 0), scene);
var light3 = new BABYLON.PointLight("omni", new BABYLON.Vector3(0, 50, 0), scene); light1.diffuse = BABYLON.Color3.Red();
light2.diffuse = BABYLON.Color3.Green();
light3.diffuse = BABYLON.Color3.Blue(); // Define states
light1.state = "on";
light2.state = "on";
light3.state = "on"; // Ground
var ground = BABYLON.Mesh.CreateGround("ground", 1000, 1000, 1, scene, false);
var groundMaterial = new BABYLON.StandardMaterial("ground", scene);
groundMaterial.specularColor = BABYLON.Color3.Black();
ground.material = groundMaterial; // Boxes
var redBox = BABYLON.Mesh.CreateBox("red", 20, scene);
var redMat = new BABYLON.StandardMaterial("ground", scene);
redMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
redMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
redMat.emissiveColor = BABYLON.Color3.Red();
redBox.material = redMat;
redBox.position.x -= 100; var greenBox = BABYLON.Mesh.CreateBox("green", 20, scene);
var greenMat = new BABYLON.StandardMaterial("ground", scene);
greenMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
greenMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
greenMat.emissiveColor = BABYLON.Color3.Green();
greenBox.material = greenMat;
greenBox.position.z -= 100; var blueBox = BABYLON.Mesh.CreateBox("blue", 20, scene);
var blueMat = new BABYLON.StandardMaterial("ground", scene);
blueMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.emissiveColor = BABYLON.Color3.Blue();
blueBox.material = blueMat;
blueBox.position.x += 100; // Sphere
var sphere = BABYLON.Mesh.CreateSphere("sphere", 16, 20, scene);
var sphereMat = new BABYLON.StandardMaterial("ground", scene);
sphereMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
sphereMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
sphereMat.emissiveColor = BABYLON.Color3.Purple();
sphere.material = sphereMat;
sphere.position.z += 100; // Rotating donut
var donut = BABYLON.Mesh.CreateTorus("donut", 20, 8, 16, scene); // On pick interpolations
var prepareButton = function (mesh, color, light) {
var goToColorAction = new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, light, "diffuse", color, 1000, null, true); mesh.actionManager = new BABYLON.ActionManager(scene);
mesh.actionManager.registerAction(
new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, light, "diffuse", BABYLON.Color3.Black(), 1000))
.then(new BABYLON.CombineAction(BABYLON.ActionManager.NothingTrigger, [ // Then is used to add a child action used alternatively with the root action.
goToColorAction, // First click: root action. Second click: child action. Third click: going back to root action and so on...
new BABYLON.SetValueAction(BABYLON.ActionManager.NothingTrigger, mesh.material, "wireframe", false)
]));
mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPickTrigger, mesh.material, "wireframe", true))
.then(new BABYLON.DoNothingAction());
mesh.actionManager.registerAction(new BABYLON.SetStateAction(BABYLON.ActionManager.OnPickTrigger, light, "off"))
.then(new BABYLON.SetStateAction(BABYLON.ActionManager.OnPickTrigger, light, "on"));
} prepareButton(redBox, BABYLON.Color3.Red(), light1);
prepareButton(greenBox, BABYLON.Color3.Green(), light2);
prepareButton(blueBox, BABYLON.Color3.Blue(), light3); // Conditions
sphere.actionManager = new BABYLON.ActionManager(scene);
var condition1 = new BABYLON.StateCondition(sphere.actionManager, light1, "off");
var condition2 = new BABYLON.StateCondition(sphere.actionManager, light1, "on"); sphere.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnLeftPickTrigger, camera, "alpha", 0, 500, condition1));
sphere.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnLeftPickTrigger, camera, "alpha", Math.PI, 500, condition2)); // Over/Out
var makeOverOut = function (mesh) {
mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPointerOutTrigger, mesh.material, "emissiveColor", mesh.material.emissiveColor));
mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPointerOverTrigger, mesh.material, "emissiveColor", BABYLON.Color3.White()));
mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOutTrigger, mesh, "scaling", new BABYLON.Vector3(1, 1, 1), 150));
mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOverTrigger, mesh, "scaling", new BABYLON.Vector3(1.1, 1.1, 1.1), 150));
} makeOverOut(redBox);
makeOverOut(greenBox);
makeOverOut(blueBox);
makeOverOut(sphere); // scene's actions
scene.actionManager = new BABYLON.ActionManager(scene); var rotate = function (mesh) {
scene.actionManager.registerAction(new BABYLON.IncrementValueAction(BABYLON.ActionManager.OnEveryFrameTrigger, mesh, "rotation.y", 0.01));
} rotate(redBox);
rotate(greenBox);
rotate(blueBox); // Intersections
donut.actionManager = new BABYLON.ActionManager(scene); donut.actionManager.registerAction(new BABYLON.SetValueAction(
{ trigger: BABYLON.ActionManager.OnIntersectionEnterTrigger, parameter: sphere },
donut, "scaling", new BABYLON.Vector3(1.2, 1.2, 1.2))); donut.actionManager.registerAction(new BABYLON.SetValueAction(
{ trigger: BABYLON.ActionManager.OnIntersectionExitTrigger, parameter: sphere }
, donut, "scaling", new BABYLON.Vector3(1, 1, 1))); // Animations
var alpha = 0;
scene.registerBeforeRender(function () {
donut.position.x = 100 * Math.cos(alpha);
donut.position.y = 5;
donut.position.z = 100 * Math.sin(alpha);
alpha += 0.01;
}); return scene;
}

