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Raanan Weber 41307fe9aa Merge pull request #3668 from RaananW/viewer-mesh-normalization 7 anni fa
.vscode 95e8b6c6ca Particle System Update 7 anni fa
Exporters 6c27d5c451 Moved Exporters to https://github.com/BabylonJS/Exporters 7 anni fa
Playground c8a593edf1 Nightly 7 anni fa
Tools 308e364b85 removed unneeded reference 7 anni fa
Viewer c8a593edf1 Nightly 7 anni fa
assets 6dc5916ba1 Moving redirects to the right directory 7 anni fa
dist e65966c4be Update what's new.md (#3666) 7 anni fa
gui d92caac78e Fix #3492 7 anni fa
inspector ce539f5387 Fixed issue with inspector adding meshes at each display 7 anni fa
loaders ec49397b98 Merge master in. 7 anni fa
localDev 030600725f Trying to fix chrome 63 bug 7 anni fa
materialsLibrary f27e3618c0 Improved alpha testing optimization 7 anni fa
postProcessLibrary 257de4f0e2 Fix type definition 7 anni fa
proceduralTexturesLibrary b23a84e983 Ground color setter missed underscore 7 anni fa
sandbox a7da9325fc Change sandbox to play only the first glTF animation 7 anni fa
serializers 7cfe610f8a bug fixes for glTF serializer. Correctly bufferview creation, min max logic and byte alignment 7 anni fa
src 35bd311f77 internal tmp vector3 instead of Tmp.Vector3 (no allocation in the render loop though) 7 anni fa
tests 2958d6d0b7 updates for new glTF test validation models 7 anni fa
.gitattributes e46bb580f5 Ignore whitespace and new lines from windows OS 9 anni fa
.gitignore 4ca0d510cb Add Unit Tests Skeleton and gulp tasks 7 anni fa
.gitmodules eb1b2745f6 DAE Exporter 11 anni fa
.travis.yml fde206a134 Add what's new check in the build Fixed #3592 7 anni fa
bower.json 34ad342456 Update bower.json to latest version 8 anni fa
contributing.md c8c6d6876a Update contributing.md 8 anni fa
favicon.ico 13ede5cad9 Browser stack readyness 7 anni fa
license.md 4f44f2ce56 Moved license to a separate file 8 anni fa
package.json 08f35d09a9 3.2.0-alpha6 on npm 7 anni fa
readme.md abe612ff44 Corrects the information in the comments. 7 anni fa
tslint.json c319ca1cbf "AAAAAAAAAAAAAAAAhhhhhaaaa" step 8 7 anni fa
what's new.md 3411e64178 First mega merge 7 anni fa

readme.md

Babylon.js

Getting started? Play directly with the Babylon.js API via our playground. It contains also lot of simple samples to learn how to use it.

Build Status

BrowserStack Status

Any questions? Here is our official forum on www.html5gamedevs.com.

CDN

Additional references can be found on https://cdn.babylonjs.com/xxx where xxx is the folder structure you can find in the /dist folder like https://cdn.babylonjs.com/gui/babylon.gui.min.js

For preview release you can use the following ones:

Additional references can be found on https://preview.babylonjs.com/xxx where xxx is the folder structure you can find in the /dist/preview release folder like https://preview.babylonjs.com/gui/babylon.gui.min.js

NPM

BabylonJS and its modules are published on NPM with full typing support. To install use

npm install babylonjs --save

This will allow you to import BabylonJS entirely using:

import * as BABYLON from 'babylonjs';

or individual classes using:

import { Scene, Engine } from 'babylonjs';

If using TypeScript, don't forget to add 'babylonjs' to 'types' in tsconfig.json:

    ....
    "types": [
        "babylonjs",
        "anotherAwesomeDependency"
    ],
    ....

To add a module install the respected package. A list of extra packages and their installation instructions can be found on babylonjs' user at npm.

Usage

See Getting Started

// get the canvas DOM element
var canvas = document.getElementById('renderCanvas');
// load the 3D engine
var engine = new BABYLON.Engine(canvas, true);
// createScene function that creates and return the scene
var createScene = function(){
    // create a basic BJS Scene object
    var scene = new BABYLON.Scene(engine);
    // create a FreeCamera, and set its position to (x:0, y:5, z:-10)
    var camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5,-10), scene);
    // target the camera to scene origin
    camera.setTarget(BABYLON.Vector3.Zero());
    // attach the camera to the canvas
    camera.attachControl(canvas, false);
    // create a basic light, aiming 0,1,0 - meaning, to the sky
    var light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0,1,0), scene);
    // create a built-in "sphere" shape; its constructor takes 6 params: name, segment, diameter, scene, updatable, sideOrientation
    var sphere = BABYLON.Mesh.CreateSphere('sphere1', 16, 2, scene);
    // move the sphere upward 1/2 of its height
    sphere.position.y = 1;
    // create a built-in "ground" shape; its constructor takes the same 6 params : name, width, height, subdivision, scene, updatable
    var ground = BABYLON.Mesh.CreateGround('ground1', 6, 6, 2, scene);
    // return the created scene
    return scene;
}
// call the createScene function
var scene = createScene();
// run the render loop
engine.runRenderLoop(function(){
    scene.render();
});
// the canvas/window resize event handler
window.addEventListener('resize', function(){
    engine.resize();
});

Preview release

Preview version of 3.2 can be found here. If you want to contribute, please read our contribution guidelines first.

Documentation

Useful links

  • Official web site: www.babylonjs.com
  • Online sandbox where you can test your .babylon scenes with a simple drag'n'drop
  • Online shader creation tool where you can learn how to create GLSL shaders
  • 3DS Max exporter can be used to generate a .babylon file from 3DS Max
  • Blender exporter can be used to generate a .babylon file from Blender 3d
  • Unity 5 exporter can be used to export your geometries from Unity 5 scene editor(animations are supported)

Features

To get a complete list of supported features, please visit our website.