babylon_dart 0.1.1+1 babylon_dart: ^0.1.1+1 copied to clipboard
Bindings for the BabylonJS 4.1 web rendering engine.
babylon_dart #
Bindings for the BabylonJS 4.1 web rendering engine.
Status Quo #
The bindings are created using a self-written generator (babylon_dart_gen). 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.
babylon_dart_gen
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. 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 in the babylon_dart_gen project.
Documentation #
Currently, no docs are generated in the bindings. For help look at the official docs.
Example #
In your index.html
add links to the BabylonJS implementation:
<script src="/packages/babylon/assets/babylon.js"></script>
<script src="/packages/babylon/assets/babylon.loaders.min.js"></script>
<script src="/packages/babylon/assets/cannon.js"></script>
Here is a little example rendering 2 meshes with a little physics in it:
import 'dart:html';
import 'package:babylon/babylon.dart';
import 'package:js/js.dart';
void main() {
final canvas = querySelector('#render-canvas') as CanvasElement;
final engine = Engine(canvas, true);
final scene = Scene(engine);
scene.clearColor = Color4(0, 0.05, 0.1, 1);
scene.fogMode = Scene.FOGMODE_LINEAR;
scene.fogStart = 40.0;
scene.fogEnd = 60.0;
scene.fogColor = Color3(0, 0.05, 0.1);
scene.enablePhysics(Vector3(0, -9.81, 0), CannonJSPlugin());
final hemiLight = HemisphericLight("hemiLight", Vector3(0, 1, 0), scene);
hemiLight.diffuse = Color3(0.5, 0.5, 0.5);
final pointLight = PointLight("dirL", Vector3(0, 10, 0), scene);
pointLight.diffuse = Color3(0.5, 0.5, 0.5);
final sphereMaterial = StandardMaterial("sphereMat", scene);
sphereMaterial.diffuseColor = Color3.Blue();
final sphere = MeshBuilder.CreateSphere('sphere', SphereOptions(segments: 16), scene);
sphere.material = sphereMaterial;
sphere.position = Vector3(0, 5, 0);
sphere.physicsImpostor = PhysicsImpostor(
sphere,
PhysicsImpostor.SphereImpostor,
PhysicsImpostorOptions(mass: 1),
scene,
);
final groundMaterial = StandardMaterial("groundMat", scene);
groundMaterial.diffuseColor = Color3.Red();
final ground = MeshBuilder.CreateGround('ground', GroundOptions(height: 10, width: 10), scene);
ground.material = groundMaterial;
ground.receiveShadows = true;
ground.physicsImpostor = PhysicsImpostor(
ground,
PhysicsImpostor.HeightmapImpostor,
PhysicsImpostorOptions(restitution: 4),
scene,
);
final shadowGenerator = ShadowGenerator(512, pointLight);
shadowGenerator.getShadowMap().renderList.add(sphere);
final camera = ArcRotateCamera('camera', 1, 1, 20, Vector3(0, 0, 0), scene, true);
camera.attachControl(canvas, false, null, null);
canvas.focus();
engine.runRenderLoop(allowInterop(() {
scene.render();
}));
window.onResize.listen((event) {
engine.resize();
});
}