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Update index.html
Browse files- index.html +316 -428
index.html
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<!DOCTYPE html>
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<html
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
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<title>Babylon.js Metaverse Demo</title>
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<meta name="description" content="Демонстрация базовой метавселенной, созданной с помощью Babylon.js. Включает 3D-мир, управление персонажем и элементы для мобильных устройств.">
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<!-- Подключение Babylon.js -->
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<script src="https://cdn.babylonjs.com/babylon.js"></script>
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<!-- (Опционально) Загрузчики для моделей (например, glTF) -->
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<script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
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<!-- (Опционально) GUI для элементов интерфейса -->
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<script src="https://cdn.babylonjs.com/gui/babylon.gui.min.js"></script>
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<style>
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html, body {
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overflow: hidden;
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width: 100%;
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height: 100%;
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margin: 0;
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padding: 0;
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font-family: Arial, sans-serif;
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color: #eee; /* Светлый текст для темного фона */
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background-color: #111; /* Темный фон по умолчанию */
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}
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#renderCanvas {
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width: 100%;
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height: 100%;
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}
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#loadingScreen {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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display: flex;
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flex-direction: column;
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justify-content: center;
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align-items: center;
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font-size: 1.5em;
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z-index: 100;
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transition: opacity 0.5s ease-out;
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}
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#loadingScreen.hidden {
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opacity: 0;
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pointer-events: none; /* Чтобы не мешал кликам после скрытия */
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}
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#loadingSpinner {
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border: 4px solid #f3f3f3;
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border-top: 4px solid #3498db;
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border-radius: 50%;
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width: 40px;
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height: 40px;
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animation: spin 1s linear infinite;
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margin-top: 20px;
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}
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100% { transform: rotate(360deg); }
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}
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/* Стили для виртуального джойстика (для мобильных) */
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#joystickContainer {
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position: absolute;
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left:
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z-index: 10;
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display: none; /* По умолчанию скрыт, показываем через JS при необходимости */
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pointer-events: none; /* Контейнер не ловит события, ловит сам джойстик GUI */
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}
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/*
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#infoBox {
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position: absolute;
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top: 10px;
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left: 10px;
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background-color: rgba(0,0,0,0.5);
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color: white;
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padding: 8px;
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border-radius: 5px;
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font-size: 0.9em;
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z-index: 5;
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}
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</style>
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</head>
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<body>
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<!--
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<div id="loadingScreen">
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<p>Загрузка метавселенной...</p>
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<div id="loadingSpinner"></div>
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</div>
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<!-- Основной Canvas для рендеринга -->
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<canvas id="renderCanvas"></canvas>
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<!--
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<div id="
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<!-- Информационный блок -->
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<div id="infoBox">
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Управление: WASD/Стрелки + Мышь (ПК) | Джойстик + Касание (Мобильные)
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</div>
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<script>
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//
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preserveDrawingBuffer: true,
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);
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pipeline.samples = 4; // Сглаживание для пост-эффектов
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pipeline.bloomEnabled = true;
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pipeline.bloomThreshold = 0.8; // Порог яркости для свечения
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pipeline.bloomWeight = 0.5; // Интенсивность свечения
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pipeline.bloomKernel = 64; // Размер размытия для свечения
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pipeline.bloomScale = 0.5; // Масштаб текстуры свечения
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// (Опционально) Ambient Occlusion для лучшего затенения в углах
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// pipeline.ssaoEnabled = true;
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// pipeline.ssaoRatio = 0.5; // Настройки SSAO (могут влиять на производительность)
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// pipeline.ssaoBlurRatio = 0.5;
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// --- Оптимизация ---
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// scene.freezeActiveMeshes(); // Полезно для статичных сцен, но не для динамичных
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// Действия после полной загрузки сцены
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await scene.whenReadyAsync();
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loadingScreen.classList.add('hidden'); // Скрываем экран загрузки
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console.log("Сцена готова!");
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return scene;
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};
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// --- Функция настройки обработки ввода (Клавиатура) ---
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function setupInputHandling() {
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scene.actionManager = new BABYLON.ActionManager(scene);
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// Регистрация нажатия клавиши
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scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyDownTrigger, function (evt) {
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inputMap[evt.sourceEvent.key.toLowerCase()] = true; // Записываем нажатую клавишу
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}));
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// Регистрация отпускания клавиши
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scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyUpTrigger, function (evt) {
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inputMap[evt.sourceEvent.key.toLowerCase()] = false; // Удаляем клавишу
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}));
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// Управление вращением камеры мышью/касанием (обрабатывается UniversalCamera)
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// Дополнительно можно настроить чувствительность и т.д.
