617 lines
21 KiB
JavaScript
617 lines
21 KiB
JavaScript
'use strict';
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function runDemo(canvasId) {
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var canvas = document.getElementById(canvasId);
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var engine = new BABYLON.Engine(canvas, true);
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// Cr<43>ation de la sc<73>ne
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var scene = new BABYLON.Scene(engine);
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var loader = new BABYLON.AssetsManager(scene);//Obj loader
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BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true;
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scene.gravity = new BABYLON.Vector3(0, -9.81, 0);
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scene.collisionsEnabled = true;
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// Ajout d'une cam<61>ra et de son contr<74>leur
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var camera = new BABYLON.FreeCamera("MainCamera", new BABYLON.Vector3(0, 2.5, 5), scene);
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camera.applyGravity = true;
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camera.checkCollisions = true;
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camera.speed = 1;
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camera.angularSensibility = 1000;
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camera.keysUp = [90]; // Touche Z
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camera.keysDown = [83]; // Touche S
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camera.keysLeft = [81]; // Touche Q
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camera.keysRight = [68]; // Touche D;
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scene.activeCamera.attachControl(canvas);
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// Ajout d'une lumi<6D>re
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var light = new BABYLON.PointLight("DirLight", new BABYLON.Vector3(0, 10, 0), scene);
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light.diffuse = new BABYLON.Color3(1, 1, 1);
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light.specular = new BABYLON.Color3(0.6, 0.6, 0.6);
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light.intensity = 1.0;
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var light2 = new BABYLON.PointLight("DirLight", new BABYLON.Vector3(0, 10, 80), scene);
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light2.diffuse = new BABYLON.Color3(1, 1, 1);
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light2.specular = new BABYLON.Color3(0.6, 0.6, 0.6);
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light2.intensity = 1.0;
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var light3 = new BABYLON.PointLight("DirLight", new BABYLON.Vector3(0, 10, 160), scene);
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light3.diffuse = new BABYLON.Color3(1, 1, 1);
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light3.specular = new BABYLON.Color3(0.6, 0.6, 0.6);
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light3.intensity = 1.0;
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// On ajoute une skybox
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createSkybox(scene);
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// Enfin la sc<73>ne de d<>mo
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createDemoScene(scene);
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// Creer l obj
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createObj(loader,scene);
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loader.onFinish = function() {
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engine.runRenderLoop(function () {
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scene.render();
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});
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};
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loader.load();
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return scene;
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}
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function createObj(loader,scene){
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var stone = new BABYLON.StandardMaterial("stone", scene);
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stone.diffuseTexture = new BABYLON.Texture("images/tileable9.png", scene);
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var wood = new BABYLON.StandardMaterial("wood", scene);
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wood.diffuseTexture = new BABYLON.Texture("images/wood.jpg", scene);
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var house = loader.addMeshTask("house1", "", "assets/", "house.obj");
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house.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = -10;
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m.position.y = -5;
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m.position.z = -10;
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m.material = stone;
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m.scaling = new BABYLON.Vector3(3, 3, 3);
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m.checkCollisions = true;
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});
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};
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var house2 = loader.addMeshTask("house2", "", "assets/", "house.obj");
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house2.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 10;
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m.position.y = -5;
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m.material = stone;
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m.position.z = 10;
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m.scaling = new BABYLON.Vector3(3, 3, 3);
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m.checkCollisions = true;
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});
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};
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var f = BABYLON.Mesh.CreateBox("f1", 0.01, scene);
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f.position = new BABYLON.Vector3(5, 0.0, 15);
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createParticle(f,scene);
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var f2 = BABYLON.Mesh.CreateBox("f2", 0.01, scene);
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f2.position = new BABYLON.Vector3(-10, 0.0, -5);
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createParticle(f2,scene);
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var tent1 = loader.addMeshTask("tent1", "", "assets/", "Tent_1.obj");
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tent1.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 10;
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m.position.y = 0;
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m.material = stone;
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m.position.z = 130;
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m.position.x = 10;
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m.scaling = new BABYLON.Vector3(1, 1, 1);
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m.checkCollisions = true;
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});
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};
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var tent2 = loader.addMeshTask("tent2", "", "assets/", "Tent_1.obj");
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tent2.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 10;
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m.position.y = 0;
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m.material = wood;
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m.position.z = 150;
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m.position.x = -10;
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m.rotation.y = Math.PI / 2;
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m.scaling = new BABYLON.Vector3(1, 1, 1);
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m.checkCollisions = true;
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});
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};
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var tent3 = loader.addMeshTask("tent3", "", "assets/", "Tent_1.obj");
