starting to recurse through properties
parent
be64682142
commit
481cd05374
|
@ -4,7 +4,7 @@
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* @param weight float
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* @constructor
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*/
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GameLib.D3.BoneWeight = function(
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GameLib.D3.BoneWeight = function BoneWeight(
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boneIndex,
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weight
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) {
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@ -12,7 +12,7 @@
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* @param up
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* @constructor
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*/
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GameLib.D3.Bone = function(
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GameLib.D3.Bone = function Bone(
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id,
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boneId,
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name,
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@ -6,7 +6,7 @@
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* @param engine GameLib.D3.Engine
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* @constructor
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*/
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GameLib.D3.Broadphase = function(
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GameLib.D3.Broadphase = function Broadphase(
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id,
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name,
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broadphaseType,
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@ -4,7 +4,7 @@
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* @param apiCamera GameLib.D3.Camera.API
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* @constructor
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*/
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GameLib.D3.Camera = function(
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GameLib.D3.Camera = function Camera(
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graphics,
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apiCamera
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) {
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@ -6,7 +6,7 @@
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* @param a
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* @constructor
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*/
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GameLib.D3.Color = function(r, g, b, a) {
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GameLib.D3.Color = function Color(r, g, b, a) {
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this.r = r;
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this.g = g;
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this.b = b;
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@ -4,7 +4,7 @@
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* @param instance {CANNON | Ammo | Goblin}
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* @constructor
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*/
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GameLib.D3.Engine = function(
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GameLib.D3.Engine = function Engine(
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engineType,
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instance
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) {
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@ -4,7 +4,7 @@
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* @param instance {THREE}
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* @constructor
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*/
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GameLib.D3.Graphics = function(
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GameLib.D3.Graphics = function Graphics(
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graphicsType,
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instance
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) {
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@ -6,7 +6,7 @@
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* @param heightScale Number
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* @constructor
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*/
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GameLib.D3.Heightmap = function(
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GameLib.D3.Heightmap = function Heightmap(
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sizeX,
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sizeY,
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matrix,
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@ -46,7 +46,7 @@ GameLib.D3.ImageFactory.LoadImage = function (graphics, url, defer, progressCall
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loader.crossOrigin = '';
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loader.load(
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url,
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url + '?ts=' + Date.now(),
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function (image) {
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defer.resolve(image);
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},
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@ -4,7 +4,7 @@
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* @param apiLight GameLib.D3.Light.API
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* @constructor
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*/
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GameLib.D3.Light = function(
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GameLib.D3.Light = function Light(
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graphics,
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apiLight
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) {
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@ -207,6 +207,11 @@ GameLib.D3.Light.prototype.createInstance = function(update) {
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}
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}
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if (!instance) {
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console.warn('Do not support lights of type : ' + this.lightType + ' - is your DB out of date?');
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throw new Error('Do not support lights of type : ' + this.lightType + ' - is your DB out of date?');
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}
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instance.gameLibObject = this;
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instance.name = this.name;
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@ -228,3 +233,7 @@ GameLib.D3.Light.prototype.createInstance = function(update) {
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GameLib.D3.Light.prototype.updateInstance = function() {
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this.instance = this.createInstance(true);
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};
