api and runtime namespaces
parent
658c045a6f
commit
48cb9e477d
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@ -1,11 +1,33 @@
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/**
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* GameLib Namespace
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*/
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if (typeof GameLib == 'undefined') {
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function GameLib() {}
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}
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/**
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* GameLib.D3 Namespace
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*/
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if (typeof GameLib.D3 == 'undefined') {
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GameLib.D3 = function(){};
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}
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/**
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* GameLib.D3.API Namespace
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* @constructor
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*/
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if (typeof GameLib.D3.API == 'undefined') {
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GameLib.D3.API = function(){};
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}
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/**
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* GameLib.D3.Runtime Namespace
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* @constructor
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*/
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if (typeof GameLib.D3.Runtime == 'undefined') {
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GameLib.D3.Runtime = function(){};
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}
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if (typeof Q == 'undefined') {
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if (typeof require == 'undefined') {
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@ -0,0 +1,119 @@
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/**
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* Raw Camera API object - should always correspond with the Camera Schema
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* @param id
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* @param name
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* @param cameraType GameLib.D3.Camera.CAMERA_TYPE_*
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* @param fov
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* @param aspect
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* @param near
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* @param far
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* @param position GameLib.D3.Vector3
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* @param lookAt GameLib.D3.Vector3
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* @param minX
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* @param maxX
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* @param minY
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* @param maxY
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* @param minZ
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* @param maxZ
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* @constructor
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*/
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GameLib.D3.API.Camera = function(
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id,
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cameraType,
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name,
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fov,
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aspect,
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near,
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far,
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position,
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lookAt,
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minX,
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maxX,
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minY,
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maxY,
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minZ,
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maxZ
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) {
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if (GameLib.D3.Utils.UndefinedOrNull(id)) {
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id = GameLib.D3.Tools.RandomId();
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}
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this.id = id;
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if (GameLib.D3.Utils.UndefinedOrNull(cameraType)) {
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cameraType = GameLib.D3.Camera.CAMERA_TYPE_PERSPECTIVE;
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}
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this.cameraType = cameraType;
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if (GameLib.D3.Utils.UndefinedOrNull(name)) {
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name = 'Camera (' + cameraType + ')';
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}
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this.name = name;
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if (GameLib.D3.Utils.UndefinedOrNull(fov)) {
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fov = 75;
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}
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this.fov = fov;
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if (GameLib.D3.Utils.UndefinedOrNull(aspect)) {
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aspect = window.innerWidth / window.innerHeight;
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}
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this.aspect = aspect;
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if (GameLib.D3.Utils.UndefinedOrNull(near)) {
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near = 0.1;
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}
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this.near = near;
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if (GameLib.D3.Utils.UndefinedOrNull(far)) {
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far = 1000;
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}
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this.far = far;
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if (GameLib.D3.Utils.UndefinedOrNull(position)) {
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position = new GameLib.D3.Vector3(
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15,
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15,
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15
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);
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}
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this.position = position;
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if (GameLib.D3.Utils.UndefinedOrNull(lookAt)) {
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lookAt = new GameLib.D3.Vector3(
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0,
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0,
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0
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);
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}
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this.lookAt = lookAt;
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if (GameLib.D3.Utils.UndefinedOrNull(minX)) {
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minX = -100;
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}
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this.minX = minX;
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if (GameLib.D3.Utils.UndefinedOrNull(maxX)) {
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maxX = 100;
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}
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this.maxX = maxX;
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if (GameLib.D3.Utils.UndefinedOrNull(minY)) {
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minY = -100;
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}
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this.minY = minY;
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if (GameLib.D3.Utils.UndefinedOrNull(maxY)) {
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maxY = 100;
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}
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this.maxY = maxY;
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if (GameLib.D3.Utils.UndefinedOrNull(minZ)) {
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minZ = -100;
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}
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this.minZ = minZ;
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if (GameLib.D3.Utils.UndefinedOrNull(maxZ)) {
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maxZ = 100;
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}
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this.maxZ = maxZ;
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};
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@ -0,0 +1,266 @@
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/**
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* Superset for storing Components to API, and generating them from componentType
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* @param id
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* @param name
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* @param componentType
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* @param camera
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* @param startColor
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* @param endColor
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* @param lerpSpeed
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* @param targetEntity
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* @param targetOffset
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* @param minDistance
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* @param moveSpeed
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* @param rotationSpeed
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* @param positionOffset
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* @param quaternionOffset
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* @param scaleOffset
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* @param sensorLength
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* @param spline
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* @param normalSpline
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* @param acceleration
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* @param maxSpeed
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* @param baseOffset
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* @param maxOffset
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* @param steeringSpeed
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* @param frontLWheelIndex
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* @param frontRWheelIndex
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* @param backLWheelIndex
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* @param backRWheelIndex
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* @param maxForce
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* @param steering
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* @param entitiesToCheck
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* @param onInside
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* @param onEnter
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* @param onLeave
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* @param onSetParent
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* @param sphereRadius
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* @param world
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* @param maxSteerAngle
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* @constructor
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*/
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GameLib.D3.API.ComponentInterface = function(
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id,
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name,
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componentType,
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camera,
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startColor,
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endColor,
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lerpSpeed,
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targetEntity,
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targetOffset,
