many updates - starting to make stable
parent
eefd4a9603
commit
be64682142
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@ -1,20 +1,227 @@
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/**
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* Creates a camera object
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* @param graphics
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* @param graphics GameLib.D3.Graphics
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* @param apiCamera GameLib.D3.Camera.API
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* @constructor
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*/
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GameLib.D3.Camera = function(graphics) {
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GameLib.D3.Camera = function(
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graphics,
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apiCamera
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) {
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for (var property in apiCamera) {
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if (apiCamera.hasOwnProperty(property)) {
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this[property] = apiCamera[property];
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}
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}
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this.graphics = graphics;
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this.graphics.isNotThreeThrow();
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this.instance = this.createInstance();
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this.needsUpdate = false;
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} ;
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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.Camera.API = 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.Material.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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/**
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* Camera types
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* @type {number}
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*/
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GameLib.D3.Camera.CAMERA_TYPE_PERSPECTIVE = 0x1;
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GameLib.D3.Camera.CAMERA_TYPE_ORTHOGONAL = 0x2;
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GameLib.D3.Camera.CAMERA_TYPE_STEREO = 0x3;
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/**
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* Creates a camera instance of 'graphics' type (only THREE for now)
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* @returns {THREE.Camera}
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*/
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GameLib.D3.Camera.prototype.createInstance = function() {
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return new this.graphics.instance.Camera();
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GameLib.D3.Camera.prototype.createInstance = function(update) {
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var instance = null;
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if (update) {
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instance = this.instance;
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}
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if (!instance ||
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(instance && this.cameraType != instance.cameraType)
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) {
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if (this.cameraType == GameLib.D3.Camera.CAMERA_TYPE_PERSPECTIVE) {
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instance = new this.graphics.instance.PerspectiveCamera(
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this.fov,
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this.aspect,
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this.near,
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this.far
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);
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} else if (this.cameraType == GameLib.D3.Camera.CAMERA_TYPE_ORTHOGONAL) {
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instance = new this.graphics.instance.OrthographicCamera(
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this.minX,
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this.maxX,
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this.minY,
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this.maxY,
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this.minZ,
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this.maxZ
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);
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}
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}
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if (update && this.cameraType == instance.cameraType) {
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instance.minX = this.minX;
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instance.maxX = this.maxX;
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instance.minY = this.minY;
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instance.maxY = this.maxY;
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instance.minZ = this.minZ;