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GameLib.D3.Light.prototype.clone = function() {
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return _.cloneDeep(this);
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};
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@ -6,7 +6,7 @@
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* @constructor
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* @returns {GameLib.D3.Material | GameLib.D3.Material.API}
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*/
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GameLib.D3.Material = function(
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GameLib.D3.Material = function Material(
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graphics,
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apiMaterial
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) {
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@ -668,3 +668,7 @@ GameLib.D3.Material.prototype.createInstance = function(update) {
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GameLib.D3.Material.prototype.updateInstance = function() {
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this.instance = this.createInstance(true);
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};
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GameLib.D3.Material.prototype.clone = function() {
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return _.cloneDeep(this);
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};
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@ -5,7 +5,7 @@
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* @param apiMesh GameLib.D3.Mesh.API
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* @constructor
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*/
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GameLib.D3.Mesh = function(
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GameLib.D3.Mesh = function Mesh(
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graphics,
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computeNormals,
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apiMesh
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@ -422,7 +422,7 @@ GameLib.D3.Mesh.prototype.createInstance = function(update) {
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return instance;
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};
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GameLib.D3.Mesh.updateInstance = function() {
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GameLib.D3.Mesh.prototype.updateInstance = function() {
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this.instance = this.createInstance(true);
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};
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@ -722,3 +722,7 @@ GameLib.D3.fixPolyZPlane = function(verticesFlat, grain) {
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return vertices;
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};
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GameLib.D3.Mesh.prototype.clone = function() {
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return _.cloneDeep(this);
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};
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@ -6,10 +6,11 @@
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* @param apiScene GameLib.D3.Scene.API
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* @constructor
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*/
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GameLib.D3.Scene = function(
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GameLib.D3.Scene = function Scene(
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graphics,
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progressCallback,
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apiScene
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apiScene,
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imageFactory
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) {
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for (var property in apiScene) {
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@ -31,7 +32,8 @@ GameLib.D3.Scene = function(
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this.instance = this.createInstance();
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this.needsUpdate = false;
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this.imageFactory = imageFactory;
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};
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/**
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@ -205,62 +207,67 @@ GameLib.D3.Scene.LoadScene = function(
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var shapes = [];
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var imageFactory = GameLib.D3.ImageFactory(graphics);
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if (scene.worlds && scene.worlds.length > 0) {
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console.warn('Implement physics worlds code here');
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}
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var lights3d = [];
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var lights = [];
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if (scene.lights && scene.lights.length > 0) {
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for (var l = 0; l < scene.lights.length; l++) {
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var light = scene.lights[l];
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var apiLight = scene.lights[l];
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var light3d = new GameLib.D3.Light(
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light.id,
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light.lightType,
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light.name,
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var light = new GameLib.D3.Light(
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graphics,
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new GameLib.D3.Light.API(
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apiLight.id,
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apiLight.lightType,
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apiLight.name,
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new GameLib.D3.Color(
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light.color.r,
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light.color.g,
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light.color.b,
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light.color.a
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apiLight.color.r,
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apiLight.color.g,
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apiLight.color.b,
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apiLight.color.a
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),
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light.intensity,
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apiLight.intensity,
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new GameLib.D3.Vector3(
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light.position.x,
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light.position.y,
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light.position.z
