|
@@ -1,892 +0,0 @@
|
|
-{
|
|
|
|
- "examples": [
|
|
|
|
- {
|
|
|
|
- "title": "Animations",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Bones 101",
|
|
|
|
- "doc": "https://doc.babylonjs.com/How_To/How_to_use_Bones_and_Skeletons",
|
|
|
|
- "icon": "icons/bones.jpg",
|
|
|
|
- "description": "Create complex animations by using skeletons and bones",
|
|
|
|
- "PGID": "#QY1WYT#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Animation blending",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/Animations#animation-blending",
|
|
|
|
- "icon": "icons/animation_blending.jpg",
|
|
|
|
- "description": "Blend multiple animations together to move from on animation clip to another",
|
|
|
|
- "PGID": "#BCU1XR#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Animation weights",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/animations#animation-weights",
|
|
|
|
- "icon": "icons/animation_weight.jpg",
|
|
|
|
- "description": "Use weights to blend multiple animations together",
|
|
|
|
- "PGID": "#LL5BIQ#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Animation 101",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/animations",
|
|
|
|
- "icon": "icons/animations.png",
|
|
|
|
- "description": "How to add animations",
|
|
|
|
- "PGID": "#QYFDDP#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Easing functions",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/animations#easing-functions",
|
|
|
|
- "icon": "icons/easing_functions.png",
|
|
|
|
- "description": "Create animations with different easing functions",
|
|
|
|
- "PGID": "#8ZNVGR#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Instanced bones",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons",
|
|
|
|
- "icon": "icons/instanced_bones.png",
|
|
|
|
- "description": "Animated skeletons of people walking",
|
|
|
|
- "PGID": "#0K8EYN#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Morph targets",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_morphtargets",
|
|
|
|
- "icon": "icons/morph_targets.jpg",
|
|
|
|
- "description": "Morph a mesh between multiple targets",
|
|
|
|
- "PGID": "#2JDN66#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Cameras",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Cameras 101",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/cameras",
|
|
|
|
- "icon": "icons/cameras.png",
|
|
|
|
- "description": "Types of cameras in babylonjs",
|
|
|
|
- "PGID": "#1A3M5C#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Device orientation camera",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/cameras#device-orientation-camera",
|
|
|
|
- "icon": "icons/deviceOrientationCamera.jpg",
|
|
|
|
- "description": "Camera that reacts to events such as a mobile device being tilted forward or back",
|
|
|
|
- "PGID": "#12WBC#185"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "GUI",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "GUI",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/gui",
|
|
|
|
- "icon": "icons/gui.png",
|
|
|
|
- "description": "Babylons graphical user interface provides sliders, buttons, etc.",
|
|
|
|
- "PGID": "#3VMTI9#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Interactions & events",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Picking",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/picking_collisions",
|
|
|
|
- "icon": "icons/picking.png",
|
|
|
|
- "description": "Use mouse or touch to pick meshes on the screen",
|
|
|
|
- "PGID": "#NU4F6Y#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Actions",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_actions",
|
|
|
|
- "icon": "icons/actions.png",
|
|
|
|
- "description": "Actions are a simple way to add interactions in your scenes",
|
|
|
|
- "PGID": "#J19GYK#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Drag and drop",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_actions",
|
|
|
|
- "icon": "icons/drag_and_drop.png",
|
|
|
|
- "description": "Move meshes around a scene with a mouse",
|
|
|
|
- "PGID": "#UZ23UH#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Pointer events handling",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_actions",
|
|
|
|
- "icon": "icons/pointer_events_handling.png",
|
|
|
|
- "description": "Handle pointer input",
|
|
|
|
- "PGID": "#C245A1#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Lights",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Light projected texture",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/lights#projection-texture",
|
|
|
|
- "icon": "icons/projected_texture.jpg",
|
|
|
|
- "description": "Project a texture from a spot light",
|
|
|
|
- "PGID": "#CQNGRK#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Lights 101",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/lights",
|
|
|
|
- "icon": "icons/lights.png",
|
|
|
|
- "description": "Add lights to a scene",
