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
46 lines (37 loc) • 1.52 kB
JavaScript
/**
* @Author Nikola Lukic
* @Description Matrix Engine Api Example.
*/
import App from "../program/manifest";
import * as matrixEngine from "../index.js";
const REDLOG = "font-size:150%";
export var runThis = world => {
let App = matrixEngine.App;
App.camera.SceneController = true;
var textuteImageSamplers = {
source: ["res/images/complex_texture_1/diffuse.webp"],
mix_operation: "multiply",
};
world.Add("cubeLightTex", 1, "MyCubeTex", textuteImageSamplers);
world.Add("cubeLightTex", 0.02, "HELPER", textuteImageSamplers);
world.Add("cubeLightTex", 0.02, "HELPER2", textuteImageSamplers);
canvas.addEventListener('mousedown', (ev) => {
matrixEngine.raycaster.checkingProcedure(ev);
});
addEventListener('ray.hit.event', (ev) => {
console.log(`%cYou shoot the object: ${ev.detail.hitObject.name}
more data: ray ${ev.detail.ray} ,
intersectionPoint : ${ev.detail.intersectionPoint}
`, REDLOG);
App.scene.HELPER.position.setPosition(ev.detail.intersectionPoint[0], ev.detail.intersectionPoint[1], ev.detail.intersectionPoint[2])
App.scene.HELPER2.position.setPosition(ev.detail.ray[0], ev.detail.ray[1], ev.detail.ray[2])
})
// App.scene.MyCubeTex
// App.scene.MyCubeTex.rotation.rotationSpeed.z = 70;
// var oscilltor_variable = new matrixEngine.utility.OSCILLATOR(0.05, 2, 0.01);
// App.updateBeforeDraw.push({
// UPDATE: () => {
// App.scene.MyCubeTex.geometry.setScale(oscilltor_variable.UPDATE());
// }
// });
}