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Lukic","email":"zlatnaspirala@gmail.com","url":"https://maximumroulette.com"},"license":"MIT","homepage":"https://github.com/zlatnaspirala/matrix-engine#readme","keywords":["opengles3","opengles","cef","webrtc","networking","physics","cannon.js","bvh-glmatrix","bvh.js","bvh-skeletal","bvh-webgl","bvh-loader","bvh-animation","raycast","raycast-glmatrix","vanilla-js","webcam-texture","video-texture","canvas","textures","scene","opengles1.1","webgl","webgl2","glmatrix","opengles2","3d","javascript","vanilla","opengles300","matrix","ECMA6","timeline","animation-line","browserify","matrix-engine","alternative","porting","windows-desktop","linux","macos","timeline","map-loader","map-colliders","sprite-animation","sprite-animation-cpu","sprite-3d-texture","destruct-mesh"],"repository":{"type":"git","url":"git+https://github.com/zlatnaspirala/matrix-engine.git"},"description":"basic_timeline improved, VT func setup vide html element id with name arg.- DISABLE RAYCAST DEBUG TEST [2.3.3] Fix for GUI win desktop [2.3.0] DestrucMesh solution & loading convex objs for physics BASIC, SpriteAnimation CPU/texture solution added, Improv","maintainers":[{"name":"zlatnaspirala","email":"zlatnaspirala@gmail.com"}],"readme":"![webGL2GLMatrix2](https://github.com/zlatnaspirala/webgl2-glmatrix2-engine/blob/master/non-project-files/webgl2glmatrix2.jpg)\r\n\r\n## About Matrix Engine project\r\n\r\n### Name: `MATRIX-ENGINE` `2.2.0` Vampire\r\n\r\n#### Logo\r\n\r\n<img src=\"https://github.com/zlatnaspirala/matrix-engine/blob/master/public/res/icons/ms-icon.png\" width=\"128\" height=\"128\" />\r\n\r\n(Join Slack-Rock opensource workspace)[https://join.slack.com/t/gameplay-rock/shared_invite/zt-ffcgl80x-CYu4s~YC0bD9Od9_bkqmzw]\r\n\r\n### STATUS\r\n\r\n#### - [Integrated PWA addToHomePage/cache/] ✔\r\n\r\n#### - [Integrated raycast (hit trigger detect), bvh animation] ✔\r\n\r\n#### - [Basic Physics implementation based on cannon.js] ✔\r\n\r\n#### - [FirstPersonController fly or classic fp / SceneController Drag and navigation scene] ✔\r\n\r\n#### - [Basic's Shadows vs lights (GLSL)] ✔\r\n\r\n#### - [Migrated to the opengles300] ✔\r\n\r\n#### - [FBO implemented] ✔\r\n\r\n#### - [FBO Shadows] ✔\r\n\r\n#### - [Add cef (linux, macos) and cefSharp Visual Studio projects for building executive desktop native apps. ✔\r\n\r\n#### Support: Windows, MAC, Linux ] ✔\r\n\r\n#### - Texture Editor [tutorial example - from code] ✔\r\n\r\n#### - MatrixEngineTexture GUI Editor [UNDERCONSTRUCTION]\r\n\r\n#### - Swicthing GLSL ver - webGL1 / webGL2 ✔\r\n\r\n#### - Loader/Map with collider boxs ✔\r\n\r\n#### - OffScreenCanvas ✔\r\n\r\n#### - Mobile optimisation ✔\r\n\r\n### Description ℹ\r\n\r\nThis is small but inspiring project.\r\nThe benefits of this project is offering an overview of the entire opengles program logic,\r\neasy native implementations (hybrid app/ CEF), object structural. Not closed too much inself. Thanks to Mr.Keestu i use\r\n(gl-program-structure) new version of glmatrix (3.4.0). Push&Pop matrix just like in\r\nopengles 1.1. Also can be downgraded to openGLES 1.1. webGL Lightweight library based on glmatrix engine.\r\nFor 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 (I use blender 4.1). 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.\r\nNetworking 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).\r\nNew networking is under `./networking2/` folder. There is no server code for server part because i use kurento/openvidu service and code. I have running service under `https://maximuroullete.com:4443/` for my dev/prodc VPS server.\r\nIn both cases i use webRTC protocol for stream and data flow.\r\nUsed webRTC realtime protocol TCP/UDP. Powered by webGL vs webRTC tech enjoy!\r\n\r\n### Limitation ⚠\r\n\r\n- Basic implementation for physics (Cube, Sphere, Convex BAsic WIP).\r\n- From [2.3.0] Much better physics for Sphere && ConvexPolyhedron\r\n\r\n### Next Features 🔜\r\n\r\n- General improvements in Lights section.\r\n  Shaders must be improved based on work.\r\n  More examples code.\r\n  Links -> https://webglfundamentals.org/webgl/lessons/\r\n  -> https://iquilezles.org/\r\n\r\n### For npm users recommended\r\n\r\n- Use starter project:\r\n  https://github.com/zlatnaspirala/matrix-engine-starter\r\n\r\n  with command:\r\n\r\n  ```js\r\n  npm i\r\n  npm run build.all\r\n  ```\r\n\r\n  Project template in `matrix-engine-starter`\r\n\r\n  - Slot Mashine [STABLE+MOB]\r\n    https://maximumroulette.com/apps/matrix-engine-starter/projects/matrix-slot/index.html\r\n\r\n  - Matrix roulette [WIP]\r\n    https://maximumroulette.com/apps/matrix-engine-starter/projects/matrix-roulette/?server=manual\r\n\r\n  - Web Anatomy [WIP]\r\n    https://maximumroulette.com/apps/matrix-engine-starter/projects/web-anatomy/\r\n\r\n### Live Demos\r\n\r\n- https://maximumroulette.com/apps/matrix-engine/examples-build.html\r\n- https://maximumroulette.com/apps/matrix-engine/app-build.html\r\n- https://fps-matrix-engine.vercel.app\r\n\r\n#### How to use it from npm services [codepen examples]\r\n\r\n[1.7.9] Lights - Who to use matrix-engine on codepen:\r\n\r\n- https://codepen.io/zlatnaspirala/full/OJZXMWR\r\n\r\n  BHV Pseudo Skeletal animation:\r\n\r\n- https://codepen.io/zlatnaspirala/full/OJQdGVM\r\n\r\n  Physics (cannon.js)\r\n\r\n- https://codepen.io/zlatnaspirala/pen/rNvLGxE?editors=0010\r\n\r\n### Install dependencies\r\n\r\nMatrix engine keep minimum dependency.