267 lines
8.4 KiB
JavaScript
267 lines
8.4 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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if(camera.position.x>2){
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camera.position.x=2;
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}else if(camera.position.x<-2){
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camera.position.x=-2;
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}
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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 = 1.5;
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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 = 1.5;
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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 = 1.5;
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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 batman = loader.addMeshTask("bunny", "", "assets/", "bunny.obj");
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batman.onSuccess = function(t){
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t.loadedMeshes.forEach(function(m) {
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m.position.x = 10;
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m.scale = 100;
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});
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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 createDemoScene(scene) {
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// Cr<43>ation d'un sol
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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.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
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ground.checkCollisions = true;
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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 = 20;
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mur1.position.x = 25;
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mur1.visibility = 0;
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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 = 20;
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mur2.position.x = -25;
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mur2.visibility = 0;
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mur2.checkCollisions = true;
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var mur3 = BABYLON.Mesh.CreatePlane("mur3", 50, scene);
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mur3.rotation.z = Math.PI / 2;
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mur3.position.z = 25;
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mur3.visibility = 0;
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mur3.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.visibility = 0;
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mur4.checkCollisions = true;
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/*-----------------SALLE 2----------------------------------*/
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var groundSalle2 = BABYLON.Mesh.CreatePlane("groundSalle2", 50, scene);
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groundSalle2.rotation.x = Math.PI / 2;
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groundSalle2.position.z = 70;
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groundSalle2.material = new BABYLON.StandardMaterial("gMaterial", scene);
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groundSalle2.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
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groundSalle2.checkCollisions = true;
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var mur11Salle2 = BABYLON.Mesh.CreatePlane("mur11Salle2", 20, scene);
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mur11Salle2.rotation.x = Math.PI;
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mur11Salle2.position.z = 45;
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mur11Salle2.position.x = 15;
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mur11Salle2.visibility = 0;
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mur11Salle2.checkCollisions = true;
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var mur12Salle2 = BABYLON.Mesh.CreatePlane("mur12Salle2", 20, scene);
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mur12Salle2.rotation.x = Math.PI;
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mur12Salle2.position.z = 45;
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mur12Salle2.position.x = -15;
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mur12Salle2.visibility = 0;
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mur12Salle2.checkCollisions = true;
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var mur2Salle2 = BABYLON.Mesh.CreatePlane("mur2Salle2", 50, scene);
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mur2Salle2.rotation.y = -(Math.PI / 2);
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mur2Salle2.position.y = 20;
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mur2Salle2.position.x = -25;
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mur2Salle2.position.z = 70;
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mur2Salle2.visibility = 0;
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mur2Salle2.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 = 95;
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mur31Salle1.position.x = -15;
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mur31Salle1.visibility = 0;
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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 = 95;
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mur32Salle1.position.x = 15;
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mur32Salle1.visibility = 0;
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mur32Salle1.checkCollisions = true;
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var mur4Salle2 = BABYLON.Mesh.CreatePlane("mur4Salle2", 50, scene);
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mur4Salle2.rotation.y = Math.PI / 2;
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mur4Salle2.position.y = 20;
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mur4Salle2.position.x = 25;
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mur4Salle2.position.z = 70;
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mur4Salle2.visibility = 0;
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mur4Salle2.checkCollisions = true;
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/*--------------COULOIR 2--------------------*/
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var groundCouloir2 = BABYLON.Mesh.CreateGround("groundCouloir2", 10, 20, 2, scene);
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groundCouloir2.material = new BABYLON.StandardMaterial("gMaterial", scene);
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groundCouloir2.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
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groundCouloir2.position.z = 105;
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groundCouloir2.checkCollisions = true;
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var mur1Couloir2 = BABYLON.Mesh.CreatePlane("mur1Couloir2", 20, scene);
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mur1Couloir2.rotation.y = Math.PI / 2;
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mur1Couloir2.position.z = 105;
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mur1Couloir2.position.x = 5;
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mur1Couloir2.visibility = 0;
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mur1Couloir2.checkCollisions = true;
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var mur2Couloir2 = BABYLON.Mesh.CreatePlane("mur2Couloir2", 20, scene);
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mur2Couloir2.rotation.y = -(Math.PI / 2);
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mur2Couloir2.position.z = 105;
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mur2Couloir2.position.x = -5;
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mur2Couloir2.visibility = 0;
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mur2Couloir2.checkCollisions = true;
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/*----------------SALLE 3-------------------------*/
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var groundSalle3 = BABYLON.Mesh.CreatePlane("groundSalle3", 50, scene);
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groundSalle3.rotation.x = Math.PI / 2;
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groundSalle3.position.z = 140;
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groundSalle3.material = new BABYLON.StandardMaterial("gMaterial", scene);
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groundSalle3.material.diffuseTexture = new BABYLON.Texture("images/ground.png", scene);
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groundSalle3.checkCollisions = true;
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var mur11Salle3 = BABYLON.Mesh.CreatePlane("mur11Salle3", 20, scene);
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mur11Salle3.rotation.x = Math.PI;
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mur11Salle3.position.z = 115;
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mur11Salle3.position.x = 15;
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mur11Salle3.visibility = 0;
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mur11Salle3.checkCollisions = true;
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var mur12Salle3 = BABYLON.Mesh.CreatePlane("mur12Salle3", 20, scene);
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mur12Salle3.rotation.x = Math.PI;
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mur12Salle3.position.z = 115;
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mur12Salle3.position.x = -15;
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mur12Salle3.visibility = 0;
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mur12Salle3.checkCollisions = true;
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var mur2Salle3 = BABYLON.Mesh.CreatePlane("mur2Salle3", 50, scene);
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mur2Salle3.rotation.y = -(Math.PI / 2);
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mur2Salle3.position.y = 20;
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mur2Salle3.position.x = -25;
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mur2Salle3.position.z = 140;
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mur2Salle3.visibility = 0;
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mur2Salle3.checkCollisions = true;
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var mur31Salle3 = BABYLON.Mesh.CreatePlane("mur31Salle3", 50, scene);
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mur31Salle3.rotation.z = Math.PI / 2;
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mur31Salle3.position.z = 165;
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mur31Salle3.position.y = 20;
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mur31Salle3.visibility = 0;
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mur31Salle3.checkCollisions = true;
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var mur4Salle3 = BABYLON.Mesh.CreatePlane("mur4Salle3", 50, scene);
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mur4Salle3.rotation.y = Math.PI / 2;
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mur4Salle3.position.y = 20;
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mur4Salle3.position.x = 25;
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mur4Salle3.position.z = 140;
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mur4Salle3.visibility = 0;
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mur4Salle3.checkCollisions = true;
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// Et quelques cubes...
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var boxMaterial = new BABYLON.StandardMaterial("bMaterial", scene);
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boxMaterial.diffuseTexture = new BABYLON.Texture("images/box.png", scene);
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var positions = [
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{ x: -15, z: 15 },
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{ x: -15, z: -15 },
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{ x: 15, z: 15 },
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{ x: 15, z: -15 }
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];
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var cubeSize = 2.5;
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for (var i = 0; i < 4; i++) {
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var box = BABYLON.Mesh.CreateBox("box1", cubeSize, scene);
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box.position = new BABYLON.Vector3(positions[i].x, cubeSize / 2, positions[i].z);
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box.material = boxMaterial;
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box.checkCollisions = true;
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}
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}
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