matrix-engine
v2.1.15
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Improved notify box UI. Test netPos Offset ; dispatchEvent(new CustomEvent(net-ready, {}, HOT FIX for npm [2.0.4 BETA] Implementing new networking based on kurento/OpenVidu service. [1.9.58]Timeline improved [1.9.54] Loading shadertoy or any other custom
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About Matrix Engine project
Name: MATRIX-ENGINE
2.0.25
Vampire
Logo
(Join Slack-Rock opensource workspace)[https://join.slack.com/t/gameplay-rock/shared_invite/zt-ffcgl80x-CYu4s~YC0bD9Od9_bkqmzw]
STATUS
- [Integrated PWA addToHomePage/cache/] ✔
- [Integrated raycast (hit trigger detect), bvh animation] ✔
- [Basic Physics implementation based on cannon.js] ✔
- [FirstPersonController fly or classic fp / SceneController Drag and navigation scene] ✔
- [Basic's Shadows vs lights (GLSL)] ✔
- [Migrated to the opengles300] ✔
- [FBO implemented] ✔
- [Add cef (linux, macos) and cefSharp Visual Studio projects for building executive desktop native apps. ✔
Support: Windows, MAC, Linux ] ✔
- Texture Editor [tutorial example - from code] ✔
- MatrixEngineTexture GUI Editor [UNDERCONSTRUCTION]
- Swicthing GLSL ver - webGL1 / webGL2 ✔
- Loader/Map with collider boxs ✔
- OffScreenCanvas ✔
- Mobile optimisation ✔
Description ℹ
This is small but inspiring project.
The benefits of this project is offering an overview of the entire opengles program logic,
easy native implementations (hybrid app/ CEF), object structural. Not closed too mush inself. Thanks to Mr.Keestu i use
(gl-program-structure) new version of glmatrix (2.0). Push&Pop matrix just like in
opengles 1.1. Also can be downgraded to openGLES 1.1. webGL Lightweight library based on glmatrix engine.
For multiplayer used webRTC done with io socket. Physics done with last version of cannon.js. I use free software Blender 2.90.1 for 3d Object mesh works. MatrixEngine is Blender frendly orientend lib. Another frendly tools comes from mixamo.com. Mixamo is great service used for creating my 3d assets. GIMP and MsPaint
also used for editing images.
Networking is part of matrix engine, integrated whole MultyRTC lib but this is old and deplaced in ver 2 (this old part have a server part signaling server and it is under ./networking/
folder).
New networking is under ./networking2/
folder. There is no server code for server part becouse i use kurento/openvidu service and code. I have running service under https://maximuroullete.com:4443/
for my dev/prodc VPS server.
In both cases i use webRTC protocol for stream and data flow.
Used webRTC realtime protocol TCP/UDP. Powered by webGL vs webRTC tech enjoy!
Limitation ⚠
- Basic implementation for physics (Cube, Sphere). [not perfect]
- Only static object cast spot light in right way for now.
Next Features 🔜
- General improvements in Lights section. Shaders must be improved based on work. More examples code. Links -> https://webglfundamentals.org/webgl/lessons/ -> https://iquilezles.org/
For npm users recommended
Use starter project: https://github.com/zlatnaspirala/matrix-engine-starter
with command:
npm i npm run build.all
Project template in
matrix-engine-starter
Slot Mashine [WIP] https://maximumroulette.com/apps/matrix-engine-starter/projects/matrix-slot/index.html
Matrix roulette [WIP] https://maximumroulette.com/apps/matrix-engine-starter/projects/matrix-roulette/?server=manual
Web Anatomy [WIP] https://maximumroulette.com/apps/matrix-engine-starter/projects/web-anatomy/
Live Demos
- https://maximumroulette.com/apps/matrix-engine/examples-build.html
- https://maximumroulette.com/apps/matrix-engine/app-build.html
- https://fps-matrix-engine.vercel.app
How to use it from npm services [codepen examples]
[1.7.9] Lights - Who to use matrix-engine on codepen:
https://codepen.io/zlatnaspirala/full/OJZXMWR
BHV Pseudo Skeletal animation:
https://codepen.io/zlatnaspirala/full/OJQdGVM
Physics (cannon.js)
https://codepen.io/zlatnaspirala/pen/rNvLGxE?editors=0010
Install dependencies
Matrix engine keep minimum dependency.
