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Raanan Weber e993cf98e6 Merge pull request #3626 from jbousquie/feature.SPS.particleStoredRotMatrix 8 anni fa
.vscode 95e8b6c6ca Particle System Update 8 anni fa
Exporters 6c27d5c451 Moved Exporters to https://github.com/BabylonJS/Exporters 8 anni fa
Playground f3c89d4231 Nightly 8 anni fa
Tools 9bead0b94a remove removed file from build config 8 anni fa
Viewer 8ad38810af fixing return values 8 anni fa
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dist 5c4811068a Merge branch 'master' into properlyUsePostProcessRenderEffect 8 anni fa
gui d92caac78e Fix #3492 8 anni fa
inspector ce539f5387 Fixed issue with inspector adding meshes at each display 8 anni fa
loaders 699084bcd8 Merge pull request #3594 from kcoley/kcoley/refactorGLTFSerializer 8 anni fa
localDev 030600725f Trying to fix chrome 63 bug 8 anni fa
materialsLibrary f27e3618c0 Improved alpha testing optimization 8 anni fa
postProcessLibrary 257de4f0e2 Fix type definition 8 anni fa
proceduralTexturesLibrary b23a84e983 Ground color setter missed underscore 8 anni fa
sandbox a7da9325fc Change sandbox to play only the first glTF animation 8 anni fa
serializers 3249a51b75 Rename glTFInterface.d.ts to glTF2Interface.d.ts 8 anni fa
src 0d81760a5b SPS particle world matrix storage 8 anni fa
tests 6e30c0103c Merge branch 'master' into glTFLoader-refactor 8 anni fa
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.gitmodules eb1b2745f6 DAE Exporter 12 anni fa
.travis.yml fde206a134 Add what's new check in the build Fixed #3592 8 anni fa
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package.json c18d33587d main file is now the minified version, package.json general cleanup 8 anni fa
readme.md abe612ff44 Corrects the information in the comments. 8 anni fa
tslint.json c319ca1cbf "AAAAAAAAAAAAAAAAhhhhhaaaa" step 8 8 anni fa
what's new.md 3411e64178 First mega merge 8 anni fa

readme.md

Babylon.js

Getting started? Play directly with the Babylon.js API via our playground. It contains also lot of simple samples to learn how to use it.

Build Status

BrowserStack Status

Any questions? Here is our official forum on www.html5gamedevs.com.

CDN

Additional references can be found on https://cdn.babylonjs.com/xxx where xxx is the folder structure you can find in the /dist folder like https://cdn.babylonjs.com/gui/babylon.gui.min.js

For preview release you can use the following ones:

Additional references can be found on https://preview.babylonjs.com/xxx where xxx is the folder structure you can find in the /dist/preview release folder like https://preview.babylonjs.com/gui/babylon.gui.min.js

NPM

BabylonJS and its modules are published on NPM with full typing support. To install use

npm install babylonjs --save

This will allow you to import BabylonJS entirely using:

import * as BABYLON from 'babylonjs';

or individual classes using:

import { Scene, Engine } from 'babylonjs';

If using TypeScript, don't forget to add 'babylonjs' to 'types' in tsconfig.json:

    ....
    "types": [
        "babylonjs",
        "anotherAwesomeDependency"
    ],
    ....

To add a module install the respected package. A list of extra packages and their installation instructions can be found on babylonjs' user at npm.

Usage

See Getting Started

// get the canvas DOM element
var canvas = document.getElementById('renderCanvas');
// load the 3D engine
var engine = new BABYLON.Engine(canvas, true);
// createScene function that creates and return the scene
var createScene = function(){
    // create a basic BJS Scene object
    var scene = new BABYLON.Scene(engine);
    // create a FreeCamera, and set its position to (x:0, y:5, z:-10)
    var camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5,-10), scene);
    // target the camera to scene origin
    camera.setTarget(BABYLON.Vector3.Zero());
    // attach the camera to the canvas
    camera.attachControl(canvas, false);
    // create a basic light, aiming 0,1,0 - meaning, to the sky
    var light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0,1,0), scene);
    // create a built-in "sphere" shape; its constructor takes 6 params: name, segment, diameter, scene, updatable, sideOrientation
    var sphere = BABYLON.Mesh.CreateSphere('sphere1', 16, 2, scene);
    // move the sphere upward 1/2 of its height
    sphere.position.y = 1;
    // create a built-in "ground" shape; its constructor takes the same 6 params : name, width, height, subdivision, scene, updatable
    var ground = BABYLON.Mesh.CreateGround('ground1', 6, 6, 2, scene);
    // return the created scene
    return scene;
}
// call the createScene function
var scene = createScene();
// run the render loop
engine.runRenderLoop(function(){
    scene.render();
});
// the canvas/window resize event handler
window.addEventListener('resize', function(){
    engine.resize();
});

Preview release

Preview version of 3.2 can be found here. If you want to contribute, please read our contribution guidelines first.

Documentation

Useful links

  • Official web site: www.babylonjs.com
  • Online sandbox where you can test your .babylon scenes with a simple drag'n'drop
  • Online shader creation tool where you can learn how to create GLSL shaders
  • 3DS Max exporter can be used to generate a .babylon file from 3DS Max
  • Blender exporter can be used to generate a .babylon file from Blender 3d
  • Unity 5 exporter can be used to export your geometries from Unity 5 scene editor(animations are supported)

Features

To get a complete list of supported features, please visit our website.