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instance.maxZ = this.maxZ;
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instance.fov = this.fov;
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instance.aspect = this.aspect;
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instance.near = this.near;
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instance.far = this.far;
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}
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if (update) {
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instance.cameraType = this.cameraType;
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}
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instance.position.x = this.position.x;
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instance.position.y = this.position.y;
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instance.position.z = this.position.z;
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instance.lookAt(
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new this.graphics.instance.Vector3(
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this.lookAt.x,
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this.lookAt.y,
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this.lookAt.z
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)
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);
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instance.updateProjectionMatrix();
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return instance;
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};
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/**
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* Updates the instance with the current state
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*/
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GameLib.D3.Camera.prototype.updateInstance = function() {
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this.instance = this.createInstance(true);
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};
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@ -11,4 +11,17 @@ GameLib.D3.Color = function(r, g, b, a) {
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this.g = g;
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this.b = b;
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this.a = a;
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};
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/**
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* Converts the current color to HTML hex format (ex. #ffffff)
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* @returns {string}
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*/
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GameLib.D3.Color.prototype.toHex = function() {
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var rf = Math.floor(this.r == 1? 255 : this.r * 256.0).toString(16);
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var gf = Math.floor(this.g == 1? 255 : this.g * 256.0).toString(16);
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var bf = Math.floor(this.b == 1? 255 : this.b * 256.0).toString(16);
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return '#' + rf + gf + bf;
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};
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@ -21,7 +21,7 @@ GameLib.D3.ImageFactory = function (graphics) {
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return promiseList[url];
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}
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var defer = q.defer();
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var defer = Q.defer();
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promiseList[url] = defer.promise;
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/**
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* Light Superset - The apiLight properties get moved into the Light object itself, and then the instance is created
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* @param id
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* @param graphics GameLib.D3.Graphics
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* @param apiLight GameLib.D3.Light.API
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* @constructor
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*/
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GameLib.D3.Light = function(
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id,
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graphics,
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apiLight
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) {
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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)) {
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intensity = 1;
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}
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this.intensity = intensity;
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if (typeof position == 'undefined') {
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position = new GameLib.D3.Vector3(0,0,0);
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position = new GameLib.D3.Vector3(0,10,0);
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}
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this.position = position;
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* Creates a light instance
