matrix-engine
Version:
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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JavaScript
/* eslint-disable no-unused-vars */
/**
* @Author Nikola Lukic
* @Description Matrix Engine Api Example.
*/
/* globals world App ENUMERATORS SWITCHER OSCILLATOR OBJ ACCESS_CAMERA Galactic*/
import * as matrixEngine from "../index.js";
let ENUMERATORS = matrixEngine.utility.ENUMERATORS;
let E = matrixEngine.utility.E;
export var runThis = world => {
var App = matrixEngine.App;
console.log("world", world)
for (var i = 1; i < 1024; i = i + 70) {
world.Add("pyramid", 0.1 + i / 1000, "MyPyramid" + i);
// eval( "App.scene.MyPyramid"+i+".position.x = 5.5-i/100");
console.log("App.scene", App.scene)
}
for (var i = 1; i < 1024; i = i + 70) {
// world.Add("pyramid", 0.1 + i / 1000, "MyPyramid" + i);
// eval( "App.scene.MyPyramid"+i+".position.x = 5.5-i/100");
console.log("App.scene", App.scene)
App.scene["MyPyramid" + i ].position.y = 0;
App.scene["MyPyramid" + i ].rotation.rotationSpeed.y = 5;
App.scene["MyPyramid" + i ].glBlend.blendEnabled = true;
App.scene["MyPyramid" + i ].glBlend.blendParamSrc=ENUMERATORS.glBlend.param[7];
App.scene["MyPyramid" + i ].glBlend.blendParamDest=ENUMERATORS.glBlend.param[2];
}
App.onload = function (e) {
console.log(e)
var test = App.audioSystem.createVideoAsset("Galactic", "Epiclogue.mp3");
test.then(()=> {
console.log(test + "<<<<GOOD<<<")
}).catch(()=> {
console.log(test + "BAD")
})
window.Galactic = App.audioSystem.Assets.Galactic;
var source = Galactic.context.createMediaElementSource(Galactic.video);
source.connect(Galactic.gainNode);
Galactic.gainNode.connect(Galactic.filter);
Galactic.filter.connect(Galactic.context.destination);
Galactic.analyser = Galactic.context.createAnalyser();
source.connect(Galactic.analyser);
Galactic.frequencyData = new Uint8Array(
Galactic.analyser.frequencyBinCount
);
Galactic.UPDATE = function () {
Galactic.analyser.getByteFrequencyData(Galactic.frequencyData);
var PARAMETER1 = 0.1;
for (var i = 1, j = 1; i < 1024; i = i + 70, j = j + 35) {
App.scene["MyPyramid" + i ].rotation.rotationSpeed.z = Galactic.frequencyData[i] / PARAMETER1;
}
// console.log(frequencyData)
};
App.updateBeforeDraw.push(Galactic);
};
App.onload();
};