How to use the babylonjs.Engine function in babylonjs

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

github prateekbh / hopon / babylon / app.js View on Github external
MeshBuilder,
	PhysicsImpostor,
	CannonJSPlugin,
	Texture,
	StandardMaterial,
	ShadowGenerator,
	DirectionalLight,
	Color4,
	CSG,
} from 'babylonjs';

import CANNON from 'cannon';
window.CANNON = CANNON;

const canvas = document.getElementById("stage");
const engine = new Engine(canvas);
const scene = new Scene(engine);
const light = new HemisphericLight("light", new Vector3(0, 1, 0), scene);
light.intensity = 0.5;
const pointLight = new DirectionalLight("dir01", new Vector3(0, -2, -3), scene);
const shadowGenerator = new ShadowGenerator(1024, pointLight);
// const camera = new FreeCamera("FreeCamera",new Vector3(0, 2, 10), scene);
// camera.setTarget(new Vector3(0, 5, -10));
const camera = new ArcRotateCamera("ArcRotateCamera", Math.PI/2, Math.PI/2, 10, new Vector3(0, 4, 0), scene);
camera.attachControl(canvas, false);
camera.setTarget(Vector3.Zero());
camera.applyGravity = true;
const ground = Mesh.CreateGround("ground1", 10, 30, 2, scene);
const sphere = Mesh.CreateSphere("sphere1", 16, 1, scene);
const bin = MeshBuilder.CreateCylinder("bin", {
	diameterTop: 2,
	diameterBottom: 1,
github prateekbh / hopon / game / GameScene.js View on Github external
constructor(canvas, { onScore, onInit, onFinish }) {
    window.CANNON = CANNON;
    this._engine = new Engine(canvas, true);
    this._scene = new Scene(this._engine);
    this._canvas = canvas;
    this._onScore = onScore;
    this._onInit = onInit;
    this._onFinish = onFinish;
    this._scene.clearColor = new Color3(255, 255, 255);
    this._sounds = {};
    this.addPhysics();
    this.addLights();
    this.addCamera();
    this.addBall();
    this.addLoadingTasks();
    this.addPlatforms();
    this.addTouchListeners();
    //this.loadSounds();
    // allow moderate degradation
github chad-autry / hex-grid-map-3D / src / HexBoard.js View on Github external
module.exports = function HexBoard(canvas, window, backgroundColor) {
  //Protect the constructor from being called as a normal method
  if (!(this instanceof HexBoard)) {
    return new HexBoard(canvas, window, backgroundColor);
  }

  //A reference to the board for functions
  var board = this;

  //Setup babylonjs
  this.engine = new babylon.Engine(canvas, true);

  //Run the engines render loop
  this.engine.runRenderLoop(function() {
    if (board.scene) {
      board.scene.render();
    }
  });

  board.scene = new babylon.Scene(board.engine);

  // Change the scene background color
  var rgb = hexToRgb(backgroundColor);
  board.scene.clearColor =new babylon.Color3(
    rgb.r / 256,
    rgb.g / 256,
    rgb.b / 256
github Beg-in / vue-babylonjs / plugin / scene / index.js View on Github external
setScene() {
      this.engine = new Engine(this.$refs.scene, true);
      this.scene = new Scene(this.engine);
      // https://developer.mozilla.org/en-US/docs/Web/API/Element/requestFullScreen
      this.vrHelper = this.scene.createDefaultVRExperience({
        createFallbackVRDeviceOrientationFreeCamera: false,
      });
      this.resolveScene(this.scene);
      this.resolveEngine(this.engine);
      this.engine.runRenderLoop(() => this.scene.render());
      // HACK: investigate sqaush effect on initial load
      this.scene.executeWhenReady(this.resize);
      // TODO: Add ability to toggle debugLayer on keystroke
      // this.scene.debugLayer.show();
    },
  },
github rodrigo-brito / gocity / ui / src / Scene.js View on Github external
componentDidMount() {
    if (this.state.support) {
      this.engine = new BABYLON.Engine(this.canvas, true, {
        preserveDrawingBuffer: true,
        stencil: true
      });

      this.scene = new BABYLON.Scene(this.engine);

      if (typeof this.props.onSceneMount === "function") {
        this.props.onSceneMount({
          scene: this.scene,
          engine: this.engine,
          canvas: this.canvas
        });
      } else {
        console.error("onSceneMount function not available");
      }
github rodrigo-brito / gocity / src / Scene.js View on Github external
componentDidMount() {
    if (this.state.support) {
      this.engine = new BABYLON.Engine(this.canvas, true, {
        preserveDrawingBuffer: true,
        stencil: true
      });

      this.scene = new BABYLON.Scene(this.engine);

      if (typeof this.props.onSceneMount === "function") {
        this.props.onSceneMount({
          scene: this.scene,
          engine: this.engine,
          canvas: this.canvas
        });
      } else {
        console.error("onSceneMount function not available");
      }
github prateekbh / hopon / hop / app.js View on Github external
Texture,
	StandardMaterial,
	ShadowGenerator,
	DirectionalLight,
	Color4,
	CSG,
	Animation,
	AnimationEvent,
	Sound,
} from 'babylonjs';

import CANNON from 'cannon';
window.CANNON = CANNON;

const canvas = document.getElementById("stage");
const engine = new Engine(canvas, true);
const scene = new Scene(engine);
const light = new HemisphericLight("light", new Vector3(0, 3, 0), scene);
let started = false;
let renderScene = true;
let shift = 0;
light.intensity = 2.5;
const camera = new FreeCamera("FreeCamera",new Vector3(0, 4, -22), scene);
camera.setTarget(new Vector3(0, 1, 0));
const sphere = MeshBuilder.CreateSphere("ball", {
	diameter: 0.6
}, scene);
sphere.position.z = -17;
sphere.position.y = 0.7;
const boxes=[];

let sceneAnimations = [];
github wanadev / holes-in / debug / js / debugger3d.js View on Github external
initBabylon(){

      document.querySelectorAll('input').forEach(el =>
          el.checked =debugger3d.options[el.getAttribute("data-target")]);

      let canvas3d= document.getElementById("babylon");
      canvas3d.classList.add(debugger3d.cssclass);
        debugger3d.engine = new BABYLON.Engine(canvas3d, true);
        debugger3d.scene = new BABYLON.Scene(debugger3d.engine);
        debugger3d.createScene(debugger3d.engine,canvas3d);
        debugger3d.createMesh();
        debugger3d.engine.runRenderLoop(function() {
          debugger3d.scene.render();
          debugger3d.updateMesh();
        });
  },