merge conflicts resolved

beta.r3js.org
Theunis J. Botha 2016-11-03 16:15:19 +01:00
commit 875873d85a
18 changed files with 580 additions and 27837 deletions

2
.gitignore vendored Normal file
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@ -0,0 +1,2 @@
build/
node_modules/

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body, html {
margin:0; padding: 0;
height: 100%;
}
body {
font-family: Helvetica Neue, Helvetica, Arial;
font-size: 14px;
color:#333;
}
.small { font-size: 12px; }
*, *:after, *:before {
-webkit-box-sizing:border-box;
-moz-box-sizing:border-box;
box-sizing:border-box;
}
h1 { font-size: 20px; margin: 0;}
h2 { font-size: 14px; }
pre {
font: 12px/1.4 Consolas, "Liberation Mono", Menlo, Courier, monospace;
margin: 0;
padding: 0;
-moz-tab-size: 2;
-o-tab-size: 2;
tab-size: 2;
}
a { color:#0074D9; text-decoration:none; }
a:hover { text-decoration:underline; }
.strong { font-weight: bold; }
.space-top1 { padding: 10px 0 0 0; }
.pad2y { padding: 20px 0; }
.pad1y { padding: 10px 0; }
.pad2x { padding: 0 20px; }
.pad2 { padding: 20px; }
.pad1 { padding: 10px; }
.space-left2 { padding-left:55px; }
.space-right2 { padding-right:20px; }
.center { text-align:center; }
.clearfix { display:block; }
.clearfix:after {
content:'';
display:block;
height:0;
clear:both;
visibility:hidden;
}
.fl { float: left; }
@media only screen and (max-width:640px) {
.col3 { width:100%; max-width:100%; }
.hide-mobile { display:none!important; }
}
.quiet {
color: #7f7f7f;
color: rgba(0,0,0,0.5);
}
.quiet a { opacity: 0.7; }
.fraction {
font-family: Consolas, 'Liberation Mono', Menlo, Courier, monospace;
font-size: 10px;
color: #555;
background: #E8E8E8;
padding: 4px 5px;
border-radius: 3px;
vertical-align: middle;
}
div.path a:link, div.path a:visited { color: #333; }
table.coverage {
border-collapse: collapse;
margin: 10px 0 0 0;
padding: 0;
}
table.coverage td {
margin: 0;
padding: 0;
vertical-align: top;
}
table.coverage td.line-count {
text-align: right;
padding: 0 5px 0 20px;
}
table.coverage td.line-coverage {
text-align: right;
padding-right: 10px;
min-width:20px;
}
table.coverage td span.cline-any {
display: inline-block;
padding: 0 5px;
width: 100%;
}
.missing-if-branch {
display: inline-block;
margin-right: 5px;
border-radius: 3px;
position: relative;
padding: 0 4px;
background: #333;
color: yellow;
}
.skip-if-branch {
display: none;
margin-right: 10px;
position: relative;
padding: 0 4px;
background: #ccc;
color: white;
}
.missing-if-branch .typ, .skip-if-branch .typ {
color: inherit !important;
}
.coverage-summary {
border-collapse: collapse;
width: 100%;
}
.coverage-summary tr { border-bottom: 1px solid #bbb; }
.keyline-all { border: 1px solid #ddd; }
.coverage-summary td, .coverage-summary th { padding: 10px; }
.coverage-summary tbody { border: 1px solid #bbb; }
.coverage-summary td { border-right: 1px solid #bbb; }
.coverage-summary td:last-child { border-right: none; }
.coverage-summary th {
text-align: left;
font-weight: normal;
white-space: nowrap;
}
.coverage-summary th.file { border-right: none !important; }
.coverage-summary th.pct { }
.coverage-summary th.pic,
.coverage-summary th.abs,
.coverage-summary td.pct,
.coverage-summary td.abs { text-align: right; }
.coverage-summary td.file { white-space: nowrap; }
.coverage-summary td.pic { min-width: 120px !important; }
.coverage-summary tfoot td { }
.coverage-summary .sorter {
height: 10px;
width: 7px;
display: inline-block;
margin-left: 0.5em;
background: url(sort-arrow-sprite.png) no-repeat scroll 0 0 transparent;
}
.coverage-summary .sorted .sorter {
background-position: 0 -20px;
}
.coverage-summary .sorted-desc .sorter {
background-position: 0 -10px;
}
.status-line { height: 10px; }
/* dark red */
.red.solid, .status-line.low, .low .cover-fill { background:#C21F39 }
.low .chart { border:1px solid #C21F39 }
/* medium red */
.cstat-no, .fstat-no, .cbranch-no, .cbranch-no { background:#F6C6CE }
/* light red */
.low, .cline-no { background:#FCE1E5 }
/* light green */
.high, .cline-yes { background:rgb(230,245,208) }
/* medium green */
.cstat-yes { background:rgb(161,215,106) }
/* dark green */
.status-line.high, .high .cover-fill { background:rgb(77,146,33) }
.high .chart { border:1px solid rgb(77,146,33) }
/* dark yellow (gold) */
.medium .chart { border:1px solid #f9cd0b; }
.status-line.medium, .medium .cover-fill { background: #f9cd0b; }
/* light yellow */
.medium { background: #fff4c2; }
/* light gray */
span.cline-neutral { background: #eaeaea; }
.cbranch-no { background: yellow !important; color: #111; }
.cstat-skip { background: #ddd; color: #111; }
.fstat-skip { background: #ddd; color: #111 !important; }
.cbranch-skip { background: #ddd !important; color: #111; }
.cover-fill, .cover-empty {
display:inline-block;
height: 12px;
}
.chart {
line-height: 0;
}
.cover-empty {
background: white;
}
.cover-full {
border-right: none !important;
}
pre.prettyprint {
border: none !important;
padding: 0 !important;
margin: 0 !important;
}
.com { color: #999 !important; }
.ignore-none { color: #999; font-weight: normal; }
.wrapper {
min-height: 100%;
height: auto !important;
height: 100%;
margin: 0 auto -48px;
}
.footer, .push {
height: 48px;
}

