You can follow the Obelisk "Getting Started" for adding objects onto your canvas, because
ngObelisk doesn't alter how you interact with Obelisk.
However, you'll need to inject
obelisk into your directive that you're using for your Obelisk doodles.
var object = pixelView;
ngObelisk returns the object to manipulate from the
renderObject method – this is how the animations work in
object you can now invoke methods to animate your canvas – try
object.setX(200) to change the dimension of your newly rendered cube.
var object = pixelView;object;
setX— set X dimension;
setY— set Y dimension;
setZ— set Z dimension;
setColour— set colour of the object;
setPosition— set position of the object;
remove— remove object from canvas;
Since Obelisk has a lot of references,
ngObelisk comes bundled with a
sanityCheck method to help you debug common problems.