Babylonjs-mesh-instances

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BabylonJS-メッシュインスタンス

シーンに同一のメッシュを描画する場合は、インスタンスを使用します。

構文

var newInstance = mesh.createInstance("i" + index);//creates new instance

Demo

<!doctype html>
<html>
   <head>
      <meta charset = "utf-8">
      <title>BabylonJs - Basic Element-Creating Scene</title>
      <script src = "babylon.js"></script>
      <style>
         canvas {width: 100%; height: 100%;}
      </style>
   </head>

   <body>
      <canvas id = "renderCanvas"></canvas>
      <script type = "text/javascript">
         var canvas = document.getElementById("renderCanvas");
         var engine = new BABYLON.Engine(canvas, true);

         var createScene  = function() {
            var scene = new BABYLON.Scene(engine);
            scene.clearColor = BABYLON.Color3.Gray();

           //This creates and positions a free camera (non-mesh)
            var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene);

           //This targets the camera to scene origin
            camera.setTarget(BABYLON.Vector3.Zero());

           //This attaches the camera to the canvas
            camera.attachControl(canvas, true);

            var light = new BABYLON.DirectionalLight("dir01", new BABYLON.Vector3(0, -1, -0.3), scene);
            light.position = new BABYLON.Vector3(20, 60, 30);

           //Ground
            var ground = BABYLON.Mesh.CreateGround("ground1", 50, 50, 2, scene);
            ground.receiveShadows = true;

            var array_instances = [];
           //Trees
            BABYLON.SceneLoader.ImportMesh("", "scenes/", "Rabbit.babylon", scene, function (newMeshes, particleSystems, skeletons) {
               var rabbit = newMeshes[1];
               rabbit.isVisible = false;

               var range = 50;
               var count = 100;
               for (var index = 0; index < count; index++) {
                  var newInstance = rabbit.createInstance("i" + index);
                  var x = range/2 - Math.random() *range;
                  var z = range/2 - Math.random()* range;

                  newInstance.position = new BABYLON.Vector3(x, 0, z);
                  newInstance.scaling = new BABYLON.Vector3(0.05, 0.05, 0.05);
                  array_instances.push(newInstance);
               }
            });
            return scene;
         };
         var scene = createScene();
         engine.runRenderLoop(function() {
            scene.render();
         });
      </script>
   </body>
</html>

上記のデモリンクでは、 Rabbit.babylon mesh を使用しました。 _Rabbit.babylon_のjsonファイルはここからダウンロードできます

Rabbit.babylon

シーンにファイルを保存して、以下に示す出力を取得します。

出力

上記のコード行は、次の出力を生成します-

メッシュインスタンス

説明

次のコードは、シーンで同一のメッシュを作成するのに役立ちます-

var array_instances = [];

//Trees
BABYLON.SceneLoader.ImportMesh("", "scenes/", "Rabbit.babylon", scene, function (newMeshes, particleSystems, skeletons) {
   var rabbit = newMeshes[1];
   rabbit.isVisible = false;

   var range = 50;
   var count = 100;
   for (var index = 0; index < count; index++) {
      var newInstance = rabbit.createInstance("i" + index);//creates new instance
      var x = range/2 - Math.random() *range;
      var z = range/2 - Math.random()* range;

      newInstance.position = new BABYLON.Vector3(x, 0, z);//sets the position of the instance created.
      newInstance.scaling = new BABYLON.Vector3(0.05, 0.05, 0.05);//scaling the instanc on x,y and z axis.
      array_instances.push(newInstance);
   }
});
return scene;