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matrix-engine

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basic_timeline improved, VT func setup vide html element id with name arg.- DISABLE RAYCAST DEBUG TEST [2.3.3] Fix for GUI win desktop [2.3.0] DestrucMesh solution & loading convex objs for physics BASIC, SpriteAnimation CPU/texture solution added, Improv

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/** * @description Usage of world global timeline/animationline. */ import App from '../program/manifest'; import {bvhAnimations} from './animations-list'; export var runThis = (world) => { // Camera App.camera.SceneController = true; // TEST ANIMATIONLINE matrixEngine.matrixWorld.world.useAnimationLine({sequenceSize: 200, totalSequence: 10}); // need to be removed from bvh-loader npm package! var logHTML = document.createElement('div'); logHTML.id = 'log'; // logHTML.style.position = 'absolute'; document.body.appendChild(logHTML); const createAnimation = (index) => { const options = { boneNameBasePrefix: 'firstAnim' + index, world: world, // [Required] autoPlay: true, // [Optimal] showOnLoad: false, // [Optimal] if autoPLay is true then showOnLoad is inactive. type: 'ANIMATION', // [Optimal] 'ANIMATION' | "TPOSE' loop: 'playInverse', // [Optimal] true | 'stopOnEnd' | 'playInverse' | 'stopAndReset' globalOffset: [0, -220, -220], // [Optimal] skeletalBoneScale: 3, // [Optimal] /*skeletalBlend: { // [Optimal] remove arg for no blend paramDest: 4, paramSrc: 4 },*/ speed: 5, boneTex: { source: [ "res/images/sky/blue.jpg", ], mix_operation: "multiply", }, drawTypeBone: "triangle" // pyramid | triangle | cube | square | squareTex | cubeLightTex | sphereLightTex }; // window.bvhAnimations = bvhAnimations; // console.log(" @!!!!bvhAnimations[0] 2>>> ", bvhAnimations); return new matrixEngine.MEBvhAnimation(bvhAnimations[index], options); }; window.createAnimation = createAnimation; canvas.addEventListener('mousedown', (ev) => { matrixEngine.raycaster.checkingProcedure(ev); }); addEventListener('ray.hit.event', function(e) { console.info(e.detail.hitObject); e.detail.hitObject.glBlend.blendParamSrc = matrixEngine.utility.ENUMERATORS.glBlend.param[2]; e.detail.hitObject.glBlend.blendParamDest = matrixEngine.utility.ENUMERATORS.glBlend.param[7]; }); console.log("<GLOBALS>") let character1 = createAnimation(1); window.character1 = character1 window.App = App; window.matrixEngine = matrixEngine; console.log(character1 + "<") matrixEngine.matrixWorld.world.addCommandAtSeqIndex( function() { console.log("WHAT EVER HERE 5") } , 5 ) matrixEngine.matrixWorld.world.addCommandAtSeqIndex( function () { console.log("WHAT EVER HERE 10 ") } , 10 ) matrixEngine.matrixWorld.world.addSubCommand( function () { console.log("do it for only 100 frame on 3 seq FRAMEID!") } , 100 , 3 ) };