Add Boat
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parent
142ae74193
commit
683440dda2
4 changed files with 1147 additions and 1 deletions
1130
assets/Cannoe.obj
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1130
assets/Cannoe.obj
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@ -1,6 +1,5 @@
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# Blender v2.76 (sub 0) OBJ File: 'house.blend'
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# Blender v2.76 (sub 0) OBJ File: 'house.blend'
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# www.blender.org
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# www.blender.org
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mtllib house.mtl
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o Cube.028_Cube.005
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o Cube.028_Cube.005
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v -2.955466 1.891663 2.004628
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v -2.955466 1.891663 2.004628
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v -2.895956 1.895599 1.867869
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v -2.895956 1.895599 1.867869
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BIN
images/wood.jpg
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BIN
images/wood.jpg
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After Width: | Height: | Size: 3.4 MiB |
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@ -69,6 +69,10 @@ function runDemo(canvasId) {
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function createObj(loader,scene){
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function createObj(loader,scene){
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var stone = new BABYLON.StandardMaterial("stone", scene);
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var stone = new BABYLON.StandardMaterial("stone", scene);
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stone.diffuseTexture = new BABYLON.Texture("images/tileable9.png", scene);
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stone.diffuseTexture = new BABYLON.Texture("images/tileable9.png", scene);
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var wood = new BABYLON.StandardMaterial("wood", scene);
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wood.diffuseTexture = new BABYLON.Texture("images/wood.jpg", scene);
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var house = loader.addMeshTask("house1", "", "assets/", "house.obj");
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var house = loader.addMeshTask("house1", "", "assets/", "house.obj");
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house.onSuccess = function(t){
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house.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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t.loadedMeshes.forEach(function(m) {//m = model
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@ -91,6 +95,19 @@ function createObj(loader,scene){
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m.checkCollisions = true;
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m.checkCollisions = true;
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});
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});
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};
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};
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var boat1 = loader.addMeshTask("boat1", "", "assets/", "Cannoe.obj");
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boat1.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 0;
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m.position.y = -11;
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m.material = wood;
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m.position.z = 60;
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m.rotation.z = Math.PI/16;
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m.scaling = new BABYLON.Vector3(3, 3, 3);
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m.checkCollisions = true;
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});
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};
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// BABYLON.SceneLoader.ImportMesh("test", "assets/", "house.babylon", scene, function (newMeshes){
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// BABYLON.SceneLoader.ImportMesh("test", "assets/", "house.babylon", scene, function (newMeshes){
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// modele = newMeshes;
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// modele = newMeshes;
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// modele.rotation.x = 10;
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// modele.rotation.x = 10;
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