No Description

Alejandro Toledo c47f7ab8ab Merge branch 'adding-keys-curves' into timeline 5 years ago
.github 81d64e5d28 . 6 years ago
.vscode 75347fb77a Add new color picker to nme 5 years ago
Exporters 6c27d5c451 Moved Exporters to https://github.com/BabylonJS/Exporters 7 years ago
Playground db90cfcccd Added new templates for the playground 5 years ago
Tools 9f36168b2e Add License in core es6 5 years ago
Viewer 09725b14ef simplify code contributions by fully automating the dev setup with gitpod. 5 years ago
assets 31c6b438cd Add a default texture in the CurrentScreenBlock 5 years ago
dist fe4bfa205d whats new 5 years ago
gui 1a8e6a99ee Add disposable event on controls. 5 years ago
inspector c47f7ab8ab Merge branch 'adding-keys-curves' into timeline 5 years ago
loaders abecf6cbf1 Update loaders/src/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.ts 5 years ago
localDev f45f9664f9 Experimental support for KTX2 and KHR_texture_basisu 5 years ago
materialsLibrary 318d9d98ba Add suport for soft transparent shadows 5 years ago
nodeEditor 4ff6708a95 Nightly 5 years ago
postProcessLibrary 430b8a321e Updating vecotr/color references 5 years ago
proceduralTexturesLibrary 430b8a321e Updating vecotr/color references 5 years ago
sandbox d8000c9ddd Fix sandbox for legacy browser compatibility 5 years ago
serializers d2e571c403 Proposed fix for issue where non-webgl enabled engine instances encounter null reference when reading glTexture information. added additional null checking in engine before gl context is invoked, added error handling to invoking parameters, and backed out texture export in case of error when exporting. 5 years ago
src 36c52454af Merge pull request #8101 from Popov72/bones-attachtobone 5 years ago
tests 4001a070cf Fix Tests 5 years ago
.gitattributes e46bb580f5 Ignore whitespace and new lines from windows OS 9 years ago
.gitignore 57bc4459ed Try to fix CD 5 years ago
.gitpod.Dockerfile 09725b14ef simplify code contributions by fully automating the dev setup with gitpod. 5 years ago
.gitpod.yml 09725b14ef simplify code contributions by fully automating the dev setup with gitpod. 5 years ago
.mergify.yml 67c118f200 Moved where it should be 5 years ago
.travis.yml 21b5453dd7 Test 6 years ago
CNAME f62df4b004 Create CNAME 7 years ago
CNAME.txt 9c629d12f2 Wrong move 5 years ago
azure-pipelines-cd.yml a313624737 Whats new 5 years ago
azure-pipelines.yml 878c71286e Up memory TS 3.4.5 6 years ago
bower.json 3b9fc842bd Starting blocks for nodeEditor 6 years ago
contributing.md 94a0ec1f9d Fix gitpod link in contributing.md. 5 years ago
license.md 4f44f2ce56 Moved license to a separate file 8 years ago
package.json f231392f15 4.2.0-alpha.14 5 years ago
readme-es6.md f0730961c8 Break Down Mesh Builder Dependency 6 years ago
readme.md c640bd2185 Update readme.md 5 years ago
tsconfigRules.json fd23037057 Move manual tsc to prevent issues 6 years ago
tslint.json 1a920cbb83 Full build 7 years ago

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.