Laya3D场景

场景雾化

    private z:number = 1;
    private init():void{
        Laya.Scene3D.load("res/threeDimen/scene/XunLongShi/XunLongShi.ls",new Laya.Handler(this,function(scene):void{
            this.addChild(scene);
            //开启雾化效果
            scene.enableFog = true;
            //设置雾化的颜色
            scene.fogColor = new Laya.Vector3(0, 0, 0.6);
            //设置雾化的起始位置,相对于相机的距离
            scene.fogStart = 5;
            //设置雾化最浓处的距离。
            scene.fogRange = 10;
            //设置场景环境光
            scene.ambientColor = new Laya.Vector3(0.3, 0, 0);
            //添加相机
            this.camera = new Laya.Camera();
            scene.addChild(this.camera);
            //调整相机的位置
            this.camera.transform.translate(new Laya.Vector3(10, 15, -25));
            this.camera.transform.rotate(new Laya.Vector3(-20, 170, 0), false, false);
            //设置相机横纵比
            this.camera.aspectRatio = 0;
            //设置相机近距裁剪
            this.camera.nearPlane = 0.1;
            //设置相机远距裁剪
            this.camera.farPlane = 1000;
            //相机设置清楚标记
            this.camera.clearFlag = Laya.BaseCamera.CLEARFLAG_SKY;
            //设置摄像机视野范围(角度)
            this.camera.fieldOfView = 60;
        }))
        Laya.timer.frameLoop(1,this,this.moveFarZ);
    }

    //增加摄像机z
    private moveFarZ():void{
        if(this.camera){
            if(this.z <= 10){
                this.z += 0.05;
            }else{
                Laya.timer.clear(this,this.moveFarZ);
                Laya.timer.frameLoop(1,this,this.moveNearZ)
            }
            this.camera.transform.localPositionZ = this.z;
        } 
    }
    //减少摄像机z
    private moveNearZ():void{
        if(this.camera){
            if(this.z >= 1){
                this.z -= 0.05;
            }else{
                Laya.timer.clear(this,this.moveNearZ);
                Laya.timer.frameLoop(1,this,this.moveFarZ)
            }
            this.camera.transform.localPositionZ = this.z;
        } 
    }

效果

场景天空

使用代码设置场景天空,环境光颜色(ambientColor),是对材质进行颜色融合染色,使材质趋于某种颜色色调,同时还能对材质进行提亮,模拟灯箱发光效果。如果设置了天空盒且不设置Scene3D场景的AmbientColor,那么LayaAir3D会默认使环境光来源于天空盒。

Laya.BaseMaterial.load("res/threeDimen/skyBox/skyBox1/SkyBox.lmat", Laya.Handler.create(this, function(mat) {
   let skyRenderer = this.camera.skyRenderer;
   skyRenderer.mesh = Laya.SkyBox.instance;
   skyRenderer.material = mat;
}))

场景环境光

//设置场景环境光
scene.ambientColor = new Laya.Vector3(0.6, 0, 0);

 场景环境反射

   private init():void{
       //创建场景
       this.scene3D = new Laya.Scene3D();
       Laya.stage.addChild(this.scene3D);
       //设置场景的反射模式(全局有效)
       this.scene3D.reflectionMode = Laya.Scene3D.REFLECTIONMODE_CUSTOM;
       //初始化照相机
       let camera = new Laya.Camera(0, 0.1, 100);
       this.scene3D.addChild(camera);
       camera.transform.translate(new Laya.Vector3(0, 2, 3));
       camera.transform.rotate(new Laya.Vector3( -15, 0, 0), true, false);
       //设置相机的清除标识为天空盒
       camera.clearFlag = Laya.BaseCamera.CLEARFLAG_SKY;
       //天空盒
       Laya.BaseMaterial.load("res/threeDimen/skyBox/DawnDusk/SkyBox.lmat", Laya.Handler.create(this, function(mat) {
           //获取相机的天空盒渲染体
           let skyRenderer = camera.skyRenderer;
           //设置天空盒mesh
           skyRenderer.mesh = Laya.SkyBox.instance;
           //设置天空盒材质
           skyRenderer.material = mat;
           //设置场景的反射贴图
           this.scene3D.customReflection = mat.textureCube;
           //设置曝光强度
           mat.exposure = 1.6;
       }));
       //创建平行光
       let directionLight = new Laya.DirectionLight();
       this.scene3D.addChild(directionLight);
       directionLight.color = new Laya.Vector3(1, 1, 1);
       //添加一个精灵
       this.sprite3D = new Laya.Sprite3D();
       this.scene3D.addChild(this.sprite3D );
       //加载Mesh
       Laya.Mesh.load("res/threeDimen/staticModel/teapot/teapot-Teapot001.lm", Laya.Handler.create(this, function(mesh) {
           this.teapot = this.sprite3D.addChild(new Laya.MeshSprite3D(mesh));
           this.teapot.transform.position = new Laya.Vector3(0, 1.75, 2);
           this.teapot.transform.rotate(new Laya.Vector3(-90, 0, 0), false, false);
           this.sprite3D.addChild(this.teapot);
           //实例PBR材质
           let pbrMat = new Laya.PBRStandardMaterial();
           //开启该材质的反射
           pbrMat.enableReflection = true;
           //设置材质的金属度,尽量高点,反射效果更明显
           pbrMat.metallic = 1;
           this.teapot.meshRenderer.material = pbrMat;
       }));
    
    }

 

posted on 2020-06-11 21:20  行运茶快乐水  阅读(680)  评论(0编辑  收藏  举报

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