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Shooting.html
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<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Babylon.js sample code</title>
<!-- Babylon.js -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.6.2/dat.gui.min.js"></script>
<script src="https://assets.babylonjs.com/generated/Assets.js"></script>
<script src="https://preview.babylonjs.com/ammo.js"></script>
<script src="https://preview.babylonjs.com/cannon.js"></script>
<script src="https://preview.babylonjs.com/Oimo.js"></script>
<script src="https://preview.babylonjs.com/earcut.min.js"></script>
<script src="https://preview.babylonjs.com/babylon.js"></script>
<script src="https://preview.babylonjs.com/materialsLibrary/babylonjs.materials.min.js"></script>
<script src="https://preview.babylonjs.com/proceduralTexturesLibrary/babylonjs.proceduralTextures.min.js"></script>
<script src="https://preview.babylonjs.com/postProcessesLibrary/babylonjs.postProcess.min.js"></script>
<script src="https://preview.babylonjs.com/loaders/babylonjs.loaders.js"></script>
<script src="https://preview.babylonjs.com/serializers/babylonjs.serializers.min.js"></script>
<script src="https://preview.babylonjs.com/gui/babylon.gui.min.js"></script>
<script src="https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js"></script>
<style>
html, body {
overflow: hidden;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
#renderCanvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
</head>
<body>
<canvas id="renderCanvas"></canvas>
<script>
var canvas = document.getElementById("renderCanvas");
var startRenderLoop = function (engine, canvas) {
engine.runRenderLoop(function () {
if (sceneToRender && sceneToRender.activeCamera) {
sceneToRender.render();
}
});
}
var engine = null;
var scene = null;
var sceneToRender = null;
var createDefaultEngine = function() { return new BABYLON.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true, disableWebGL2Support: false}); };
var createScene = async function () {
// This creates a basic Babylon Scene object (non-mesh)
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.ArcRotateCamera("camera", BABYLON.Tools.ToRadians(90),
BABYLON.Tools.ToRadians(75), 20, BABYLON.Vector3.Zero(), scene);
// 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 BABYLON.DirectionalLight("sun", new BABYLON.Vector3(-1, -1, -1), scene);
light.position = new BABYLON.Vector3(0,-10,20);
light.autoCalcShadowZBounds = true;
light.autoUpdateExtends = true;
// Enable physics
await Ammo();
scene.enablePhysics(new BABYLON.Vector3(0,-10,0), new BABYLON.AmmoJSPlugin());
// Our built-in 'ground' shape.
var ground = BABYLON.MeshBuilder.CreateGround("ground", {width: 20, height: 20, depth: 0.1}, scene);
let groundMaterial = new BABYLON.StandardMaterial("Ground Material", scene);
ground.material = groundMaterial;
ground.receiveShadows = true;
//create our crate box
//make crate material
let box_material = new BABYLON.StandardMaterial("Box Material", scene);
box_material.diffuseTexture = new BABYLON.Texture("./textures/crate.jpg", scene);
//make shadow generator
var shadowGenerator = new BABYLON.ShadowGenerator(1024, light);
shadowGenerator.setDarkness(0.5);
//create physics objects from ground mesh
ground.physicsImpostor = new BABYLON.PhysicsImpostor(ground,
BABYLON.PhysicsImpostor.BoxImpostor, { mass: 0, friction: 0.5, restitution: 0.5 }, scene
);
const b = BABYLON.MeshBuilder.CreateBox("box");
b.material = box_material;
b.isVisible = false;
boxes = [];
var y = 1;
var NUM_BOXES = 0
for(var j=1;j<=7;++j)
{
for(var i=-5;i<=5;++i)
{
const box = b.createInstance("box"+i);
boxes.push(box);
shadowGenerator.addShadowCaster(box);
box.position.x = i;
box.position.y = y+0.5;
//create crate physics object
box.physicsImpostor = new BABYLON.PhysicsImpostor( box,
BABYLON.PhysicsImpostor.BoxImpostor, { mass: 1, friction: 0.5, restitution: 0.5 }, scene
);
++NUM_BOXES;
}
y++;
}
window.setTimeout(() => {
scene.onAfterRenderObservable.add(() => {
for(var i=0;i<NUM_BOXES;++i) {
if(boxes[i].position.y < 0)
{
shadowGenerator.removeShadowCaster(boxes[i]);
//boxes[i].dispose();
// console.log("box["+ i +"] removed");
}
}
}
)
}, 500);
//create our projectile sphere
const ballMass = 1;
const ballRadius = 0.4;
const ballSpeed = 30;
const ball = BABYLON.MeshBuilder.CreateSphere("sphere", {diameter: ballRadius*2, segments:10});
ball.position.z=-1000;
ball.physicsImpostor = new BABYLON.PhysicsImpostor( ball,
BABYLON.PhysicsImpostor.SphereImpostor, { mass: ballMass, friction: 0.5, restitution: 0.5 }, scene
);
ball.receiveShadows = true;
ball.isVisible = false;
//mouse down event
scene.onPointerDown = function castRay()
{
ball.isVisible = true;
var ray = scene.createPickingRay(scene.pointerX, scene.pointerY, BABYLON.Matrix.Identity(), camera);
ball.position = ray.origin;
var vel = ray.direction.multiplyByFloats( ballSpeed, ballSpeed, ballSpeed );
ball.physicsImpostor.setLinearVelocity( vel );
ball.physicsImpostor.applyImpulse(vel, ball.getAbsolutePosition());
}
return scene;
};
window.initFunction = async function() {
var asyncEngineCreation = async function() {
try {
return createDefaultEngine();
} catch(e) {
console.log("the available createEngine function failed. Creating the default engine instead");
return createDefaultEngine();
}
}
window.engine = await asyncEngineCreation();
if (!engine) throw 'engine should not be null.';
startRenderLoop(engine, canvas);
window.scene = createScene();};
initFunction().then(() => {scene.then(returnedScene => { sceneToRender = returnedScene; });
});
// Resize
window.addEventListener("resize", function () {
engine.resize();
});
</script>
</body>
</html>