var BABYLON = require("../../dist/preview release/babylon.max"); // var LOADERS = require("../../dist/preview release/loaders/babylonjs.loaders"); global.XMLHttpRequest = require('xhr2').XMLHttpRequest; var engine = new BABYLON.NullEngine(); // //Adding a light // var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(20, 20, 100), scene); // //Adding an Arc Rotate Camera // var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0.8, 100, BABYLON.Vector3.Zero(), scene); // // The first parameter can be used to specify which mesh to import. Here we import all meshes // BABYLON.SceneLoader.ImportMesh("", "https://playground.babylonjs.com/scenes/", "skull.babylon", scene, function (newMeshes) { // // Set the target of the camera to the first imported mesh // camera.target = newMeshes[0]; // console.log("Meshes loaded from babylon file: " + newMeshes.length); // for (var index = 0; index < newMeshes.length; index++) { // console.log(newMeshes[index].toString()); // } // BABYLON.SceneLoader.ImportMesh("", "https://www.babylonjs.com/Assets/DamagedHelmet/glTF/", "DamagedHelmet.gltf", scene, function (meshes) { // console.log("Meshes loaded from gltf file: " + meshes.length); // for (var index = 0; index < meshes.length; index++) { // console.log(meshes[index].toString()); // } // }); // console.log("render started") // engine.runRenderLoop(function() { // scene.render(); // }) // }); // Setup environment // var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0.8, 90, BABYLON.Vector3.Zero(), scene); // camera.lowerBetaLimit = 0.1; // camera.upperBetaLimit = (Math.PI / 2) * 0.9; // camera.lowerRadiusLimit = 30; // camera.upperRadiusLimit = 150; // // light1 // var light = new BABYLON.DirectionalLight("dir01", new BABYLON.Vector3(-1, -2, -1), scene); // light.position = new BABYLON.Vector3(20, 40, 20); // light.intensity = 0.5; // var lightSphere = BABYLON.Mesh.CreateSphere("sphere", 10, 2, scene); // lightSphere.position = light.position; // lightSphere.material = new BABYLON.StandardMaterial("light", scene); // lightSphere.material.emissiveColor = new BABYLON.Color3(1, 1, 0); // // light2 // var light2 = new BABYLON.SpotLight("spot02", new BABYLON.Vector3(30, 40, 20), // new BABYLON.Vector3(-1, -2, -1), 1.1, 16, scene); // light2.intensity = 0.5; // var lightSphere2 = BABYLON.Mesh.CreateSphere("sphere", 10, 2, scene); // lightSphere2.position = light2.position; // lightSphere2.material = new BABYLON.StandardMaterial("light", scene); // lightSphere2.material.emissiveColor = new BABYLON.Color3(1, 1, 0); // // Ground // var ground = BABYLON.Mesh.CreateGround("ground1", 6, 6, 2, scene); // var groundMaterial = new BABYLON.StandardMaterial("ground", scene); // groundMaterial.diffuseTexture = new BABYLON.Texture("textures/ground.jpg", scene); // groundMaterial.diffuseTexture.uScale = 6; // groundMaterial.diffuseTexture.vScale = 6; // groundMaterial.specularColor = new BABYLON.Color3(0, 0, 0); // ground.position.y = -2.05; // ground.material = groundMaterial; // // Torus // var torus = BABYLON.Mesh.CreateTorus("torus", 4, 2, 30, scene, false); // // Box // var box = BABYLON.Mesh.CreateBox("box", 3); // box.parent = torus; // // Shadows // var shadowGenerator = new BABYLON.ShadowGenerator(1024, light); // shadowGenerator.addShadowCaster(torus); // shadowGenerator.useExponentialShadowMap = true; // var shadowGenerator2 = new BABYLON.ShadowGenerator(1024, light2); // shadowGenerator2.addShadowCaster(torus); // shadowGenerator2.usePoissonSampling = true; // ground.receiveShadows = true; // // Animations // var alpha = 0; // scene.registerBeforeRender(function () { // torus.rotation.x += 0.01; // torus.rotation.z += 0.02; // torus.position = new BABYLON.Vector3(Math.cos(alpha) * 30, 10, Math.sin(alpha) * 30); // alpha += 0.01; // }); // //Adding a light // var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(20, 20, 100), scene); // //Adding an Arc Rotate Camera // var camera = new BABYLON.ArcRotateCamera("Camera", -0.5, 2.2, 100, BABYLON.Vector3.Zero(), scene); // // The first parameter can be used to specify which mesh to import. Here we import all meshes // BABYLON.SceneLoader.ImportMesh("", "https://www.babylonjs-playground.com/scenes/", "skull.babylon", scene, function (newMeshes) { // // Set the target of the camera to the first imported mesh // camera.target = newMeshes[0]; // newMeshes[0].material = new BABYLON.StandardMaterial("skull", scene); // newMeshes[0].material.emissiveColor = new BABYLON.Color3(0.2, 0.2, 0.2); // }); // // Create the "God Rays" effect (volumetric light scattering) // var godrays = new BABYLON.VolumetricLightScatteringPostProcess('godrays', 1.0, camera, null, 100, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false); // // By default it uses a billboard to render the sun, just apply the desired texture // // position and scale // godrays.mesh.material.diffuseTexture = new BABYLON.Texture('https://www.babylonjs-playground.com/textures/sun.png', scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE); // godrays.mesh.material.diffuseTexture.hasAlpha = true; // godrays.mesh.position = new BABYLON.Vector3(-150, 150, 150); // godrays.mesh.scaling = new BABYLON.Vector3(350, 350, 350); // light.position = godrays.mesh.position; // engine.runRenderLoop(function() { // scene.render(); // }) // new BABYLON.Scene(engine).dispose() // BABYLON.SceneLoader.Load("https://playground.babylonjs.com/scenes/", "skull.babylon", engine, (scene) => { // console.log('scene loaded!'); // for (var index = 0; index < scene.meshes.length; index++) { // console.log(scene.meshes[index].name); // } // engine.dispose(); // // engine.runRenderLoop(function() { // // scene.render(); // //}); // }, progress => {}, (scene, err) => console.error('error:', err)); // var scene = new BABYLON.Scene(engine); // var camera = new BABYLON.ArcRotateCamera("camera", 0, 0, 0, BABYLON.Vector3.Zero(), scene); // scene.render(); // var pos = BABYLON.Vector3.Project( // new BABYLON.Vector3(0.5, 0.5, 0.5), // BABYLON.Matrix.Identity(), // scene.getTransformMatrix(), // scene.activeCamera.viewport.toGlobal( // engine.getRenderWidth(), // engine.getRenderHeight() // ));; // console.log(pos); // const scene = new BABYLON.Scene(engine); // new BABYLON.PBRMetallicRoughnessMaterial("asdfasf", scene); // scene.dispose(); BABYLON.Tools.LogLevels = BABYLON.Tools.ErrorLogLevel & BABYLON.Tools.WarningLogLevel; const scene = new BABYLON.Scene(engine); const camera = new BABYLON.ArcRotateCamera("camera", 0, 0, 10, BABYLON.Vector3.Zero(), scene); const mesh = BABYLON.MeshBuilder.CreateBox("box", {}, scene); mesh.position.set(0.5, 0.5, 0.5); mesh.isPickable = true; scene.render(); engine.dispose();