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}
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// --- Функция настройки виртуального джойстика ---
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function setupVirtualJoystick() {
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const advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI");
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virtualJoystick = new BABYLON.GUI.VirtualJoystick(true); // true = left handed joystick
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virtualJoystick.setJoystickSensibility(2.5); // Чувствительность джойстика
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// Настройка внешнего вида джойстика
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virtualJoystick.joystickArea.width = "150px";
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virtualJoystick.joystickArea.height = "150px";
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virtualJoystick.joystickArea.horizontalAlignment = BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_LEFT;
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virtualJoystick.joystickArea.verticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_BOTTOM;
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virtualJoystick.joystickArea.left = "20px"; // Отступ слева
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virtualJoystick.joystickArea.top = "-20px"; // Отступ снизу (отрицательный top при bottom-выравнивании)
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virtualJoystick.joystickArea.background = "rgba(100, 100, 100, 0.4)";
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virtualJoystick.joystickArea.alpha = 0.7;
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virtualJoystick.joystickArea.cornerRadius = 75; // Круглый
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virtualJoystick.joystickThumb.width = "60px";
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virtualJoystick.joystickThumb.height = "60px";
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virtualJoystick.joystickThumb.background = "rgba(200, 200, 200, 0.6)";
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virtualJoystick.joystickThumb.color = "white"; // Цвет иконки (если есть)
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virtualJoystick.joystickThumb.alpha = 0.8;
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virtualJoystick.joystickThumb.cornerRadius = 30; // Круглый
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// Скрытие стандартного контейнера джойстика (мы используем свой div для позиционирования)
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virtualJoystick.joystickContainer.isVisible = false;
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advancedTexture.addControl(virtualJoystick);
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// Обработка касаний для вращения камеры на мобильных
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let isPointerDown = false;
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let startX = 0;
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let startY = 0;
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canvas.addEventListener("pointerdown", (evt) => {
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// Не обрабатываем клики по джойстику как вращение
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if (virtualJoystick.joystickArea.contains(evt.clientX, evt.clientY)) {
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return;
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}
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isPointerDown = true;
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startX = evt.clientX;
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startY = evt.clientY;
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// Предотвращаем выделение текста/элементов при движении пальца
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evt.preventDefault();
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});
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canvas.addEventListener("pointermove", (evt) => {
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if (!isPointerDown) return;
