babylon.js 学习笔记(9)
接上回继续,做为一个游戏引擎,怎能没有Sprite(精灵)? 下面是基本示例:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 | const createScene = function () { const scene = new BABYLON.Scene(engine); const camera = new BABYLON.ArcRotateCamera( "Camera" , -Math.PI / 2, Math.PI / 2, 8, new BABYLON.Vector3(0, 0, 0)); camera.attachControl(canvas, true ); const light = new BABYLON.PointLight( "Point" , new BABYLON.Vector3(5, 10, 5)); // Create a sprite manager // Parameters : name, imgUrl, capacity(最大容量,即树的总数), cellSize, scene const spriteManagerTrees = new BABYLON.SpriteManager( "treesManager" , "../assets/img/palm.png" , 2000, { width: 512, height: 1024 }); const tree1 = new BABYLON.Sprite( "tree" , spriteManagerTrees); //注:树的高宽比例,应该跟cellSize的比例一致,避免失真 tree1.width = 1; tree1.height = 2; tree1.position.y = -0.5; const tree2 = new BABYLON.Sprite( "tree2" , spriteManagerTrees); tree2.width = 1; tree2.height = 2; tree2.position.x = -1.5; tree2.position.y = 0.8; //逆时针转45度 tree2.angle = Math.PI / 4; const tree3 = new BABYLON.Sprite( "tree3" , spriteManagerTrees); tree3.width = 1; tree3.height = 2; tree3.position.x = 1.5; tree3.position.y = 0.8; //顺时针转45度 tree3.angle = -Math.PI / 4; const tree4 = new BABYLON.Sprite( "tree4" , spriteManagerTrees); tree4.width = 1; tree4.height = 2; tree4.position.x = -1.5; tree4.position.y = -1.5; //垂直翻转 tree4.invertV = true ; const tree5 = new BABYLON.Sprite( "tree5" , spriteManagerTrees); tree5.width = 1; tree5.height = 2; tree5.position.x = 1.5; tree5.position.y = -1.5; //水平翻转 tree5.invertU = true ; showText(); return scene; } const showText = function () { const ui = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI( "ui" ); const text1 = new BABYLON.GUI.TextBlock( "t0" , "tree1" ); const text2 = new BABYLON.GUI.TextBlock( "t1" , "tree2" ); const text3 = new BABYLON.GUI.TextBlock( "t2" , "tree3" ); const text4 = new BABYLON.GUI.TextBlock( "t1" , "tree4" ); const text5 = new BABYLON.GUI.TextBlock( "t2" , "tree5" ); text1.color = 'white' ; text2.color = 'white' ; text3.color = 'white' ; text4.color = 'white' ; text5.color = 'white' ; text1.top = '-10%' ; text2.top = '-27%' ; text3.top = '-27%' ; text4.top = '4%' ; text5.top = '4%' ; text1.left = '-0%' ; text2.left = '-18%' ; text3.left = '18%' ; text4.left = '-15%' ; text5.left = '15%' ; ui.addControl(text1); ui.addControl(text2); ui.addControl(text3); ui.addControl(text4); ui.addControl(text5); } |
在线地址: https://yjmyzz.github.io/babylon_js_study/day09/01.html
有1点要注意:
Sprite没有roration、scaling 这类mesh对象常有的属性, 要调整Sprite的大小,只能通过width/height来设置,想旋转/翻转sprite,可以通过angle、invertV、insertU来控制。
把这颗树复制一堆,可以模拟出1片小树林:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 | const createScene = function () { const scene = new BABYLON.Scene(engine); const camera = new BABYLON.ArcRotateCamera( "Camera" , -Math.PI / 2, Math.PI / 2, 8, new BABYLON.Vector3(0, 0, 0)); camera.attachControl(canvas, true ); const light = new BABYLON.PointLight( "Point" , new BABYLON.Vector3(5, 10, 5)); // Create a sprite manager // Parameters : name, imgUrl, capacity(最大容量,即树的总数), cellSize, scene const spriteManagerTrees = new BABYLON.SpriteManager( "treesManager" , "../assets/img/palm.png" , 500, { width: 512, height: 1024 }); //Mutliple trees for ( let i = 0; i < 500; i++) { const tree = new BABYLON.Sprite( "tree" , spriteManagerTrees); tree.width = 1; tree.height = 2; tree.position.x = BABYLON.Scalar.RandomRange(-25, 25); tree.position.z = BABYLON.Scalar.RandomRange(-25, 25); } return scene; } |
在线地址: https://yjmyzz.github.io/babylon_js_study/day09/02.html
纯静态的Sprite从效果上看,跟html中的img标签差不多,只是简单导入一张图片而已。Sprite还可以实现类似gif的动画,比如有下面这张图:
