暂无描述

Trevor Baron 9e65186b64 hide gizmo when clicking material, dispose lightgizmo material on dispose 6 年之前
.github c6c380f0c6 Update ISSUE_TEMPLATE.md 6 年之前
.vscode 3d063d5912 Nightly 6 年之前
Exporters 6c27d5c451 Moved Exporters to https://github.com/BabylonJS/Exporters 7 年之前
Playground a536de2969 Nightly 6 年之前
Tools 3527118c6f Fix #6264 6 年之前
Viewer e44dede292 nightly 6 年之前
assets da368b9701 New skybox 6 年之前
dist 6952dc7786 prepare previous release folder 6 年之前
gui f518b63699 Nighty 6 年之前
inspector 9e65186b64 hide gizmo when clicking material, dispose lightgizmo material on dispose 6 年之前
loaders 4f0943d00f Use static draco compression instance 6 年之前
localDev 59ff970608 Fix Sheen BRDF 6 年之前
materialsLibrary 183998247d cannot find lint error, re-committing 6 年之前
postProcessLibrary aa1bdaa9fb First pass for ocean post-process 6 年之前
proceduralTexturesLibrary 870f9248e2 Merge remote-tracking branch 'upstream/master' into libToModules 6 年之前
sandbox b917b933f1 Fix (again) LOD + instances 6 年之前
serializers a42255c098 fix typo in glTFExporter.ts 6 年之前
src 9e65186b64 hide gizmo when clicking material, dispose lightgizmo material on dispose 6 年之前
tests 50f33afdbf Nightly 6 年之前
.gitattributes e46bb580f5 Ignore whitespace and new lines from windows OS 9 年之前
.gitignore 55bcfa05c8 gitIgnore fix 6 年之前
.travis.yml 21b5453dd7 Test 6 年之前
CNAME f62df4b004 Create CNAME 7 年之前
azure-pipelines.yml a89345cb10 Split Webgl 1 / 2 tests 6 年之前
bower.json 34ad342456 Update bower.json to latest version 8 年之前
contributing.md 91351e5ba2 Update contributing.md 6 年之前
favicon.ico 13ede5cad9 Browser stack readyness 7 年之前
license.md 4f44f2ce56 Moved license to a separate file 8 年之前
package.json f5e2dd0f5c 4.0.0-rc.3 6 年之前
readme-es6.md f0730961c8 Break Down Mesh Builder Dependency 6 年之前
readme.md c494fca25c Update status badge 6 年之前
tsconfigRules.json fd23037057 Move manual tsc to prevent issues 6 年之前
tslint.json 1a920cbb83 Full build 7 年之前
what's new.md 6eb8413cb8 update correct whats new 6 年之前

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.