Cannon.js
and Oimo.js
, allowing developers to introduce realistic physics simulations within the scene. This is particularly useful for games and simulations.// Create the Babylon.js engine
var engine = new BABYLON.Engine(canvas, true);
// Create a scene
var scene = new BABYLON.Scene(engine);
// Create a camera
var camera = new BABYLON.FreeCamera("camera", new BABYLON.Vector3(0, 5, -10), scene);
// Attach the camera to the scene
scene.activeCamera = camera;
// Create a light
var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
// Load and create 3D models, meshes, and other scene elements...
// Run the render loop
engine.runRenderLoop(function () {
scene.render();
});?
<script src="https://cdn.babylonjs.com/babylon.js"></script>?
<canvas id="renderCanvas" style="width: 100%; height: 100%;"></canvas>?
// Get the canvas element
var canvas = document.getElementById("renderCanvas");
// Create the Babylon.js engine
var engine = new BABYLON.Engine(canvas, true);?
var scene = new BABYLON.Scene(engine);?
var camera = new BABYLON.FreeCamera("camera", new BABYLON.Vector3(0, 5, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());?
var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);?
engine.runRenderLoop(function () {
scene.render();
});?
window.addEventListener("resize", function () {
engine.resize();
});?
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Basic Babylon.js Scene</title>
<script src="https://cdn.babylonjs.com/babylon.js"></script>
</head>
<body>
<canvas id="renderCanvas" style="width: 100%; height: 100%;"></canvas>
<script>
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var scene = new BABYLON.Scene(engine);
var camera = new BABYLON.FreeCamera("camera", new BABYLON.Vector3(0, 5, -10), scene);
camera.setTarget(BABYLON.Vector3.Zero());
var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
engine.runRenderLoop(function () {
scene.render();
});
window.addEventListener("resize", function () {
engine.resize();
});
</script>
</body>
</html>?
var camera = new BABYLON.FreeCamera("camera", new BABYLON.Vector3(0, 5, -10), scene);?
var camera = new BABYLON.ArcRotateCamera("camera", Math.PI / 2, Math.PI / 4, 10, BABYLON.Vector3.Zero(), scene);?
var camera = new BABYLON.FollowCamera("camera", new BABYLON.Vector3(0, 10, -10), scene);
camera.lockedTarget = someMesh;?
4. UniversalCamera : The UniversalCamera is a flexible camera that combines elements of both FreeCamera and ArcRotateCamera. It provides options for both first-person and orbit-style controls.var camera = new BABYLON.UniversalCamera("camera", new BABYLON.Vector3(0, 5, -10), scene);?
var camera = new BABYLON.FreeCamera("camera", new BABYLON.Vector3(0, 5, -10), scene);
camera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;?
var camera = new BABYLON.VRDeviceOrientationFreeCamera("camera", new BABYLON.Vector3(0, 5, -10), scene);?
scene.activeCamera = camera;?
ArcRotateCamera
and FreeCamera
are two commonly used camera types in Babylon.js, each serving different purposes and providing distinct navigation experiences within a 3D scene. var arcRotateCamera = new BABYLON.ArcRotateCamera("arcRotateCamera", Math.PI / 2, Math.PI / 4, 10, BABYLON.Vector3.Zero(), scene);?
var freeCamera = new BABYLON.FreeCamera("freeCamera", new BABYLON.Vector3(0, 5, -10), scene);?
position
property), rotation (rotation
property), and field of view (fov
property). However, the way these properties are utilized differs based on the camera type.// Creating an ArcRotateCamera
var arcRotateCamera = new BABYLON.ArcRotateCamera("arcRotateCamera", Math.PI / 2, Math.PI / 4, 10, BABYLON.Vector3.Zero(), scene);
// Creating a FreeCamera
var freeCamera = new BABYLON.FreeCamera("freeCamera", new BABYLON.Vector3(0, 5, -10), scene);?
ArcRotateCamera
and FreeCamera
depends on the specific requirements of the 3D scene and the desired user experience. ArcRotateCamera
is often favored for controlled, orbital views, while FreeCamera
is chosen for more dynamic and free-form exploration. Babylon.js
PBR material system aims to achieve photorealistic rendering by simulating real-world lighting and materials. const pbr = new BABYLON.PBRMetallicRoughnessMaterial("pbr", scene);
pbr.baseTexture = new BABYLON.Texture("albedo.png", scene);
pbr.metallicRoughnessTexture = new BABYLON.Texture("metallic_roughness.png", scene);
pbr.environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData("env.dds", scene);
const sphere = BABYLON.MeshBuilder.CreateSphere("sphere", {}, scene);
sphere.material = pbr;?
var hemisphericLight = new BABYLON.HemisphericLight("hemisphericLight", new BABYLON.Vector3(0, 1, 0), scene);?
var directionalLight = new BABYLON.DirectionalLight("directionalLight", new BABYLON.Vector3(0, -1, 0), scene);?
var pointLight = new BABYLON.PointLight("pointLight", new BABYLON.Vector3(0, 5, 0), scene);?
var spotLight = new BABYLON.SpotLight("spotLight", new BABYLON.Vector3(0, 5, 0), new BABYLON.Vector3(0, -1, 0), Math.PI / 4, 2, scene);?
var areaLight = new BABYLON.AreaLight("areaLight", new BABYLON.Vector3(0, 5, 0), new BABYLON.Vector3(0, -1, 0), Math.PI / 2, 2, scene);?
6. Scene Lights : Lights can also be added directly to the scene without specific types, allowing for more custom lighting scenarios.// Create a directional light
var directionalLight = new BABYLON.DirectionalLight("directionalLight", new BABYLON.Vector3(0, -1, 0), scene);
directionalLight.intensity = 0.7; // Set light intensity
// Create a point light
var pointLight = new BABYLON.PointLight("pointLight", new BABYLON.Vector3(0, 5, 0), scene);
pointLight.diffuse = new BABYLON.Color3(1, 0, 0); // Set light color
// Create a spot light
var spotLight = new BABYLON.SpotLight("spotLight", new BABYLON.Vector3(0, 5, 0), new BABYLON.Vector3(0, -1, 0), Math.PI / 4, 2, scene);?
const shaderMaterial = new BABYLON.ShaderMaterial("customShader", scene);
shaderMaterial.setVertexShaderSource(vertexCode);
shaderMaterial.setFragmentShaderSource(fragmentCode);
shaderMaterial.bindAttribLocation("position", 0);
shaderMaterial.getEffect().setFloat("time", timeValue);
shaderMaterial.setTexture("textureSampler", new BABYLON.Texture("path/to/texture.png", scene));
mesh.material = shaderMaterial;?
// Get the canvas element
var canvas = document.getElementById("renderCanvas");
// Create the Babylon.js engine
var engine = new BABYLON.Engine(canvas, true);
// Create a scene
var scene = new BABYLON.Scene(engine);
// Create a camera
var camera = new BABYLON.ArcRotateCamera("camera", Math.PI / 2, Math.PI / 4, 5, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
// Create a point light
var pointLight = new BABYLON.PointLight("pointLight", new BABYLON.Vector3(1, 3, 2), scene);
pointLight.diffuse = new BABYLON.Color3(1, 1, 1); // Set diffuse color
pointLight.specular = new BABYLON.Color3(0.5, 0.5, 0.5); // Set specular color
pointLight.intensity = 1.5; // Set light intensity
// Create a sphere to represent an object in the scene
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 1 }, scene);
// Apply a material to the sphere
var sphereMaterial = new BABYLON.StandardMaterial("sphereMaterial", scene);
sphere.material = sphereMaterial;
// Attach the camera to the scene
scene.activeCamera = camera;
// Run the render loop
engine.runRenderLoop(function () {
scene.render();
});?
In this example :// Create a StandardMaterial
var material = new BABYLON.StandardMaterial("myMaterial", scene);
material.diffuseColor = new BABYLON.Color3(1, 0, 0); // Set diffuse color to red
// Apply the material to a mesh
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 2 }, scene);
sphere.material = material;?
StandardMaterial
is created and applied to a sphere mesh. The diffuseColor
property of the material is set to red, determining how the sphere will appear when rendered. Babylon.js
is a technique to optimize rendering performance in large-scale scenes or assets. It involves displaying different levels of mesh complexity based on the camera’s distance from an object, reducing GPU workload and improving frame rates.addLODLevel
method on meshes. This method takes two parameters: the distance from the camera at which the LOD change occurs, and the simplified mesh to display at that distance. Multiple LOD levels can be added for varying distances.let originalMesh = new BABYLON.Mesh("original", scene);
let lowPolyMesh = new BABYLON.Mesh("lowPoly", scene);
originalMesh.addLODLevel(50, lowPolyMesh);?
Babylon.js
helps maintain smooth performance in complex scenes by reducing the number of polygons rendered as objects become less visible due to distance, ultimately enhancing user experience. StandardMaterial
and PBRMaterial
are two different types of materials in Babylon.js
, each designed for specific rendering scenarios and providing distinct features. Here are the key differences between StandardMaterial and PBRMaterial:// Create a StandardMaterial
var standardMaterial = new BABYLON.StandardMaterial("standardMaterial", scene);
standardMaterial.diffuseColor = new BABYLON.Color3(1, 0, 0); // Set diffuse color to red
// Apply the material to a mesh
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 2 }, scene);
sphere.material = standardMaterial;?
// Create a PBRMaterial
var pbrMaterial = new BABYLON.PBRMaterial("pbrMaterial", scene);
pbrMaterial.albedoColor = new BABYLON.Color3(1, 0, 0); // Set albedo color to red
pbrMaterial.metallic = 0.5; // Set metallic property
pbrMaterial.roughness = 0.2; // Set roughness property
// Apply the material to a mesh
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 2 }, scene);
sphere.material = pbrMaterial;?
const scene = new BABYLON.Scene(engine);
const camera = new BABYLON.ArcRotateCamera(...);
const light = new BABYLON.HemisphericLight(...);
const envTexture = new BABYLON.CubeTexture.CreateFromPrefilteredData('path/to/envTexture.dds', scene);
const sphere = BABYLON.MeshBuilder.CreateSphere(...);
const pbrMaterial = new BABYLON.PBRMaterial('pbr', scene);
pbrMaterial.environmentTexture = envTexture;
pbrMaterial.reflectionTexture = new BABYLON.RenderTargetTexture(...);
pbrMaterial.indexOfRefraction = 1.33;
pbrMaterial.linkRefractionWithTransparency = true;
sphere.material = pbrMaterial;?
Babylon.js
streamline scene management and development by allowing developers to load, manipulate, and instantiate assets independently from the main scene. They improve performance and organization.Babylon.js
library.AssetContainer: const container = new BABYLON.AssetContainer(scene);
container.instantiateModelsToScene()
or BABYLON.SceneLoader.LoadAssetContainer()
.container.addAllToScene()
or selectively with asset.setParent(scene.rootNodes[0]);
.// Create a sphere mesh
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 2 }, scene);
// Apply a material to the sphere
var sphereMaterial = new BABYLON.StandardMaterial("sphereMaterial", scene);
sphereMaterial.diffuseColor = new BABYLON.Color3(1, 0, 0); // Set diffuse color to red
sphere.material = sphereMaterial;
// Position the sphere in the scene
sphere.position = new BABYLON.Vector3(0, 0, 5);?
babylonjs-loaders
library, which contains loaders for various 3D model formats.<script src="https://cdn.babylonjs.com/babylon.js"></script>
<script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>?
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var scene = new BABYLON.Scene(engine);?
BABYLON.SceneLoader.ImportMesh
method to load an external 3D model. Provide the path to the model file and specify the desired scene and callback function.// Example: Loading a model in the GLTF format
BABYLON.SceneLoader.ImportMesh("", "path/to/models/", "model.gltf", scene, function (meshes) {
// Callback function called when the model is loaded
// 'meshes' is an array containing the loaded meshes
});?
Supported File Formats : Babylon.js supports several 3D model file formats. Some of the commonly used formats include:BABYLON.SceneLoader.ImportMesh("", "path/to/models/", "model.gltf", scene, function (meshes) {
// Callback function called when the model is loaded
// 'meshes' is an array containing the loaded meshes
// You can manipulate the loaded meshes here or perform additional actions
});?
"path/to/models/
" and "model.gltf
" with the actual path and filename of your 3D model. The callback function is executed once the model is successfully loaded, providing access to the loaded meshes for further manipulation or interaction within your Babylon.js scene. // Create advanced texture
let guiTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI");
// Create button
let button = new BABYLON.GUI.Button.CreateSimpleButton("button", "Click Me");
button.width = "150px";
button.height = "40px";
button.color = "white";
button.background = "green";
// Add click event
button.onPointerUpObservable.add(() => {
console.log("Button clicked!");
});
// Add button to texture
guiTexture.addControl(button);?
BABYLON.SceneLoader.ImportMesh("", "model.babylon", scene, (meshes, particleSystems, skeletons) => {
let skeleton = skeletons[0];
let mesh = meshes[0];
// Skeletal animation
scene.beginAnimation(skeleton, 0, 100, true);
// Morph target animation
let morphTargetManager = mesh.morphTargetManager;
let morphTarget = morphTargetManager.getTarget(0);
morphTarget.influence = 0.5;
});?
scene.enablePhysics
with the desired gravity vector and plugin instance:const gravityVector = new BABYLON.Vector3(0, -9.81, 0);
const physicsPlugin = new BABYLON.CannonJSPlugin();
scene.enablePhysics(gravityVector, physicsPlugin);?
mesh.physicsImpostor
. For example:const sphere = BABYLON.MeshBuilder.CreateSphere("sphere", {}, scene);
sphere.physicsImpostor = new BABYLON.PhysicsImpostor(sphere, BABYLON.PhysicsImpostor.SphereImpostor, { mass: 1, restitution: 0.9 }, scene);?
physicsImpostor.applyForce
or applyImpulse
, respectively. import * as BABYLON from 'babylonjs';
import 'babylonjs-loaders';
import '@babylonjs/core/XR';
const canvas = document.getElementById('renderCanvas');
const engine = new BABYLON.Engine(canvas, true);
const createScene = async () => {
const scene = new BABYLON.Scene(engine);
const camera = new BABYLON.ArcRotateCamera("camera", -Math.PI / 2, Math.PI / 2.5, 10, new BABYLON.Vector3(0, 0, 0), scene);
camera.attachControl(canvas, true);
new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
// Load assets...
const xrHelper = await scene.createDefaultXRExperienceAsync({});
// Customize interactions...
return scene;
};
createScene().then((scene) => {
engine.runRenderLoop(() => {
scene.render();
});
});?
- View console logs and messages generated by the Babylon.js engine. This is useful for debugging JavaScript code and identifying errors.?
// Import the Babylon.js Inspector script
<script src="https://cdn.babylonjs.com/inspector/babylon.inspector.bundle.js"></script>
// Enable the Inspector
scene.debugLayer.show();?
Ctrl + Alt + Shift + I
keyboard shortcut..babylon
, .gltf
, and .glb
, providing flexibility when importing scenes. Additionally, it offers methods for merging loaded scenes with existing ones, allowing seamless integration of assets.BABYLON.SceneSerializer.Serialize()
’ method, which returns a JSON object representing the scene. For loading, utilize the ‘BABYLON.SceneLoader.Load()
’ or ‘BABYLON.SceneLoader.Append()
’ methods, depending on whether you want to replace or merge the current scene with the new one.// Serialize scene
let serializedScene = BABYLON.SceneSerializer.Serialize(scene);
// Load scene from URL
BABYLON.SceneLoader.Load("path/to/scene.babylon", (loadedScene) => {
// Use loadedScene here
});
// Append scene to existing one
BABYLON.SceneLoader.Append("path/to/assets/", "asset.gltf", scene);?
// Create a texture
var texture = new BABYLON.Texture("path/to/texture.jpg", scene);
// Optionally, configure texture properties (e.g., wrapping, filtering)
texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE; // Set U (horizontal) wrapping mode
texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; // Set V (vertical) wrapping mode
texture.anisotropicFilteringLevel = 16; // Set anisotropic filtering level?
// Create a box mesh
var box = BABYLON.MeshBuilder.CreateBox("box", { size: 2 }, scene);
// Apply the texture to the box
box.material = new BABYLON.StandardMaterial("boxMaterial", scene);
box.material.diffuseTexture = texture;?
// Configure tiling and offset for texture
box.material.diffuseTexture.uScale = 2; // Horizontal tiling factor
box.material.diffuseTexture.vScale = 2; // Vertical tiling factor
box.material.diffuseTexture.uOffset = 0.5; // Horizontal offset
box.material.diffuseTexture.vOffset = 0.5; // Vertical offset?
// Create a normal map texture
var normalMapTexture = new BABYLON.Texture("path/to/normalMap.jpg", scene);
// Apply the normal map to the box
box.material.bumpTexture = normalMapTexture;?
var canvas = document.getElementById("renderCanvas");
var engine = new BABYLON.Engine(canvas, true);
var scene = new BABYLON.Scene(engine);
// Create a box mesh
var box = BABYLON.MeshBuilder.CreateBox("box", { size: 2 }, scene);
// Create a texture
var texture = new BABYLON.Texture("path/to/texture.jpg", scene);
// Apply the texture to the box
box.material = new BABYLON.StandardMaterial("boxMaterial", scene);
box.material.diffuseTexture = texture;
// Run the render loop
engine.runRenderLoop(function () {
scene.render();
});?
path/to/texture.jpg
" with the actual path to your texture file. This example creates a simple scene with a textured box, demonstrating the basic process of handling texture mapping in Babylon.js. // Enable bounding box collisions for a mesh
mesh.checkCollisions = true;
// Enable bounding box collisions for the scene
scene.collisionsEnabled = true;?
// Enable bounding sphere collisions for a mesh
mesh.ellipsoid = new BABYLON.Vector3(1, 1, 1);
mesh.checkCollisions = true;?
// Enable bounding cylinder collisions for a mesh
mesh.ellipsoid = new BABYLON.Vector3(1, 2, 1);
mesh.checkCollisions = true;?
// Enable bounding convex hull collisions for a mesh
mesh.ellipsoid = null;
mesh.checkCollisions = true;?
5. Mesh-to-Mesh Collisions :// Enable mesh-to-mesh collisions for two meshes
mesh1.checkCollisions = true;
mesh2.checkCollisions = true;?
// Perform a ray-cast collision
var pickResult = scene.pick(scene.pointerX, scene.pointerY);
if (pickResult.hit) {
// Collision occurred
var meshHit = pickResult.pickedMesh;
}?
// Example: Setting collision groups and masks
mesh1.collisionGroup = 1;
mesh1.collisionMask = 2;
mesh2.collisionGroup = 2;
mesh2.collisionMask = 1;?