babylon.js 学习笔记(8)
接上回继续,现在的村庄已经有点象样了,但是远处的背景仍比较单调(如下图),今天来学习如何处理天空背景。
babylon.js中,把整个空间假象成一个巨大的立方体(称为SkyBox),然后依次给立方体的6个面,贴上天空的背景图(如下图)
在代码中只要指定这6张图的rootUrl即可,babylon.js会自动拼上一系列后缀,按如下约定去加载图片:
_px.jpg | _nx.jpg | _py.jpg | _ny.jpg | _pz.jpg | _nz.jpg |
这个不用死记:p指positive(坐标轴正向),n指negtive(坐标轴负向),所以_px.jpg,即贴在x轴正向(即:立方体右面),类似的 _nz.jpg,就是z轴负方向(立方体前面)
参考代码如下:重点在于CubeTexture的使用
var createScene = function () { var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 2, Math.PI / 2, 40, new BABYLON.Vector3(0, 0, 0), scene); camera.attachControl(canvas, true); var light = new BABYLON.HemisphericLight("hemiLight", new BABYLON.Vector3(-1, 1, 0), scene); light.diffuse = new BABYLON.Color3(1, 0, 0); // Skybox var skybox = BABYLON.MeshBuilder.CreateBox("skyBoxDemo", { size: 15.0 }, scene); var skyboxMaterial = new BABYLON.StandardMaterial("skyBox1", scene); skyboxMaterial.backFaceCulling = false; skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("../assets/img/sky/skybox", scene); skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); skybox.material = skyboxMaterial; return scene; };
注意目录的相对路径:
在线地址: https://yjmyzz.github.io/babylon_js_study/day08/01.html
当这个SkyBox放到足够大时,就会产生天空背景的效果:
var createScene = function () { ... //设置摄像机的radius为5(离目标近一点) var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 2, Math.PI / 2, 5, BABYLON.Vector3.Zero(), scene); ... //Skybox(设置size调整成1000) var skybox = BABYLON.MeshBuilder.CreateBox("skyBoxDemo", { size: 1000.0 }, scene); ... return scene; };
在线地址 :https://yjmyzz.github.io/babylon_js_study/day08/02.html
将这个天空背景应用到先前画的村庄:
const createScene = () => { const scene = new BABYLON.Scene(engine); const camera = new BABYLON.ArcRotateCamera("camera", -Math.PI / 3.5, Math.PI / 1.5, 30, new BABYLON.Vector3(0, 0, 0)); camera.attachControl(canvas, true); const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0)); //导入村庄的模型 BABYLON.SceneLoader.ImportMeshAsync("", "../assets/glb/", "valleyvillage.glb"); // Skybox var skybox = BABYLON.MeshBuilder.CreateBox("skybox", { size: 1000.0 }, scene); var skyboxMaterial = new BABYLON.StandardMaterial("skybox", scene); skyboxMaterial.backFaceCulling = false; skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("../assets/img/sky/skybox", scene); skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); skybox.material = skyboxMaterial; //限制攝像的視角 camera.upperBetaLimit = Math.PI / 2.2; return scene; }
在线地址: https://yjmyzz.github.io/babylon_js_study/day08/03.html
调整reflectionTexture.coordinatesMode的枚举值,还能产生类似"天空之镜"的效果:
const createScene = () => { const scene = new BABYLON.Scene(engine); const camera = new BABYLON.ArcRotateCamera("camera", -Math.PI / 3.5, Math.PI / 1.5, 30, new BABYLON.Vector3(0, 0, 0)); camera.upperBetaLimit = Math.PI / 1.5; camera.attachControl(canvas, true); const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0)); // Skybox var skybox = BABYLON.MeshBuilder.CreateBox("skybox", { size: 1000.0 }, scene); var skyboxMaterial = new BABYLON.StandardMaterial("skybox", scene); skyboxMaterial.backFaceCulling = false; skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("../assets/img/sky/skybox", scene); skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); skybox.material = skyboxMaterial; var shapeMaterial = new BABYLON.StandardMaterial("mat", scene); shapeMaterial.backFaceCulling = true; shapeMaterial.reflectionTexture = new BABYLON.CubeTexture("../assets/img/sky/skybox", scene); //指定为“平面模式” shapeMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.PLANAR_MODE; shapeMaterial.diffuseColor = new BABYLON.Color3(0.1, 0.1, 0.1); shapeMaterial.specularColor = new BABYLON.Color3(0.1, 0.1, 0.1); // Box var box = BABYLON.MeshBuilder.CreateBox("box", { size: 5 }, scene); box.material = shapeMaterial; box.position.x = -20; box.rotation.y = Math.PI / 8; box.rotation.x = -Math.PI / 4; // Sphere var ball = BABYLON.MeshBuilder.CreateSphere("ball", { diameter: 8 }, scene); ball.material = shapeMaterial; ball.position = new BABYLON.Vector3(-5, 2, 5); ball.rotation.y = Math.PI / 8; ball.rotation.x = -Math.PI / 8; //Ground var ground = BABYLON.MeshBuilder.CreateGround("ground", { width: 6, height: 6 }, scene); ground.material = shapeMaterial; ground.position = new BABYLON.Vector3(10, 0, 5); ground.rotation.y = Math.PI / 8; ground.rotation.x = -Math.PI / 2; return scene; }
在线地址:https://yjmyzz.github.io/babylon_js_study/day08/04.html
参考文档:
https://doc.babylonjs.com/features/introductionToFeatures/chap5/sky
作者:菩提树下的杨过
出处:http://yjmyzz.cnblogs.com
本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利。
出处:http://yjmyzz.cnblogs.com
本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利。