- uglify-js, minify
- browserify, watchify
npm run install.dep
npm i
@Note: For windows users maybe you will need to add browserify
to the env PATH
if you got errors on commands npm run build.*
.
Help for localhost dev stage
Build Application bundle script
From [1.8.0] you can use build for develop with watch task:
npm run examples
npm run app
@Note: If you use unsecured http
protocol no build needed at all just navigate to the html
file who loade script with type=module
. No need for this any more but you can use it.
For production/public server you will use npm run build.XXX commands. and then upload project to the
usually /var/www/html/
.
app-build.html
,examples-build.html
loads compiled javascript typetext/javascript
.Build entry App.js
npm run build.app
Now navigate to the app-build.html
page.
- Build entry App-Examples.js
npm run build.examples
Now navigate to the examples-build.html
page.
- Build just library
npm run build.lib
- Build with uglify
build.app.ugly;
- Build ALL
build.all;
After all for production is recommended to use compressed script.
- Production Final (bash):
./compress
Switch example with url params
Usefull also for production for switching whole pages/apps. https://localhost/matrix-engine/query.html?u=adding_color_cube
https://localhost/matrix-engine/query-build.html?u=adding_color_cube
URL Params - code access:
const QueryString = matrixEngine.utility.QueryString;
To avoid iframe from examples.html you can use query-build.html?u=<NAME_OF_EXAMPLE>
-> query-build.html?u=fbo_manipulation
List of examples:
- Adding color cube
- Adding color pyramyde
- Adding color square
- Adding tex square with raycast
- Adding color triangle
- Adding geometry
- Adding multi (compose) textures
- Adding square texture
- Blending
- Audion manipulation
- Camera texture (stream texture)
- Cube
- Cube Geometry
- Cube Light & texture
- Cube light dynamic
- Custom texture
- First Person controller
- Load obj files - UV maps
- Object animation -morh sequence
- Object animation mesh indices calculation
- JS1Kilo examples implementation
- Porting 2D canvas (Active textures)
- Sphere geometry
- Texture uv manipulation
- Videos textures
- Physics Cube with force on raycast trigger
- 100 Physics Cube with [canvas2d] funny-slot
- Physics Sphere
- BVH loader, animation play
- Load obj sequences
- FPShooter example (+Sounds) [WIP]
- specular_light_basic -> global light position test [WIP]
- Lens effect shaders for cube [WIP]
- Basic FBO + timeline test [WIP]
- Matrix Video Chat - webGL vs webRTC
- FBO manipulation - Multi FBO objects
- Loading custom shaders from shadertoy site.
- Loading from buildInShaders.
Features description
Camera config
In ./program/manifest.js
. Access is App.camera
.
Note: One of params FirstPersonController
or SceneController
must be false
.
FirstPersonController
is classic first person view with movement WASD and mouse look.SceneController
use direct input WASD. To make camera angle view change pressshift
to enable camera angle. Middle mouse button will enable drag scene to left/right/top/down. Mouse middle wheel change work only whenshift
is pressed.
camera: {
viewAngle: 45,
nearViewpoint: 0.1,
farViewpoint: 5000,
edgeMarginValue: 100,
FirstPersonController: false,
SceneController: false,
sceneControllerDragAmp: 0.1,
sceneControllerDragAmp: 0.1,
sceneControllerEdgeCameraYawRate: 3,
sceneControllerWASDKeysAmp: 0.1,
speedAmp: 0.5,
yawRate: 1,
yawRateOnEdge: 0.2
},
Range of matrixEngine.Events.camera.pitch
in ForstPersonController is (-33 to 33).