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minDistance,
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moveSpeed,
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rotationSpeed,
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positionOffset,
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quaternionOffset,
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scaleOffset,
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sensorLength,
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spline,
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normalSpline,
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acceleration,
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maxSpeed,
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baseOffset,
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maxOffset,
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steeringSpeed,
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frontLWheelIndex,
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frontRWheelIndex,
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backLWheelIndex,
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backRWheelIndex,
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maxForce,
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steering,
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entitiesToCheck,
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onInside,
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onEnter,
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onLeave,
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onSetParent,
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sphereRadius,
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world,
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maxSteerAngle
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) {
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if (GameLib.D3.Utils.UndefinedOrNull(id)) {
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id = GameLib.D3.Tools.RandomId();
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}
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this.id = id;
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if (GameLib.D3.Utils.UndefinedOrNull(name)) {
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name = 'component-unnamed';
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}
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this.name = name;
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if (GameLib.D3.Utils.UndefinedOrNull(componentType)) {
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componentType = GameLib.D3.ComponentInterface.COMPONENT_INTERFACE;
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}
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this.componentType = componentType;
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if (GameLib.D3.Utils.UndefinedOrNull(camera)) {
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camera = null;
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}
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this.camera = camera;
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if (GameLib.D3.Utils.UndefinedOrNull(startColor)) {
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startColor = new GameLib.D3.Vector3(0, 0, 0);
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}
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this.startColor = startColor;
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if (GameLib.D3.Utils.UndefinedOrNull(endColor)) {
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endColor = new GameLib.D3.Vector3(1, 1, 1);
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}
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this.endColor = endColor;
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if (GameLib.D3.Utils.UndefinedOrNull(lerpSpeed)) {
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lerpSpeed = 1.0;
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}
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this.lerpSpeed = lerpSpeed;
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if (GameLib.D3.Utils.UndefinedOrNull(targetEntity)) {
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targetEntity = null;
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}
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this.targetEntity = targetEntity;
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if (GameLib.D3.Utils.UndefinedOrNull(targetOffset)) {
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targetOffset = new GameLib.D3.Vector3(0, 0, 0);
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}
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this.targetOffset = targetOffset;
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if (GameLib.D3.Utils.UndefinedOrNull(minDistance)) {
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minDistance = 0;
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}
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this.minDistance = minDistance;
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if (GameLib.D3.Utils.UndefinedOrNull(moveSpeed)) {
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moveSpeed = 12.5;
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}
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this.moveSpeed = moveSpeed;
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if (GameLib.D3.Utils.UndefinedOrNull(rotationSpeed)) {
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rotationSpeed = 22.0;
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}
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this.rotationSpeed = rotationSpeed;
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if (GameLib.D3.Utils.UndefinedOrNull(positionOffset)) {
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positionOffset = new GameLib.D3.Vector3();
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}
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this.positionOffset = positionOffset;
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if (GameLib.D3.Utils.UndefinedOrNull(quaternionOffset)) {
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quaternionOffset = new GameLib.D3.Vector4();
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}
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this.quaternionOffset = quaternionOffset;
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if (GameLib.D3.Utils.UndefinedOrNull(scaleOffset)) {
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scaleOffset = new GameLib.D3.Vector3();
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}
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this.scaleOffset = scaleOffset;
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if (GameLib.D3.Utils.UndefinedOrNull(sensorLength)) {
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sensorLength = 5;
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}
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this.sensorLength = sensorLength;
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if (GameLib.D3.Utils.UndefinedOrNull(spline)) {
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spline = new GameLib.D3.API.Spline(null, 'spline');
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}
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this.spline = spline;
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if (GameLib.D3.Utils.UndefinedOrNull(normalSpline)) {
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normalSpline = new GameLib.D3.API.Spline(null, 'normal-spline');
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}
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this.normalSpline = normalSpline;
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if (GameLib.D3.Utils.UndefinedOrNull(acceleration)) {
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acceleration = 2.0;
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}
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this.acceleration = acceleration;
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if (GameLib.D3.Utils.UndefinedOrNull(maxSpeed)) {
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maxSpeed = 10.0;
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}
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this.maxSpeed = maxSpeed;
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if (GameLib.D3.Utils.UndefinedOrNull(baseOffset)) {
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baseOffset = new GameLib.D3.Vector3();
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}
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this.baseOffset = baseOffset;
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if (GameLib.D3.Utils.UndefinedOrNull(maxOffset)) {
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maxOffset = new GameLib.D3.Vector3(10, 10, 10);
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}
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this.maxOffset = maxOffset;
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if (GameLib.D3.Utils.UndefinedOrNull(steeringSpeed)) {
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steeringSpeed = 1.0;
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}
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this.steeringSpeed = steeringSpeed;
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if (GameLib.D3.Utils.UndefinedOrNull(frontLWheelIndex)) {
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frontLWheelIndex = 1;
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}
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this.frontLWheelIndex = frontLWheelIndex;
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if (GameLib.D3.Utils.UndefinedOrNull(frontRWheelIndex)) {
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frontRWheelIndex = 2;
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}
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this.frontRWheelIndex = frontRWheelIndex;
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if (GameLib.D3.Utils.UndefinedOrNull(backLWheelIndex)) {
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backLWheelIndex = 3;
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}
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this.backLWheelIndex = backLWheelIndex;
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if (GameLib.D3.Utils.UndefinedOrNull(backRWheelIndex)) {
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backRWheelIndex = 4;
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}
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this.backRWheelIndex = backRWheelIndex;
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if (GameLib.D3.Utils.UndefinedOrNull(maxForce)) {
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maxForce = 400;
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}
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this.maxForce = maxForce;
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if (GameLib.D3.Utils.UndefinedOrNull(steering)) {
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steering = 0.5;
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}
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this.steering = steering;
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if (GameLib.D3.Utils.UndefinedOrNull(entitiesToCheck)) {
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entitiesToCheck = [];
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}
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this.entitiesToCheck = entitiesToCheck;
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if (GameLib.D3.Utils.UndefinedOrNull(onInside)) {
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onInside = null;
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}
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this.onInside = onInside;
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if (GameLib.D3.Utils.UndefinedOrNull(onEnter)) {
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onEnter = null;
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}
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this.onEnter = onEnter;
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if (GameLib.D3.Utils.UndefinedOrNull(onLeave)) {
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onLeave = null;
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}
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this.onLeave = onLeave;
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if (GameLib.D3.Utils.UndefinedOrNull(onSetParent)) {
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onSetParent = null;
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}
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this.onSetParent = onSetParent;
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if (GameLib.D3.Utils.UndefinedOrNull(sphereRadius)) {
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sphereRadius = 1.0;
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}
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this.sphereRadius = sphereRadius;
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if (GameLib.D3.Utils.UndefinedOrNull(world)) {
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world = null;
