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NUIT_INFO_2_DECEMBRE_2016/scripts/demo.js

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'use strict';
function runDemo(canvasId) {
var canvas = document.getElementById(canvasId);
var engine = new BABYLON.Engine(canvas, true);
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// Cr<43>ation de la sc<73>ne
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var scene = new BABYLON.Scene(engine);
scene.gravity = new BABYLON.Vector3(0, -9.81, 0);
scene.collisionsEnabled = true;
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// Ajout d'une cam<61>ra et de son contr<74>leur
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var camera = new BABYLON.FreeCamera("MainCamera", new BABYLON.Vector3(0, 2.5, 5), scene);
camera.applyGravity = true;
camera.checkCollisions = true;
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camera.speed = 0.5;
camera.angularSensibility = 1000;
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camera.keysUp = [90]; // Touche Z
camera.keysDown = [83]; // Touche S
camera.keysLeft = [81]; // Touche Q
camera.keysRight = [68]; // Touche D;
scene.activeCamera.attachControl(canvas);
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if(camera.position.x>2){
camera.position.x=2;
}else if(camera.position.x<-2){
camera.position.x=-2;
}
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// Ajout d'une lumi<6D>re
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var light = new BABYLON.PointLight("DirLight", new BABYLON.Vector3(0, 10, 0), scene);
light.diffuse = new BABYLON.Color3(1, 1, 1);
light.specular = new BABYLON.Color3(0.6, 0.6, 0.6);
light.intensity = 1.5;
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// On ajoute une skybox
createSkybox(scene);
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// Enfin la sc<73>ne de d<>mo
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createDemoScene(scene);
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// Lancement de la boucle principale
engine.runRenderLoop(function() {
scene.render();
});
}
function createSkybox(scene) {
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// Cr<43>ation d'une material
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var sMaterial = new BABYLON.StandardMaterial("skyboxMaterial", scene);
sMaterial.backFaceCulling = false;
sMaterial.reflectionTexture = new BABYLON.CubeTexture("images/skybox/skybox", scene);
sMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
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// Cr<43>ation d'un cube avec la material adapt<70>e
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var skybox = BABYLON.Mesh.CreateBox("skybox", 250, scene);
skybox.material = sMaterial;
}
function createDemoScene(scene) {
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// Cr<43>ation d'un sol
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var ground = BABYLON.Mesh.CreatePlane("ground", 50, scene);
ground.rotation.x = Math.PI / 2;
ground.material = new BABYLON.StandardMaterial("gMaterial", scene);
ground.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
ground.checkCollisions = true;
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var mur1 = BABYLON.Mesh.CreatePlane("mur1", 50, scene);
mur1.rotation.y = Math.PI / 2;
mur1.position.y = 20;
mur1.position.x = 25;
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mur1.visibility = 0;
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mur1.checkCollisions = true;
var mur2 = BABYLON.Mesh.CreatePlane("mur2", 50, scene);
mur2.rotation.y = -(Math.PI / 2);
mur2.position.y = 20;
mur2.position.x = -25;
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mur2.visibility = 0;
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mur2.checkCollisions = true;
var mur3 = BABYLON.Mesh.CreatePlane("mur3", 50, scene);
mur3.rotation.z = Math.PI / 2;
mur3.position.z = 25;
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mur3.visibility = 0;
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mur3.checkCollisions = true;
var mur4 = BABYLON.Mesh.CreatePlane("mur4", 50, scene);
mur4.rotation.x = Math.PI;
mur4.position.z = -25;
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mur4.visibility = 0;
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mur4.checkCollisions = true;
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// Et quelques cubes...
var boxMaterial = new BABYLON.StandardMaterial("bMaterial", scene);
boxMaterial.diffuseTexture = new BABYLON.Texture("images/box.png", scene);
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var positions = [
{ x: -15, z: 15 },
{ x: -15, z: -15 },
{ x: 15, z: 15 },
{ x: 15, z: -15 }
];
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var cubeSize = 2.5;
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for (var i = 0; i < 4; i++) {
var box = BABYLON.Mesh.CreateBox("box1", cubeSize, scene);
box.position = new BABYLON.Vector3(positions[i].x, cubeSize / 2, positions[i].z);
box.material = boxMaterial;
box.checkCollisions = true;
}
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}