Creating a Basic Scene

To integrate a 3D model generation API into a WebGL and Babylon.js-based game, you'll need to make an API call to generate the model, load the model into your Babylon.js scene, and handle it appropriately within your game environment. Below is a step-by-step guide with code snippets to help you achieve this.

1. Set Up Babylon.js in Your Web Project

Make sure you have Babylon.js included in your project. If you haven't already set it up, include it in your HTML file:

<script src="https://cdn.babylonjs.com/babylon.js"></script>

Set up a basic Babylon.js scene:

<canvas id="renderCanvas"></canvas>
<script>
    const canvas = document.getElementById("renderCanvas");
    const engine = new BABYLON.Engine(canvas, true);
    
    const createScene = function () {
        const scene = new BABYLON.Scene(engine);
        const camera = new BABYLON.ArcRotateCamera("camera1", Math.PI / 2, Math.PI / 2, 2, BABYLON.Vector3.Zero(), scene);
        camera.attachControl(canvas, true);
        const light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(1, 1, 0), scene);
        light.intensity = 0.7;
        return scene;
    };
    
    const scene = createScene();
    engine.runRenderLoop(function () {
        scene.render();
    });

    window.addEventListener("resize", function () {
        engine.resize();
    });
</script>

2. Make an API Call to KRAFT for 3D Model Generation

You'll need to use fetch or another method to call the Tripo API and get the URL for the generated model.

3. Load the Generated Model into Babylon.js

Once you have the URL of the generated model, use Babylon.jsโ€™s SceneLoader to load and display it.

4. Handle the Loaded Model

After the model is loaded, you might want to manipulate it (e.g., positioning, scaling, adding interactions).

5. Integrate the Model with Game Logic

You can now interact with the loaded model within your game. For example, you can add event listeners for mouse clicks or other interactions:

7. Deployment

Once everything is working as expected, deploy your game as usual, ensuring that the KRAFT API is called correctly in the production environment.

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