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* @returns {*}
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*/
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GameLib.D3.Light.createInstance = function() {
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GameLib.D3.Light.prototype.createInstance = function(update) {
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var instance = null;
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if (this.lightType == GameLib.D3.Light.LIGHT_TYPE_AMBIENT) {
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instance = new this.graphics.instance.AmbientLight(this.color, this.intensity);
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if (update) {
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instance = this.instance;
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}
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if (this.lightType == GameLib.D3.Light.LIGHT_TYPE_DIRECTIONAL) {
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instance = new this.graphics.instance.DirectionalLight(this.color, this.intensity);
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}
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if ((!instance) ||
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(instance && instance.lightType != this.lightType)) {
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if (this.lightType == GameLib.D3.Light.LIGHT_TYPE_POINT) {
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instance = new this.graphics.instance.PointLight(this.color, this.intensity);
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instance.distance = this.distance;
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instance.decay = this.decay;
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}
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if (this.lightType == GameLib.D3.Light.LIGHT_TYPE_AMBIENT) {
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instance = new this.graphics.instance.AmbientLight(
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new this.graphics.instance.Color(
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this.color.r,
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this.color.g,
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this.color.b
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),
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this.intensity
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);
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}
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if (this.lightType == GameLib.D3.Light.LIGHT_TYPE_SPOT ) {
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instance = new this.graphics.instance.SpotLight(this.color, this.intensity);
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instance.distance = this.distance;
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instance.angle = this.angle;
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instance.penumbra = this.penumbra;
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instance.decay = this.decay;
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if (this.lightType == GameLib.D3.Light.LIGHT_TYPE_DIRECTIONAL) {
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instance = new this.graphics.instance.DirectionalLight(
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new this.graphics.instance.Color(
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this.color.r,
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this.color.g,
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this.color.b
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),
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this.intensity
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);
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}
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if (this.lightType == GameLib.D3.Light.LIGHT_TYPE_POINT) {
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instance = new this.graphics.instance.PointLight(
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new this.graphics.instance.Color(
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this.color.r,
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this.color.g,
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this.color.b
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),
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this.intensity
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);
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instance.distance = this.distance;
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instance.decay = this.decay;
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}
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if (this.lightType == GameLib.D3.Light.LIGHT_TYPE_SPOT ) {
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instance = new this.graphics.instance.SpotLight(
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new this.graphics.instance.Color(
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this.color.r,
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this.color.g,
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this.color.b
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),
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this.intensity
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);
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instance.distance = this.distance;
