How to use the @babylonjs/core/scene.Scene function in @babylonjs/core

To help you get started, we’ve selected a few @babylonjs/core examples, based on popular ways it is used in public projects.

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github BabylonJS / Babylon.js / tests / es6Modules / minGridMaterial.ts View on Github external
import { Engine } from "@babylonjs/core/Engines/engine";
import { Scene } from "@babylonjs/core/scene";
import { Vector3 } from "@babylonjs/core/Maths/math.vector";
import { FreeCamera } from "@babylonjs/core/Cameras/freeCamera";
import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight";
import { Mesh } from "@babylonjs/core/Meshes/mesh";

import { GridMaterial } from "@babylonjs/materials/grid/gridMaterial";

import "@babylonjs/core/Meshes/Builders/boxBuilder";
import "@babylonjs/core/Meshes/Builders/sphereBuilder";

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;
github BabylonJS / Babylon.js / tests / es6Modules / minStandardMaterial.ts View on Github external
import { Engine } from "@babylonjs/core/Engines/engine";
import { Scene } from "@babylonjs/core/scene";
import { Vector3 } from "@babylonjs/core/Maths/math.vector";
import { FreeCamera } from "@babylonjs/core/Cameras/freeCamera";
import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight";
import { Mesh } from "@babylonjs/core/Meshes/mesh";

import "@babylonjs/core/Materials/standardMaterial";
import "@babylonjs/core/Meshes/Builders/boxBuilder";
import "@babylonjs/core/Meshes/Builders/sphereBuilder";

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;
github BabylonJS / Extensions / Amp360Video / src / amp-360video.ts View on Github external
var initScene = function() {
            // Creates the canvas
            var renderedCanvas = document.createElement("canvas");
            renderedCanvas.className = "vjs-tech";
            videoEl.parentElement.insertBefore(renderedCanvas, videoEl);
            videoEl.style.display = "none";

            // Creates the default babylonjs scene
            var engine = new Engine(renderedCanvas, true, {
                disableWebGL2Support: settings.disableWebGL2Support
            });

            // Workaround http://localhost:8080/indexCode.html
            engine.getCaps().vertexArrayObject = false;
            var scene = new Scene(engine);

            // Set the hardware scaling level
            const scaling = Math.max(settings.hardwareScalingLevel, 1 / (window.devicePixelRatio || 4));
            engine.setHardwareScalingLevel(scaling);

            // Helps reducing the needed number of draw calls
            scene.renderTargetsEnabled = false;
            scene.clearColor = new Color4(0, 0, 0, 1);
            scene.onPointerObservable.add(function() {
                player.userActive(true);
            });

            // No need of clear or depth buffer as it is a 360 video only
            scene.autoClear = false;
            scene.autoClearDepthAndStencil = false;
            engine.setDepthBuffer(false);
github andyhall / noa / src / lib / rendering.js View on Github external
function initScene(self, canvas, opts) {

    // init internal properties
    self._engine = new Engine(canvas, opts.antiAlias, {
        preserveDrawingBuffer: opts.preserveDrawingBuffer,
    })
    self._scene = new Scene(self._engine)
    var scene = self._scene
    // remove built-in listeners
    scene.detachControl()

    // octree setup
    self._octree = new Octree($ => {})
    self._octree.blocks = []
    scene._selectionOctree = self._octree

    // camera, and empty mesh to hold it, and one to accumulate rotations
    self._cameraHolder = new Mesh('camHolder', scene)
    self._camera = new FreeCamera('camera', new Vector3(0, 0, 0), scene)
    self._camera.parent = self._cameraHolder
    self._camera.minZ = .01
    self._cameraHolder.visibility = false