将场景灯光添加到Forge Viewer

时间:2019-01-28 07:37:51

标签: autodesk-forge autodesk-viewer

我想在Forge Viewer场景中添加一些额外的灯光,但是我找不到有关如何实现此目的的任何示例,到目前为止,我的尝试均未成功。

我知道这篇文章:Add Custom Light for the View and Data API Viewer。这不是我想要的,我不想创建一个新的灯光预设,我想保留所选的灯光预设,并在模型周围添加额外的灯光以使其更明亮。

挖掘viewer3D.js代码,我发现以下功能:

static void Main(string[] args)
{
    Process.Start("first.cmd").WaitForExit(); // popup a new window

    Process.Start("second.cmd").WaitForExit(); // popup a new window

    Process.Start("third.bat").WaitForExit(); // popup a new window

    Console.WriteLine("Press any key to exit ... ");
    Console.ReadKey();
}

因此,我尝试按照以下步骤创建灯光:(

  this.initLights = function ()
  {
    this.dir_light1 = new three__WEBPACK_IMPORTED_MODULE_30__["DirectionalLight"](_defaultDirLightColor, _defaultLightIntensity);
    this.dir_light1.position.copy(_lightDirDefault);
    this.highlight_dir_light1 = new three__WEBPACK_IMPORTED_MODULE_30__["DirectionalLight"](_defaultDirLightColor, _defaultLightIntensity);
    this.highlight_dir_light1.intensity = 1;
    this.highlight_dir_light1.position.copy(_lightDirDefault);

    //Note this color will be overridden by various light presets
    this.amb_light = new three__WEBPACK_IMPORTED_MODULE_30__["AmbientLight"](_defaultAmbientColor);
    this.highlight_amb_light = new three__WEBPACK_IMPORTED_MODULE_30__["AmbientLight"](_defaultAmbientColor);

    // Set this list only once, so that we're not constantly creating and deleting arrays each frame.
    // See https://www.scirra.com/blog/76/how-to-write-low-garbage-real-time-javascript for why.
    // use this.no_lights empty array if no lights are needed.
    this.lights = [this.dir_light1, this.amb_light];
    this.highlight_lights = [this.highlight_dir_light1, this.highlight_amb_light];

    //We do not add the lights to any scene, because we need to use them
    //in multiple scenes during progressive render.
    //this.scene.add(this.amb_light);

    // Attach the light to the camera, so that the light direction is applied in view-space.
    // Note:
    //
    //  1. For directional lights, the direction where the light comes from is determined by
    //     lightPosition - targetPosition, both in in world-space.
    //  2. The default target of dir lights is the world origin.
    //  3. Transforming the light object only affects the light position, but has no effect on the target.
    //
    // The goal is to rotate the lightDir with the camera, but keep it independent
    // of the camera position. Due to 3. above, we must also attach the light's target object to the camera.
    // Otherwise, the camera position would incorrectly be added to the light direction.
    this.camera.add(this.dir_light1);
    this.camera.add(this.dir_light1.target);
    this.camera.add(this.highlight_dir_light1);
    this.camera.add(this.highlight_dir_light1.target);

    _lightsInitialized = true;
  };

1 个答案:

答案 0 :(得分:-1)

LMV使用自定义光源,因此任何多余的光源都需要添加到const myExtraLight = new THREE.DirectionalLight(0xFF0000, 1.0); viewer.impl.lights.push(myExtraLight) 中才能生效:

this.lights = [this.dir_light1, this.amb_light];

在您发布的查看器的源代码中请注意,光源也将添加到渲染器的光源阵列中:

class User(UserMixin, Base):
    __tablename__ = 'users'
    id = Column(Integer, primary_key=True)
    date_added = Column(DateTime(timezone=True), nullable=False)
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