\r\n\r\n- uglify-js, minify\r\n- browserify, watchify\r\n\r\n```js\r\n  npm run install.dep\r\n  npm i\r\n```\r\n\r\n@Note: For windows users maybe you will need to add `browserify` to the env PATH\r\nif you got errors on commands `npm run build.*`.\r\n\r\n## Help for localhost dev stage\r\n\r\n### Build Application bundle script\r\n\r\nFrom [1.8.0] you can use build for develop with watch task:\r\n\r\n```js\r\nnpm run examples\r\n```\r\n\r\n```js\r\nnpm run app\r\n```\r\n\r\n@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.\r\n\r\nFor production/public server you will use npm run build.XXX commands. and then upload project to the\r\nusually `/var/www/html/`.\r\n\r\n- `app-build.html` , `examples-build.html` loads compiled javascript type `text/javascript`.\r\n\r\n- Build entry App.js\r\n\r\n```js\r\n  npm run build.app\r\n```\r\n\r\nNow navigate to the `app-build.html` page.\r\n\r\n- Build entry App-Examples.js\r\n\r\n```js\r\n  npm run build.examples\r\n```\r\n\r\nNow navigate to the `examples-build.html` page.\r\n\r\n- Build just library\r\n\r\n```js\r\n  npm run build.lib\r\n```\r\n\r\n- Build with uglify\r\n\r\n```js\r\nbuild.app.ugly;\r\n```\r\n\r\n- Build ALL\r\n\r\n```js\r\nbuild.all;\r\n```\r\n\r\nAfter all for production is recommended to use compressed script.\r\n\r\n- Production Final (bash):\r\n\r\n```bash\r\n./compress\r\n```\r\n\r\n### Switch example with url params\r\n\r\n- Usefull also for production for switching whole pages/apps.\r\n  https://localhost/matrix-engine/query.html?u=adding_color_cube\r\n\r\n  https://localhost/matrix-engine/query-build.html?u=adding_color_cube\r\n\r\nURL Params - code access:\r\n\r\n```js\r\nconst QueryString = matrixEngine.utility.QueryString;\r\n```\r\n\r\nTo avoid iframe from examples.html you can use `query-build.html?u=<NAME_OF_EXAMPLE>`\r\n-> `query-build.html?u=fbo_manipulation`\r\n\r\n### List of examples:\r\n\r\n- Adding color cube\r\n- Adding color pyramyde\r\n- Adding color square\r\n- Adding tex square with raycast\r\n- Adding color triangle\r\n- Adding geometry\r\n- Adding multi (compose) textures\r\n- Adding square texture\r\n- Blending\r\n- Audion manipulation\r\n- Camera texture (stream texture)\r\n- Cube\r\n- Cube Geometry\r\n- Cube Light & texture\r\n- Cube light dynamic\r\n- Custom texture\r\n- First Person controller\r\n- Load obj files - UV maps\r\n- Object animation -morh sequence\r\n- Object animation mesh indices calculation\r\n- JS1Kilo examples implementation\r\n- Porting 2D canvas (Active textures)\r\n- Sphere geometry\r\n- Texture uv manipulation\r\n- Videos textures\r\n- Physics Cube with force on raycast trigger\r\n- 100 Physics Cube with [canvas2d] funny-slot\r\n- Physics Sphere\r\n- BVH loader, animation play\r\n- Load obj sequences\r\n- FPShooter example (+Sounds) [WIP]\r\n- specular_light_basic -> global light position test [WIP]\r\n- Lens effect shaders for cube [WIP]\r\n- Basic FBO + timeline test [WIP]\r\n- Matrix Video Chat - webGL vs webRTC\r\n- FBO manipulation - Multi FBO objects\r\n- Loading custom shaders from shadertoy site.\r\n- Loading from buildInShaders.\r\n\r\n## Features description\r\n\r\n## Camera config\r\n\r\nIn `./program/manifest.js`. Access is `App.camera`.\r\nNote: One of params `FirstPersonController` or `SceneController` must be `false`.\r\n\r\n- `FirstPersonController` is classic first person view with movement WASD and mouse look.\r\n- `SceneController` use direct input WASD. To make camera angle view change press `shift` to enable camera angle. Middle mouse button will enable drag scene to left/right/top/down.\r\n  Mouse middle wheel change work only when `shift` is pressed.\r\n\r\n```js\r\n\tcamera: {\r\n\t\tviewAngle: 45,\r\n\t\tnearViewpoint: 0.1,\r\n\t\tfarViewpoint: 5000,\r\n\t\tedgeMarginValue: 100,\r\n\t\tFirstPersonController: false,\r\n\t\tSceneController: false,\r\n\t\tsceneControllerDragAmp: 0.1,\r\n\t\tsceneControllerDragAmp: 0.1,\r\n\t\tsceneControllerEdgeCameraYawRate: 3,\r\n\t\tsceneControllerWASDKeysAmp: 0.1,\r\n\t\tspeedAmp: 0.5,\r\n\t\tyawRate: 1,\r\n\t\tyawRateOnEdge: 0.2\r\n\t},\r\n```\r\n\r\nRange of `matrixEngine.Events.camera.pitch` in ForstPersonController is (-33 to 33).\r\n\r\nTo get access for camera use `matrixEngine.Events.camera`.\r\nTypically looks:\r\n\r\n```js\r\n{\r\n  \"roll\": 0,\r\n  \"rollRate\": 0,\r\n  \"rallAmp\": 0.05,\r\n  \"pitch\": 0.24500000000000632,\r\n  \"pitchRate\": 0,\r\n  \"yaw\": -6945.400000016527,\r\n  \"yawRate\": 0,\r\n  \"xPos\": 5.1753983300242155,\r\n  \"yPos\": 2,\r\n  \"zPos\": -21.90917813969003,\r\n  \"speed\": 0,\r\n  \"yawAmp\": 0.05,\r\n  \"pitchAmp\": 0.007\r\n}\r\n```\r\n\r\n## Light And Shadows (ME Materials) [1.7.6]\r\n\r\n[2.2.0] Cast shadow Mixed FBO with two tex sampler attachments.