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<!doctype html>
<html lang="en">
<head>
<title>Code coverage report for build/</title>
<meta charset="utf-8" />
<link rel="stylesheet" href="../prettify.css" />
<link rel="stylesheet" href="../base.css" />
<meta name="viewport" content="width=device-width, initial-scale=1">
<style type='text/css'>
.coverage-summary .sorter {
background-image: url(../sort-arrow-sprite.png);
}
</style>
</head>
<body>
<div class='wrapper'>
<div class='pad1'>
<h1>
<a href="../index.html">all files</a> build/
</h1>
<div class='clearfix'>
<div class='fl pad1y space-right2'>
<span class="strong">17.41% </span>
<span class="quiet">Statements</span>
<span class='fraction'>361/2074</span>
</div>
<div class='fl pad1y space-right2'>
<span class="strong">4.94% </span>
<span class="quiet">Branches</span>
<span class='fraction'>40/810</span>
</div>
<div class='fl pad1y space-right2'>
<span class="strong">8.44% </span>
<span class="quiet">Functions</span>
<span class='fraction'>13/154</span>
</div>
<div class='fl pad1y space-right2'>
<span class="strong">17.41% </span>
<span class="quiet">Lines</span>
<span class='fraction'>361/2074</span>
</div>
</div>
</div>
<div class='status-line low'></div>
<div class="pad1">
<table class="coverage-summary">
<thead>
<tr>
<th data-col="file" data-fmt="html" data-html="true" class="file">File</th>
<th data-col="pic" data-type="number" data-fmt="html" data-html="true" class="pic"></th>
<th data-col="statements" data-type="number" data-fmt="pct" class="pct">Statements</th>
<th data-col="statements_raw" data-type="number" data-fmt="html" class="abs"></th>
<th data-col="branches" data-type="number" data-fmt="pct" class="pct">Branches</th>
<th data-col="branches_raw" data-type="number" data-fmt="html" class="abs"></th>
<th data-col="functions" data-type="number" data-fmt="pct" class="pct">Functions</th>
<th data-col="functions_raw" data-type="number" data-fmt="html" class="abs"></th>
<th data-col="lines" data-type="number" data-fmt="pct" class="pct">Lines</th>
<th data-col="lines_raw" data-type="number" data-fmt="html" class="abs"></th>
</tr>
</thead>
<tbody><tr>
<td class="file low" data-value="game-lib.js"><a href="game-lib.js.html">game-lib.js</a></td>
<td data-value="17.41" class="pic low"><div class="chart"><div class="cover-fill" style="width: 17%;"></div><div class="cover-empty" style="width:83%;"></div></div></td>
<td data-value="17.41" class="pct low">17.41%</td>
<td data-value="2074" class="abs low">361/2074</td>
<td data-value="4.94" class="pct low">4.94%</td>
<td data-value="810" class="abs low">40/810</td>
<td data-value="8.44" class="pct low">8.44%</td>
<td data-value="154" class="abs low">13/154</td>
<td data-value="17.41" class="pct low">17.41%</td>
<td data-value="2074" class="abs low">361/2074</td>
</tr>
</tbody>
</table>
</div><div class='push'></div><!-- for sticky footer -->
</div><!-- /wrapper -->
<div class='footer quiet pad2 space-top1 center small'>
Code coverage
generated by <a href="http://istanbul-js.org/" target="_blank">istanbul</a> at Fri Oct 28 2016 16:03:55 GMT+0200 (CEST)
</div>
</div>
<script src="../prettify.js"></script>
<script>
window.onload = function () {
if (typeof prettyPrint === 'function') {
prettyPrint();
}
};
</script>
<script src="../sorter.js"></script>
</body>
</html>

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@ -1,93 +0,0 @@
<!doctype html>
<html lang="en">
<head>
<title>Code coverage report for All files</title>
<meta charset="utf-8" />
<link rel="stylesheet" href="prettify.css" />
<link rel="stylesheet" href="base.css" />
<meta name="viewport" content="width=device-width, initial-scale=1">
<style type='text/css'>
.coverage-summary .sorter {
background-image: url(sort-arrow-sprite.png);
}
</style>
</head>
<body>
<div class='wrapper'>
<div class='pad1'>
<h1>
/
</h1>
<div class='clearfix'>
<div class='fl pad1y space-right2'>
<span class="strong">17.41% </span>
<span class="quiet">Statements</span>
<span class='fraction'>361/2074</span>
</div>
<div class='fl pad1y space-right2'>
<span class="strong">4.94% </span>
<span class="quiet">Branches</span>
<span class='fraction'>40/810</span>
</div>
<div class='fl pad1y space-right2'>
<span class="strong">8.44% </span>
<span class="quiet">Functions</span>
<span class='fraction'>13/154</span>
</div>
<div class='fl pad1y space-right2'>
<span class="strong">17.41% </span>
<span class="quiet">Lines</span>
<span class='fraction'>361/2074</span>
</div>
</div>
</div>
<div class='status-line low'></div>
<div class="pad1">
<table class="coverage-summary">
<thead>
<tr>
<th data-col="file" data-fmt="html" data-html="true" class="file">File</th>
<th data-col="pic" data-type="number" data-fmt="html" data-html="true" class="pic"></th>
<th data-col="statements" data-type="number" data-fmt="pct" class="pct">Statements</th>
<th data-col="statements_raw" data-type="number" data-fmt="html" class="abs"></th>
<th data-col="branches" data-type="number" data-fmt="pct" class="pct">Branches</th>
<th data-col="branches_raw" data-type="number" data-fmt="html" class="abs"></th>
<th data-col="functions" data-type="number" data-fmt="pct" class="pct">Functions</th>
<th data-col="functions_raw" data-type="number" data-fmt="html" class="abs"></th>
<th data-col="lines" data-type="number" data-fmt="pct" class="pct">Lines</th>
<th data-col="lines_raw" data-type="number" data-fmt="html" class="abs"></th>
</tr>
</thead>
<tbody><tr>
<td class="file low" data-value="build/"><a href="build/index.html">build/</a></td>
<td data-value="17.41" class="pic low"><div class="chart"><div class="cover-fill" style="width: 17%;"></div><div class="cover-empty" style="width:83%;"></div></div></td>
<td data-value="17.41" class="pct low">17.41%</td>
<td data-value="2074" class="abs low">361/2074</td>
<td data-value="4.94" class="pct low">4.94%</td>
<td data-value="810" class="abs low">40/810</td>
<td data-value="8.44" class="pct low">8.44%</td>
<td data-value="154" class="abs low">13/154</td>
<td data-value="17.41" class="pct low">17.41%</td>
<td data-value="2074" class="abs low">361/2074</td>
</tr>
</tbody>
</table>
</div><div class='push'></div><!-- for sticky footer -->
</div><!-- /wrapper -->
<div class='footer quiet pad2 space-top1 center small'>
Code coverage
generated by <a href="http://istanbul-js.org/" target="_blank">istanbul</a> at Fri Oct 28 2016 16:03:55 GMT+0200 (CEST)
</div>
</div>
<script src="prettify.js"></script>
<script>
window.onload = function () {
if (typeof prettyPrint === 'function') {
prettyPrint();
}
};
</script>
<script src="sorter.js"></script>
</body>
</html>