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instance.angle = this.angle;
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instance.penumbra = this.penumbra;
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instance.decay = this.decay;
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}
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}
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instance.gameLibObject = this;
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instance.name = this.name;
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instance.position.x = this.position.x;
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instance.position.y = this.position.y;
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instance.position.z = this.position.z;
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@ -177,4 +220,11 @@ GameLib.D3.Light.createInstance = function() {
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instance.rotation.z = this.rotation.z;
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return instance;
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};
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};
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/**
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* Updates the instance with the current state
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*/
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GameLib.D3.Light.prototype.updateInstance = function() {
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this.instance = this.createInstance(true);
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};
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this.graphics.isNotThreeThrow();
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this.instance = this.createInstance();
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this.needsUpdate = false;
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};
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/**
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@ -147,7 +149,7 @@ GameLib.D3.Material.API = function(
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}
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this.id = id;
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if (typeof materialType == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(materialType)) {
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materialType = GameLib.D3.Material.MATERIAL_TYPE_STANDARD;
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}
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this.materialType = materialType;
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@ -157,272 +159,272 @@ GameLib.D3.Material.API = function(
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}
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this.name = name;
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if (typeof opacity == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(opacity)) {
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opacity = 1.0;
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}
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this.opacity = opacity;
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if (typeof side == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(side)) {
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side = GameLib.D3.Material.TYPE_FRONT_SIDE;
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}
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this.side = side;
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if (typeof transparent == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(transparent)) {
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transparent = false;
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}
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this.transparent = transparent;
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if (typeof maps == 'undefined') {
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maps = new GameLib.D3.TextureMapTemplate.API();
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if (GameLib.D3.Utils.UndefinedOrNull(maps)) {
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maps = GameLib.D3.TextureMapTemplate.API();
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}
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this.maps = maps;
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if (typeof specular == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(specular)) {
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specular = new GameLib.D3.Color(0.06, 0.06, 0.06, 0.06);
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}
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this.specular = specular;
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if (typeof lightMapIntensity == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(lightMapIntensity)) {
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lightMapIntensity = 1;
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}
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this.lightMapIntensity = lightMapIntensity;
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if (typeof aoMapIntensity == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(aoMapIntensity)) {
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aoMapIntensity = 1;
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}
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this.aoMapIntensity = aoMapIntensity;