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apiLight.position.x,
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apiLight.position.y,
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apiLight.position.z
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),
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new GameLib.D3.Vector3(
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light.targetPosition.x,
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light.targetPosition.y,
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light.targetPosition.z
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apiLight.targetPosition.x,
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apiLight.targetPosition.y,
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apiLight.targetPosition.z
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),
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new GameLib.D3.Vector4(
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light.quaternion.x,
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light.quaternion.y,
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light.quaternion.z,
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light.quaternion.w
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apiLight.quaternion.x,
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apiLight.quaternion.y,
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apiLight.quaternion.z,
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apiLight.quaternion.w
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),
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new GameLib.D3.Vector3(
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light.rotation.x,
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light.rotation.y,
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light.rotation.z
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apiLight.rotation.x,
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apiLight.rotation.y,
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apiLight.rotation.z
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),
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new GameLib.D3.Vector3(
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light.scale.x,
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light.scale.y,
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light.scale.z
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apiLight.scale.x,
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apiLight.scale.y,
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apiLight.scale.z
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),
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light.distance,
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light.decay,
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light.power,
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light.angle,
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light.penumbra
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apiLight.distance,
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apiLight.decay,
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apiLight.power,
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apiLight.angle,
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apiLight.penumbra
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)
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);
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lights3d.push(light3d);
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lights.push(light);
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}
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}
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),
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graphics,
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gameLibMaterial,
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gameLibTextureMap[map].instanceMapId
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gameLibTextureMap[map].instanceMapId,
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imageFactory
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);
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}
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}
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@ -405,6 +413,33 @@ GameLib.D3.Scene.LoadScene = function(
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gameLibMaterials.push(gameLibMaterial);
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}
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var gameLibVertices = [];
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for (var v = 0; v < apiMesh.vertices.length; v++) {
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var boneWeights = [];
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for (var bw = 0; bw < apiMesh.vertices[v].boneWeights.length; bw++) {
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boneWeights.push(
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new GameLib.D3.BoneWeight(
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apiMesh.vertices[v].boneWeights[bw].boneIndex,
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apiMesh.vertices[v].boneWeights[bw].weight
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)
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)
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}
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gameLibVertices.push(
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new GameLib.D3.Vertex(
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new GameLib.D3.Vector3(
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apiMesh.vertices[v].position.x,
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apiMesh.vertices[v].position.y,
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apiMesh.vertices[v].position.z
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),
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boneWeights
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)
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)
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}
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var gameLibMesh = new GameLib.D3.Mesh(
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graphics,
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computeNormals,
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@ -412,7 +447,7 @@ GameLib.D3.Scene.LoadScene = function(
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apiMesh.id,
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apiMesh.meshType,
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apiMesh.name,
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apiMesh.vertices,
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gameLibVertices,
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apiMesh.faces,
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apiMesh.faceVertexUvs,
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gameLibMaterials,
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@ -483,12 +518,13 @@ GameLib.D3.Scene.LoadScene = function(
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scene.scale.z
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),
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scene.parentSceneId,
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lights3d,
