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

作者:hangge | 2015-11-21 09:06
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。
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 _lastX:Number = 0;
		private var _lastY:Number = 0;
		
		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
		{
			//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
		{
			_view3D.stage.addEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
			_lastX = _view3D.mouseX;
			_lastY = _view3D.mouseY;
		}
		
		/**
		 * 鼠标弹起事件
		 */
		private function onMouseUp(event:MouseEvent):void
		{
			_view3D.stage.removeEventListener(MouseEvent.MOUSE_MOVE, mouseMoveHandler);
		}
		
		/**
		 * 鼠标移动事件
		 */
		private function mouseMoveHandler(event:MouseEvent):void
		{
			//移动摄像机
			var dx:Number = _view3D.mouseX - _lastX;
			var dy:Number = _view3D.mouseY - _lastY;
			
			cameraController.panAngle += dx;
			cameraController.tiltAngle += dy;
			
			_lastX = _view3D.mouseX;
			_lastY = _view3D.mouseY;
		}
	}
}
源码下载:Amay3DTest8.zip
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