junkerstock
 vrb-test72 

<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <title>Babylon.js - Interactive Cylinders Scene (v7.1 - Resized)</title>
    <script src="https://preview.babylonjs.com/babylonjs-viewer.js"></script>
    <script src="https://preview.babylonjs.com/babylon.js"></script>
    <style>
        html, body {
            overflow: hidden;
            width: 100%;
            height: 100%;
            margin: 0;
            padding: 0;
        }
        #renderCanvas {
            width: 100%;
            height: 100%;
            touch-action: none;
        }
    </style>
</head>
<body>
    <canvas id="renderCanvas"></canvas>

<!DOCTYPE html>

<html>
<head>
<meta charset="UTF-8">
<title>Babylon.js - Metallic Cylinders Scene</title>
<script src="https://preview.babylonjs.com/babylon.js"></script>
<style>
html, body {
overflow: hidden;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
#renderCanvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
</head>
<body>
<canvas id="renderCanvas"></canvas>


<script>
window.addEventListener('DOMContentLoaded', function() {
const canvas = document.getElementById('renderCanvas');
const engine = new BABYLON.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true });

const createScene = async function() {
const scene = new BABYLON.Scene(engine);
scene.clearColor = new BABYLON.Color3(0.9, 0.9, 0.95);

// --- カメラ ---
const camera = new BABYLON.ArcRotateCamera("arcCamera",
BABYLON.Tools.ToRadians(45), BABYLON.Tools.ToRadians(60),
25, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);

// --- 光源 ---
const env = BABYLON.CubeTexture.CreateFromPrefilteredData(
"https://assets.babylonjs.com/environments/environmentSpecular.env",
scene
);
scene.environmentTexture = env;
scene.createDefaultSkybox(env, true, 1000, 0.25);
const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
light.intensity = 0.8;

// --- パネル(同じ機能) ---
const panelWidth = 2.5, panelHeight = 1.2;
const infoPanel = BABYLON.MeshBuilder.CreatePlane("infoPanel", { width: panelWidth, height: panelHeight }, scene);
infoPanel.material = new BABYLON.StandardMaterial("panelMat", scene);
infoPanel.material.backFaceCulling = false;
infoPanel.billboardMode = BABYLON.Mesh.BILLBOARDMODE_ALL;
infoPanel.isVisible = false;

const textureResolution = 512;
const panelTexture = new BABYLON.DynamicTexture(
"panelTexture",
{ width: textureResolution, height: Math.round(textureResolution * (panelHeight / panelWidth)) },
scene,
true
);
infoPanel.material.diffuseTexture = panelTexture;
infoPanel.material.emissiveColor = new BABYLON.Color3(0.2, 0.2, 0.2);

function updatePanelText(text) {
const ctx = panelTexture.getContext();
const size = panelTexture.getSize();
const fontSize = 28;
const font = `bold ${fontSize}px sans-serif`;
const lines = text.split('\n');
ctx.fillStyle = "#333333";
ctx.fillRect(0, 0, size.width, size.height);
ctx.font = font;
ctx.fillStyle = "white";
lines.forEach((line, index) => {
const y = 50 + index * (fontSize + 15);
ctx.fillText(line, 25, y);
});
panelTexture.update();
}

// --- ギラギラ金属マテリアル生成関数 ---
function createMetalMaterial(type, scene) {
const mat = new BABYLON.PBRMetallicRoughnessMaterial("metalMat", scene);
mat.environmentTexture = scene.environmentTexture;
mat.roughness = 0.05; // 小さいほどツルツル・鏡面
mat.metallic = 1.0;

switch (type) {
case "gold":
mat.baseColor = new BABYLON.Color3(1.0, 0.85, 0.3);
break;
case "silver":
mat.baseColor = new BABYLON.Color3(0.9, 0.9, 0.95);
break;
case "redsilver":
mat.baseColor = new BABYLON.Color3(1.0, 0.4, 0.4);
mat.metallic = 0.95;
break;
}
return mat;
}

// --- シリンダーを配置 ---
const num = 30;
const spread = 20;
const types = ["gold", "silver", "redsilver"];

for (let i = 0; i < num; i++) {
const radius = Math.random() * 0.4 + 0.2;
const height = Math.random() * 1.5 + 0.5;
const type = types[Math.floor(Math.random() * types.length)];

const cylinder = BABYLON.MeshBuilder.CreateCylinder(`cylinder${i}`, {
diameter: radius * 2,
height: height,
tessellation: 32
}, scene);

cylinder.position.x = (Math.random() - 0.5) * spread;
cylinder.position.y = height / 2;
cylinder.position.z = (Math.random() - 0.5) * spread;

cylinder.material = createMetalMaterial(type, scene);
cylinder.metadata = {
info: `シリンダー ${i + 1}\nタイプ: ${type}\n半径: ${radius.toFixed(2)}\n高さ: ${height.toFixed(2)}`
};
}

// --- クリックで情報表示 ---
scene.onPointerDown = function(evt, pickResult) {
if (pickResult.hit && pickResult.pickedMesh && pickResult.pickedMesh.metadata) {
const clicked = pickResult.pickedMesh;
const targetPos = clicked.getAbsolutePosition();
const camPos = scene.activeCamera.position;
const r = clicked.getBoundingInfo().boundingSphere.radius;
const offset = camPos.subtract(targetPos).normalize().scale(r + 0.8);
infoPanel.position.copyFrom(targetPos.add(offset));
updatePanelText(clicked.metadata.info);
infoPanel.isVisible = true;
} else {
infoPanel.isVisible = false;
}
};

return scene;
};

createScene().then(scene => {
engine.runRenderLoop(() => scene.render());
window.addEventListener('resize', () => engine.resize());
});
});
</script>


</body>
</html>

</body>
</html>


使用変数

) { const scene = new BABYLON.Scene -------( Function )
) { const canvas = document.getElementById -------( Function )
backFaceCulling
baseColor
billboardMode
camera
camPos
canvas
charset
clearColor
clicked
createMetalMaterial -------( Function )
createScene
ctx
cylinder
diffuseTexture
emissiveColor
engine
env
environmentTexture
fillStyle
font
fontSize
height
i
id
infoPanel
intensity
isVisible
light
lines
mat
material
metadata
metallic
num
offset
onPointerDown
panelHeight
panelTexture
panelWidth
r
radius
roughness
scene
size
spread
src
targetPos
textureResolution
type
types
updatePanelText -------( Function )
x
y
z

Content-type: text/html error-smemo8

ERROR !

ファイルの差し替えに失敗しました: ./smemo8.log