• Laya3D场景


    场景雾化

        private z:number = 1;
        private init():void{
            Laya.Scene3D.load("res/threeDimen/scene/XunLongShi/XunLongShi.ls",new Laya.Handler(this,function(scene):void{
                this.addChild(scene);
                //开启雾化效果
                scene.enableFog = true;
                //设置雾化的颜色
                scene.fogColor = new Laya.Vector3(0, 0, 0.6);
                //设置雾化的起始位置,相对于相机的距离
                scene.fogStart = 5;
                //设置雾化最浓处的距离。
                scene.fogRange = 10;
                //设置场景环境光
                scene.ambientColor = new Laya.Vector3(0.3, 0, 0);
                //添加相机
                this.camera = new Laya.Camera();
                scene.addChild(this.camera);
                //调整相机的位置
                this.camera.transform.translate(new Laya.Vector3(10, 15, -25));
                this.camera.transform.rotate(new Laya.Vector3(-20, 170, 0), false, false);
                //设置相机横纵比
                this.camera.aspectRatio = 0;
                //设置相机近距裁剪
                this.camera.nearPlane = 0.1;
                //设置相机远距裁剪
                this.camera.farPlane = 1000;
                //相机设置清楚标记
                this.camera.clearFlag = Laya.BaseCamera.CLEARFLAG_SKY;
                //设置摄像机视野范围(角度)
                this.camera.fieldOfView = 60;
            }))
            Laya.timer.frameLoop(1,this,this.moveFarZ);
        }
    
        //增加摄像机z
        private moveFarZ():void{
            if(this.camera){
                if(this.z <= 10){
                    this.z += 0.05;
                }else{
                    Laya.timer.clear(this,this.moveFarZ);
                    Laya.timer.frameLoop(1,this,this.moveNearZ)
                }
                this.camera.transform.localPositionZ = this.z;
            } 
        }
        //减少摄像机z
        private moveNearZ():void{
            if(this.camera){
                if(this.z >= 1){
                    this.z -= 0.05;
                }else{
                    Laya.timer.clear(this,this.moveNearZ);
                    Laya.timer.frameLoop(1,this,this.moveFarZ)
                }
                this.camera.transform.localPositionZ = this.z;
            } 
        }

    效果

    场景天空

    使用代码设置场景天空,环境光颜色(ambientColor),是对材质进行颜色融合染色,使材质趋于某种颜色色调,同时还能对材质进行提亮,模拟灯箱发光效果。如果设置了天空盒且不设置Scene3D场景的AmbientColor,那么LayaAir3D会默认使环境光来源于天空盒。

    Laya.BaseMaterial.load("res/threeDimen/skyBox/skyBox1/SkyBox.lmat", Laya.Handler.create(this, function(mat) {
       let skyRenderer = this.camera.skyRenderer;
       skyRenderer.mesh = Laya.SkyBox.instance;
       skyRenderer.material = mat;
    }))

    场景环境光

    //设置场景环境光
    scene.ambientColor = new Laya.Vector3(0.6, 0, 0);

     场景环境反射

       private init():void{
           //创建场景
           this.scene3D = new Laya.Scene3D();
           Laya.stage.addChild(this.scene3D);
           //设置场景的反射模式(全局有效)
           this.scene3D.reflectionMode = Laya.Scene3D.REFLECTIONMODE_CUSTOM;
           //初始化照相机
           let camera = new Laya.Camera(0, 0.1, 100);
           this.scene3D.addChild(camera);
           camera.transform.translate(new Laya.Vector3(0, 2, 3));
           camera.transform.rotate(new Laya.Vector3( -15, 0, 0), true, false);
           //设置相机的清除标识为天空盒
           camera.clearFlag = Laya.BaseCamera.CLEARFLAG_SKY;
           //天空盒
           Laya.BaseMaterial.load("res/threeDimen/skyBox/DawnDusk/SkyBox.lmat", Laya.Handler.create(this, function(mat) {
               //获取相机的天空盒渲染体
               let skyRenderer = camera.skyRenderer;
               //设置天空盒mesh
               skyRenderer.mesh = Laya.SkyBox.instance;
               //设置天空盒材质
               skyRenderer.material = mat;
               //设置场景的反射贴图
               this.scene3D.customReflection = mat.textureCube;
               //设置曝光强度
               mat.exposure = 1.6;
           }));
           //创建平行光
           let directionLight = new Laya.DirectionLight();
           this.scene3D.addChild(directionLight);
           directionLight.color = new Laya.Vector3(1, 1, 1);
           //添加一个精灵
           this.sprite3D = new Laya.Sprite3D();
           this.scene3D.addChild(this.sprite3D );
           //加载Mesh
           Laya.Mesh.load("res/threeDimen/staticModel/teapot/teapot-Teapot001.lm", Laya.Handler.create(this, function(mesh) {
               this.teapot = this.sprite3D.addChild(new Laya.MeshSprite3D(mesh));
               this.teapot.transform.position = new Laya.Vector3(0, 1.75, 2);
               this.teapot.transform.rotate(new Laya.Vector3(-90, 0, 0), false, false);
               this.sprite3D.addChild(this.teapot);
               //实例PBR材质
               let pbrMat = new Laya.PBRStandardMaterial();
               //开启该材质的反射
               pbrMat.enableReflection = true;
               //设置材质的金属度,尽量高点,反射效果更明显
               pbrMat.metallic = 1;
               this.teapot.meshRenderer.material = pbrMat;
           }));
        
        }

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  • 原文地址:https://www.cnblogs.com/kootimloe/p/13095604.html
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