To get access for camera use matrixEngine.Events.camera
.
Typically looks:
{
"roll": 0,
"rollRate": 0,
"rallAmp": 0.05,
"pitch": 0.24500000000000632,
"pitchRate": 0,
"yaw": -6945.400000016527,
"yawRate": 0,
"xPos": 5.1753983300242155,
"yPos": 2,
"zPos": -21.90917813969003,
"speed": 0,
"yawAmp": 0.05,
"pitchAmp": 0.007
}
Light And Shadows [1.7.6]
activateShadows
works only for cube for now.
world.Add('cubeLightTex', 1, 'myCube4', textuteImageSamplers);
App.scene.myCube4.activateShadows();
App.scene.myCube4.shadows.activeUpdate();
App.scene.myCube4.shadows.animatePositionY();
If you wanna color vertex but with direction and ambient light then:
// Simple direction light
world.Add('cubeLightTex', 1, 'myCube7', textuteImageSamplersTest);
App.scene.myCube7.position.setPosition(3, 3, -11);
App.scene.myCube7.geometry.colorData.SetGreenForAll(0.5);
App.scene.myCube7.geometry.colorData.SetRedForAll(0.5);
App.scene.myCube7.geometry.colorData.SetBlueForAll(0.5);
App.scene.myCube7.deactivateTex();
Make square pattern
// Custom generic textures. Micro Drawing.
// Example for arg shema square for now only.
var options = {
squareShema: [4, 4],
pixels: new Uint8Array(4 * 4 * 4),
style: {
type: 'chessboard',
color1: 0,
color2: 255
}
};
App.scene.myCube9.textures.push(App.scene.myCube9.createPixelsTex(options));
Physics
Physics based on cannon.js
Support list : 😇
- cube
- sphere
Example with physics and raycast hit detect:
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.png'],
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);
Networking
OLD [your own server part under ./networking folder]
New Recommneded - Based on kurento/OpenVidu service [i run personal on maximumroulette.com:2020]
I posted server example for OV server at: https://github.com/zlatnaspirala/matrix-stream/tree/main/middleware
[NEW] Networking Support Methods list: ✅😇
Networking is deeply integrated no need for extra interventions (send function have own interface). Except activation.
matrixEngine.Engine.activateNet2(undefined, {
sessionName: 'public-chat-me',
resolution: '256x256'
});
App.scene.MyColoredSquare1.net.enable = true;
// Now MyColoredSquare1 is net replicated on others clients.
App.scene.MyColoredSquare1.position.SetZ(-8);
To receive networking data:
dispatchEvent('network-data', {detail: e.data})
addEventListener('network-data' (e) => {})
- Any scene object:
➡ position SetX() SetY() SetZ()
➡ rotation.rotateX() rotateY() rotateZ()
- Cube, Sphere, Square
➡ geometry.setScale()
➡ geometry.setScaleByY()
➡ geometry.setScaleByZ()
➡ geometry.setScaleByZ()
➡ geometry.setTexCoordScaleFactor()
- Pyramid
➡ geometry.setScale()
➡ geometry.setSpitz()
Networking2
New way of networking is kurento/OpenVidu service. Only web client part is present here. I have running kurento/Ov server on my VPS[maximumroulette.com:2020].
List of events:
onConnectionCreated
connectionDestroyed
onStreamCreated
videoElementDestroyed
streamPlaying
streamDestroyed
sessionDisconnected
streamCreated
videoElementCreated
videoElementDestroyed
setupSessionObject
Custom textures
We just override function for texture executing code. Next level is full custom opportunity, geometry, collision, networking etc.
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.CLAMP_TO_EDGE);
world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_T, world.GL.gl.CLAMP_TO_EDGE);
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);
};
Opengles native cubeMap
[1.8.5]
- If you wanna custom canvasd2d draws for each cube side
New tag
cubeMap
takes texture.source empty array.