View File

@ -1 +0,0 @@
.pln{color:#000}@media screen{.str{color:#080}.kwd{color:#008}.com{color:#800}.typ{color:#606}.lit{color:#066}.pun,.opn,.clo{color:#660}.tag{color:#008}.atn{color:#606}.atv{color:#080}.dec,.var{color:#606}.fun{color:red}}@media print,projection{.str{color:#060}.kwd{color:#006;font-weight:bold}.com{color:#600;font-style:italic}.typ{color:#404;font-weight:bold}.lit{color:#044}.pun,.opn,.clo{color:#440}.tag{color:#006;font-weight:bold}.atn{color:#404}.atv{color:#060}}pre.prettyprint{padding:2px;border:1px solid #888}ol.linenums{margin-top:0;margin-bottom:0}li.L0,li.L1,li.L2,li.L3,li.L5,li.L6,li.L7,li.L8{list-style-type:none}li.L1,li.L3,li.L5,li.L7,li.L9{background:#eee}

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var addSorting = (function () {
"use strict";
var cols,
currentSort = {
index: 0,
desc: false
};
// returns the summary table element
function getTable() { return document.querySelector('.coverage-summary'); }
// returns the thead element of the summary table
function getTableHeader() { return getTable().querySelector('thead tr'); }
// returns the tbody element of the summary table
function getTableBody() { return getTable().querySelector('tbody'); }
// returns the th element for nth column
function getNthColumn(n) { return getTableHeader().querySelectorAll('th')[n]; }
// loads all columns
function loadColumns() {
var colNodes = getTableHeader().querySelectorAll('th'),
colNode,
cols = [],
col,
i;
for (i = 0; i < colNodes.length; i += 1) {
colNode = colNodes[i];
col = {
key: colNode.getAttribute('data-col'),
sortable: !colNode.getAttribute('data-nosort'),
type: colNode.getAttribute('data-type') || 'string'
};
cols.push(col);
if (col.sortable) {
col.defaultDescSort = col.type === 'number';
colNode.innerHTML = colNode.innerHTML + '<span class="sorter"></span>';
}
}
return cols;
}
// attaches a data attribute to every tr element with an object
// of data values keyed by column name
function loadRowData(tableRow) {
var tableCols = tableRow.querySelectorAll('td'),
colNode,
col,
data = {},
i,
val;
for (i = 0; i < tableCols.length; i += 1) {
colNode = tableCols[i];
col = cols[i];
val = colNode.getAttribute('data-value');
if (col.type === 'number') {
val = Number(val);
}
data[col.key] = val;
}
return data;
}
// loads all row data
function loadData() {
var rows = getTableBody().querySelectorAll('tr'),
i;
for (i = 0; i < rows.length; i += 1) {
rows[i].data = loadRowData(rows[i]);
}
}
// sorts the table using the data for the ith column
function sortByIndex(index, desc) {
var key = cols[index].key,
sorter = function (a, b) {
a = a.data[key];
b = b.data[key];
return a < b ? -1 : a > b ? 1 : 0;
},
finalSorter = sorter,
tableBody = document.querySelector('.coverage-summary tbody'),
rowNodes = tableBody.querySelectorAll('tr'),
rows = [],
i;
if (desc) {
finalSorter = function (a, b) {
return -1 * sorter(a, b);
};
}
for (i = 0; i < rowNodes.length; i += 1) {
rows.push(rowNodes[i]);
tableBody.removeChild(rowNodes[i]);
}
rows.sort(finalSorter);
for (i = 0; i < rows.length; i += 1) {
tableBody.appendChild(rows[i]);
}
}
// removes sort indicators for current column being sorted
function removeSortIndicators() {
var col = getNthColumn(currentSort.index),
cls = col.className;
cls = cls.replace(/ sorted$/, '').replace(/ sorted-desc$/, '');
col.className = cls;
}
// adds sort indicators for current column being sorted
function addSortIndicators() {
getNthColumn(currentSort.index).className += currentSort.desc ? ' sorted-desc' : ' sorted';
}
// adds event listeners for all sorter widgets
function enableUI() {
var i,
el,
ithSorter = function ithSorter(i) {
var col = cols[i];
return function () {
var desc = col.defaultDescSort;
if (currentSort.index === i) {
desc = !currentSort.desc;
}
sortByIndex(i, desc);
removeSortIndicators();
currentSort.index = i;
currentSort.desc = desc;
addSortIndicators();
};
};
for (i =0 ; i < cols.length; i += 1) {
if (cols[i].sortable) {
// add the click event handler on the th so users
// dont have to click on those tiny arrows
el = getNthColumn(i).querySelector('.sorter').parentElement;
if (el.addEventListener) {
el.addEventListener('click', ithSorter(i));
} else {
el.attachEvent('onclick', ithSorter(i));
}
}
}
}
// adds sorting functionality to the UI
return function () {
if (!getTable()) {
return;
}
cols = loadColumns();
loadData(cols);
addSortIndicators();
enableUI();
};
})();
window.addEventListener('load', addSorting);

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@ -0,0 +1,9 @@
ApiLib = function() {
};
ApiLib.Scene = function(
) {
};

