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self._engine = new Engine(canvas, opts.antiAlias, {
preserveDrawingBuffer: opts.preserveDrawingBuffer,
})
self._scene = new Scene(self._engine)
var scene = self._scene
// remove built-in listeners
scene.detachControl()
// octree setup
self._octree = new Octree($ => {})
self._octree.blocks = []
scene._selectionOctree = self._octree
// camera, and empty mesh to hold it, and one to accumulate rotations
self._cameraHolder = new Mesh('camHolder', scene)
self._camera = new FreeCamera('camera', new Vector3(0, 0, 0), scene)
self._camera.parent = self._cameraHolder
self._camera.minZ = .01
self._cameraHolder.visibility = false
// plane obscuring the camera - for overlaying an effect on the whole view
self._camScreen = Mesh.CreatePlane('camScreen', 10, scene)
self.addMeshToScene(self._camScreen)
self._camScreen.position.z = .1
self._camScreen.parent = self._camera
self._camScreenMat = self.makeStandardMaterial('camscreenmat')
self._camScreen.material = self._camScreenMat
self._camScreen.setEnabled(false)
self._camLocBlock = 0
// apply some defaults
var lightVec = new Vector3(0.1, 1, 0.3)