UIVisible
ts
import { Engine3D, Object3DUtil, Object3D, UIImage, ImageType, WorldPanel, UITransform, KelvinUtil, Scene3D, AtmosphericComponent, CameraUtil, HoverCameraController, View3D, DirectLight } from '@orillusion/core';
import { Stats } from '@orillusion/stats';
class Sample_UIVisible {
imageComponentList: UIImage[];
uiTransform: UITransform;
counter: number = 0;
spriteCount = 10;
scene: Scene3D;
Ori: dat.GUI;
async run() {
Engine3D.setting.shadow.autoUpdate = true;
await Engine3D.init({
renderLoop: () => {
this.renderUpdate();
}
});
// init Scene3D
this.scene = new Scene3D();
this.scene.exposure = 1;
this.scene.addComponent(Stats);
// init sky
let atmosphericSky: AtmosphericComponent;
atmosphericSky = this.scene.addComponent(AtmosphericComponent);
// init Camera3D
let camera = CameraUtil.createCamera3DObject(this.scene);
camera.perspective(60, Engine3D.aspect, 1, 5000);
// init Camera Controller
let hoverCtrl = camera.object3D.addComponent(HoverCameraController);
hoverCtrl.setCamera(-30, -15, 100);
// init View3D
let view = new View3D();
view.scene = this.scene;
view.camera = camera;
// create direction light
let lightObj3D = new Object3D();
lightObj3D.x = 0;
lightObj3D.y = 30;
lightObj3D.z = -40;
lightObj3D.rotationX = 20;
lightObj3D.rotationY = 160;
lightObj3D.rotationZ = 0;
let light = lightObj3D.addComponent(DirectLight);
light.lightColor = KelvinUtil.color_temperature_to_rgb(5355);
light.castShadow = true;
light.intensity = 4;
this.scene.addChild(light.object3D);
// relative light to sky
atmosphericSky.relativeTransform = light.transform;
Engine3D.startRenderView(view);
// create floor
let floor = Object3DUtil.GetSingleCube(100, 2, 50, 0.5, 0.5, 0.5);
this.scene.addChild(floor);
floor.y = -40;
// enable ui canvas at index 0
let canvas = view.enableUICanvas();
//create UI root
let panelRoot: Object3D = new Object3D();
panelRoot.scaleX = panelRoot.scaleY = panelRoot.scaleZ = 0.2;
await Engine3D.res.loadAtlas('https://cdn.orillusion.com/atlas/Sheet_atlas.json');
let panel = panelRoot.addComponent(WorldPanel);
canvas.addChild(panel.object3D);
this.imageComponentList = [];
let frameStart = 65;
// create sprite list
for (let i = 0; i < this.spriteCount; i++) {
let imageQuad = new Object3D();
panelRoot.addChild(imageQuad);
let img = imageQuad.addComponent(UIImage);
let frameKey = (i + frameStart).toString().padStart(5, '0');
img.sprite = Engine3D.res.getGUISprite(frameKey);
img.imageType = ImageType.Sliced;
img.uiTransform.resize(200, 200);
img.uiTransform.x = (i - (this.spriteCount - 1) * 0.5) * 50;
this.imageComponentList.push(img);
}
//create panel
let quadGroup: Object3D = new Object3D();
panelRoot.addChild(quadGroup);
this.uiTransform = quadGroup.addComponent(UITransform);
let pi_2 = Math.PI * 2;
let rectCount = 50;
for (let i = 0; i < rectCount; i++) {
let rect = new Object3D();
quadGroup.addChild(rect);
let img = rect.addComponent(UIImage);
img.uiTransform.resize(10, 10);
let angle = (i / rectCount) * pi_2;
img.uiTransform.x = Math.sin(angle) * 160;
img.uiTransform.y = Math.cos(angle) * 160;
}
}
renderUpdate() {
if (this.imageComponentList) {
this.counter += 0.02;
let mathSin = (Math.sin(this.counter) + 1) * 0.5;
let index = Math.floor(mathSin * this.imageComponentList.length);
//component visible
for (let i = 0; i < this.imageComponentList.length; i++) {
this.imageComponentList[i].visible = i != index;
}
// transform visible
this.uiTransform.visible = index % 2 == 0;
}
}
}
new Sample_UIVisible().run();