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Accessing AssetsManager imports


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Im new to Babylon.js but it seems fun, I have a simple question about the code below. It imports models and places them in random positions, whats the most efficient way to re-randomise the positions every second? I tried with



}, 5000);


but this was a bit heavy, is there a way to just call the randomise bit again.


Also is this the most efficient way to load multiple models, the hardware I'm targeting is slow so anything I can do to get a bit more performance is best- maybe I should clone the objects?



<!DOCTYPE html><html><head>    <meta http-equiv="Content-Type" content="text/html" charset="utf-8"/>    <title>Babylon Test</title>    <!--- link to the last version of babylon --->    <script src="babylon.2.2.js"></script>    <script src="babylon.objFileLoader.js"></script>    <style>        html, body {            overflow: hidden;            width   : 100%;            height  : 100%;            margin  : 0;            padding : 0;        }        #renderCanvas {            width   : 100%;            height  : 100%;            touch-action: none;        }    </style></head><body>    <canvas id="renderCanvas"></canvas>    <script>        window.addEventListener('DOMContentLoaded', function(){            // get the canvas DOM element            var canvas = document.getElementById('renderCanvas');            // load the 3D engine            var engine = new BABYLON.Engine(canvas, true);            // createScene function that creates and return the scene            var createScene = function()            {                // create a basic BJS Scene object                var scene = new BABYLON.Scene(engine);                // create a FreeCamera, and set its position to (x:-10, y:10, z:-10)                var camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(10, 10,-10), scene);                camera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;                camera.orthoTop = 2.5;    	        camera.orthoBottom = -2.5;    		camera.orthoLeft = -5;   		camera.orthoRight = 5;                // target the camera to scene origin                camera.setTarget(BABYLON.Vector3.Zero());                // attach the camera to the canvas                camera.attachControl(canvas, false);                // create a basic light, aiming 0,1,0 - meaning, to the sky                var light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0,1,0), scene);                // create a built-in "sphere" shape; its constructor takes 5 params: name, width, depth, subdivisions, scene				                var loader = new BABYLON.AssetsManager(scene);						var meshNames = ["hex.obj", "cross.obj"];            	var noOfMeshesToBuild = 6;		var boundingBox = new BABYLON.Vector3(4,4,6);						for (var i = 0; i < noOfMeshesToBuild; i++){		        var cross = loader.addMeshTask("mesh" + i, "", "assets/", meshNames[Math.floor(Math.random() * meshNames.length)]);			cross.onSuccess = function (task) {				task.loadedMeshes[0].position = new BABYLON.Vector3((Math.random() -0.5) * boundingBox.x, (Math.random() -0.5) * boundingBox.x, (Math.random() -0.5) * boundingBox.x);			};		};										loader.onFinish = function() {			engine.runRenderLoop(function () {				scene.render();			});		};		loader.load();                // return the created scene                return scene;            }		            // Now, call the createScene function that you just finished creating	var scene = createScene();	// Register a render loop to repeatedly render the scene	engine.runRenderLoop(function () {	       scene.render();	});	// Watch for browser/canvas resize events	        window.addEventListener("resize", function () {		        engine.resize();		});        });


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