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}
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this.world = world;
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if (GameLib.D3.Utils.UndefinedOrNull(maxSteerAngle)) {
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maxSteerAngle = 0.5;
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}
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this.maxSteerAngle = maxSteerAngle;
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};
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@ -0,0 +1,63 @@
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/**
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* Entity API
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* @param id
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* @param name
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* @param ids
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* @param position
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* @param quaternion
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* @param scale
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* @param parentScene
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* @param mesh
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* @constructor
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*/
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GameLib.D3.API.Entity = function Entity(
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id,
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name,
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ids,
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position,
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quaternion,
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scale,
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parentScene,
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mesh
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) {
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if (GameLib.D3.Utils.UndefinedOrNull(id)) {
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id = GameLib.D3.Tools.RandomId();
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}
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this.id = id;
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if (GameLib.D3.Utils.UndefinedOrNull(name)) {
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name = this.constructor.name;
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}
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this.name = name;
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if (GameLib.D3.Utils.UndefinedOrNull(ids)) {
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ids = [];
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}
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this.ids = ids;
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if(GameLib.D3.Utils.UndefinedOrNull(position)) {
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position = new GameLib.D3.Vector3();
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}
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this.position = position;
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if(GameLib.D3.Utils.UndefinedOrNull(quaternion)) {
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quaternion = new GameLib.D3.Vector4();
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}
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this.quaternion = quaternion;
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if(GameLib.D3.Utils.UndefinedOrNull(scale)) {
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scale = new GameLib.D3.Vector3(1, 1, 1);
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}
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this.scale = scale;
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if (GameLib.D3.Utils.UndefinedOrNull(parentScene)) {
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parentScene = null;
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}
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this.parentScene = parentScene;
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if (GameLib.D3.Utils.UndefinedOrNull(mesh)) {
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mesh = null;
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}
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this.mesh = mesh;
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};
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@ -0,0 +1,111 @@
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/**
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* Raw Light API object - should always correspond with the Light Schema
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* @param id
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* @param lightType
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* @param name
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* @param color
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* @param intensity
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* @param position
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* @param targetPosition
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* @param quaternion
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* @param rotation
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* @param scale
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* @param distance
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* @param decay
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* @param power
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* @param angle
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* @param penumbra
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* @constructor
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*/
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GameLib.D3.API.Light = function(
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id,
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lightType,
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name,
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color,
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intensity,
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position,
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targetPosition,
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quaternion,
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rotation,
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scale,
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distance,
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decay,
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power,
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angle,
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penumbra
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) {
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if (GameLib.D3.Utils.UndefinedOrNull(id)) {
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id = GameLib.D3.Tools.RandomId();
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}
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this.id = id;
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if (GameLib.D3.Utils.UndefinedOrNull(lightType)) {
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lightType = GameLib.D3.Light.LIGHT_TYPE_AMBIENT;
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}
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this.lightType = lightType;
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if (GameLib.D3.Utils.UndefinedOrNull(name)) {
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name = 'Light (' + lightType + ')';
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}
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this.name = name;
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if (GameLib.D3.Utils.UndefinedOrNull(color)) {
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color = new GameLib.D3.Color(1,1,1,1);
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}
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this.color = color;
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|
||||
if (GameLib.D3.Utils.UndefinedOrNull(intensity)) {
|
||||
intensity = 1;
|
||||
}
|
||||
this.intensity = intensity;
|
||||
|
||||
if (typeof position == 'undefined') {
|
||||
position = new GameLib.D3.Vector3(0,10,0);
|
||||
}
|
||||
this.position = position;
|
||||
|
||||
if (typeof targetPosition == 'undefined') {
|
||||
targetPosition = new GameLib.D3.Vector3(0,0,0);
|
||||
}
|
||||
this.targetPosition = targetPosition;
|
||||
|
||||
if (typeof quaternion == 'undefined'){
|
||||
quaternion = new GameLib.D3.Vector4();
|
||||
}
|
||||
this.quaternion = quaternion;
|
||||
|
||||
if (typeof rotation == 'undefined'){
|
||||
rotation = new GameLib.D3.Vector3(0,0,0);
|
||||
}
|
||||
this.rotation = rotation;
|
||||
|
||||
if (typeof scale == 'undefined'){
|
||||
scale = new GameLib.D3.Vector3(1,1,1);
|
||||
}
|
||||
this.scale = scale;
|
||||
|
||||
if (typeof distance == 'undefined'){
|
||||
distance = 0;
|
||||
}
|
||||
this.distance = distance;
|
||||
|
||||
if (typeof decay == 'undefined'){
|
||||
decay = 1;
|
||||
}
|
||||
this.decay = decay;
|
||||
|
||||
if (typeof power == 'undefined'){
|
||||
power = 4 * Math.PI;
|
||||
}
|
||||
this.power = power;
|
||||
|
||||
if (typeof angle == 'undefined'){
|
||||
angle = Math.PI / 3;
|
||||
}
|
||||
this.angle = angle;
|
||||
|
||||
if (typeof penumbra == 'undefined'){
|
||||
penumbra = 0;
|
||||
}
|
||||
this.penumbra = penumbra;
|
||||
};
|
|
@ -0,0 +1,405 @@
|
|||
/**
|
||||
* Raw material API object - should always correspond with the Material Schema
|
||||
* @param id
|
||||
* @param materialType
|
||||
* @param name
|
||||
* @param opacity
|
||||
* @param side
|
||||
* @param transparent
|
||||
* @param maps
|
||||
* @param specular
|
||||
* @param lightMapIntensity
|
||||
* @param aoMapIntensity
|
||||
* @param color
|
||||
* @param emissive
|
||||
* @param emissiveIntensity
|
||||
* @param combine
|
||||
* @param shininess
|
||||
* @param reflectivity
|
||||
* @param refractionRatio
|
||||
* @param fog
|
||||
* @param wireframe
|
||||
* @param wireframeLineWidth
|
||||
* @param wireframeLineCap
|
||||
* @param wireframeLineJoin
|
||||
* @param vertexColors
|
||||
* @param skinning
|
||||
* @param morphTargets
|
||||
* @param morphNormals
|
||||
* @param lineWidth
|
||||
* @param lineCap
|
||||
* @param lineJoin
|
||||
* @param dashSize
|
||||
* @param gapWidth
|
||||
* @param blending
|
||||
* @param blendSrc
|
||||
* @param blendDst
|
||||
* @param blendEquation
|
||||
* @param depthTest
|
||||
* @param depthFunc
|
||||
* @param depthWrite
|
||||
* @param polygonOffset
|
||||
* @param polygonOffsetFactor
|
||||
* @param polygonOffsetUnits
|
||||
* @param alphaTest
|
||||
* @param clippingPlanes
|
||||
* @param clipShadows
|
||||
* @param visible
|
||||
* @param overdraw
|
||||
* @param shading
|
||||
* @param bumpScale
|
||||
* @param normalScale
|
||||
* @param displacementScale
|
||||
* @param displacementBias
|
||||
* @param roughness
|
||||
* @param metalness
|
||||
* @param pointSize
|
||||
* @param pointSizeAttenuation
|
||||
* @param spriteRotation
|
||||
* @param envMapIntensity
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.API.Material = function(
|
||||
id,
|
||||
materialType,
|
||||
name,
|
||||
opacity,
|
||||
side,
|
||||
transparent,
|
||||
maps,
|
||||
specular,
|
||||
lightMapIntensity,
|
||||
aoMapIntensity,
|
||||
color,
|
||||
emissive,
|
||||
emissiveIntensity,
|
||||
combine,
|
||||
shininess,
|
||||
reflectivity,
|
||||
refractionRatio,
|
||||
fog,
|
||||
wireframe,
|
||||
wireframeLineWidth,
|
||||
wireframeLineCap,
|
||||
wireframeLineJoin,
|
||||
vertexColors,
|
||||
skinning,
|
||||
morphTargets,
|
||||
morphNormals,
|
||||
lineWidth,
|
||||
lineCap,
|
||||
lineJoin,
|
||||
dashSize,
|
||||
gapWidth,
|
||||
blending,
|
||||
blendSrc,
|
||||
blendDst,
|
||||
blendEquation,
|
||||
depthTest,
|
||||
depthFunc,
|
||||
depthWrite,
|
||||
polygonOffset,
|
||||
polygonOffsetFactor,
|
||||
polygonOffsetUnits,
|
||||
alphaTest,
|
||||
clippingPlanes,
|
||||
clipShadows,
|
||||
visible,
|
||||
overdraw,
|
||||
shading,
|
||||
bumpScale,
|
||||
normalScale,
|
||||
displacementScale,
|
||||
displacementBias,
|
||||
roughness,
|
||||
metalness,
|
||||
pointSize,
|
||||
pointSizeAttenuation,
|
||||
spriteRotation,
|
||||
envMapIntensity
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(materialType)) {
|
||||
materialType = GameLib.D3.Material.MATERIAL_TYPE_STANDARD;
|
||||
}
|
||||
this.materialType = materialType;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'Material (' + materialType + ')';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(opacity)) {
|
||||
opacity = 1.0;
|
||||
}
|
||||
this.opacity = opacity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(side)) {
|
||||
side = GameLib.D3.Material.TYPE_FRONT_SIDE;
|
||||
}
|
||||
this.side = side;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(transparent)) {
|
||||
transparent = false;
|
||||
}
|
||||
this.transparent = transparent;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(maps)) {
|
||||
maps = GameLib.D3.API.TextureMapTemplate();
|
||||
}
|
||||
