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src/babylonjs/AppLight.ts
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209
src/babylonjs/AppLight.ts
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import { SpotLight } from '@babylonjs/core/Lights/spotLight';
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import { ShadowGenerator } from '@babylonjs/core/Lights/Shadows/shadowGenerator';
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import '@babylonjs/core/Lights/Shadows/shadowGeneratorSceneComponent';
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import { Vector3, Quaternion } from '@babylonjs/core/Maths/math.vector';
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import { Monobehiver } from '../base/Monobehiver';
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import { MeshBuilder } from '@babylonjs/core/Meshes/meshBuilder';
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import { StandardMaterial } from '@babylonjs/core/Materials/standardMaterial';
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import { Color3 } from '@babylonjs/core/Maths/math.color';
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import { GizmoManager } from '@babylonjs/core/Gizmos/gizmoManager';
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import { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh';
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import { Mesh } from '@babylonjs/core/Meshes/mesh';
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type DebugMarkers = {
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marker: Mesh;
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arrow: Mesh;
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gizmoManager: GizmoManager;
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onKey: (e: KeyboardEvent) => void;
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};
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/**
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* 灯光管理类- 负责创建和管理场景灯光
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*/
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export class AppLight extends Monobehiver {
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lightList: SpotLight[];
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shadowGenerator: ShadowGenerator | null;
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debugMarkers?: DebugMarkers;
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coneMesh?: Mesh;
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updateCone?: () => void;
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constructor(mainApp: any) {
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super(mainApp);
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this.lightList = [];
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this.shadowGenerator = null;
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}
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/** 初始化灯光并开启阴影 */
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Awake(): void {
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const light = new SpotLight(
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"mainLight",
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new Vector3(-0.6, 2.12, 2),
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new Vector3(0, -0.5, -1),
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Math.PI * 0.6, // angle 弧度
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);
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light.angle = 1.5;
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light.innerAngle = 1;
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light.exponent = 2;
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light.diffuse = new Color3(1, 0.86, 0.80);
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light.specular = new Color3(1, 1, 1);
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light.intensity = 60;
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light.shadowMinZ = 0.01;
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light.shadowMaxZ = 100;
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light.range = 5000;
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const generator = new ShadowGenerator(4096, light);
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generator.usePercentageCloserFiltering = true;
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generator.filteringQuality = ShadowGenerator.QUALITY_HIGH;
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generator.transparencyShadow = true;
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this.lightList.push(light);
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this.shadowGenerator = generator;
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}
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/** 将网格添加为阴影投射者 */
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addShadowCaster(mesh: AbstractMesh): void {
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if (this.shadowGenerator) {
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this.shadowGenerator.addShadowCaster(mesh);
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}
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}
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/** 设置主光源强度 */
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setIntensity(intensity: number): void {
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if (this.lightList[0]) this.lightList[0].intensity = intensity;
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}
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/** 创建灯光可视化调试器 - W键拖拽位置,E键旋转方向 */
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enableLightDebug(): void {
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const scene = this.mainApp.appScene.object;
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const light = this.lightList[0];
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if (!light || !scene) return;
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const marker = MeshBuilder.CreateSphere("lightMarker", { diameter: 0.3 }, scene);
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marker.position = light.position.clone();
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const mat = new StandardMaterial("lightMat", scene);
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mat.emissiveColor = Color3.Yellow();
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marker.material = mat;
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const arrow = MeshBuilder.CreateCylinder("lightArrow", { height: 1, diameterTop: 0, diameterBottom: 0.1 }, scene);
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arrow.parent = marker;
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arrow.position.set(0, 0, 0.6);
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arrow.rotation.x = Math.PI / 2;
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const arrowMat = new StandardMaterial("arrowMat", scene);
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arrowMat.emissiveColor = Color3.Red();
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arrow.material = arrowMat;
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const dir = light.direction.normalize();
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marker.rotation.y = Math.atan2(dir.x, dir.z);
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marker.rotation.x = -Math.asin(dir.y);
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const gizmoManager = new GizmoManager(scene);
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gizmoManager.attachableMeshes = [marker];
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gizmoManager.usePointerToAttachGizmos = false;
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gizmoManager.attachToMesh(marker);
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scene.onBeforeRenderObservable.add(() => {