|
|
|
|
- "PGID": "#AQRDKW#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Simultaneous lights",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/lights",
|
|
|
|
- "icon": "icons/sim_lights.jpg",
|
|
|
|
- "description": "Use multiple lights on a single mesh",
|
|
|
|
- "PGID": "#ZU5TKG#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Point light",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/lights#the-point-light",
|
|
|
|
- "icon": "icons/pointLight.jpg",
|
|
|
|
- "description": "Light emitting from a single point",
|
|
|
|
- "PGID": "#20OAV9#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Directional light",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/lights#the-directional-light",
|
|
|
|
- "icon": "icons/directionalLight.jpg",
|
|
|
|
- "description": "The light is emitted from everywhere in the specified direction, and has an infinite range",
|
|
|
|
- "PGID": "#20OAV9#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Spot lgiht",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/lights#the-spot-light",
|
|
|
|
- "icon": "icons/spotLight.jpg",
|
|
|
|
- "description": "Defines a cone of light pointing in a direction",
|
|
|
|
- "PGID": "#20OAV9#3"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Hemispheric light",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/lights#the-hemispheric-light",
|
|
|
|
- "icon": "icons/hemLight.jpg",
|
|
|
|
- "description": "Simulate an ambient environment light",
|
|
|
|
- "PGID": "#20OAV9#5"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Loaders",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Cornell box",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/load_from_any_file_type",
|
|
|
|
- "icon": "icons/cornell.jpg",
|
|
|
|
- "description": "Load a glTF file and setup the environment",
|
|
|
|
- "PGID": "#J5E230#54"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Import meshes",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/load_from_any_file_type",
|
|
|
|
- "icon": "icons/import_meshes.png",
|
|
|
|
- "description": "Load a mesh from a file and add it to the scene",
|
|
|
|
- "PGID": "#UKNERM#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Load glTF model",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/load_from_any_file_type",
|
|
|
|
- "icon": "icons/load_gltf.jpg",
|
|
|
|
- "description": "Show how to easily load a glTF model",
|
|
|
|
- "PGID": "#PN1NNI#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Assets manager",
|
|
|
|
- "doc": "http://localhost:8080/How_To/How_to_use_AssetsManager",
|
|
|
|
- "icon": "icons/assets_manager.jpg",
|
|
|
|
- "description": "Use AssetsManager to load multiple assets in a centralized way",
|
|
|
|
- "PGID": "#Y7XMAR#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Asset container",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_assetcontainer",
|
|
|
|
- "icon": "icons/assetContainer.jpg",
|
|
|
|
- "description": "To add and remove assets from a scene an AssetContainer can be used.",
|
|
|
|
- "PGID": "#17MXFZ#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Materials",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "MultiMaterial",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/multi_materials",
|
|
|
|
- "icon": "icons/multi_material.jpg",
|
|
|
|
- "description": "Apply multiple materials to a single mesh using MultiMaterial class",
|
|
|
|
- "PGID": "#2Q4S2S#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "ShaderMaterial",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/shader_material",
|
|
|
|
- "icon": "icons/custom_shader.jpg",
|
|
|
|
- "description": "Use ShaderMaterial to create advanced effects",
|
|
|
|
- "PGID": "#ATDL99#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "X-ray material with Fresnel",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_fresnelparameters",
|
|
|
|
- "icon": "icons/xRayFresnel.jpg",
|
|
|
|
- "description": "Use fresnel parameters to simulate an x-ray effect",
|
|
|
|
- "PGID": "#GK7FK#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Materials",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/materials",
|
|
|
|
- "icon": "icons/materials.png",
|
|
|
|
- "description": "Create and add materials to a mesh",
|
|
|
|
- "PGID": "#DXARSP#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "PBR",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/physically_based_rendering",
|
|
|
|
- "icon": "icons/pbr.png",
|
|
|
|
- "description": "Physically based rendering materials",
|
|
|
|
- "PGID": "#8MGKWK#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Glossiness and roughness",
|
|
|
|
- "doc": "https://doc.babylonjs.com/api/classes/babylon.standardmaterial",
|
|
|
|
- "icon": "icons/glossinessAndRoughness.jpg",
|
|
|
|
- "description": "Demonstration of glossiness and rouphness features of standard material",
|
|
|
|
