- BabylonJS 教程
- BabylonJS - 首頁
- BabylonJS - 簡介
- BabylonJS - 環境設定
- BabylonJS - 概述
- BabylonJS - 基本元素
- BabylonJS - 材質
- BabylonJS - 動畫
- BabylonJS - 相機
- BabylonJS - 光照
- BabylonJS - 引數化形狀
- BabylonJS - 網格
- 向量位置和旋轉
- BabylonJS - 貼花
- BabylonJS - Curve3
- BabylonJS - 動態紋理
- BabylonJS - 視差貼圖
- BabylonJS - 鏡頭光暈
- BabylonJS - 建立螢幕截圖
- BabylonJS - 反射探針
- 標準渲染管線
- BabylonJS - ShaderMaterial
- BabylonJS - 骨骼和骨架
- BabylonJS - 物理引擎
- BabylonJS - 播放聲音和音樂
- BabylonJS 有用資源
- BabylonJS - 快速指南
- BabylonJS - 有用資源
- BabylonJS - 討論
BabylonJS - 網格變形
變形透過某種過渡方式將物體的形狀改變為另一種形狀。我們已經看到了形狀的可更新引數;如果引數設定為false,則不會更新。對於變形,它設定為true,並且網格會更新以改變形狀。
下面的演示展示了線條、帶狀物的變形。
線條演示
<!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);
scene.clearColor = new BABYLON.Color3( .5, .5, .5);
var camera = new BABYLON.ArcRotateCamera("camera1", 0, 0, 0, new BABYLON.Vector3(0, 0, -0), scene);
camera.setPosition(new BABYLON.Vector3(0, 0, -100));
camera.attachControl(canvas, true);
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(1, 0.5, 0), scene);
light.intensity = 0.7;
var pl = new BABYLON.PointLight("pl", new BABYLON.Vector3(0, 0, 0), scene);
pl.diffuse = new BABYLON.Color3(1, 1, 1);
pl.specular = new BABYLON.Color3(1, 0, 0);
pl.intensity = 0.95;
// lines creation
var sinpath = [];
for(var i = -20; i < 20; i++) {
var x = i;
var y = 0;
var z = 0;
sinpath.push(new BABYLON.Vector3(x, y, z));
}
var sinmesh = BABYLON.Mesh.CreateLines("lines", sinpath, scene, true);
// lines creation
var cospath = [];
for(var i = 20; i > -20; i--) {
var x = i;
var y = 0;
var z = 0;
cospath.push(new BABYLON.Vector3(x, y, z));
}
console.log(cospath);
var cosmesh = BABYLON.Mesh.CreateLines("lines", cospath, scene, true);
var updatePath = function(sinpath, k) {
for (var i = 0; i < sinpath.length; i++) {
var x = sinpath[i].x;
var z = sinpath[i].z;
var y = 10 * Math.sin(i / 3 + k); // using sin on y-axis
sinpath[i].x = x;
sinpath[i].y = y;
sinpath[i].z = z;
}
};
var updatePath1 = function(cospath, k) {
for (var i = 0; i < cospath.length; i++) {
var x = cospath[i].x;
var z = cospath[i].z;
var y = 10 * Math.cos(i / 3 + k); //using cos on y -axis
cospath[i].x = x;
cospath[i].y = y;
cospath[i].z = z;
}
};
// morphing
var k = 0;
scene.registerBeforeRender(function() {
updatePath(sinpath, k);
updatePath1(cospath, k);
//updateLines(mesh, path);
sinmesh = BABYLON.Mesh.CreateLines(null, sinpath, null, null, sinmesh);
cosmesh = BABYLON.Mesh.CreateLines(null, cospath, null, null, cosmesh);
k += 0.10;
pl.position = camera.position;
});
return scene;
};
var scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
</script>
</body>
</html>
輸出
以上程式碼行生成以下輸出:
解釋
這些線條使用正弦和餘弦角進行更新和變形。
從路徑 -20 到 20 建立 2 條線。之後,使用 y 軸上的正弦和餘弦更新線條。
使用可更新選項將網格設定為 true,以便稍後可以更新它。請考慮以下示例以瞭解這一點:
var sinmesh = BABYLON.Mesh.CreateLines("lines", sinpath, scene, true);
之後所有值都設定為 null,並且僅更新路徑。請考慮以下示例以瞭解這一點。
sinmesh = BABYLON.Mesh.CreateLines(null, sinpath, null, null, sinmesh);
最後一個引數是使用的網格的名稱。
變形帶狀物
現在讓我們看看如何建立一個變形帶狀物。
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);
scene.clearColor = new BABYLON.Color3( .5, .5, .5);
var camera = new BABYLON.ArcRotateCamera("camera1", 0, 0, 0, new BABYLON.Vector3(0, 0, -0), scene);
camera.setPosition(new BABYLON.Vector3(0, 0, -100));
camera.attachControl(canvas, true);
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(1, 0.5, 0), scene);
light.intensity = 0.7;
var pl = new BABYLON.PointLight("pl", new BABYLON.Vector3(0, 0, 0), scene);
pl.diffuse = new BABYLON.Color3(1, 1, 1);
pl.specular = new BABYLON.Color3(1, 0, 0);
pl.intensity = 0.95;
var mat = new BABYLON.StandardMaterial("mat1", scene);
mat.alpha = 1.0;
mat.diffuseColor = new BABYLON.Color3(0.5, 0.5, 1.0);
mat.backFaceCulling = false;
//mat.wireframe = true;
// path function
var pathFunction = function(k) {
var path = [];
for (var i = 60; i > 0; i--) {
var x = i - 30;
var y = 0;
var z = k;
path.push(new BABYLON.Vector3(x, y, z));
}
return path;
};
// ribbon creation
var sideO = BABYLON.Mesh.BACKSIDE;
var pathArray = [];
for (var i = -20; i < 20; i++) {
pathArray.push(pathFunction(i * 2));
}
console.log(pathArray);
var mesh = BABYLON.Mesh.CreateRibbon("ribbon", pathArray, false, false, 0, scene, true, sideO);
mesh.material = mat;
var updatePath = function(path) {
for (var i = 0; i < path.length; i++) {
var x = path[i].x;
var z = path[i].z;
var y = -20 * Math.sin(i/ 10);
path[i].x = x;
path[i].y = y;
path[i].z = z;
}
};
// animation
scene.registerBeforeRender(function() {
for(var p = 0; p < pathArray.length; p++) {
updatePath(pathArray[p]);
}
mesh = BABYLON.Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, mesh);
pl.position = camera.position;
});
return scene;
};
var scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
</script>
</body>
</html>
輸出
以上程式碼行生成以下輸出:
解釋
對於帶狀物,首先使用以下命令建立路徑:
var mesh = BABYLON.Mesh.CreateRibbon("ribbon", pathArray, false, false, 0, scene, true, sideO);
方向更改為 var sideO = BABYLON.Mesh.BACKSIDE; 來自預設方向。
網格保持可更新。路徑陣列更改並再次使用以下命令更新到帶狀物網格:
mesh = BABYLON.Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, mesh);
傳遞給帶狀物的所有值都為 null,只有更新的 pathArray 被更改併發送。
babylonjs_mesh.htm
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