babylon_dart 1.0.0-nullsafety.2 babylon_dart: ^1.0.0-nullsafety.2 copied to clipboard
Dart bindings for the BabylonJS 4.2 rendering engine for the web.
babylon_dart #
Bindings for the BabylonJS 4.2 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_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);
camera.attachControl();
// 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);
shadowGenerator.getShadowMap().renderList.add(sphere);
// enabled physics
scene.enablePhysics(Vector3(0, -9.81, 0), CannonJSPlugin());
ground.physicsImpostor = PhysicsImpostor(
ground as IPhysicsEnabledObject,
PhysicsImpostor.HeightmapImpostor,
PhysicsImpostorParameters(restitution: 4),
scene,
);
sphere.physicsImpostor = PhysicsImpostor(
sphere as IPhysicsEnabledObject,
PhysicsImpostor.SphereImpostor,
PhysicsImpostorParameters(mass: 1),
scene,
);
// focus canvas for keyboard controls
canvas.focus();
// the render loop
engine.runRenderLoop(allowInterop(() {
scene.render();
}));
// react to changes of the size of the canvas
window.onResize.listen((event) {
engine.resize();
});
}