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light.position.copyFrom(marker.position);
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const forward = new Vector3(0, 0, 1);
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const rotationMatrix = marker.getWorldMatrix().getRotationMatrix();
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light.direction = Vector3.TransformNormal(forward, rotationMatrix).normalize();
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});
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const onKey = (e: KeyboardEvent) => {
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if (e.key === 'w' || e.key === 'W') {
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gizmoManager.positionGizmoEnabled = true;
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gizmoManager.rotationGizmoEnabled = false;
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} else if (e.key === 'e' || e.key === 'E') {
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gizmoManager.positionGizmoEnabled = false;
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gizmoManager.rotationGizmoEnabled = true;
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}
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};
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window.addEventListener('keydown', onKey);
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gizmoManager.positionGizmoEnabled = true;
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this.debugMarkers = { marker, arrow, gizmoManager, onKey };
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}
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/** 隐藏灯光调试器 */
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disableLightDebug(): void {
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if (this.debugMarkers) {
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window.removeEventListener('keydown', this.debugMarkers.onKey);
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this.debugMarkers.gizmoManager.dispose();
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this.debugMarkers.arrow.dispose();
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this.debugMarkers.marker.dispose();
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this.debugMarkers = undefined;
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}
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}
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/** 创建聚光灯可视化Gizmo - 带光锥范围 */
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createLightGizmo(): void {
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const scene = this.mainApp.appScene.object;
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const light = this.lightList[0];
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if (!light || !scene) return;
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const coneLength = 3;
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const updateCone = () => {
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if (this.coneMesh) this.coneMesh.dispose();
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const radius = Math.tan(light.angle) * coneLength;
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const cone = MeshBuilder.CreateCylinder("lightCone", {
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height: coneLength,
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diameterTop: radius * 2,
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diameterBottom: 0
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}, scene);
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const mat = new StandardMaterial("coneMat", scene);
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mat.emissiveColor = Color3.Yellow();
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mat.alpha = 0.2;
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mat.wireframe = true;
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cone.material = mat;
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cone.position = light.position.add(light.direction.scale(coneLength / 2));
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const up = new Vector3(0, 1, 0);
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const axis = Vector3.Cross(up, light.direction).normalize();
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const angle = Math.acos(Vector3.Dot(up, light.direction.normalize()));
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if (axis.length() > 0.001) cone.rotationQuaternion = Quaternion.RotationAxis(axis, angle);
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this.coneMesh = cone;
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};
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updateCone();
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this.updateCone = updateCone;
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}
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/** 创建angle和innerAngle调试滑动条 */
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createAngleSliders(): void {
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const light = this.lightList[0];
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if (!light) return;
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const container = document.createElement('div');
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container.style.cssText = 'position:fixed;top:10px;right:10px;background:rgba(0,0,0,0.7);padding:10px;border-radius:5px;color:#fff;font-size:12px;z-index:1000';
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const createSlider = (label: string, value: number, min: number, max: number, onChange: (v: number) => void) => {
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const wrap = document.createElement('div');
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wrap.style.marginBottom = '8px';
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const lbl = document.createElement('div');
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lbl.textContent = `${label}: ${value}`;
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const slider = document.createElement('input');
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slider.type = 'range';
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slider.min = String(min);
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slider.max = String(max);
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slider.value = String(value);
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slider.style.width = '150px';
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slider.oninput = () => {
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lbl.textContent = `${label}: ${slider.value}`;
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onChange(Number(slider.value));
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};
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wrap.append(lbl, slider);
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return wrap;
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};
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const toRad = (deg: number) => deg * Math.PI / 180;
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const toDeg = (rad: number) => Math.round(rad * 180 / Math.PI);
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container.append(
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createSlider('angle', toDeg(light.angle), 1, 180, v => { light.angle = toRad(v); this.updateCone?.(); }),
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createSlider('innerAngle', toDeg(light.innerAngle), 0, 180, v => { light.innerAngle = toRad(v); })
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);
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document.body.appendChild(container);
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}
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}
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