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
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 = 30
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(`transformUV1`)
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(`transformUV1`, value)
}
}
}
new Sample_ConduitGeometry3().run()