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lights,
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worlds,
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entities,
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components,
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shapes
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)
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),
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imageFactory
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);
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onLoaded(scene3d);
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|
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@ -10,7 +10,7 @@
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* @param boneTexture
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* @constructor
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*/
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GameLib.D3.Skeleton = function(
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GameLib.D3.Skeleton = function Skeleton(
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id,
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bones,
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boneInverses,
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|
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@ -2,110 +2,84 @@
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* We have a mapping between GameLib.D3.Texture and the Instance material map.
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* Our GameLib.D3.Material.map.alpha corresponds to THREE.Material.alphaMap
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* @param graphics
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* @returns {{alpha: {texture: null, instanceMapId: string}, ao: {texture: null, instanceMapId: string}, bump: {texture: null, instanceMapId: string}, diffuse: {texture: null, instanceMapId: string}, displacement: {texture: null, instanceMapId: string}, emissive: {texture: null, instanceMapId: string}, environment: {texture: null, instanceMapId: string}, light: {texture: null, instanceMapId: string}, metalness: {texture: null, instanceMapId: string}, normal: {texture: null, instanceMapId: string}, roughness: {texture: null, instanceMapId: string}, specular: {texture: null, instanceMapId: string}}}
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* @constructor
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*/
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GameLib.D3.TextureMapTemplate = function(
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GameLib.D3.TextureMapTemplate = function TextureMapTemplate(
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graphics
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) {
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this.graphics = graphics;
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this.graphics.isNotThreeThrow();
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return {
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alpha: {
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texture : null,
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instanceMapId: 'alhpaMap'
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},
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ao: {
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texture : null,
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instanceMapId: 'aoMap'
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},
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bump: {
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texture : null,
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instanceMapId: 'bumpMap'
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},
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diffuse: {
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texture : null,
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instanceMapId: 'map'
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},
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displacement: {
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texture : null,
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instanceMapId: 'displacementMap'
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},
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emissive: {
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texture : null,
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instanceMapId: 'emissiveMap'
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},
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environment: {
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texture : null,
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instanceMapId: 'envMap'
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},
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light: {
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texture : null,
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instanceMapId: 'lightMap'
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},
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metalness: {
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texture : null,
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instanceMapId: 'metalnessMap'
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},
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normal: {
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texture : null,
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instanceMapId: 'normalMap'
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},
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roughness: {
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texture : null,
|
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instanceMapId: 'roughnessMap'
|
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},
|
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specular: {
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texture : null,
|
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instanceMapId: 'specularMap'
|
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}
|
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};
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return new GameLib.D3.TextureMaps(
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'alphaMap'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'aoMap'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'bumpMap'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'map'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'displacementMap'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'emissiveMap'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'envMap'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'lightMap'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'metalnessMap'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'normalMap'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
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'roughnessMap'
|
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),
|
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new GameLib.D3.TextureMap(
|
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null,
|
||||
'specularMap'
|
||||
)
|
||||
);
|
||||
};
|
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|
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/**
|