View File

@ -407,7 +407,22 @@ GameLib.D3.Material = function(
envMapIntensity = 1.0;
}
this.envMapIntensity = envMapIntensity;
};
/**
* Assigns a copy of the loaded texture map to the instance material
* @param instanceMaterial
* @param instanceMapId
* @returns {Function}
* @constructor
*/
GameLib.D3.Material.ImageLoadedCallback = function(
instanceMaterial,
instanceMapId
) {
return function(texture) {
instanceMaterial[instanceMapId] = texture.clone();
};
};
/**
@ -508,24 +523,194 @@ GameLib.D3.Material.TYPE_MULTI_MATERIAL= "MultiMaterial";
/**
* Creates an instance Material from a GameLib.D3.Material
* @param gameLibMaterial GameLib.D3.Material
* @param apiMaterial GameLib.D3.Material
* @param graphics GameLib.D3.Graphics
* @param uploadUrl String
* @param progressCallback
* @param gameLibScene GameLib.D3.Scene
*/
GameLib.D3.Material.createInstanceMaterial = function(
gameLibMaterial,
GameLib.D3.Material.CreateInstanceMaterial = function(
apiMaterial,
graphics,
uploadUrl,
progressCallback
gameLibScene
) {
var maps = apiMaterial.maps;
var defer = Q.defer();
var gameLibTextures = [];
for (var map in maps) {
if (maps.hasOwnProperty(map)) {
if (maps[map]) {
var instanceMapId = null;
if (map == 'alpha') {
instanceMapId = 'alhpaMap';
}
if (map == 'ao') {
instanceMapId = 'aoMap';
}
if (map == 'bump') {
instanceMapId = 'bumpMap';
}
if (map == 'displacement') {
instanceMapId = 'displacementMap';
}
if (map == 'emissive') {
instanceMapId = 'emissiveMap';
}
if (map == 'environment') {
instanceMapId = 'envMap';
}
if (map == 'light') {
instanceMapId = 'lightMap';
}
if (map == 'specular') {
instanceMapId = 'specularMap';
}
if (map == 'diffuse') {
instanceMapId = 'map';
}
if (map == 'roughness') {
instanceMapId = 'roughnessMap';
}
if (map == 'metalness') {
instanceMapId = 'metalnessMap';
}
if (instanceMapId == null) {
console.warn("unsupported map type : " + map);
}
var apiTexture = maps[map];
var apiImage = apiTexture.image;
var gameLibTexture = new GameLib.D3.Texture(
apiTexture.id,
apiTexture.name,
new GameLib.D3.Image(
apiImage.id,
apiImage.textureLink,
apiImage.filename,
apiImage.size,
apiImage.contentType
),
apiTexture.wrapS,
apiTexture.wrapT,
new GameLib.D3.Vector2(
apiTexture.repeat.x,
apiTexture.repeat.y
),
apiTexture.data,
apiTexture.format,
apiTexture.mapping,
apiTexture.magFilter,
apiTexture.minFilter,
apiTexture.textureType,
apiTexture.anisotropy,
new GameLib.D3.Vector2(
apiTexture.offset.x,
apiTexture.offset.y
),
apiTexture.generateMipmaps,
apiTexture.flipY,
apiTexture.mipmaps,
apiTexture.unpackAlignment,
apiTexture.premultiplyAlpha,
apiTexture.encoding,
instanceMapId
);
gameLibTextures.push(gameLibTexture);
}
}
}
var gameLibMaterial = new GameLib.D3.Material(
apiMaterial.id,
apiMaterial.name,
apiMaterial.materialType,
apiMaterial.opacity,
apiMaterial.side,
apiMaterial.transparent,
gameLibTextures,
new GameLib.D3.Color(
apiMaterial.specular.r,
apiMaterial.specular.g,
apiMaterial.specular.b,
apiMaterial.specular.a
),
apiMaterial.lightMapIntensity,
apiMaterial.aoMapIntensity,
new GameLib.D3.Color(
apiMaterial.color.r,
apiMaterial.color.g,
apiMaterial.color.b,
apiMaterial.color.a
),
new GameLib.D3.Color(
apiMaterial.emissive.r,
apiMaterial.emissive.g,
apiMaterial.emissive.b,
apiMaterial.emissive.a
),
apiMaterial.emissiveIntensity,
apiMaterial.combine,
apiMaterial.shininess,
apiMaterial.reflectivity,
apiMaterial.refractionRatio,
apiMaterial.fog,
apiMaterial.wireframe,
apiMaterial.wireframeLineWidth,
apiMaterial.wireframeLineCap,
apiMaterial.wireframeLineJoin,
apiMaterial.vertexColors,
apiMaterial.skinning,
apiMaterial.morphTargets,
apiMaterial.morphNormals,
apiMaterial.lineWidth,
apiMaterial.lineCap,
apiMaterial.lineJoin,
apiMaterial.dashSize,
apiMaterial.gapWidth,
apiMaterial.blending,
apiMaterial.blendSrc,
apiMaterial.blendDst,
apiMaterial.blendEquation,
apiMaterial.depthTest,
apiMaterial.depthFunc,
apiMaterial.depthWrite,
apiMaterial.polygonOffset,
apiMaterial.polygonOffsetFactor,
apiMaterial.polygonOffsetUnits,
apiMaterial.alphaTest,
apiMaterial.clippingPlanes,
apiMaterial.clipShadows,
apiMaterial.visible,
apiMaterial.overdraw,
apiMaterial.shading,
apiMaterial.bumpScale,
apiMaterial.normalScale,
apiMaterial.displacementScale,
apiMaterial.displacementBias,
apiMaterial.roughness,
apiMaterial.metalness,
apiMaterial.pointSize,
apiMaterial.pointSizeAttenuation,
apiMaterial.spriteRotation,
apiMaterial.envMapIntensity
);
var instanceMaterial = null;
var blenderMaps = [];
if (gameLibMaterial.materialType == GameLib.D3.Material.TYPE_MESH_STANDARD) {
instanceMaterial = new graphics.instance.MeshStandardMaterial({
@ -579,19 +764,6 @@ GameLib.D3.Material.createInstanceMaterial = function(
morphNormals: gameLibMaterial.morphNormals
});
blenderMaps.push(
'diffuse',
'light',
'ao',
'emissive',
'bump',
'normal',
'displacement',
'roughness',
'metalness',
'alpha',
'environment'
);
} else if (gameLibMaterial.materialType == GameLib.D3.Material.TYPE_MESH_PHONG) {
instanceMaterial = new graphics.instance.MeshPhongMaterial({
@ -650,45 +822,24 @@ GameLib.D3.Material.createInstanceMaterial = function(
morphNormals: gameLibMaterial.morphNormals
});
blenderMaps.push(
'diffuse',
'light',
'ao',
'emissive',
'bump',
'normal',
'displacement',
'specular',
'alpha',
'environment'
);
} else {
console.log("material type is not implemented yet: " + gameLibMaterial.materialType + " - material indexes could be screwed up");
console.log("material type is not implemented yet: " + apiMaterial.materialType + " - material indexes could be screwed up");
}
if (blenderMaps.length > 0) {
var textureMaps = GameLib.D3.Texture.loadMaps(
gameLibMaterial,
blenderMaps,
instanceMaterial,
graphics,
uploadUrl,
progressCallback
);
Q.all(textureMaps).then(
function(){
defer.resolve(instanceMaterial);
}
).catch(
function(error){
console.log(error);
defer.reject(error);
}
/**
* Here we need to notify the scene of all the textures which need to be created once image loading for the
* textures are complete. (this download process will be started at a later stage)
* The Notification objects take care of applying the loaded instance texture(s) to the instance material
* once it is loaded
*/
for (var t = 0; t < gameLibTextures.length; t++) {
gameLibScene.notify(
new GameLib.D3.Texture.Notification(
gameLibTextures[t],
instanceMaterial
)
)
} else {
defer.resolve(instanceMaterial);
}
return defer.promise;
return instanceMaterial;
};

