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Murs ajoutés

This commit is contained in:
Thebarda 2016-12-01 21:06:23 +01:00
parent 140cd2635d
commit ae050cfba9

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@ -4,12 +4,12 @@ function runDemo(canvasId) {
var canvas = document.getElementById(canvasId); var canvas = document.getElementById(canvasId);
var engine = new BABYLON.Engine(canvas, true); var engine = new BABYLON.Engine(canvas, true);
// Création de la scène // Cr<EFBFBD>ation de la sc<73>ne
var scene = new BABYLON.Scene(engine); var scene = new BABYLON.Scene(engine);
scene.gravity = new BABYLON.Vector3(0, -9.81, 0); scene.gravity = new BABYLON.Vector3(0, -9.81, 0);
scene.collisionsEnabled = true; scene.collisionsEnabled = true;
// Ajout d'une caméra et de son contrôleur // Ajout d'une cam<EFBFBD>ra et de son contr<74>leur
var camera = new BABYLON.FreeCamera("MainCamera", new BABYLON.Vector3(0, 2.5, 5), scene); var camera = new BABYLON.FreeCamera("MainCamera", new BABYLON.Vector3(0, 2.5, 5), scene);
camera.applyGravity = true; camera.applyGravity = true;
camera.checkCollisions = true; camera.checkCollisions = true;
@ -23,7 +23,13 @@ function runDemo(canvasId) {
camera.keysRight = [68]; // Touche D; camera.keysRight = [68]; // Touche D;
scene.activeCamera.attachControl(canvas); scene.activeCamera.attachControl(canvas);
// Ajout d'une lumière 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); var light = new BABYLON.PointLight("DirLight", new BABYLON.Vector3(0, 10, 0), scene);
light.diffuse = new BABYLON.Color3(1, 1, 1); light.diffuse = new BABYLON.Color3(1, 1, 1);
light.specular = new BABYLON.Color3(0.6, 0.6, 0.6); light.specular = new BABYLON.Color3(0.6, 0.6, 0.6);
@ -32,7 +38,7 @@ function runDemo(canvasId) {
// On ajoute une skybox // On ajoute une skybox
createSkybox(scene); createSkybox(scene);
// Enfin la scène de démo // Enfin la sc<EFBFBD>ne de d<>mo
createDemoScene(scene); createDemoScene(scene);
// Lancement de la boucle principale // Lancement de la boucle principale
@ -42,25 +48,47 @@ function runDemo(canvasId) {
} }
function createSkybox(scene) { function createSkybox(scene) {
// Création d'une material // Cr<EFBFBD>ation d'une material
var sMaterial = new BABYLON.StandardMaterial("skyboxMaterial", scene); var sMaterial = new BABYLON.StandardMaterial("skyboxMaterial", scene);
sMaterial.backFaceCulling = false; sMaterial.backFaceCulling = false;
sMaterial.reflectionTexture = new BABYLON.CubeTexture("images/skybox/skybox", scene); sMaterial.reflectionTexture = new BABYLON.CubeTexture("images/skybox/skybox", scene);
sMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; sMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
// Création d'un cube avec la material adaptée // Cr<EFBFBD>ation d'un cube avec la material adapt<70>e
var skybox = BABYLON.Mesh.CreateBox("skybox", 250, scene); var skybox = BABYLON.Mesh.CreateBox("skybox", 250, scene);
skybox.material = sMaterial; skybox.material = sMaterial;
} }
function createDemoScene(scene) { function createDemoScene(scene) {
// Création d'un sol // Cr<EFBFBD>ation d'un sol
var ground = BABYLON.Mesh.CreatePlane("ground", 50, scene); var ground = BABYLON.Mesh.CreatePlane("ground", 50, scene);
ground.rotation.x = Math.PI / 2; ground.rotation.x = Math.PI / 2;
ground.material = new BABYLON.StandardMaterial("gMaterial", scene); ground.material = new BABYLON.StandardMaterial("gMaterial", scene);
ground.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene); ground.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
ground.checkCollisions = true; ground.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.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.checkCollisions = true;
var mur3 = BABYLON.Mesh.CreatePlane("mur3", 50, scene);
mur3.rotation.z = Math.PI / 2;
mur3.position.z = 25;
mur3.checkCollisions = true;
var mur4 = BABYLON.Mesh.CreatePlane("mur4", 50, scene);
mur4.rotation.x = Math.PI;
mur4.position.z = -25;
mur4.checkCollisions = true;
// Et quelques cubes... // Et quelques cubes...
var boxMaterial = new BABYLON.StandardMaterial("bMaterial", scene); var boxMaterial = new BABYLON.StandardMaterial("bMaterial", scene);
boxMaterial.diffuseTexture = new BABYLON.Texture("images/box.png", scene); boxMaterial.diffuseTexture = new BABYLON.Texture("images/box.png", scene);