private void Scene2() { // This creates and positions a free camera var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), this.scene); // This targets the camera to scene origin camera.setTarget(BABYLON.Vector3.Zero()); // This creates a light, aiming 0,1,0 - to the sky. var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), this.scene); // Dim the light a small amount light.intensity = .5; // Let's try our built-in 'sphere' shape. Params: name, subdivisions, size, scene var sphere = BABYLON.Mesh.CreateSphere("sphere1", 16, 2, this.scene); // Move the sphere upward 1/2 its height sphere.position.y = 1; // Let's try our built-in 'ground' shape. Params: name, width, depth, subdivisions, scene BABYLON.Mesh.CreateGround("ground1", 6, 6, 2, this.scene); // Attach the camera to the scene scene.activeCamera.attachControl(canvas); }
private void Scene10() { this.scene = new BABYLON.Scene(engine); var camera = new BABYLON.FreeCamera("Camera", new BABYLON.Vector3(0, 0, -20), scene); var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(20, 100, 2), scene); var sphere0 = BABYLON.Mesh.CreateSphere("Sphere0", 16, 3, scene); var sphere1 = BABYLON.Mesh.CreateSphere("Sphere1", 16, 3, scene); var sphere2 = BABYLON.Mesh.CreateSphere("Sphere2", 16, 3, scene); var material0 = new BABYLON.StandardMaterial("mat0", scene); material0.diffuseColor = new BABYLON.Color3(1, 0, 0); sphere0.material = material0; sphere0.position = new BABYLON.Vector3(-10, 0, 0); var material1 = new BABYLON.StandardMaterial("mat1", scene); material1.diffuseColor = new BABYLON.Color3(1, 1, 0); sphere1.material = material1; var material2 = new BABYLON.StandardMaterial("mat2", scene); material2.diffuseColor = new BABYLON.Color3(1, 0, 1); sphere2.material = material2; sphere2.position = new BABYLON.Vector3(10, 0, 0); sphere1.convertToFlatShadedMesh(); camera.setTarget(new BABYLON.Vector3(0, 0, 0)); // Fog scene.fogMode = BABYLON.Scene.FOGMODE_EXP; scene.fogDensity = 0.1; // Animations var alpha = 0.0; scene.registerBeforeRender(() => { sphere0.position.z = 4 * Math.Cos(alpha); sphere1.position.z = 4 * Math.Sin(alpha); sphere2.position.z = 4 * Math.Cos(alpha); alpha += 0.1; }); this.scene.activeCamera.attachControl(this.canvas); }