Canvas2d Example:
/**
* @description
* What ever you want!
* It is 2dCanvas context draw func.
*/
function myFace(args) {
const {width, height} = this.cubeMap2dCtx.canvas;
this.cubeMap2dCtx.fillStyle = args[0];
this.cubeMap2dCtx.fillRect(0, 0, width, height);
this.cubeMap2dCtx.font = `${width * args[2]}px sans-serif`;
this.cubeMap2dCtx.textAlign = 'center';
this.cubeMap2dCtx.textBaseline = 'middle';
this.cubeMap2dCtx.fillStyle = args[1];
this.cubeMap2dCtx.fillText(args[3], width / 2, height / 2);
}
var tex = {
source: [],
mix_operation: 'multiply',
cubeMap: {
type: '2dcanvas',
drawFunc: myFace,
sides: [
// This is custom access you can edit but only must have
// nice relation with your draw function !
// This is example for render 2d text in middle-center manir.
// Nice for 3d button object!
{faceColor: '#F00', textColor: '#28F', txtSizeCoeficient: 0.8, text: 'm'},
{faceColor: '#FF0', textColor: '#82F', txtSizeCoeficient: 0.5, text: 'a'},
{faceColor: '#0F0', textColor: '#82F', txtSizeCoeficient: 0.5, text: 't'},
{faceColor: '#0FF', textColor: '#802', txtSizeCoeficient: 0.5, text: 'r'},
{faceColor: '#00F', textColor: '#8F2', txtSizeCoeficient: 0.5, text: 'i'},
{faceColor: '#F0F', textColor: '#2F8', txtSizeCoeficient: 0.5, text: 'x'}
]
}
};
Classic images:
- If you wanna load images, see example:
world.cubeMapTextures(['res/images/cube/1.png', 'res/images/cube/2.png', 'res/images/cube/3.png', 'res/images/cube/4.png', 'res/images/cube/5.png', 'res/images/cube/6.png'], (imgs) => {
var tex = {
source: [...imgs],
mix_operation: 'multiply',
cubeMap: {
type: 'images'
}
};
world.Add('cubeMap', 1, 'myCubeMapObj', tex);
});
BVH Matrix Skeletal [1.5.0]
- New deps pack
bvh-loader
. It is bvh parser created for matrix-engine but can be used for any other graphics language.
const options = {
world: world,
autoPlay: true,
myFrameRate: 10,
showOnLoad: false, // if autoPLay is true then showOnLoad is inactive.
type: 'ANIMATION', // "TPOSE' | 'ANIMATION'
loop: 'playInverse', // true | 'stopOnEnd' | 'playInverse' | 'stopAndReset'
globalOffset: [-30, -180, -155],
skeletalBoneScale: 6,
boneNameBasePrefix: 'backWalk',
skeletalBlend: {paramDest: 7, paramSrc: 6}, // remove arg for no blend
boneTex: {
source: ['res/icons/512.png'],
mix_operation: 'multiply'
},
// pyramid | triangle | cube | square | squareTex | cubeLightTex | sphereLightTex'
drawTypeBone: 'squareTex'
};
const filePath = 'https://raw.githubusercontent.com/zlatnaspirala/bvh-loader/main/javascript-bvh/example.bvh';
var myFirstBvhAnimation = new matrixEngine.MEBvhAnimation(filePath, options);
Live demo https://codepen.io/zlatnaspirala/pen/OJQdGVM
Raycast
- cube , square, triangle, obj (ObjLoader) [1.8.4] From 1.8.4 raycast hit trigger works for obj's.
Raycast works fine also in firstPersonCamera operation. Raycast work perfect after local single rotation x, y, or z. Combination rotx and roty works , roty and rotz only with rotx = 180 for now. Bug if walk behind object then turn arround and try raycast but no work for now.
- Usage:
canvas.addEventListener('mousedown', (ev) => {
matrixEngine.raycaster.checkingProcedure(ev);
});
canvas.addEventListener('ray.hit.event', (ev) => {
alert('You shoot the object! Nice');
});
First person controller:
If you activate this flag you get fly/free camera controller by default.
// In one line activate also deactivate.
App.camera.FirstPersonController = true;
Animated female droid (morph targets):
// Obj Loader
function onLoadObj(meshes) {
// No need from [1.8.2]
// App.meshes = meshes;
for (const key in App.meshes) {
matrixEngine.objLoader.initMeshBuffers(world.GL.gl, App.meshes[key]);
}
textuteImageSamplers2 = {
source: ['res/images/RustPaint.jpg'],
mix_operation: 'multiply'
};
setTimeout(function () {
var animation_construct = {
id: 'female',
meshList: meshes, // from [1.8.2]
sumOfAniFrames: 18,
currentAni: 0,
speed: 3
};
world.Add('obj', 1, 'female', textuteImageSamplers2, App.meshes.female, animation_construct);
App.scene.female.position.y = -3;
App.scene.female.rotation.rotationSpeed.z = 20;
App.scene.female.position.z = -13;
// App.scene.armor.mesh.setScale(5)
}, 100);
}
// Custom list 1, 3, 5, 9
matrixEngine.objLoader.downloadMeshes(
{
female: 'res/3d-objects/female/female_000001.obj',
female1: 'res/3d-objects/female/female_000003.obj',
female2: 'res/3d-objects/female/female_000005.obj',
female3: 'res/3d-objects/female/female_000009.obj',
...
},
onLoadObj
);
// From [1.8.2] you can use `makeObjSeqArg`
matrixEngine.objLoader.downloadMeshes(
matrixEngine.objLoader.makeObjSeqArg(
{ id: objName,
path: "res/bvh-skeletal-base/swat-guy/seq-walk/low/swat",
from : 1, to: 34 }),
onLoadObj
);
From [2.0.37] if your obj file have groups with string in name COLLIDER
objLoader
collect verts for group object. You can use it later for physics.
There is no yet example with praticle use of group. [WIP]
From [2.1.2] You can scale mesh general with:
App.scene.armor.mesh.setScale(2)
Or by axis:
App.scene.armor.mesh.setScale({x:1,y:2,z:2})
Map loader
[2.2.0] Added MapCreator web tools
New export for npm pack meMapLoader
Usage:
Automatic load on refresh me app. MapCreator make saves on every new field.
You need just to refresh page.
if (localStorage.getItem('map') != null) {
var t = localStorage.getItem('map');
t = JSON.parse(t)
meMapLoader.load(t, physics);
} else {
meMapLoader.load(map, physics);
}
If you wanna just always load map from disk/file then use:
import {map} from "../maps/map2";
...
meMapLoader.load(map, physics);
To make map goto public\tools\map-creator.html
Blending:
// Use it
App.scene.female.glBlend.blendEnabled = true;
App.scene.female.glBlend.blendParamSrc = ENUMERATORS.glBlend.param[4];
App.scene.female.glBlend.blendParamDest = ENUMERATORS.glBlend.param[4];
- Load Obj with UV map (Blender export tested):
For more details dee this example script: load_obj_file.js
Video texture:
New way: There is no prefix for path any more. Fixed autoplay on AFTRE FIRST CLICK
. Multi textures loading. Video texture corespond with direction & ambient light. Important
it is direct pass from video to webgl textures. No canvad2d context.
NOT WORKING with shadows for now.
App.scene.outsideBox.streamTextures = new VT('res/video-texture/lava1.mkv');
TODO: Add arg { mixWithCanvas2d }
Old way [still present]:
world.Add('cubeLightTex', 1, 'TV', textuteImageSamplers, App.meshes.TV);
App.scene.TV.streamTextures = new VIDEO_TEXTURE('Galactic Expansion Fractal Morph [Official Video]');
Camera texture:
App.scene.TV.streamTextures = new ACCESS_CAMERA('webcam_beta');
MatrixBVHCharacter (MEBvhAnimation)
MatrixBVHCharacter feature use class matrixEngine.MEBvhAnimation
.
