View babylonjs_translate.js
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scene.registerAfterRender(function() { | |
// if(sphere.intersectsMesh(hitbox)) | |
F = engine.getFps(); | |
if((map["a"] || map["A"])){ | |
sphere.translate(BABYLON.Axis.X, -distance, BABYLON.Space.WORLD); | |
} | |
if((map["d"] || map["D"])){ | |
sphere.translate(BABYLON.Axis.X, distance, BABYLON.Space.WORLD); |
View Imposter_js.js
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sphere.physicsImpostor = new BABYLON.PhysicsImpostor(sphere, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 2, restitution: 0.4}); | |
cube1.physicsImpostor = new BABYLON.PhysicsImpostor(cube1, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0}); | |
cube2.physicsImpostor = new BABYLON.PhysicsImpostor(cube2, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0}); | |
wall1.physicsImpostor = new BABYLON.PhysicsImpostor(wall1, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0}); | |
wall2.physicsImpostor = new BABYLON.PhysicsImpostor(wall2, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0}); | |
wall3.physicsImpostor = new BABYLON.PhysicsImpostor(wall3, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0}); | |
wall4.physicsImpostor = new BABYLON.PhysicsImpostor(wall4, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 0, restitution: 0}); | |
ground.physicsImpostor = new BABYLON.PhysicsImpostor(ground, BABYLON.PhysicsImpostor.BoxImpostor, {mass:0, restitution: 0, frictio |
View bjs_translate.js
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var map ={}; //object for multiple key presses | |
//キー入力を受け付ける宣言 | |
//キー入力があるたびに、map変数の値がセットされる | |
scene.actionManager = new BABYLON.ActionManager(scene); | |
scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyDownTrigger, function (evt) { | |
map[evt.sourceEvent.key] = evt.sourceEvent.type == "keydown"; | |
})); | |
scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyUpTrigger, function (evt) { |
View review-ci-pdf.yml
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name: Build Re:VIEW to make distribution file | |
# The workflow is triggered on pushes to the repository. | |
on: [push] | |
jobs: | |
build: | |
name: | |
runs-on: ubuntu-latest | |
steps: | |
# uses v2 Stable version |
View review-ci.yml
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image: vvakame/review:5.4 | |
build-pdf: | |
script: # build-in-docker.sh の終盤と同じもの | |
- ./setup.sh | |
- npm run pdf | |
artifacts: | |
paths: | |
- articles/ReVIEW-Template.pdf | |
tags: |
View photon_sword_effect.js
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var photonSwordParticleJson ={"name":"CPU particle system","id":"default system","capacity":10000,"disposeOnStop":false,"manualEmitCount":-1,"emitter":[0,0,0],"particleEmitterType":{"type":"PointParticleEmitter","direction1":[0,1,0],"direction2":[0,1,0]},"texture":{"tags":null,"url":"https://assets.babylonjs.com/textures/flare.png","uOffset":0,"vOffset":0,"uScale":1,"vScale":1,"uAng":0,"vAng":0,"wAng":0,"uRotationCenter":0.5,"vRotationCenter":0.5,"wRotationCenter":0.5,"homogeneousRotationInUVTransform":false,"isBlocking":true,"name":"https://assets.babylonjs.com/textures/flare.png","hasAlpha":false,"getAlphaFromRGB":false,"level":1,"coordinatesIndex":0,"coordinatesMode":0,"wrapU":1,"wrapV":1,"wrapR":1,"anisotropicFilteringLevel":4,"isCube":false,"is3D":false,"is2DArray":false,"gammaSpace":true,"invertZ":false,"lodLevelInAlpha":false,"lodGenerationOffset":0,"lodGenerationScale":0,"linearSpecularLOD":false,"isRenderTarget":false,"animations":[],"invertY":true,"samplingMode":3,"_useSRGBBuffer":false},"isLocal" |
View dispose.js
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scene.registerBeforeRender(function () { | |
scene.meshes.forEach(function (m) { | |
if (m.name=="ballInstance" && (m.position.z <-100)||(m.position.z > 100)) { | |
m.dispose(); | |
} | |
}) | |
}); |
View shooting.js
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function shoot () { | |
const ballInstance = bullet.createInstance("ballInstance"); | |
ballInstance.position.copyFrom(reticle.getAbsolutePosition()); | |
ballInstance.physicsImpostor = new BABYLON.PhysicsImpostor(ballInstance, BABYLON.PhysicsImpostor.SphereImpostor, { mass: 1, friction: 0.2, restitution: 0.2 }); | |
ballInstance.applyImpulse(ray.direction.scale(impulseMagnitude), bullet.getAbsolutePosition().add(contactLocalRefPoint)); | |
} |
View ray.js
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var ray; | |
function castRay(){ | |
ray = scene.activeCamera.getForwardRay(); | |
} | |
engine.runRenderLoop(function () { | |
castRay(); | |
}); |
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