1 2 3 4 5 6 7 | const spriteManagerUFO = new BABYLON.SpriteManager( "ufoManager" , "../assets/img/ufo.png" , 1, { width: 128, height: 76 }); const ufo = new BABYLON.Sprite( "ufo" , spriteManagerUFO); ufo.width = 1; ufo.height = 0.5; //playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: Nullable<(() => void)>): void ufo.playAnimation(0, 16, true , 125); |
在线地址:https://yjmyzz.github.io/babylon_js_study/day09/03.html
其大致原理,就是把ufo.png这张图,按width:128,height:76 分割成17个cell(单元格),调用 playAnimation 方法时,从0~16(注:下标索引从0开始)依次播放,每1个cell播放的时间间隔为125ms, 第3个true表示循环播放,详情可见官方API文档。
此外,加载图片时,还能人为指定加载第几个cell ,比如下面这张图,总共有45个cell
下面的代码演示了,如何加载指定Cell:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 | const createScene = function () { const scene = new BABYLON.Scene(engine); const camera = new BABYLON.ArcRotateCamera( "Camera" , -Math.PI / 2, Math.PI / 2, 8, new BABYLON.Vector3(0, 0, 0)); camera.attachControl(canvas, true ); const light = new BABYLON.PointLight( "Point" , new BABYLON.Vector3(5, 10, 5)); const spriteManagerPlayer = new BABYLON.SpriteManager( "playerManager" , "../assets/img/player.png" , 10, 64); const player1 = new BABYLON.Sprite( "player1" , spriteManagerPlayer); player1.cellIndex=0; player1.position.x = -1; const player2 = new BABYLON.Sprite( "player2" , spriteManagerPlayer); player2.cellIndex=11; player2.position.x = 0; const player3 = new BABYLON.Sprite( "player3" , spriteManagerPlayer); player3.cellIndex=44; player3.position.x = 1; const player4 = new BABYLON.Sprite( "player4" , spriteManagerPlayer); player4.position.y = 1.5; player4.position.x = -0.8; player4.playAnimation(0,40, true ,100); const player5 = new BABYLON.Sprite( "player5" , spriteManagerPlayer); player5.position.y = 1.5; player5.position.x = 0.8; player5.playAnimation(0,9, true ,100); return scene; } |
在线地址:https://yjmyzz.github.io/babylon_js_study/day09/04.html
最后,综合运用一把,把UFO、棕榈树 加入先前的村庄中
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 | const createScene = function () { const scene = new BABYLON.Scene(engine); const camera = new BABYLON.ArcRotateCamera( "camera" , -Math.PI / 2, Math.PI / 2.5, 15, new BABYLON.Vector3(0, 0, 0)); camera.upperBetaLimit = Math.PI / 2.2; camera.attachControl(canvas, true ); const light = new BABYLON.HemisphericLight( "light" , new BABYLON.Vector3(1, 1, 0)); const spriteManagerTrees = new BABYLON.SpriteManager( "treesManager" , "../assets/img/palm.png" , 2000, { width: 512, height: 1024 }, scene); //We create trees at random positions for ( let i = 0; i < 200; i++) { const tree = new BABYLON.Sprite( "tree" , spriteManagerTrees); tree.position.x = Math.random() * (-30); tree.position.z = Math.random() * 20 + 8; tree.position.y = 0.5; } for ( let i = 0; i < 200; i++) { const tree = new BABYLON.Sprite( "tree" , spriteManagerTrees); tree.position.x = Math.random() * (25) + 7; tree.position.z = Math.random() * -35 + 8; tree.position.y = 0.5; } //Skybox const skybox = BABYLON.MeshBuilder.CreateBox( "skyBox" , { size: 150 }, scene); const 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; BABYLON.SceneLoader.ImportMeshAsync( "" , "../assets/glb/" , "valleyvillage.glb" ); const spriteManagerUFO = new BABYLON.SpriteManager( "ufoManager" , "../assets/img/ufo.png" , 1, { width: 128, height: 76 }); const ufo = new BABYLON.Sprite( "ufo" , spriteManagerUFO); ufo.width = 1; ufo.height = 0.5; ufo.position.y = 5; ufo.position.x = 3; ufo.position.z = 2; //playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: Nullable<(() => void)>): void ufo.playAnimation(0, 16, true , 125); return scene; } |
在线地址:https://yjmyzz.github.io/babylon_js_study/day09/05.html
参考文档:
https://doc.babylonjs.com/features/featuresDeepDive/sprites/sprite_manager
https://doc.babylonjs.com/features/introductionToFeatures/chap5/trees
出处:http://yjmyzz.cnblogs.com
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