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Update index.html
Browse files- index.html +316 -428
index.html
CHANGED
@@ -1,467 +1,355 @@
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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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// --- Основной цикл рендеринга ---
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engine.runRenderLoop(function () {
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if (!scene || !scene.isReady()) {
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return; // Если сцена не готова, ничего не делаем
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}
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// --- Обновление ��вижения игрока ---
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const forward = new BABYLON.Vector3(
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Math.sin(camera.rotation.y) * moveSpeed,
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0, // Мы не двигаемся вверх/вниз клавишами напрямую (гравитация делает свое дело)
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Math.cos(camera.rotation.y) * moveSpeed
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);
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const right = new BABYLON.Vector3(
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Math.sin(camera.rotation.y + Math.PI / 2) * moveSpeed,
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0,
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Math.cos(camera.rotation.y + Math.PI / 2) * moveSpeed
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);
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const moveDirection = BABYLON.Vector3.Zero();
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// Клавиатура
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if (inputMap["w"] || inputMap["arrowup"]) {
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moveDirection.addInPlace(forward);
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}
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if (inputMap["s"] || inputMap["arrowdown"]) {
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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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|
8 |
<style>
|
9 |
+
/* Basic CSS Reset & Canvas Styling */
|
10 |
html, body {
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|
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 {
|
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|
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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|
24 |
}
|
25 |
|
26 |
+
/* Simple loading indicator (optional) */
|
27 |
+
#loadingIndicator {
|
|
|
|
|
|
|
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|
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); } */
|
|
|
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|
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|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
205 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
206 |
|
|
|
|
|
|
|
|
|
|
|
|
|
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 |
|
|
|
|
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|
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|
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|
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|
|
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|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
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|
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|
|
|
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|
|
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|
|
|
|
|
|
|
|
353 |
</script>
|
|
|
354 |
</body>
|
355 |
</html>
|