BabylonJS - Tiled Ground



In this section, we will learn how to create Tiled Ground.

Syntax

Following is the syntax to create Tiled Ground −

var precision = {
   "w" : 2,
   "h" : 2
};
var subdivisions = {
   'h' : 8,
   'w' : 8
};
var tiledGround = BABYLON.Mesh.CreateTiledGround("Tiled Ground", -3, -3, 3, 3, subdivisions, precision, scene, false);

Parameters

Consider the following parameters to create Tiled Ground −

  • Name − The name of the ground.

  • Xmin − The map min x coordinate value.

  • Zmin − The map min z coordinate value.

  • Xmax − The map max x coordinate value.

  • Zmax − The map max z coordinate value.

  • Subdivisions − {w: number, h: number} ) number of subdivisions (tiles) on the height and the width of the map.

  • Precision − ({w: number, h: number} ) number of subdivisions on the height and the width of each tile.

  • Scene − The scene to which the tiledground is attached.

  • Updatable − This is true if the mesh is updatable.

Demo – Tiled Ground

<!doctype html>
<html>
   <head>
      <meta charset = "utf-8">
      <title>MDN Games: Babylon.js demo - shapes</title>
      <script src = "babylon.js"></script>
      <style>
         html,body,canvas { margin: 0; padding: 0; width: 100%; height: 100%; font-size: 0; }
      </style>
   </head>

   <body>
      <canvas id = "renderCanvas"></canvas>
      <script type = "text/javascript">
         var canvas = document.getElementById("renderCanvas");
         var engine = new BABYLON.Engine(canvas, true);
         var createScene  = function() {
            var scene = new BABYLON.Scene(engine);
            scene.clearColor = new BABYLON.Color3(0,1, 0);
            
            var camera = new BABYLON.ArcRotateCamera("Camera", 1, 0.8, 10, new BABYLON.Vector3(0, 0, 0), scene);
            
            var spot = new BABYLON.PointLight("spot", new BABYLON.Vector3(0, 30, 10), scene);
            spot.diffuse = new BABYLON.Color3(1, 1, 1);
            spot.specular = new BABYLON.Color3(0, 0, 0);
            
            //<h3>Parameters</h3>
            var xmin = -3;
            var zmin = -3;
            var xmax =  3;
            var zmax =  3;
            var precision = {
               "w" : 2,
               "h" : 2
            };
            
            var subdivisions = {
               'h' : 8,
               'w' : 8
            };
            //Create the Tiled Ground
            var tiledGround = new BABYLON.Mesh.CreateTiledGround("Tiled Ground", xmin, zmin, xmax, zmax, subdivisions, precision, scene);
            scene.activeCamera.attachControl(canvas);
            return scene;
         };
         var scene = createScene();
         engine.runRenderLoop(function() {
            scene.render();
         });
      </script>
   </body>
</html>

Output

Basic Element Tiled Ground
babylonjs_basic_elements.htm
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