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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 MEBvhAnimation with switch system. * Adding improved deleting procedure for scene object. * @class MEBvhAnimation * @arg filePath * @arg options */ import App from '../program/manifest'; export var runThis = (world) => { // Camera App.camera.SceneController = true; const createObjSequence = (objName) => { function onLoadObj(meshes) { App.meshes = meshes; for(let key in meshes) { matrixEngine.objLoader.initMeshBuffers(world.GL.gl, meshes[key]); } var textuteImageSamplers2 = { source: [ "res/bvh-skeletal-base/swat-guy/textures/Ch15_1001_Diffuse.png", "res/bvh-skeletal-base/swat-guy/textures/Ch15_1001_Diffuse.png" ], mix_operation: "multiply", // ENUM : multiply , divide }; setTimeout(function() { var animArg = { id: objName, meshList: meshes, // sumOfAniFrames: 61, No need if `animations` exist! currentAni: 0, // speed: 3, No need if `animations` exist! // upgrade - optimal animations: { active: 'walk', walk: { from: 0, to: 35, speed: 3 }, walkPistol: { from: 36, to: 60, speed: 3 } } }; world.Add("obj", 1, objName, textuteImageSamplers2, meshes[objName], animArg ); App.scene[objName].position.y = -1; App.scene[objName].position.z = -4; App.scene[objName].rotation.rotationSpeed.y = 50; }, 1); } matrixEngine.objLoader.downloadMeshes( matrixEngine.objLoader.makeObjSeqArg( { id: objName, path: "res/bvh-skeletal-base/swat-guy/anims/swat-multi", from: 1, to: 61 }), onLoadObj ); }; window.createObjSequence = createObjSequence; // canvas.addEventListener('mousedown', (ev) => { // matrixEngine.raycaster.checkingProcedure(ev); // }); // addEventListener('ray.hit.event', function(e) { // // Still not work for obj... // 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]; // }); createObjSequence('player'); };