效果

4个物品分别追加了点击事件,圆圈和绿色半球的碰撞事件

<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html" charset="utf-8"/>
<title>Babylon - Getting Started</title>
<!-- link to the last version of babylon -->
<script src="js/babylon.2.2.max.js"></script>
</head>
<style>
html, body {
overflow: hidden;
width : 100%;
height : 100%;
margin : 0;
padding : 0;
} #renderCanvas {
width : 100%;
height : 100%;
touch-action: none;
}
</style> <body>
<canvas id="renderCanvas"></canvas>
<script>
window.addEventListener('DOMContentLoaded', function() {
//获取画布对象
var canvas = document.getElementById('renderCanvas');
//加载巴比伦3D引擎
var engine = new BABYLON.Engine(canvas, true);
//创建场景
var createScene = function () {
var scene = new BABYLON.Scene(engine);
//相机
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, new BABYLON.Vector3(0, 0, 0), scene);
camera.setPosition(new BABYLON.Vector3(20, 200, 400));
camera.attachControl(canvas, true); //设置相机的限制
camera.lowerBetaLimit = 0.1;
camera.upperBetaLimit = (Math.PI / 2) * 0.99;
camera.lowerRadiusLimit = 150; //场景清除颜色
scene.clearColor = new BABYLON.Color3(0, 0, 0);
//三个光源
var light1 = new BABYLON.PointLight("omni", new BABYLON.Vector3(0, 50, 0), scene);
var light2 = new BABYLON.PointLight("omni", new BABYLON.Vector3(0, 50, 0), scene);
var light3 = new BABYLON.PointLight("omni", new BABYLON.Vector3(0, 50, 0), scene);
//光源的处理
light1.diffuse = BABYLON.Color3.Red();
light2.diffuse = BABYLON.Color3.Green();
light3.diffuse = BABYLON.Color3.Blue(); // 光源状态默认为开
light1.state = "on";
light2.state = "on";
light3.state = "on"; // 地面
var ground = BABYLON.Mesh.CreateGround("ground", 1000, 1000, 1, scene, false);
var groundMaterial = new BABYLON.StandardMaterial("ground", scene);
groundMaterial.specularColor = BABYLON.Color3.Black();
ground.material = groundMaterial; // 红色箱子
var redBox = BABYLON.Mesh.CreateBox("red", 20, scene);
//材质
var redMat = new BABYLON.StandardMaterial("ground", scene);
redMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
redMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
redMat.emissiveColor = BABYLON.Color3.Red();
redBox.material = redMat;
redBox.position.x -= 100; var greenBox = BABYLON.Mesh.CreateBox("green", 20, scene);
var greenMat = new BABYLON.StandardMaterial("ground", scene);
greenMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
greenMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
greenMat.emissiveColor = BABYLON.Color3.Green();
greenBox.material = greenMat;
greenBox.position.z -= 100; var blueBox = BABYLON.Mesh.CreateBox("blue", 20, scene);
var blueMat = new BABYLON.StandardMaterial("ground", scene);
blueMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.emissiveColor = BABYLON.Color3.Blue();
blueBox.material = blueMat;
blueBox.position.x += 100; //球
var sphere = BABYLON.Mesh.CreateSphere("sphere", 16, 20, scene);
var sphereMat = new BABYLON.StandardMaterial("ground", scene);
sphereMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
sphereMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
sphereMat.emissiveColor = BABYLON.Color3.Purple();
sphere.material = sphereMat;
sphere.position.z += 100; // 圆环(甜甜圈)
var donut = BABYLON.Mesh.CreateTorus("donut", 20, 8, 16, scene); // 点击时候插入?
var prepareButton = function (mesh, color, light) {
//定义一个插入值得操作(触发方式,操作对象,操作属性,属性变更值,动画时间,未知,未知)
var goToColorAction = new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, light, "diffuse", color, 1000, null, true);
