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Away3D 光源的添加和使用(PointLight,DirectionalLight)
时间:2015-11-23 编辑:简简单单 来源:一聚教程网
为了使三维场景更加真实,通常会给舞台添加灯光进行光影渲染。目前,Away3D 提供两种光源:点光源与平行投射光源。
1,点光源与平行投射光源
(1)PointLight:点光源。没有方向性,通常用来模拟太阳,月亮,或是台灯的灯炮
(2)DirectionalLight:平行投射光源,或者称之为直射光源。由来模拟探照灯,或是透过窗户的月光等等。
2,灯光容器
我们可以添加多个光源,比如创建多个方向的平行投射光源。再把这些光源放到 StaticLightPicker 这个灯光容器里。
3,光源的使用
需要将灯光运用在这个世界里,模型的贴图可以受到光的影响 不管是TextureMaterial还是ColorMaterial都有lightPicker属性。我们只需要将StaticLightPicker类型对象赋予给它即可。
4,地面阴影
想要平行投射光源照射到物体上,能在地面留下阴影。比如我们用plane来做地面,要想实现投射影子可以如下操作
planeMaterial.shadowMethod = new FilteredShadowMapMethod(light1);
5,完整样例
(3)方块可以看出明暗面区别,地面上也有影子。
package{
import flash.display.Sprite;
import flash.display.StageAlign;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.geom.Vector3D;
import away3d.containers.View3D;
import away3d.controllers.HoverController;
import away3d.entities.Mesh;
import away3d.lights.DirectionalLight;
import away3d.lights.PointLight;
import away3d.materials.ColorMaterial;
import away3d.materials.TextureMaterial;
import away3d.materials.lightpickers.StaticLightPicker;
import away3d.materials.methods.FilteredShadowMapMethod;
import away3d.primitives.CubeGeometry;
import away3d.primitives.PlaneGeometry;
import away3d.utils.Cast;
[SWF(frameRate="60", backgroundColor="#FFFFFF")]
public class S2 extends Sprite {
private var _view3D:View3D;
private var cameraController:HoverController;//360全景展示相机控制器
[Embed(source="assets/floor_diffuse.jpg")]
public static var FloorDiffuse:Class;
[Embed(source="assets/cubeTexture3.jpg")]
private var cube2TextureClass : Class;
//材质
private var planeMaterial:TextureMaterial;
private var cube1Material:ColorMaterial;
private var cube2Material:TextureMaterial;
//灯光对象
private var light0:PointLight; //点光源
private var light1:DirectionalLight; //平行投射光源
private var lightPicker:StaticLightPicker; //灯光容器
private var lastPanAngle:Number;
private var lastTiltAngle:Number;
private var lastMouseX:Number;
private var lastMouseY:Number;
private var move:Boolean;
public function S2() {
initEngine();
initLights();
initMaterials();
initObjects();
initListeners();
}
/**
* 初始化引擎
*/
private function initEngine():void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
// 创建一个视口
_view3D = new View3D();
_view3D.antiAlias = 4; //设置抗锯齿级别
//初始化摄像头
cameraController = new HoverController(_view3D.camera);
/*cameraController.distance = 1000;
cameraController.minTiltAngle = 0;
cameraController.maxTiltAngle = 90;
cameraController.panAngle = 45;*/
cameraController.tiltAngle = 30;
addChild(_view3D);
}
/**
* 初始化灯光
*/
private function initLights():void
{
//点光源
light0 = new PointLight();
light0.ambient = 0.4;
//平行投射光源(左 上方 向右下方投射)
light1 = new DirectionalLight();
light1.direction = new Vector3D(-1, -1, 0);
light1.ambient = 0.3;
light1.diffuse = 0.8;
light1.castsShadows = true;
_view3D.scene.addChild(light1);
//添加到灯光容器中
lightPicker = new StaticLightPicker([light0,light1]);
}
/**
* 初始化材质
*/
private function initMaterials():void
{
//地面材质
planeMaterial = new TextureMaterial(Cast.bitmapTexture(FloorDiffuse));
planeMaterial.repeat = true;
planeMaterial.lightPicker = lightPicker;
//地面添加物体阴影
planeMaterial.shadowMethod = new FilteredShadowMapMethod(light1);
//方块1材质
cube1Material = new ColorMaterial(0xffffff);
cube1Material.lightPicker = lightPicker;
//方块2材质
cube2Material = new TextureMaterial(Cast.bitmapTexture(cube2TextureClass));
cube2Material.lightPicker = lightPicker;
}
/**
* 初始化物体
*/
private function initObjects():void
{
//地面
var plane:Mesh = new Mesh(new PlaneGeometry(900, 900), planeMaterial);
plane.geometry.scaleUV(3, 3);
(plane.geometry as PlaneGeometry).doubleSided = true; //双面 贴图
_view3D.scene.addChild(plane);
//纯色方块
var cube1:Mesh = new Mesh(new CubeGeometry(140, 140, 140), cube1Material);
cube1.position = new Vector3D(0,70,0);
_view3D.scene.addChild(cube1);
//帖图方块
var cube2:Mesh = new Mesh(new CubeGeometry(140, 140, 140, 1, 1, 1, false), cube2Material);
cube2.position = new Vector3D(0,70,200);
_view3D.scene.addChild(cube2);
}
/**
* 初始化监听
*/
private function initListeners():void
{
addEventListener(Event.ENTER_FRAME, _onEnterFrame);
//鼠标事件监听
stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown);
stage.addEventListener(MouseEvent.MOUSE_UP, onMouseUp);
stage.addEventListener(MouseEvent.MOUSE_WHEEL,onWheel);
stage.addEventListener(Event.RESIZE, onResize);
onResize();
}
/**
* 渲染视图
*/
private function _onEnterFrame(e:Event):void
{
//移动视角
if (move) {
cameraController.panAngle = 0.3 * (stage.mouseX - lastMouseX) + lastPanAngle;
cameraController.tiltAngle = 0.3 * (stage.mouseY - lastMouseY) + lastTiltAngle;
}
//渲染视图
_view3D.render();
}
/**
* 使用舞台大小一直全屏
*/
private function onResize(event:Event = null):void
{
_view3D.width = stage.stageWidth;
_view3D.height = stage.stageHeight;
}
/**
* 鼠标滚轮事件
*/
private function onWheel(e:MouseEvent):void
{
if(e.delta > 0){
if(cameraController.distance < 1000)
cameraController.distance += 100;
}else{
if(cameraController.distance > 600)
cameraController.distance -= 100;
}
}
/**
* 鼠标按下事件
*/
private function onMouseDown(event:MouseEvent):void
{
lastPanAngle = cameraController.panAngle;
lastTiltAngle = cameraController.tiltAngle;
lastMouseX = stage.mouseX;
lastMouseY = stage.mouseY;
move = true;
}
/**
* 鼠标弹起事件
*/
private function onMouseUp(event:MouseEvent):void
{
move = false;
}
}
}
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