当前位置:首页 » 《资源分享》 » 正文

分享babylon.js实现Web三维场景

19 人参与  2024年05月02日 16:49  分类 : 《资源分享》  评论

点击全文阅读


前言

Web页面中创建一个虚拟的三维世界,需要一个场景Scene,并在场景中添加模型Model,模型有可能是一个简单的立方体,也可能是一个复杂的角色,无论是简单的模型,还是复杂的模型,大都是由网格Mesh组成。除此之外,还需要一个相机Camera去观察虚拟世界,一个灯光Light去照亮场景等等,拥有了上述内容后,才能够在Web页面观察到一个虚拟的三维世界。

Web应用相较于基于C/S架构的独立的应用,有其不可替代的优势:用户无须额外下载独立应用,使用浏览器即可完成体验,也存在目前难以消除的短板:大量的3D资源下载需要用户等待。

JavaScript游戏引擎或3D图形框架Babylon.js实现Web端展示3D模型。

场景Scene表示一个虚拟的场地,一般由环境、房间、道具、角色等共同组成一个虚拟的场景,在有些游戏引擎或3D框架中也叫着舞台Stage。从3D的角度来说,场景是将一些网格Mesh放在一起供用户观看,并且会在其中加入相机Camera和灯光Light让用户能够看见,就像摄影棚那样的场景一样。

场景可能还会包含一些别的元素,例如GUI用户界面,让用户能够与场景产生交互。

效果截图

使用三维软件Blender构建海鱼的三维模型,并增加材质贴图和模型动画。

信息监视Inspector面板可以看到场景的节点Nodes信息、材质Materials信息、纹理Textures、动画Animation信息等,可以在鼠标、键盘、手柄、触摸屏、眼球跟踪、收拾识别、动作识别中关联三维场景的交互。

实现代码

<!DOCTYPE html><html lang="zh-CN"><head>    <meta charset="UTF-8">    <meta name="viewport" content="width=device-width, initial-scale=1.0">    <script src="https://cdn.babylonjs.com/babylon.js"></script><script src="https://cdn.babylonjs.com/babylon.max.js"></script><script src="https://cdn.babylonjs.com/materialsLibrary/babylonjs.materials.min.js"></script><script src="https://cdn.babylonjs.com/materialsLibrary/babylonjs.materials.js"></script><script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script><script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.js"></script><script src="https://cdn.babylonjs.com/postProcessesLibrary/babylonjs.postProcess.min.js"></script><script src="https://cdn.babylonjs.com/postProcessesLibrary/babylonjs.postProcess.js"></script><script src="https://cdn.babylonjs.com/proceduralTexturesLibrary/babylonjs.proceduralTextures.min.js"></script><script src="https://cdn.babylonjs.com/proceduralTexturesLibrary/babylonjs.proceduralTextures.js"></script><script src="https://cdn.babylonjs.com/serializers/babylonjs.serializers.min.js"></script><script src="https://cdn.babylonjs.com/serializers/babylonjs.serializers.js"></script><script src="https://cdn.babylonjs.com/gui/babylon.gui.min.js"></script><script src="https://cdn.babylonjs.com/gui/babylon.gui.js"></script><script src="https://cdn.babylonjs.com/inspector/babylon.inspector.bundle.js"></script><script src="https://cdn.babylonjs.com/inspector/babylon.inspector.bundle.max.js"></script><script src="https://cdn.babylonjs.com/viewer/babylon.viewer.js"></script><script src="https://cdn.babylonjs.com/viewer/babylon.viewer.max.js"></script>    <style>body {  padding: 0;  margin: 0;  font: normal 14px/1.42857 Tahoma;}#renderCanvas { width: 100vw; height: 100vh;}    </style><title>Babylon.js viewer (v7.3.1) - WebGL2 - Parallel shader compilation</title></head><body>    <canvas id="renderCanvas"></canvas>    <script>        const canvas = document.getElementById("renderCanvas");        const engine = new BABYLON.Engine(canvas, true);        const createBoxScene = function() {            const scene = new BABYLON.Scene(engine);            scene.clearColor = new BABYLON.Color3.Black;            const alpha =  Math.PI/4;            const beta = Math.PI/3;            const radius = 8;            const target = new BABYLON.Vector3(0, 0, 0);            const camera = new BABYLON.ArcRotateCamera("Camera", alpha, beta, radius, target, scene);            camera.attachControl(canvas, true);            const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0));            const box = BABYLON.MeshBuilder.CreateBox("box", {});            box.position.x = 0.5;            box.position.y = 1;            const boxMaterial = new BABYLON.StandardMaterial("material", scene);            boxMaterial.diffuseColor = BABYLON.Color3.Random();            box.material = boxMaterial;            box.actionManager = new BABYLON.ActionManager(scene);            box.actionManager.registerAction(                new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger,                 function (evt) {                    const sourceBox = evt.meshUnderPointer;                    sourceBox.position.x += 0.1;                    sourceBox.position.y += 0.1;                    boxMaterial.diffuseColor = BABYLON.Color3.Random();                }));            return scene;        };const createWaterScene = function() {            let scene = new BABYLON.Scene(engine);            // Camera            let camera = new BABYLON.ArcRotateCamera("Camera", 3 * Math.PI / 2, Math.PI / 2.5, 50, BABYLON.Vector3.Zero(), scene);            camera.attachControl(canvas, true);            // Light            var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);            // Skybox            var skybox = BABYLON.Mesh.CreateBox("skyBox", 5000.0, scene);            var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene);            skyboxMaterial.backFaceCulling = false;            skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("https://minio.cnbabylon.com/public/Assets/TropicalSunnyDay", scene);            skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;            skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0);            skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0);            skyboxMaterial.disableLighting = true;            skybox.material = skyboxMaterial;            //红色光const light1 = new BABYLON.SpotLight("spotLight1", new BABYLON.Vector3(-Math.cos(Math.PI),1,-Math.sin(Math.PI/6)),new BABYLON.Vector3(0,-1,0),Math.PI/2,1.5,scene)light1.diffuse = new BABYLON.Color3(1,0,0)//绿色光const light2 = new BABYLON.SpotLight("spotLight2", new BABYLON.Vector3(0,1,1 - Math.sin(Math.PI/6)),new BABYLON.Vector3(0,-1,0),Math.PI/2,1.5,scene)light2.diffuse = new BABYLON.Color3(0,1,0)//蓝色光const light3 = new BABYLON.SpotLight("spotLight3", new BABYLON.Vector3(Math.cos(Math.PI/6), 1,-Math.sin(Math.PI/6)),new BABYLON.Vector3(0,-1,0),Math.PI/2,1.5,scene)light3.diffuse = new BABYLON.Color3(0,0,1)const ground = BABYLON.MeshBuilder.CreateGround("ground", {width: 4, height: 4}, scene);ground.position.y = 12;            // Water material            var waterMaterial = new BABYLON.WaterMaterial("waterMaterial", scene, new BABYLON.Vector2(512, 512));//设置水面的纹理贴图            waterMaterial.bumpTexture = new BABYLON.Texture("https://minio.cnbabylon.com/public/Assets/waterbump.png", scene);waterMaterial.diffuseTexture = new BABYLON.Texture("https://minio.cnbabylon.com/public/Assets/waterbump.png",scene);      //设置风力,决定了水波运动速度waterMaterial.windForce = -10;//设置风向 x y            waterMaterial.windDirection = new BABYLON.Vector2(10, 10);            //设置水的波浪高度            waterMaterial.waveHeight = 0.5;            //设置水纹理高度 凸起高度            waterMaterial.bumpHeight = 0.1;            //设置波浪的长度            waterMaterial.waveLength = 0.1;            //设置波浪运行速度            waterMaterial.waveSpeed = 50.0;            //设置水的颜色            waterMaterial.waterColor = new BABYLON.Color3(0.9,0.1,0.2)            //自发光            waterMaterial.emissiveColor = new BABYLON.Color3(0.8,0.13,0.45)            //环境光            waterMaterial.ambientColor = new BABYLON.Color3(1, 1, 1);            //散射光            waterMaterial.diffuseColor = new