r3-legacy/src/game-lib-d3-shape-box.js

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/**
* Shape Superset - The apiShape properties get moved into the Shape object itself, and then the instance is created
* @param physics
* @param apiShape GameLib.D3.API.Shape
* @param halfExtents
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* @param activeMesh
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* @constructor
*/
GameLib.D3.Shape.Box = function (
physics,
apiShape,
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halfExtents,
activeMesh
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) {
this.physics = physics;
this.physics.isNotCannonThrow();
if (GameLib.Utils.UndefinedOrNull(halfExtents)) {
halfExtents = new GameLib.Vector3(
physics,
new GameLib.API.Vector3(
1,1,1
)
);
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} else if (halfExtents instanceof GameLib.API.Vector3) {
halfExtents = new GameLib.Vector3(
this.physics,
halfExtents,
this
)
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}
this.halfExtents = halfExtents;
if (GameLib.Utils.UndefinedOrNull(activeMesh)) {
activeMesh = null;
}
this.activeMesh = activeMesh;
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GameLib.D3.Shape.call(
this,
this.physics,
apiShape
);
};
GameLib.D3.Shape.Box.prototype = Object.create(GameLib.D3.Shape.prototype);
GameLib.D3.Shape.Box.prototype.constructor = GameLib.D3.Shape.Box;
/**
*
* @returns {GameLib.D3.Shape.Box|*|SEA3D.Box}
*/
GameLib.D3.Shape.Box.prototype.createInstance = function() {
var instance = new CANNON.Box(
this.halfExtents.instance
);
return instance;
};
GameLib.D3.Shape.Box.prototype.updateInstance = function() {
this.instance.halfExtents.x = this.halfExtents.x;
this.instance.halfExtents.y = this.halfExtents.y;
this.instance.halfExtents.z = this.halfExtents.z;
this.instance.updateBoundingSphereRadius();
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this.instance.updateConvexPolyhedronRepresentation();
};
GameLib.D3.Shape.prototype.visualize = function() {
};
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GameLib.D3.Shape.Box.prototype.toApiObject = function() {
var apiShape = GameLib.D3.Shape.prototype.toApiObject.call(this);
apiShape.halfExtents = this.halfExtents.toApiObject();
apiShape.activeMesh = GameLib.Utils.IdOrNull(this.activeMesh);
return apiShape;
};
GameLib.D3.Shape.Box.prototype.setFromMesh = function() {
if (this.activeMesh === null) {
console.log('select a mesh first');
return;
}
var box = this.activeMesh.getBoundingBox();
this.halfExtents.x = box.x / 2;
this.halfExtents.y = box.y / 2;
this.halfExtents.z = box.z / 2;
this.halfExtents.updateInstance();
};
GameLib.D3.Shape.Box.FromObject = function(physics, objectShape) {
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var apiShape = GameLib.D3.API.Shape.FromObject(objectShape);
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apiShape.halfExtents = GameLib.API.Vector3.FromObject(objectShape.halfExtents);
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apiShape.activeMesh = objectShape.activeMesh;
return new GameLib.D3.Shape.Box(
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physics,
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apiShape,
apiShape.halfExtents,
apiShape.activeMesh
);
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};