\r\nThere is local cast 'spot-shadow' i needed this to make little more darker \r\ndraws in framebuffer.\r\n\r\nElement who have `setFBO` called can cast shadows:\r\n```js\r\n\tApp.scene.floor.setFBO({\r\n\t\tcameraX: 0,\r\n\t\tcameraY: 0,\r\n\t\tcameraZ: 20,\r\n\t\tpitch: 0,\r\n\t\tyaw: 0\r\n\t})\r\n\tApp.scene.floor.activateShadows('spot-shadow')\r\n```\r\n\r\nManipulate with non fbo object: \r\n```js\r\nApp.scene.MyCubeTex1.shadows.lightPosition = [0,1,1]\r\n```\r\n\r\n\r\n`activateShadows` works only for cube, square, objs for now.\r\n\r\n```js\r\nworld.Add('cubeLightTex', 1, 'myCube4', textuteImageSamplers);\r\nApp.scene.myCube4.activateShadows();\r\nApp.scene.myCube4.shadows.activeUpdate();\r\nApp.scene.myCube4.shadows.animatePositionY();\r\n```\r\n\r\nIf you wanna color vertex but with direction and ambient light then:\r\n\r\n```js\r\n// Simple direction light\r\nworld.Add('cubeLightTex', 1, 'myCube7', textuteImageSamplersTest);\r\nApp.scene.myCube7.position.setPosition(3, 3, -11);\r\nApp.scene.myCube7.geometry.colorData.SetGreenForAll(0.5);\r\nApp.scene.myCube7.geometry.colorData.SetRedForAll(0.5);\r\nApp.scene.myCube7.geometry.colorData.SetBlueForAll(0.5);\r\nApp.scene.myCube7.deactivateTex();\r\n```\r\n\r\nMake square pattern:\r\n\r\n```js\r\n// Custom generic textures. Micro Drawing.\r\n// Example for arg shema square for now only.\r\nvar options = {\r\n  squareShema: [4, 4],\r\n  pixels: new Uint8Array(4 * 4 * 4),\r\n  style: {\r\n    type: 'chessboard',\r\n    color1: 0,\r\n    color2: 255\r\n  }\r\n};\r\n\r\nApp.scene.myCube9.textures.push(App.scene.myCube9.createPixelsTex(options));\r\n```\r\n\r\n![](https://github.com/zlatnaspirala/matrix-engine/blob/master/non-project-files/1.7.6.png)\r\n\r\n## Physics\r\n\r\nPhysics based on cannon.js\r\n\r\nSupport list : 😇\r\n\r\n- cube\r\n- sphere\r\n\r\nExample with physics and raycast hit detect:\r\n\r\n```js\r\nApp.camera.SceneController = true;\r\n\r\ncanvas.addEventListener('mousedown', (ev) => {\r\n  matrixEngine.raycaster.checkingProcedure(ev);\r\n});\r\n\r\nwindow.addEventListener('ray.hit.event', (ev) => {\r\n  console.log('You shoot the object! Nice!', ev);\r\n\r\n  /**\r\n   * Physics force apply\r\n   */\r\n  if (ev.detail.hitObject.physics.enabled == true) {\r\n    ev.detail.hitObject.physics.currentBody.force.set(0, 0, 1000);\r\n  }\r\n});\r\n\r\nvar tex = {\r\n  source: ['res/images/complex_texture_1/diffuse.png'],\r\n  mix_operation: 'multiply'\r\n};\r\n\r\n// Load Physics world!\r\nlet gravityVector = [0, 0, -9.82];\r\nlet physics = world.loadPhysics(gravityVector);\r\n// Add ground\r\nphysics.addGround(App, world, tex);\r\nworld.Add('cubeLightTex', 1, 'CUBE', tex);\r\nvar b = new CANNON.Body({\r\n  mass: 5,\r\n  position: new CANNON.Vec3(0, -15, 2),\r\n  shape: new CANNON.Box(new CANNON.Vec3(1, 1, 1))\r\n});\r\nphysics.world.addBody(b);\r\n// Physics\r\nApp.scene.CUBE.physics.currentBody = b;\r\nApp.scene.CUBE.physics.enabled = true;\r\n\r\nconst objGenerator = (n) => {\r\n  for (var j = 0; j < n; j++) {\r\n    setTimeout(() => {\r\n      world.Add('cubeLightTex', 1, 'CUBE' + j, tex);\r\n      var b2 = new CANNON.Body({\r\n        mass: 1,\r\n        linearDamping: 0.01,\r\n        position: new CANNON.Vec3(1, -14.5, 15),\r\n        shape: new CANNON.Box(new CANNON.Vec3(1, 1, 1))\r\n      });\r\n\r\n      physics.world.addBody(b2);\r\n      App.scene['CUBE' + j].physics.currentBody = b2;\r\n      App.scene['CUBE' + j].physics.enabled = true;\r\n    }, 1000 * j);\r\n  }\r\n};\r\n\r\nobjGenerator(100);\r\n```\r\n\r\n### Networking\r\n\r\n- OLD [your own server part under ./networking folder]\r\n- New Recommneded - Based on kurento/OpenVidu service [i run personal on maximumroulette.com:2020]\r\n\r\n - I posted server example for OV server at:\r\n https://github.com/zlatnaspirala/matrix-stream/tree/main/middleware\r\n\r\n#### [NEW] Networking Support Methods list: ✅😇\r\n\r\nNetworking is deeply integrated no need for extra interventions (send function have own interface).\r\nExcept activation.\r\n\r\n```js\r\nmatrixEngine.Engine.activateNet2(undefined, {\r\n  sessionName: 'public-chat-me',\r\n  resolution: '256x256'\r\n});\r\n```\r\n\r\n```js\r\nApp.scene.MyColoredSquare1.net.enable = true;\r\n// Now MyColoredSquare1 is net replicated on others clients.\r\nApp.scene.MyColoredSquare1.position.SetZ(-8);\r\n```\r\n\r\nTo receive networking data:\r\n`dispatchEvent('network-data', {detail: e.data})`\r\n\r\n```js\r\naddEventListener('network-data' (e) => {})\r\n```\r\n\r\n- Any scene object:\r\n\r\n➡ position SetX() SetY() SetZ()\r\n\r\n➡ rotation.rotateX() rotateY() rotateZ()\r\n\r\n- Cube, Sphere, Square\r\n\r\n➡ geometry.setScale()\r\n\r\n➡ geometry.setScaleByY()\r\n\r\n➡ geometry.setScaleByZ()\r\n\r\n➡ geometry.setScaleByZ()\r\n\r\n➡ geometry.setTexCoordScaleFactor()\r\n\r\n- Pyramid\r\n\r\n➡ geometry.setScale()\r\n\r\n➡ geometry.setSpitz()\r\n\r\n## Networking2\r\n\r\nNew way of networking is kurento/OpenVidu service.