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//See the link "https://github.com/BabylonJS/Website/tree/master/build/Demos/WebGPU" in detail.
(async function() {
if (!navigator.gpu) {
alert("Web GPU is not supported on your platform so far.");
return;
}
const canvas = document.getElementById("renderCanvas");
const divFps = document.getElementById("fps");
const engine = new BABYLON.WebGPUEngine(canvas);
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Performance Test on Babylon.js</title>
<!-- Babylon.js -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.6.2/dat.gui.min.js"></script>
<script src="https://assets.babylonjs.com/generated/Assets.js"></script>
var navmeshParameters = {
cs: 0.2,
ch: 0.2,
walkableSlopeAngle: 90,
walkableHeight: 1.0,
walkableClimb: 1,/*1から10に変更する*/
walkableRadius: 1,
maxEdgeLen: 12.,
maxSimplificationError: 1.3,
minRegionArea: 8,
scene.registerAfterRender(function() {
// if(sphere.intersectsMesh(hitbox))
F = engine.getFps();
if((map["a"] || map["A"])){
sphere.translate(BABYLON.Axis.X, -distance, BABYLON.Space.WORLD);
}
if((map["d"] || map["D"])){
sphere.translate(BABYLON.Axis.X, distance, BABYLON.Space.WORLD);
sphere.physicsImpostor = new BABYLON.PhysicsImpostor(sphere, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 2, restitution: 0.4});
cube1.physicsImpostor = new BABYLON.PhysicsImpostor(cube1, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0});
cube2.physicsImpostor = new BABYLON.PhysicsImpostor(cube2, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0});
wall1.physicsImpostor = new BABYLON.PhysicsImpostor(wall1, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0});
wall2.physicsImpostor = new BABYLON.PhysicsImpostor(wall2, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0});
wall3.physicsImpostor = new BABYLON.PhysicsImpostor(wall3, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0});
wall4.physicsImpostor = new BABYLON.PhysicsImpostor(wall4, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0});
ground.physicsImpostor = new BABYLON.PhysicsImpostor(ground, BABYLON.PhysicsImpostor.BoxImpostor, {mass:0, restitution: 0, frictio
var map ={}; //object for multiple key presses
//キー入力を受け付ける宣言
//キー入力があるたびに、map変数の値がセットされる
scene.actionManager = new BABYLON.ActionManager(scene);
scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyDownTrigger, function (evt) {
map[evt.sourceEvent.key] = evt.sourceEvent.type == "keydown";
}));
scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyUpTrigger, function (evt) {
name: Build Re:VIEW to make distribution file
# The workflow is triggered on pushes to the repository.
on: [push]
jobs:
build:
name:
runs-on: ubuntu-latest
steps:
# uses v2 Stable version
image: vvakame/review:5.4
build-pdf:
script: # build-in-docker.sh の終盤と同じもの
- ./setup.sh
- npm run pdf
artifacts:
paths:
- articles/ReVIEW-Template.pdf
tags:
var photonSwordParticleJson ={"name":"CPU particle system","id":"default system","capacity":10000,"disposeOnStop":false,"manualEmitCount":-1,"emitter":[0,0,0],"particleEmitterType":{"type":"PointParticleEmitter","direction1":[0,1,0],"direction2":[0,1,0]},"texture":{"tags":null,"url":"https://assets.babylonjs.com/textures/flare.png","uOffset":0,"vOffset":0,"uScale":1,"vScale":1,"uAng":0,"vAng":0,"wAng":0,"uRotationCenter":0.5,"vRotationCenter":0.5,"wRotationCenter":0.5,"homogeneousRotationInUVTransform":false,"isBlocking":true,"name":"https://assets.babylonjs.com/textures/flare.png","hasAlpha":false,"getAlphaFromRGB":false,"level":1,"coordinatesIndex":0,"coordinatesMode":0,"wrapU":1,"wrapV":1,"wrapR":1,"anisotropicFilteringLevel":4,"isCube":false,"is3D":false,"is2DArray":false,"gammaSpace":true,"invertZ":false,"lodLevelInAlpha":false,"lodGenerationOffset":0,"lodGenerationScale":0,"linearSpecularLOD":false,"isRenderTarget":false,"animations":[],"invertY":true,"samplingMode":3,"_useSRGBBuffer":false},"isLocal"
scene.registerBeforeRender(function () {
scene.meshes.forEach(function (m) {
if (m.name=="ballInstance" && (m.position.z <-100)||(m.position.z > 100)) {
m.dispose();
}
})
});