- "PGID": "#RNBKQ#8"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Cell Shading",
|
|
|
|
- "doc": "https://doc.babylonjs.com/extensions/cell",
|
|
|
|
- "icon": "icons/cell_shading.jpg",
|
|
|
|
- "description": "Cell shading material",
|
|
|
|
- "PGID": "#0ZB1A3#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Fur",
|
|
|
|
- "doc": "https://doc.babylonjs.com/extensions/fur",
|
|
|
|
- "icon": "icons/fur.jpg",
|
|
|
|
- "description": "Fur material",
|
|
|
|
- "PGID": "#VABI8A#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Fire",
|
|
|
|
- "doc": "https://doc.babylonjs.com/extensions/Fire",
|
|
|
|
- "icon": "icons/fire.jpg",
|
|
|
|
- "description": "Fire material",
|
|
|
|
- "PGID": "#LR4YHT#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Water",
|
|
|
|
- "doc": "https://doc.babylonjs.com/extensions/water",
|
|
|
|
- "icon": "icons/water.jpg",
|
|
|
|
- "description": "Water material",
|
|
|
|
- "PGID": "#L76FB1#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Meshes",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Render lines",
|
|
|
|
- "doc": "http://localhost:8080/babylon101/Parametric_Shapes#lines",
|
|
|
|
- "icon": "icons/lines.jpg",
|
|
|
|
- "description": "Use LinesMesh to render lines in 3D",
|
|
|
|
- "PGID": "#SVZL1I#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Displacement map (CPU)",
|
|
|
|
- "doc": "https://doc.babylonjs.com/api/classes/babylon.mesh.html#applydisplacementmap",
|
|
|
|
- "icon": "icons/displacement.jpg",
|
|
|
|
- "description": "Update mesh geometry using a displacement map (CPU)",
|
|
|
|
- "PGID": "#04JDPF#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Constructive solid geometries",
|
|
|
|
- "doc": "https://doc.babylonjs.com/api/classes/babylon.csg.html",
|
|
|
|
- "icon": "icons/csg.jpg",
|
|
|
|
- "description": "Use boolean operations on meshes using CSG",
|
|
|
|
- "PGID": "#T6NP3F#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Raycast on height map",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/raycasts",
|
|
|
|
- "icon": "icons/heightMapRaycast.jpg",
|
|
|
|
- "description": "Raycast to find positions on a heightmap",
|
|
|
|
- "PGID": "#QM57B#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Basic scene",
|
|
|
|
- "doc": "https://doc.babylonjs.com/features/scene",
|
|
|
|
- "icon": "icons/basic_scene.png",
|
|
|
|
- "description": "Ball and plane",
|
|
|
|
- "PGID": "#TAZ2CB#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Basic elements",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/set_shapes",
|
|
|
|
- "icon": "icons/basic_elements.png",
|
|
|
|
- "description": "Ball, box, plane, line, etc",
|
|
|
|
- "PGID": "#A1210C#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Rotation and scaling",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/rotate",
|
|
|
|
- "icon": "icons/rotation_and_scaling.png",
|
|
|
|
- "description": "Position mesh layout in space",
|
|
|
|
- "PGID": "#CURCZC#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Curved lines",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_path3d",
|
|
|
|
- "icon": "icons/path3D.jpg",
|
|
|
|
- "description": "Use Path3D to create a curved line",
|
|
|
|
- "PGID": "#7SQDY#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Rotating mesh to look at a target",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/position",
|
|
|
|
- "icon": "icons/meshLook.jpg",
|
|
|
|
- "description": "Make a mesh face towards where the pointer hit a plane",
|
|
|
|
- "PGID": "#23M0G6#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Height map",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/height_map",
|
|
|
|
- "icon": "icons/height_map.png",
|
|
|
|
- "description": "Use a height map to extrude a plane to create mountains",
|
|
|
|
- "PGID": "#95PXRY#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Extrude polygon",
|
|
|
|
- "doc": "https://doc.babylonjs.com/api/classes/babylon.meshbuilder#extrudepolygon",
|
|
|
|
- "icon": "icons/extrude_polygon.jpg",
|
|
|
|
- "description": "Use MeshBuilder to generate geometry from extruded data",
|
|
|
|
- "PGID": "#TFLTJJ#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Polygon mesh",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/polygonmeshbuilder",
|
|
|
|
- "icon": "icons/polygon_mesh.jpg",
|
|
|
|
- "description": "Use PolygonMeshBuilder to create meshes from polygon data",
|
|
|
|
- "PGID": "#0TQAQU#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Look at",
|
|
|
|
- "doc": "https://doc.babylonjs.com/api/classes/babylon.abstractmesh#lookat",
|
|
|
|
- "icon": "icons/look_at.jpg",
|
|
|
|
- "description": "Use lookAt() function to align meshes on a specific target",
|
|
|
|
- "PGID": "#N2K3ZN#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Ribbons",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/ribbon_tutorial",
|
|
|
|
- "icon": "icons/ribbons.jpg",
|
|
|
|
