Нема описа

yuccai b264afcfac fix: Notify observers with correct material parameter (instead of mesh) пре 7 година
.github 3b5fda7376 Better issue template пре 7 година
.vscode 8a15941265 fix viewer dev task пре 7 година
Exporters 6c27d5c451 Moved Exporters to https://github.com/BabylonJS/Exporters пре 7 година
Playground dc2aa70d38 add new texture пре 7 година
Tools 3fb0aee854 Merge pull request #5114 from bghgary/gltf-lights-fixes пре 7 година
Viewer 4578fa9ea9 Move glTF loader extensions into a more unique namespace пре 7 година
assets b38d246278 Add rain system + fix AWFUL bug in webgl states management пре 7 година
dist 0c913011e9 More code comments пре 7 година
gui 4d5d40aedd Fix gui dispose when no ADT пре 7 година
inspector 188b97823d sound tracks check пре 7 година
loaders 4578fa9ea9 Move glTF loader extensions into a more unique namespace пре 7 година
localDev c85f454e71 Add support for glTF validation пре 7 година
materialsLibrary ca5bb1b6be Speed improvement for materials with no RTT пре 7 година
postProcessLibrary 4314bc8644 Removed strict:true for now пре 7 година
proceduralTexturesLibrary 36d6a1c30b Fixing some serialization issues (fixed collisions with properties) пре 7 година
sandbox c85f454e71 Add support for glTF validation пре 7 година
serializers c4f4624853 playground async working пре 7 година
src b264afcfac fix: Notify observers with correct material parameter (instead of mesh) пре 7 година
tests 4578fa9ea9 Move glTF loader extensions into a more unique namespace пре 7 година
.gitattributes e46bb580f5 Ignore whitespace and new lines from windows OS пре 9 година
.gitignore 83cc2e2d51 fix split reference пре 7 година
.travis.yml d6b3c9410b node 8 instead of 6 пре 7 година
CNAME f62df4b004 Create CNAME пре 7 година
bower.json 34ad342456 Update bower.json to latest version пре 8 година
contributing.md afcf13c2b2 Update contributing.md пре 7 година
favicon.ico 13ede5cad9 Browser stack readyness пре 7 година
license.md 4f44f2ce56 Moved license to a separate file пре 8 година
package.json a5f2c7f46a 3.3.0-beta.6 пре 7 година
readme.md 9e204d44ad link to gltf tools in "useful links" пре 7 година
tslint.json 9ce72698cb Linter пре 7 година
what's new.md a6c10234cb Update what's new.md пре 7 година

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

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, {preserveDrawingBuffer: true, stencil: 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, false, BABYLON.Mesh.FRONTSIDE);
    // Move the sphere upward 1/2 of its height
    sphere.position.y = 1;
    // Create a built-in "ground" shape; its constructor takes 6 params : name, width, height, subdivision, scene, updatable
    var ground = BABYLON.Mesh.CreateGround('ground1', 6, 6, 2, scene, false);
    // 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 3.3 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 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 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.