\r\nOnly web client part is present here. I have running kurento/Ov server on my VPS[maximumroulette.com:2020].\r\n\r\nList of events:\r\n- `onConnectionCreated`\r\n- `connectionDestroyed`\r\n- `onStreamCreated`\r\n- `videoElementDestroyed`\r\n- `streamPlaying`\r\n- `streamDestroyed`\r\n- `sessionDisconnected`\r\n- `streamCreated`\r\n- `videoElementCreated`\r\n- `videoElementDestroyed`\r\n- `setupSessionObject`\r\n\r\n\r\n### Custom textures\r\n\r\nWe just override function for texture executing code.\r\nNext level is full custom opportunity, geometry, collision, networking etc.\r\n\r\n```js\r\nApp.scene.MySquareTexure1.custom.gl_texture = function (object, t) {\r\n  world.GL.gl.bindTexture(world.GL.gl.TEXTURE_2D, object.textures[t]);\r\n  world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_MAG_FILTER, world.GL.gl.LINEAR);\r\n  world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_MIN_FILTER, world.GL.gl.LINEAR);\r\n  world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_S, world.GL.gl.CLAMP_TO_EDGE);\r\n  world.GL.gl.texParameteri(world.GL.gl.TEXTURE_2D, world.GL.gl.TEXTURE_WRAP_T, world.GL.gl.CLAMP_TO_EDGE);\r\n\r\n  world.GL.gl.texImage2D(\r\n    world.GL.gl.TEXTURE_2D,\r\n    0, // Level of details\r\n    world.GL.gl.RGBA, // Format\r\n    world.GL.gl.RGBA,\r\n    world.GL.gl.UNSIGNED_BYTE, // Size of each channel\r\n    object.textures[t].image\r\n  );\r\n\r\n  world.GL.gl.generateMipmap(world.GL.gl.TEXTURE_2D);\r\n};\r\n```\r\n\r\n### Opengles native `cubeMap` [1.8.5]\r\n\r\n- If you wanna custom canvasd2d draws for each cube side\r\n  New tag `cubeMap` takes texture.source empty array.\r\n\r\nCanvas2d Example:\r\n\r\n```js\r\n/**\r\n * @description\r\n * What ever you want!\r\n * It is 2dCanvas context draw func.\r\n */\r\nfunction myFace(args) {\r\n  const {width, height} = this.cubeMap2dCtx.canvas;\r\n  this.cubeMap2dCtx.fillStyle = args[0];\r\n  this.cubeMap2dCtx.fillRect(0, 0, width, height);\r\n  this.cubeMap2dCtx.font = `${width * args[2]}px sans-serif`;\r\n  this.cubeMap2dCtx.textAlign = 'center';\r\n  this.cubeMap2dCtx.textBaseline = 'middle';\r\n  this.cubeMap2dCtx.fillStyle = args[1];\r\n  this.cubeMap2dCtx.fillText(args[3], width / 2, height / 2);\r\n}\r\n\r\nvar tex = {\r\n  source: [],\r\n  mix_operation: 'multiply',\r\n  cubeMap: {\r\n    type: '2dcanvas',\r\n    drawFunc: myFace,\r\n    sides: [\r\n      // This is custom access you can edit but only must have\r\n      // nice relation with your draw function !\r\n      // This is example for render 2d text in middle-center manir.\r\n      // Nice for 3d button object!\r\n      {faceColor: '#F00', textColor: '#28F', txtSizeCoeficient: 0.8, text: 'm'},\r\n      {faceColor: '#FF0', textColor: '#82F', txtSizeCoeficient: 0.5, text: 'a'},\r\n      {faceColor: '#0F0', textColor: '#82F', txtSizeCoeficient: 0.5, text: 't'},\r\n      {faceColor: '#0FF', textColor: '#802', txtSizeCoeficient: 0.5, text: 'r'},\r\n      {faceColor: '#00F', textColor: '#8F2', txtSizeCoeficient: 0.5, text: 'i'},\r\n      {faceColor: '#F0F', textColor: '#2F8', txtSizeCoeficient: 0.5, text: 'x'}\r\n    ]\r\n  }\r\n};\r\n```\r\n\r\nClassic images:\r\n\r\n- If you wanna load images, see example:\r\n\r\n```js\r\nworld.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) => {\r\n  var tex = {\r\n    source: [...imgs],\r\n    mix_operation: 'multiply',\r\n    cubeMap: {\r\n      type: 'images'\r\n    }\r\n  };\r\n  world.Add('cubeMap', 1, 'myCubeMapObj', tex);\r\n});\r\n```\r\n\r\n### BVH Matrix Skeletal [1.5.0]\r\n\r\n- New deps pack `bvh-loader`. It is bvh parser created for matrix-engine\r\n  but can be used for any other graphics language.\r\n\r\n```js\r\nconst options = {\r\n  world: world,\r\n  autoPlay: true,\r\n  myFrameRate: 10,\r\n  showOnLoad: false, // if autoPLay is true then showOnLoad is inactive.\r\n  type: 'ANIMATION', // \"TPOSE' | 'ANIMATION'\r\n  loop: 'playInverse', // true | 'stopOnEnd' | 'playInverse' | 'stopAndReset'\r\n  globalOffset: [-30, -180, -155],\r\n  skeletalBoneScale: 6,\r\n  boneNameBasePrefix: 'backWalk',\r\n  skeletalBlend: {paramDest: 7, paramSrc: 6}, // remove arg for no blend\r\n  boneTex: {\r\n    source: ['res/icons/512.png'],\r\n    mix_operation: 'multiply'\r\n  },\r\n  // pyramid | triangle | cube | square | squareTex | cubeLightTex | sphereLightTex'\r\n  drawTypeBone: 'squareTex'\r\n};\r\n\r\nconst filePath = 'https://raw.githubusercontent.com/zlatnaspirala/bvh-loader/main/javascript-bvh/example.bvh';\r\n\r\nvar myFirstBvhAnimation = new matrixEngine.MEBvhAnimation(filePath, options);\r\n```\r\n\r\n#### Live demo https://codepen.io/zlatnaspirala/pen/OJQdGVM\r\n\r\n### Raycast\r\n\r\n- cube , square, triangle, obj (ObjLoader) [1.8.4]\r\n  From 1.8.4 raycast hit trigger works for obj's.\r\n\r\nRaycast works fine also in any camera usage situation.