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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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import * as matrixEngine from '../index.js'; import App from "../program/manifest.js"; import {anyCanvas, VT} from "../lib/engine.js"; let Vjs3 = matrixEngine.Engine.Vjs3; var world; window.addEventListener('load', function(e) { if('serviceWorker' in navigator) { // navigator.serviceWorker.register('worker.js'); } else { console.warn('Matrix Engine: No support for web workers in this browser.'); } App.ready = true; matrixEngine.Engine.initApp(webGLStart); }) var runThis = world => { let ENUMERATORS = matrixEngine.utility.ENUMERATORS; let E = matrixEngine.utility.E; var tex = { source: ["res/images/complex_texture_1/diffuse.webp"], mix_operation: "multiply", }; world.Add("cubeLightTex", 12, "outsideBox", tex); App.scene.outsideBox.position.y = 0; App.scene.outsideBox.position.z = -55; App.scene.outsideBox.rotation.rotationSpeed.x = 20; App.scene.outsideBox.rotation.rotationSpeed.y = 5; // App.scene.outsideBox.rotValue = 90; App.scene.outsideBox.LightsData.ambientLight.set(1, 1, 1); // App.scene.outsideBox.glBlend.blendEnabled = true; App.scene.outsideBox.glBlend.blendParamSrc = ENUMERATORS.glBlend.param[4]; App.scene.outsideBox.glBlend.blendParamDest = ENUMERATORS.glBlend.param[4]; App.scene.outsideBox.rotation.SetDirection(1, 1, 0.5); App.scene.outsideBox.rotation.rotz = -90 ///////////////////////////////////////// // CANVAS2D_SURFACE - IS TEXTURE EDITOR ///////////////////////////////////////// E("HOLDER_STREAMS").style.display = "block"; setTimeout(function() { App.camera.SceneController = true; App.scene.outsideBox.streamTextures = new Vjs3( "../2DTextureEditor/gui.html", "actualTexture") App.scene.outsideBox.streamTextures.showTextureEditor(); // App.scene.outsideBox.streamTextures = new Vjs3 ( // "../2DTextureEditor/templates/slot/", // "HELLO_WORLD") // App.scene.outsideBox.streamTextures.showTextureEditor(); // setTimeout(function() { // // E("HOLDER_STREAMS").style.display = "none" // }, 10000); }, 500); }; window.webGLStart = () => { // dev window.App = App; world = matrixEngine.matrixWorld.defineworld(canvas); world.callReDraw(); runThis(world) }; window.matrixEngine = matrixEngine;