- "description": "Use ribbons to create complex meshes",
|
|
|
|
- "PGID": "#29BR2V#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Decals",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/decals",
|
|
|
|
- "icon": "icons/decals.jpg",
|
|
|
|
- "description": "Create decals to apply additional textures to a portion of a mesh",
|
|
|
|
- "PGID": "#EEUVTY#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Optimizations",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Level of detail",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_lod",
|
|
|
|
- "icon": "icons/lod.jpg",
|
|
|
|
- "description": "Use various meshes based on distance to optimize rendering speed",
|
|
|
|
- "PGID": "#7HMHAU#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Hardware instancing",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_instances",
|
|
|
|
- "icon": "icons/instances.jpg",
|
|
|
|
- "description": "Use hardware instancing to duplicate meshes at no cost",
|
|
|
|
- "PGID": "#YB006J#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Octrees",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees",
|
|
|
|
- "icon": "icons/octree.jpg",
|
|
|
|
- "description": "Use octrees to boost mesh selections when dealing with thousands of objects",
|
|
|
|
- "PGID": "#3YFJ5R#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Particles",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Particles and mirrors",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/particles",
|
|
|
|
- "icon": "icons/particle_mirror.jpg",
|
|
|
|
- "description": "Use particles with a mirror",
|
|
|
|
- "PGID": "#65MUMZ#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Particles with custom shader",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/customise#custom-effects",
|
|
|
|
- "icon": "icons/custom_particles.jpg",
|
|
|
|
- "description": "Use custom shader to display CPU particles",
|
|
|
|
- "PGID": "#807QEP#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "GPU particles",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/particles#gpu-particles",
|
|
|
|
- "icon": "icons/gpu_particles.jpg",
|
|
|
|
- "description": "Use GPU only to create a massive number of particles",
|
|
|
|
- "PGID": "#PU4WYI#14"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Particles 101",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/particles",
|
|
|
|
- "icon": "icons/particles.png",
|
|
|
|
- "description": "Create a particle system and attach it to a moving object",
|
|
|
|
- "PGID": "#EF9X5R#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Low lying fog",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/particles",
|
|
|
|
- "icon": "icons/lying_fog.jpg",
|
|
|
|
- "description": "Use particle to simulate volumetric fog",
|
|
|
|
- "PGID": "#BHNVUE#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Particle editor",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/particles",
|
|
|
|
- "icon": "icons/particle_editor.jpg",
|
|
|
|
- "description": "Online editor to play with particle parameters",
|
|
|
|
- "PGID": "#NNL67B#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "A lot of triangles with SPS",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/solid_particle_system",
|
|
|
|
- "icon": "icons/solidParticleSystem.jpg",
|
|
|
|
- "description": "Use solid particle system to create a colorful cube",
|
|
|
|
- "PGID": "#2FPT1A#5"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Solid Particle System facet collision",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/solid_particle_system",
|
|
|
|
- "icon": "icons/facets.jpg",
|
|
|
|
- "description": "Use SPS facets to simulate complex mesh collisions",
|
|
|
|
- "PGID": "#6UZDJ9#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Solid Particle System collisions",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/solid_particle_system",
|
|
|
|
- "icon": "icons/sps_collisions.jpg",
|
|
|
|
- "description": "Use basic geometry to simulate SPS collisions",
|
|
|
|
- "PGID": "#2V1C4Z#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Solid Particle System and shadows",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/solid_particle_system",
|
|
|
|
- "icon": "icons/sps_shadows.jpg",
|
|
|
|
- "description": "Animate SPS with realtime shadows",
|
|
|
|
- "PGID": "#ML2LR9#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Collisions & intersections",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Collisions",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity",
|
|
|
|
- "icon": "icons/collisions.png",
|
|
|
|
- "description": "Handle basic collisions to avoid a camera going through a box",
|
|
|
|
- "PGID": "#U8MEB0#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Intersections",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh",
|
|
|
|
- "icon": "icons/intersections.png",
|
|
|
|