View File

@ -124,7 +124,7 @@ GameLib.D3.Mesh.TYPE_SKINNED = 1;
* @param graphics
* @returns {*}
*/
GameLib.D3.Mesh.createInstanceMesh = function(gameLibMesh, instanceGeometry, instanceMaterial, graphics) {
GameLib.D3.Mesh.CreateInstanceMesh = function(gameLibMesh, instanceGeometry, instanceMaterial, graphics) {
var threeMesh = null;

View File

@ -1,23 +1,27 @@
/**
* Scenes are objects putting meshes into 'world space'
* @param id
* @param id Mongo.ObjectId
* @param path String
* @param name String
* @param graphics GameLib.D3.Graphics
* @param meshes GameLib.D3.Mesh[]
* @param quaternion
* @param position
* @param rotation
* @param scale
* @param parentSceneId
* @param lights
* @param worlds
* @param entities
* @param quaternion GameLib.D3.Vector4
* @param position GameLib.D3.Vector3
* @param rotation GameLib.D3.Vector3
* @param scale GameLib.D3.Vector3
* @param parentSceneId String
* @param lights GameLib.D3.Light[]
* @param worlds GameLib.D3.World[]
* @param entities GameLib.D3.Entity[]
* @param progressCallback
* @param uploadUrl String
* @constructor
*/
GameLib.D3.Scene = function(
id,
path,
name,
graphics,
meshes,
quaternion,
position,
@ -26,12 +30,23 @@ GameLib.D3.Scene = function(
parentSceneId,
lights,
worlds,
entities
entities,
progressCallback,
uploadUrl
) {
this.id = id;
this.sceneId = GameLib.D3.Tools.RandomId();
this.path = path;
this.name = name;
this.graphics = graphics;
if (graphics) {
this.graphics.isNotThreeThrow();
this.textureLoader = new this.graphics.instance.TextureLoader();
this.textureLoader.crossOrigin = '';
}
if (this.name.trim() == "") {
this.name = 'unnamed';
}
@ -91,6 +106,142 @@ GameLib.D3.Scene = function(
// assoc array
this.componentIdToComponent = {};
this.uploadUrl = uploadUrl;
this.progressCallback = progressCallback;
this.urls = [];
this.notifications = [];
};
/**
* Notification objects manage the links between image filenames, instance texture
* map IDs, and instance materials.
* @param notification GameLib.D3.Texture.Notificatio
* @constructor
*/
GameLib.D3.Scene.prototype.notify = function(
notification
) {
var url = this.uploadUrl + '/' + notification.gameLibTexture.image.filename;
if (this.urls.indexOf(url) == -1) {
this.urls.push(url);
}
this.notifications.push(notification);
};
/**
* Promises to loads a texture
* @param url
* @returns {promise.promise|jQuery.promise|*|promise|Promise}
*/
GameLib.D3.Scene.prototype.loadTexture = function(url) {
var defer = Q.defer();
this.textureLoader.load(
url,
function onLoad(textureInstance){
defer.resolve(textureInstance);
},
function onProgress(xhr){
if (this.progressCallback) {
this.progressCallback(Math.round(xhr.loaded / xhr.total * 100))
}
},
function onError() {
defer.resolve(null);
}
);
return defer.promise;
};
/**
* Starts a Image Loading Process - when all are done - executes all calbacks registered
* on materials listening for an image load to complete
* @param urls
* @param onLoadedCallback
* @returns {jQuery.promise|promise.promise|*|Promise|promise}
*/
GameLib.D3.Scene.prototype.loadTextures = function(urls, onLoadedCallback) {
var texturesToLoad = [];
for (var u = 0; u < urls.length; u++) {
texturesToLoad.push(this.loadTexture(urls[u]));
}
Q.all(texturesToLoad).then(
function onFulfilled(textureInstances) {
var loadedTexturesInstances = [];
for (var t = 0; t < textureInstances.length; t++) {
var instanceTexture = textureInstances[t];
if (!instanceTexture) {
continue;
}
for (var n = 0; n < this.notifications.length; n++) {
var notification = this.notifications[n];
var gameLibTexture = notification.gameLibTexture;
var instanceMaterial = notification.instanceMaterial;
var instanceMapId = gameLibTexture.instanceMapId;
var filename = gameLibTexture.image.filename;
if (instanceTexture.image.src.match(new RegExp(filename + '$'))) {
instanceMaterial[instanceMapId] = new this.graphics.instance.Texture(
instanceTexture.image,
gameLibTexture.mapping,
gameLibTexture.wrapS,
gameLibTexture.wrapT,
gameLibTexture.magFilter,
gameLibTexture.minFilter,
gameLibTexture.format,
gameLibTexture.textureType,
gameLibTexture.anisotropy
);
instanceMaterial[instanceMapId].name = gameLibTexture.name;
instanceMaterial[instanceMapId].flipY = gameLibTexture.flipY;
instanceMaterial[instanceMapId].encoding = gameLibTexture.encoding;
instanceMaterial[instanceMapId].flipY = gameLibTexture.flipY;
instanceMaterial[instanceMapId].offset.x = gameLibTexture.offset.x;
instanceMaterial[instanceMapId].offset.y = gameLibTexture.offset.y;
instanceMaterial[instanceMapId].mipmaps = gameLibTexture.mipmaps;
instanceMaterial[instanceMapId].unpackAlignment = gameLibTexture.unpackAlignment;
instanceMaterial[instanceMapId].premultiplyAlpha = gameLibTexture.premultiplyAlpha;
instanceMaterial[instanceMapId].needsUpdate = true;
instanceMaterial.needsUpdate = true;
loadedTexturesInstances.push(instanceMaterial[instanceMapId]);
}
}
}
onLoadedCallback(loadedTexturesInstances);
}.bind(this),
function onRejected(message){
console.log('Promise failed : ' + message);
},
function onProgress(){
console.log('progress');
}
);
};
/**
@ -137,7 +288,7 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
var scene = response.scene[0];
var physics3ds = [];
var entities = [];
if (scene.worlds && scene.worlds.length > 0) {
console.warn('Implement physics worlds code here');
@ -146,61 +297,64 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
var lights3d = [];
for (var l = 0; l < scene.lights.length; l++) {
if (scene.lights && scene.lights.length > 0) {
for (var l = 0; l < scene.lights.length; l++) {
var light = scene.lights[l];
var light = scene.lights[l];
var light3d = new GameLib.D3.Light(
light.id,
light.lightType,
light.name,
new GameLib.D3.Color(
light.color.r,
light.color.g,
light.color.b,
light.color.a
),
light.intensity,
new GameLib.D3.Vector3(
light.position.x,
light.position.y,
light.position.z
),
new GameLib.D3.Vector3(
light.targetPosition.x,
light.targetPosition.y,
light.targetPosition.z
),
