Created
April 5, 2023 15:26
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var createScene = function() { | |
var scene = new BABYLON.Scene(engine); | |
var camera = new BABYLON.ArcRotateCamera("Camera", - Math.PI / 2, Math.PI / 4, 10, BABYLON.Vector3.Zero(), scene); | |
camera.attachControl(canvas, true); | |
var light1 = new BABYLON.DirectionalLight("DirectionalLight", new BABYLON.Vector3(0, -1, 1), scene); | |
var light2 = new BABYLON.HemisphericLight("HemiLight", new BABYLON.Vector3(0, 1, 0), scene); | |
light1.intensity =0.75; | |
light2.intensity =0.5; | |
//var box = BABYLON.MeshBuilder.CreateBox("box", {}, scene); | |
// Create a beveled cube | |
var size = 2; | |
var bevelSize = 0.1; | |
var corners = [ | |
new BABYLON.Vector3(-size/2 + bevelSize, -size/2, -size/2), | |
new BABYLON.Vector3(size/2 - bevelSize, -size/2, -size/2), | |
new BABYLON.Vector3(-size/2, -size/2 + bevelSize, -size/2), | |
new BABYLON.Vector3(-size/2, size/2 - bevelSize, -size/2), | |
new BABYLON.Vector3(-size/2 + bevelSize, size/2, -size/2), | |
new BABYLON.Vector3(size/2 - bevelSize, size/2, -size/2), | |
new BABYLON.Vector3(size/2, size/2 - bevelSize, -size/2), | |
new BABYLON.Vector3(size/2, -size/2 + bevelSize, -size/2), | |
new BABYLON.Vector3(-size/2 + bevelSize, -size/2, size/2), | |
new BABYLON.Vector3(size/2 - bevelSize, -size/2, size/2), | |
new BABYLON.Vector3(-size/2, -size/2 + bevelSize, size/2), | |
new BABYLON.Vector3(-size/2, size/2 - bevelSize, size/2), | |
new BABYLON.Vector3(-size/2 + bevelSize, size/2, size/2), | |
new BABYLON.Vector3(size/2 - bevelSize, size/2, size/2), | |
new BABYLON.Vector3(size/2, size/2 - bevelSize, size/2), | |
new BABYLON.Vector3(size/2, -size/2 + bevelSize, size/2) | |
]; | |
var indices = [ | |
0, 2, 1, | |
1, 2, 3, | |
2, 4, 3, | |
3, 4, 5, | |
4, 6, 5, | |
5, 6, 7, | |
6, 8, 7, | |
7, 8, 9, | |
8, 10, 9, | |
9, 10, 11, | |
10, 12, 11, | |
11, 12, 13, | |
12, 14, 13, | |
13, 14, 15, | |
14, 0, 15, | |
15, 0, 1, | |
1, 3, 15, | |
3, 5, 15, | |
5, 7, 15, | |
7, 9, 15, | |
9, 11, 15, | |
11, 13, 15, | |
13, 15, 1 | |
]; | |
var normals = []; | |
const colors = []; | |
for (var i = 0; i < indices.length; i += 3) { | |
var a = corners[indices[i]]; | |
var b = corners[indices[i + 1]]; | |
var c = corners[indices[i + 2]]; | |
var normal = BABYLON.Vector3.Cross(b.subtract(a), c.subtract(a)).normalize(); | |
normals.push(normal, normal, normal); | |
colors.push(new BABYLON.Color4(1, 0, 0, 1), new BABYLON.Color4(0, 1, 0, 1), new BABYLON.Color4(0, 0, 1, 1)); | |
} | |
if (false) { | |
var box = new BABYLON.Mesh("beveledCube", scene); | |
box.setVerticesData(BABYLON.VertexBuffer.PositionKind, corners); | |
box.setIndices(indices); | |
box.setVerticesData(BABYLON.VertexBuffer.ColorKind, colors); | |
box.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals); | |
} else { | |
var vertexData = new BABYLON.VertexData(); | |
vertexData.positions = corners; | |
vertexData.indices = indices; | |
vertexData.normals = normals; | |
vertexData.colors = colors; | |
var box = new BABYLON.Mesh("beveledCubeMesh", scene); | |
vertexData.applyToMesh(box); | |
} | |
const material = new BABYLON.StandardMaterial("boxMat", scene); | |
material.diffuseColor = new BABYLON.Color4(1, 0, 0, 1); | |
material.wireframe = true; | |
box.material = material; | |
return scene; | |
}; |
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