ConduitGeometry3
ts
import { AtmosphericComponent, BitmapTexture2D, BlendMode, CameraUtil, Color, ComponentBase, DirectLight, Engine3D, ExtrudeGeometry, HoverCameraController, KelvinUtil, LitMaterial, Material, MeshRenderer, Object3D, Object3DUtil, Scene3D, Time, Vector3, Vector4, View3D } from '@orillusion/core';
import { Stats } from '@orillusion/stats';
// An sample to use ExtrudeGeometry and make uv move animation
class Sample_ConduitGeometry3 {
scene: Scene3D;
material: LitMaterial;
totalTime: number;
async run() {
Engine3D.setting.shadow.shadowBound = 50;
Engine3D.setting.shadow.shadowBias = 0.003;
await Engine3D.init();
// 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, 50);
// 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 = 2;
this.scene.addChild(light.object3D);
// relative light to sky
atmosphericSky.relativeTransform = light.transform;
Engine3D.startRenderView(view);
await this.createMaterial();
this.createConduit();
this.createFloor();
}
createFloor() {
let object3D = Object3DUtil.GetSingleCube(200, 1, 200, 1, 1, 1);
this.scene.addChild(object3D);
}
async createMaterial() {
this.material = new LitMaterial();
this.material.cullMode = 'none';
this.material.depthCompare = 'always';
this.material.blendMode = BlendMode.ADD;
this.material.baseColor = new Color(0, 1, 0.5, 1.0);
this.material.transparent = true;
let texture = new BitmapTexture2D();
texture.addressModeU = 'repeat';
texture.addressModeV = 'repeat';
await texture.load('https://cdn.orillusion.com/textures/cell.webp');
this.material.baseMap = texture;
}
private createConduit() {
let shape = this.getShape();
let curve = this.getCurve();
let conduitObject3D = new Object3D();
this.scene.addChild(conduitObject3D);
let renderer = conduitObject3D.addComponent(MeshRenderer);
renderer.material = this.material;
renderer.geometry = new ExtrudeGeometry().build(shape, false, curve, 0.2);
let component = conduitObject3D.addComponent(UVMoveComponent);
component.speed.set(0, -0.4, 4, 0.5);
}
private getShape(): Vector3[] {
let vertexList: Vector3[] = []; //an area
const vertexCount = 40;
for (let i = 0; i < vertexCount; i++) {
let angle = (i * Math.PI * 2) / 23;
let angle2 = (i * Math.PI * 2) / 50;
let z2 = Math.sin(angle2) * 8 * (Math.random() * 0.1 + 0.9);
let vertex = new Vector3(i + this.random(-0.2, 0.2) - vertexCount * 0.5, 0, Math.sin(angle) + this.random(-1, 1));
vertex.z += z2;
vertexList.push(vertex);
}
return vertexList;
}
private random(min: number, max: number): number {
return Math.random() * (max - min) + min;
}
private getCurve(): Vector3[] {
let vertexList: Vector3[] = [];
vertexList.push(new Vector3(0, 0, 0));
vertexList.push(new Vector3(0, 20, 0));
return vertexList;
}
}
class UVMoveComponent extends ComponentBase {
private _material: Material;
private readonly _speed: Vector4 = new Vector4(0.1, 0.1, 1, 1);
public get speed(): Vector4 {
return this._speed;
}
public set speed(value: Vector4) {
this._speed.copyFrom(value);
}
start(): void {
let mr = this.object3D.getComponent(MeshRenderer);
if (mr) {
this._material = mr.material;
}
}
onUpdate(): void {
if (this._material) {
let value = this._material.getUniformV4(`baseMapOffsetSize`);
value.x += Time.delta * this._speed.x * 0.001;
value.y += Time.delta * this._speed.y * 0.001;
value.z = this._speed.z;
value.w = this._speed.w;
this._material.setUniformVector4(`baseMapOffsetSize`, value);
}
}
}
new Sample_ConduitGeometry3().run();