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| 1 | +namespace EventHorizon.Blazor.BabylonJS.Pages |
| 2 | +{ |
| 3 | + using System; |
| 4 | + using System.Collections.Generic; |
| 5 | + using System.Threading.Tasks; |
| 6 | + using BABYLON; |
| 7 | + using EventHorizon.Blazor.BabylonJS.Model; |
| 8 | + using EventHorizon.Blazor.Interop.Callbacks; |
| 9 | + |
| 10 | + public partial class MeshBuilderExample : IDisposable |
| 11 | + { |
| 12 | + private Engine _engine; |
| 13 | + protected override void OnAfterRender(bool firstRender) |
| 14 | + { |
| 15 | + if (firstRender) |
| 16 | + { |
| 17 | + CreateScene(); |
| 18 | + } |
| 19 | + } |
| 20 | + |
| 21 | + public void Dispose() |
| 22 | + { |
| 23 | + _engine?.dispose(); |
| 24 | + } |
| 25 | + |
| 26 | + public void CreateScene() |
| 27 | + { |
| 28 | + var canvas = Canvas.GetElementById( |
| 29 | + "game-window" |
| 30 | + ); |
| 31 | + var engine = new Engine( |
| 32 | + canvas, |
| 33 | + true |
| 34 | + ); |
| 35 | + var scene = new Scene( |
| 36 | + engine |
| 37 | + ); |
| 38 | + var light1 = new HemisphericLight( |
| 39 | + "HemisphericLight", |
| 40 | + new Vector3(1, 1, 0), |
| 41 | + scene |
| 42 | + ); |
| 43 | + |
| 44 | + var columns = 6m; |
| 45 | + var rows = 1m; |
| 46 | + |
| 47 | + var faceUV = new Vector4[6]; |
| 48 | + |
| 49 | + for (var i = 0; i < 6; i++) |
| 50 | + { |
| 51 | + faceUV[i] = new Vector4( |
| 52 | + i / columns, |
| 53 | + 0, |
| 54 | + (i + 1) / columns, |
| 55 | + 1m / rows |
| 56 | + ); |
| 57 | + } |
| 58 | + |
| 59 | + var mat = new StandardMaterial( |
| 60 | + "mat", |
| 61 | + scene |
| 62 | + ); |
| 63 | + var texture = new Texture( |
| 64 | + scene, |
| 65 | + "https://assets.babylonjs.com/environments/numbers.jpg" |
| 66 | + ); |
| 67 | + mat.diffuseTexture = texture; |
| 68 | + |
| 69 | + var alpha = 1; |
| 70 | + var red = new Color4( |
| 71 | + 1, |
| 72 | + 0, |
| 73 | + 0, |
| 74 | + alpha |
| 75 | + ); |
| 76 | + var blue = new Color4( |
| 77 | + 0, |
| 78 | + 0, |
| 79 | + 1, |
| 80 | + alpha |
| 81 | + ); |
| 82 | + var green = new Color4( |
| 83 | + 0, |
| 84 | + 1, |
| 85 | + 0, |
| 86 | + alpha |
| 87 | + ); |
| 88 | + |
| 89 | + var options = new |
| 90 | + { |
| 91 | + faceUV, |
| 92 | + wrap = true, |
| 93 | + width = 1, |
| 94 | + height = 2, |
| 95 | + depth = 3, |
| 96 | + faceColors = new List<Color4> { green, green, green, green, blue, red } |
| 97 | + }; |
| 98 | + |
| 99 | + var box = MeshBuilder.CreateBox( |
| 100 | + "box", |
| 101 | + options, |
| 102 | + scene |
| 103 | + ); |
| 104 | + box.material = mat; |
| 105 | + |
| 106 | + var camera = new ArcRotateCamera( |
| 107 | + "ArcRotateCamera", |
| 108 | + (decimal)(Math.PI / 2), |
| 109 | + (decimal)(Math.PI / 4), |
| 110 | + 10, |
| 111 | + new Vector3(0, 1, 0), |
| 112 | + scene |
| 113 | + ); |
| 114 | + scene.activeCamera = camera; |
| 115 | + camera.attachControl( |
| 116 | + false |
| 117 | + ); |
| 118 | + |
| 119 | + engine.runRenderLoop(new ActionCallback( |
| 120 | + () => Task.Run(() => scene.render(true, false)) |
| 121 | + )); |
| 122 | + |
| 123 | + _engine = engine; |
| 124 | + } |
| 125 | + } |
| 126 | +} |
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