- "description": "Detect when meshes intersect each other",
|
|
|
|
- "PGID": "#KQV9SA#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Physics",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Physics",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/using_the_physics_engine",
|
|
|
|
- "icon": "icons/physics.png",
|
|
|
|
- "description": "How to use physic engines within Babylon",
|
|
|
|
- "PGID": "#7149G4#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Cloth",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/using_the_physics_engine",
|
|
|
|
- "icon": "icons/cloth.jpg",
|
|
|
|
- "description": "Use physic engine to simulate cloth",
|
|
|
|
- "PGID": "#7N1BRU#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Shadows",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Contact hardening",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/shadows#contact-hardening-shadow-webgl2-only",
|
|
|
|
- "icon": "icons/pcss.jpg",
|
|
|
|
- "description": "Shadows will get softer when they are further away from the object casting them",
|
|
|
|
- "PGID": "#EYEPRI#3"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Self shadowing #1",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/shadows#exponential-shadow-map",
|
|
|
|
- "icon": "icons/self_shadows1.jpg",
|
|
|
|
- "description": "Use shadow exponential mode to enable self shadowing on a rotating object",
|
|
|
|
- "PGID": "#F4XWU2#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Self shadowing #2",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/shadows#close-exponential-shadow-map",
|
|
|
|
- "icon": "icons/self_shadows2.jpg",
|
|
|
|
- "description": "Use shadow close exponential mode to enable self shadowing on animated object",
|
|
|
|
- "PGID": "#4GAHX6#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Shadows 101",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/shadows",
|
|
|
|
- "icon": "icons/shadows.png",
|
|
|
|
- "description": "Setup a scene with lights and meshes to cast different types of shadows",
|
|
|
|
- "PGID": "#IFYDRS#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Shadow on transparent textures",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/shadows",
|
|
|
|
- "icon": "icons/trasnparent_shadow.jpg",
|
|
|
|
- "description": "Create realistic shadows from a transparent texture",
|
|
|
|
- "PGID": "#2DT16W#2"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Point light shadows",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/shadows",
|
|
|
|
- "icon": "icons/point_shadows.jpg",
|
|
|
|
- "description": "Use point light to cast shadows",
|
|
|
|
- "PGID": "#4MC650#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Multi directional lights with soft shadows",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/shadows",
|
|
|
|
- "icon": "icons/multi_shadows.jpg",
|
|
|
|
- "description": "Use multiple directional lights to cast soft shadows",
|
|
|
|
- "PGID": "#KWS7KD#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Different shadow filters",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/shadows",
|
|
|
|
- "icon": "icons/shadow_filters.jpg",
|
|
|
|
- "description": "Demonstrate different kind of shadows",
|
|
|
|
- "PGID": "#43T193#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Audio",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Basic sounds",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/playing_sounds_and_music",
|
|
|
|
- "icon": "icons/basic_sounds.png",
|
|
|
|
- "description": "Playing sounds with babylon",
|
|
|
|
- "PGID": "#DXAEUY#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Sound on mesh",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/playing_sounds_and_music",
|
|
|
|
- "icon": "icons/sound_on_mesh.png",
|
|
|
|
- "description": "Attach a sound to a mesh which will be modified by the objects position",
|
|
|
|
- "PGID": "#EDVU95#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Audio analyzer #1",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser",
|
|
|
|
- "icon": "icons/analyzer.jpg",
|
|
|
|
- "description": "Analyze audio frequencies in realtime",
|
|
|
|
- "PGID": "#TUR5GH#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "PBR with music analyzer #2",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser",
|
|
|
|
- "icon": "icons/musicAnalyzer.jpg",
|
|
|
|
- "description": "Visualize audio frequencies in realtime",
|
|
|
|
- "PGID": "#2JOSXE#21"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Special FX",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Fog",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/Environment#fog",
|
|
|
|
- "icon": "icons/fog.jpg",
|
|
|
|
- "description": "Simulate fog in your scene",
|
|
|
|
- "PGID": "#LR6389#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Convolution post-process",
|
|
|
|
- "doc": "https://doc.babylonjs.com/api/classes/babylon.convolutionpostprocess",