this.maps = maps;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(specular)) {
|
||||
specular = new GameLib.D3.Color(0.06, 0.06, 0.06, 0.06);
|
||||
}
|
||||
this.specular = specular;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lightMapIntensity)) {
|
||||
lightMapIntensity = 1;
|
||||
}
|
||||
this.lightMapIntensity = lightMapIntensity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(aoMapIntensity)) {
|
||||
aoMapIntensity = 1;
|
||||
}
|
||||
this.aoMapIntensity = aoMapIntensity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(color)) {
|
||||
color = new GameLib.D3.Color(1, 1, 1, 1)
|
||||
}
|
||||
this.color = color;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(emissive)) {
|
||||
emissive = new GameLib.D3.Color(0, 0, 0, 0);
|
||||
}
|
||||
this.emissive = emissive;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(emissiveIntensity)) {
|
||||
emissiveIntensity = 1;
|
||||
}
|
||||
this.emissiveIntensity = emissiveIntensity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(combine)) {
|
||||
combine = GameLib.D3.Material.TYPE_MULTIPLY_OPERATION;
|
||||
}
|
||||
this.combine = combine;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(shininess)) {
|
||||
shininess = 30;
|
||||
}
|
||||
this.shininess = shininess;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(reflectivity)) {
|
||||
reflectivity = 1;
|
||||
}
|
||||
this.reflectivity = reflectivity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(refractionRatio)) {
|
||||
refractionRatio = 0.98;
|
||||
}
|
||||
this.refractionRatio = refractionRatio;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(fog)) {
|
||||
fog = true;
|
||||
}
|
||||
this.fog = fog;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframe)) {
|
||||
wireframe = false;
|
||||
}
|
||||
this.wireframe = wireframe;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframeLineWidth)) {
|
||||
wireframeLineWidth = 1;
|
||||
}
|
||||
this.wireframeLineWidth = wireframeLineWidth;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframeLineCap)) {
|
||||
wireframeLineCap = 'round';
|
||||
}
|
||||
this.wireframeLineCap = wireframeLineCap;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframeLineJoin)) {
|
||||
wireframeLineJoin = 'round';
|
||||
}
|
||||
this.wireframeLineJoin = wireframeLineJoin;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(vertexColors)) {
|
||||
vertexColors = GameLib.D3.Material.TYPE_NO_COLORS;
|
||||
}
|
||||
this.vertexColors = vertexColors;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skinning)) {
|
||||
skinning = false;
|
||||
}
|
||||
this.skinning = skinning;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(morphTargets)) {
|
||||
morphTargets = false;
|
||||
}
|
||||
this.morphTargets = morphTargets;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(morphNormals)) {
|
||||
morphNormals = false;
|
||||
}
|
||||
this.morphNormals = morphNormals;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(overdraw)) {
|
||||
overdraw = 0;
|
||||
}
|
||||
this.overdraw = overdraw;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lineWidth)) {
|
||||
lineWidth = 1;
|
||||
}
|
||||
this.lineWidth = lineWidth;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lineCap)) {
|
||||
lineCap = 'round';
|
||||
}
|
||||
this.lineCap = lineCap;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lineJoin)) {
|
||||
lineJoin = 'round';
|
||||
}
|
||||
this.lineJoin = lineJoin;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(dashSize)) {
|
||||
dashSize = 3;
|
||||
}
|
||||
this.dashSize = dashSize;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(gapWidth)) {
|
||||
gapWidth = 1;
|
||||
}
|
||||
this.gapWidth = gapWidth;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blending)) {
|
||||
blending = GameLib.D3.Material.TYPE_NORMAL_BLENDING;
|
||||
}
|
||||
this.blending = blending;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blendSrc)) {
|
||||
blendSrc = GameLib.D3.Material.TYPE_SRC_ALPHA_FACTOR;
|
||||
}
|
||||
this.blendSrc = blendSrc;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blendDst)) {
|
||||
blendDst = GameLib.D3.Material.TYPE_ONE_MINUS_SRC_ALPHA_FACTOR;
|
||||
}
|
||||
this.blendDst = blendDst;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blendEquation)) {
|
||||
blendEquation = GameLib.D3.Material.TYPE_ADD_EQUATION;
|
||||
}
|
||||
this.blendEquation = blendEquation;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(depthTest)) {
|
||||
depthTest = true;
|
||||
}
|
||||
this.depthTest = depthTest;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(depthFunc)) {
|
||||
depthFunc = GameLib.D3.Material.TYPE_LESS_EQUAL_DEPTH;
|
||||
}
|
||||
this.depthFunc = depthFunc;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(depthWrite)) {
|
||||
depthWrite = true;
|
||||
}
|
||||
this.depthWrite = depthWrite;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(polygonOffset)) {
|
||||
polygonOffset = false;
|
||||
}
|
||||
this.polygonOffset = polygonOffset;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(polygonOffsetFactor)) {
|
||||
polygonOffsetFactor = 1;
|
||||
}
|
||||
this.polygonOffsetFactor = polygonOffsetFactor;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(polygonOffsetUnits)) {
|
||||
polygonOffsetUnits = 1;
|
||||
}
|
||||
this.polygonOffsetUnits = polygonOffsetUnits;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(alphaTest)) {
|
||||
alphaTest = 0;
|
||||
}
|
||||
this.alphaTest = alphaTest;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(clippingPlanes)) {
|
||||
clippingPlanes = [];
|
||||
}
|
||||
this.clippingPlanes = clippingPlanes;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(clipShadows)) {
|
||||
clipShadows = false;
|
||||
}
|
||||
this.clipShadows = clipShadows;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(visible)) {
|
||||
visible = true;
|
||||
}
|
||||
this.visible = visible;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(shading)) {
|
||||
shading = GameLib.D3.Material.TYPE_FLAT_SHADING;
|
||||
}
|
||||
this.shading = shading;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(bumpScale)) {
|
||||
bumpScale = 1;
|
||||
}
|
||||
this.bumpScale = bumpScale;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(normalScale)) {
|
||||
normalScale = 1;
|
||||
}
|
||||
this.normalScale = normalScale;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(displacementScale)) {
|
||||
displacementScale = 1;
|
||||
}
|
||||
this.displacementScale = displacementScale;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(displacementBias)) {
|
||||
displacementBias = 0;
|
||||
}
|
||||
this.displacementBias = displacementBias;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(roughness)) {
|
||||
roughness = 0.5;
|
||||
}
|
||||
this.roughness = roughness;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(metalness)) {
|
||||
metalness = 0.5;
|
||||
}
|
||||
this.metalness = metalness;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(pointSize)) {
|
||||
pointSize = 1;
|
||||
}
|
||||
this.pointSize = pointSize;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(pointSizeAttenuation)) {
|
||||
pointSizeAttenuation = true;
|
||||
}
|
||||
this.pointSizeAttenuation = pointSizeAttenuation;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(spriteRotation)) {
|
||||
spriteRotation = 0;
|
||||
}
|
||||
this.spriteRotation = spriteRotation;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(envMapIntensity)) {
|
||||
envMapIntensity = 1.0;
|
||||
}
|
||||
this.envMapIntensity = envMapIntensity;
|
||||
};
|
|
@ -0,0 +1,125 @@
|
|||
/**
|
||||
* Raw Mesh API object - should always correspond with the Mesh Schema
|
||||
* @param id
|
||||
* @param meshType
|
||||
* @param name
|
||||
* @param vertices GameLib.D3.Vertex[]
|
||||
* @param faces GameLib.D3.TriangleFace[]
|
||||
* @param faceVertexUvs
|
||||
* @param materials GameLib.D3.API.Material[]
|
||||
* @param parentMeshId
|
||||
* @param parentSceneId
|
||||
* @param skeleton
|
||||
* @param skinIndices
|
||||
* @param skinWeights
|
||||
* @param position GameLib.D3.Vector3
|
||||
* @param quaternion GameLib.D3.Vector4
|
||||
* @param rotation GameLib.D3.Vector3
|
||||
* @param scale GameLib.D3.Vector3
|
||||
* @param up
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.API.Mesh = function(
|
||||
id,
|
||||
meshType,
|
||||
name,
|
||||
vertices,
|
||||
faces,
|
||||
faceVertexUvs,
|
||||
materials,
|
||||
parentMeshId,
|
||||
parentSceneId,
|
||||
skeleton,
|
||||
skinIndices,
|
||||
skinWeights,
|
||||
position,
|
||||
quaternion,
|
||||
rotation,
|
||||
scale,
|
||||
up
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(meshType)) {
|
||||
meshType = GameLib.D3.Mesh.TYPE_NORMAL;
|
||||
}
|
||||
this.meshType = meshType;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'Mesh (' + meshType + ')';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(vertices)) {
|
||||
throw new Error('Cannot create a mesh with no vertices');
|
||||
}
|
||||
this.vertices = vertices;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(faces)) {
|
||||
throw new Error('Cannot create a mesh with no faces');
|
||||
}
|
||||
this.faces = faces;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(parentMeshId)) {
|
||||
parentMeshId = null;
|
||||
}
|
||||
this.parentMeshId = parentMeshId;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(parentSceneId)) {
|
||||
parentSceneId = null;
|
||||
}
|
||||
this.parentSceneId = parentSceneId;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skeleton)) {
|
||||
skeleton = null;
|
||||
}
|
||||
this.skeleton = skeleton;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(faceVertexUvs)) {
|
||||
faceVertexUvs = [];
|
||||
}
|
||||
this.faceVertexUvs = faceVertexUvs;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skinIndices)) {
|
||||
skinIndices = [];
|
||||
}
|
||||
this.skinIndices = skinIndices;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skinWeights)) {
|
||||
skinWeights = [];
|
||||
}
|
||||
this.skinWeights = skinWeights;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(materials)) {
|
||||
materials = [];
|
||||
}
|
||||
this.materials = materials;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(position)) {
|
||||
position = new GameLib.D3.Vector3(0,0,0);
|
||||
}
|
||||
this.position = position;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(quaternion)) {
|
||||
quaternion = new GameLib.D3.Vector4();
|
||||
}
|
||||
this.quaternion = quaternion;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(rotation)) {
|
||||
rotation = new GameLib.D3.Vector3(0,0,0);
|
||||
}
|
||||
this.rotation = rotation;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(scale)) {
|
||||
scale = new GameLib.D3.Vector3(1,1,1);
|
||||
}
|
||||
this.scale = scale;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(up)) {
|
||||
up = new GameLib.D3.Vector3(0,1,0);
|
||||
}
|
||||
this.up = up;
|
||||
};
|
|
@ -0,0 +1,124 @@
|
|||
/**
|
||||
* Raw Scene API object - should always correspond with the Scene Schema
|
||||
* @param id String
|
||||
* @param path String
|
||||
* @param name String
|
||||
* @param meshes GameLib.D3.API.Mesh []
|
||||
* @param quaternion GameLib.D3.Vector4
|
||||
* @param position GameLib.D3.Vector3
|
||||
* @param rotation GameLib.D3.Vector3
|
||||
* @param scale GameLib.D3.Vector3
|
||||
* @param parentSceneId
|
||||
* @param lights GameLib.D3.API.Light[]
|
||||
* @param worlds GameLib.D3.API.World[]
|
||||
* @param entities GameLib.D3.API.Entity[]
|
||||
* @param components GameLib.D3.API.Component[]
|
||||
* @param shapes GameLib.D3.API.Shape[]
|
||||
* @param cameras
|
||||
* @param activeCameraIndex
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.API.Scene = function(
|
||||
id,
|
||||
path,
|
||||
name,
|
||||
meshes,
|
||||
quaternion,
|
||||
position,
|
||||
rotation,
|
||||
scale,
|
||||
parentSceneId,
|
||||
lights,
|
||||
worlds,
|
||||
entities,
|
||||
components,
|
||||
shapes,
|
||||
cameras,
|
||||
activeCameraIndex,
|
||||
splines
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(path)) {
|
||||
path = null;
|
||||
}
|
||||
this.path = path;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'unnamed';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(meshes)) {
|
||||
meshes = [];
|
||||
}
|
||||
this.meshes = meshes;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(quaternion)) {
|
||||
quaternion = new GameLib.D3.Vector4();
|
||||
}
|
||||
this.quaternion = quaternion;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(position)) {
|
||||
position = new GameLib.D3.Vector3();
|
||||
}
|
||||
this.position = position;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(rotation)) {
|
||||
rotation = new GameLib.D3.Vector3();
|
||||
}
|
||||
this.rotation = rotation;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(scale)) {
|
||||
scale = new GameLib.D3.Vector3(1,1,1);
|
||||
}
|
||||
this.scale = scale;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(parentSceneId)) {
|
||||
parentSceneId = null;
|
||||
}
|
||||
this.parentSceneId = parentSceneId;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lights)) {
|
||||
lights = [];
|
||||
}
|
||||
this.lights = lights;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(worlds)) {
|
||||
worlds = [];
|
||||
}
|
||||
this.worlds = worlds;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(entities)) {
|
||||
entities = [];
|
||||
}
|
||||