\r\n\r\n- Usage:\r\n\r\n```js\r\ncanvas.addEventListener('mousedown', (ev) => {\r\n  matrixEngine.raycaster.checkingProcedure(ev);\r\n});\r\n\r\ncanvas.addEventListener('ray.hit.event', (ev) => {\r\n  alert('You shoot the object! Nice');\r\n});\r\n```\r\n\r\n### First person controller:\r\n\r\nIf you activate this flag you get fly/free camera controller by default.\r\n\r\n```js\r\n// In one line activate also deactivate.\r\nApp.camera.FirstPersonController = true;\r\n```\r\n\r\n### Textures/image loader (buildin engine)\r\n\r\nPrevent double loading fetch for images with same paths.\r\nCached intro `App.textureCache` object.\r\n\r\n### Obj loader\r\n\r\nNote:\r\nFunc downloadMeshes checks meshDataCache object for preventing loading same paths.\r\nCached intro `meshDataCache` from ObjLoader.\r\n\r\n#### Animated female droid (morph targets):\r\n\r\n```js\r\n// Obj Loader\r\nfunction onLoadObj(meshes) {\r\n\r\n  // No need from [1.8.2]\r\n  // App.meshes = meshes;\r\n  for (const key in App.meshes) {\r\n    matrixEngine.objLoader.initMeshBuffers(world.GL.gl, App.meshes[key]);\r\n  }\r\n\r\n  textuteImageSamplers2 = {\r\n    source: ['res/images/RustPaint.jpg'],\r\n    mix_operation: 'multiply'\r\n  };\r\n\r\n  setTimeout(function () {\r\n    var animation_construct = {\r\n      id: 'female',\r\n      meshList: meshes, // from [1.8.2]\r\n      sumOfAniFrames: 18,\r\n      currentAni: 0,\r\n      speed: 3\r\n    };\r\n\r\n    world.Add('obj', 1, 'female', textuteImageSamplers2, App.meshes.female, animation_construct);\r\n\r\n    App.scene.female.position.y = -3;\r\n    App.scene.female.rotation.rotationSpeed.z = 20;\r\n    App.scene.female.position.z = -13;\r\n    // App.scene.armor.mesh.setScale(5)\r\n  }, 100);\r\n}\r\n\r\n// Custom list 1, 3, 5, 9\r\nmatrixEngine.objLoader.downloadMeshes(\r\n  {\r\n    female: 'res/3d-objects/female/female_000001.obj',\r\n    female1: 'res/3d-objects/female/female_000003.obj',\r\n    female2: 'res/3d-objects/female/female_000005.obj',\r\n    female3: 'res/3d-objects/female/female_000009.obj',\r\n    ...\r\n  },\r\n  onLoadObj\r\n);\r\n\r\n// From [1.8.2] you can use `makeObjSeqArg`\r\nmatrixEngine.objLoader.downloadMeshes(\r\n  matrixEngine.objLoader.makeObjSeqArg(\r\n    { id: objName,\r\n      path: \"res/bvh-skeletal-base/swat-guy/seq-walk/low/swat\",\r\n      from : 1, to: 34 }),\r\n  onLoadObj\r\n);\r\n\r\n```\r\n\r\nFrom [2.0.37] if your obj file have groups with string in name `COLLIDER` objLoader\r\ncollect verts for group object. You can use it later for physics.\r\nThere is no yet example with praticle use of group. [WIP]\r\n\r\nFrom [2.1.2] You can scale mesh general with: \r\n```js\r\nApp.scene.armor.mesh.setScale(2)\r\n```\r\nOr by axis:\r\n```js\r\nApp.scene.armor.mesh.setScale({x:1,y:2,z:2})\r\n```\r\n\r\n\r\n### Map loader\r\n[2.2.0] Added MapCreator web tools\r\n New export for npm pack `meMapLoader`\r\n Usage:\r\nAutomatic load on refresh me app. MapCreator make saves on every new field.\r\nYou need just to refresh page.\r\n```js\r\n\tif (localStorage.getItem('map') != null) {\r\n\t\tvar t = localStorage.getItem('map');\r\n\t\tt = JSON.parse(t)\r\n\t\tmeMapLoader.load(t, physics);\r\n\t} else {\r\n\t\tmeMapLoader.load(map, physics);\r\n\t}\r\n```\r\nIf you wanna just always load map from disk/file then use:\r\n```js\r\nimport {map} from \"../maps/map2\";\r\n...\r\nmeMapLoader.load(map, physics);\r\n```\r\nTo make map goto `public\\tools\\map-creator.html`\r\n\r\n\r\n### Blending:\r\n\r\n```js\r\n// Use it\r\nApp.scene.female.glBlend.blendEnabled = true;\r\nApp.scene.female.glBlend.blendParamSrc = ENUMERATORS.glBlend.param[4];\r\nApp.scene.female.glBlend.blendParamDest = ENUMERATORS.glBlend.param[4];\r\n```\r\n\r\n- Load Obj with UV map (Blender export tested):\r\n\r\nFor more details dee this example script: `load_obj_file.js`\r\n\r\n### Video texture:\r\n\r\nNew 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\r\nit is direct pass from video to webgl textures. No canvad2d context.\r\nNOT WORKING with shadows for now.\r\n\r\n```js\r\nApp.scene.outsideBox.streamTextures = new VT('res/video-texture/lava1.mkv');\r\n```\r\n\r\nTODO: Add arg { mixWithCanvas2d }\r\n\r\nOld way [still present]:\r\n\r\n```js\r\nworld.Add('cubeLightTex', 1, 'TV', textuteImageSamplers, App.meshes.TV);\r\nApp.scene.TV.streamTextures = new VIDEO_TEXTURE('Galactic Expansion Fractal Morph [Official Video]');\r\n```\r\n\r\n### Camera texture:\r\n\r\n```js\r\nApp.scene.TV.streamTextures = new ACCESS_CAMERA('webcam_beta');\r\n```\r\n\r\n### MatrixBVHCharacter (MEBvhAnimation)\r\n\r\nMatrixBVHCharacter feature use class `matrixEngine.MEBvhAnimation`.\r\nIts load primitives for bvh skeletal. MatrixBVHCharacter is proccess\r\nwhere we load pre defined skelatal obj parts(head, neck, legs...) .\r\n\r\n#### @Note Human character failed for now but func works.\r\n\r\nNice for primitive obj mesh bur rig must have nice description of\r\nposition/rotation. In maximo skeletal bones simple not fit.\r\nIf you pripare bones you can get nice bvh obj adaptation for animations.