|
|
|
|
- "icon": "icons/convolution.jpg",
|
|
|
|
- "description": "Apply emboss filter to the scene using the ConvolutionPostProcess",
|
|
|
|
- "PGID": "#B0RH9H#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Lens flares",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_lens_flares",
|
|
|
|
- "icon": "icons/lens_flares.jpg",
|
|
|
|
- "description": "Simulate lens flares on the camera",
|
|
|
|
- "PGID": "#ZEB7H6#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Glass wubble ball",
|
|
|
|
- "doc": "https://doc.babylonjs.com/api/classes/babylon.abstractmesh#getverticesdata",
|
|
|
|
- "icon": "icons/glassWubbleBall.jpg",
|
|
|
|
- "description": "Warped ball effect",
|
|
|
|
- "PGID": "#CXOLW#3"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Color curves",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing",
|
|
|
|
- "icon": "icons/color_curves.jpg",
|
|
|
|
- "description": "Apply color curves to your rendering",
|
|
|
|
- "PGID": "#HI65FJ#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Default rendering pipeline",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/using_default_rendering_pipeline",
|
|
|
|
- "icon": "icons/default_pipeline.jpg",
|
|
|
|
- "description": "Bloom, FXAA, sharpen, grain, vignette, chromatic aberration and DoF with one single object",
|
|
|
|
- "PGID": "#Y3C0HQ#146"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Depth of field",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/using_default_rendering_pipeline#depth-of-field",
|
|
|
|
- "icon": "icons/dof.jpg",
|
|
|
|
- "description": "Apply depth of field effect",
|
|
|
|
- "PGID": "#8F5HYV#9"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Glow layer",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/glow_layer",
|
|
|
|
- "icon": "icons/glow.jpg",
|
|
|
|
- "description": "Generates glow around emissive objects",
|
|
|
|
- "PGID": "#6ZVKE3#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Sprites",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/sprites",
|
|
|
|
- "icon": "icons/sprites.png",
|
|
|
|
- "description": "Load and display sprites",
|
|
|
|
- "PGID": "#9RI8CG#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Environment",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/environment",
|
|
|
|
- "icon": "icons/environment.png",
|
|
|
|
- "description": "Adding a skybox and fog",
|
|
|
|
- "PGID": "#7G0IQW#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Fresnel",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_fresnelparameters",
|
|
|
|
- "icon": "icons/fresnel.png",
|
|
|
|
- "description": "Renders spheres to simulate a fresnel lens",
|
|
|
|
- "PGID": "#AQZJ4C#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "SSAO rendering pipeline",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/using_the_ssao_rendering_pipeline",
|
|
|
|
- "icon": "icons/ssao_1.png",
|
|
|
|
- "description": "Screen space ambient occlusion",
|
|
|
|
- "PGID": "#N96NXC#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "SSAO rendering pipeline (WebGL2)",
|
|
|
|
- "doc": "https://doc.babylonjs.com/api/classes/babylon.ssao2renderingpipeline",
|
|
|
|
- "icon": "icons/ssao_2.png",
|
|
|
|
- "description": "Screen space ambient occlusion with WebGL2",
|
|
|
|
- "PGID": "#7D2QDD#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Volumetric Light Scattering",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/using_the_volumetric_lightscattering_post-process",
|
|
|
|
- "icon": "icons/volumetric_light_scattering.png",
|
|
|
|
- "description": "Simulates light scattering due to light hitting the atmosphere",
|
|
|
|
- "PGID": "#V2DAKC#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Refraction and Reflection",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_fresnelparameters",
|
|
|
|
- "icon": "icons/refraction_and_reflection.png",
|
|
|
|
- "description": "Simulate how light would reflect and refract with a sphere",
|
|
|
|
- "PGID": "#XH85A9#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Portals",
|
|
|
|
- "doc": "https://doc.babylonjs.com/resources/shaderintro",
|
|
|
|
- "icon": "icons/portals.jpg",
|
|
|
|
- "description": "Portal effect created using custom shaders",
|
|
|
|
- "PGID": "#EEOWP#7"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Warp speed !",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/shader_material",
|
|
|
|
- "icon": "icons/warpSpeed.jpg",
|
|
|
|
- "description": "Fly though stars using a custom shader texture",
|
|
|
|
- "PGID": "#1WBBW0#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Hypnotizing infinite loader",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/position",
|
|
|
|
- "icon": "icons/infiniteLoader.jpg",
|
|
|
|
- "description": "Visually apealing loading animation",
|
|
|
|
- "PGID": "#VUJG1#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Realtime refraction",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_reflection_probes",