new GameLib.D3.Vector4(
light.quaternion.x,
light.quaternion.y,
light.quaternion.z,
light.quaternion.w
),
new GameLib.D3.Vector3(
light.rotation.x,
light.rotation.y,
light.rotation.z
),
new GameLib.D3.Vector3(
light.scale.x,
light.scale.y,
light.scale.z
),
light.distance,
light.decay,
light.power,
light.angle,
light.penumbra
);
var light3d = new GameLib.D3.Light(
light.id,
light.lightType,
light.name,
new GameLib.D3.Color(
light.color.r,
light.color.g,
light.color.b,
light.color.a
),
light.intensity,
new GameLib.D3.Vector3(
light.position.x,
light.position.y,
light.position.z
),
new GameLib.D3.Vector3(
light.targetPosition.x,
light.targetPosition.y,
light.targetPosition.z
),
new GameLib.D3.Vector4(
light.quaternion.x,
light.quaternion.y,
light.quaternion.z,
light.quaternion.w
),
new GameLib.D3.Vector3(
light.rotation.x,
light.rotation.y,
light.rotation.z
),
new GameLib.D3.Vector3(
light.scale.x,
light.scale.y,
light.scale.z
),
light.distance,
light.decay,
light.power,
light.angle,
light.penumbra
);
lights3d.push(light3d);
lights3d.push(light3d);
}
}
var scene3d = new GameLib.D3.Scene(
scene._id || scene.id,
scene.path,
scene.name,
graphics,
scene.meshes,
new GameLib.D3.Vector4(
scene.quaternion.x,
@ -225,16 +379,17 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
),
scene.parentSceneId,
lights3d,
physics3ds
entities,
uploadUrl,
progressCallback,
uploadUrl
);
GameLib.D3.Scene.LoadScene(
scene3d,
onLoaded,
false,
graphics,
uploadUrl,
progressCallback
graphics
);
}
}
@ -249,23 +404,24 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
* @param onLoaded callback when all meshes have loaded
* @param computeNormals set to true to compute new face and vertex normals during load
* @param graphics GameLib.D3.Graphics
* @param uploadUrl
* @param progressCallback
*/
GameLib.D3.Scene.LoadScene = function(
gameLibScene,
onLoaded,
computeNormals,
graphics,
uploadUrl,
progressCallback
graphics
) {
console.log("loading scene " + gameLibScene.name);
if (typeof onLoaded == 'undefined') {
console.warn('No on loaded callback has been specified');
throw new Error('No on loaded callback has been specified');
}
graphics.isNotThreeThrow();
var meshQ = [];
var instanceMeshes = [];
for (var m = 0; m < gameLibScene.meshes.length; m++) {
@ -402,250 +558,158 @@ GameLib.D3.Scene.LoadScene = function(
geometry.computeVertexNormals();
}
var instanceMaterialLoaders = [];
var instanceMaterial = GameLib.D3.Material.CreateInstanceMaterial(
materials[0],
graphics,
gameLibScene
);
/**
* Setup materials
*/
for (var mi = 0; mi < materials.length; mi++) {
instanceMaterialLoaders.push(
GameLib.D3.Material.createInstanceMaterial(
materials[mi],
graphics,
uploadUrl,
progressCallback
)
);
}
var instanceMesh = GameLib.D3.Mesh.CreateInstanceMesh(
mesh,
geometry,
instanceMaterial,
graphics
);
var result = Q.all(instanceMaterialLoaders).then(
function(mesh, geometry) {
return function(materials) {
instanceMesh.name = mesh.name;
console.log("loaded material : " + materials[0].name);
instanceMesh.position.x = mesh.position.x;
instanceMesh.position.y = mesh.position.y;
instanceMesh.position.z = mesh.position.z;
/**
* We don't support MultiMaterial atm - it doesn't work with raycasting
*/
var material = materials[0];
instanceMesh.rotation.x = mesh.rotation.x;
instanceMesh.rotation.y = mesh.rotation.y;
instanceMesh.rotation.z = mesh.rotation.z;
var threeMesh = GameLib.D3.Mesh.createInstanceMesh(
mesh,
geometry,
material,
graphics
);
threeMesh.name = mesh.name;
instanceMesh.scale.x = mesh.scale.x;
instanceMesh.scale.y = mesh.scale.y;
instanceMesh.scale.z = mesh.scale.z;
threeMesh.position.x = mesh.position.x;
threeMesh.position.y = mesh.position.y;
threeMesh.position.z = mesh.position.z;
instanceMesh.quaternion.x = mesh.quaternion.x;
instanceMesh.quaternion.y = mesh.quaternion.y;
instanceMesh.quaternion.z = mesh.quaternion.z;
instanceMesh.quaternion.w = mesh.quaternion.w;
threeMesh.rotation.x = mesh.rotation.x;
threeMesh.rotation.y = mesh.rotation.y;
threeMesh.rotation.z = mesh.rotation.z;
threeMesh.scale.x = mesh.scale.x;
threeMesh.scale.y = mesh.scale.y;
threeMesh.scale.z = mesh.scale.z;
threeMesh.quaternion.x = mesh.quaternion.x;
threeMesh.quaternion.y = mesh.quaternion.y;
threeMesh.quaternion.z = mesh.quaternion.z;
threeMesh.quaternion.w = mesh.quaternion.w;
return threeMesh;
};
}(mesh, geometry)
).catch(function(error){
console.log(error);
});
meshQ.push(result);
instanceMeshes.push(instanceMesh);
}
Q.all(meshQ).then(
function(instanceMeshes){
console.log("all meshes have loaded");
if (typeof onLoaded != 'undefined') {
console.log("created all meshes");
var instanceLights = [];
var instanceLights = [];
for (var sli = 0; sli < gameLibScene.lights.length; sli++) {
if (gameLibScene.lights && gameLibScene.lights.length > 0) {
var gameLibLight = gameLibScene.lights[sli];
for (var glsl = 0; glsl < gameLibScene.lights.length; glsl++) {
var light = null;
var gameLibLight = gameLibScene.lights[glsl];
if (gameLibLight.lightType == 'AmbientLight') {
light = new graphics.instance.AmbientLight(gameLibLight.color, gameLibLight.intensity);
}
var light = null;
if (gameLibLight.lightType == 'DirectionalLight') {
light = new graphics.instance.DirectionalLight(gameLibLight.color, gameLibLight.intensity);
}
if (gameLibLight.lightType == 'PointLight') {
light = new graphics.instance.PointLight(gameLibLight.color, gameLibLight.intensity);
light.distance = gameLibLight.distance;
light.decay = gameLibLight.decay;
}
if (gameLibLight.lightType == 'SpotLight') {
light = new graphics.instance.SpotLight(gameLibLight.color, gameLibLight.intensity);
light.distance = gameLibLight.distance;
light.angle = gameLibLight.angle;
light.penumbra = gameLibLight.penumbra;
light.decay = gameLibLight.decay;
}
light.position.x = gameLibLight.position.x;
light.position.y = gameLibLight.position.y;
light.position.z = gameLibLight.position.z;
light.rotation.x = gameLibLight.rotation.x;
light.rotation.y = gameLibLight.rotation.y;