//针对对象增加活动管理器
mesh.actionManager = new BABYLON.ActionManager(scene);
//管理器注册新的活动
mesh.actionManager.registerAction(
new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, light, "diffuse", BABYLON.Color3.Black(), 1000))
//Combine 结合活动?
.then(new BABYLON.CombineAction(BABYLON.ActionManager.NothingTrigger, [
/// /然后用于添加一个子行动与根行动或者使用。
goToColorAction,
// 首先点击:根行动。第二点:子的行动。第三点:回到根行动等等……
//修改属性的活动
new BABYLON.SetValueAction(BABYLON.ActionManager.NothingTrigger, mesh.material, "wireframe", false)
]));
//修改材质类型
mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPickTrigger, mesh.material, "wireframe", true))
.then(new BABYLON.DoNothingAction());
//修改光源开关
mesh.actionManager.registerAction(new BABYLON.SetStateAction(BABYLON.ActionManager.OnPickTrigger, light, "off"))
.then(new BABYLON.SetStateAction(BABYLON.ActionManager.OnPickTrigger, light, "on"));
} prepareButton(redBox, BABYLON.Color3.Red(), light1);
prepareButton(greenBox, BABYLON.Color3.Green(), light2);
prepareButton(blueBox, BABYLON.Color3.Blue(), light3); // 环形追加活动
sphere.actionManager = new BABYLON.ActionManager(scene);
//追加触发条件
var condition1 = new BABYLON.StateCondition(sphere.actionManager, light1, "off");
//追加触发条件
var condition2 = new BABYLON.StateCondition(sphere.actionManager, light1, "on");
//追加修正视角的活动
sphere.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnLeftPickTrigger, camera, "alpha", 0, 500, condition1));
sphere.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnLeftPickTrigger, camera, "alpha", Math.PI, 500, condition2));
//追加修正视角的活动
// 批量注册结束时候产生的活动
var makeOverOut = function (mesh) {
mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPointerOutTrigger, mesh.material, "emissiveColor", mesh.material.emissiveColor));
mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPointerOverTrigger, mesh.material, "emissiveColor", BABYLON.Color3.White()));
mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOutTrigger, mesh, "scaling", new BABYLON.Vector3(1, 1, 1), 150));
mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOverTrigger, mesh, "scaling", new BABYLON.Vector3(1.1, 1.1, 1.1), 150));
} makeOverOut(redBox);
makeOverOut(greenBox);
makeOverOut(blueBox);
makeOverOut(sphere); // 场景适用互动
scene.actionManager = new BABYLON.ActionManager(scene); var rotate = function (mesh) {
//每一帧触发的活动,时期转动
scene.actionManager.registerAction(new BABYLON.IncrementValueAction(BABYLON.ActionManager.OnEveryFrameTrigger, mesh, "rotation.y", 0.01));
} rotate(redBox);
rotate(greenBox);
rotate(blueBox); // 接触处理
donut.actionManager = new BABYLON.ActionManager(scene);
//当接触开始的时候触发活动
donut.actionManager.registerAction(new BABYLON.SetValueAction(
{ trigger: BABYLON.ActionManager.OnIntersectionEnterTrigger, parameter: sphere },
donut, "scaling", new BABYLON.Vector3(1.2, 1.2, 1.2)));
//当接触完毕的时候触发活动
donut.actionManager.registerAction(new BABYLON.SetValueAction(
{ trigger: BABYLON.ActionManager.OnIntersectionExitTrigger, parameter: sphere }
, donut, "scaling", new BABYLON.Vector3(1, 1, 1))); // 动画
var alpha = 0;
//注册持续事件
scene.registerBeforeRender(function () {
donut.position.x = 100 * Math.cos(alpha);
donut.position.y = 5;
donut.position.z = 100 * Math.sin(alpha);
alpha += 0.01;
}); return scene;
} //赋予该场景于变量
var scene = createScene();
//在引擎中循环运行这个场景
engine.runRenderLoop(function(){
scene.render();
});
//追加事件:帆布与大小调整程序
window.addEventListener('resize', function(){
engine.resize();
});
}); </script>
</body>
</html>

