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Top 10 Examples of "babylonjs in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'babylonjs' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

createScene(engine,canvas) {
      const camera = new BABYLON.ArcRotateCamera("camera1",0, 0, 200,new BABYLON.Vector3(0,0,0), debugger3d.scene);
      camera.radius = 200;
      camera.setTarget(new BABYLON.Vector3(0,0,0));
      camera.attachControl(canvas, false);
      debugger3d.camera= camera;

      var light1 = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(1,1,1), debugger3d.scene);
      var light2 = new BABYLON.HemisphericLight('light2', new BABYLON.Vector3(-1,-1,0), debugger3d.scene);

      light1.diffuse = new BABYLON.Color3(1, 1, 1);
      light1.specular = new BABYLON.Color3(1, 1, 1);

      light2.diffuse = new BABYLON.Color3(1, 1, 1);
      light2.specular = new BABYLON.Color3(1, 1, 1);

      debugger3d.scene.clearColor = new BABYLON.Color3(0.3,0.3,0.3);

      debugger3d.scene.onPointerDown = function (evt, pickResult) {
        // if the click hits the ground object, we change the impact position
        var textureCoordinates = pickResult.getTextureCoordinates();
        console.log("tex ", textureCoordinates, " point ", pickResult.pickedPoint);
    };

  },
private static _ConvertFactorToVector3OrQuaternion(factor: number, babylonTransformNode: TransformNode, animation: Animation, animationType: number, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean): Nullable {
        let property: string[];
        let componentName: string;
        let value: Nullable = null;
        const basePositionRotationOrScale = _GLTFAnimation._GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
        if (animationType === Animation.ANIMATIONTYPE_FLOAT) { // handles single component x, y, z or w component animation by using a base property and animating over a component.
            property = animation.targetProperty.split('.');
            componentName = property ? property[1] : ''; // x, y, or z component
            value = useQuaternion ? Quaternion.FromArray(basePositionRotationOrScale).normalize() : Vector3.FromArray(basePositionRotationOrScale);

            switch (componentName) {
                case 'x': {
                    value[componentName] = (convertToRightHandedSystem && useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
                    break;
                }
                case 'y': {
                    value[componentName] = (convertToRightHandedSystem && useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
                    break;
                }
                case 'z': {
                    value[componentName] = (convertToRightHandedSystem && !useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
                    break;
                }
                case 'w': {
                    (value as Quaternion).w = factor;
wedgeMeshVertData.applyToMesh(wedgeMesh);
	wedgeMesh.isVisible = false; // but newly created copies and instances will be visible by default
	wedgeMesh.doNotSyncBoundingInfo = true;

	meshTemplates.wedge = wedgeMesh;

	// empty mesh for making drawings invisible
	var emptyMesh = new BABYLON.Mesh('emptyMesh', scene);
	meshTemplates.empty = emptyMesh;

	// add transform node for playerPosNode that's going to copy avatar's position so that the
	// camera can follow them without crashing when the avatar is rendered as billboard
	playerPosNode = new BABYLON.TransformNode('playerPosNode');

	// material
	baseMat = new BABYLON.StandardMaterial('base material', scene);
	baseMat.ambientColor = new BABYLON.Color3(1, 1, 1);
	baseMat.maxSimultaneousLights = 0;
	baseMat.freeze();

	hackOptions.init(scene);

	textCanvas = document.createElement('canvas');
	textCanvas.id = 'textCanvas';
	textCanvas.width = bitsy.canvas.width;
	textCanvas.height = bitsy.canvas.height;
	gameContainer.appendChild(textCanvas);
	textContext = textCanvas.getContext('2d');
	bitsy.dialogRenderer.AttachContext(textContext);

	// Watch for browser/canvas resize events
	engine.setSize(hackOptions.size.width, hackOptions.size.height);
componentDidMount() {
    if (this.state.support) {
      this.engine = new BABYLON.Engine(this.canvas, true, {
        preserveDrawingBuffer: true,
        stencil: true
      });

      this.scene = new BABYLON.Scene(this.engine);

      if (typeof this.props.onSceneMount === "function") {
        this.props.onSceneMount({
          scene: this.scene,
          engine: this.engine,
          canvas: this.canvas
        });
      } else {
        console.error("onSceneMount function not available");
      }

      // Resize the babylon engine when the window is resized
      window.addEventListener("resize", this.onResizeWindow);
    } else {
      swal(
        'Browser not supported',
public init() {
        // Not sure why a camera is needed on the server side...
        var camera = new ArcRotateCamera("Camera", 0, 0.8, 100, Vector3.Zero(), this.scene);

        // Important to first enable physics before creating any mesh
        const OIMO = require("oimo");
        this.scene.enablePhysics(new Vector3(0, -20, 0), new OimoJSPlugin(undefined, OIMO));

        // Creat mesh objects
        this.area.init();

        this.scene.executeWhenReady(() => {
            this.engine.runRenderLoop(() => {
                this.scene.render();
            });

