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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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/** *@Author Nikola Lukic *@Description Matrix Engine Api Example * From version [1.8.9] * Lens effect shader * - Lens effect */ /* globals world App */ import App from "../program/manifest"; export var runThis = (world) => { // Image texs var tex = { source: ["res/images/complex_texture_1/diffuse.webp"], mix_operation: "multiply", }; // Camera App.camera.SceneController = true; world.Add("cubeLightTex", 1, "myCube1", tex); App.scene.myCube1.activateShadows('lens'); App.scene.myCube1.position.setPosition(0, 0, -7); App.scene.myCube1.rotation.rotationSpeed.x = 0; App.scene.myCube1.shadows.activeUpdate(); App.scene.myCube1.shadows.animateCenterX({from: 0, to: 1125, step: 10}); App.scene.myCube1.shadows.animateCenterY({from: 0, to: 1125, step: 10}); App.scene.myCube1.LightsData.directionLight.set(0.5, 0.5, 0.5); // Click event canvas.addEventListener('mousedown', (ev) => { matrixEngine.raycaster.checkingProcedure(ev); }); addEventListener("ray.hit.event", function(e) { e.detail.hitObject.LightsData.ambientLight.r = matrixEngine.utility.randomFloatFromTo(0, 2); e.detail.hitObject.LightsData.ambientLight.g = matrixEngine.utility.randomFloatFromTo(0, 2); e.detail.hitObject.LightsData.ambientLight.b = matrixEngine.utility.randomFloatFromTo(0, 2); console.info(e.detail); }); };