初学WebGL引擎-BabylonJS:第8篇-阴影网格与活动的更多相关文章

  1. 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 ...

  2. 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

  3. 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 ...

  4. 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 ...

  5. 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 ...

  6. 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.Sce ...

  7. [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 ...

  8. 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 ...

  9. VTemplate模板引擎的使用--高级篇

    VTemplate模板引擎的使用--高级篇 在网站中,经常会有某个栏目的数据在多个页面同时使用到.比如新闻网站或电子商务网站的栏目列表,几乎在很多页面都会显示栏目导航.对于这种多个页面同时使用到的“数 ...

随机推荐

  1. stat 命令家族(1)- 详解 vmstat

    性能测试必备的 Linux 命令系列,可以看下面链接的文章哦 vmstat 介绍 Virtual Meomory Statistics,报告虚拟内存统计信息 会统计进程信息.内存.交换区.IO.磁盘. ...

  2. 020_go语言中的接口

    代码演示 package main import ( "fmt" "math" ) type geometry interface { area() float ...

  3. 安卓APP开发的初步了解

    今天成功安装了Android Studio 并且对APP的开发框架结构进行了初步了解 如上图:app基本结构情况 下面来仔细解释一下各个方面目录的作用 首先 manifests目录:包含Android ...

  4. Flask 框架小记

    Flask 框架小记 Flask 实例 创建示例的代码 from flask import Flask # __name__ 是模块名, 用于反射导入模块 app = Flask(__name__, ...

  5. 02【Collection、泛型】

    主要内容 Collection集合 迭代器 增强for 泛型 第一章 Collection集合 1.1 集合概述 在前面基础班我们已经学习过并使用过集合ArrayList<E> ,那么集合 ...

  6. Docker容器网络-实现篇

    通常,Linux容器的网络是被隔离在它自己的Network Namespace中,其中就包括:网卡(Network Interface).回环设备(Loopback Device).路由表(Routi ...

  7. 2020-04-09:TCP的四次挥手中为什么要有TIME_WAIT状态?

    TIME_WAIT状态存在有两个原因.<1>可靠终止TCP连接.如果最后一个ACK报文因为网络原因被丢弃,此时server因为没有收到ACK而超时重传FIN报文,处于TIME_WAIT状态 ...

  8. Q#–一个新年愿望清单

    本文章为机器翻译.https://blogs.msdn.microsoft.com/visualstudio/2018/12/24/qsharp-wish-list-for-new-year/# 在以 ...

  9. Kafka2.6.0发布——性能大幅提升

    近日Kafka2.6版本发布,距离2.5.0发布只过去了不到四个月的时间. Kafka 2.6.0包含许多重要的新功能.以下是一些重要更改的摘要: 默认情况下,已为Java 11或更高版本启用TLSv ...

  10. Python 函数为什么会默认返回 None?

    Python 有一项默认的做法,很多编程语言都没有--它的所有函数都会有一个返回值,不管你有没有写 return 语句. 本文出自"Python为什么"系列,在正式开始之前,我们就 ...