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const deltaX = (evt.clientX - startX) * cameraSensitivity;
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const deltaY = (evt.clientY - startY) * cameraSensitivity;
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// Вращаем камеру
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// В UniversalCamera нужно использовать setTarget или вращать вручную
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// Простой способ - имитировать движение мыши
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camera.cameraRotation.y += deltaX;
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camera.cameraRotation.x += deltaY;
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// Ограничиваем вертикальное вращение
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camera.cameraRotation.x = Math.max(-Math.PI / 2.1, Math.min(Math.PI / 2.1, camera.cameraRotation.x));
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startX = evt.clientX;
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startY = evt.clientY;
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evt.preventDefault();
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});
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canvas.addEventListener("pointerup", (evt) => {
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isPointerDown = false;
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evt.preventDefault();
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});
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canvas.addEventListener("pointerout", (evt) => { // На случай, если палец ушел за пределы canvas
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isPointerDown = false;
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evt.preventDefault();
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});
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}
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// --- Функция проверки, мобильное ли устройство ---
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function isMobileDevice() {
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return /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);
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}
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|
| 396 |
|
| 397 |
-
// --- Основной цикл рендеринга ---
|
| 398 |
-
engine.runRenderLoop(function () {
|
| 399 |
-
if (!scene || !scene.isReady()) {
|
| 400 |
-
return; // Если сцена не готова, ничего не делаем
|
| 401 |
-
}
|
| 402 |
-
|
| 403 |
-
// --- Обновление ��вижения игрока ---
|
| 404 |
-
const forward = new BABYLON.Vector3(
|
| 405 |
-
Math.sin(camera.rotation.y) * moveSpeed,
|
| 406 |
-
0, // Мы не двигаемся вверх/вниз клавишами напрямую (гравитация делает свое дело)
|
| 407 |
-
Math.cos(camera.rotation.y) * moveSpeed
|
| 408 |
-
);
|
| 409 |
-
const right = new BABYLON.Vector3(
|
| 410 |
-
Math.sin(camera.rotation.y + Math.PI / 2) * moveSpeed,
|
| 411 |
-
0,
|
| 412 |
-
Math.cos(camera.rotation.y + Math.PI / 2) * moveSpeed
|
| 413 |
-
);
|
| 414 |
-
const moveDirection = BABYLON.Vector3.Zero();
|
| 415 |
-
|
| 416 |
-
// Клавиатура
|
| 417 |
-
if (inputMap["w"] || inputMap["arrowup"]) {
|
| 418 |
-
moveDirection.addInPlace(forward);
|
| 419 |
-
}
|
| 420 |
-
if (inputMap["s"] || inputMap["arrowdown"]) {
|
| 421 |
-
moveDirection.addInPlace(forward.negate()); // Движение назад
|
| 422 |
-
}
|
| 423 |
-
if (inputMap["a"] || inputMap["arrowleft"]) {
|
| 424 |
-
moveDirection.addInPlace(right.negate()); // Движение влево
|
| 425 |
-
}
|
| 426 |
-
if (inputMap["d"] || inputMap["arrowright"]) {
|
| 427 |
-
moveDirection.addInPlace(right); // Движение вправо
|
| 428 |
-
}
|
| 429 |
-
|
| 430 |
-
// Джойстик (если есть)
|
| 431 |
-
if (virtualJoystick && virtualJoystick.pressed) {
|
| 432 |
-
// Добавляем вектор от джойстика к общему вектору движения
|
| 433 |
-
const joystickForward = forward.scale(virtualJoystick.deltaPosition.y);
|
| 434 |
-
const joystickRight = right.scale(virtualJoystick.deltaPosition.x);
|
| 435 |
-
moveDirection.addInPlace(joystickForward);
|
| 436 |
-
moveDirection.addInPlace(joystickRight);
|
| 437 |
-
}
|
| 438 |
|
| 439 |
-
|
| 440 |
-
|
| 441 |
-
|
| 442 |
-
|
| 443 |
-
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|
| 444 |