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tent3.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 10;
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m.position.y = 0;
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m.material = wood;
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m.position.z = 150;
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m.position.x = 5;
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m.scaling = new BABYLON.Vector3(1, 1, 1);
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m.checkCollisions = true;
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});
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};
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var tent4 = loader.addMeshTask("tent4", "", "assets/", "Tent_1.obj");
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tent4.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 10;
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m.position.y = 0;
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m.material = wood;
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m.position.z = 130;
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m.position.x = -10;
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m.rotation.y = Math.PI / 2;
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m.scaling = new BABYLON.Vector3(1, 1, 1);
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m.checkCollisions = true;
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});
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};
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var noye1 = loader.addMeshTask("noye1", "", "assets/", "generic_male_02.obj");
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noye1.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 10;
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m.position.y = -3;
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m.position.z = 70;
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m.position.x = 1;
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m.rotation.y = Math.PI / 2;
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m.scaling = new BABYLON.Vector3(1, 1, 1);
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m.checkCollisions = true;
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});
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};
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var noye2 = loader.addMeshTask("noye2", "", "assets/", "generic_male_02.obj");
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noye2.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 10;
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m.position.y = -3;
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m.position.z = 60;
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m.position.x = 5;
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m.scaling = new BABYLON.Vector3(1, 1, 1);
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m.checkCollisions = true;
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});
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};
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var migrant1 = loader.addMeshTask("migrant1", "", "assets/", "generic_male_02.obj");
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migrant1.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 10;
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m.position.y = 0;
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m.position.z = 130;
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m.position.x = 1;
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m.rotation.y = Math.PI / 2;
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m.scaling = new BABYLON.Vector3(1, 1, 1);
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m.checkCollisions = true;
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});
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};
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var migrant2 = loader.addMeshTask("migrant2", "", "assets/", "generic_male_02.obj");
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migrant2.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 10;
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m.position.y = 0;
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m.position.z = 135;
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m.position.x = 5;
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m.scaling = new BABYLON.Vector3(1, 1, 1);
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m.checkCollisions = true;
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});
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};
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var boat1 = loader.addMeshTask("boat1", "", "assets/", "Cannoe.obj");
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boat1.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 0;
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m.position.y = -11;
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m.material = wood;
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m.position.z = 60;
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m.rotation.z = Math.PI/16;
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m.scaling = new BABYLON.Vector3(3, 3, 3);
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m.checkCollisions = true;
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});
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};
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var boat2 = loader.addMeshTask("boat1", "", "assets/", "Cannoe.obj");
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boat2.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {//m = model
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m.position.x = 0;
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m.position.y = -11;
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m.position.x = -10;
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m.material = wood;
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m.position.z = 80;
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m.rotation.z = Math.PI/16;
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m.rotation.y = Math.PI / 2;
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m.scaling = new BABYLON.Vector3(3, 3, 3);
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m.checkCollisions = true;
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});
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};
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// BABYLON.SceneLoader.ImportMesh("test", "assets/", "house.babylon", scene, function (newMeshes){
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// modele = newMeshes;
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// modele.rotation.x = 10;
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// });
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}
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function createSkybox(scene) {
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// Cr<43>ation d'une material
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var sMaterial = new BABYLON.StandardMaterial("skyboxMaterial", scene);
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sMaterial.backFaceCulling = false;
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sMaterial.reflectionTexture = new BABYLON.CubeTexture("images/skybox/skybox", scene);
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sMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
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// Cr<43>ation d'un cube avec la material adapt<70>e
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var skybox = BABYLON.Mesh.CreateBox("skybox", 400, scene);
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skybox.material = sMaterial;
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}
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function createParticle(object,scene){
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//Smoke
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var smokeSystem = new BABYLON.ParticleSystem("particles", 2000, scene);
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smokeSystem.particleTexture = new BABYLON.Texture("images/flare.png", scene);
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smokeSystem.emitter = object; // the starting object, the emitter
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smokeSystem.minEmitBox = new BABYLON.Vector3(-1, 1, -1); // Starting all from
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smokeSystem.maxEmitBox = new BABYLON.Vector3(1, 1, 1); // To...
