forked from playcanvas/engine
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathlights.html
More file actions
153 lines (132 loc) · 4.79 KB
/
lights.html
File metadata and controls
153 lines (132 loc) · 4.79 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
<!DOCTYPE html>
<html>
<head>
<title>PlayCanvas Lights</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link rel="icon" type="image/png" href="../playcanvas-favicon.png" />
<script src="../../build/playcanvas.js"></script>
<script src="../../build/playcanvas-extras.js"></script>
<style>
body {
margin: 0;
overflow-y: hidden;
}
</style>
</head>
<body>
<!-- The canvas element -->
<canvas id="application-canvas"></canvas>
<script>
function createMaterial(colors) {
var material = new pc.StandardMaterial();
for (var param in colors) {
material[param] = colors[param];
}
material.update();
return material;
}
</script>
<!-- The script -->
<script>
var canvas = document.getElementById("application-canvas");
// Create the application and start the update loop
var app = new pc.Application(canvas);
app.start();
// Set the canvas to fill the window and automatically change resolution to be the same as the canvas size
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
window.addEventListener("resize", function () {
app.resizeCanvas(canvas.width, canvas.height);
});
var miniStats = new pcx.MiniStats(app);
app.scene.ambientLight = new pc.Color(0.4, 0.4, 0.4);
var entity, light, camera;
// Load a model file and create a Entity with a model component
var url = "../assets/models/statue.glb";
app.assets.loadFromUrl(url, "container", function (err, asset) {
entity = new pc.Entity();
entity.addComponent("model", {
type: "asset",
asset: asset.resource.model,
castShadows: true
});
app.root.addChild(entity);
});
// Create an Entity with a camera component
var camera = new pc.Entity();
camera.addComponent("camera", {
clearColor: new pc.Color(0.4, 0.45, 0.5)
});
camera.translate(0, 7, 24);
camera.rotate(0, 0, 0);
// Create an Entity for the ground
var ground = new pc.Entity();
ground.addComponent("model", {
type: "box"
});
ground.setLocalScale(50, 1, 50);
ground.setLocalPosition(0, -0.5, 0);
var material = createMaterial({
ambient: new pc.Color(0.1, 0.4, 0.1),
diffuse: new pc.Color(0.1, 0.4, 0.1)
});
ground.model.material = material;
// Create an spot light
var light = new pc.Entity();
light.addComponent("light", {
type: "spot",
color: new pc.Color(1, 1, 1),
outerConeAngle: 60,
innerConeAngle: 40,
range: 100,
intensity: 1,
castShadows: true,
shadowBias: 0.005,
normalOffsetBias: 0.01,
shadowResolution: 2048
});
var cone = new pc.Entity();
cone.addComponent("model", {
type: "cone"
});
cone.model.material = createMaterial({ emissive: new pc.Color(1, 1, 1) });
light.addChild(cone);
// Create a point light
var pointlight = new pc.Entity();
pointlight.addComponent("light", {
type: "point",
color: new pc.Color(0, 0, 1),
range: 100,
intensity: 1
});
pointlight.addComponent("model", {
type: "sphere"
});
pointlight.model.material = createMaterial({ diffuse: new pc.Color(0, 0, 0), emissive: new pc.Color(0, 0, 1) });
// Add Entities into the scene hierarchy
app.root.addChild(camera);
app.root.addChild(light);
app.root.addChild(pointlight);
app.root.addChild(ground);
// Simple update loop to rotate the light
var radius = 20;
var height = 5;
var angle = 0;
var pointRadius = 5;
var pointHeight = 10;
app.on("update", function (dt) {
angle += 20 * dt;
if (angle > 360) {
angle -= 360;
}
if (entity) {
light.lookAt(entity.getPosition());
light.rotateLocal(90, 0, 0);
light.setLocalPosition(radius * Math.sin(angle * pc.math.DEG_TO_RAD), height, radius * Math.cos(angle * pc.math.DEG_TO_RAD));
pointlight.setLocalPosition(pointRadius * Math.sin(-2 * angle * pc.math.DEG_TO_RAD), pointHeight, pointRadius * Math.cos(-2 * angle * pc.math.DEG_TO_RAD));
}
});
</script>
</body>
</html>