Update: CC - Demo New - Entity Loaded (tuby5lj4di.js) 570 bytes modified
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@ -40,11 +40,13 @@ this.materialRawPhong = GameLib.EntityManager.Instance.findComponentById('r153c4
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/**
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* Custom Code Components
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*/
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this.ccBeforeRender = GameLib.EntityManager.Instance.findComponentById('wlw063ovw9');
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this.ccKeyUp = GameLib.EntityManager.Instance.findComponentById('ip0443a52d');
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this.beforeRender = GameLib.EntityManager.Instance.findComponentById('wlw063ovw9');
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this.keyUp = GameLib.EntityManager.Instance.findComponentById('ip0443a52d');
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this.ccBeforeRender.entityLoaded = this;
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this.ccKeyUp.entityLoaded = this;
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/**
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* Program parameters
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*/
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this.attributeData = null;
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/**
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* Generates new Attribute Data based on the image index according to 'width' and 'height'
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@ -82,7 +84,7 @@ GameLib.CustomCode.prototype.generateAttributeData = function(index, width, heig
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*/
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GameLib.CustomCode.prototype.buildInstancedGeometry = function(index) {
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var attributeData = this.generateAttributeData(index, 128, 128);
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this.attributeData = this.generateAttributeData(index, 128, 128);
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var uniforms = Object.assign(
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THREE.UniformsLib['lights'],
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@ -107,17 +109,17 @@ GameLib.CustomCode.prototype.buildInstancedGeometry = function(index) {
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this.instancedGeometry.instance.attributes.uv = this.boxGeometry.instance.attributes.uv;
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var offsetAttribute = new THREE.InstancedBufferAttribute(
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new Float32Array(attributeData.offsets),
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new Float32Array(this.attributeData.offsets),
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3
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).setDynamic(true);
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var orientationAttribute = new THREE.InstancedBufferAttribute(
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new Float32Array(attributeData.orientations),
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new Float32Array(this.attributeData.orientations),
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4
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);
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var scaleAttribute = new THREE.InstancedBufferAttribute(
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new Float32Array(attributeData.scales),
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new Float32Array(this.attributeData.scales),
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3
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).setDynamic(true);
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@ -127,6 +129,15 @@ GameLib.CustomCode.prototype.buildInstancedGeometry = function(index) {
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}.bind(this);
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GameLib.CustomCode.prototype.startAnimation = function(attributeData) {
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this.beforeRender.currentAttributeData = this.attributeData;
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this.beforeRender.freshAttributeData = attributeData;
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this.beforeRender.animate = true;
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}.bind(this);
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this.buildInstancedGeometry(0);
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this.beforeRender.entityLoaded = this;
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this.keyUp.entityLoaded = this;
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//@ sourceURL=entiyLoaded.js
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