Merge remote-tracking branch 'origin/master'
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images/aaaaaaaaaaaaaaaaaaaaaaaaaa.jpg
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images/groundEau.jpg
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images/groundSable.png
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images/groundTerre.png
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images/noir.png
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images/textCouloir2.png
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images/wallSalle1.jpg
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@ -101,16 +101,19 @@ function createDemoScene(scene) {
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// Cr<43>ation d'un sol
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var groundMaterial = new BABYLON.StandardMaterial("ground", scene);
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groundMaterial.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
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groundMaterial.diffuseTexture.uScale = 6;
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groundMaterial.diffuseTexture.vScale = 6;
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groundMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
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var groundMaterial = new BABYLON.StandardMaterial("groundMaterial", scene);
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groundMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0);
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var groundMaterial1 = new BABYLON.StandardMaterial("groundMaterial1", scene);
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groundMaterial1.diffuseTexture = new BABYLON.Texture("images/groundSable.png", scene);
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groundMaterial1.diffuseTexture.uScale = 6;
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groundMaterial1.diffuseTexture.vScale = 6;
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groundMaterial1.specularColor = new BABYLON.Color3(0, 0, 0);
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var ground = BABYLON.Mesh.CreatePlane("ground", 50, scene);
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ground.rotation.x = Math.PI / 2;
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ground.material = new BABYLON.StandardMaterial("gMaterial", scene);
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ground.material = groundMaterial;
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ground.material = groundMaterial1;
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ground.checkCollisions = true;
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var mur1 = BABYLON.Mesh.CreatePlane("mur1", 50, scene);
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@ -151,6 +154,11 @@ function createDemoScene(scene) {
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var textCouloir1 = new BABYLON.StandardMaterial("texture3", scene);
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textCouloir1.diffuseTexture = new BABYLON.Texture("images/textCouloir1.png", scene);
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textCouloir1.specularColor = new BABYLON.Color3(0, 0, 0);
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var textCouloir11 = new BABYLON.StandardMaterial("texture4", scene);
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textCouloir11.diffuseTexture = new BABYLON.Texture("images/noir.png", scene);
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textCouloir11.specularColor = new BABYLON.Color3(0, 0, 0);
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var groundCouloir1 = BABYLON.Mesh.CreateGround("groundCouloir1", 10, 20, 2, scene);
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groundCouloir1.material = new BABYLON.StandardMaterial("gMaterial", scene);
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@ -167,19 +175,26 @@ function createDemoScene(scene) {
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mur1Couloir1.checkCollisions = true;
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var mur2Couloir1 = BABYLON.Mesh.CreatePlane("mur2Couloir1", 20, scene);
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mur2Couloir1.material = textCouloir11;
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mur2Couloir1.rotation.y = -(Math.PI / 2);
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mur2Couloir1.position.z = 35;
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mur2Couloir1.position.x = -5;
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mur2Couloir1.visibility = 0;
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mur2Couloir1.visibility = 1;
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mur2Couloir1.checkCollisions = true;
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/*-----------------SALLE 2----------------------------------*/
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var groundMaterial2 = new BABYLON.StandardMaterial("groundMaterial2", scene);
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groundMaterial2.diffuseTexture = new BABYLON.Texture("images/groundEau.jpg", scene);
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groundMaterial2.diffuseTexture.uScale = 6;
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groundMaterial2.diffuseTexture.vScale = 6;
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groundMaterial2.specularColor = new BABYLON.Color3(0, 0, 0);
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var groundSalle2 = BABYLON.Mesh.CreatePlane("groundSalle2", 50, scene);
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groundSalle2.rotation.x = Math.PI / 2;
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groundSalle2.position.z = 70;
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groundSalle2.material = new BABYLON.StandardMaterial("gMaterial", scene);
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groundSalle2.material = groundMaterial;
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groundSalle2.material = groundMaterial2;
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groundSalle2.checkCollisions = true;
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var mur11Salle2 = BABYLON.Mesh.CreatePlane("mur11Salle2", 20, scene);
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@ -228,6 +243,10 @@ function createDemoScene(scene) {
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/*--------------COULOIR 2--------------------*/
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var textCouloir2 = new BABYLON.StandardMaterial("texture5", scene);
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textCouloir2.diffuseTexture = new BABYLON.Texture("images/textCouloir2.png", scene);
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textCouloir2.specularColor = new BABYLON.Color3(0, 0, 0);
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var groundCouloir2 = BABYLON.Mesh.CreateGround("groundCouloir2", 10, 20, 2, scene);
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groundCouloir2.material = new BABYLON.StandardMaterial("gMaterial", scene);
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groundCouloir2.material = groundMaterial;
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@ -238,23 +257,31 @@ function createDemoScene(scene) {
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mur1Couloir2.rotation.y = Math.PI / 2;
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mur1Couloir2.position.z = 105;
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mur1Couloir2.position.x = 5;
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mur1Couloir2.visibility = 0;
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mur1Couloir2.visibility = 1;
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mur1Couloir2.material = textCouloir2;
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mur1Couloir2.checkCollisions = true;
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var mur2Couloir2 = BABYLON.Mesh.CreatePlane("mur2Couloir2", 20, scene);
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mur2Couloir2.rotation.y = -(Math.PI / 2);
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mur2Couloir2.position.z = 105;
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mur2Couloir2.position.x = -5;
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mur2Couloir2.visibility = 0;
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mur2Couloir2.visibility = 1;
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mur2Couloir2.material = textCouloir11;
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mur2Couloir2.checkCollisions = true;
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/*----------------SALLE 3-------------------------*/
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var groundMaterial3 = new BABYLON.StandardMaterial("groundMaterial3", scene);
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groundMaterial3.diffuseTexture = new BABYLON.Texture("images/groundTerre.png", scene);
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groundMaterial3.diffuseTexture.uScale = 6;
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groundMaterial3.diffuseTexture.vScale = 6;
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groundMaterial3.specularColor = new BABYLON.Color3(0, 0, 0);
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var groundSalle3 = BABYLON.Mesh.CreatePlane("groundSalle3", 50, scene);
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groundSalle3.rotation.x = Math.PI / 2;
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groundSalle3.position.z = 140;
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groundSalle3.material = new BABYLON.StandardMaterial("gMaterial", scene);
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groundSalle3.material = groundMaterial;
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groundSalle3.material = groundMaterial3;
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groundSalle3.checkCollisions = true;
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var mur11Salle3 = BABYLON.Mesh.CreatePlane("mur11Salle3", 20, scene);
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