this.entities = entities;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(components)) {
|
||||
components = [];
|
||||
}
|
||||
this.components = components;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(shapes)) {
|
||||
shapes = [];
|
||||
}
|
||||
this.shapes = shapes;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(cameras)) {
|
||||
cameras = [];
|
||||
}
|
||||
this.cameras = cameras;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(activeCameraIndex)) {
|
||||
activeCameraIndex = 0;
|
||||
}
|
||||
this.activeCameraIndex = activeCameraIndex;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(splines)) {
|
||||
splines = [];
|
||||
}
|
||||
this.splines = splines;
|
||||
};
|
|
@ -0,0 +1,24 @@
|
|||
/**
|
||||
* API Spline
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.API.Spline = function(
|
||||
id,
|
||||
name,
|
||||
vertices
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'spline-unnamed';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(vertices)) {
|
||||
vertices = [];
|
||||
}
|
||||
this.vertices = vertices;
|
||||
};
|
|
@ -0,0 +1,20 @@
|
|||
/**
|
||||
* Raw API Texture Map Template - should match the contents of the Material Schema (maps property)
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.API.TextureMapTemplate = function() {
|
||||
return new GameLib.D3.TextureMaps(
|
||||
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 +1,153 @@
|
|||
/**
|
||||
* Raw Texture API object - should always correspond with the Texture Schema
|
||||
* @param id
|
||||
* @param typeId
|
||||
* @param name
|
||||
* @param imagePath
|
||||
* @param wrapS
|
||||
* @param wrapT
|
||||
* @param repeat
|
||||
* @param data
|
||||
* @param format
|
||||
* @param mapping
|
||||
* @param magFilter
|
||||
* @param minFilter
|
||||
* @param textureType
|
||||
* @param anisotropy
|
||||
* @param offset
|
||||
* @param generateMipmaps
|
||||
* @param flipY
|
||||
* @param mipmaps
|
||||
* @param unpackAlignment
|
||||
* @param premultiplyAlpha
|
||||
* @param encoding
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.API.Texture = function(
|
||||
id,
|
||||
typeId,
|
||||
name,
|
||||
imagePath,
|
||||
wrapS,
|
||||
wrapT,
|
||||
repeat,
|
||||
data,
|
||||
format,
|
||||
mapping,
|
||||
magFilter,
|
||||
minFilter,
|
||||
textureType,
|
||||
anisotropy,
|
||||
offset,
|
||||
generateMipmaps,
|
||||
flipY,
|
||||
mipmaps,
|
||||
unpackAlignment,
|
||||
premultiplyAlpha,
|
||||
encoding
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(typeId)) {
|
||||
typeId = GameLib.D3.Texture.TEXTURE_TYPE_DIFFUSE;
|
||||
}
|
||||
this.typeId = typeId;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'Texture (' + typeId + ')';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(imagePath)) {
|
||||
imagePath = null;
|
||||
}
|
||||
this.imagePath = imagePath;
|
||||
|
||||
if (typeof wrapS == 'undefined') {
|
||||
wrapS = GameLib.D3.Texture.TYPE_REPEAT_WRAPPING;
|
||||
}
|
||||
this.wrapS = wrapS;
|
||||
|
||||
if (typeof wrapT == 'undefined') {
|
||||
wrapT = GameLib.D3.Texture.TYPE_REPEAT_WRAPPING;
|
||||
}
|
||||
this.wrapT = wrapT;
|
||||
|
||||
if (typeof repeat == 'undefined') {
|
||||
repeat = new GameLib.D3.Vector2(1, 1);
|
||||
}
|
||||
this.repeat = repeat;
|
||||
|
||||
if (typeof data == 'undefined') {
|
||||
data = null;
|
||||
}
|
||||
this.data = data;
|
||||
|
||||
if (typeof format == 'undefined') {
|
||||
format = GameLib.D3.Texture.TYPE_RGBA_FORMAT;
|
||||
}
|
||||
this.format = format;
|
||||
|
||||
if (typeof mapping == 'undefined') {
|
||||
mapping = GameLib.D3.Texture.TYPE_UV_MAPPING;
|
||||
}
|
||||
this.mapping = mapping;
|
||||
|
||||
if (typeof magFilter == 'undefined') {
|
||||
magFilter = GameLib.D3.Texture.TYPE_LINEAR_FILTER;
|
||||
}
|
||||
this.magFilter = magFilter;
|
||||
|
||||
if (typeof minFilter == 'undefined') {
|
||||
minFilter = GameLib.D3.Texture.TYPE_LINEAR_MIPMAP_LINEAR_FILTER;
|
||||
}
|
||||
this.minFilter = minFilter;
|
||||
|
||||
if (typeof textureType == 'undefined') {
|
||||
textureType = GameLib.D3.Texture.TYPE_UNSIGNED_BYTE;
|
||||
}
|
||||
this.textureType = textureType;
|
||||
|
||||
if (typeof anisotropy == 'undefined') {
|
||||
anisotropy = 1;
|
||||
}
|
||||
this.anisotropy = anisotropy;
|
||||
|
||||
if (typeof offset == 'undefined') {
|
||||
offset = new GameLib.D3.Vector2(0, 0);
|
||||
}
|
||||
this.offset = offset;
|
||||
|
||||
if (typeof generateMipmaps == 'undefined') {
|
||||
generateMipmaps = true;
|
||||
}
|
||||
this.generateMipmaps = generateMipmaps;
|
||||
|
||||
if (typeof flipY == 'undefined') {
|
||||
flipY = true;
|
||||
}
|
||||
this.flipY = flipY;
|
||||
|
||||
if (typeof mipmaps == 'undefined') {
|
||||
mipmaps = [];
|
||||
}
|
||||
this.mipmaps = mipmaps;
|
||||
|
||||
if (typeof unpackAlignment == 'undefined') {
|
||||
unpackAlignment = 4;
|
||||
}
|
||||
this.unpackAlignment = unpackAlignment;
|
||||
|
||||
if (typeof premultiplyAlpha == 'undefined') {
|
||||
premultiplyAlpha = false;
|
||||
}
|
||||
this.premultiplyAlpha = premultiplyAlpha;
|
||||
|
||||
if (typeof encoding == 'undefined') {
|
||||
encoding = GameLib.D3.Texture.TYPE_LINEAR_ENCODING;
|
||||
}
|
||||
this.encoding = encoding;
|
||||
};
|
|
@ -0,0 +1,5 @@
|
|||
GameLib.D3.API.Vector3 = function Vector3(x, y, z) {
|
||||
this.x = x || 0;
|
||||
this.y = y || 0;
|
||||
this.z = z || 0;
|
||||
};
|
|
@ -1,7 +1,7 @@
|
|||
/**
|
||||
* Creates a camera object
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param apiCamera GameLib.D3.Camera.API
|
||||
* @param apiCamera GameLib.D3.API.Camera
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Camera = function Camera(
|
||||
|
@ -18,13 +18,13 @@ GameLib.D3.Camera = function Camera(
|
|||
|
||||
this.graphics.isNotThreeThrow();
|
||||
|
||||
this.position = new GameLib.D3.Vector3.Runtime(
|
||||
this.position = new GameLib.D3.Runtime.Vector3(
|
||||
graphics,
|
||||
this,
|
||||
this.position
|
||||
);
|
||||
|
||||
this.offsetPosition = new GameLib.D3.Vector3.Runtime(graphics, this, new GameLib.D3.Vector3(0,5,5));
|
||||
this.offsetPosition = new GameLib.D3.Runtime.Vector3(graphics, this, new GameLib.D3.Vector3(0,5,5));
|
||||
|
||||
delete this.offsetPosition.updateInstance;
|
||||
|
||||
|
@ -33,126 +33,6 @@ GameLib.D3.Camera = function Camera(
|
|||
this.needsUpdate = false;
|
||||
} ;
|
||||
|
||||
/**
|
||||
* Raw Camera API object - should always correspond with the Camera Schema
|
||||
* @param id
|
||||
* @param name
|
||||
* @param cameraType GameLib.D3.Camera.CAMERA_TYPE_*
|
||||
* @param fov
|
||||
* @param aspect
|
||||
* @param near
|
||||
* @param far
|
||||
* @param position GameLib.D3.Vector3
|
||||
* @param lookAt GameLib.D3.Vector3
|
||||
* @param minX
|
||||
* @param maxX
|
||||
* @param minY
|
||||
* @param maxY
|
||||
* @param minZ
|
||||
* @param maxZ
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Camera.API = function(
|
||||
id,
|
||||
cameraType,
|
||||
name,
|
||||
fov,
|
||||
aspect,
|
||||
near,
|
||||
far,
|
||||
position,
|
||||
lookAt,
|
||||
minX,
|
||||
maxX,
|
||||
minY,
|
||||
maxY,
|
||||
minZ,
|
||||
maxZ
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(cameraType)) {
|
||||
cameraType = GameLib.D3.Camera.CAMERA_TYPE_PERSPECTIVE;
|
||||
}
|
||||
this.cameraType = cameraType;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'Camera (' + cameraType + ')';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(fov)) {
|
||||
fov = 75;
|
||||
}
|
||||
this.fov = fov;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(aspect)) {
|
||||
aspect = window.innerWidth / window.innerHeight;
|
||||
}
|
||||
this.aspect = aspect;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(near)) {
|
||||
near = 0.1;
|
||||
}
|
||||
this.near = near;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(far)) {
|
||||
far = 1000;
|
||||
}
|
||||
this.far = far;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(position)) {
|
||||
position = new GameLib.D3.Vector3(
|
||||
15,
|
||||
15,
|
||||
15
|
||||
);
|
||||
}
|
||||
this.position = position;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lookAt)) {
|
||||
lookAt = new GameLib.D3.Vector3(
|
||||
0,
|
||||
0,
|
||||
0
|
||||
);
|
||||
}
|
||||
this.lookAt = lookAt;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(minX)) {
|
||||
minX = -100;
|
||||
}
|
||||
this.minX = minX;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(maxX)) {
|
||||
maxX = 100;
|
||||
}
|
||||
this.maxX = maxX;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(minY)) {
|
||||
minY = -100;
|
||||
}
|
||||
this.minY = minY;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(maxY)) {
|
||||
maxY = 100;
|
||||
}
|
||||
this.maxY = maxY;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(minZ)) {
|
||||
minZ = -100;
|
||||
}
|
||||
this.minZ = minZ;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(maxZ)) {
|
||||
maxZ = 100;
|
||||
}
|
||||
this.maxZ = maxZ;
|
||||
};
|
||||
|
||||
/**
|
||||
* Camera types
|
||||
* @type {number}
|
||||
|
|
|
@ -37,272 +37,7 @@ GameLib.D3.ComponentInterface.COMPONENT_TRIGGER_SPHERE_SPHERE = 0xF;
|
|||
GameLib.D3.ComponentInterface.COMPONENT_VEHICLE_AI_OBJECT_AVOIDENCE = 0x10;
|
||||
GameLib.D3.ComponentInterface.COMPONENT_VEHICLE_AI_PATH_STEERING = 0x11;
|
||||
|
||||
/**
|
||||
* Superset for storing Components to API, and generating them from componentType
|
||||
* @param id
|
||||
* @param name
|
||||
* @param componentType
|
||||
* @param camera
|
||||
* @param startColor
|
||||
* @param endColor
|
||||
* @param lerpSpeed
|
||||
* @param targetEntity
|
||||
* @param targetOffset
|
||||
* @param minDistance
|
||||
* @param moveSpeed
|
||||
* @param rotationSpeed
|
||||
* @param positionOffset
|
||||
* @param quaternionOffset
|
||||
* @param scaleOffset
|
||||
* @param sensorLength
|
||||
* @param spline
|
||||
* @param normalSpline
|
||||
* @param acceleration
|
||||
* @param maxSpeed
|
||||
* @param baseOffset
|
||||
* @param maxOffset
|
||||
* @param steeringSpeed
|
||||
* @param frontLWheelIndex
|
||||
* @param frontRWheelIndex
|
||||
* @param backLWheelIndex
|
||||
* @param backRWheelIndex
|
||||
* @param maxForce
|
||||
* @param steering
|
||||
* @param entitiesToCheck
|
||||
* @param onInside
|
||||
* @param onEnter
|
||||
* @param onLeave
|
||||
* @param onSetParent
|
||||
* @param sphereRadius
|
||||
* @param world
|
||||
* @param maxSteerAngle
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.ComponentInterface.API = function(
|
||||
id,
|
||||
name,
|
||||
componentType,
|
||||
camera,
|
||||
startColor,
|
||||
endColor,
|
||||
lerpSpeed,
|
||||
targetEntity,
|
||||
targetOffset,
|
||||
minDistance,
|
||||
moveSpeed,
|
||||
rotationSpeed,
|
||||
positionOffset,
|
||||
quaternionOffset,
|
||||
scaleOffset,
|
||||
sensorLength,
|
||||
spline,
|
||||
normalSpline,
|
||||
acceleration,
|
||||
maxSpeed,
|
||||
baseOffset,
|
||||
maxOffset,
|
||||
steeringSpeed,
|
||||
frontLWheelIndex,
|
||||
frontRWheelIndex,
|
||||
backLWheelIndex,
|
||||
backRWheelIndex,
|
||||
maxForce,
|
||||
steering,
|
||||
entitiesToCheck,
|
||||
onInside,
|
||||
onEnter,
|
||||
onLeave,
|
||||
onSetParent,
|
||||
sphereRadius,
|
||||
world,
|
||||
maxSteerAngle
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'component-unnamed';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(componentType)) {
|
||||
componentType = GameLib.D3.ComponentInterface.COMPONENT_INTERFACE;
|
||||
}
|
||||
this.componentType = componentType;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(camera)) {
|
||||
camera = null;
|
||||
}
|
||||
this.camera = camera;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(startColor)) {
|
||||
startColor = new GameLib.D3.Vector3(0, 0, 0);
|
||||
}
|
||||
this.startColor = startColor;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(endColor)) {
|
||||
endColor = new GameLib.D3.Vector3(1, 1, 1);
|
||||
}
|
||||
this.endColor = endColor;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lerpSpeed)) {
|
||||
lerpSpeed = 1.0;
|
||||
}
|
||||
this.lerpSpeed = lerpSpeed;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(targetEntity)) {
|
||||
targetEntity = null;
|
||||
}
|
||||
this.targetEntity = targetEntity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(targetOffset)) {
|
||||
targetOffset = new GameLib.D3.Vector3(0, 0, 0);
|
||||
}
|
||||
this.targetOffset = targetOffset;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(minDistance)) {
|
||||
minDistance = 0;
|
||||
}
|
||||
this.minDistance = minDistance;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(moveSpeed)) {
|
||||
moveSpeed = 12.5;
|
||||
}
|
||||
this.moveSpeed = moveSpeed;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(rotationSpeed)) {
|
||||
rotationSpeed = 22.0;
|
||||
}
|
||||
this.rotationSpeed = rotationSpeed;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(positionOffset)) {
|
||||
positionOffset = new GameLib.D3.Vector3();
|
||||
}
|
||||
this.positionOffset = positionOffset;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(quaternionOffset)) {
|
||||
quaternionOffset = new GameLib.D3.Vector4();
|
||||
}
|
||||
this.quaternionOffset = quaternionOffset;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(scaleOffset)) {
|
||||
scaleOffset = new GameLib.D3.Vector3();
|
||||
}
|
||||
this.scaleOffset = scaleOffset;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(sensorLength)) {
|
||||
sensorLength = 5;
|
||||
}
|
||||
this.sensorLength = sensorLength;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(spline)) {