light.rotation.z = gameLibLight.rotation.z;
if (light == null) {
console.warn('Does not support lights of type :' + gameLibLight.lightType + ', not imported');
} else {
light.name = gameLibLight.name;
instanceLights.push(light);
}
if (gameLibLight.lightType == 'AmbientLight') {
light = new graphics.instance.AmbientLight(gameLibLight.color, gameLibLight.intensity);
}
var instanceScene = new graphics.instance.Scene();
instanceScene.name = gameLibScene.name;
instanceScene.position.x = gameLibScene.position.x;
instanceScene.position.y = gameLibScene.position.y;
instanceScene.position.z = gameLibScene.position.z;
instanceScene.rotation.x = gameLibScene.rotation.x;
instanceScene.rotation.y = gameLibScene.rotation.y;
instanceScene.rotation.z = gameLibScene.rotation.z;
instanceScene.scale.x = gameLibScene.scale.x;
instanceScene.scale.y = gameLibScene.scale.y;
instanceScene.scale.z = gameLibScene.scale.z;
instanceScene.quaternion.x = gameLibScene.quaternion.x;
instanceScene.quaternion.y = gameLibScene.quaternion.y;
instanceScene.quaternion.z = gameLibScene.quaternion.z;
instanceScene.quaternion.w = gameLibScene.quaternion.w;
for (var m = 0; m < instanceMeshes.length; m++) {
instanceScene.add(instanceMeshes[m]);
if (gameLibLight.lightType == 'DirectionalLight') {
light = new graphics.instance.DirectionalLight(gameLibLight.color, gameLibLight.intensity);
}
for (var l = 0; l < instanceLights.length; l++) {
instanceScene.add(instanceLights[l]);
if (gameLibLight.lightType == 'PointLight') {
light = new graphics.instance.PointLight(gameLibLight.color, gameLibLight.intensity);
light.distance = gameLibLight.distance;
light.decay = gameLibLight.decay;
}
onLoaded(
gameLibScene,
{
scene: instanceScene,
lights: instanceLights,
meshes: instanceMeshes
}
);
}
}).catch(
function(error){
console.log(error);
}
);
};
if (gameLibLight.lightType == 'SpotLight') {
light = new graphics.instance.SpotLight(gameLibLight.color, gameLibLight.intensity);
light.distance = gameLibLight.distance;
light.angle = gameLibLight.angle;
light.penumbra = gameLibLight.penumbra;
light.decay = gameLibLight.decay;
}
light.position.x = gameLibLight.position.x;
light.position.y = gameLibLight.position.y;
light.position.z = gameLibLight.position.z;
// - - - - - - - - - - - - - RUNTIME FUNCTIONS - - - - - - - - - - - - - - - - -
light.rotation.x = gameLibLight.rotation.x;
light.rotation.y = gameLibLight.rotation.y;
light.rotation.z = gameLibLight.rotation.z;
/**
* Updates the scene
* @param deltaTime
*/
GameLib.D3.Scene.prototype.update = function(
deltaTime
) {
for(var e in this.entities) {
this.entities[e].update(deltaTime);
}
};
/**
* Updates the scene
* @param deltaTime
*/
GameLib.D3.Scene.prototype.lateUpdate = function(
deltaTime
) {
for(var e in this.entities) {
this.entities[e].lateUpdate(deltaTime);
}
};
/**
* renders the scene
* @param deltaTime
* @param renderer
* @param camera
*/
GameLib.D3.Scene.prototype.render = function(
deltaTime,
renderer,
camera
) {
renderer.render(this.threeScene, camera);
};
/**
* Registers an entity to the scene.
* This method also links the entity and it's components,
* if they are defined inside the componentIds array.
* The setParentEntity and onSetParentEntity methods are being called here.
* @param entity GameLib.D3.Entity
*/
GameLib.D3.Scene.prototype.registerEntity = function(
entity
) {
this.entities.push(entity);
entity.register(this);
// link components to entity
for(var c in entity.componentIds) {
var componentId = entity.componentIds[c];
var component = this.componentIdToComponent[componentId];
if(component) {
component.setParentEntity(this, entity);
if (light == null) {
console.warn('Does not support lights of type :' + gameLibLight.lightType + ', not imported');
} else {
light.name = gameLibLight.name;
instanceLights.push(light);
}
}
}
};
/**
* Registers a component to the scene.
* This method also calls the onRegistered-method on the component
* @param component GameLib.D3.ComponentInterface
*/
GameLib.D3.Scene.prototype.registerComponent = function(
component
) {
this.componentIdToComponent[component.componentId] = component;
if(component.onRegistered && typeof component.onRegistered == 'function') {
component.onRegistered(this);
var instanceScene = new graphics.instance.Scene();
instanceScene.name = gameLibScene.name;
instanceScene.position.x = gameLibScene.position.x;
instanceScene.position.y = gameLibScene.position.y;
instanceScene.position.z = gameLibScene.position.z;
instanceScene.rotation.x = gameLibScene.rotation.x;
instanceScene.rotation.y = gameLibScene.rotation.y;
instanceScene.rotation.z = gameLibScene.rotation.z;
instanceScene.scale.x = gameLibScene.scale.x;
instanceScene.scale.y = gameLibScene.scale.y;
instanceScene.scale.z = gameLibScene.scale.z;
instanceScene.quaternion.x = gameLibScene.quaternion.x;
instanceScene.quaternion.y = gameLibScene.quaternion.y;
instanceScene.quaternion.z = gameLibScene.quaternion.z;
instanceScene.quaternion.w = gameLibScene.quaternion.w;
for (var im = 0; im < instanceMeshes.length; im++) {
instanceScene.add(instanceMeshes[im]);
}
for (var l = 0; l < instanceLights.length; l++) {
instanceScene.add(instanceLights[l]);
}
gameLibScene.loadTextures(gameLibScene.urls, function(loadedTextures) {
console.log('Found image data and applied it to ' + loadedTextures.length + ' textures');
onLoaded(
gameLibScene,
{
scene: instanceScene,
lights: instanceLights,
meshes: instanceMeshes
}
);
});
};
/**
* Registers a light to the scene
* @param light THREE.Light
*/
GameLib.D3.Scene.prototype.registerLight = function(
light
GameLib.D3.Scene.FromAPIScene = function(
apiScene,
graphics,
progressCallback,
uploadUrl
) {
this.threeScene.add(light);
};
return new GameLib.D3.Scene(
apiScene.id,
apiScene.path,
apiScene.name,
graphics,
apiScene.meshes,
apiScene.quaternion,
apiScene.position,
apiScene.rotation,
apiScene.scale,
apiScene.parentSceneId,
apiScene.lights,
apiScene.worlds,
apiScene.entities,
progressCallback,
uploadUrl
)
};

