180 lines
5.2 KiB
Markdown
180 lines
5.2 KiB
Markdown
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Egret3D中的立方体由`CubeGeometry`类负责实现,通过`CubeGeometry`可快速创建一个宽度,高度和深度均为80的立方体模型。
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下面示例代码中我们创建一个宽度为100,高度为30,深度为300的立方体。代码如下:
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```
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class CubeDemo extends LoadingUI {
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/**
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* Canvas操作对象
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* @version Egret 3.0
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* @platform Web,Native
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*/
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protected _egret3DCanvas: egret3d.Egret3DCanvas;
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/**
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* View3D操作对象
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* @version Egret 3.0
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* @platform Web,Native
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*/
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protected _view3D: egret3d.View3D;
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/**
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* look at 摄像机控制器 。</p>
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* 指定摄像机看向的目标对象。</p>
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* 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>
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* 2.按下键盘的(w s a d) 可以摄像机(上 下 左 右)移动。</p>
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* 3.滑动鼠标滚轮可以控制摄像机的视距。</p>
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* @version Egret 3.0
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* @platform Web,Native
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*/
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private cameraCtl: egret3d.LookAtController;
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/**
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* 灯光组
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* @version Egret 3.0
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* @platform Web,Native
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*/
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private lights: egret3d.LightGroup = new egret3d.LightGroup();
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/**
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* 模型对象
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* @version Egret 3.0
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* @platform Web,Native
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*/
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private model: egret3d.Mesh;
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/**
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* 待机动画
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* @version Egret 3.0
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* @platform Web,Native
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*/
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private idle: egret3d.SkeletonAnimationClip;
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/**
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* 跑步动画
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* @version Egret 3.0
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* @platform Web,Native
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*/
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private run: egret3d.SkeletonAnimationClip;
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/**
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* 攻击动画
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* @version Egret 3.0
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* @platform Web,Native
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*/
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private attack: egret3d.SkeletonAnimationClip;
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/**
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* @language zh_CN
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* 当前动画
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*/
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public currentAnim: string;
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public constructor() {
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super();
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///创建Canvas对象。
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this._egret3DCanvas = new egret3d.Egret3DCanvas();
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///Canvas的起始坐标,页面左上角为起始坐标(0,0)。
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this._egret3DCanvas.x = 0;
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this._egret3DCanvas.y = 0;
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///设置Canvas页面尺寸。
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this._egret3DCanvas.width = window.innerWidth;
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this._egret3DCanvas.height = window.innerHeight;
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///创建View3D对象,页面左上角为起始坐标(0,0),其参数依次为:
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///@param x: number 起始坐标x,
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///@param y: number 起始坐标y
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///@param width: number 显示区域的宽
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///@param height: number 显示区域的高
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this._view3D = new egret3d.View3D(0,0,window.innerWidth,window.innerHeight);
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///当前对象对视位置,其参数依次为:
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///@param pos 对象的位置
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///@param target 目标的位置
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this._view3D.camera3D.lookAt(new egret3d.Vector3D(0,0,1000),new egret3d.Vector3D(0,0,0));
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///View3D的背景色设置
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this._view3D.backColor = 0xffffffff;
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///将View3D添加进Canvas中
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this._egret3DCanvas.addView3D(this._view3D);
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///创建平行光
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var dirLight: egret3d.DirectLight = new egret3d.DirectLight(new egret3d.Vector3D(-0.5,0.6,0.2));
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dirLight.diffuse = 0xffffff;
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this.lights.addLight(dirLight);
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this.InitCameraCtl();
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///启动Canvas。
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this._egret3DCanvas.start();
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this._egret3DCanvas.addEventListener(egret3d.Event3D.ENTER_FRAME,this.update,this);
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this.OnInitLoadingView(5);
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///设置window resize事件
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egret3d.Input.addEventListener(egret3d.Event3D.RESIZE,this.OnWindowResize,this);
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this.createCube();
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}
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/**
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* @language zh_CN
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* 窗口尺寸变化事件
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* @version Egret 3.0
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* @platform Web,Native
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*/
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private OnWindowResize(e: egret3d.Event3D): void {
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///重置ui大小
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this._egret3DCanvas.width = window.innerWidth;
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this._egret3DCanvas.height = window.innerHeight;
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this._view3D.width = window.innerWidth;
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this._view3D.height = window.innerHeight;
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}
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/**
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* @language zh_CN
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* 初始化相机控制
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* @version Egret 3.0
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* @platform Web,Native
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*/
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private InitCameraCtl() {
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///摄像机控制类
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this.cameraCtl = new egret3d.LookAtController(this._view3D.camera3D,new egret3d.Object3D());
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///设置目标和相机的距离
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this.cameraCtl.distance = 500;
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///设置相机x轴旋转
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this.cameraCtl.rotationX = 0;
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}
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/**
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* @language zh_CN
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* 模型加载回调
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* @param e: egret3d.URLLoader 加载器对象
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* @version Egret 3.0
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* @platform Web,Native
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*/
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protected createCube() {
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this.OnLoadFinished();
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this.CloseLoadingView();
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///创建纹理材质
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var mat = new egret3d.TextureMaterial();
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///创建模型基类
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var ge: egret3d.CubeGeometry = new egret3d.CubeGeometry(100,30,300);
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///生成mesh
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this.model = new egret3d.Mesh(ge,mat);
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this.model.material.lightGroup = this.lights;
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this.model.y = -100;
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///插入model
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this._view3D.addChild3D(this.model);
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}
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public update(e: egret3d.Event3D) {
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this.cameraCtl.update();
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}
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}
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```
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编译并运行,效果如图:
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![](575cd381ee555.png)
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