var createScene = function () { var scene = new BABYLON.Scene(engine); // Setup environment var light0 = new BABYLON.PointLight("Omni", new BABYLON.Vector3(0, 2, 8), scene); var camera = new BABYLON.ArcRotateCamera("ArcRotateCamera", 1, 0.8, 20, new BABYLON.Vector3(0, 0, 0), scene); camera.attachControl(canvas, true); // Fountain object var fountain = BABYLON.Mesh.CreateBox("foutain", 1.0, scene); // Ground var ground = BABYLON.Mesh.CreatePlane("ground", 50.0, scene); ground.position = new BABYLON.Vector3(0, -10, 0); ground.rotation = new BABYLON.Vector3(Math.PI / 2, 0, 0); ground.material = new BABYLON.StandardMaterial("groundMat", scene); ground.material.backFaceCulling = false; ground.material.diffuseColor = new BABYLON.Color3(0.3, 0.3, 1); // Create a particle system var particleSystem = new BABYLON.ParticleSystem("particles", 2000, scene); //Texture of each particle particleSystem.particleTexture = new BABYLON.Texture("textures/flare.png", scene); // Where the particles come from particleSystem.emitter = fountain; // the starting object, the emitter particleSystem.minEmitBox = new BABYLON.Vector3(-1, 0, 0); // Starting all from particleSystem.maxEmitBox = new BABYLON.Vector3(1, 0, 0); // To... // Colors of all particles particleSystem.color1 = new BABYLON.Color4(0.7, 0.8, 1.0, 1.0); particleSystem.color2 = new BABYLON.Color4(0.2, 0.5, 1.0, 1.0); particleSystem.colorDead = new BABYLON.Color4(0, 0, 0.2, 0.0); // Size of each particle (random between... particleSystem.minSize = 0.1; particleSystem.maxSize = 0.5; // Life time of each particle (random between... particleSystem.minLifeTime = 0.3; particleSystem.maxLifeTime = 1.5; // Emission rate particleSystem.emitRate = 1500; // Blend mode : BLENDMODE_ONEONE, or BLENDMODE_STANDARD particleSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE; // Set the gravity of all particles particleSystem.gravity = new BABYLON.Vector3(0, -9.81, 0); // Direction of each particle after it has been emitted particleSystem.direction1 = new BABYLON.Vector3(-7, 8, 3); particleSystem.direction2 = new BABYLON.Vector3(7, 8, -3); // Angular speed, in radians particleSystem.minAngularSpeed = 0; particleSystem.maxAngularSpeed = Math.PI; // Speed particleSystem.minEmitPower = 1; particleSystem.maxEmitPower = 3; particleSystem.updateSpeed = 0.005; // Start the particle system particleSystem.start(); // Fountain's animation var keys = []; var animation = new BABYLON.Animation("animation", "rotation.x", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); // At the animation key 0, the value of scaling is "1" keys.push({ frame: 0, value: 0 }); // At the animation key 50, the value of scaling is "0.2" keys.push({ frame: 50, value: Math.PI }); // At the animation key 100, the value of scaling is "1" keys.push({ frame: 100, value: 0 }); // Launch animation animation.setKeys(keys); fountain.animations.push(animation); scene.beginAnimation(fountain, 0, 100, true); return scene; }