            // Update to clients in fixed interval
            setInterval(() => {
                Object.keys(this.playerObjs).forEach((key) => {
private static _ConvertFactorToVector3OrQuaternion(factor: number, babylonTransformNode: TransformNode, animation: Animation, animationType: number, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean): Nullable {
        let property: string[];
        let componentName: string;
        let value: Nullable = null;
        const basePositionRotationOrScale = _GLTFAnimation._GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
        if (animationType === Animation.ANIMATIONTYPE_FLOAT) { // handles single component x, y, z or w component animation by using a base property and animating over a component.
            property = animation.targetProperty.split('.');
            componentName = property ? property[1] : ''; // x, y, or z component
            value = useQuaternion ? Quaternion.FromArray(basePositionRotationOrScale).normalize() : Vector3.FromArray(basePositionRotationOrScale);

            switch (componentName) {
                case 'x': {
                    value[componentName] = (convertToRightHandedSystem && useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
                    break;
                }
                case 'y': {
                    value[componentName] = (convertToRightHandedSystem && useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
                    break;
                }
                case 'z': {
                    value[componentName] = (convertToRightHandedSystem && !useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
                    break;
                }
                case 'w': {
                    (value as Quaternion).w = factor;
ShadowGenerator,
	DirectionalLight,
	Color4,
	CSG,
	Animation,
	AnimationEvent,
	Sound,
} from 'babylonjs';

import CANNON from 'cannon';
window.CANNON = CANNON;

const canvas = document.getElementById("stage");
const engine = new Engine(canvas, true);
const scene = new Scene(engine);
const light = new HemisphericLight("light", new Vector3(0, 3, 0), scene);
let started = false;
let renderScene = true;
let shift = 0;
light.intensity = 2.5;
const camera = new FreeCamera("FreeCamera",new Vector3(0, 4, -22), scene);
camera.setTarget(new Vector3(0, 1, 0));
const sphere = MeshBuilder.CreateSphere("ball", {
	diameter: 0.6
}, scene);
sphere.position.z = -17;
sphere.position.y = 0.7;
const boxes=[];

let sceneAnimations = [];
let currentBox;
// droping animation
function createScene(): Scene {
    // Create scene
    var scene: Scene = new Scene(engine);
    var sphereLight = new DirectionalLight("dir02", new Vector3(0.2, -1, 0), scene);
    sphereLight.position = new Vector3(0, 80, 0);
    var gravityVector = new BABYLON.Vector3(0, -1, 0);
    scene.enablePhysics(gravityVector, new CannonJSPlugin);

    scene.clearColor = BABYLON.Color4.FromColor3(BABYLON.Color3.Black());

    var camera = new BABYLON.FreeCamera("Camera", new BABYLON.Vector3(0, 0, -10), scene);
    //var camera = new BABYLON.UniversalCamera("UniversalCamera", new BABYLON.Vector3(0, 0, -10), scene);
    camera.checkCollisions = true;
    camera.applyGravity = true;
    // Targets the camera to a particular position. In this case the scene origin
    camera.setTarget(BABYLON.Vector3.Zero());

    // Attach the camera to the canvas
    camera.attachControl(canvas, true);

    var grassMaterial = new BABYLON.StandardMaterial("grass", scene);
// And give it an ambient color
  board.scene.ambientColor = new babylon.Color3(0.3, 0.3, 0.3);
  // This creates and positions a free camera
  //var camera = new babylon.FreeCamera("camera1", new babylon.Vector3(0, 0, 1000), scene);
  //  Create an ArcRotateCamera aimed at 0,0,0, with no alpha, beta or radius, so be careful.  It will look broken.
  board.camera = new babylon.ArcRotateCamera(
    "ArcRotateCamera",
    0,
    0,
    0,
    babylon.Vector3.Zero(),
    board.scene
  );
  //Set up anti-aliasing (required in babylon.js 3.0+)
  board.postProcess = new babylon.FxaaPostProcess("fxaa", 1.0, board.camera);
  board.camera.upVector = new babylon.Vector3(0, 0, 1);

  board.camera.upperBetaLimit = Math.PI;
  board.camera.allowUpsideDown = true;

  //Make an invisible plane to hit test for the scene's X, Y co-ordinates (not the screens X, Y co-ordinates)
  board.pickerPlane = new babylon.Plane.FromPositionAndNormal(
    babylon.Vector3.Zero(),
    new babylon.Vector3(0, 0, 1)
  );

  //Initialize variables
  board.cameraTargetX = 0; //The X point on the Z = 0 plane the camera is pointed
  board.cameraTargetY = 0; //The Y point on the Z = 0 plane the camera is pointed

  board.cameraAlpha = Math.PI/4; //The camera angle above the XY plane
  board.cameraBeta = 0; //The camera angle rotated around the Z axis
initScene() {
    this.scene.clearColor = new BABYLON.Color3(0.1, 0.1, 0.1);
    this.scene.ambientColor = new BABYLON.Color3(0.1, 0.1, 0.1);
    // This creates and positions a free camera (non-mesh)
    this.camera = new BABYLON.ArcRotateCamera(
      "camera",
      0,
      0,
      10,
      BABYLON.Vector3.Zero(),
      this.scene
    );

    // This targets the camera to scene origin
    this.camera.setTarget(BABYLON.Vector3.Zero());

    // This attaches the camera to the canvas
    this.camera.attachControl(this.canvas, true);

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