代码function showWorldAxis(size) {
var makeTextPlane = function(text, color, size) {
var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", 50, scene, true);
dynamicTexture.hasAlpha = true;
dynamicTexture.drawText(text, 5, 40, "bold 36px Arial", color , "transparent", true);
var plane = BABYLON.Mesh.CreatePlane("TextPlane", size, scene, true);
plane.material = new BABYLON.StandardMaterial("TextPlaneMaterial", scene);
plane.material.backFaceCulling = false;
plane.material.specularColor = new BABYLON.Color3(0, 0, 0);
plane.material.diffuseTexture = dynamicTexture;
return plane;
};
var axisX = BABYLON.Mesh.CreateLines("axisX", [
BABYLON.Vector3.Zero(), new BABYLON.Vector3(size, 0, 0), new BABYLON.Vector3(size * 0.95, 0.05 * size, 0),
new BABYLON.Vector3(size, 0, 0), new BABYLON.Vector3(size * 0.95, -0.05 * size, 0)
], scene);
axisX.color = new BABYLON.Color3(1, 0, 0);
var xChar = makeTextPlane("X", "red", size / 10);
xChar.position = new BABYLON.Vector3(0.9 * size, -0.05 * size, 0);
var axisY = BABYLON.Mesh.CreateLines("axisY", [
BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, size, 0), new BABYLON.Vector3( -0.05 * size, size * 0.95, 0),
new BABYLON.Vector3(0, size, 0), new BABYLON.Vector3( 0.05 * size, size * 0.95, 0)
], scene);
axisY.color = new BABYLON.Color3(0, 1, 0);
var yChar = makeTextPlane("Y", "green", size / 10);
yChar.position = new BABYLON.Vector3(0, 0.9 * size, -0.05 * size);
var axisZ = BABYLON.Mesh.CreateLines("axisZ", [
BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, size), new BABYLON.Vector3( 0 , -0.05 * size, size * 0.95),
new BABYLON.Vector3(0, 0, size), new BABYLON.Vector3( 0, 0.05 * size, size * 0.95)
], scene);
axisZ.color = new BABYLON.Color3(0, 0, 1);
var zChar = makeTextPlane("Z", "blue", size / 10);
zChar.position = new BABYLON.Vector3(0, 0.05 * size, 0.9 * size);
};
自己实现,去掉了文字,靠颜色区分就够了,文字很多时候看不见。import Mesh = BABYLON.Mesh;
import Vector3 = BABYLON.Vector3;
import Scene = BABYLON.Scene;
import Color3 = BABYLON.Color3;
import LinesMesh = BABYLON.LinesMesh;
export class HAxis {
private axisX: Mesh;
private axisY: Mesh;
private axisZ: Mesh;
constructor(scene: Scene, size: number) {
// https://doc.babylonjs.com/snippets/world_axes
this.axisX = this.makeAxis(scene, "axisX", size, new Color3(1, 0, 0));
this.axisY = this.makeAxis(scene, "axisY", size, new Color3(0, 1, 0));
this.axisY.rotation.z = Math.PI / 2;
this.axisZ = this.makeAxis(scene, "axisZ", size, new Color3(0, 0, 1));
this.axisZ.rotation.y = -Math.PI / 2;
}
private makeAxis(scene: Scene, name: string, size: number, color3: Color3): Mesh {
const axis: LinesMesh = Mesh.CreateLines(name, [
new Vector3(0,0,0),
new Vector3(size, 0, 0),
new Vector3(0.95 * size, 0, 0.05 * size),
new Vector3(size, 0, 0),
new Vector3(0.95 * size, 0, -0.05 * size)], null);
axis.color = color3;
return axis;
}
}
这个案例只是世界坐标轴,可以改造一下,给模型添加坐标轴。
微软的教程还是很全的,关键是能不能搜索的到。