|
|
|
|
- "icon": "icons/refraction.jpg",
|
|
|
|
- "description": "use reflection probes to simulate realtime refraction",
|
|
|
|
- "PGID": "#RRYXWN#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Realtime reflection",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_reflection_probes",
|
|
|
|
- "icon": "icons/reflection.jpg",
|
|
|
|
- "description": "use reflection probes to simulate realtime reflection",
|
|
|
|
- "PGID": "#SF5RCN#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Motion blur",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline#setting-up-the-motion-blur",
|
|
|
|
- "icon": "icons/motion_blur.jpg",
|
|
|
|
- "description": "Use the standard rendering pipeline to simulate motion blur",
|
|
|
|
- "PGID": "#ZMAJZB#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Highlight layer",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/highlight_layer",
|
|
|
|
- "icon": "icons/highlights.jpg",
|
|
|
|
- "description": "Highlight a mesh",
|
|
|
|
- "PGID": "#7EESGZ#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Lens effects",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/using_depth-of-field_and_other_lens_effects",
|
|
|
|
- "icon": "icons/lens_effect.jpg",
|
|
|
|
- "description": "Create photographic effect with the LensRenderingPipeline",
|
|
|
|
- "PGID": "#B7JHWD#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Textures",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Saving dynamic texture on disk",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/dynamictexture",
|
|
|
|
- "icon": "icons/savingDynamicTexture.jpg",
|
|
|
|
- "description": "Save a texture generated at runtime using DynamicTexture",
|
|
|
|
- "PGID": "#CA4SM#1"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "360 videos",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/360videodome",
|
|
|
|
- "icon": "icons/360.jpg",
|
|
|
|
- "description": "Easily display and control 360 videos",
|
|
|
|
- "PGID": "#1E9JQ8#7"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "ProceduralTexture",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_procedural_textures",
|
|
|
|
- "icon": "icons/procedural_texture.png",
|
|
|
|
- "description": "Use procedual textures for wood, grass, marble, fire, etc.",
|
|
|
|
- "PGID": "#B2ZXG6#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Local cubemaps",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/reflect#cubetexture",
|
|
|
|
- "icon": "icons/local_cubemap.jpg",
|
|
|
|
- "description": "Improve cubemaps with local mode",
|
|
|
|
- "PGID": "#RNASML#4"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Starfield procedural texture",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/how_to_use_procedural_textures",
|
|
|
|
- "icon": "icons/starfield.jpg",
|
|
|
|
- "description": "Use the starfield procedual texture to simulate space",
|
|
|
|
- "PGID": "#ZQWE4G#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Equirectangular map as reflection texture",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/reflect",
|
|
|
|
- "icon": "icons/equMapOnReflectionTexture.jpg",
|
|
|
|
- "description": "Using Equirectangular maps as a reflection texture",
|
|
|
|
- "PGID": "#23IQHK#2"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Mirrors",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/reflect",
|
|
|
|
- "icon": "icons/mirrors.jpg",
|
|
|
|
- "description": "Shows how to use mirrors in babylon",
|
|
|
|
- "PGID": "#2EP7UB#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Custom render targets",
|
|
|
|
- "doc": "https://doc.babylonjs.com/api/classes/babylon.rendertargettexture",
|
|
|
|
- "icon": "icons/custom_rendertarget.jpg",
|
|
|
|
- "description": "Use render target textures to generate procedural data",
|
|
|
|
- "PGID": "#CJWDJR#0"
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Bump texture",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/more_materials#bump-map",
|
|
|
|
- "icon": "icons/bump.jpg",
|
|
|
|
- "description": "Use normal map to simulate bump",
|
|
|
|
- "PGID": "#RK0W5S#0"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "VR",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "WebVR",
|
|
|
|
- "doc": "https://doc.babylonjs.com/how_to/webvr_helper",
|
|
|
|
- "icon": "icons/webvr.png",
|
|
|
|
- "description": "View a basic mesh and interact with a gui in WebVR",
|
|
|
|
- "PGID": "#TAFSN0#2"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- },
|
|
|
|
- {
|
|
|
|
- "title": "Misc.",
|
|
|
|
- "samples": [
|
|
|
|
- {
|
|
|
|
- "title": "Charting",
|
|
|
|
- "doc": "https://doc.babylonjs.com/babylon101/",
|
|
|
|
- "icon": "icons/charting.jpg",
|
|
|
|
- "description": "Creates a 3D charting presentation",
|
|
|
|
- "PGID": "#8PY6X5#1"
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
- }
|
|
|
|
- ]
|
|
|
|
-}
|
|
|