Egret3D中的几何体中的平面几何体由PlaneGeometry
类实现。通过PlaneGeometry
可以快速创建一个默认边长为500的正方形平面。下面的代码,展示了如何创建一个正方形平面。
class PlaneDemo extends LoadingUI {
/**
* Canvas操作对象
* @version Egret 3.0
* @platform Web,Native
*/
protected _egret3DCanvas: egret3d.Egret3DCanvas;
/**
* View3D操作对象
* @version Egret 3.0
* @platform Web,Native
*/
protected _view3D: egret3d.View3D;
/**
* look at 摄像机控制器 。</p>
* 指定摄像机看向的目标对象。</p>
* 1.按下鼠标左键并移动鼠标可以使摄像机绕着目标进行旋转。</p>
* 2.按下键盘的(w s a d) 可以摄像机(上 下 左 右)移动。</p>
* 3.滑动鼠标滚轮可以控制摄像机的视距。</p>
* @version Egret 3.0
* @platform Web,Native
*/
private cameraCtl: egret3d.LookAtController;
/**
* 灯光组
* @version Egret 3.0
* @platform Web,Native
*/
private lights: egret3d.LightGroup = new egret3d.LightGroup();
/**
* 模型对象
* @version Egret 3.0
* @platform Web,Native
*/
private model: egret3d.Mesh;
/**
* 待机动画
* @version Egret 3.0
* @platform Web,Native
*/
private idle: egret3d.SkeletonAnimationClip;
/**
* 跑步动画
* @version Egret 3.0
* @platform Web,Native
*/
private run: egret3d.SkeletonAnimationClip;
/**
* 攻击动画
* @version Egret 3.0
* @platform Web,Native
*/
private attack: egret3d.SkeletonAnimationClip;
/**
* @language zh_CN
* 当前动画
*/
public currentAnim: string;
public constructor() {
super();
///创建Canvas对象。
this._egret3DCanvas = new egret3d.Egret3DCanvas();
///Canvas的起始坐标,页面左上角为起始坐标(0,0)。
this._egret3DCanvas.x = 0;
this._egret3DCanvas.y = 0;
///设置Canvas页面尺寸。
this._egret3DCanvas.width = window.innerWidth;
this._egret3DCanvas.height = window.innerHeight;
///创建View3D对象,页面左上角为起始坐标(0,0),其参数依次为:
///@param x: number 起始坐标x,
///@param y: number 起始坐标y
///@param width: number 显示区域的宽
///@param height: number 显示区域的高
this._view3D = new egret3d.View3D(0,0,window.innerWidth,window.innerHeight);
///当前对象对视位置,其参数依次为:
///@param pos 对象的位置
///@param target 目标的位置
this._view3D.camera3D.lookAt(new egret3d.Vector3D(0,0,1000),new egret3d.Vector3D(0,0,0));
///View3D的背景色设置
this._view3D.backColor = 0xffffffff;
///将View3D添加进Canvas中
this._egret3DCanvas.addView3D(this._view3D);
///创建平行光
var dirLight: egret3d.DirectLight = new egret3d.DirectLight(new egret3d.Vector3D(-0.5,0.6,0.2));
dirLight.diffuse = 0xffffff;
this.lights.addLight(dirLight);
this.InitCameraCtl();
///启动Canvas。
this._egret3DCanvas.start();
this._egret3DCanvas.addEventListener(egret3d.Event3D.ENTER_FRAME,this.update,this);
this.OnInitLoadingView(5);
///设置window resize事件
egret3d.Input.addEventListener(egret3d.Event3D.RESIZE,this.OnWindowResize,this);
this.createPlane();
}
/**
* @language zh_CN
* 窗口尺寸变化事件
* @version Egret 3.0
* @platform Web,Native
*/
private OnWindowResize(e: egret3d.Event3D): void {
///重置ui大小
this._egret3DCanvas.width = window.innerWidth;
this._egret3DCanvas.height = window.innerHeight;
this._view3D.width = window.innerWidth;
this._view3D.height = window.innerHeight;
}
/**
* @language zh_CN
* 初始化相机控制
* @version Egret 3.0
* @platform Web,Native
*/
private InitCameraCtl() {
///摄像机控制类
this.cameraCtl = new egret3d.LookAtController(this._view3D.camera3D,new egret3d.Object3D());
///设置目标和相机的距离
this.cameraCtl.distance = 500;
///设置相机x轴旋转
this.cameraCtl.rotationX = 0;
}
/**
* @language zh_CN
* 模型加载回调
* @param e: egret3d.URLLoader 加载器对象
* @version Egret 3.0
* @platform Web,Native
*/
protected createPlane() {
this.OnLoadFinished();
this.CloseLoadingView();
///创建纹理材质
var mat = new egret3d.TextureMaterial();
///创建模型基类
var ge: egret3d.PlaneGeometry = new egret3d.PlaneGeometry();
///生成mesh
this.model = new egret3d.Mesh(ge,mat);
this.model.material.lightGroup = this.lights;
this.model.y = -100;
///插入model
this._view3D.addChild3D(this.model);
}
public update(e: egret3d.Event3D) {
this.cameraCtl.update();
}
}
编译并运行,效果如图:
创建平面时,你可以设置平面的宽度与高度。同时可以设置默认的分段数,分段数越大,平面网格被切分的越多,图像也相对会变得细腻。
将上面的代码进行修改:
var ge: egret3d.PlaneGeometry = new egret3d.PlaneGeometry(50,50,10,10);
编译并且运行,效果如下:
最后我们还可以通过其中的UV缩放来调整贴图纹理的样式。将代码进行修改,通过网络加载一张贴图纹理,并设置其中UV缩放值,代码如下:
class PlaneDemo extends LoadingUI {
/**
* Canvas操作对象
* @version Egret 3.0
* @platform Web,Native
*/
protected _egret3DCanvas: egret3d.Egret3DCanvas;
/**
* View3D操作对象
* @version Egret 3.0
* @platform Web,Native
*/
protected _view3D: egret3d.View3D;
/**
* look at 摄像机控制器 。</p>
* 指定摄像机看向的目标对象。</p>
* 1.按下鼠标左键并移动鼠标可以使摄像机绕着目标进行旋转。</p>
* 2.按下键盘的(w s a d) 可以摄像机(上 下 左 右)移动。</p>
* 3.滑动鼠标滚轮可以控制摄像机的视距。</p>
* @version Egret 3.0
* @platform Web,Native
*/
private cameraCtl: egret3d.LookAtController;
/**
* 灯光组
* @version Egret 3.0
* @platform Web,Native
*/
private lights: egret3d.LightGroup = new egret3d.LightGroup();
/**
* 模型对象
* @version Egret 3.0
* @platform Web,Native
*/
private model: egret3d.Mesh;
/**
* 待机动画
* @version Egret 3.0
* @platform Web,Native
*/
private idle: egret3d.SkeletonAnimationClip;
/**
* 跑步动画
* @version Egret 3.0
* @platform Web,Native
*/
private run: egret3d.SkeletonAnimationClip;
/**
* 攻击动画
* @version Egret 3.0
* @platform Web,Native
*/
private attack: egret3d.SkeletonAnimationClip;
/**
* @language zh_CN
* 当前动画
*/
public currentAnim: string;
public constructor() {
super();
///创建Canvas对象。
this._egret3DCanvas = new egret3d.Egret3DCanvas();
///Canvas的起始坐标,页面左上角为起始坐标(0,0)。
this._egret3DCanvas.x = 0;
this._egret3DCanvas.y = 0;
///设置Canvas页面尺寸。
this._egret3DCanvas.width = window.innerWidth;
this._egret3DCanvas.height = window.innerHeight;
///创建View3D对象,页面左上角为起始坐标(0,0),其参数依次为:
///@param x: number 起始坐标x,
///@param y: number 起始坐标y
///@param width: number 显示区域的宽
///@param height: number 显示区域的高
this._view3D = new egret3d.View3D(0,0,window.innerWidth,window.innerHeight);
///当前对象对视位置,其参数依次为:
///@param pos 对象的位置
///@param target 目标的位置
this._view3D.camera3D.lookAt(new egret3d.Vector3D(0,0,1000),new egret3d.Vector3D(0,0,0));
///View3D的背景色设置
this._view3D.backColor = 0xffffffff;
///将View3D添加进Canvas中
this._egret3DCanvas.addView3D(this._view3D);
///创建平行光
var dirLight: egret3d.DirectLight = new egret3d.DirectLight(new egret3d.Vector3D(-0.5,0.6,0.2));
dirLight.diffuse = 0xffffff;
this.lights.addLight(dirLight);
this.InitCameraCtl();
///启动Canvas。
this._egret3DCanvas.start();
this._egret3DCanvas.addEventListener(egret3d.Event3D.ENTER_FRAME,this.update,this);
this.OnInitLoadingView(5);
///设置window resize事件
egret3d.Input.addEventListener(egret3d.Event3D.RESIZE,this.OnWindowResize,this);
var loader:egret3d.URLLoader = new egret3d.URLLoader();
loader.addEventListener(egret3d.LoaderEvent3D.LOADER_COMPLETE,this.createPlane,this);
loader.load("resource/wing.png");
}
/**
* @language zh_CN
* 窗口尺寸变化事件
* @version Egret 3.0
* @platform Web,Native
*/
private OnWindowResize(e: egret3d.Event3D): void {
///重置ui大小
this._egret3DCanvas.width = window.innerWidth;
this._egret3DCanvas.height = window.innerHeight;
this._view3D.width = window.innerWidth;
this._view3D.height = window.innerHeight;
}
/**
* @language zh_CN
* 初始化相机控制
* @version Egret 3.0
* @platform Web,Native
*/
private InitCameraCtl() {
///摄像机控制类
this.cameraCtl = new egret3d.LookAtController(this._view3D.camera3D,new egret3d.Object3D());
///设置目标和相机的距离
this.cameraCtl.distance = 500;
///设置相机x轴旋转
this.cameraCtl.rotationX = 0;
}
/**
* @language zh_CN
* 模型加载回调
* @param e: egret3d.URLLoader 加载器对象
* @version Egret 3.0
* @platform Web,Native
*/
protected createPlane(evt:egret3d.LoaderEvent3D) {
this.OnLoadFinished();
this.CloseLoadingView();
///创建纹理材质
var mat = new egret3d.TextureMaterial(evt.loader.data);
///创建模型基类
var ge: egret3d.PlaneGeometry = new egret3d.PlaneGeometry(300,50,10,10,1,1);
///生成mesh
this.model = new egret3d.Mesh(ge,mat);
this.model.material.lightGroup = this.lights;
this.model.y = -100;
///插入model
this._view3D.addChild3D(this.model);
}
public update(e: egret3d.Event3D) {
this.cameraCtl.update();
}
}
编译并运行,效果如图:
我们稍微修改一下其中的UV参数,重新编译查看效果,将U缩放参数设置为5。
var ge: egret3d.PlaneGeometry = new egret3d.PlaneGeometry(300,50,10,10,5,1);
运行效果如下: