Alexander Buzin 94281dae50 v2.2.0-alpha.0
Former-commit-id: a9cb3cebf19b298c5f08c87b208f26bfe5c5dfa4
2018-05-19 01:24:51 +03:00

63 lines
1.2 KiB
JavaScript

import * as UTILS from '@utils';
const postprocessor = new WHS.PostProcessorModule();
window.app = new WHS.App([
new WHS.ElementModule(),
new WHS.SceneModule(),
new WHS.DefineModule('camera', new WHS.PerspectiveCamera({
position: new THREE.Vector3(0, 10, 50)
})),
new WHS.RenderingModule({
bgColor: 0x162129,
renderer: {
antialias: true,
shadowmap: {
type: THREE.PCFSoftShadowMap
}
}
}),
new PHYSICS.WorldModule({
ammo: process.ammoPath
}),
postprocessor,
new WHS.OrbitControlsModule(),
new WHS.ResizeModule()
]);
const sphere = new WHS.Sphere({ // Create sphere comonent.
geometry: {
radius: 5,
widthSegments: 32,
heightSegments: 32
},
modules: [
new PHYSICS.SphereModule({
mass: 10,
restitution: 1
})
],
material: new THREE.MeshPhongMaterial({
color: UTILS.$colors.mesh
}),
position: new THREE.Vector3(0, 20, 0)
});
sphere.addTo(app);
UTILS.addBoxPlane(app);
UTILS.addBasicLights(app);
app.start(); // Start animations and physics simulation.
const glitchPass = new POSTPROCESSING.GlitchPass();
postprocessor
.render()
.pass(glitchPass)
.renderToScreen(true);