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:
<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.
async function generateModel() {
const apiKey = 'YOUR_KRAFT_API_KEY';
const response = await fetch('https://api.metakraft.ai/generateModel', {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'Authorization': `Bearer ${apiKey}`
},
body: JSON.stringify({
// Include any required parameters here
})
});
if (!response.ok) {
throw new Error('Failed to generate model');
}
const data = await response.json();
return data.modelUrl; // Assume the API returns the model URL
}
3. Load the Generated Model into Babylon.js
Once you have the URL of the generated model, use Babylon.jsâs SceneLoader to load and display it.
async function loadModelIntoScene(scene) {
try {
const modelUrl = await generateModel();
BABYLON.SceneLoader.Append("", modelUrl, scene, function (scene) {
// The model is now loaded into the scene
console.log("Model loaded successfully");
}, null, function (scene, message) {
console.error("Failed to load model:", message);
});
} catch (error) {
console.error("Error:", error);
}
}
// Call the function after scene creation
loadModelIntoScene(scene);
4. Handle the Loaded Model
After the model is loaded, you might want to manipulate it (e.g., positioning, scaling, adding interactions).
BABYLON.SceneLoader.Append("", modelUrl, scene, function (scene) {
const importedMesh = scene.meshes[scene.meshes.length - 1];
importedMesh.position = new BABYLON.Vector3(0, 0, 0); // Set model position
importedMesh.scaling = new BABYLON.Vector3(1, 1, 1); // Set model scale
});
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:
scene.onPointerObservable.add(function (evt) {
if (evt.pickInfo.hit && evt.pickInfo.pickedMesh) {
console.log("Mesh clicked:", evt.pickInfo.pickedMesh.name);
// Handle interaction with the mesh
}
}, BABYLON.PointerEventTypes.POINTERPICK);
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.