BabylonJS - 网格变形目标

我们已经了解了线条、丝带、多边形等的变形。现在,我们将在此演示中了解球体和盒子的变形。使用变形目标,球体的形状会发生变化,如下面的演示所示。

语法

var box = BABYLON.Mesh.CreateBox("box1", 3.0, scene);
var manager = new BABYLON.MorphTargetManager();
box.morphTargetManager = manager;

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 scrambleUp = function(data) {
            console.log(data);
            for (index = 0; index < data.length; index ++) {
               data[index] += 1.8 * Math.random();
            }
         }

         var scrambleDown = function(data) {
            for (index = 0; index < data.length; index ++) {
               data[index] -= 1.8 * Math.random();
            }
         }

         var canvas = document.getElementById("renderCanvas");
         var engine = new BABYLON.Engine(canvas, true);
         
         var createScene  = function() {
            var scene = new BABYLON.Scene(engine);
            
            // 这将创建并定位一个自由相机(非网格)
            var camera = new BABYLON.ArcRotateCamera("camera1", 1.14, 1.13, 10, BABYLON.Vector3.Zero(), scene);
            
            // 这将相机定位到场景原点
            camera.setTarget(BABYLON.Vector3.Zero());
            
            // 这将相机附加到画布
            camera.attachControl(canvas, true);
            
            // 这将创建一个光源,指向 0,1,0 - 天空(非网格)
            var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
            
            // 默认强度为 1。让我们将光线调暗一点
            light.intensity = 0.7;
            
            // 我们的内置"球体"形状。参数:名称、细分、大小、场景
            var box = BABYLON.Mesh.CreateBox("box1", 3.0, scene);//BABYLON.Mesh.CreateSphere("sphere1", 16, 2, scene);

            var materialSphere = new BABYLON.StandardMaterial("mat", scene);
            materialSphere.diffuseTexture = new BABYLON.Texture("images/sphere.jpg", scene);    
            box.material = materialSphere;

            //var sphere2 = BABYLON.Mesh.CreateSphere("sphere2", 16, 2, scene);//BABYLON.Mesh.CreateBox("box", 6.0, scene);
            var box1 = BABYLON.Mesh.CreateBox("box2", 3.0, scene);
            box1.setEnabled(false);
            box1.updateMeshPositions(scrambleUp);
            var manager = new BABYLON.MorphTargetManager();
            box.morphTargetManager = manager;

            var target0 = BABYLON.MorphTarget.FromMesh(box1, "sphere2", 0.25);
            manager.addTarget(target0);

            var sphere = BABYLON.Mesh.CreateSphere("sphere", 16, 2, scene);//BABYLON.Mesh.CreateSphere("sphere1", 16, 2, scene);
            sphere.position.x="10";
            
            var materialSphere = new BABYLON.StandardMaterial("mat", scene);
            materialSphere.diffuseTexture = new BABYLON.Texture("sphere.jpg", scene);    
            sphere.material = materialSphere;

            var sphere2 = BABYLON.Mesh.CreateSphere("sphere2", 16, 2, scene);//BABYLON.Mesh.CreateBox("box", 6.0, scene);
            sphere2.setEnabled(false);
            sphere2.updateMeshPositions(scrambleUp);
            
            var manager1 = new BABYLON.MorphTargetManager();
            sphere.morphTargetManager = manager1;

            var target2 = BABYLON.MorphTarget.FromMesh(sphere2, "sphere4", 0.25);
            manager1.addTarget(target2);
            return scene; 
         };
         var scene = createScene();
         engine.runRenderLoop(function() {
            scene.render();
         });
      </script>
   </body>
</html>

输出

上述代码行生成以下输出 −

morph_targets

在此演示中,我们使用了 sphere.jpg 图像。图像存储在本地 images/ 文件夹中,也粘贴在下面以供参考。您可以下载您选择的任何图像并在演示链接中使用。

images/sphere.jpg

Sphere Images

说明

var box = BABYLON.Mesh.CreateBox("box1", 3.0, scene);
var manager = new BABYLON.MorphTargetManager();
box.morphTargetManager = manager;

上述代码创建了一个框并将其添加到 morphTargetManager。请考虑以下示例以了解这一点 −

box.morphTargetManager = manager;

要创建变形对象,请执行以下命令并将网格分配给 morphTargetManager。

var manager = new BABYLON.MorphTargetManager();

另一个框如下所示创建 −

var box1 = BABYLON.Mesh.CreateBox("box2", 3.0, scene);
box1.setEnabled(false);
box1.updateMeshPositions(scrambleUp);
var manager = new BABYLON.MorphTargetManager();
box.morphTargetManager = manager;
var target0 = BABYLON.MorphTarget.FromMesh(box1, "box2", 0.25);
manager.addTarget(target0);

该框调用 updateMeshPositions(scrambleUp); scrambleUp 是一个添加随机数的函数。

var target0 = BABYLON.MorphTarget.FromMesh(box1, "box2", 0.25);
manager.addTarget(target0);

上述代码在 box1 上创建了 morphtarget,并为其添加了影响 -0.25。

在浏览器中查看上述演示以查看结果。

babylonjs_mesh.html