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October 3, 2019 02:06
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Babylon 3.3 running in Ejecta
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const BABYLON = require('babylonjs') | |
var createScene = function () { | |
// Create the scene space | |
var scene = new BABYLON.Scene(engine); | |
// Add a camera to the scene and attach it to the canvas | |
var camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 4, BABYLON.Vector3.Zero(), scene); | |
camera.attachControl(canvas, true); | |
// Add lights to the scene | |
var light1 = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(1, 1, 0), scene); | |
var light2 = new BABYLON.PointLight("light2", new BABYLON.Vector3(0, 1, -1), scene); | |
// This is where you create and manipulate meshes | |
var box = BABYLON.MeshBuilder.CreateBox("sphere", {}, scene); | |
// If we don't do this we get EXC_BAD_ACCESS in glDrawElements in Ejecta | |
box.convertToUnIndexedMesh() | |
scene.registerBeforeRender(() => { | |
box.rotation.y += 0.013 | |
box.rotation.x += 0.007 | |
}) | |
return scene; | |
}; | |
var w = window.innerWidth; | |
var h = window.innerHeight; | |
var scale = window.devicePixelRatio; | |
var w2 = w/2; | |
var h2 = h/2; | |
var canvas = document.getElementById('canvas'); | |
if (!canvas) { | |
canvas = document.createElement('canvas') | |
document.body.appendChild(canvas) | |
} | |
canvas.width = w * scale; | |
canvas.height = h * scale; | |
canvas.style.width = w; | |
canvas.style.height = h; | |
canvas.clientWidth = w | |
canvas.clientHeight = h | |
let options = { disableWebGL2Support: true } | |
var engine = new BABYLON.Engine(canvas, false, options); // Generate the BABYLON 3D engine | |
var scene = createScene() | |
// Register a render loop to repeatedly render the scene | |
engine.runRenderLoop(function () { | |
scene.render(); | |
}); | |
// Watch for browser/canvas resize events | |
window.addEventListener("resize", function () { | |
engine.resize(); | |
}); |
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