\r\nmocap set of assets looks better for this operation.\r\n\r\n#### Example Code:\r\n\r\n```js\r\nconst options = {\r\n  world: world, // [Required]\r\n  autoPlay: true, // [Optimal]\r\n  showOnLoad: false, // [Optimal] if autoPLay is true then showOnLoad is inactive.\r\n  type: 'ANIMATION', // [Optimal] 'ANIMATION' | \"TPOSE'\r\n  loop: 'playInverse', // [Optimal] true | 'stopOnEnd' | 'playInverse' | 'stopAndReset'\r\n  globalOffset: [-30, -180, -155], // [Optimal]  for 1.5 diff from obj seq anim\r\n  skeletalBoneScale: 2, // [Optimal]\r\n  /*skeletalBlend: {               // [Optimal] remove arg for no blend\r\n      paramDest: 4,\r\n      paramSrc: 4\r\n    },*/\r\n  boneTex: {\r\n    source: ['res/images/default/default-pink.png'],\r\n    mix_operation: 'multiply'\r\n  },\r\n  drawTypeBone: 'matrixSkeletal',\r\n  matrixSkeletal: 'res/bvh-skeletal-base/y-bot/matrix-skeletal/',\r\n  objList: ['spine', 'hips', 'head'],\r\n\r\n  matrixSkeletalObjScale: 80, // [Optimal]\r\n\r\n  // Can be predefined `MatrixSkeletal` prepared skeletal obj parts/bones.\r\n  // Can be primitives:\r\n  // pyramid | triangle | cube | square | squareTex | cubeLightTex | sphereLightTex\r\n\r\n  // New optimal arg\r\n  // Sometime we need more optimisation\r\n  ignoreList: ['spine1'],\r\n  ifNotExistDrawType: 'triangle'\r\n};\r\n\r\nconst filePath = 'res/bvh/Female1_B04_StandToWalkBack.bvh';\r\nvar myFirstBvhAnimation = new matrixEngine.MEBvhAnimation(filePath, options);\r\n```\r\n\r\nThis is folder for obj parts (head arm legs ...)\r\nFilenames are simplefield like head.obj , arm.obj without any prefix from constructor...\r\n\r\nmatrixSkeletal: \"res/bvh-skeletal-base/y-bot/matrix-skeletal/\",\r\n\r\nTake a look example: `matrix_skeletal.js`.\r\n\r\n### Character (ObjLoader/morph targets)\r\n\r\nThis good in runtime bad for loading procedure.\r\n\r\nHow to update character animation?\r\nMaximo -> download dea or fbx -> import intro blender\r\nImport multi or one animation. -> blender export -> obj (animation)\r\n\r\n<img src=\"https://github.com/zlatnaspirala/matrix-engine/blob/master/non-project-files/character1.png\" width=\"528\" height=\"528\" />\r\n\r\nThis is new feature from [1.8.2].\r\nTake a look at : load_obj_sequence.js\r\n\r\nFor now engine use objLoader to load all morphs.\r\n\r\n```js\r\nmatrixEngine.objLoader.downloadMeshes(\r\n  matrixEngine.objLoader.makeObjSeqArg({\r\n    id: objName,\r\n    path: 'res/bvh-skeletal-base/swat-guy/anims/swat-multi',\r\n    from: 1,\r\n    to: 61\r\n  }),\r\n  onLoadObj\r\n);\r\n```\r\n\r\nIn `onLoadObj` callback function:\r\n\r\n```js\r\nvar animArg = {\r\n  id: objName,\r\n  meshList: meshes,\r\n  // sumOfAniFrames: 61, No need if `animations` exist!\r\n  currentAni: 0,\r\n  // speed: 3, No need if `animations` exist!\r\n  // upgrade - optimal\r\n  animations: {\r\n    active: 'walk',\r\n    walk: {\r\n      from: 0,\r\n      to: 35,\r\n      speed: 3\r\n    },\r\n    walkPistol: {\r\n      from: 36,\r\n      to: 60,\r\n      speed: 3\r\n    }\r\n  }\r\n};\r\n```\r\n\r\n### FirstPersonShooter examples [WIP]\r\n\r\n- 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.\r\n- Added basic Jumping with physics\r\n\r\nFrom [1.8.15]\r\n\r\n- 'hit.keyDown' && 'hit.keyUp' dispatch events added. See FPS Example.\r\n- Added basic JUMP with physics / not calibrated.\r\n\r\n```js\r\naddEventListener('hit.keyDown', (e) => {\r\n  // console.log('Bring to the top level', e.detail.keyCode);\r\n});\r\n```\r\n\r\nFeature [1.8.12] App.events Access.\r\nTake a look at the `apps\\fps_player_controller.js` example.\r\n\r\n```js\r\nApp.events.CALCULATE_TOUCH_DOWN_OR_MOUSE_DOWN = (ev, mouse) => {\r\n  // From [1.8.12]\r\n  // checkingProcedure gets secound optimal argument\r\n  // for custom ray origin target.\r\n  // mouse\r\n  console.log(mouse.BUTTON);\r\n  if (mouse.BUTTON_PRESSED == 'RIGHT') {\r\n    // Zoom\r\n  } else {\r\n    // This call represent `SHOOT` Action.\r\n    // And it is center of screen\r\n    matrixEngine.raycaster.checkingProcedure(ev, {\r\n      clientX: ev.target.width / 2,\r\n      clientY: ev.target.height / 2\r\n    });\r\n  }\r\n};\r\n```\r\n\r\nWIP calculating for fixing FPS camera view.\r\n\r\n[1.8.11] New 3dObject property `isHUD`.\r\nIf you setup this to the `true` value object will escape world rotation/translation.\r\nOnly local translation is active. This is good for HUD Menu in 3d space.\r\n\r\n### Texture editor (runtime):\r\n\r\n- How to use Matrix Engine Texture Editor Video tutorial:\r\n  https://www.youtube.com/watch?v=hSCXn-C1XxA&ab_channel=javascriptfanatic\r\n\r\n- Using Vjs3 with Editor use:\r\n\r\n```js\r\nApp.scene.outsideBox.streamTextures = new Vjs3('./2DTextureEditor/actual.html', 'actualTexture');\r\n```\r\n\r\n- Build meta images resource with:\r\n\r\n```js\r\nnpm run res.tex.editor\r\nor\r\nnode ./2DTextureEditor/res.js\r\n```\r\n\r\n- Running Editor Tool\r\n\r\n```js\r\nnpm run run.tex.editor\r\n// or\r\nnpm run te\r\n```\r\n\r\nAfter creating 2d texture direct on page at the end run:\r\n\r\n```js\r\nnpm run build.tex.editor\r\n```\r\n\r\nto make build final pack.