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smokeSystem.color1 = new BABYLON.Color4(0.1, 0.1, 0.1, 1.0);
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smokeSystem.color2 = new BABYLON.Color4(0.1, 0.1, 0.1, 1.0);
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smokeSystem.colorDead = new BABYLON.Color4(0, 0, 0, 0.0);
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smokeSystem.minSize = 0.5;
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smokeSystem.maxSize = 2;
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smokeSystem.minLifeTime = 0.3;
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smokeSystem.maxLifeTime = 1.5;
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smokeSystem.emitRate = 500;
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// Blend mode : BLENDMODE_ONEONE, or BLENDMODE_STANDARD
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smokeSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
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smokeSystem.gravity = new BABYLON.Vector3(0, 0, 0);
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smokeSystem.direction1 = new BABYLON.Vector3(0, 8, 0);
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smokeSystem.direction2 = new BABYLON.Vector3(0, 8, 0);
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smokeSystem.minAngularSpeed = 0;
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smokeSystem.maxAngularSpeed = Math.PI;
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smokeSystem.minEmitPower = 1;
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smokeSystem.maxEmitPower = 2;
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smokeSystem.updateSpeed = 0.005;
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smokeSystem.start();
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// Create a particle system
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var fireSystem = new BABYLON.ParticleSystem("particles", 2000, scene);
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//Texture of each particle
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fireSystem.particleTexture = new BABYLON.Texture("images/flare.png", scene);
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// Where the particles come from
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fireSystem.emitter = object; // the starting object, the emitter
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fireSystem.minEmitBox = new BABYLON.Vector3(-0.5, 1, -0.5); // Starting all from
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fireSystem.maxEmitBox = new BABYLON.Vector3(0.5, 1, 0.5); // To...
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// Colors of all particles
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fireSystem.color1 = new BABYLON.Color4(1, 0.5, 0, 1.0);
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fireSystem.color2 = new BABYLON.Color4(1, 0.5, 0, 1.0);
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fireSystem.colorDead = new BABYLON.Color4(0, 0, 0, 0.0);
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// Size of each particle (random between...
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fireSystem.minSize = 0.5;
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fireSystem.maxSize = 1;
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// Life time of each particle (random between...
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fireSystem.minLifeTime = 0.2;
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fireSystem.maxLifeTime = 0.4;
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// Emission rate
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fireSystem.emitRate = 500;
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// Blend mode : BLENDMODE_ONEONE, or BLENDMODE_STANDARD
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fireSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
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// Set the gravity of all particles
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fireSystem.gravity = new BABYLON.Vector3(0, 0, 0);
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// Direction of each particle after it has been emitted
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fireSystem.direction1 = new BABYLON.Vector3(0, 8, 0);
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fireSystem.direction2 = new BABYLON.Vector3(0, 8, 0);
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// Angular speed, in radians
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fireSystem.minAngularSpeed = 0;
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fireSystem.maxAngularSpeed = Math.PI;
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// Speed
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fireSystem.minEmitPower = 1;
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fireSystem.maxEmitPower = 3;
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fireSystem.updateSpeed = 0.005;
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// Start the particle system
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fireSystem.start();
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}
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function createDemoScene(scene) {
