#js #wrapper #3d #scene #camera #babylon

neo-babylon

A wasm-bindgen-based wrapper for Babylon.js

15 releases

0.2.0 Oct 24, 2023
0.1.13 Sep 28, 2023
0.1.12 Aug 31, 2023
0.1.7 Jun 29, 2023
0.1.2 May 18, 2023

#180 in WebAssembly

Download history 13/week @ 2024-02-16 6/week @ 2024-02-23 1/week @ 2024-03-01 3/week @ 2024-03-08 9/week @ 2024-03-15 51/week @ 2024-03-29 17/week @ 2024-04-05

68 downloads per month

MIT/Apache

160KB
720 lines

neo-babylon

docs.rs docs Crates.io

A WebAssembly wrapper for Babylon.js in Rust. It is largely a fork of https://github.com/richardanaya/babylon.rs, but using wasm-bindgen and with additional features.

This project currently does not provide bindings to all of BabylonJS, but this is not by intent. Please feel free to open issues or pull requests for additional Babylon features.

Current priorities:

  • get a basic GLTF up
  • get a camera
  • get some sort of interaction

Idioms

  • Scenes hold 3D objects
  • Materials determine how a 3D object looks
  • When an 3D object drops it's removed from the scene

HelloWorld

simple example program showing multiple spheres

use std::{cell::RefCell, rc::Rc};

use js_sys::Math;
use wasm_bindgen::prelude::*;
use neo_babylon::{prelude::*, api};
use web_sys::console;

struct Game {
    scene: Rc<RefCell<Scene>>,
    shapes: Vec<BabylonMesh>,
}

impl Game {
    fn new() -> Self {
        Game {
            scene: api::create_basic_scene("#renderCanvas"),
            shapes: vec![],
        }
    }
}

thread_local! {
    static GAME: RefCell<Game> = RefCell::new(Game::new());
}

#[wasm_bindgen(start)]
pub fn main() {
    console::log_1(&"Starting demo...".into());

    GAME.with(|game| {    

        for i in 0..10 { 
            let sphere = BabylonMesh::create_sphere(&game.borrow().scene.borrow(), format!("sphere_{}", i).as_str(), SphereOptions{ diameter: Some(Math::random() + 0.5), ..Default::default() });
            sphere.set_position(&Vector3::new(
                Math::random() - 0.5,
                Math::random() - 0.5,
                Math::random() - 0.5,
            ));        
            game.borrow_mut().shapes.push(sphere);
        }
    });
}

See this demo here ( be sure to play with mouse and arrow keys ⬅️ ⬆️ ⬇️ ➡️!)

Pong in under 140 Lines

use neo_babylon::{api, prelude::*};
use js_sys::Math;
use wasm_bindgen::JsCast;
use std::cell::RefCell;
use std::{collections::HashSet, rc::Rc};
use wasm_bindgen::prelude::wasm_bindgen;

struct Game {
    scene: Rc<RefCell<Scene>>,
    _camera: ArcRotateCamera,
    _light_1: HemisphericLight,
    _light_2: PointLight,
    ball: BabylonMesh,
    paddle_1: BabylonMesh,
    paddle_2: BabylonMesh,
    paddle_dir: RefCell<f64>,
    ball_dir: Vector3,
    keys: Rc<RefCell<HashSet<u8>>>,
}

impl Default for Game {
    fn default() -> Self {
        // Basic scene setup
        let scene = api::create_scene("#renderCanvas");
        scene.borrow().set_clear_color(Color4::new(0.0, 0.0, 0.0, 1.0));
        let _camera = ArcRotateCamera::default();
        let _light_1 =
            HemisphericLight::new("Light1", Vector3::new(0.0, 0.0, 1.0), &scene.borrow());
        let _light_2 = PointLight::new("Light2", Vector3::new(0.0, 1.0, 0.0), &scene.borrow());