\r\n\r\n- Imports note we can use any canvas 2d app [anyCanvas] .\r\n\r\nIn examples:\r\n\r\n- porting2d.js [Old VJS] Example of `anyCanvas`\r\n- porting_text.js [Vjs3]\r\n- porting2d_particle.js [Vjs3]\r\n\r\nIt is very powerfull tool!\r\n\r\nResearch Vjs3 source examples at:\r\nhttps://github.com/zlatnaspirala/visualjs\r\n\r\nSimple Planetarium:\r\n\r\n- https://jsfiddle.net/zlatnaspirala/y16s2krh/46/\r\n-\r\n\r\nOn NPM Service `npm i visual-js` , matrix engine already have\r\n`visual-js` , `visual-js-server` editor backend part.\r\n\r\nTo show/hide iframe use:\r\nApp.scene.outsideBox - is any object who have streamTextures LOADED with 2DCANVAS.\r\n\r\n```js\r\nApp.scene.outsideBox.streamTextures.showTextureEditor();\r\nE('HOLDER_STREAMS').style.display = 'none';\r\n```\r\n\r\nAccess to the [any] canvas2d program: `anyCanvas(path-of-html,name-of-canvas)`\r\n\r\n```js\r\nApp.scene.outsideBox.streamTextures = new anyCanvas('./apps/funny-slot/', 'HELLO_WORLD');\r\n```\r\n\r\n### Live editor [actual.js predefined]\r\n\r\n![Texture-Editor](https://github.com/zlatnaspirala/webgl2-glmatrix2-engine/blob/master/non-project-files/matrix-engine-tex-editor.png)\r\n\r\n### Old VJS loading with anyCanvas()\r\n\r\n![Texture-Editor](https://github.com/zlatnaspirala/webgl2-glmatrix2-engine/blob/master/non-project-files/matrix-engine.png)\r\n\r\nOld Live demo:\r\nVideo and webcam works at:\r\nhttps://maximumroulette.com/webgl2/examples.html\r\n\r\n### Sounds\r\n\r\nFrom 1.8.13 you can add audios:\r\n\r\nCreate single audio object:\r\n\r\n```js\r\nApp.sounds.createAudio('shoot', 'res/music/single-gunshot.mp3');\r\n```\r\n\r\nCreate multi clone audio objects:\r\n\r\n```js\r\nApp.sounds.createAudio('shoot', 'res/music/single-gunshot.mp3', 5);\r\n```\r\n\r\nThis is in case that you need to play same audio many times [simultaneously].\r\n\r\n### Events\r\n\r\nHow to detect colliding between two objects:\r\n\r\n```\r\nphysicsObject.addEventListener(\"collide\",function(e) {\r\n    var relativeVelocity = e.contact.getImpactVelocityAlongNormal();\r\n    if(Math.abs(relativeVelocity) > 10){\r\n        // More energy\r\n    } else {\r\n        // Less energy\r\n    }\r\n});\r\n```\r\n\r\n### OffScreenCanvas [Turbo super power speed]\r\n\r\n- Control from manifest `App.offScreenCanvas` | Boolean\r\n  Default `true`. This feature means that your render will work event in inactive mode / hidden tab mode.\r\n\r\n- Other easy way for activating:\r\n  Put in url param next data `query-build.html?u=fbo_manipulation&offScreen=true&offScreenSpeed=10`\r\n  Max render speed is [1]: `query-build.html?u=fbo_manipulation&offScreen=true&offScreenSpeed=1`\r\n  Optimal is ~ 15.\r\n\r\n### Scene Timeline\r\n\r\n- Basic implementation\r\n\r\nInit :\r\n`\tmatrixEngine.matrixWorld.world.useAnimationLine({sequenceSize: 200, totalSequence: 10});`\r\n\r\n    [1.9.58]\r\n\r\nNew args for timeline feature:\r\n`matrixEngine.matrixWorld.world.useAnimationLine({sequenceSize: 200, totalSequence: 10});`\r\nNew example script for this feature `basic_timeline.js`\r\n\r\nAdd command for execute every time on sequence (for this example at index 1) reached :\r\n```js\r\n\t \tmatrixEngine.matrixWorld.world.addCommandAtSeqIndex(\r\n\t\tfunction() {\r\n\t\t\tconsole.log(\"WHAT EVER HERE\")\r\n\t\t} , 1\r\n\t)\r\n```\r\nCommands index begin from first frame from seq 1.\r\n\r\nFrom [2.3.63] Run on frame100 only in seq3.\r\nDefinition: `world.addSubCommand = function(COMMAND, INDEX, onlyForSeq)`\r\nDefautl values for onlyForSeq, onlyForPeriod is null means `call command for every seq`\r\n```js\r\n\tmatrixEngine.matrixWorld.world.addSubCommand(\r\n\t\tfunction () {\r\n\t\t\tconsole.log(\"do it for only 100 frame on 3 seq FRAMEID!\")\r\n\t\t} , 100 , 3\r\n\t) \r\n```\r\n\r\n### FBO camera\r\n\r\n[1.9.38] Implemented multi FBO objects with own camera targets!\r\nSee example -> `public/query-build.html?u=fbo_manipulation`\r\n\r\n```js\r\nApp.scene.myMirrorUP.setFBO({\r\n  cameraX: 0,\r\n  cameraY: 0,\r\n  cameraZ: 2,\r\n  pitch: 0,\r\n  yaw: 1\r\n});\r\n```\r\n\r\n<img width=\"512\" src =\"https://github.com/zlatnaspirala/matrix-engine/blob/master/non-project-files/shadows.png\"/>\r\n\r\n## Multiplatform parts\r\n\r\n### ⚠ You need to have msbuild.exe on you computer.\r\n\r\n`msbuild.exe` typically does not come pre-installed with Windows. It is part of the Microsoft Build Tools, which are usually installed along with Visual Studio or the .NET SDK. Here's a summary of the ways to get msbuild.exe:\r\n\r\n - Visual Studio: When you install Visual Studio, MSBuild is included as part of the installation. You can choose to install just the build tools if you don't need the full IDE.\r\n\r\n - .NET SDK: Installing the .NET SDK also includes MSBuild. This option is useful if you're working primarily with .NET Core or .NET 5+ projects.