}
|
| 445 |
|
| 446 |
-
|
| 447 |
-
// Рендерим сцену
|
| 448 |
-
scene.render();
|
| 449 |
-
});
|
| 450 |
-
|
| 451 |
-
// --- Обработчик изменения размера окна ---
|
| 452 |
-
window.addEventListener("resize", function () {
|
| 453 |
-
engine.resize();
|
| 454 |
-
});
|
| 455 |
-
|
| 456 |
-
// --- Запуск создания сцены ---
|
| 457 |
-
createScene().then(() => {
|
| 458 |
-
// Сцена успешно создана
|
| 459 |
-
}).catch(error => {
|
| 460 |
-
console.error("Ошибка при создании сцены:", error);
|
| 461 |
-
loadingScreen.innerHTML = "<p>Ошибка загрузки. Пожалуйста, обновите страницу.</p>";
|
| 462 |
-
});
|
| 463 |
-
|
| 464 |
</script>
|
| 465 |
-
|
| 466 |
</body>
|
| 467 |
</html>
|
|
|
|
| 1 |
<!DOCTYPE html>
|
| 2 |
+
<html>
|
| 3 |
<head>
|
| 4 |
<meta charset="UTF-8">
|
| 5 |
+
<!-- Ensures proper rendering and touch zooming on mobile devices -->
|
| 6 |
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
|
| 7 |
<title>Babylon.js Metaverse Demo</title>
|
|
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|
|
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|
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|
|
|
|
| 8 |
<style>
|
| 9 |
+
/* Basic CSS Reset & Canvas Styling */
|
| 10 |
html, body {
|
|
|
|
|
|
|
|
|
|
| 11 |
margin: 0;
|
| 12 |
padding: 0;
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
| 13 |
width: 100%;
|
| 14 |
height: 100%;
|
| 15 |
+
overflow: hidden; /* Prevent scrollbars */
|
| 16 |
+
background-color: #000; /* Black background */
|
| 17 |
}
|
| 18 |
|
| 19 |
+
#renderCanvas {
|
|
|
|
|
|
|
|
|
|
|
|
|
| 20 |
width: 100%;
|
| 21 |
height: 100%;
|
| 22 |
+
display: block; /* Remove potential extra space below canvas */
|
| 23 |
+
touch-action: none; /* Prevent default browser touch actions like pinch-zoom */
|
|
|
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|
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|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
| 24 |
}
|
| 25 |
|
| 26 |
+
/* Simple loading indicator (optional) */
|
| 27 |
+
#loadingIndicator {
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 28 |
position: absolute;
|
| 29 |
+
top: 50%;
|
| 30 |
+
left: 50%;
|
| 31 |
+
transform: translate(-50%, -50%);
|
| 32 |
+
color: white;
|
| 33 |
+
font-size: 24px;
|
| 34 |
+
font-family: sans-serif;
|
| 35 |
z-index: 10;
|
|
|
|
|
|
|
| 36 |
}
|
| 37 |
|
| 38 |
+
/* Styles for Virtual Joystick (handled by Babylon.GUI, but could be styled if needed) */
|
| 39 |
+
/* Example: Make joystick area slightly more visible if desired */
|
| 40 |
+
/* .babylonGuiEllipse { border: 1px solid rgba(255, 255, 255, 0.2); } */
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 41 |
|
| 42 |
</style>
|
| 43 |
+
<!-- Babylon.js Core Library -->
|
| 44 |
+
<script src="https://cdn.babylonjs.com/babylon.js"></script>
|
| 45 |
+
<!-- Babylon.js Loaders (optional, if you were loading external models) -->
|
| 46 |
+
<!-- <script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script> -->
|
| 47 |
+
<!-- Babylon.js GUI Library (for virtual joysticks and UI elements) -->
|
| 48 |
+
<script src="https://cdn.babylonjs.com/gui/babylon.gui.min.js"></script>
|
| 49 |
</head>
|
| 50 |
<body>
|
| 51 |
+
<!-- The canvas element where the 3D scene will be rendered -->
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 52 |
<canvas id="renderCanvas"></canvas>
|
| 53 |
|
| 54 |
+
<!-- Simple loading text -->
|
| 55 |
+
<div id="loadingIndicator">Loading Metaverse Demo...</div>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 56 |
|
| 57 |
<script>
|
| 58 |
+
// Wait until the DOM is fully loaded before running the Babylon.js code
|
| 59 |
+
window.addEventListener('DOMContentLoaded', () => {
|
| 60 |
+
const canvas = document.getElementById('renderCanvas');
|
| 61 |
+
const loadingIndicator = document.getElementById('loadingIndicator');
|
| 62 |
+
|
| 63 |
+
// --- Basic Setup ---
|
| 64 |
+
// Antialiasing enabled for smoother edges
|
| 65 |
+
const engine = new BABYLON.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true, disableWebGL2Support: false });
|
| 66 |
+
engine.loadingUIText = "Initializing Scene..."; // Text shown during engine init
|
| 67 |
+
|
| 68 |
+
const createScene = () => {
|
| 69 |
+
const scene = new BABYLON.Scene(engine);
|
| 70 |
+
// Slightly dark ambient color
|
| 71 |
+
scene.clearColor = new BABYLON.Color4(0.1, 0.1, 0.2, 1.0);
|
| 72 |
+
|
| 73 |
+
// Enable physics/collisions using the Oimo.js plugin (loaded implicitly by Babylon)
|
| 74 |
+
// Note: For more complex physics, you might link Cannon.js or Ammo.js explicitly
|
| 75 |
+
scene.enablePhysics(new BABYLON.Vector3(0, -9.81, 0), new BABYLON.OimoJSPlugin());
|
| 76 |
+
|
| 77 |
+
scene.collisionsEnabled = true; // Enable collisions globally
|
| 78 |
+
|
| 79 |
+
// --- Camera ---
|
| 80 |
+
// UniversalCamera is good for FPS/TPS style controls on both desktop and mobile (when paired with VJ)
|
| 81 |
+
const camera = new BABYLON.UniversalCamera("playerCamera", new BABYLON.Vector3(0, 2.5, -10), scene);
|
| 82 |
+
camera.setTarget(new BABYLON.Vector3(0, 1.5, 0)); // Look slightly forward
|
| 83 |
+
camera.attachControl(canvas, true); // Attach default controls (keyboard/mouse)
|
| 84 |
+
|
| 85 |
+
// Camera properties
|
| 86 |
+
camera.speed = 0.15; // Movement speed
|
| 87 |
+
camera.angularSensibility = 4000; // Mouse look sensitivity
|
| 88 |
+
camera.inertia = 0.2; // Smooth movement/rotation stop
|
| 89 |
+
|
| 90 |
+
// Apply gravity to the camera
|
| 91 |
+
camera.applyGravity = true;
|
| 92 |
+
// Define the collision ellipsoid around the camera (width, height, depth)
|
| 93 |
+
// This represents the player's collision volume
|
| 94 |
+
camera.ellipsoid = new BABYLON.Vector3(0.6, 1.5, 0.6); // Adjust size as needed
|
| 95 |
+
camera.checkCollisions = true; // Enable collisions for the camera
|
| 96 |
+
|
| 97 |
+
// Prevent camera from going below a certain height (e.g., ground level + half height)
|
| 98 |
+
camera.minZ = 0.45; // Prevent clipping through objects very close
|
| 99 |
+
|
| 100 |
+
// --- Lighting ---
|
| 101 |
+
// Hemispheric light provides overall ambient illumination
|
| 102 |
+
const hemiLight = new BABYLON.HemisphericLight("hemiLight", new BABYLON.Vector3(0.1, 1, 0.1), scene);
|
| 103 |
+
hemiLight.intensity = 0.6;
|
| 104 |
+
hemiLight.groundColor = new BABYLON.Color3(0.3, 0.3, 0.4);
|
| 105 |
+
|
| 106 |
+
// Directional light simulates sunlight and casts shadows
|
| 107 |
+
const dirLight = new BABYLON.DirectionalLight("dirLight", new BABYLON.Vector3(-0.5, -1, -0.5), scene);
|
| 108 |
+
dirLight.position = new BABYLON.Vector3(20, 40, 20);
|
| 109 |
+
dirLight.intensity = 0.7;
|
| 110 |
+
|
| 111 |
+
// --- Shadows ---
|
| 112 |
+
// Shadow generator needs a light source
|
| 113 |
+
const shadowGenerator = new BABYLON.ShadowGenerator(1024, dirLight); // 1024 is shadow map size
|
| 114 |
+
shadowGenerator.useExponentialShadowMap = true;
|
| 115 |
+
shadowGenerator.useBlurExponentialShadowMap = true; // Smoother shadows
|
| 116 |
+
shadowGenerator.blurKernel = 32;
|
| 117 |
+
shadowGenerator.darkness = 0.5;
|
| 118 |
+
|
| 119 |
+
// --- Environment ---
|
| 120 |
+
// Ground
|
| 121 |
+
const ground = BABYLON.MeshBuilder.CreateGround("ground", { width: 100, height: 100 }, scene);
|
| 122 |
+
ground.checkCollisions = true; // Ground should impede camera movement
|
| 123 |
+
const groundMat = new BABYLON.StandardMaterial("groundMat", scene);
|
| 124 |
+
// Simple procedural texture for the ground
|
| 125 |
+
const groundTexture = new BABYLON.Texture("https://www.babylonjs-playground.com/textures/grass.jpg", scene); // Example texture
|
| 126 |
+
groundTexture.uScale = 10;
|
| 127 |
+
groundTexture.vScale = 10;
|
| 128 |
+
groundMat.diffuseTexture = groundTexture;
|
| 129 |
+
groundMat.specularColor = new BABYLON.Color3(0.1, 0.1, 0.1); // Less shiny
|
| 130 |
+
ground.material = groundMat;
|
| 131 |
+
ground.receiveShadows = true; // Ground should receive shadows
|
| 132 |
+
|
| 133 |
+
// Physics for the ground (static object)
|
| 134 |
+
ground.physicsImpostor = new BABYLON.PhysicsImpostor(ground, BABYLON.PhysicsImpostor.BoxImpostor, { mass: 0, restitution: 0.9 }, scene);
|
| 135 |
+
|
| 136 |
+
|
| 137 |
+
// Skybox (creates a sense of space)
|
| 138 |
+
const skybox = BABYLON.MeshBuilder.CreateBox("skyBox", { size: 500.0 }, scene);
|
| 139 |
+
const skyboxMaterial = new BABYLON.StandardMaterial("skyBoxMat", scene);
|
| 140 |
+
skyboxMaterial.backFaceCulling = false; // Render the inside of the box
|
| 141 |
+
// Use a cube texture for the skybox. Replace URLs with your desired skybox faces.
|
| 142 |
+
// Example from Babylon.js playground:
|
| 143 |
+
skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("https://www.babylonjs-playground.com/textures/skybox", scene);
|
| 144 |
+
// For single file, ideally use a procedural sky or embed small textures via Base64 (becomes very large)
|
| 145 |
+
// skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture.CreateFromImages([
|
| 146 |
+
// "data:image/png;base64,...", // px
|
| 147 |
+
// "data:image/png;base64,...", // py
|
| 148 |
+
// "data:image/png;base64,...", // pz
|
| 149 |
+
// "data:image/png;base64,...", // nx
|
| 150 |
+
// "data:image/png;base64,...", // ny
|
| 151 |
+
// "data:image/png;base64,...", // nz
|
| 152 |
+
// ], scene);
|
| 153 |
+
|
| 154 |
+
skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
|
| 155 |
+
skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); // Don't add color
|
| 156 |
+
skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); // Don't make it shiny
|
| 157 |
+
skybox.material = skyboxMaterial;
|
| 158 |
+
skybox.infiniteDistance = true; // Keep skybox centered on camera
|
| 159 |
+
|
| 160 |
+
|
| 161 |
+
// --- Simple World Objects ---
|
| 162 |
+
// Add some basic shapes with physics and shadows
|
| 163 |
+
|
| 164 |
+
// Big Red Sphere
|
| 165 |
+
const sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 4, segments: 32 }, scene);
|
| 166 |
+
sphere.position = new BABYLON.Vector3(-10, 2, 10);
|
| 167 |
+
sphere.checkCollisions = true;
|
| 168 |
+
const sphereMat = new BABYLON.StandardMaterial("sphereMat", scene);
|
| 169 |
+
sphereMat.diffuseColor = new BABYLON.Color3(0.8, 0.2, 0.2);
|
| 170 |
+
sphereMat.specularColor = new BABYLON.Color3(0.5, 0.5, 0.5);
|
| 171 |
+
sphere.material = sphereMat;
|
| 172 |
+
shadowGenerator.addShadowCaster(sphere); // This object casts shadows
|
| 173 |
+
sphere.physicsImpostor = new BABYLON.PhysicsImpostor(sphere, BABYLON.PhysicsImpostor.SphereImpostor, { mass: 1, restitution: 0.5 }, scene);
|
| 174 |
+
|
| 175 |
+
// Tall Blue Box
|
| 176 |
+
const box = BABYLON.MeshBuilder.CreateBox("box", { width: 2, height: 6, depth: 2 }, scene);
|
| 177 |
+
box.position = new BABYLON.Vector3(10, 3, 8);
|
| 178 |
+
box.checkCollisions = true;
|
| 179 |
+
const boxMat = new BABYLON.StandardMaterial("boxMat", scene);
|
| 180 |
+
boxMat.diffuseColor = new BABYLON.Color3(0.2, 0.3, 0.9);
|
| 181 |
+
box.material = boxMat;
|
| 182 |
+
shadowGenerator.addShadowCaster(box);
|
| 183 |
+
box.physicsImpostor = new BABYLON.PhysicsImpostor(box, BABYLON.PhysicsImpostor.BoxImpostor, { mass: 1, restitution: 0.1 }, scene);
|
| 184 |
+
|
| 185 |
+
// Small Green Cylinder
|
| 186 |
+
const cylinder = BABYLON.MeshBuilder.CreateCylinder("cylinder", { height: 3, diameter: 1.5, tessellation: 24 }, scene);
|
| 187 |
+
cylinder.position = new BABYLON.Vector3(0, 1.5, 15);
|
| 188 |
+
cylinder.checkCollisions = true;
|
| 189 |
+
const cylMat = new BABYLON.StandardMaterial("cylMat", scene);
|
| 190 |
+
cylMat.diffuseColor = new BABYLON.Color3(0.2, 0.8, 0.3);
|
| 191 |
+
cylinder.material = cylMat;
|
| 192 |
+
shadowGenerator.addShadowCaster(cylinder);
|
| 193 |
+
cylinder.physicsImpostor = new BABYLON.PhysicsImpostor(cylinder, BABYLON.PhysicsImpostor.CylinderImpostor, { mass: 0.5, restitution: 0.7 }, scene);
|
| 194 |
+
|
| 195 |
+
// Add a few smaller dynamic boxes
|
| 196 |
+
for (let i = 0; i < 5; i++) {
|
| 197 |
+
const smallBox = BABYLON.MeshBuilder.CreateBox(`smallBox${i}`, { size: 1 }, scene);
|
| 198 |
+
smallBox.position = new BABYLON.Vector3(Math.random() * 10 - 5, 5 + i * 1.5, Math.random() * 10 - 5);
|
| 199 |
+
smallBox.checkCollisions = true;
|
| 200 |
+
const smallBoxMat = new BABYLON.StandardMaterial(`smallBoxMat${i}`, scene);
|
| 201 |
+
smallBoxMat.diffuseColor = BABYLON.Color3.Random(); // Random color
|
| 202 |
+
smallBox.material = smallBoxMat;
|
| 203 |
+
shadowGenerator.addShadowCaster(smallBox);
|
| 204 |
+
smallBox.physicsImpostor = new BABYLON.PhysicsImpostor(smallBox, BABYLON.PhysicsImpostor.BoxImpostor, { mass: 0.2, restitution: 0.4 }, scene);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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| 205 |
}
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| 206 |
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| 207 |
|
| 208 |
+
// --- Mobile Controls (Virtual Joysticks using Babylon.GUI) ---
|
| 209 |
+
const isMobile = /Mobi|Android|iPhone|iPad|iPod/i.test(navigator.userAgent);
|
| 210 |
+
let leftJoystick = null;
|
| 211 |
+
let rightJoystick = null;
|
| 212 |
+
|
| 213 |
+
if (isMobile) {
|
| 214 |
+
// Disable default mouse input for camera on mobile
|
| 215 |
+
camera.inputs.removeByType("FreeCameraMouseInput"); // UniversalCamera uses FreeCamera inputs internally
|
| 216 |
+
|
| 217 |
+
const advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI");
|
| 218 |
+
|
| 219 |
+
// --- Left Joystick (Movement) ---
|
| 220 |
+
leftJoystick = new BABYLON.GUI.VirtualJoystick({
|
| 221 |
+
limitToContainer: true, // Keep nub inside the container
|
| 222 |
+
alwaysVisible: true, // Show even when not touched
|
| 223 |
+
});
|
| 224 |
+
leftJoystick.setJoystickColor("rgba(180, 180, 180, 0.6)"); // Semi-transparent gray
|
| 225 |
+
leftJoystick.container.width = "150px";
|
| 226 |
+
leftJoystick.container.height = "150px";
|
| 227 |
+
leftJoystick.container.horizontalAlignment = BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_LEFT;
|
| 228 |
+
leftJoystick.container.verticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_BOTTOM;
|
| 229 |
+
leftJoystick.container.left = "50px"; // Offset from edge
|
| 230 |
+
leftJoystick.container.top = "-30px"; // Offset from bottom
|
| 231 |
+
advancedTexture.addControl(leftJoystick.container); // Add joystick container to UI
|
| 232 |
+
|
| 233 |
+
// --- Right Joystick (Look/Rotation - Optional, sometimes just touch-drag on screen is preferred) ---
|
| 234 |
+
// Let's implement touch-drag look instead of a right joystick for simplicity
|
| 235 |
+
let isPointerDown = false;
|
| 236 |
+
let pointerStartX = 0;
|
| 237 |
+
let pointerStartY = 0;
|
| 238 |
+
const lookSensitivity = 0.005; // Adjust sensitivity for touch look
|
| 239 |
+
|
| 240 |
+
scene.onPointerObservable.add((pointerInfo) => {
|
| 241 |
+
// Check if the pointer event is on the canvas and not over a GUI element (like the joystick)
|
| 242 |
+
const target = pointerInfo.pickInfo?.pickedMesh || pointerInfo.event.target;
|
| 243 |
+
const isOverGUI = pointerInfo.event.target && pointerInfo.event.target.closest('.babylonGUI'); // Rough check
|
| 244 |
+
|
| 245 |
+
if (target === canvas && !isOverGUI && !leftJoystick.isPointerDown(pointerInfo.event.pointerId) ) {
|
| 246 |
+
switch (pointerInfo.type) {
|
| 247 |
+
case BABYLON.PointerEventTypes.POINTERDOWN:
|
| 248 |
+
isPointerDown = true;
|
| 249 |
+
pointerStartX = pointerInfo.event.clientX;
|
| 250 |
+
pointerStartY = pointerInfo.event.clientY;
|
| 251 |
+
// Prevent default actions if needed
|
| 252 |
+
// pointerInfo.event.preventDefault();
|
| 253 |
+
break;
|
| 254 |
+
case BABYLON.PointerEventTypes.POINTERUP:
|
| 255 |
+
isPointerDown = false;
|
| 256 |
+
break;
|
| 257 |
+
case BABYLON.PointerEventTypes.POINTERMOVE:
|
| 258 |
+
if (isPointerDown) {
|
| 259 |
+
const deltaX = pointerInfo.event.clientX - pointerStartX;
|
| 260 |
+
const deltaY = pointerInfo.event.clientY - pointerStartY;
|
| 261 |
+
|
| 262 |
+
// Update camera rotation based on drag
|
| 263 |
+
// Invert Y-axis movement if desired (common for touch look)
|
| 264 |
+
camera.cameraRotation.y += deltaX * lookSensitivity;
|
| 265 |
+