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if (typeof color == 'undefined') {
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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 (typeof emissive == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(emissive)) {
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emissive = new GameLib.D3.Color(0, 0, 0, 0);
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}
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this.emissive = emissive;
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if (typeof emissiveIntensity == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(emissiveIntensity)) {
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emissiveIntensity = 1;
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}
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this.emissiveIntensity = emissiveIntensity;
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if (typeof combine == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(combine)) {
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combine = GameLib.D3.Material.TYPE_MULTIPLY_OPERATION;
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}
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this.combine = combine;
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if (typeof shininess == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(shininess)) {
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shininess = 30;
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}
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this.shininess = shininess;
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if (typeof reflectivity == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(reflectivity)) {
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reflectivity = 1;
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}
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this.reflectivity = reflectivity;
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if (typeof refractionRatio == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(refractionRatio)) {
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refractionRatio = 0.98;
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}
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this.refractionRatio = refractionRatio;
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if (typeof fog == 'undefined') {
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if (GameLib.D3.Utils.UndefinedOrNull(fog)) {
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fog = true;
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}
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this.fog = fog;
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if (typeof wireframe == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframe)) {
|
||||
wireframe = false;
|
||||
}
|
||||
this.wireframe = wireframe;
|
||||
|
||||
if (typeof wireframeLineWidth == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframeLineWidth)) {
|
||||
wireframeLineWidth = 1;
|
||||
}
|
||||
this.wireframeLineWidth = wireframeLineWidth;
|
||||
|
||||
if (typeof wireframeLineCap == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframeLineCap)) {
|
||||
wireframeLineCap = 'round';
|
||||
}
|
||||
this.wireframeLineCap = wireframeLineCap;
|
||||
|
||||
if (typeof wireframeLineJoin == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(wireframeLineJoin)) {
|
||||
wireframeLineJoin = 'round';
|
||||
}
|
||||
this.wireframeLineJoin = wireframeLineJoin;
|
||||
|
||||
if (typeof vertexColors == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(vertexColors)) {
|
||||
vertexColors = GameLib.D3.Material.TYPE_NO_COLORS;
|
||||
}
|
||||
this.vertexColors = vertexColors;
|
||||
|
||||
if (typeof skinning == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skinning)) {
|
||||
skinning = false;
|
||||
}
|
||||
this.skinning = skinning;
|
||||
|
||||
if (typeof morphTargets == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(morphTargets)) {
|
||||
morphTargets = false;
|
||||
}
|
||||
this.morphTargets = morphTargets;
|
||||
|
||||
if (typeof morphNormals == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(morphNormals)) {
|
||||
morphNormals = false;
|
||||
}
|
||||
this.morphNormals = morphNormals;
|
||||
|
||||
if (typeof overdraw == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(overdraw)) {
|
||||
overdraw = 0;
|
||||
}
|
||||
this.overdraw = overdraw;
|
||||
|
||||
if (typeof lineWidth == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lineWidth)) {
|
||||
lineWidth = 1;
|
||||
}
|
||||
this.lineWidth = lineWidth;
|
||||
|
||||
if (typeof lineCap == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lineCap)) {
|
||||
lineCap = 'round';
|
||||
}
|
||||
this.lineCap = lineCap;
|
||||
|
||||
if (typeof lineJoin == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(lineJoin)) {
|
||||
lineJoin = 'round';
|
||||
}
|
||||
this.lineJoin = lineJoin;
|
||||
|
||||
if (typeof dashSize == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(dashSize)) {
|
||||
dashSize = 3;
|
||||
}
|
||||
this.dashSize = dashSize;
|
||||
|
||||
if (typeof gapWidth == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(gapWidth)) {
|
||||
gapWidth = 1;
|
||||
}
|
||||
this.gapWidth = gapWidth;
|
||||
|
||||
if (typeof blending == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blending)) {
|
||||
blending = GameLib.D3.Material.TYPE_NORMAL_BLENDING;
|
||||
}
|
||||
this.blending = blending;
|
||||