Its load primitives for bvh skeletal. MatrixBVHCharacter is proccess
where we load pre defined skelatal obj parts(head, neck, legs...) .
@Note Human character failed for now but func works.
Nice for primitive obj mesh bur rig must have nice description of position/rotation. In maximo skeletal bones simple not fit. If you pripare bones you can get nice bvh obj adaptation for animations. mocap set of assets looks better for this operation.
Example Code:
const options = {
world: world, // [Required]
autoPlay: true, // [Optimal]
showOnLoad: false, // [Optimal] if autoPLay is true then showOnLoad is inactive.
type: 'ANIMATION', // [Optimal] 'ANIMATION' | "TPOSE'
loop: 'playInverse', // [Optimal] true | 'stopOnEnd' | 'playInverse' | 'stopAndReset'
globalOffset: [-30, -180, -155], // [Optimal] for 1.5 diff from obj seq anim
skeletalBoneScale: 2, // [Optimal]
/*skeletalBlend: { // [Optimal] remove arg for no blend
paramDest: 4,
paramSrc: 4
},*/
boneTex: {
source: ['res/images/default/default-pink.png'],
mix_operation: 'multiply'
},
drawTypeBone: 'matrixSkeletal',
matrixSkeletal: 'res/bvh-skeletal-base/y-bot/matrix-skeletal/',
objList: ['spine', 'hips', 'head'],
matrixSkeletalObjScale: 80, // [Optimal]
// Can be predefined `MatrixSkeletal` prepared skeletal obj parts/bones.
// Can be primitives:
// pyramid | triangle | cube | square | squareTex | cubeLightTex | sphereLightTex
// New optimal arg
// Sometime we need more optimisation
ignoreList: ['spine1'],
ifNotExistDrawType: 'triangle'
};
const filePath = 'res/bvh/Female1_B04_StandToWalkBack.bvh';
var myFirstBvhAnimation = new matrixEngine.MEBvhAnimation(filePath, options);
This is folder for obj parts (head arm legs ...) Filenames are simplefield like head.obj , arm.obj without any prefix from constructor...
matrixSkeletal: "res/bvh-skeletal-base/y-bot/matrix-skeletal/",
Take a look example: matrix_skeletal.js
.
Character (ObjLoader/morph targets)
This good in runtime bad for loading procedure.
How to update character animation? Maximo -> download dea or fbx -> import intro blender Import multi or one animation. -> blender export -> obj (animation)
This is new feature from [1.8.2]. Take a look at : load_obj_sequence.js
For now engine use objLoader to load all morphs.
matrixEngine.objLoader.downloadMeshes(
matrixEngine.objLoader.makeObjSeqArg({
id: objName,
path: 'res/bvh-skeletal-base/swat-guy/anims/swat-multi',
from: 1,
to: 61
}),
onLoadObj
);
In onLoadObj
callback 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
}
}
};
FirstPersonShooter examples [WIP]
- Just like in eu4 shooter we dont need whole character mesh for FPSHooter view. I cut off no hands vertices in blender to make optimised flow.
- Added basic Jumping with physics
From [1.8.15]
- 'hit.keyDown' && 'hit.keyUp' dispatch events added. See FPS Example.
- Added basic JUMP with physics / not calibrated.
addEventListener('hit.keyDown', (e) => {
// console.log('Bring to the top level', e.detail.keyCode);
});
Feature [1.8.12] App.events Access.
Take a look at the apps\fps_player_controller.js
example.
App.events.CALCULATE_TOUCH_DOWN_OR_MOUSE_DOWN = (ev, mouse) => {
// From [1.8.12]
// checkingProcedure gets secound optimal argument
// for custom ray origin target.