View File

@ -20,6 +20,7 @@
* @param unpackAlignment
* @param premultiplyAlpha
* @param encoding
* @param instanceMapId
* @constructor
*/
GameLib.D3.Texture = function(
@ -42,7 +43,8 @@ GameLib.D3.Texture = function(
mipmaps,
unpackAlignment,
premultiplyAlpha,
encoding
encoding,
instanceMapId
) {
this.id = id;
this.name = name;
@ -132,6 +134,8 @@ GameLib.D3.Texture = function(
encoding = GameLib.D3.Texture.TYPE_LINEAR_ENCODING;
}
this.encoding = encoding;
this.instanceMapId = instanceMapId;
};
/**
@ -204,195 +208,18 @@ GameLib.D3.Texture.TYPE_RGBM16_ENCODING = 3005;
GameLib.D3.Texture.TYPE_RGBD_ENCODING = 3006; // MAXRANGE IS 256.
/**
* Defers loading of an image and resolves once image is loaded
* @param gameLibTexture GameLib.D3.Texture
* A Notification object stores an association between a gameLibTexture and a instance material map.
* @param instanceMaterial
* @param instanceMaterialMapType
* @param graphics GameLib.D3.Graphics
* @param uploadUrl String
* @param progressCallback
* @returns {Promise}
* @param gameLibTexture
* @constructor
*/
GameLib.D3.Texture.loadMap = function(
GameLib.D3.Texture.Notification = function(
gameLibTexture,
instanceMaterial,
instanceMaterialMapType,
graphics,
uploadUrl,
progressCallback
instanceMaterial
) {
var defer = Q.defer();
var imagePath = null;
var textureLoader = new graphics.instance.TextureLoader();
if (gameLibTexture && gameLibTexture.image && gameLibTexture.image.filename) {
/**
* Else, load from upload source
*/
imagePath = uploadUrl + '/' + gameLibTexture.image.filename;
}
if (imagePath) {
textureLoader.crossOrigin = '';
textureLoader.load(
imagePath,
function(texture) {
/**
* onLoad
*/
instanceMaterial[instanceMaterialMapType] = texture;
instanceMaterial[instanceMaterialMapType].name = gameLibTexture.name;
instanceMaterial[instanceMaterialMapType].anisotropy = gameLibTexture.anisotropy;
instanceMaterial[instanceMaterialMapType].encoding = gameLibTexture.encoding;
instanceMaterial[instanceMaterialMapType].flipY = gameLibTexture.flipY;
/**
* We don't restore the format since this changing from OS to OS and breaks the implementation sometimes
*/
instanceMaterial[instanceMaterialMapType].generateMipmaps = gameLibTexture.generateMipmaps;
instanceMaterial[instanceMaterialMapType].magFilter = gameLibTexture.magFilter;
instanceMaterial[instanceMaterialMapType].minFilter = gameLibTexture.minFilter;
instanceMaterial[instanceMaterialMapType].mapping = gameLibTexture.mapping;
instanceMaterial[instanceMaterialMapType].mipmaps = gameLibTexture.mipmaps;
instanceMaterial[instanceMaterialMapType].offset = new graphics.instance.Vector2(
gameLibTexture.offset.x,
gameLibTexture.offset.y
);
instanceMaterial[instanceMaterialMapType].premultiplyAlpha = gameLibTexture.premultiplyAlpha;
instanceMaterial[instanceMaterialMapType].textureType = gameLibTexture.textureType;
instanceMaterial[instanceMaterialMapType].wrapS = gameLibTexture.wrapS;
instanceMaterial[instanceMaterialMapType].wrapT = gameLibTexture.wrapT;
instanceMaterial[instanceMaterialMapType].unpackAlignment = gameLibTexture.unpackAlignment;
instanceMaterial.needsUpdate = true;
defer.resolve(true);
},
function(xhr) {
/**
* onProgress
*/
if (progressCallback) {
progressCallback(Math.round(xhr.loaded / xhr.total * 100));
}
},
function(error) {
/**
* onError
*/
console.log("an error occurred while trying to load the image : " + imagePath);
defer.resolve(null);
}
);
} else {
defer.resolve(null);
}
return defer.promise;
this.gameLibTexture = gameLibTexture;
this.instanceMaterial = instanceMaterial;
};
/**
* Returns an array of image loading Promises
* @param gameLibMaterial
* @param blenderMaps
* @param instanceMaterial
* @param graphics GameLib.D3.Graphics
* @param uploadUrl String
* @param progressCallback
* @returns Q[]
*/
GameLib.D3.Texture.loadMaps = function(
gameLibMaterial,
blenderMaps,
instanceMaterial,
graphics,
uploadUrl,
progressCallback
) {
var textureMaps = [];
for (var ti = 0; ti < blenderMaps.length; ti++) {
var map = blenderMaps[ti];
if (gameLibMaterial.maps.hasOwnProperty(map)) {
var blenderTexture = gameLibMaterial.maps[map];
if (
blenderTexture &&
blenderTexture.image &&
blenderTexture.image.filename
) {
var instanceMap = null;
if (map == 'alpha') {
instanceMap = 'alhpaMap';
}
if (map == 'ao') {
instanceMap = 'aoMap';
}
if (map == 'bump') {
instanceMap = 'bumpMap';
}
if (map == 'displacement') {
instanceMap = 'displacementMap';
}
if (map == 'emissive') {
instanceMap = 'emissiveMap';
}
if (map == 'environment') {
instanceMap = 'envMap';
}
if (map == 'light') {
instanceMap = 'lightMap';
}
if (map == 'specular') {
instanceMap = 'specularMap';
}
if (map == 'diffuse') {
instanceMap = 'map';
}
if (map == 'roughness') {
instanceMap = 'roughnessMap';
}
if (map == 'metalness') {
instanceMap = 'metalnessMap';
}
if (instanceMap == null) {
console.warn("unsupported map type : " + map);
}
textureMaps.push(
GameLib.D3.Texture.loadMap(
gameLibMaterial.maps[map],
instanceMaterial,
instanceMap,
graphics,
uploadUrl,
progressCallback
)
);
}
}
}
return textureMaps;
};