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// Cr<43>ation d'un sol
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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 wall = new BABYLON.StandardMaterial("wall", scene);
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wall.diffuseTexture = new BABYLON.Texture("images/skybox/skybox_nx.jpg", scene);
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wall.diffuseTexture.uScale = 1;
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wall.diffuseTexture.vScale = 1;
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wall.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 = groundMaterial1;
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ground.checkCollisions = true;
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var textSalle1 = new BABYLON.StandardMaterial("texture4", scene);
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textSalle1.diffuseTexture = new BABYLON.Texture("images/text.png", scene);
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textSalle1.specularColor = new BABYLON.Color3(0, 0, 0);
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var mur1 = BABYLON.Mesh.CreatePlane("mur1", 50, scene);
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mur1.rotation.y = Math.PI / 2;
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mur1.position.y = -15;
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mur1.position.x = 25;
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mur1.visibility = 1;
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mur1.material = textSalle1;
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mur1.checkCollisions = true;
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var mur2 = BABYLON.Mesh.CreatePlane("mur2", 50, scene);
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mur2.rotation.y = -(Math.PI / 2);
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mur2.position.y = -15;
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mur2.position.x = -25;
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mur2.visibility = 1;
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mur2.material = wall;
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mur2.checkCollisions = true;
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var mur31Salle1 = BABYLON.Mesh.CreatePlane("mur31Salle1", 20, scene);
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mur31Salle1.rotation.z = Math.PI / 2;
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mur31Salle1.position.z = 25;
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mur31Salle1.position.x = -15;
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mur31Salle1.visibility = 1;
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mur31Salle1.material = wall;
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mur31Salle1.checkCollisions = true;
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var mur32Salle1 = BABYLON.Mesh.CreatePlane("mur32Salle1", 20, scene);
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mur32Salle1.rotation.z = Math.PI / 2;
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mur32Salle1.position.z = 25;
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mur32Salle1.position.x = 15;
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mur32Salle1.visibility = 1;
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mur32Salle1.material = wall;
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mur32Salle1.checkCollisions = true;
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var mur4 = BABYLON.Mesh.CreatePlane("mur4", 50, scene);
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mur4.rotation.x = Math.PI;
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mur4.position.z = -25;
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mur4.position.y = -15;
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mur4.visibility = 1;
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mur4.material = wall;
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mur4.checkCollisions = true;
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/*--------------COULOIR 1--------------------*/
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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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groundCouloir1.material = groundMaterial;
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groundCouloir1.position.z = 35;
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groundCouloir1.checkCollisions = true;
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var mur1Couloir1 = BABYLON.Mesh.CreatePlane("mur1Couloir1", 20, scene);
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mur1Couloir1.material = textCouloir1;
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mur1Couloir1.rotation.y = Math.PI / 2;
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mur1Couloir1.position.z = 35;
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mur1Couloir1.position.x = 5;
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mur1Couloir1.visibility = 1;
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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 = 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);