|
||||
if (typeof blendSrc == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blendSrc)) {
|
||||
blendSrc = GameLib.D3.Material.TYPE_SRC_ALPHA_FACTOR;
|
||||
}
|
||||
this.blendSrc = blendSrc;
|
||||
|
||||
if (typeof blendDst == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blendDst)) {
|
||||
blendDst = GameLib.D3.Material.TYPE_ONE_MINUS_SRC_ALPHA_FACTOR;
|
||||
}
|
||||
this.blendDst = blendDst;
|
||||
|
||||
if (typeof blendEquation == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(blendEquation)) {
|
||||
blendEquation = GameLib.D3.Material.TYPE_ADD_EQUATION;
|
||||
}
|
||||
this.blendEquation = blendEquation;
|
||||
|
||||
if (typeof depthTest == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(depthTest)) {
|
||||
depthTest = true;
|
||||
}
|
||||
this.depthTest = depthTest;
|
||||
|
||||
if (typeof depthFunc == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(depthFunc)) {
|
||||
depthFunc = GameLib.D3.Material.TYPE_LESS_EQUAL_DEPTH;
|
||||
}
|
||||
this.depthFunc = depthFunc;
|
||||
|
||||
if (typeof depthWrite == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(depthWrite)) {
|
||||
depthWrite = true;
|
||||
}
|
||||
this.depthWrite = depthWrite;
|
||||
|
||||
if (typeof polygonOffset == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(polygonOffset)) {
|
||||
polygonOffset = false;
|
||||
}
|
||||
this.polygonOffset = polygonOffset;
|
||||
|
||||
if (typeof polygonOffsetFactor == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(polygonOffsetFactor)) {
|
||||
polygonOffsetFactor = 1;
|
||||
}
|
||||
this.polygonOffsetFactor = polygonOffsetFactor;
|
||||
|
||||
if (typeof polygonOffsetUnits == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(polygonOffsetUnits)) {
|
||||
polygonOffsetUnits = 1;
|
||||
}
|
||||
this.polygonOffsetUnits = polygonOffsetUnits;
|
||||
|
||||
if (typeof alphaTest == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(alphaTest)) {
|
||||
alphaTest = 0;
|
||||
}
|
||||
this.alphaTest = alphaTest;
|
||||
|
||||
if (typeof clippingPlanes == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(clippingPlanes)) {
|
||||
clippingPlanes = [];
|
||||
}
|
||||
this.clippingPlanes = clippingPlanes;
|
||||
|
||||
if (typeof clipShadows == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(clipShadows)) {
|
||||
clipShadows = false;
|
||||
}
|
||||
this.clipShadows = clipShadows;
|
||||
|
||||
if (typeof visible == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(visible)) {
|
||||
visible = true;
|
||||
}
|
||||
this.visible = visible;
|
||||
|
||||
if (typeof shading == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(shading)) {
|
||||
shading = GameLib.D3.Material.TYPE_FLAT_SHADING;
|
||||
}
|
||||
this.shading = shading;
|
||||
|
||||
if (typeof bumpScale == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(bumpScale)) {
|
||||
bumpScale = 1;
|
||||
}
|
||||
this.bumpScale = bumpScale;
|
||||
|
||||
if (typeof normalScale == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(normalScale)) {
|
||||
normalScale = 1;
|
||||
}
|
||||
this.normalScale = normalScale;
|
||||
|
||||
if (typeof displacementScale == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(displacementScale)) {
|
||||
displacementScale = 1;
|
||||
}
|
||||
this.displacementScale = displacementScale;
|
||||
|
||||
if (typeof displacementBias == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(displacementBias)) {
|
||||
displacementBias = 0;
|
||||
}
|
||||
this.displacementBias = displacementBias;
|
||||
|
||||
if (typeof roughness == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(roughness)) {
|
||||
roughness = 0.5;
|
||||
}
|
||||
this.roughness = roughness;
|
||||
|
||||
if (typeof metalness == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(metalness)) {
|
||||
metalness = 0.5;
|
||||
}
|
||||
this.metalness = metalness;
|
||||
|
||||
if (typeof pointSize == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(pointSize)) {
|
||||
pointSize = 1;
|
||||
}
|
||||
this.pointSize = pointSize;
|
||||
|
||||
if (typeof pointSizeAttenuation == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(pointSizeAttenuation)) {
|
||||
pointSizeAttenuation = true;
|
||||
}
|
||||
this.pointSizeAttenuation = pointSizeAttenuation;
|
||||
|
||||
if (typeof spriteRotation == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(spriteRotation)) {
|
||||
spriteRotation = 0;
|
||||
}
|
||||
this.spriteRotation = spriteRotation;
|
||||
|
||||
if (typeof envMapIntensity == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(envMapIntensity)) {
|
||||
envMapIntensity = 1.0;
|
||||
}
|
||||
this.envMapIntensity = envMapIntensity;
|
||||
|
@ -528,124 +530,141 @@ GameLib.D3.Material.MATERIAL_TYPE_MULTIPLE = "MultiMaterial";
|
|||
* Material instance
|
||||
* @returns {*}
|
||||
*/
|
||||
GameLib.D3.Material.prototype.createInstance = function() {
|
||||
GameLib.D3.Material.prototype.createInstance = function(update) {
|
||||
|
||||
var instance = null;
|
||||
|
||||
if (this.materialType == GameLib.D3.Material.MATERIAL_TYPE_STANDARD) {
|
||||
if (update) {
|
||||
instance = this.instance;
|
||||
}
|
||||
|
||||
instance = new this.graphics.instance.MeshStandardMaterial({
|
||||
name: this.name,
|
||||
opacity: this.opacity,
|
||||
transparent: this.transparent,
|
||||
blending: this.blending,
|
||||
blendSrc: this.blendSrc,
|
||||
blendDst: this.blendDst,
|
||||
blendEquation: this.blendEquation,
|
||||
depthTest: this.depthTest,
|
||||
depthFunc: this.depthFunc,
|
||||
depthWrite: this.depthWrite,
|
||||
polygonOffset: this.polygonOffset,
