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Florian RICHER 2016-12-02 00:40:06 +01:00
commit 9019c0b3f4

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@ -16,7 +16,7 @@ function runDemo(canvasId) {
camera.applyGravity = true;
camera.checkCollisions = true;
camera.speed = 0.5;
camera.speed = 1;
camera.angularSensibility = 1000;
camera.keysUp = [90]; // Touche Z
@ -37,6 +37,19 @@ function runDemo(canvasId) {
light.specular = new BABYLON.Color3(0.6, 0.6, 0.6);
light.intensity = 1.5;
<<<<<<< HEAD
=======
var light2 = new BABYLON.PointLight("DirLight", new BABYLON.Vector3(0, 10, 80), scene);
light2.diffuse = new BABYLON.Color3(1, 1, 1);
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;
>>>>>>> origin/master
// On ajoute une skybox
createSkybox(scene);
@ -74,7 +87,7 @@ function createSkybox(scene) {
sMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
// Cr<43>ation d'un cube avec la material adapt<70>e
var skybox = BABYLON.Mesh.CreateBox("skybox", 250, scene);
var skybox = BABYLON.Mesh.CreateBox("skybox", 400, scene);
skybox.material = sMaterial;
}
@ -114,6 +127,130 @@ function createDemoScene(scene) {
mur4.visibility = 0;
mur4.checkCollisions = true;
<<<<<<< HEAD
=======
/*-----------------SALLE 2----------------------------------*/
var groundSalle2 = BABYLON.Mesh.CreatePlane("groundSalle2", 50, scene);
groundSalle2.rotation.x = Math.PI / 2;
groundSalle2.position.z = 70;
groundSalle2.material = new BABYLON.StandardMaterial("gMaterial", scene);
groundSalle2.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
groundSalle2.checkCollisions = true;
var mur11Salle2 = BABYLON.Mesh.CreatePlane("mur11Salle2", 20, scene);
mur11Salle2.rotation.x = Math.PI;
mur11Salle2.position.z = 45;
mur11Salle2.position.x = 15;
mur11Salle2.visibility = 0;
mur11Salle2.checkCollisions = true;
var mur12Salle2 = BABYLON.Mesh.CreatePlane("mur12Salle2", 20, scene);
mur12Salle2.rotation.x = Math.PI;
mur12Salle2.position.z = 45;
mur12Salle2.position.x = -15;
mur12Salle2.visibility = 0;
mur12Salle2.checkCollisions = true;
var mur2Salle2 = BABYLON.Mesh.CreatePlane("mur2Salle2", 50, scene);
mur2Salle2.rotation.y = -(Math.PI / 2);
mur2Salle2.position.y = 20;
mur2Salle2.position.x = -25;
mur2Salle2.position.z = 70;
mur2Salle2.visibility = 0;
mur2Salle2.checkCollisions = true;
var mur31Salle1 = BABYLON.Mesh.CreatePlane("mur31Salle1", 20, scene);
mur31Salle1.rotation.z = Math.PI / 2;
mur31Salle1.position.z = 95;
mur31Salle1.position.x = -15;
mur31Salle1.visibility = 0;
mur31Salle1.checkCollisions = true;
var mur32Salle1 = BABYLON.Mesh.CreatePlane("mur32Salle1", 20, scene);
mur32Salle1.rotation.z = Math.PI / 2;
mur32Salle1.position.z = 95;
mur32Salle1.position.x = 15;
mur32Salle1.visibility = 0;
mur32Salle1.checkCollisions = true;
var mur4Salle2 = BABYLON.Mesh.CreatePlane("mur4Salle2", 50, scene);
mur4Salle2.rotation.y = Math.PI / 2;
mur4Salle2.position.y = 20;
mur4Salle2.position.x = 25;
mur4Salle2.position.z = 70;
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;
>>>>>>> origin/master
// Et quelques cubes...
var boxMaterial = new BABYLON.StandardMaterial("bMaterial", scene);
boxMaterial.diffuseTexture = new BABYLON.Texture("images/box.png", scene);