diff --git a/scripts/demo.js b/scripts/demo.js index 56b3504..c444dd4 100644 --- a/scripts/demo.js +++ b/scripts/demo.js @@ -3,20 +3,20 @@ function runDemo(canvasId) { var canvas = document.getElementById(canvasId); var engine = new BABYLON.Engine(canvas, true); - + // Cr�ation de la sc�ne var scene = new BABYLON.Scene(engine); scene.gravity = new BABYLON.Vector3(0, -9.81, 0); scene.collisionsEnabled = true; - + // Ajout d'une cam�ra et de son contr�leur var camera = new BABYLON.FreeCamera("MainCamera", new BABYLON.Vector3(0, 2.5, 5), scene); camera.applyGravity = true; camera.checkCollisions = true; - + camera.speed = 0.5; camera.angularSensibility = 1000; - + camera.keysUp = [90]; // Touche Z camera.keysDown = [83]; // Touche S camera.keysLeft = [81]; // Touche Q @@ -28,19 +28,19 @@ function runDemo(canvasId) { }else if(camera.position.x<-2){ camera.position.x=-2; } - + // Ajout d'une lumi�re 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; - + // On ajoute une skybox createSkybox(scene); - + // Enfin la sc�ne de d�mo createDemoScene(scene); - + // Lancement de la boucle principale engine.runRenderLoop(function() { scene.render(); @@ -53,7 +53,7 @@ function createSkybox(scene) { sMaterial.backFaceCulling = false; sMaterial.reflectionTexture = new BABYLON.CubeTexture("images/skybox/skybox", 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); skybox.material = sMaterial; @@ -71,41 +71,45 @@ function createDemoScene(scene) { mur1.rotation.y = Math.PI / 2; mur1.position.y = 20; mur1.position.x = 25; + mur1.visibility = 0; 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; + mur2.visibility = 0; mur2.checkCollisions = true; var mur3 = BABYLON.Mesh.CreatePlane("mur3", 50, scene); mur3.rotation.z = Math.PI / 2; mur3.position.z = 25; + mur3.visibility = 0; mur3.checkCollisions = true; var mur4 = BABYLON.Mesh.CreatePlane("mur4", 50, scene); mur4.rotation.x = Math.PI; mur4.position.z = -25; + mur4.visibility = 0; mur4.checkCollisions = true; - + // Et quelques cubes... var boxMaterial = new BABYLON.StandardMaterial("bMaterial", scene); boxMaterial.diffuseTexture = new BABYLON.Texture("images/box.png", scene); - + var positions = [ { x: -15, z: 15 }, { x: -15, z: -15 }, { x: 15, z: 15 }, { x: 15, z: -15 } ]; - + var cubeSize = 2.5; - + 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; } -} \ No newline at end of file +}