|
||
groundMaterial2.diffuseTexture.uScale = 6;
|
||
groundMaterial2.diffuseTexture.vScale = 6;
|
||
groundMaterial2.specularColor = new BABYLON.Color3(0, 0, 0);
|
||
|
||
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 = groundMaterial2;
|
||
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 = 1;
|
||
mur11Salle2.material = wall;
|
||
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 = 1;
|
||
mur12Salle2.material = wall;
|
||
mur12Salle2.checkCollisions = true;
|
||
|
||
var mur2Salle2 = BABYLON.Mesh.CreatePlane("mur2Salle2", 50, scene);
|
||
mur2Salle2.rotation.y = -(Math.PI / 2);
|
||
mur2Salle2.position.y = -15;
|
||
mur2Salle2.position.x = -25;
|
||
mur2Salle2.position.z = 70;
|
||
mur2Salle2.visibility = 1;
|
||
mur2Salle2.material = wall;
|
||
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 = 1;
|
||
mur31Salle1.material = wall;
|
||
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 = 1;
|
||
mur32Salle1.material = wall;
|
||
mur32Salle1.checkCollisions = true;
|
||
|
||
var mur4Salle2 = BABYLON.Mesh.CreatePlane("mur4Salle2", 50, scene);
|
||
mur4Salle2.rotation.y = Math.PI / 2;
|
||
mur4Salle2.position.y = -15;
|
||
mur4Salle2.position.x = 25;
|
||
mur4Salle2.position.z = 70;
|
||
mur4Salle2.visibility = 1;
|
||
mur4Salle2.material = wall;
|
||
mur4Salle2.checkCollisions = true;
|
||
|
||
/*--------------COULOIR 2--------------------*/
|
||
|
||
var textCouloir2 = new BABYLON.StandardMaterial("texture5", scene);
|
||
textCouloir2.diffuseTexture = new BABYLON.Texture("images/textCouloir2.png", scene);
|
||
textCouloir2.specularColor = new BABYLON.Color3(0, 0, 0);
|
||
|
||
var groundCouloir2 = BABYLON.Mesh.CreateGround("groundCouloir2", 10, 20, 2, scene);
|
||
groundCouloir2.material = new BABYLON.StandardMaterial("gMaterial", scene);
|
||
groundCouloir2.material = groundMaterial;
|
||
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 = 1;
|
||
mur1Couloir2.material = textCouloir2;
|
||
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 = 1;
|
||
mur2Couloir2.material = textCouloir11;
|
||
mur2Couloir2.checkCollisions = true;
|
||
|
||
/*----------------SALLE 3-------------------------*/
|
||
|
||
var groundMaterial3 = new BABYLON.StandardMaterial("groundMaterial3", scene);
|
||
groundMaterial3.diffuseTexture = new BABYLON.Texture("images/groundTerre.png", scene);
|
||
groundMaterial3.diffuseTexture.uScale = 6;
|
||
groundMaterial3.diffuseTexture.vScale = 6;
|
||
groundMaterial3.specularColor = new BABYLON.Color3(0, 0, 0);
|
||
|
||
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 = groundMaterial3;
|
||
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 = 1;
|
||
mur11Salle3.material = wall;
|
||
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 = 1;
|
||
mur12Salle3.material = wall;
|
||
mur12Salle3.checkCollisions = true;
|
||
|
||
var mur2Salle3 = BABYLON.Mesh.CreatePlane("mur2Salle3", 50, scene);
|
||
mur2Salle3.rotation.y = -(Math.PI / 2);
|
||
mur2Salle3.position.y = -15;
|
||
mur2Salle3.position.x = -25;
|
||
mur2Salle3.position.z = 140;
|
||
mur2Salle3.visibility = 1;
|
||
mur2Salle3.material = wall;
|
||
mur2Salle3.checkCollisions = true;
|
||
|
||
var mur31Salle3 = BABYLON.Mesh.CreatePlane("mur31Salle3", 50, scene);
|
||
mur31Salle3.rotation.z = Math.PI / 2;
|
||
mur31Salle3.position.z = 165;
|
||
mur31Salle3.position.y = -15;
|
||
mur31Salle3.visibility = 1;
|
||
mur31Salle3.material = wall;
|
||
mur31Salle3.checkCollisions = true;
|
||
|
||
var mur4Salle3 = BABYLON.Mesh.CreatePlane("mur4Salle3", 50, scene);
|
||
mur4Salle3.rotation.y = Math.PI / 2;
|
||
mur4Salle3.position.y = -15;
|
||
mur4Salle3.position.x = 25;
|
||
mur4Salle3.position.z = 140;
|
||
mur4Salle3.visibility = 1;
|
||
mur4Salle3.material = wall;
|
||
mur4Salle3.checkCollisions = true;
|
||
|
||
|
||
var box = new BABYLON.Mesh.CreateBox("crate", 2, scene);
|
||
box.material = new BABYLON.StandardMaterial("Mat", scene);
|
||
box.material.diffuseTexture = new BABYLON.Texture("images/box.png", scene);
|
||
box.position = new BABYLON.Vector3(20, 1, 140);
|
||
|
||
var box3 = new BABYLON.Mesh.CreateBox("crate", 2, scene);
|
||
box3.material = new BABYLON.StandardMaterial("Mat", scene);
|
||
box3.material.diffuseTexture = new BABYLON.Texture("images/box.png", scene);
|
||
box3.material.diffuseTexture.hasAlpha = true;
|
||
box3.position = new BABYLON.Vector3(20, 1, 130);
|
||
|
||
var box4 = new BABYLON.Mesh.CreateBox("crate", 2, scene);
|
||
box4.material = new BABYLON.StandardMaterial("Mat", scene);
|
||
box4.material.diffuseTexture = new BABYLON.Texture("images/box.png", scene);
|
||
box4.material.diffuseTexture.hasAlpha = true;
|
||
box4.position = new BABYLON.Vector3(-15, 1, 145);
|
||
|
||
var box5 = new BABYLON.Mesh.CreateBox("crate", 2, scene);
|
||
box5.material = new BABYLON.StandardMaterial("Mat", scene);
|
||
box5.material.diffuseTexture = new BABYLON.Texture("images/box.png", scene);
|
||
box5.material.diffuseTexture.hasAlpha = true;
|
||
box5.position = new BABYLON.Vector3(-30, 1, 150);
|
||
|
||
var box6 = new BABYLON.Mesh.CreateBox("crate", 2, scene);
|
||
box6.material = new BABYLON.StandardMaterial("Mat", scene);
|
||
box6.material.diffuseTexture = new BABYLON.Texture("images/box.png", scene);
|
||
box6.position = new BABYLON.Vector3(0, 1, 120);
|
||
}
|