|
||||
polygonOffsetFactor: this.polygonOffsetFactor,
|
||||
polygonOffsetUnits: this.polygonOffsetUnits,
|
||||
alphaTest: this.alphaTest,
|
||||
clippingPlanes: this.clippingPlanes,
|
||||
clipShadows: this.clipShadows,
|
||||
overdraw: this.overdraw,
|
||||
visible: this.visible,
|
||||
side: this.side,
|
||||
color: new this.graphics.instance.Color(
|
||||
this.color.r,
|
||||
this.color.g,
|
||||
this.color.b
|
||||
),
|
||||
roughness: this.roughness,
|
||||
metalness: this.metalness,
|
||||
lightMapIntensity: this.lightMapIntensity,
|
||||
aoMapIntensity: this.aoMapIntensity,
|
||||
emissive: new this.graphics.instance.Color(
|
||||
this.emissive.r,
|
||||
this.emissive.g,
|
||||
this.emissive.b
|
||||
),
|
||||
emissiveIntensity: this.emissiveIntensity,
|
||||
bumpScale: this.bumpScale,
|
||||
normalScale: this.normalScale,
|
||||
displacementScale: this.displacementScale,
|
||||
refractionRatio: this.refractionRatio,
|
||||
fog: this.fog,
|
||||
shading: this.shading,
|
||||
wireframe: this.wireframe,
|
||||
wireframeLinewidth: this.wireframeLineWidth,
|
||||
wireframeLinecap: this.wireframeLineCap,
|
||||
wireframeLinejoin: this.wireframeLineJoin,
|
||||
vertexColors: this.vertexColors,
|
||||
skinning: this.skinning,
|
||||
morphTargets: this.morphTargets,
|
||||
morphNormals: this.morphNormals
|
||||
});
|
||||
if (
|
||||
(!instance) ||
|
||||
(instance && instance.materialType != this.materialType)
|
||||
) {
|
||||
|
||||
} else if (this.materialType == GameLib.D3.Material.MATERIAL_TYPE_PHONG) {
|
||||
if (this.materialType == GameLib.D3.Material.MATERIAL_TYPE_STANDARD) {
|
||||
|
||||
instance = new this.graphics.instance.MeshPhongMaterial({
|
||||
name: this.name,
|
||||
opacity: this.opacity,
|
||||
transparent: this.transparent,
|
||||
blending: this.blending,
|
||||
blendSrc: this.blendSrc,
|
||||
blendDst: this.blendDst,
|
||||
blendEquation: this.blendEquation,
|
||||
depthTest: this.depthTest,
|
||||
depthFunc: this.depthFunc,
|
||||
depthWrite: this.depthWrite,
|
||||
polygonOffset: this.polygonOffset,
|
||||
polygonOffsetFactor: this.polygonOffsetFactor,
|
||||
polygonOffsetUnits: this.polygonOffsetUnits,
|
||||
alphaTest: this.alphaTest,
|
||||
clippingPlanes: this.clippingPlanes,
|
||||
clipShadows: this.clipShadows,
|
||||
overdraw: this.overdraw,
|
||||
visible: this.visible,
|
||||
side: this.side,
|
||||
color: new this.graphics.instance.Color(
|
||||
this.color.r,
|
||||
this.color.g,
|
||||
this.color.b
|
||||
),
|
||||
specular: new this.graphics.instance.Color(
|
||||
this.specular.r,
|
||||
this.specular.g,
|
||||
this.specular.b
|
||||
),
|
||||
shininess: this.shininess,
|
||||
lightMapIntensity: this.lightMapIntensity,
|
||||
aoMapIntensity: this.aoMapIntensity,
|
||||
emissive: new this.graphics.instance.Color(
|
||||
this.emissive.r,
|
||||
this.emissive.g,
|
||||
this.emissive.b
|
||||
),
|
||||
emissiveIntensity: this.emissiveIntensity,
|
||||
bumpScale: this.bumpScale,
|
||||
normalScale: this.normalScale,
|
||||
displacementScale: this.displacementScale,
|
||||
combine: this.combine,
|
||||
refractionRatio: this.refractionRatio,
|
||||
fog: this.fog,
|
||||
shading: this.shading,
|
||||
wireframe: this.wireframe,
|
||||
wireframeLinewidth: this.wireframeLineWidth,
|
||||
wireframeLinecap: this.wireframeLineCap,
|
||||
wireframeLinejoin: this.wireframeLineJoin,
|
||||
vertexColors: this.vertexColors,
|
||||
skinning: this.skinning,
|
||||
morphTargets: this.morphTargets,
|
||||
morphNormals: this.morphNormals
|
||||
});
|
||||
instance = new this.graphics.instance.MeshStandardMaterial({
|
||||
name: this.name,
|
||||
opacity: this.opacity,
|
||||
transparent: this.transparent,
|
||||
blending: this.blending,
|
||||
blendSrc: this.blendSrc,
|
||||
blendDst: this.blendDst,
|
||||
blendEquation: this.blendEquation,
|
||||
depthTest: this.depthTest,
|
||||
depthFunc: this.depthFunc,
|
||||
depthWrite: this.depthWrite,
|
||||
polygonOffset: this.polygonOffset,
|
||||
polygonOffsetFactor: this.polygonOffsetFactor,
|
||||
polygonOffsetUnits: this.polygonOffsetUnits,
|
||||
alphaTest: this.alphaTest,
|
||||
clippingPlanes: this.clippingPlanes,
|
||||
clipShadows: this.clipShadows,
|
||||
overdraw: this.overdraw,
|
||||
visible: this.visible,
|
||||
side: this.side,
|
||||
color: new this.graphics.instance.Color(
|
||||
this.color.r,
|
||||
this.color.g,
|
||||
this.color.b
|
||||
),
|
||||
roughness: this.roughness,
|
||||
metalness: this.metalness,
|
||||
lightMapIntensity: this.lightMapIntensity,
|
||||
aoMapIntensity: this.aoMapIntensity,
|
||||
emissive: new this.graphics.instance.Color(
|
||||
this.emissive.r,
|
||||
this.emissive.g,
|
||||
this.emissive.b
|
||||
),
|
||||
emissiveIntensity: this.emissiveIntensity,
|
||||
bumpScale: this.bumpScale,
|
||||
normalScale: this.normalScale,
|
||||
displacementScale: this.displacementScale,
|
||||
refractionRatio: this.refractionRatio,
|
||||
fog: this.fog,
|
||||
shading: this.shading,
|
||||
wireframe: this.wireframe,
|
||||
wireframeLinewidth: this.wireframeLineWidth,
|
||||
wireframeLinecap: this.wireframeLineCap,
|
||||
wireframeLinejoin: this.wireframeLineJoin,
|
||||
vertexColors: this.vertexColors,
|
||||
skinning: this.skinning,
|
||||
morphTargets: this.morphTargets,
|
||||
morphNormals: this.morphNormals
|
||||
});
|
||||
|
||||
} else {
|
||||
console.log("material type is not implemented yet: " + this.materialType + " - material indexes could be screwed up");
|
||||
} else if (this.materialType == GameLib.D3.Material.MATERIAL_TYPE_PHONG) {
|
||||
|
||||
