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初学WebGL引擎-BabylonJS:第2篇-基础模型体验

时间:2016-01-21 23:57:37      阅读:503      评论:0      收藏:0      [点我收藏+]

    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>
    <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="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() {
            // 通过引擎创建基本场景
            var scene = new BABYLON.Scene(engine);

            // 创建一个开放免费的相机,地点位于x:0(横向距离), y:5(高度), z:-10(纵向距离)
            var camera = new BABYLON.FreeCamera(camera1, new BABYLON.Vector3(9, 5,-10), scene);

            // 相机到场景的起源
            camera.setTarget(BABYLON.Vector3.Zero());

            // 相机放置画布
            camera.attachControl(canvas, false);

            // 创建基本光源, 目标位于 x:0,y:1,z:0 -(由天空出现)
            var light = new BABYLON.HemisphericLight(light1, new BABYLON.Vector3(0,1,0), scene);

            // 创建一个内置的“球”的形状,它的构造函数包括5个参数:名称、宽度、深度、细分,场景(例子中仅4个参数)
            var sphere = BABYLON.Mesh.CreateSphere(sphere1, 16, 2, scene);

            // 球向上移动高的二分之一距离
            sphere.position.y = 1;

            // 创建一个内置的“地面”,它的构造函数包括5个参数:名称、宽度、深度、细分,场景
            var ground = BABYLON.Mesh.CreateGround(ground1, 6, 6, 2, scene);

            // 返回该场景
            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>

    运行结果

技术分享


  • 【playground】-basic scene(基础场景)

本部分同上述代码相同。跳过

  • 【playground】-basic elements(基础元素)

本部分引用了新镜头

ArcRotateCamera

该镜头可以锁定一个点成球形观察

技术分享

以及多个控件的使用

HemisphericLight:灯关

box:箱

sphere:球

plane:平面

cylinder:油缸

torus:环

TorusKnot:环结

lines:线

ribbon:丝带

下面是官方源码:

var createScene = function () {
    var scene = new BABYLON.Scene(engine);

    var camera = new BABYLON.ArcRotateCamera("Camera", 3 * Math.PI / 2, Math.PI / 8, 50, BABYLON.Vector3.Zero(), scene);

    camera.attachControl(canvas, true);

    var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene);

    //Creation of a box
    //(name of the box, size, scene)
    var box = BABYLON.Mesh.CreateBox("box", 6.0, scene);

    //Creation of a sphere 
    //(name of the sphere, segments, diameter, scene) 
    var sphere = BABYLON.Mesh.CreateSphere("sphere", 10.0, 10.0, scene);

    //Creation of a plan
    //(name of the plane, size, scene)
    var plan = BABYLON.Mesh.CreatePlane("plane", 10.0, scene);

    //Creation of a cylinder
    //(name, height, diameter, tessellation, scene, updatable)
    var cylinder = BABYLON.Mesh.CreateCylinder("cylinder", 3, 3, 3, 6, 1, scene, false);

    // Creation of a torus
    // (name, diameter, thickness, tessellation, scene, updatable)
    var torus = BABYLON.Mesh.CreateTorus("torus", 5, 1, 10, scene, false);

    // Creation of a knot
    // (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable)
    var knot = BABYLON.Mesh.CreateTorusKnot("knot", 2, 0.5, 128, 64, 2, 3, scene);

    // Creation of a lines mesh
    var lines = BABYLON.Mesh.CreateLines("lines", [
        new BABYLON.Vector3(-10, 0, 0),
        new BABYLON.Vector3(10, 0, 0),
        new BABYLON.Vector3(0, 0, -10),
        new BABYLON.Vector3(0, 0, 10)
    ], scene);

    // Creation of a ribbon
    // let‘s first create many paths along a maths exponential function as an example 
    var exponentialPath = function (p) {
        var path = [];
        for (var i = -10; i < 10; i++) {
            path.push(new BABYLON.Vector3(p, i, Math.sin(p / 3) * 5 * Math.exp(-(i - p) * (i - p) / 60) + i / 3));
        }
        return path;
    };
    // let‘s populate arrayOfPaths with all these different paths
    var arrayOfPaths = [];
    for (var p = 0; p < 20; p++) {
        arrayOfPaths[p] = exponentialPath(p);
    }

    // (name, array of paths, closeArray, closePath, offset, scene)
    var ribbon = BABYLON.Mesh.CreateRibbon("ribbon", arrayOfPaths, false, false, 0, scene);


    // Moving elements
    box.position = new BABYLON.Vector3(-10, 0, 0);   // Using a vector
    sphere.position = new BABYLON.Vector3(0, 10, 0); // Using a vector
    plan.position.z = 10;                            // Using a single coordinate component
    cylinder.position.z = -10;
    torus.position.x = 10;
    knot.position.y = -10;
    ribbon.position = new BABYLON.Vector3(-10, -10, 20);

    return scene;
}

建议调整不同的参数查看不同的效果


 

学到这里,我的爱人联系到我。突发奇想,写一个英文单词出来如何?

那么我就开始琢磨,就写一个[LOVE]给爱人吧。

由于本人技术拙略,就按照了以下方式处理

L:使用lines完成

O:使用torus完成

V:使用lines完成

E:适用lines完成

镜头:由上至下最好

于是便有了下面的代码

<!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="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() {
            // 通过引擎创建基本场景
            var scene = new BABYLON.Scene(engine);

            // 创建一个开放免费的相机,地点位于x:0(横向距离), y:5(高度), z:-10(纵向距离)
            var camera = new BABYLON.FreeCamera(camera1, new BABYLON.Vector3(0, 10,0), scene);

            // 相机到场景的起源
            camera.setTarget(BABYLON.Vector3.Zero());

            // 相机放置画布
            camera.attachControl(canvas, false);

            // 创建基本光源, 目标位于 x:0,y:1,z:0 -(由天空出现)
            var light = new BABYLON.HemisphericLight(light1, new BABYLON.Vector3(0,1,0), scene);

            var lines = BABYLON.Mesh.CreateLines("lines", [
                new BABYLON.Vector3(0, 0, 2.5),
                new BABYLON.Vector3(0, 0, 0),
                new BABYLON.Vector3(1, 0, 0),
            ], scene);
            var torus = BABYLON.Mesh.CreateTorus("torus", 2, 0.1, 16, scene, false);
            torus.position.x = 2.3;
            torus.position.z = 1;
            var lines = BABYLON.Mesh.CreateLines("lines", [
                new BABYLON.Vector3(3.5, 0, 2.5),
                new BABYLON.Vector3(4, 0, 0),
                new BABYLON.Vector3(5, 0, 2.5),
            ], scene);
            var lines = BABYLON.Mesh.CreateLines("lines", [
                new BABYLON.Vector3(6, 0, 2.5),
                new BABYLON.Vector3(5, 0, 2.5),
                new BABYLON.Vector3(5, 0, 1.75),
                new BABYLON.Vector3(6, 0, 1.75),
                new BABYLON.Vector3(5, 0, 1.75),
                new BABYLON.Vector3(5, 0, 0),
                new BABYLON.Vector3(6, 0, 0),
            ], scene);
            // 返回该场景
            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>

生成后记得左键鼠标,切换镜头。目前还没处理好镜头的初始位置

以下是看到的结果

技术分享

哈哈,大功告成。这里可以发散思维完成更有趣的东西。

初学WebGL引擎-BabylonJS:第2篇-基础模型体验

原文:http://www.cnblogs.com/slxb/p/5149685.html

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