|
||||
spline = new GameLib.D3.API.Spline(null, 'spline');
|
||||
}
|
||||
this.spline = spline;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(normalSpline)) {
|
||||
normalSpline = new GameLib.D3.API.Spline(null, 'normal-spline');
|
||||
}
|
||||
this.normalSpline = normalSpline;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(acceleration)) {
|
||||
acceleration = 2.0;
|
||||
}
|
||||
this.acceleration = acceleration;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(maxSpeed)) {
|
||||
maxSpeed = 10.0;
|
||||
}
|
||||
this.maxSpeed = maxSpeed;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(baseOffset)) {
|
||||
baseOffset = new GameLib.D3.Vector3();
|
||||
}
|
||||
this.baseOffset = baseOffset;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(maxOffset)) {
|
||||
maxOffset = new GameLib.D3.Vector3(10, 10, 10);
|
||||
}
|
||||
this.maxOffset = maxOffset;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(steeringSpeed)) {
|
||||
steeringSpeed = 1.0;
|
||||
}
|
||||
this.steeringSpeed = steeringSpeed;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(frontLWheelIndex)) {
|
||||
frontLWheelIndex = 1;
|
||||
}
|
||||
this.frontLWheelIndex = frontLWheelIndex;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(frontRWheelIndex)) {
|
||||
frontRWheelIndex = 2;
|
||||
}
|
||||
this.frontRWheelIndex = frontRWheelIndex;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(backLWheelIndex)) {
|
||||
backLWheelIndex = 3;
|
||||
}
|
||||
this.backLWheelIndex = backLWheelIndex;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(backRWheelIndex)) {
|
||||
backRWheelIndex = 4;
|
||||
}
|
||||
this.backRWheelIndex = backRWheelIndex;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(maxForce)) {
|
||||
maxForce = 400;
|
||||
}
|
||||
this.maxForce = maxForce;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(steering)) {
|
||||
steering = 0.5;
|
||||
}
|
||||
this.steering = steering;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(entitiesToCheck)) {
|
||||
entitiesToCheck = [];
|
||||
}
|
||||
this.entitiesToCheck = entitiesToCheck;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(onInside)) {
|
||||
onInside = null;
|
||||
}
|
||||
this.onInside = onInside;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(onEnter)) {
|
||||
onEnter = null;
|
||||
}
|
||||
this.onEnter = onEnter;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(onLeave)) {
|
||||
onLeave = null;
|
||||
}
|
||||
this.onLeave = onLeave;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(onSetParent)) {
|
||||
onSetParent = null;
|
||||
}
|
||||
this.onSetParent = onSetParent;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(sphereRadius)) {
|
||||
sphereRadius = 1.0;
|
||||
}
|
||||
this.sphereRadius = sphereRadius;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(world)) {
|
||||
world = null;
|
||||
}
|
||||
this.world = world;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(maxSteerAngle)) {
|
||||
maxSteerAngle = 0.5;
|
||||
}
|
||||
this.maxSteerAngle = maxSteerAngle;
|
||||
|
||||
};
|
||||
|
||||
// will be not used
|
||||
GameLib.D3.ComponentInterface.prototype.setParentEntity = function(
|
||||
|
|
|
@ -17,64 +17,6 @@ GameLib.D3.Entity = function(
|
|||
}
|
||||
}
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(parentScene)) {
|
||||
parentScene = null;
|
||||
}
|
||||
this.parentScene = parentScene;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(mesh)) {
|
||||
mesh = null;
|
||||
}
|
||||
this.mesh = mesh;
|
||||
};
|
||||
|
||||
/**
|
||||
* Entity API
|
||||
* @param id
|
||||
* @param name
|
||||
* @param ids
|
||||
* @param position
|
||||
* @param quaternion
|
||||
* @param scale
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Entity.API = function Entity(
|
||||
id,
|
||||
name,
|
||||
ids,
|
||||
position,
|
||||
quaternion,
|
||||
scale
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = this.constructor.name;
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(ids)) {
|
||||
ids = [];
|
||||
}
|
||||
this.ids = ids;
|
||||
|
||||
if(GameLib.D3.Utils.UndefinedOrNull(position)) {
|
||||
position = new GameLib.D3.Vector3();
|
||||
}
|
||||
this.position = position;
|
||||
|
||||
if(GameLib.D3.Utils.UndefinedOrNull(quaternion)) {
|
||||
quaternion = new GameLib.D3.Vector4();
|
||||
}
|
||||
this.quaternion = quaternion;
|
||||
|
||||
if(GameLib.D3.Utils.UndefinedOrNull(scale)) {
|
||||
scale = new GameLib.D3.Vector3(1, 1, 1);
|
||||
}
|
||||
this.scale = scale;
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/**
|
||||
* Light Superset - The apiLight properties get moved into the Light object itself, and then the instance is created
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param apiLight GameLib.D3.Light.API
|
||||
* @param apiLight GameLib.D3.API.Light
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Light = function Light(
|
||||
|
@ -20,118 +20,6 @@ GameLib.D3.Light = function Light(
|
|||
this.instance = this.createInstance();
|
||||
};
|
||||
|
||||
/**
|
||||
* Raw Light API object - should always correspond with the Light Schema
|
||||
* @param id
|
||||
* @param lightType
|
||||
* @param name
|
||||
* @param color
|
||||
* @param intensity
|
||||
* @param position
|
||||
* @param targetPosition
|
||||
* @param quaternion
|
||||
* @param rotation
|
||||
* @param scale
|
||||
* @param distance
|
||||
* @param decay
|
||||
* @param power
|
||||
* @param angle
|
||||
* @param penumbra
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Light.API = function(
|
||||
id,
|
||||
lightType,
|
||||
name,
|
||||
color,
|
||||
intensity,
|
||||
position,
|
||||
targetPosition,
|
||||
quaternion,
|
||||
rotation,
|
||||
scale,
|
||||
distance,
|
||||
decay,
|
||||
power,
|
||||
angle,
|
||||
penumbra
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lightType)) {
|
||||
lightType = GameLib.D3.Light.LIGHT_TYPE_AMBIENT;
|
||||
}
|
||||
this.lightType = lightType;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'Light (' + lightType + ')';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(color)) {
|
||||
color = new GameLib.D3.Color(1,1,1,1);
|
||||
}
|
||||
this.color = color;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(intensity)) {
|
||||
intensity = 1;
|
||||
}
|
||||
this.intensity = intensity;
|
||||
|
||||
if (typeof position == 'undefined') {
|
||||
position = new GameLib.D3.Vector3(0,10,0);
|
||||
}
|
||||
this.position = position;
|
||||
|
||||
if (typeof targetPosition == 'undefined') {
|
||||
targetPosition = new GameLib.D3.Vector3(0,0,0);
|
||||
}
|
||||
this.targetPosition = targetPosition;
|
||||
|
||||
if (typeof quaternion == 'undefined'){
|
||||
quaternion = new GameLib.D3.Vector4();
|
||||
}
|
||||
this.quaternion = quaternion;
|
||||
|
||||
if (typeof rotation == 'undefined'){
|
||||
rotation = new GameLib.D3.Vector3(0,0,0);
|
||||
}
|
||||
this.rotation = rotation;
|
||||
|
||||
if (typeof scale == 'undefined'){
|
||||
scale = new GameLib.D3.Vector3(1,1,1);
|
||||
}
|
||||
this.scale = scale;
|
||||
|
||||
if (typeof distance == 'undefined'){
|
||||
distance = 0;
|
||||
}
|
||||
this.distance = distance;
|
||||
|
||||
if (typeof decay == 'undefined'){
|
||||
decay = 1;
|
||||
}
|
||||
this.decay = decay;
|
||||
|
||||
if (typeof power == 'undefined'){
|
||||
power = 4 * Math.PI;
|
||||
}
|
||||
this.power = power;
|
||||
|
||||
if (typeof angle == 'undefined'){
|
||||
angle = Math.PI / 3;
|
||||
}
|
||||
this.angle = angle;
|
||||
|
||||
if (typeof penumbra == 'undefined'){
|
||||
penumbra = 0;
|
||||
}
|
||||
this.penumbra = penumbra;
|
||||
};
|
||||
|
||||
/**
|
||||
* Light Types
|
||||
* @type {number}
|
||||
|
|
|
@ -2,9 +2,9 @@
|
|||
* Material Superset - The apiMaterial properties get moved into the Material object itself, and then the instance is
|
||||
* created
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param apiMaterial GameLib.D3.Material.API
|
||||
* @param apiMaterial GameLib.D3.API.Material
|
||||
* @constructor
|
||||
* @returns {GameLib.D3.Material | GameLib.D3.Material.API}
|
||||
* @returns {GameLib.D3.Material | GameLib.D3.API.Material}
|
||||
*/
|
||||
GameLib.D3.Material = function Material(
|
||||
graphics,
|
||||
|
@ -24,412 +24,6 @@ GameLib.D3.Material = function Material(
|
|||
this.needsUpdate = false;
|
||||
};
|
||||
|
||||
/**
|
||||
* Raw material API object - should always correspond with the Material Schema
|
||||
* @param id
|
||||
* @param materialType
|
||||
* @param name
|
||||
* @param opacity
|
||||
* @param side
|
||||
* @param transparent
|
||||
* @param maps
|
||||
* @param specular
|
||||
* @param lightMapIntensity
|
||||
* @param aoMapIntensity
|
||||
* @param color
|
||||
* @param emissive
|
||||
* @param emissiveIntensity
|
||||
* @param combine
|
||||
* @param shininess
|
||||
* @param reflectivity
|
||||
* @param refractionRatio
|
||||
* @param fog
|
||||
* @param wireframe
|
||||
* @param wireframeLineWidth
|
||||
* @param wireframeLineCap
|
||||
* @param wireframeLineJoin
|
||||
* @param vertexColors
|
||||
* @param skinning
|
||||
* @param morphTargets
|
||||
* @param morphNormals
|
||||
* @param lineWidth
|
||||
* @param lineCap
|
||||
* @param lineJoin
|
||||
* @param dashSize
|
||||
* @param gapWidth
|
||||
* @param blending
|
||||
* @param blendSrc
|
||||
* @param blendDst
|
||||
* @param blendEquation
|
||||
* @param depthTest
|
||||
* @param depthFunc
|
||||
* @param depthWrite
|
||||
* @param polygonOffset
|
||||
* @param polygonOffsetFactor
|
||||
* @param polygonOffsetUnits
|
||||
* @param alphaTest
|
||||
* @param clippingPlanes
|
||||
* @param clipShadows
|
||||
* @param visible
|
||||
* @param overdraw
|
||||
* @param shading
|
||||
* @param bumpScale
|
||||
* @param normalScale
|
||||
* @param displacementScale
|
||||
* @param displacementBias
|
||||
* @param roughness
|
||||
* @param metalness
|
||||
* @param pointSize
|
||||
* @param pointSizeAttenuation
|
||||
* @param spriteRotation
|
||||
* @param envMapIntensity
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Material.API = function(
|
||||
id,
|
||||
materialType,
|
||||
name,
|
||||
opacity,
|
||||
side,
|
||||
transparent,
|
||||
maps,
|
||||
specular,
|
||||
lightMapIntensity,
|
||||
aoMapIntensity,
|
||||
color,
|
||||
emissive,
|
||||
emissiveIntensity,
|
||||
combine,
|
||||
shininess,
|
||||
reflectivity,
|
||||
refractionRatio,
|
||||
fog,
|
||||
wireframe,
|
||||
wireframeLineWidth,
|
||||
wireframeLineCap,
|
||||
wireframeLineJoin,
|
||||
vertexColors,
|
||||
skinning,
|
||||
morphTargets,
|
||||
morphNormals,
|
||||
lineWidth,
|
||||
lineCap,
|
||||
lineJoin,
|
||||
dashSize,
|
||||
gapWidth,
|
||||
blending,
|
||||
blendSrc,
|
||||
blendDst,
|
||||
blendEquation,
|
||||
depthTest,
|
||||
depthFunc,
|
||||
depthWrite,
|
||||
polygonOffset,
|
||||
polygonOffsetFactor,
|
||||
polygonOffsetUnits,
|
||||
alphaTest,
|
||||
clippingPlanes,
|
||||
clipShadows,
|
||||
visible,
|
||||
overdraw,
|
||||
shading,
|
||||
bumpScale,
|
||||
normalScale,
|
||||
displacementScale,
|
||||
displacementBias,
|
||||
roughness,
|
||||
metalness,
|
||||
pointSize,
|
||||
pointSizeAttenuation,
|
||||
spriteRotation,
|
||||
envMapIntensity
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(materialType)) {
|
||||
materialType = GameLib.D3.Material.MATERIAL_TYPE_STANDARD;
|
||||
}
|
||||
this.materialType = materialType;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'Material (' + materialType + ')';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(opacity)) {
|
||||
opacity = 1.0;
|
||||
}
|
||||
this.opacity = opacity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(side)) {
|
||||
side = GameLib.D3.Material.TYPE_FRONT_SIDE;
|
||||
}
|
||||
this.side = side;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(transparent)) {
|
||||
transparent = false;
|
||||
}
|
||||
this.transparent = transparent;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(maps)) {
|
||||
maps = GameLib.D3.TextureMapTemplate.API();
|
||||
}
|
||||
this.maps = maps;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(specular)) {
|
||||
specular = new GameLib.D3.Color(0.06, 0.06, 0.06, 0.06);
|
||||
}
|
||||
this.specular = specular;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lightMapIntensity)) {
|
||||
lightMapIntensity = 1;
|
||||
}
|
||||
this.lightMapIntensity = lightMapIntensity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(aoMapIntensity)) {
|
||||
aoMapIntensity = 1;
|
||||
}
|
||||
this.aoMapIntensity = aoMapIntensity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(color)) {
|
||||
color = new GameLib.D3.Color(1, 1, 1, 1)
|
||||
}
|
||||
this.color = color;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(emissive)) {
|
||||
emissive = new GameLib.D3.Color(0, 0, 0, 0);
|
||||
}
|
||||
this.emissive = emissive;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(emissiveIntensity)) {
|
||||
emissiveIntensity = 1;
|
||||
}
|
||||
this.emissiveIntensity = emissiveIntensity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(combine)) {
|
||||
combine = GameLib.D3.Material.TYPE_MULTIPLY_OPERATION;
|
||||
}
|
||||
this.combine = combine;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(shininess)) {
|
||||
shininess = 30;
|
||||
}
|
||||
this.shininess = shininess;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(reflectivity)) {
|
||||
reflectivity = 1;
|
||||
}
|
||||
this.reflectivity = reflectivity;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(refractionRatio)) {
