backward compatible with no lights
parent
27ded72d09
commit
74098b062d
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@ -135,55 +135,57 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
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var lights3d = [];
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var lights3d = [];
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for (var l = 0; l < scene.lights.length; l++) {
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if (scene.lights && scene.lights.length > 0) {
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for (var l = 0; l < scene.lights.length; l++) {
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var light = scene.lights[l];
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var light = scene.lights[l];
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var light3d = new GameLib.D3.Light(
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var light3d = new GameLib.D3.Light(
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light.id,
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light.id,
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light.lightType,
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light.lightType,
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light.name,
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light.name,
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new GameLib.D3.Color(
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new GameLib.D3.Color(
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light.color.r,
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light.color.r,
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light.color.g,
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light.color.g,
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light.color.b,
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light.color.b,
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light.color.a
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light.color.a
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),
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),
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light.intensity,
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light.intensity,
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new GameLib.D3.Vector3(
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new GameLib.D3.Vector3(
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light.position.x,
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light.position.x,
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light.position.y,
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light.position.y,
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light.position.z
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light.position.z
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),
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),
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new GameLib.D3.Vector3(
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new GameLib.D3.Vector3(
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light.targetPosition.x,
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light.targetPosition.x,
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light.targetPosition.y,
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light.targetPosition.y,
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light.targetPosition.z
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light.targetPosition.z
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),
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),
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new GameLib.D3.Vector4(
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new GameLib.D3.Vector4(
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light.quaternion.x,
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light.quaternion.x,
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light.quaternion.y,
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light.quaternion.y,
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light.quaternion.z,
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light.quaternion.z,
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light.quaternion.w
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light.quaternion.w
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),
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),
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new GameLib.D3.Vector3(
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new GameLib.D3.Vector3(
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light.rotation.x,
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light.rotation.x,
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light.rotation.y,
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light.rotation.y,
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light.rotation.z
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light.rotation.z
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),
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),
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new GameLib.D3.Vector3(
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new GameLib.D3.Vector3(
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light.scale.x,
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light.scale.x,
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light.scale.y,
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light.scale.y,
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light.scale.z
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light.scale.z
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),
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),
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light.distance,
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light.distance,
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light.decay,
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light.decay,
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light.power,
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light.power,
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light.angle,
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light.angle,
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light.penumbra
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light.penumbra
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);
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);
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lights3d.push(light3d);
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lights3d.push(light3d);
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}
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}
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}
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var scene3d = new GameLib.D3.Scene(
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var scene3d = new GameLib.D3.Scene(
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