// mouse
console.log(mouse.BUTTON);
if (mouse.BUTTON_PRESSED == 'RIGHT') {
// Zoom
} else {
// This call represent `SHOOT` Action.
// And it is center of screen
matrixEngine.raycaster.checkingProcedure(ev, {
clientX: ev.target.width / 2,
clientY: ev.target.height / 2
});
}
};
WIP calculating for fixing FPS camera view.
[1.8.11] New 3dObject property isHUD
.
If you setup this to the true
value object will escape world rotation/translation.
Only local translation is active. This is good for HUD Menu in 3d space.
Texture editor (runtime):
How to use Matrix Engine Texture Editor Video tutorial: https://www.youtube.com/watch?v=hSCXn-C1XxA&ab_channel=javascriptfanatic
Using Vjs3 with Editor use:
App.scene.outsideBox.streamTextures = new Vjs3('./2DTextureEditor/actual.html', 'actualTexture');
- Build meta images resource with:
npm run res.tex.editor
or
node ./2DTextureEditor/res.js
- Running Editor Tool
npm run run.tex.editor
// or
npm run te
After creating 2d texture direct on page at the end run:
npm run build.tex.editor
to make build final pack.
- Imports note we can use any canvas 2d app [anyCanvas] .
In examples:
- porting2d.js [Old VJS] Example of
anyCanvas
- porting_text.js [Vjs3]
- porting2d_particle.js [Vjs3]
It is very powerfull tool!
Research Vjs3 source examples at: https://github.com/zlatnaspirala/visualjs
Simple Planetarium:
- https://jsfiddle.net/zlatnaspirala/y16s2krh/46/
On NPM Service npm i visual-js
, matrix engine already have
visual-js
, visual-js-server
editor backend part.
To show/hide iframe use: App.scene.outsideBox - is any object who have streamTextures LOADED with 2DCANVAS.
App.scene.outsideBox.streamTextures.showTextureEditor();
E('HOLDER_STREAMS').style.display = 'none';
Access to the [any] canvas2d program: anyCanvas(path-of-html,name-of-canvas)
App.scene.outsideBox.streamTextures = new anyCanvas('./apps/funny-slot/', 'HELLO_WORLD');
Live editor [actual.js predefined]
Old VJS loading with anyCanvas()
Old Live demo: Video and webcam works at: https://maximumroulette.com/webgl2/examples.html
Sounds
From 1.8.13 you can add audios:
Create single audio object:
App.sounds.createAudio('shoot', 'res/music/single-gunshot.mp3');
Create multi clone audio objects:
App.sounds.createAudio('shoot', 'res/music/single-gunshot.mp3', 5);
This is in case that you need to play same audio many times [simultaneously].
Events
How to detect colliding between two objects:
physicsObject.addEventListener("collide",function(e) {
var relativeVelocity = e.contact.getImpactVelocityAlongNormal();
if(Math.abs(relativeVelocity) > 10){
// More energy
} else {
// Less energy
}
});
OffScreenCanvas [Turbo super power speed]
Control from manifest
App.offScreenCanvas
| Boolean Defaulttrue
. This feature means that your render will work event in inactive mode / hidden tab mode.Other easy way for activating: Put in url param next data
query-build.html?u=fbo_manipulation&offScreen=true&offScreenSpeed=10
Max render speed is [1]:query-build.html?u=fbo_manipulation&offScreen=true&offScreenSpeed=1
Optimal is ~ 15.
Scene Timeline
- Basic implementation
Init :
matrixEngine.matrixWorld.world.useAnimationLine({sequenceSize: 200, totalSequence: 10});
[1.9.58]
New args for timeline feature:
matrixEngine.matrixWorld.world.useAnimationLine({sequenceSize: 200, totalSequence: 10});
New example script for this feature basic_timeline.js
Add command for execute every time on sequence (for this example at index 1) reached :
js
matrixEngine.matrixWorld.world.addCommandAtSeqIndex(
function() {
console.log("WHAT EVER HERE")
} , 1
)
Commands index begin from 1.
