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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. */ /* globals world App world */ import App from "../program/manifest"; export var runThis = world => { /* globals world App */ // LOAD MESH FROM OBJ FILES... // if you dont use obj or complex mesh you no need for this func var textuteImageSamplers = { source: ["res/images/complex_texture_1/diffuse.webp"], mix_operation: "multiply", // ENUM : multiply , divide , }; world.Add("squareTex", 1, "MySquareTexure1", textuteImageSamplers); // ROTATING // Stop App.scene.MySquareTexure1.rotValue = 0; App.scene.MySquareTexure1.rotation.rotationSpeed.z = 0; App.scene.MySquareTexure1.custom.gl_texture = function (object, t) { world.GL.gl.bindTexture(world.GL.gl.TEXTURE_2D, object.textures[t]); world.GL.gl.texParameteri( world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_MAG_FILTER, world.GL.gl.LINEAR ); world.GL.gl.texParameteri( world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_MIN_FILTER, world.GL.gl.LINEAR ); // world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_S, world.GL.gl.MIRRORED_REPEAT); // world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_T, world.GL.gl.MIRRORED_REPEAT); world.GL.gl.texParameteri( world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_S, world.GL.gl.REPEAT ); world.GL.gl.texParameteri( world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_T, world.GL.gl.REPEAT ); // world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_SWIZZLE_R, world.GL.gl.ZERO); // world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_SWIZZLE_G, world.GL.gl.RED); // world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_SWIZZLE_B, world.GL.gl.ZERO); world.GL.gl.texImage2D( world.GL.gl.TEXTURE_2D, 0, // Level of details world.GL.gl.RGBA, // Format world.GL.gl.RGBA, world.GL.gl.UNSIGNED_BYTE, // Size of each channel object.textures[t].image ); world.GL.gl.generateMipmap(world.GL.gl.TEXTURE_2D); }; App.scene.MySquareTexure1.geometry.setScale(2.3); App.scene.MySquareTexure1.geometry.texCoordsPoints.right_top.y = 1.4; App.scene.MySquareTexure1.geometry.texCoordsPoints.right_top.x = 1.4; App.scene.MySquareTexure1.geometry.texCoordsPoints.left_bottom.x = -0.4; App.scene.MySquareTexure1.geometry.texCoordsPoints.left_bottom.y = -0.4; App.scene.MySquareTexure1.geometry.texCoordsPoints.left_top.x = -0.4; App.scene.MySquareTexure1.geometry.texCoordsPoints.left_top.y = 1.4; App.scene.MySquareTexure1.geometry.texCoordsPoints.right_bottom.x = 1.4; App.scene.MySquareTexure1.geometry.texCoordsPoints.right_bottom.y = -0.4; setInterval(function () { App.scene.MySquareTexure1.geometry.texCoordsPoints.right_top.x += 0.001; App.scene.MySquareTexure1.geometry.texCoordsPoints.left_bottom.x += 0.001; App.scene.MySquareTexure1.geometry.texCoordsPoints.left_top.x += 0.001; App.scene.MySquareTexure1.geometry.texCoordsPoints.right_bottom.x += 0.001; }, 20); };