Added souce map analyzer and added tree shaking to Babylon to reduce bundle size
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@@ -1,7 +1,19 @@
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import React, { useRef, useEffect } from "react";
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import * as BABYLON from "babylonjs";
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import { Engine } from "@babylonjs/core/Engines/engine";
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import { Scene } from "@babylonjs/core/scene";
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import { Vector3, Color4, Matrix } from "@babylonjs/core/Maths/math";
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import { AmmoJSPlugin } from "@babylonjs/core/Physics/Plugins/ammoJSPlugin";
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import { TargetCamera } from "@babylonjs/core/Cameras/targetCamera";
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import * as AMMO from "ammo.js";
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import "babylonjs-loaders";
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import "@babylonjs/core/Physics/physicsEngineComponent";
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import "@babylonjs/core/Lights/Shadows/shadowGeneratorSceneComponent";
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import "@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader";
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import "@babylonjs/core/Meshes/Builders/boxBuilder";
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import "@babylonjs/core/Actions/actionManager";
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import "@babylonjs/core/Culling/ray";
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import "@babylonjs/loaders/glTF";
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import ReactResizeDetector from "react-resize-detector";
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import usePreventTouch from "../../helpers/usePreventTouch";
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@@ -16,25 +28,18 @@ function DiceInteraction({ onSceneMount, onPointerDown, onPointerUp }) {
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useEffect(() => {
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const canvas = canvasRef.current;
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const engine = new BABYLON.Engine(canvas, true, {
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const engine = new Engine(canvas, true, {
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preserveDrawingBuffer: true,
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stencil: true,
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});
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const scene = new BABYLON.Scene(engine);
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scene.clearColor = new BABYLON.Color4(0, 0, 0, 0);
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const scene = new Scene(engine);
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scene.clearColor = new Color4(0, 0, 0, 0);
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// Enable physics
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scene.enablePhysics(
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new BABYLON.Vector3(0, -98, 0),
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new BABYLON.AmmoJSPlugin(true, AMMO)
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);
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scene.enablePhysics(new Vector3(0, -98, 0), new AmmoJSPlugin(true, AMMO));
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let camera = new BABYLON.TargetCamera(
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"camera",
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new BABYLON.Vector3(0, 33.5, 0),
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scene
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);
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let camera = new TargetCamera("camera", new Vector3(0, 33.5, 0), scene);
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camera.fov = 0.65;
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camera.setTarget(BABYLON.Vector3.Zero());
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camera.setTarget(Vector3.Zero());
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onSceneMount && onSceneMount({ scene, engine, canvas });
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@@ -48,7 +53,7 @@ function DiceInteraction({ onSceneMount, onPointerDown, onPointerUp }) {
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const ray = scene.createPickingRay(
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scene.pointerX,
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scene.pointerY,
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BABYLON.Matrix.Identity(),
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Matrix.Identity(),
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camera
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);
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const currentPosition = selectedMesh.getAbsolutePosition();
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@@ -79,12 +84,8 @@ function DiceInteraction({ onSceneMount, onPointerDown, onPointerUp }) {
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if (scene) {
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const pickInfo = scene.pick(scene.pointerX, scene.pointerY);
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if (pickInfo.hit && pickInfo.pickedMesh.name !== "dice_tray") {
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pickInfo.pickedMesh.physicsImpostor.setLinearVelocity(
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BABYLON.Vector3.Zero()
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);
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pickInfo.pickedMesh.physicsImpostor.setAngularVelocity(
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BABYLON.Vector3.Zero()
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);
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pickInfo.pickedMesh.physicsImpostor.setLinearVelocity(Vector3.Zero());
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pickInfo.pickedMesh.physicsImpostor.setAngularVelocity(Vector3.Zero());
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selectedMeshRef.current = pickInfo.pickedMesh;
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}
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}
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@@ -97,7 +98,7 @@ function DiceInteraction({ onSceneMount, onPointerDown, onPointerUp }) {
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const scene = sceneRef.current;
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if (selectedMesh && scene) {
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// Average velocity window
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let velocity = BABYLON.Vector3.Zero();
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let velocity = Vector3.Zero();
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for (let v of velocityWindow) {
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velocity.addInPlace(v);
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}
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@@ -5,7 +5,10 @@ import React, {
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useContext,
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useState,
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} from "react";
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import * as BABYLON from "babylonjs";
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import { Vector3 } from "@babylonjs/core/Maths/math";
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import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight";
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import { ShadowGenerator } from "@babylonjs/core/Lights/Shadows/shadowGenerator";
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import { CubeTexture } from "@babylonjs/core/Materials/Textures/cubeTexture";
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import { Box } from "theme-ui";
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import environment from "../../dice/environment.dds";
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@@ -102,20 +105,20 @@ function DiceTrayOverlay({
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async function initializeScene(scene) {
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handleAssetLoadStart();
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let light = new BABYLON.DirectionalLight(
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let light = new DirectionalLight(
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"DirectionalLight",
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new BABYLON.Vector3(-0.5, -1, -0.5),
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new Vector3(-0.5, -1, -0.5),
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scene
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);
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light.position = new BABYLON.Vector3(5, 10, 5);
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light.position = new Vector3(5, 10, 5);
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light.shadowMinZ = 1;
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light.shadowMaxZ = 50;
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let shadowGenerator = new BABYLON.ShadowGenerator(1024, light);
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let shadowGenerator = new ShadowGenerator(1024, light);
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shadowGenerator.useCloseExponentialShadowMap = true;
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shadowGenerator.darkness = 0.7;
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shadowGeneratorRef.current = shadowGenerator;
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scene.environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(
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scene.environmentTexture = CubeTexture.CreateFromPrefilteredData(
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environment,
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scene
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);
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