FBO camera
[1.9.38] Implemented multi FBO objects with own camera targets!
See example -> public/query-build.html?u=fbo_manipulation
App.scene.myMirrorUP.setFBO({
cameraX: 0,
cameraY: 0,
cameraZ: 2,
pitch: 0,
yaw: 1
});
PWA Fully runned
Integrated Add to Home page
and regular html5 page
options.
In same time fixed all autoplay
audio and video context construction.
It is good to consult pwa test on page.
Best way is to keep it on 100% pass.
Secured 🛡
No Dependabot alerts opened.
Optimisation
When i write code in fly i usually use timers for some set up vars. This kill perfomance in matrix-engine. It is ok for simple and low resources project but not for big projects.
Example:
BAD CODE:
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);
GOOD CODE:
var myFUNC = {
UPDATE: 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;
}
};
App.updateBeforeDraw.push(myFUNC);
Credits && Licence:
- Video material used from :From youtube.com : Electric sheep - a facinating animated flame fractal TheMrNgaard Creative Commons Attribution licence (reuse allowed)
- Project Base Structure inspired by Copyright (C) 2014 Tappali Ekanathan Keestu ([email protected]) GNU General Public License
- Textures download from http://textures.com
- Dinamic texture
bitcoin
used from: Author:Ioannis Cherouvim GitHub:cherouvim Reddit:/r/cherouvim Website:cherouvim.com Compo:canvas Demo link:https://js1k.com/2017-magic/demo/2853 Shortlink:https://js1k.com/2853 - Female 3d Object http://www.blendswap.com/blends/view/26225 Creative Commons Attribution 3.0 http://www.blendswap.com/users/view/AndresCuccaro
- https://freestocktextures.com/texture/bark-wood-plant,122.html
- https://github.com/Necolo/raycaster
- Great https://www.mixamo.com/
- OBJECT LOADER http://math.hws.edu/graphicsbook/source/webgl/cube-camera.html
- Player character https://www.mixamo.com/#/?page=1&query=walk&type=Motion%2CMotionPack
- BVH collections from: Special thanks to the CMU Graphics Lab Motion Capture Database which provided the data http://mocap.cs.cmu.edu/`
- Used in examples: BLACK FLY by Audionautix | http://audionautix.com Music promoted by https://www.free-stock-music.com Creative Commons Attribution-ShareAlike 3.0 Unported https://creativecommons.org/licenses/by-sa/3.0/deed.en_US
- Networking based on https://github.com/muaz-khan/RTCMultiConnection
- https://unsplash.com/photos/8UDJ4sflous
- https://webgl-shaders.com/shaders/frag-lens.glsl
- https://www.fesliyanstudios.com/royalty-free-sound-effects-download/gun-shooting-300
- https://blendswap.com/blend/29206
- Great job HackTimer.js by turuslan https://github.com/turuslan/HackTimer
- Matrix-engine use only MIT Licenced or similar shadertoy.com examples. All origin description is leaved in name of fair use. Just leave shader comments. Come's from freeShadersToy object and i will use only MIT licensed or similar because https://www.shadertoy.com/terms. I dont wanna "non-commercial" code in Matrix-engine project.
- This is best way for learning GLSL: https://iquilezles.org/ - MIT LICENCE Used iquilezles shaders for learning and explore. Under (public\res\shaders) Also used glslsandbox lights balls example [https://glslsandbox.com/e#109700.0]. FBM shader License: Copyright (C) 2011 Ashima Arts. All rights reserved. Distributed under the MIT License. https://github.com/ashima/webgl-noise CustomShaders comes with readme.md file with LICENCE text. If readme.md not exist the it is also MIT Licence but under Nikola Lukic [email protected].
- Great free stuff https://ambientcg.com/view?id=MetalPlates004