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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 

(1)使用plane做地面。舞台添加两个方块,一个纯白色,一个使用贴图。
(2)舞台中添加一个点光源,一个直射光源。直射光从左上方下右下方投射。

(3)方块可以看出明暗面区别,地面上也有影子。

原文:Away3D - 光源的添加和使用(PointLight,DirectionalLight)

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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