Bindings for the BabylonJS 4.2 web rendering engine.

Status Quo

The bindings are created using a self-written generator. This is because the generator js_facade_gen from the Dart project runs into multiple exceptions when trying to generate bindings from the babylon.d.ts file.

The generator has a configuration to define what should be included or excluded. At the moment, only a subset is included. The more features are implemented in the generator the more parts of the babylon.d.ts file can be converted.

Work is in progress. Currently, I added features required for a private project. But tell me what is important for you and I will try to include it in a new release of babylon. Or even better, create a pull request.


Currently, no docs are generated in the bindings. For help look at the official docs.


In your index.html add links to the BabylonJS implementation:

<script src="/packages/babylon_dart/assets/babylon.js"></script>
<script src="/packages/babylon_dart/assets/babylonjs.loaders.min.js"></script>
<script src="/packages/babylon_dart/assets/babylonjs.gui.min.js"></script>
<script src="/packages/babylon_dart/assets/babylonjs.serializers.min.js"></script>
<script src="/packages/babylon_dart/assets/babylonjs.inspector.bundle.js"></script>
<script src="/packages/babylon_dart/assets/cannon.js"></script>

Here is a little example rendering 2 meshes with a little physics in it:

import 'dart:html';

import 'package:babylon_dart/babylon_dart.dart';
import 'package:js/js.dart';

void main() {
  // query the canvas element
  final canvas = querySelector('#render-canvas') as CanvasElement;

  // create the engine
  final engine = Engine(canvas, true);

  // create the scene andd configure it
  final scene = Scene(engine);
  scene.clearColor = Color4(0.2, 0.2, 0.2, 1);

  // create a camera that can be controlled by mouse or keyboard
  final camera = ArcRotateCamera('camera', 1, 1, 20, Vector3(0, 0, 0), scene);

  // a global light
  final hemiLight = HemisphericLight("hemiLight", Vector3(0, 1, 0), scene);
  hemiLight.diffuse = Color3(0.5, 0.5, 0.5);

  // a point light for shadows
  final pointLight = PointLight("dirL", Vector3(0, 10, 0), scene);
  pointLight.diffuse = Color3(0.5, 0.5, 0.5);

  // create material and mesh for a red sphere
  final sphereMaterial = StandardMaterial("sphereMat", scene);
  sphereMaterial.diffuseColor = Color3.Red();

  final sphere = MeshBuilder.CreateSphere('sphere', MeshBuilderCreateSphereOptions(segments: 16), scene);
  sphere.material = sphereMaterial;
  sphere.position = Vector3(0, 5, 0);

  // create a textured ground
  final groundTexture = Texture.args('dart-logo.jpeg', scene, true, false, 1);
  groundTexture.uScale = 1;
  groundTexture.vScale = 1;

  final groundMaterial = StandardMaterial("groundMat", scene);
  groundMaterial.diffuseColor = Color3.White();
  groundMaterial.diffuseTexture = groundTexture;
  groundMaterial.specularColor = Color3(0.1, 0.1, 0.1);

  final ground = MeshBuilder.CreateGround('ground', MeshBuilderCreateGroundOptions(height: 10, width: 10), scene);
  ground.material = groundMaterial;
  ground.receiveShadows = true;

  // enable shadows
  final shadowGenerator = ShadowGenerator(512, pointLight);

  // enabled physics
  scene.enablePhysics(Vector3(0, -9.81, 0), CannonJSPlugin());

  ground.physicsImpostor = PhysicsImpostor(
    ground as IPhysicsEnabledObject,
    PhysicsImpostorParameters(restitution: 4),

  sphere.physicsImpostor = PhysicsImpostor(
    sphere as IPhysicsEnabledObject,
    PhysicsImpostorParameters(mass: 1),

  // focus canvas for keyboard controls

  // the render loop
  engine.runRenderLoop(allowInterop(() {

  // react to changes of the size of the canvas
  window.onResize.listen((event) {