From 0dfc22fd7db8536a23d92ceee110431d85523098 Mon Sep 17 00:00:00 2001 From: Thebarda Date: Fri, 2 Dec 2016 00:15:15 +0200 Subject: [PATCH] murs couloir 2 et salle 3 finitos --- scripts/demo.js | 77 +++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 75 insertions(+), 2 deletions(-) diff --git a/scripts/demo.js b/scripts/demo.js index 25fb7bc..24afee0 100644 --- a/scripts/demo.js +++ b/scripts/demo.js @@ -14,7 +14,7 @@ function runDemo(canvasId) { camera.applyGravity = true; camera.checkCollisions = true; - camera.speed = 0.5; + camera.speed = 1; camera.angularSensibility = 1000; camera.keysUp = [90]; // Touche Z @@ -34,6 +34,11 @@ function runDemo(canvasId) { light2.specular = new BABYLON.Color3(0.6, 0.6, 0.6); light2.intensity = 1.5; + var light3 = new BABYLON.PointLight("DirLight", new BABYLON.Vector3(0, 10, 160), scene); + light3.diffuse = new BABYLON.Color3(1, 1, 1); + light3.specular = new BABYLON.Color3(0.6, 0.6, 0.6); + light3.intensity = 1.5; + // On ajoute une skybox createSkybox(scene); @@ -54,7 +59,7 @@ function createSkybox(scene) { sMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; // Cr�ation d'un cube avec la material adapt�e - var skybox = BABYLON.Mesh.CreateBox("skybox", 250, scene); + var skybox = BABYLON.Mesh.CreateBox("skybox", 400, scene); skybox.material = sMaterial; } @@ -175,6 +180,74 @@ function createDemoScene(scene) { mur4Salle2.visibility = 0; mur4Salle2.checkCollisions = true; + /*--------------COULOIR 2--------------------*/ + + var groundCouloir2 = BABYLON.Mesh.CreateGround("groundCouloir2", 10, 20, 2, scene); + groundCouloir2.material = new BABYLON.StandardMaterial("gMaterial", scene); + groundCouloir2.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene); + groundCouloir2.position.z = 105; + groundCouloir2.checkCollisions = true; + + var mur1Couloir2 = BABYLON.Mesh.CreatePlane("mur1Couloir2", 20, scene); + mur1Couloir2.rotation.y = Math.PI / 2; + mur1Couloir2.position.z = 105; + mur1Couloir2.position.x = 5; + mur1Couloir2.visibility = 0; + mur1Couloir2.checkCollisions = true; + + var mur2Couloir2 = BABYLON.Mesh.CreatePlane("mur2Couloir2", 20, scene); + mur2Couloir2.rotation.y = -(Math.PI / 2); + mur2Couloir2.position.z = 105; + mur2Couloir2.position.x = -5; + mur2Couloir2.visibility = 0; + mur2Couloir2.checkCollisions = true; + + /*----------------SALLE 3-------------------------*/ + + var groundSalle3 = BABYLON.Mesh.CreatePlane("groundSalle3", 50, scene); + groundSalle3.rotation.x = Math.PI / 2; + groundSalle3.position.z = 140; + groundSalle3.material = new BABYLON.StandardMaterial("gMaterial", scene); + groundSalle3.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene); + groundSalle3.checkCollisions = true; + + var mur11Salle3 = BABYLON.Mesh.CreatePlane("mur11Salle3", 20, scene); + mur11Salle3.rotation.x = Math.PI; + mur11Salle3.position.z = 115; + mur11Salle3.position.x = 15; + mur11Salle3.visibility = 0; + mur11Salle3.checkCollisions = true; + + var mur12Salle3 = BABYLON.Mesh.CreatePlane("mur12Salle3", 20, scene); + mur12Salle3.rotation.x = Math.PI; + mur12Salle3.position.z = 115; + mur12Salle3.position.x = -15; + mur12Salle3.visibility = 0; + mur12Salle3.checkCollisions = true; + + var mur2Salle3 = BABYLON.Mesh.CreatePlane("mur2Salle3", 50, scene); + mur2Salle3.rotation.y = -(Math.PI / 2); + mur2Salle3.position.y = 20; + mur2Salle3.position.x = -25; + mur2Salle3.position.z = 140; + mur2Salle3.visibility = 0; + mur2Salle3.checkCollisions = true; + + var mur31Salle3 = BABYLON.Mesh.CreatePlane("mur31Salle3", 50, scene); + mur31Salle3.rotation.z = Math.PI / 2; + mur31Salle3.position.z = 165; + mur31Salle3.position.y = 20; + mur31Salle3.visibility = 0; + mur31Salle3.checkCollisions = true; + + var mur4Salle3 = BABYLON.Mesh.CreatePlane("mur4Salle3", 50, scene); + mur4Salle3.rotation.y = Math.PI / 2; + mur4Salle3.position.y = 20; + mur4Salle3.position.x = 25; + mur4Salle3.position.z = 140; + mur4Salle3.visibility = 0; + mur4Salle3.checkCollisions = true; + // Et quelques cubes... var boxMaterial = new BABYLON.StandardMaterial("bMaterial", scene); boxMaterial.diffuseTexture = new BABYLON.Texture("images/box.png", scene);