|
||||
refractionRatio = 0.98;
|
||||
}
|
||||
this.refractionRatio = refractionRatio;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(fog)) {
|
||||
fog = true;
|
||||
}
|
||||
this.fog = fog;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframe)) {
|
||||
wireframe = false;
|
||||
}
|
||||
this.wireframe = wireframe;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframeLineWidth)) {
|
||||
wireframeLineWidth = 1;
|
||||
}
|
||||
this.wireframeLineWidth = wireframeLineWidth;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframeLineCap)) {
|
||||
wireframeLineCap = 'round';
|
||||
}
|
||||
this.wireframeLineCap = wireframeLineCap;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframeLineJoin)) {
|
||||
wireframeLineJoin = 'round';
|
||||
}
|
||||
this.wireframeLineJoin = wireframeLineJoin;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(vertexColors)) {
|
||||
vertexColors = GameLib.D3.Material.TYPE_NO_COLORS;
|
||||
}
|
||||
this.vertexColors = vertexColors;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skinning)) {
|
||||
skinning = false;
|
||||
}
|
||||
this.skinning = skinning;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(morphTargets)) {
|
||||
morphTargets = false;
|
||||
}
|
||||
this.morphTargets = morphTargets;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(morphNormals)) {
|
||||
morphNormals = false;
|
||||
}
|
||||
this.morphNormals = morphNormals;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(overdraw)) {
|
||||
overdraw = 0;
|
||||
}
|
||||
this.overdraw = overdraw;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lineWidth)) {
|
||||
lineWidth = 1;
|
||||
}
|
||||
this.lineWidth = lineWidth;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lineCap)) {
|
||||
lineCap = 'round';
|
||||
}
|
||||
this.lineCap = lineCap;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lineJoin)) {
|
||||
lineJoin = 'round';
|
||||
}
|
||||
this.lineJoin = lineJoin;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(dashSize)) {
|
||||
dashSize = 3;
|
||||
}
|
||||
this.dashSize = dashSize;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(gapWidth)) {
|
||||
gapWidth = 1;
|
||||
}
|
||||
this.gapWidth = gapWidth;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blending)) {
|
||||
blending = GameLib.D3.Material.TYPE_NORMAL_BLENDING;
|
||||
}
|
||||
this.blending = blending;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blendSrc)) {
|
||||
blendSrc = GameLib.D3.Material.TYPE_SRC_ALPHA_FACTOR;
|
||||
}
|
||||
this.blendSrc = blendSrc;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blendDst)) {
|
||||
blendDst = GameLib.D3.Material.TYPE_ONE_MINUS_SRC_ALPHA_FACTOR;
|
||||
}
|
||||
this.blendDst = blendDst;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blendEquation)) {
|
||||
blendEquation = GameLib.D3.Material.TYPE_ADD_EQUATION;
|
||||
}
|
||||
this.blendEquation = blendEquation;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(depthTest)) {
|
||||
depthTest = true;
|
||||
}
|
||||
this.depthTest = depthTest;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(depthFunc)) {
|
||||
depthFunc = GameLib.D3.Material.TYPE_LESS_EQUAL_DEPTH;
|
||||
}
|
||||
this.depthFunc = depthFunc;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(depthWrite)) {
|
||||
depthWrite = true;
|
||||
}
|
||||
this.depthWrite = depthWrite;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(polygonOffset)) {
|
||||
polygonOffset = false;
|
||||
}
|
||||
this.polygonOffset = polygonOffset;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(polygonOffsetFactor)) {
|
||||
polygonOffsetFactor = 1;
|
||||
}
|
||||
this.polygonOffsetFactor = polygonOffsetFactor;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(polygonOffsetUnits)) {
|
||||
polygonOffsetUnits = 1;
|
||||
}
|
||||
this.polygonOffsetUnits = polygonOffsetUnits;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(alphaTest)) {
|
||||
alphaTest = 0;
|
||||
}
|
||||
this.alphaTest = alphaTest;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(clippingPlanes)) {
|
||||
clippingPlanes = [];
|
||||
}
|
||||
this.clippingPlanes = clippingPlanes;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(clipShadows)) {
|
||||
clipShadows = false;
|
||||
}
|
||||
this.clipShadows = clipShadows;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(visible)) {
|
||||
visible = true;
|
||||
}
|
||||
this.visible = visible;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(shading)) {
|
||||
shading = GameLib.D3.Material.TYPE_FLAT_SHADING;
|
||||
}
|
||||
this.shading = shading;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(bumpScale)) {
|
||||
bumpScale = 1;
|
||||
}
|
||||
this.bumpScale = bumpScale;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(normalScale)) {
|
||||
normalScale = 1;
|
||||
}
|
||||
this.normalScale = normalScale;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(displacementScale)) {
|
||||
displacementScale = 1;
|
||||
}
|
||||
this.displacementScale = displacementScale;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(displacementBias)) {
|
||||
displacementBias = 0;
|
||||
}
|
||||
this.displacementBias = displacementBias;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(roughness)) {
|
||||
roughness = 0.5;
|
||||
}
|
||||
this.roughness = roughness;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(metalness)) {
|
||||
metalness = 0.5;
|
||||
}
|
||||
this.metalness = metalness;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(pointSize)) {
|
||||
pointSize = 1;
|
||||
}
|
||||
this.pointSize = pointSize;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(pointSizeAttenuation)) {
|
||||
pointSizeAttenuation = true;
|
||||
}
|
||||
this.pointSizeAttenuation = pointSizeAttenuation;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(spriteRotation)) {
|
||||
spriteRotation = 0;
|
||||
}
|
||||
this.spriteRotation = spriteRotation;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(envMapIntensity)) {
|
||||
envMapIntensity = 1.0;
|
||||
}
|
||||
this.envMapIntensity = envMapIntensity;
|
||||
};
|
||||
|
||||
/**
|
||||
* Combine Method
|
||||
* @type {number}
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
* Mesh Superset - The apiMesh properties get moved into the Mesh object itself, and then the instance is created
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param computeNormals Boolean
|
||||
* @param apiMesh GameLib.D3.Mesh.API
|
||||
* @param apiMesh GameLib.D3.API.Mesh
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Mesh = function Mesh(
|
||||
|
@ -26,147 +26,21 @@ GameLib.D3.Mesh = function Mesh(
|
|||
|
||||
this.needsUpdate = false;
|
||||
|
||||
this.offsetRotation = new GameLib.D3.Vector3.Runtime(graphics, this, new GameLib.D3.Vector3(0,0,0));
|
||||
this.offsetRotation = new GameLib.D3.Runtime.Vector3(graphics, this, new GameLib.D3.Vector3(0,0,0));
|
||||
|
||||
delete this.offsetRotation.updateInstance;
|
||||
|
||||
// this.lookAtPoint = new GameLib.D3.Vector3.Runtime(graphics, this, new GameLib.D3.Vector3(0,0,0));
|
||||
// this.lookAtPoint = new GameLib.D3.Runtime.Vector3(graphics, this, new GameLib.D3.Vector3(0,0,0));
|
||||
//
|
||||
// delete this.offsetRotation.updateInstance;
|
||||
//
|
||||
// this.offsetRotation = new GameLib.D3.Vector3.Runtime(graphics, this, new GameLib.D3.Vector3(0,0,0));
|
||||
// this.offsetRotation = new GameLib.D3.Runtime.Vector3(graphics, this, new GameLib.D3.Vector3(0,0,0));
|
||||
//
|
||||
// delete this.offsetRotation.updateInstance;
|
||||
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Raw Mesh API object - should always correspond with the Mesh Schema
|
||||
* @param id
|
||||
* @param meshType
|
||||
* @param name
|
||||
* @param vertices GameLib.D3.Vertex[]
|
||||
* @param faces GameLib.D3.TriangleFace[]
|
||||
* @param faceVertexUvs
|
||||
* @param materials GameLib.D3.Material.API[]
|
||||
* @param parentMeshId
|
||||
* @param parentSceneId
|
||||
* @param skeleton
|
||||
* @param skinIndices
|
||||
* @param skinWeights
|
||||
* @param position GameLib.D3.Vector3
|
||||
* @param quaternion GameLib.D3.Vector4
|
||||
* @param rotation GameLib.D3.Vector3
|
||||
* @param scale GameLib.D3.Vector3
|
||||
* @param up
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Mesh.API = function(
|
||||
id,
|
||||
meshType,
|
||||
name,
|
||||
vertices,
|
||||
faces,
|
||||
faceVertexUvs,
|
||||
materials,
|
||||
parentMeshId,
|
||||
parentSceneId,
|
||||
skeleton,
|
||||
skinIndices,
|
||||
skinWeights,
|
||||
position,
|
||||
quaternion,
|
||||
rotation,
|
||||
scale,
|
||||
up
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(meshType)) {
|
||||
meshType = GameLib.D3.Mesh.TYPE_NORMAL;
|
||||
}
|
||||
this.meshType = meshType;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'Mesh (' + meshType + ')';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(vertices)) {
|
||||
throw new Error('Cannot create a mesh with no vertices');
|
||||
}
|
||||
this.vertices = vertices;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(faces)) {
|
||||
throw new Error('Cannot create a mesh with no faces');
|
||||
}
|
||||
this.faces = faces;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(parentMeshId)) {
|
||||
parentMeshId = null;
|
||||
}
|
||||
this.parentMeshId = parentMeshId;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(parentSceneId)) {
|
||||
parentSceneId = null;
|
||||
}
|
||||
this.parentSceneId = parentSceneId;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skeleton)) {
|
||||
skeleton = null;
|
||||
}
|
||||
this.skeleton = skeleton;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(faceVertexUvs)) {
|
||||
faceVertexUvs = [];
|
||||
}
|
||||
this.faceVertexUvs = faceVertexUvs;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skinIndices)) {
|
||||
skinIndices = [];
|
||||
}
|
||||
this.skinIndices = skinIndices;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skinWeights)) {
|
||||
skinWeights = [];
|
||||
}
|
||||
this.skinWeights = skinWeights;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(materials)) {
|
||||
materials = [];
|
||||
}
|
||||
this.materials = materials;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(position)) {
|
||||
position = new GameLib.D3.Vector3(0,0,0);
|
||||
}
|
||||
this.position = position;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(quaternion)) {
|
||||
quaternion = new GameLib.D3.Vector4();
|
||||
}
|
||||
this.quaternion = quaternion;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(rotation)) {
|
||||
rotation = new GameLib.D3.Vector3(0,0,0);
|
||||
}
|
||||
this.rotation = rotation;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(scale)) {
|
||||
scale = new GameLib.D3.Vector3(1,1,1);
|
||||
}
|
||||
this.scale = scale;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(up)) {
|
||||
up = new GameLib.D3.Vector3(0,1,0);
|
||||
}
|
||||
this.up = up;
|
||||
};
|
||||
|
||||
/**
|
||||
* Mesh Type
|
||||
* @type {number}
|
||||
|
|
|
@ -0,0 +1,76 @@
|
|||
/**
|
||||
* Runtime vector3 for updating instance objects
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param parentObject GameLib.D3.*
|
||||
* @param vector3 GameLib.D3.Vector3
|
||||
* @param grain Number
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Runtime.Vector3 = function RuntimeVector3(graphics, parentObject, vector3, grain) {
|
||||
|
||||
for (var property in vector3) {
|
||||
if (vector3.hasOwnProperty(property)) {
|
||||
this[property] = vector3[property];
|
||||
}
|
||||
}
|
||||
|
||||
GameLib.D3.Utils.Extend(GameLib.D3.Runtime.Vector3, GameLib.D3.Vector3);
|
||||
|
||||
this.graphics = graphics;
|
||||
|
||||
this.graphics.isNotThreeThrow();
|
||||
|
||||
this.parentObject = parentObject;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(grain)) {
|
||||
grain = 0.001;
|
||||
}
|
||||
this.grain = grain;
|
||||
|
||||
this.instance = this.createInstance();
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates an instance vector3
|
||||
* @param update
|
||||
* @returns {*}
|
||||
*/
|
||||
GameLib.D3.Runtime.Vector3.prototype.createInstance = function(update) {
|
||||
|
||||
var instance = null;
|
||||
|
||||
if (update) {
|
||||
instance = this.instance;
|
||||
instance.x = this.x;
|
||||
instance.y = this.y;
|
||||
instance.z = this.z;
|
||||
} else {
|
||||
instance = new this.graphics.instance.Vector3(this.x, this.y, this.z);
|
||||
}
|
||||
|
||||
return instance;
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the instance vector, calls updateInstance on the parent object
|
||||
*/
|
||||
GameLib.D3.Runtime.Vector3.prototype.updateInstance = function() {
|
||||
|
||||
this.createInstance(true);
|
||||
|
||||
if (this.parentObject.updateInstance) {
|
||||
this.parentObject.updateInstance();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts runtime vector to API Vector
|
||||
* @returns {GameLib.D3.API.Vector3}
|
||||
*/
|
||||
GameLib.D3.Runtime.Vector3.prototype.toApiVector = function() {
|
||||
return new GameLib.D3.Api.Vector3(
|
||||
this.x,
|
||||
this.y,
|
||||
this.z
|
||||
);
|
||||
};
|
|
@ -3,7 +3,7 @@
|
|||
* created
|
||||
* @param graphics
|
||||
* @param progressCallback
|
||||
* @param apiScene GameLib.D3.Scene.API
|
||||
* @param apiScene GameLib.D3.API.Scene
|
||||
* @param imageFactory
|
||||
* @param meshIdToMesh
|
||||
* @param idToComponent
|
||||
|
@ -45,124 +45,6 @@ GameLib.D3.Scene = function Scene(
|
|||
|
||||
};
|
||||
|
||||
/**
|
||||
