- 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 - 光源
- BabylonJS - 引數化形狀
- BabylonJS - 蒙皮網格
- 位置和旋轉向量
- 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 - 反射探頭
- 標準渲染管道
- BabylonJS - ShaderMaterial
- BabylonJS - 骨骼和骨架
- BabylonJS - 物理引擎
- BabylonJS - 播放聲音和音樂
- BabylonJS 實用資源
- BabylonJS - 快速指南
- BabylonJS - 實用資源
- BabylonJS - 討論
BabylonJS - 絲帶
絲帶將路徑陣列作為輸入,並在這些路徑上繪製線條。它使用複雜的邏輯來獲取座標。在以下給出的示例中,我們使用貝塞爾曲線方程來繪製絲帶。貝塞爾曲線主要用於 3D 遊戲中,用於對平滑曲線建模。曲線需要控制點,且曲線沿著控制點繪製。
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(0.8, 0.8, 0.8);
var camera = new BABYLON.ArcRotateCamera("Camera", 3 *Math.PI / 2, Math.PI / 2, 50, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, false);
// lights
var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene);
light.groundColor = new BABYLON.Color3(0.2, 0.2, 0.5);
light.intensity = 0.6;
var light2 = new BABYLON.PointLight("light2", new BABYLON.Vector3(-20, 0, -20), scene);
light2.diffuse = BABYLON.Color3.White();
light2.specular = BABYLON.Color3.Green();
light2.intensity = 0.6;
// material
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;
// cubic Bézier function
// cubicBezier(vector3Origin, vector3Control1, vector3Control2, vector3Destination, segmentNumber)
var cubicBezier = function(v0, v1, v2, v3, nb) {
var bez = [];
var step = 1 / nb;
var equation = function(t, val0, val1, val2, val3) {
var res = (1 -t)*(1-t)*(1-t) * val0 + 3 * t * (1-t)*(1-t) * val1 + 3 * t*t *(1-t) * val2 + t*t*t * val3;
return res;
};
for(var i = 0; i <= 1; i += step) {
bez.push( new BABYLON.Vector3(equation(i, v0.x, v1.x, v2.x, v3.x), equation(i, v0.y, v1.y, v2.y, v3.y), equation(i, v0.z, v1.z, v2.z, v3.z)) );
}
bez.push(v3);
return bez;
};
var populatePath = function(p) {
var pi2 = Math.PI * 2;
var i = p / 25 ;
var path = cubicBezier( new BABYLON.Vector3(3 * Math.cos(pi2 * i),-10, 3 * Math.sin(pi2 *i)),
new BABYLON.Vector3(12 * Math.cos(pi2 * i), p/5 ,10 * Math.sin(pi2 * i)),
new BABYLON.Vector3(15 * Math.cos(pi2 * i), p/2 ,8 * Math.sin(pi2 * i)),
new BABYLON.Vector3(3 * Math.cos(pi2 * i), 10, 3 * Math.sin(pi2 * i)), 50);
return path;
};
// path visualizer helper
var showPath = function(path, scene) {
var line = BABYLON.Mesh.CreateLines("line", path, scene )
};
var paths = [];
for (var p = 0; p < 20; p++) {
paths[p] = populatePath(p);
showPath(paths[p], scene);
}
var ribbon = new BABYLON.Mesh.CreateRibbon("ribbon", paths, false, false, null, scene);
ribbon.material = mat;
scene.registerBeforeRender(function() {
light2.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 -
語法
var ribbon = new BABYLON.Mesh.CreateRibbon("ribbon", paths, false, false, null, scene);
絲帶使用 x、y 和 z 方向上的路徑陣列。上面使用的 Bezeir 曲線方程在此處計算 -
var cubicBezier = function(v0, v1, v2, v3, nb) {
var bez = [];
var step = 1 / nb;
var equation = function(t, val0, val1, val2, val3) {
var res = (1 -t)*(1-t)*(1-t) * val0 + 3 * t * (1-t)*(1-t) * val1 + 3 * t*t *(1-t) * val2 + t*t*t * val3;
return res;
};
for(var i = 0; i <= 1; i += step) {
bez.push( new BABYLON.Vector3(equation(i, v0.x, v1.x, v2.x, v3.x), equation(i, v0.y, v1.y, v2.y, v3.y), equation(i, v0.z, v1.z, v2.z, v3.z)) );
}
bez.push(v3);
return bez;
};
貝塞爾曲線方程
var res = (1 -t)*(1-t)*(1-t) * val0 + 3 * t * (1-t)*(1-t) * val1 + 3 * t*t *(1-t) * val2 + t*t*t * val3;
babylonjs_parametric_shapes.htm
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