Ei kuvausta

Benjamin Guignabert 769a85ddd1 Merge remote-tracking branch 'upstream/master' into subsurface-scattering 5 vuotta sitten
.github f39328c441 Remove automerge 5 vuotta sitten
.vscode 75347fb77a Add new color picker to nme 5 vuotta sitten
Exporters 6c27d5c451 Moved Exporters to https://github.com/BabylonJS/Exporters 7 vuotta sitten
Playground 526b2f67b1 Add detail map texture 5 vuotta sitten
Tools 2d61b6bd05 Fix Constants processing 5 vuotta sitten
Viewer 09725b14ef simplify code contributions by fully automating the dev setup with gitpod. 5 vuotta sitten
assets 31c6b438cd Add a default texture in the CurrentScreenBlock 5 vuotta sitten
dist 62c3cd2eda Nightly 5 vuotta sitten
gui 47400a54c5 Fix double tap in gui 3d 5 vuotta sitten
inspector 0725e51c73 Comment 5 vuotta sitten
loaders 37037f1567 Add explicit variable for volume IOR 5 vuotta sitten
localDev f45f9664f9 Experimental support for KTX2 and KHR_texture_basisu 5 vuotta sitten
materialsLibrary 255ce0baeb merge with master 5 vuotta sitten
nodeEditor c00afd12cd Nightly 5 vuotta sitten
postProcessLibrary 430b8a321e Updating vecotr/color references 5 vuotta sitten
proceduralTexturesLibrary 430b8a321e Updating vecotr/color references 5 vuotta sitten
sandbox 27cbe29535 Add hdr filtering to sandbox 5 vuotta sitten
serializers 57a2f62986 NIT fix comment 5 vuotta sitten
src 769a85ddd1 Merge remote-tracking branch 'upstream/master' into subsurface-scattering 5 vuotta sitten
tests 64de3a1702 remove console.log 5 vuotta sitten
.gitattributes e46bb580f5 Ignore whitespace and new lines from windows OS 9 vuotta sitten
.gitignore 57bc4459ed Try to fix CD 5 vuotta sitten
.gitpod.Dockerfile 09725b14ef simplify code contributions by fully automating the dev setup with gitpod. 5 vuotta sitten
.gitpod.yml 09725b14ef simplify code contributions by fully automating the dev setup with gitpod. 5 vuotta sitten
.mergify.yml 67c118f200 Moved where it should be 5 vuotta sitten
.travis.yml 21b5453dd7 Test 6 vuotta sitten
CNAME f62df4b004 Create CNAME 7 vuotta sitten
CNAME.txt 9c629d12f2 Wrong move 5 vuotta sitten
azure-pipelines-cd.yml 056270c7b3 Update azure-pipelines-cd.yml for Azure Pipelines 5 vuotta sitten
azure-pipelines.yml 878c71286e Up memory TS 3.4.5 6 vuotta sitten
bower.json 3b9fc842bd Starting blocks for nodeEditor 6 vuotta sitten
contributing.md 94a0ec1f9d Fix gitpod link in contributing.md. 5 vuotta sitten
license.md 4f44f2ce56 Moved license to a separate file 8 vuotta sitten
package.json d4f5b645b0 4.2.0-alpha.18 5 vuotta sitten
readme-es6.md f0730961c8 Break Down Mesh Builder Dependency 6 vuotta sitten
readme.md 32a40a8f1d Update readme.md 5 vuotta sitten
tsconfigRules.json fd23037057 Move manual tsc to prevent issues 6 vuotta sitten
tslint.json 1a920cbb83 Full build 7 vuotta sitten

readme-es6.md

Babylon.js

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

npm version Build Status Average time to resolve an issue Percentage of issues still open Build Size Twitter

Any questions? Here is our official forum.

CDN

To look into our CDN bundled distribution, you can refer to the package babylonjs

npm

BabylonJS and its modules are published on npm as esNext modules with full typing support. To install, use:

npm install @babylonjs/core --save

This will allow you to import BabylonJS entirely using:

import * as BABYLON from '@babylonjs/core/Legacy/legacy';

or individual classes to benefit from enhanced tree shaking using :

import { Scene } from '@babylonjs/core/scene';
import { Engine } from '@babylonjs/core/Engines/engine';

To add a module, install the respective package. A list of extra packages and their installation instructions can be found on the babylonjs user on npm scoped on @babylonjs.

Usage

See our ES6 dedicated documentation:

import { Engine } from "@babylonjs/core/Engines/engine";
import { Scene } from "@babylonjs/core/scene";
import { Vector3 } from "@babylonjs/core/Maths/math";
import { FreeCamera } from "@babylonjs/core/Cameras/freeCamera";
import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight";
import { Mesh } from "@babylonjs/core/Meshes/mesh";

// Side-effects only imports allowing the standard material to be used as default.
import "@babylonjs/core/Materials/standardMaterial";
// Side-effects only imports allowing Mesh to create default shapes (to enhance tree shaking, the construction methods on mesh are not available if the meshbuilder has not been imported).
import "@babylonjs/core/Meshes/Builders/sphereBuilder";
import "@babylonjs/core/Meshes/Builders/boxBuilder";

const canvas = document.getElementById("renderCanvas") as HTMLCanvasElement;
const engine = new Engine(canvas);
var scene = new Scene(engine);

// This creates and positions a free camera (non-mesh)
var camera = new FreeCamera("camera1", new Vector3(0, 5, -10), scene);

// This targets the camera to scene origin
camera.setTarget(Vector3.Zero());

// This attaches the camera to the canvas
camera.attachControl(canvas, true);

// This creates a light, aiming 0,1,0 - to the sky (non-mesh)
var light = new HemisphericLight("light1", new Vector3(0, 1, 0), scene);

// Default intensity is 1. Let's dim the light a small amount
light.intensity = 0.7;

// Our built-in 'sphere' shape. Params: name, subdivs, size, scene
var sphere = Mesh.CreateSphere("sphere1", 16, 2, scene);

// Move the sphere upward 1/2 its height
sphere.position.y = 2;

// Our built-in 'ground' shape. Params: name, width, depth, subdivs, scene
Mesh.CreateGround("ground1", 6, 6, 2, scene);

engine.runRenderLoop(() => {
    scene.render();
});

Preview release

Preview version of 4.0 can be found here. If you want to contribute, please read our contribution guidelines first.

Documentation

Contributing

Please see the Contributing Guidelines

Useful links

  • Official web site: www.babylonjs.com
  • Online playground to learn by experimentating
  • Online sandbox where you can test your .babylon and glTF 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
  • Maya 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 (deprecated) exporter can be used to export your geometries from Unity 5 scene editor(animations are supported)
  • glTF Tools by KhronosGroup

Features

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

Build

Babylon.js is automatically built using Gulp. For further instructions see the readme at /Tools/Gulp.