BABYLON.Color3(1, 1, 1);            //镜面光            waterMaterial.specularColor = new BABYLON.Color3(0, 0, 0);            waterMaterial.windDirection = new BABYLON.Vector2(1, 1);            waterMaterial.colorBlendFactor = 0;            waterMaterial.freeze(); // 冻结材质,优化渲染速度            // Ground            var groundTexture = new BABYLON.Texture("https://minio.cnbabylon.com/public/Assets/sand.jpg", scene);            groundTexture.vScale = 4.0;            groundTexture.uScale = 4.0;            var groundMaterial = new BABYLON.StandardMaterial("groundMaterial", scene);            groundMaterial.diffuseTexture = groundTexture;            var ground1 = BABYLON.Mesh.CreateGround("ground1", 512, 512, 1, scene, false);            ground1.position.y = -2;            ground1.material = groundMaterial;            // Water mesh            var waterMesh = BABYLON.Mesh.CreateGround("waterMesh", 512, 512, 1, scene, false);            waterMesh.material = waterMaterial;            // Sphere            var sphereMaterial = new BABYLON.StandardMaterial("sphereMaterial", scene);            sphereMaterial.diffuseTexture = new BABYLON.Texture("https://minio.cnbabylon.com/public/Assets/wood.jpg", scene);            var sphere = BABYLON.Mesh.CreateSphere("sphere", 16, 10, scene);            sphere.position.y = 10;            sphere.material = sphereMaterial;            var sphere2 = BABYLON.MeshBuilder.CreateSphere("sphere", {diameter: 2, segments: 32}, scene);              sphere2.position = new BABYLON.Vector3(0, 12, 0);            var material2 = new BABYLON.StandardMaterial("bab5", scene);              material2.emissiveColor = new BABYLON.Color3(0, 0.4, 0);             sphere2.material = material2;             // 网格地板初始化 添加地面            var plane = BABYLON.MeshBuilder.CreateDisc("ground", {radius: 60}, scene);            plane.rotation.x = Math.PI / 2;            plane.position = new BABYLON.Vector3(0, 30, 0);            plane.freezeWorldMatrix()var materialPlane = new BABYLON.StandardMaterial("texturePlane", this.scene);            materialPlane.diffuseColor = new BABYLON.Color3(0.0, 0.7, 0.95); //漫射色            materialPlane.bumpTexture = new BABYLON.Texture("https://minio.cnbabylon.com/public/Assets/waterbump.png", this.scene);  //凹凸贴图            materialPlane.emissiveColor = new BABYLON.Color3(.2, .8, .3); //发光色            materialPlane.specularColor = new BABYLON.Color3(0.8, 0.2, 0.7);  //反射色            materialPlane.diffuseTexture = new BABYLON.Texture("https://minio.cnbabylon.com/public/Assets/waterbump.png", this.scene)            materialPlane.diffuseTexture.hasAlpha = true; //显示为透明            //materialPlane.wireframe = true  // 显示网格            materialPlane.diffuseTexture = new BABYLON.Texture("https://minio.cnbabylon.com/public/Assets/waterbump.png", this.scene); // 使用贴图            materialPlane.diffuseTexture.uScale = 5.0;//垂直方向重复5次            materialPlane.diffuseTexture.vScale = 5.0;//水平方向重复5次            materialPlane.reflectionTexture = new BABYLON.Texture("https://minio.cnbabylon.com/public/Assets/waterbump.png", this.scene); // 反射贴图            materialPlane.reflectionTexture.coordinatesMode = BABYLON.Texture.SPHERICAL_MODE; // 反射            materialPlane.alpha = 0.6;  //调整透明度            materialPlane.backFaceCulling = false; //使透明在背面也显示贴图            materialPlane.backFaceCulling = false;//Allways show the front and the back of an element            //materialPlane.freeze(); // 冻结材质,优化渲染速度            plane.material = materialPlane;            // Configure water material 增加到水材质中,才能正常显示水 把需要透射在水面的东西添加到render层里            waterMaterial.addToRenderList(ground);            waterMaterial.addToRenderList(ground1);            waterMaterial.addToRenderList(skybox);            waterMaterial.addToRenderList(sphere);            waterMaterial.addToRenderList(sphere2);            waterMaterial.addToRenderList(plane);const shadowGenerator = new BABYLON.ShadowGenerator(1024,light1)shadowGenerator.getShadowMap().renderList.push(sphere)shadowGenerator.getShadowMap().renderList.push(sphere2)// 地板接收阴影投射ground.receiveShadows = true // 泊松采样过滤shadowGenerator.usePoissonSampling= true // 指数阴影纹理shadowGenerator.useExponentialShadowMap= true // 模糊指数阴影纹理shadowGenerator.useBlurExponentialShadowMap= true let samplesNum = 100var vls = new BABYLON.VolumetricLightScatteringPostProcess('vls',1.0,camera,sphere2,samplesNum,BABYLON.Texture.BILINEAR_SAMPLINGMODE,engine,false)            BABYLON.SceneLoader.LoadAssetContainer("https://minio.cnbabylon.com/public/Assets/", "fish.glb", this.scene, function (container) {                // Scale and position the loaded model (First mesh loaded from gltf is the root node)                container.meshes[0].scaling.scaleInPlace(1)                container.meshes[0].position.z = 2                container.meshes[0].position.y = -8                    for (var index = 0; index <  container.meshes.length; index++) {                        waterMaterial.addToRenderList(container.meshes[index]);                    }                // Add loaded file to the scene                container.addAllToScene();            });            // RAY CAST TO FIND WATER HEIGHT            //var angle = 0;            let i = 0;            scene.registerBeforeRender(function() {                let time = waterMaterial._lastTime / 100000;                let x = sphere.position.x;                let z = sphere.position.z;                sphere.position.y = Math.abs((Math.sin(((x / 0.05) + time * waterMaterial.waveSpeed)) * waterMaterial.waveHeight * waterMaterial.windDirection.x * 5.0) + (Math.cos(((z / 0.05) +  time * waterMaterial.waveSpeed)) * waterMaterial.waveHeight * waterMaterial.windDirection.y * 5.0));            });           return scene        }        //const sceneToRender = createBoxScene();const sceneToRender = createWaterScene();        engine.runRenderLoop(function(){            sceneToRender.render();        });    </script></body></html>

参见:

Babylon.js 简介和 WebXR 教程 - Mixed Reality | Microsoft Learn

与 3D 对象交互的 Babylon.js 教程 - Mixed Reality | Microsoft Learn

Babylon.js工具链


点击全文阅读


本文链接:http://m.zhangshiyu.com/post/102942.html

<< 上一篇 下一篇 >>

  • 评论(0)
  • 赞助本站

◎欢迎参与讨论,请在这里发表您的看法、交流您的观点。

关于我们 | 我要投稿 | 免责申明

Copyright © 2020-2022 ZhangShiYu.com Rights Reserved.豫ICP备2022013469号-1