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- var createScene = function () {
- var scene = new BABYLON.Scene(engine);
- // Lights
- var light0 = new BABYLON.DirectionalLight("Omni", new BABYLON.Vector3(-2, -5, 2), scene);
- var light1 = new BABYLON.PointLight("Omni", new BABYLON.Vector3(2, -5, -2), scene);
- // Need a free camera for collisions
- var camera = new BABYLON.FreeCamera("FreeCamera", new BABYLON.Vector3(0, -8, -20), scene);
- camera.attachControl(canvas, true);
- //Ground
- var ground = BABYLON.Mesh.CreatePlane("ground", 20.0, scene);
- ground.material = new BABYLON.StandardMaterial("groundMat", scene);
- ground.material.diffuseColor = new BABYLON.Color3(1, 1, 1);
- ground.material.backFaceCulling = false;
- ground.position = new BABYLON.Vector3(5, -10, -15);
- ground.rotation = new BABYLON.Vector3(Math.PI / 2, 0, 0);
- //Simple crate
- var box = new BABYLON.Mesh.CreateBox("crate", 2, scene);
- box.material = new BABYLON.StandardMaterial("Mat", scene);
- box.material.diffuseTexture = new BABYLON.Texture("textures/crate.png", scene);
- box.material.diffuseTexture.hasAlpha = true;
- box.position = new BABYLON.Vector3(5, -9, -10);
- //Set gravity for the scene (G force like, on Y-axis)
- scene.gravity = new BABYLON.Vector3(0, -0.9, 0);
- // Enable Collisions
- scene.collisionsEnabled = true;
- //Then apply collisions and gravity to the active camera
- camera.checkCollisions = true;
- camera.applyGravity = true;
- //Set the ellipsoid around the camera (e.g. your player's size)
- camera.ellipsoid = new BABYLON.Vector3(1, 1, 1);
- //finally, say which mesh will be collisionable
- ground.checkCollisions = true;
- box.checkCollisions = true;
- return scene;
- }
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