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:
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:
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:
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:
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
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