mirror of
https://github.com/WhitestormJS/whs.js.git
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68 lines
1.2 KiB
JavaScript
68 lines
1.2 KiB
JavaScript
import * as UTILS from '../../globals';
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const postprocessor = new WHS.PostProcessorModule();
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window.world = new WHS.App(
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new WHS.BasicAppPreset({
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camera: {
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position: new THREE.Vector3(0, 10, 50)
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},
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rendering: {
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bgColor: 0x162129,
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renderer: {
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antialias: true,
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shadowmap: {
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type: THREE.PCFSoftShadowMap
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}
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}
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}
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})
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.extend([
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new PHYSICS.WorldModule({
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ammo: process.ammoPath
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}),
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postprocessor,
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new WHS.OrbitControlsModule()
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])
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.autoresize()
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.get()
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);
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const sphere = new WHS.Sphere({ // Create sphere comonent.
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geometry: {
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radius: 5,
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widthSegments: 32,
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heightSegments: 32
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},
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modules: [
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new PHYSICS.SphereModule({
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mass: 10,
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restitution: 1
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})
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],
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material: new THREE.MeshPhongMaterial({
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color: UTILS.$colors.mesh
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}),
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position: new THREE.Vector3(0, 20, 0)
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});
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sphere.addTo(world);
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UTILS.addBoxPlane(world);
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UTILS.addBasicLights(world);
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world.start(); // Start animations and physics simulation.
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const glitchPass = new POSTPROCESSING.GlitchPass();
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postprocessor
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.render()
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.pass(glitchPass)
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.name('glitch')
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.renderToScreen(true);
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