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
73 lines (60 loc) • 2 kB
JavaScript
/**
*@Author Nikola Lukic zlatnaspirala@
*@Description Matrix Engine Api Example
* WORKSHOP SCRIPT
* Current theme : SceneController and
* physics (cannon.js) implementation.
*/
import App from "../program/manifest";
import * as CANNON from 'cannon';
export var runThis = (world) => {
App.camera.SceneController = true;
canvas.addEventListener('mousedown', (ev) => {
matrixEngine.raycaster.checkingProcedure(ev);
});
window.addEventListener('ray.hit.event', (ev) => {
console.log("You shoot the object! Nice!", ev)
/**
* Physics force apply
*/
if (ev.detail.hitObject.physics.enabled == true) {
ev.detail.hitObject.physics.currentBody.force.set(0,0,1000)
}
});
var tex = {
source: ["res/images/complex_texture_1/diffuse.webp"],
mix_operation: "multiply",
};
// Load Physics world!
let gravityVector = [0, 0, -9.82];
let physics = world.loadPhysics(gravityVector);
// Add ground
physics.addGround(App, world, tex);
world.Add("cubeLightTex", 1, "CUBE", tex);
var b = new CANNON.Body({
mass: 5,
position: new CANNON.Vec3(0, -15, 2),
shape: new CANNON.Box(new CANNON.Vec3(1, 1, 1))
});
physics.world.addBody(b);
// Physics
App.scene.CUBE.physics.currentBody = b;
App.scene.CUBE.physics.enabled = true;
const objGenerator = (n) => {
for(var j = 0;j < n;j++) {
setTimeout(() => {
world.Add("cubeLightTex", 1, "CUBE" + j, tex);
var b2 = new CANNON.Body({
mass: 1,
linearDamping: 0.01,
position: new CANNON.Vec3(1, -14.5, 15),
shape: new CANNON.Box(new CANNON.Vec3(1, 1, 1))
});
physics.world.addBody(b2);
App.scene['CUBE' + j].physics.currentBody = b2;
App.scene['CUBE' + j].physics.enabled = true;
}, 1000 * j)
}
}
objGenerator(100)
};