        // Create ball
        let ball = BabylonMesh::create_sphere(
            &scene.borrow(),
            "ball",
            SphereOptions {
                diameter: Some(0.05),
                ..Default::default()
            },
        );

        // Create paddles
        let paddle_mat = StandardMaterial::new("paddle_mat", &scene.borrow());
        paddle_mat.set_diffuse_color(Color3::new(0.1, 0.5, 0.1));
        let paddle_1 = BabylonMesh::create_box(
            &scene.borrow(),
            "paddle_1",
            BoxOptions {
                width: Some(0.5),
                height: Some(0.05),
                depth: Some(0.05),
                ..Default::default()
            },
        );
        paddle_1.set_position(&Vector3::new(0.0, 0.5, 0.0));
        paddle_1.set_material(&paddle_mat);
        let paddle_2 = BabylonMesh::create_box(
            &scene.borrow(),
            "paddle_2",
            BoxOptions {
                width: Some(0.5),
                height: Some(0.05),
                depth: Some(0.05),
                ..Default::default()
            },
        );
        paddle_2.set_position(&Vector3::new(0.0, -0.5, 0.0));
        paddle_2.set_material(&paddle_mat);

        Game {
            scene,
            _camera,
            _light_1,
            _light_2,
            ball,
            paddle_1,
            paddle_2,
            paddle_dir: RefCell::new(0.0),
            ball_dir: Vector3::new(Math::random() - 0.5, -1.0, 0.0),
            keys: Rc::new(RefCell::new(HashSet::<u8>::new())),
        }
    }
}

impl BasicGame for Game {
    fn get_scene(&self) -> Rc<RefCell<Scene>> {
        self.scene.clone()
    }

    fn get_keys(&self) -> Rc<RefCell<HashSet<u8>>> {
        Rc::clone(&self.keys)
    }

    fn update(&self, delta_time: f64) {
        // Get positions
        let p2 = self.paddle_2.position();
        let bp = self.ball.position();

        // Calculate new ball position
        let bp_new = self.ball_dir.unchecked_ref::<Vector3>() * delta_time + bp;

        if bp_new.x() > 0.75 || bp_new.x() < -0.75 {
            self.ball_dir.set_x(-self.ball_dir.x());
        }
        if bp_new.y() > 0.75 || bp_new.y() < -0.75 {
            // Reset ball if outside play area
            bp_new.set_x(0.0);
            bp_new.set_y(0.0);
            self.ball_dir.set(Math::random() - 0.5, -self.ball_dir.y(), 0.0);
        } else if bp_new.y() > 0.45 || (bp_new.y() < -0.45 && bp_new.y() > -0.55 && bp_new.x() <= p2.x() + 0.25 && bp_new.x() >= p2.x() - 0.25) {
            // Hit paddle (top paddle is assumed to always hit)
            self.ball_dir.set_y(-self.ball_dir.y());
            bp_new.set_y(if bp_new.y() > 0.0 { 0.44 } else { -0.44 });
        }

        self.ball.set_position(&bp_new);

        // Move opponent paddle to match ball
        self.paddle_1.set_position_x(bp_new.x());

        // Determine direction based on keys down
        match self.keys.borrow() {
            x if x.contains(&37) => self.paddle_dir.replace(1.0),
            x if x.contains(&39) => self.paddle_dir.replace(-1.0),
            _ => self.paddle_dir.replace(0.0)
        };
        
        // Move paddle if it has velocity
        let p2_x = p2.x() + delta_time * *self.paddle_dir.borrow();
        if p2_x > -0.5 && p2_x < 0.5 {
            self.paddle_2.set_position_x(p2_x);
        }
    }
}

#[wasm_bindgen(start)]
pub fn main() {
    run_basic_game::<Game>();
}

See this demo here

Other Demos

License

This project is licensed under either of

at your option.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in this library by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

Dependencies

~6.5–9MB
~172K SLoC