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Merge remote-tracking branch 'origin/master'

This commit is contained in:
Florian RICHER 2016-12-01 23:32:57 +01:00
commit a5a1058e13

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@ -23,12 +23,6 @@ function runDemo(canvasId) {
camera.keysRight = [68]; // Touche D;
scene.activeCamera.attachControl(canvas);
if(camera.position.x>2){
camera.position.x=2;
}else if(camera.position.x<-2){
camera.position.x=-2;
}
// Ajout d'une lumi<6D>re
var light = new BABYLON.PointLight("DirLight", new BABYLON.Vector3(0, 10, 0), scene);
light.diffuse = new BABYLON.Color3(1, 1, 1);
@ -61,37 +55,67 @@ function createSkybox(scene) {
function createDemoScene(scene) {
// Cr<43>ation d'un sol
var ground = BABYLON.Mesh.CreatePlane("ground", 50, scene);
ground.rotation.x = Math.PI / 2;
ground.material = new BABYLON.StandardMaterial("gMaterial", scene);
ground.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
ground.checkCollisions = true;
/*---------------------SALLE 1 -------------------------------*/
var groundSalle1 = BABYLON.Mesh.CreatePlane("groundSalle1", 50, scene);
groundSalle1.rotation.x = Math.PI / 2;
groundSalle1.material = new BABYLON.StandardMaterial("gMaterial", scene);
groundSalle1.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
groundSalle1.checkCollisions = true;
var mur1 = BABYLON.Mesh.CreatePlane("mur1", 50, scene);
mur1.rotation.y = Math.PI / 2;
mur1.position.y = 20;
mur1.position.x = 25;
mur1.visibility = 0;
mur1.checkCollisions = true;
var mur1Salle1 = BABYLON.Mesh.CreatePlane("mur1Salle1", 50, scene);
mur1Salle1.rotation.y = Math.PI / 2;
mur1Salle1.position.y = 20;
mur1Salle1.position.x = 25;
mur1Salle1.visibility = 0;
mur1Salle1.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 mur2Salle1 = BABYLON.Mesh.CreatePlane("mur2Salle1", 50, scene);
mur2Salle1.rotation.y = -(Math.PI / 2);
mur2Salle1.position.y = 20;
mur2Salle1.position.x = -25;
mur2Salle1.visibility = 0;
mur2Salle1.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 mur31Salle1 = BABYLON.Mesh.CreatePlane("mur31Salle1", 20, scene);
mur31Salle1.rotation.z = Math.PI / 2;
mur31Salle1.position.z = 25;
mur31Salle1.position.x = -15;
mur31Salle1.visibility = 0;
mur31Salle1.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;
var mur32Salle1 = BABYLON.Mesh.CreatePlane("mur32Salle1", 20, scene);
mur32Salle1.rotation.z = Math.PI / 2;
mur32Salle1.position.z = 25;
mur32Salle1.position.x = 15;
mur32Salle1.visibility = 0;
mur32Salle1.checkCollisions = true;
var mur4Salle1 = BABYLON.Mesh.CreatePlane("mur4Salle1", 50, scene);
mur4Salle1.rotation.x = Math.PI;
mur4Salle1.position.z = -25;
mur4Salle1.visibility = 0;
mur4Salle1.checkCollisions = true;
/*---------------------COULOIR 1 -------------------------------*/
var groundCouloir1 = BABYLON.Mesh.CreateGround("groundCouloir1", 10, 20, 2, scene);
groundCouloir1.material = new BABYLON.StandardMaterial("gMaterial", scene);
groundCouloir1.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
groundCouloir1.position.z = 35;
groundCouloir1.checkCollisions = true;
var mur1Couloir1 = BABYLON.Mesh.CreatePlane("mur1Couloir1", 20, scene);
mur1Couloir1.rotation.y = Math.PI / 2;
mur1Couloir1.position.z = 35;
mur1Couloir1.position.x = 5;
mur1Couloir1.visibility = 0;
mur1Couloir1.checkCollisions = true;
var mur2Couloir1 = BABYLON.Mesh.CreatePlane("mur2Couloir1", 20, scene);
mur2Couloir1.rotation.y = -(Math.PI / 2);
mur2Couloir1.position.z = 35;
mur2Couloir1.position.x = -5;
mur2Couloir1.visibility = 0;
mur2Couloir1.checkCollisions = true;
// Et quelques cubes...
var boxMaterial = new BABYLON.StandardMaterial("bMaterial", scene);