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* Raw API Texture Map Template - should match the contents of the Material Schema (maps property)
|
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* @returns {{alpha: {texture: null}, ao: {texture: null}, bump: {texture: null}, diffuse: {texture: null}, displacement: {texture: null}, emissive: {texture: null}, environment: {texture: null}, light: {texture: null}, metalness: {texture: null}, normal: {texture: null}, roughness: {texture: null}, specular: {texture: null}}}
|
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* @constructor
|
||||
*/
|
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GameLib.D3.TextureMapTemplate.API = function() {
|
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return {
|
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alpha: {
|
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texture : null
|
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},
|
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ao: {
|
||||
texture : null
|
||||
},
|
||||
bump: {
|
||||
texture : null
|
||||
},
|
||||
diffuse: {
|
||||
texture : null
|
||||
},
|
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displacement: {
|
||||
texture : null
|
||||
},
|
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emissive: {
|
||||
texture : null
|
||||
},
|
||||
environment: {
|
||||
texture : null
|
||||
},
|
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light: {
|
||||
texture : null
|
||||
},
|
||||
metalness: {
|
||||
texture : null
|
||||
},
|
||||
normal: {
|
||||
texture : null
|
||||
},
|
||||
roughness: {
|
||||
texture : null
|
||||
},
|
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specular: {
|
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texture : null
|
||||
}
|
||||
};
|
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return new GameLib.D3.TextureMaps(
|
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new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap(),
|
||||
new GameLib.D3.TextureMap()
|
||||
);
|
||||
};
|
||||
|
|
|
@ -0,0 +1,21 @@
|
|||
/**
|
||||
* We have a mapping between GameLib.D3.Texture and the Instance material map.
|
||||
* Our GameLib.D3.Material.map.alpha corresponds to THREE.Material.alphaMap
|
||||
* @constructor
|
||||
* @param texture GameLib.D3.Texture
|
||||
* @param instanceMapId string
|
||||
*/
|
||||
GameLib.D3.TextureMap = function TextureMap(
|
||||
texture,
|
||||
instanceMapId
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(texture)) {
|
||||
texture = null;
|
||||
}
|
||||
this.texture = texture;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(instanceMapId)) {
|
||||
instanceMapId = null;
|
||||
}
|
||||
this.instanceMapId = instanceMapId;
|
||||
};
|
|
@ -0,0 +1,45 @@
|
|||
/**
|
||||
* We have a mapping between GameLib.D3.Texture and the Instance material map.
|
||||
* Our GameLib.D3.Material.map.alpha corresponds to THREE.Material.alphaMap
|
||||
* @returns {{alpha: {texture: null, instanceMapId: string}, ao: {texture: null, instanceMapId: string}, bump: {texture: null, instanceMapId: string}, diffuse: {texture: null, instanceMapId: string}, displacement: {texture: null, instanceMapId: string}, emissive: {texture: null, instanceMapId: string}, environment: {texture: null, instanceMapId: string}, light: {texture: null, instanceMapId: string}, metalness: {texture: null, instanceMapId: string}, normal: {texture: null, instanceMapId: string}, roughness: {texture: null, instanceMapId: string}, specular: {texture: null, instanceMapId: string}}}
|
||||
* @constructor
|
||||
* @param alpha
|
||||
* @param ao
|
||||
* @param bump
|
||||
* @param diffuse
|
||||
* @param displacement
|
||||
* @param emissive
|
||||
* @param environment
|
||||
* @param light
|
||||
* @param metalness
|
||||
* @param normal
|
||||
* @param roughness
|
||||
* @param specular
|
||||
*/
|
||||
GameLib.D3.TextureMaps = function TextureMaps(
|
||||
alpha,
|
||||
ao,
|
||||
bump,
|
||||
diffuse,
|
||||
displacement,
|
||||
emissive,
|
||||
environment,
|
||||
light,
|
||||
metalness,
|
||||
normal,
|
||||
roughness,
|
||||
specular
|
||||
) {
|
||||
this.alpha = alpha;
|
||||
this.ao = ao;
|
||||
this.bump = bump;
|
||||
this.diffuse = diffuse;
|
||||
this.displacement = displacement;
|
||||
this.emissive = emissive;
|
||||
this.environment = environment;
|
||||
this.light = light;
|
||||
this.metalness = metalness;
|
||||
this.normal = normal;
|
||||
this.roughness = roughness;
|
||||
this.specular = specular;
|
||||
};
|
|
@ -5,13 +5,15 @@
|
|||
* @param graphics GameLib.D3.Graphics
|
||||
* @param parentMaterial GameLib.D3.Material
|
||||
* @param parentMaterialInstanceMapId String
|
||||
* @param imageFactory GameLib.D3.ImageFactory result
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Texture = function(
|
||||
GameLib.D3.Texture = function Texture(
|
||||
apiTexture,
|
||||
graphics,
|
||||
parentMaterial,
|
||||
parentMaterialInstanceMapId
|
||||
parentMaterialInstanceMapId,
|
||||
imageFactory
|
||||
) {
|
||||
for (var property in apiTexture) {
|
||||
if (apiTexture.hasOwnProperty(property)) {
|
||||
|
@ -26,23 +28,23 @@ GameLib.D3.Texture = function(
|
|||
|
||||
this.parentMaterialInstanceMapId = parentMaterialInstanceMapId;
|
||||
|
||||
this.imageFactory = GameLib.D3.ImageFactory(graphics);
|
||||
|
||||
this.imageData = this.imageFactory(apiTexture.imagePath);
|
||||
|
||||
this.imageInstance = null;
|
||||
|
||||
this.instance = null;
|
||||
|
||||
this.loadTexture(imageFactory);
|
||||
};
|
||||
|
||||
GameLib.D3.Texture.prototype.loadTexture = function(imageFactory) {
|
||||
|
||||
this.imageData = imageFactory(this.imagePath);
|
||||
|
||||
this.imageData.then(
|
||||
function (imageInstance){
|
||||
this.imageInstance = imageInstance;
|
||||
this.instance = this.createInstance();
|
||||
|
||||
this.needsUpdate = false;
|
||||
|
||||
this.parentMaterial[this.parentMaterialInstanceMapId] = this.instance;
|
||||
this.parentMaterial.needsUpdate = true;
|
||||
this.parentMaterial.instance[this.parentMaterialInstanceMapId] = this.instance;
|
||||
this.parentMaterial.instance.needsUpdate = true;
|
||||
}.bind(this),
|
||||
function onRejected() {
|
||||
}
|
||||
|
@ -310,3 +312,7 @@ GameLib.D3.Texture.prototype.createInstance = function(update) {
|
|||
GameLib.D3.Texture.prototype.updateInstance = function() {
|
||||
this.instance = this.createInstance(true);
|
||||
};
|
||||
|
||||
GameLib.D3.Texture.prototype.clone = function() {
|
||||
return _.cloneDeep(this);
|
||||
};
|
|
@ -13,7 +13,7 @@
|
|||
* @param normal
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.TriangleFace = function(
|
||||
GameLib.D3.TriangleFace = function TriangleFace(
|
||||
v0,
|
||||
v1,
|
||||
v2,
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
GameLib.D3.Vector2 = function(x, y) {
|
||||
GameLib.D3.Vector2 = function Vector2(x, y) {
|
||||
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
GameLib.D3.Vector3 = function(x, y, z) {
|
||||
GameLib.D3.Vector3 = function Vector3(x, y, z) {
|
||||
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
GameLib.D3.Vector4 = function(x, y, z, w) {
|
||||
GameLib.D3.Vector4 = function Vector4(x, y, z, w) {
|
||||
|
||||
this.x = 0;
|
||||
this.y = 0;
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
* @param boneWeights GameLib.D3.BoneWeight[]
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Vertex = function(
|
||||
GameLib.D3.Vertex = function Vertex(
|
||||
position,
|
||||
boneWeights
|
||||
) {
|
||||
|
|
Loading…
Reference in New Issue