* Raw Scene API object - should always correspond with the Scene Schema
|
||||
* @param id String
|
||||
* @param path String
|
||||
* @param name String
|
||||
* @param meshes GameLib.D3.Mesh.API []
|
||||
* @param quaternion GameLib.D3.Vector4
|
||||
* @param position GameLib.D3.Vector3
|
||||
* @param rotation GameLib.D3.Vector3
|
||||
* @param scale GameLib.D3.Vector3
|
||||
* @param parentSceneId
|
||||
* @param lights GameLib.D3.Light.API[]
|
||||
* @param worlds GameLib.D3.World.API[]
|
||||
* @param entities GameLib.D3.Entity.API[]
|
||||
* @param components GameLib.D3.Component.API[]
|
||||
* @param shapes GameLib.D3.Shape.API[]
|
||||
* @param cameras
|
||||
* @param activeCameraIndex
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Scene.API = function(
|
||||
id,
|
||||
path,
|
||||
name,
|
||||
meshes,
|
||||
quaternion,
|
||||
position,
|
||||
rotation,
|
||||
scale,
|
||||
parentSceneId,
|
||||
lights,
|
||||
worlds,
|
||||
entities,
|
||||
components,
|
||||
shapes,
|
||||
cameras,
|
||||
activeCameraIndex
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(path)) {
|
||||
path = null;
|
||||
}
|
||||
this.path = path;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'unnamed';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(meshes)) {
|
||||
meshes = [];
|
||||
}
|
||||
this.meshes = meshes;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(quaternion)) {
|
||||
quaternion = new GameLib.D3.Vector4();
|
||||
}
|
||||
this.quaternion = quaternion;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(position)) {
|
||||
position = new GameLib.D3.Vector3();
|
||||
}
|
||||
this.position = position;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(rotation)) {
|
||||
rotation = new GameLib.D3.Vector3();
|
||||
}
|
||||
this.rotation = rotation;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(scale)) {
|
||||
scale = new GameLib.D3.Vector3(1,1,1);
|
||||
}
|
||||
this.scale = scale;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(parentSceneId)) {
|
||||
parentSceneId = null;
|
||||
}
|
||||
this.parentSceneId = parentSceneId;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lights)) {
|
||||
lights = [];
|
||||
}
|
||||
this.lights = lights;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(worlds)) {
|
||||
worlds = [];
|
||||
}
|
||||
this.worlds = worlds;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(entities)) {
|
||||
entities = [];
|
||||
}
|
||||
this.entities = entities;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(components)) {
|
||||
components = [];
|
||||
}
|
||||
this.components = components;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(shapes)) {
|
||||
shapes = [];
|
||||
}
|
||||
this.shapes = shapes;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(cameras)) {
|
||||
cameras = [];
|
||||
}
|
||||
this.cameras = cameras;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(activeCameraIndex)) {
|
||||
activeCameraIndex = 0;
|
||||
}
|
||||
this.activeCameraIndex = activeCameraIndex;
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates an instance scene
|
||||
|
@ -317,7 +199,7 @@ GameLib.D3.Scene.LoadScene = function(
|
|||
apiMaterial.opacity,
|
||||
apiMaterial.side,
|
||||
apiMaterial.transparent,
|
||||
GameLib.D3.TextureMapTemplate.API(),
|
||||
GameLib.D3.API.TextureMapTemplate(),
|
||||
new GameLib.D3.Color(
|
||||
apiMaterial.specular.r,
|
||||
apiMaterial.specular.g,
|
||||
|
@ -511,19 +393,19 @@ GameLib.D3.Scene.LoadScene = function(
|
|||
)
|
||||
);
|
||||
|
||||
gameLibMesh.position = new GameLib.D3.Vector3.Runtime(
|
||||
gameLibMesh.position = new GameLib.D3.Runtime.Vector3(
|
||||
graphics,
|
||||
gameLibMesh,
|
||||
gameLibMesh.position
|
||||
);
|
||||
|
||||
gameLibMesh.rotation = new GameLib.D3.Vector3.Runtime(
|
||||
gameLibMesh.rotation = new GameLib.D3.Runtime.Vector3(
|
||||
graphics,
|
||||
gameLibMesh,
|
||||
gameLibMesh.rotation
|
||||
);
|
||||
|
||||
gameLibMesh.scale = new GameLib.D3.Vector3.Runtime(
|
||||
gameLibMesh.scale = new GameLib.D3.Runtime.Vector3(
|
||||
graphics,
|
||||
gameLibMesh,
|
||||
gameLibMesh.scale
|
||||
|
@ -566,6 +448,24 @@ GameLib.D3.Scene.LoadScene = function(
|
|||
|
||||
var activeCameraIndex = scene.activeCameraIndex;
|
||||
|
||||
var splines = [];
|
||||
|
||||
for (var s = 0; s < scene.splines.length; s++) {
|
||||
|
||||
var apiSpline = scene.spline[s];
|
||||
|
||||
var spline = new GameLib.D3.Spline(
|
||||
graphics,
|
||||
new GameLib.D3.API.Spline(
|
||||
apiSpline.id,
|
||||
apiSpline.name,
|
||||
apiSpline.vertices
|
||||
)
|
||||
);
|
||||
|
||||
splines.push(spline);
|
||||
}
|
||||
|
||||
var scene3d = new GameLib.D3.Scene(
|
||||
graphics,
|
||||
progressCallback,
|
||||
|
@ -602,7 +502,8 @@ GameLib.D3.Scene.LoadScene = function(
|
|||
components,
|
||||
shapes,
|
||||
cameras,
|
||||
activeCameraIndex
|
||||
activeCameraIndex,
|
||||
splines
|
||||
),
|
||||
imageFactory,
|
||||
meshIdToMesh
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/**
|
||||
* Spline constructor
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param apiSpline GameLib.D3.Spline.API
|
||||
* @param apiSpline GameLib.D3.API.Spline
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Spline = function(
|
||||
|
@ -21,32 +21,6 @@ GameLib.D3.Spline = function(
|
|||
this.instance = this.createInstance();
|
||||
};
|
||||
|
||||
/**
|
||||
* API Spline
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Spline.API = function(
|
||||
id,
|
||||
name,
|
||||
vertices
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'spline-unnamed';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(vertices)) {
|
||||
vertices = [];
|
||||
}
|
||||
this.vertices = vertices;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates an instance spline
|
||||
* @param update boolean
|
||||
|
|
|
@ -62,24 +62,3 @@ GameLib.D3.TextureMapTemplate = function TextureMapTemplate(
|
|||
)
|
||||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* Raw API Texture Map Template - should match the contents of the Material Schema (maps property)
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.TextureMapTemplate.API = function() {
|
||||
return new GameLib.D3.TextureMaps(
|
||||
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()
|
||||
);
|
||||
};
|
||||
|
|
|
@ -43,31 +43,3 @@ GameLib.D3.TextureMaps = function TextureMaps(
|
|||
this.roughness = roughness;
|
||||
this.specular = specular;
|
||||
};
|
||||
|
||||
GameLib.D3.TextureMaps.API = function TextureMaps(
|
||||
alpha,
|
||||
ao,
|
||||
bump,
|
||||
diffuse,
|
||||
displacement,
|
||||
emissive,
|
||||
environment,
|
||||
light,
|
||||
metalness,
|
||||
normal,
|
||||
roughness,
|
||||
specular
|
||||
) {
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_ALPHA] == alpha;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_AO] == ao;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_BUMP] == bump;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_DIFFUSE] == diffuse;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_DISPLACEMENT] == displacement;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_EMISSIVE] == emissive;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_ENVIRONMENT] == environment;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_LIGHT] == light;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_METALNESS] == metalness;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_NORMAL] == normal;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_ROUGHNESS] == roughness;
|
||||
this[GameLib.D3.Texture.TEXTURE_TYPE_SPECULAR] == specular;
|
||||
};
|
|
@ -51,161 +51,6 @@ GameLib.D3.Texture.prototype.loadTexture = function(imageFactory) {
|
|||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* Raw Texture API object - should always correspond with the Texture Schema
|
||||
* @param id
|
||||
* @param typeId
|
||||
* @param name
|
||||
* @param imagePath
|
||||
* @param wrapS
|
||||
* @param wrapT
|
||||
* @param repeat
|
||||
* @param data
|
||||
* @param format
|
||||
* @param mapping
|
||||
* @param magFilter
|
||||
* @param minFilter
|
||||
* @param textureType
|
||||
* @param anisotropy
|
||||
* @param offset
|
||||
* @param generateMipmaps
|
||||
* @param flipY
|
||||
* @param mipmaps
|
||||
* @param unpackAlignment
|
||||
* @param premultiplyAlpha
|
||||
* @param encoding
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Texture.API = function(
|
||||
id,
|
||||
typeId,
|
||||
name,
|
||||
imagePath,
|
||||
wrapS,
|
||||
wrapT,
|
||||
repeat,
|
||||
data,
|
||||
format,
|
||||
mapping,
|
||||
magFilter,
|
||||
minFilter,
|
||||
textureType,
|
||||
anisotropy,
|
||||
offset,
|
||||
generateMipmaps,
|
||||
flipY,
|
||||
mipmaps,
|
||||
unpackAlignment,
|
||||
premultiplyAlpha,
|
||||
encoding
|
||||
) {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(id)) {
|
||||
id = GameLib.D3.Tools.RandomId();
|
||||
}
|
||||
this.id = id;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(typeId)) {
|
||||
typeId = GameLib.D3.Texture.TEXTURE_TYPE_DIFFUSE;
|
||||
}
|
||||
this.typeId = typeId;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(name)) {
|
||||
name = 'Texture (' + typeId + ')';
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(imagePath)) {
|
||||
imagePath = null;
|
||||
}
|
||||
this.imagePath = imagePath;
|
||||
|
||||
if (typeof wrapS == 'undefined') {
|
||||
wrapS = GameLib.D3.Texture.TYPE_REPEAT_WRAPPING;
|
||||
}
|
||||
this.wrapS = wrapS;
|
||||
|
||||
if (typeof wrapT == 'undefined') {
|
||||
wrapT = GameLib.D3.Texture.TYPE_REPEAT_WRAPPING;
|
||||
}
|
||||
this.wrapT = wrapT;
|
||||
|
||||
if (typeof repeat == 'undefined') {
|
||||
repeat = new GameLib.D3.Vector2(1, 1);
|
||||
}
|
||||
this.repeat = repeat;
|
||||
|
||||
if (typeof data == 'undefined') {
|
||||
data = null;
|
||||
}
|
||||
this.data = data;
|
||||
|
||||
if (typeof format == 'undefined') {
|
||||
format = GameLib.D3.Texture.TYPE_RGBA_FORMAT;
|
||||
}
|
||||
this.format = format;
|
||||
|
||||
if (typeof mapping == 'undefined') {
|
||||
mapping = GameLib.D3.Texture.TYPE_UV_MAPPING;
|
||||
}
|
||||
this.mapping = mapping;
|
||||
|
||||
if (typeof magFilter == 'undefined') {
|
||||
magFilter = GameLib.D3.Texture.TYPE_LINEAR_FILTER;
|
||||
}
|
||||
this.magFilter = magFilter;
|
||||
|
||||
if (typeof minFilter == 'undefined') {
|
||||
minFilter = GameLib.D3.Texture.TYPE_LINEAR_MIPMAP_LINEAR_FILTER;
|
||||
}
|
||||
this.minFilter = minFilter;
|
||||
|
||||
if (typeof textureType == 'undefined') {
|
||||
textureType = GameLib.D3.Texture.TYPE_UNSIGNED_BYTE;
|
||||
}
|
||||
this.textureType = textureType;
|
||||
|
||||
if (typeof anisotropy == 'undefined') {
|
||||
anisotropy = 1;
|
||||
}
|
||||
this.anisotropy = anisotropy;
|
||||
|
||||
if (typeof offset == 'undefined') {
|
||||
offset = new GameLib.D3.Vector2(0, 0);
|
||||
}
|
||||
this.offset = offset;
|
||||
|
||||
if (typeof generateMipmaps == 'undefined') {
|
||||
generateMipmaps = true;
|
||||
}
|
||||
this.generateMipmaps = generateMipmaps;
|
||||
|
||||
if (typeof flipY == 'undefined') {
|
||||
flipY = true;
|
||||
}
|
||||
this.flipY = flipY;
|
||||
|
||||
if (typeof mipmaps == 'undefined') {
|
||||
mipmaps = [];
|
||||
}
|
||||
this.mipmaps = mipmaps;
|
||||
|
||||
if (typeof unpackAlignment == 'undefined') {
|
||||
unpackAlignment = 4;
|
||||
}
|
||||
this.unpackAlignment = unpackAlignment;
|
||||
|
||||
if (typeof premultiplyAlpha == 'undefined') {
|
||||
premultiplyAlpha = false;
|
||||
}
|
||||
this.premultiplyAlpha = premultiplyAlpha;
|
||||
|
||||
if (typeof encoding == 'undefined') {
|
||||
encoding = GameLib.D3.Texture.TYPE_LINEAR_ENCODING;
|
||||
}
|
||||
this.encoding = encoding;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Texture Formats
|
||||
* @type {number}
|
||||
|
|
|
@ -1,56 +1,4 @@
|
|||
GameLib.D3.Vector3 = function Vector3(x, y, z) {
|
||||
this.x = x || 0;
|
||||
this.y = y || 0;
|
||||
this.z = z || 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* Runtime vector for updating instance objects
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param parentObject GameLib.D3.*
|
||||
* @param apiVector GameLib.D3.Vector3
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Vector3.Runtime = function RuntimeVector3(graphics, parentObject, apiVector) {
|
||||
|
||||
for (var property in apiVector) {
|
||||
if (apiVector.hasOwnProperty(property)) {
|
||||
this[property] = apiVector[property];
|
||||
}
|
||||
}
|
||||
|
||||
GameLib.D3.Utils.Extend(GameLib.D3.Vector3.Runtime, GameLib.D3.Vector3);
|
||||
|
||||
this.apiVector = apiVector;
|
||||
|
||||
this.graphics = graphics;
|
||||
|
||||
this.graphics.isNotThreeThrow();
|
||||
|
||||
this.parentObject = parentObject;
|
||||
|
||||
this.grain = 0.001;
|
||||
|
||||
this.instance = this.createInstance();
|
||||
};
|
||||
|
||||
GameLib.D3.Vector3.Runtime.prototype.createInstance = function() {
|
||||
return new this.graphics.instance.Vector3(this.x, this.y, this.z);
|
||||
};
|
||||
|
||||
GameLib.D3.Vector3.Runtime.prototype.updateInstance = function() {
|
||||
|
||||
if (this.parentObject.updateInstance) {
|
||||
this.parentObject.updateInstance();
|
||||
}
|
||||
|
||||
this.apiVector.x = this.x;
|
||||
this.apiVector.y = this.y;
|
||||
this.apiVector.z = this.z;
|
||||
|
||||
};
|
||||
|
||||
|
||||
GameLib.D3.Vector3 = GameLib.D3.API.Vector3;
|
||||
|
||||
GameLib.D3.Vector3.prototype.subtract = function (v) {
|
||||
return new GameLib.D3.Vector3(
|
||||
|
|
Loading…
Reference in New Issue