camera.cameraRotation.x += deltaY * lookSensitivity * -1; // Adjust multiplier/sign as needed
|
| 266 |
+
|
| 267 |
+
// Clamp vertical rotation to prevent flipping upside down
|
| 268 |
+
camera.cameraRotation.x = Math.max(-Math.PI / 2.1, Math.min(Math.PI / 2.1, camera.cameraRotation.x));
|
| 269 |
+
|
| 270 |
+
// Update start position for next move calculation
|
| 271 |
+
pointerStartX = pointerInfo.event.clientX;
|
| 272 |
+
pointerStartY = pointerInfo.event.clientY;
|
| 273 |
+
}
|
| 274 |
+
break;
|
| 275 |
+
}
|
| 276 |
+
} else {
|
| 277 |
+
// Reset if pointer goes up outside canvas or over GUI
|
| 278 |
+
if (pointerInfo.type === BABYLON.PointerEventTypes.POINTERUP) {
|
| 279 |
+
isPointerDown = false;
|
| 280 |
+
}
|
| 281 |
+
}
|
| 282 |
+
});
|
| 283 |
+
|
| 284 |
+
|
| 285 |
+
// --- Link Left Joystick to Camera Movement ---
|
| 286 |
+
scene.onBeforeRenderObservable.add(() => {
|
| 287 |
+
if (leftJoystick && leftJoystick.pressed) {
|
| 288 |
+
// Get joystick delta vector
|
| 289 |
+
const joyX = leftJoystick.deltaPosition.x;
|
| 290 |
+
const joyY = leftJoystick.deltaPosition.y; // Y is forward/backward
|
| 291 |
+
|
| 292 |
+
// Calculate movement direction based on camera's orientation
|
| 293 |
+
const forward = camera.getDirection(BABYLON.Axis.Z);
|
| 294 |
+
const right = camera.getDirection(BABYLON.Axis.X);
|
| 295 |
+
|
| 296 |
+
// Note: Joystick Y is typically inverted (up is positive, forward is negative Z)
|
| 297 |
+
let moveDirection = forward.scale(joyY * -1).add(right.scale(joyX));
|
| 298 |
+
|
| 299 |
+
// Normalize and scale by camera speed and joystick magnitude
|
| 300 |
+
if (moveDirection.length() > 0.01) { // Avoid tiny movements
|
| 301 |
+
moveDirection.normalize();
|
| 302 |
+
// Apply movement - camera.cameraDirection is the vector to add to position
|
| 303 |
+
camera.cameraDirection.addInPlace(moveDirection.scale(camera.speed));
|
| 304 |
+
}
|
| 305 |
+
}
|
| 306 |
+
});
|
| 307 |
+
|
| 308 |
+
} else {
|
| 309 |
+
// Optional: Display controls hint for desktop users
|
| 310 |
+
const advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI");
|
| 311 |
+
const instructions = new BABYLON.GUI.TextBlock();
|
| 312 |
+
instructions.text = "Use WASD/Arrows to Move | Mouse to Look";
|
| 313 |
+
instructions.color = "white";
|
| 314 |
+
instructions.fontSize = 16;
|
| 315 |
+
instructions.textHorizontalAlignment = BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_RIGHT;
|
| 316 |
+
instructions.textVerticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_TOP;
|
| 317 |
+
instructions.paddingTop = "15px";
|
| 318 |
+
instructions.paddingRight = "15px";
|
| 319 |
+
advancedTexture.addControl(instructions);
|
| 320 |
+
}
|
| 321 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 322 |
|
| 323 |
+
// --- Hide Loading Indicator ---
|
| 324 |
+
if(loadingIndicator) loadingIndicator.style.display = 'none';
|
| 325 |
+
|
| 326 |
+
return scene;
|
| 327 |
+
}; // End of createScene function
|
| 328 |
+
|
| 329 |
+
// --- Create and Render ---
|
| 330 |
+
try {
|
| 331 |
+
const scene = createScene();
|
| 332 |
+
|
| 333 |
+
// Main render loop
|
| 334 |
+
engine.runRenderLoop(() => {
|
| 335 |
+
if (scene) {
|
| 336 |
+
scene.render();
|
| 337 |
+
}
|
| 338 |
+
});
|
| 339 |
+
|
| 340 |
+
// Handle window resize
|
| 341 |
+
window.addEventListener('resize', () => {
|
| 342 |
+
engine.resize();
|
| 343 |
+
});
|
| 344 |
+
} catch (e) {
|
| 345 |
+
console.error("Error creating Babylon scene:", e);
|
| 346 |
+
if(loadingIndicator) {
|
| 347 |
+
loadingIndicator.textContent = "Error loading demo. Check console.";
|
| 348 |
+
loadingIndicator.style.color = "red";
|
| 349 |
+
}
|
| 350 |
}
|
| 351 |
|
| 352 |
+
}); // End of DOMContentLoaded listener
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 353 |
</script>
|
|
|
|
| 354 |
</body>
|
| 355 |
</html>
|