\r\n\r\n - Microsoft Build Tools: You can install the standalone Microsoft Build Tools package, which includes MSBuild without the full Visual Studio IDE. This is useful for build servers or CI/CD pipelines.\r\n\r\n\r\nFor building windows exe file use `desktop-build.bat`\r\n - This script will install latest version of nuget.exe in folder \"multiplatform\\win\\cef-sharp\"\r\n - Install cef deps for cef in package folder (cef 118.6.80)\r\n - Build exe file with msbuild.exe\r\n\r\nAfter running `desktop-build.bat`  goto folder `multiplatform\\win\\cef-sharp\\bin\\Release` and you can find matrix-engine.exe builded.\r\n\r\n## PWA Fully runned\r\n\r\nIntegrated `Add to Home page` and `regular html5 page` options.\r\nIn same time fixed all `autoplay` audio and video context construction.\r\nIt is good to consult pwa test on page.\r\nBest way is to keep it on 100% pass.\r\n![pwa-powered](https://github.com/zlatnaspirala/webgl2-glmatrix2-engine/blob/master/non-project-files/pwa__test.png)\r\n\r\n## Secured 🛡\r\n\r\nNo Dependabot alerts opened.\r\n\r\n## Optimisation\r\n\r\nWhen 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.\r\n\r\nExample:\r\n\r\n```json\r\nBAD CODE:\r\n```\r\n\r\n```js\r\nsetInterval(function () {\r\n  App.scene.MySquareTexure1.geometry.texCoordsPoints.right_top.x += 0.001;\r\n  App.scene.MySquareTexure1.geometry.texCoordsPoints.left_bottom.x += 0.001;\r\n  App.scene.MySquareTexure1.geometry.texCoordsPoints.left_top.x += 0.001;\r\n  App.scene.MySquareTexure1.geometry.texCoordsPoints.right_bottom.x += 0.001;\r\n}, 20);\r\n```\r\n\r\n```c#\r\n GOOD CODE:\r\n```\r\n\r\n```js\r\nvar myFUNC = {\r\n  UPDATE: function () {\r\n    App.scene.MySquareTexure1.geometry.texCoordsPoints.right_top.x += 0.001;\r\n    App.scene.MySquareTexure1.geometry.texCoordsPoints.left_bottom.x += 0.001;\r\n    App.scene.MySquareTexure1.geometry.texCoordsPoints.left_top.x += 0.001;\r\n    App.scene.MySquareTexure1.geometry.texCoordsPoints.right_bottom.x += 0.001;\r\n  }\r\n};\r\nApp.updateBeforeDraw.push(myFUNC);\r\n```\r\n\r\n## Credits && Licence:\r\n\r\n- Video material used from :From youtube.com : Electric sheep - a facinating animated flame fractal\r\n  TheMrNgaard Creative Commons Attribution licence (reuse allowed)\r\n- Project Base Structure inspired by\r\n  Copyright (C) 2014 Tappali Ekanathan Keestu (keestu@gmail.com) GNU General Public License\r\n- Shadows GLSL cals https://webgl2fundamentals.org/webgl/lessons/webgl-shadows.html\r\n- Textures download from http://textures.com\r\n- Dinamic texture `bitcoin` used from:\r\n  Author:Ioannis Cherouvim\r\n  GitHub:cherouvim\r\n  Reddit:/r/cherouvim\r\n  Website:cherouvim.com\r\n  Compo:canvas\r\n  Demo link:https://js1k.com/2017-magic/demo/2853\r\n  Shortlink:https://js1k.com/2853\r\n- Female 3d Object\r\n  http://www.blendswap.com/blends/view/26225\r\n  Creative Commons Attribution 3.0\r\n  http://www.blendswap.com/users/view/AndresCuccaro\r\n- https://freestocktextures.com/texture/bark-wood-plant,122.html\r\n- https://github.com/Necolo/raycaster\r\n- Great https://www.mixamo.com/\r\n- OBJECT LOADER http://math.hws.edu/graphicsbook/source/webgl/cube-camera.html\r\n- Player character https://www.mixamo.com/#/?page=1&query=walk&type=Motion%2CMotionPack\r\n- BVH collections from: Special thanks to the CMU Graphics Lab Motion Capture Database which provided the data http://mocap.cs.cmu.edu/`\r\n- Used in examples:\r\n  BLACK FLY by Audionautix | http://audionautix.com\r\n  Music promoted by https://www.free-stock-music.com\r\n  Creative Commons Attribution-ShareAlike 3.0 Unported\r\n  https://creativecommons.org/licenses/by-sa/3.0/deed.en_US\r\n- Networking based on https://github.com/muaz-khan/RTCMultiConnection\r\n- https://unsplash.com/photos/8UDJ4sflous\r\n- https://webgl-shaders.com/shaders/frag-lens.glsl\r\n- https://www.fesliyanstudios.com/royalty-free-sound-effects-download/gun-shooting-300\r\n- https://blendswap.com/blend/29206\r\n- Great job HackTimer.js by turuslan https://github.com/turuslan/HackTimer\r\n- Matrix-engine use only MIT Licenced or similar shadertoy.com examples.\r\n  All origin description is leaved in name of fair use. Just leave shader comments.\r\n  Come's from freeShadersToy object and i will use only MIT licensed or similar\r\n  because https://www.shadertoy.com/terms. I dont wanna \"non-commercial\" code in\r\n  Matrix-engine project.\r\n- This is best way for learning GLSL: https://iquilezles.org/ - MIT LICENCE\r\n  Used iquilezles shaders for learning and explore. Under (public\\res\\shaders)\r\n  Also used glslsandbox lights balls example [https://glslsandbox.com/e#109700.0].\r\n  FBM shader License: Copyright (C) 2011 Ashima Arts. All rights reserved.\r\n  Distributed under the MIT License. https://github.com/ashima/webgl-noise\r\n  CustomShaders comes with readme.md file with LICENCE text. If readme.md not exist\r\n  the it is also MIT Licence but under Nikola Lukic zlatnaspirala@gmail.com.\r\n- Great free stuff https://ambientcg.com/view?id=MetalPlates004\r\n","readmeFilename":"readme.md"}