instance = new this.graphics.instance.MeshPhongMaterial({
|
||||
name: this.name,
|
||||
opacity: this.opacity,
|
||||
transparent: this.transparent,
|
||||
blending: this.blending,
|
||||
blendSrc: this.blendSrc,
|
||||
blendDst: this.blendDst,
|
||||
blendEquation: this.blendEquation,
|
||||
depthTest: this.depthTest,
|
||||
depthFunc: this.depthFunc,
|
||||
depthWrite: this.depthWrite,
|
||||
polygonOffset: this.polygonOffset,
|
||||
polygonOffsetFactor: this.polygonOffsetFactor,
|
||||
polygonOffsetUnits: this.polygonOffsetUnits,
|
||||
alphaTest: this.alphaTest,
|
||||
clippingPlanes: this.clippingPlanes,
|
||||
clipShadows: this.clipShadows,
|
||||
overdraw: this.overdraw,
|
||||
visible: this.visible,
|
||||
side: this.side,
|
||||
color: new this.graphics.instance.Color(
|
||||
this.color.r,
|
||||
this.color.g,
|
||||
this.color.b
|
||||
),
|
||||
specular: new this.graphics.instance.Color(
|
||||
this.specular.r,
|
||||
this.specular.g,
|
||||
this.specular.b
|
||||
),
|
||||
shininess: this.shininess,
|
||||
lightMapIntensity: this.lightMapIntensity,
|
||||
aoMapIntensity: this.aoMapIntensity,
|
||||
emissive: new this.graphics.instance.Color(
|
||||
this.emissive.r,
|
||||
this.emissive.g,
|
||||
this.emissive.b
|
||||
),
|
||||
emissiveIntensity: this.emissiveIntensity,
|
||||
bumpScale: this.bumpScale,
|
||||
normalScale: this.normalScale,
|
||||
displacementScale: this.displacementScale,
|
||||
combine: this.combine,
|
||||
refractionRatio: this.refractionRatio,
|
||||
fog: this.fog,
|
||||
shading: this.shading,
|
||||
wireframe: this.wireframe,
|
||||
wireframeLinewidth: this.wireframeLineWidth,
|
||||
wireframeLinecap: this.wireframeLineCap,
|
||||
wireframeLinejoin: this.wireframeLineJoin,
|
||||
vertexColors: this.vertexColors,
|
||||
skinning: this.skinning,
|
||||
morphTargets: this.morphTargets,
|
||||
morphNormals: this.morphNormals
|
||||
});
|
||||
|
||||
} else {
|
||||
console.log("material type is not implemented yet: " + this.materialType + " - material indexes could be screwed up");
|
||||
}
|
||||
}
|
||||
|
||||
return instance;
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the instance with the current state
|
||||
*/
|
||||
GameLib.D3.Material.prototype.updateInstance = function() {
|
||||
this.instance = this.createInstance(true);
|
||||
};
|
|
@ -1,20 +1,15 @@
|
|||
/**
|
||||
* Mesh Superset - The apiMesh properties get moved into the Mesh object itself, and then the instance is created
|
||||
* @param id String
|
||||
* @param name String
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param computeNormals Boolean
|
||||
* @param apiMesh GameLib.D3.Mesh.API
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Mesh = function(
|
||||
id,
|
||||
name,
|
||||
graphics,
|
||||
computeNormals,
|
||||
apiMesh
|
||||
) {
|
||||
|
||||
for (var property in apiMesh) {
|
||||
if (apiMesh.hasOwnProperty(property)) {
|
||||
this[property] = apiMesh[property];
|
||||
|
@ -27,7 +22,9 @@ GameLib.D3.Mesh = function(
|
|||
|
||||
this.computeNormals = computeNormals;
|
||||
|
||||
this.instance = this.createInstance();
|
||||
this.instance = this.createInstance(false);
|
||||
|
||||
this.needsUpdate = false;
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -95,62 +92,62 @@ GameLib.D3.Mesh.API = function(
|
|||
}
|
||||
this.faces = faces;
|
||||
|
||||
if (typeof parentMeshId == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(parentMeshId)) {
|
||||
parentMeshId = null;
|
||||
}
|
||||
this.parentMeshId = parentMeshId;
|
||||
|
||||
if (typeof parentSceneId == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(parentSceneId)) {
|
||||
parentSceneId = null;
|
||||
}
|
||||
this.parentSceneId = parentSceneId;
|
||||
|
||||
if (typeof skeleton == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skeleton)) {
|
||||
skeleton = null;
|
||||
}
|
||||
this.skeleton = skeleton;
|
||||
|
||||
if (typeof faceVertexUvs == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(faceVertexUvs)) {
|
||||
faceVertexUvs = [];
|
||||
}
|
||||
this.faceVertexUvs = faceVertexUvs;
|
||||
|
||||
if (typeof skinIndices == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skinIndices)) {
|
||||
skinIndices = [];
|
||||
}
|
||||
this.skinIndices = skinIndices;
|
||||
|
||||
if (typeof skinWeights == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(skinWeights)) {
|
||||
skinWeights = [];
|
||||
}
|
||||
this.skinWeights = skinWeights;
|
||||
|
||||
if (typeof materials == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(materials)) {
|
||||
materials = [];
|
||||
}
|
||||
this.materials = materials;
|
||||
|
||||
if (typeof position == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(position)) {
|
||||
position = new GameLib.D3.Vector3(0,0,0);
|
||||
}
|
||||
this.position = position;
|
||||
|
||||
if (typeof quaternion == 'undefined') {
|
||||
new GameLib.D3.Vector4();
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(quaternion)) {
|
||||
quaternion = new GameLib.D3.Vector4();
|
||||
}
|
||||
this.quaternion = quaternion;
|
||||
|
||||
if (typeof rotation == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(rotation)) {
|
||||
rotation = new GameLib.D3.Vector3(0,0,0);
|
||||
}
|
||||
this.rotation = rotation;
|
||||
|
||||
if (typeof scale == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(scale)) {
|
||||
scale = new GameLib.D3.Vector3(1,1,1);
|
||||
}
|
||||
this.scale = scale;
|
||||
|
||||
if (typeof up == 'undefined') {
|
||||
if (GameLib.D3.Utils.UndefinedOrNull(up)) {
|
||||
up = new GameLib.D3.Vector3(0,1,0);
|
||||
}
|
||||
this.up = up;
|
||||
|
@ -164,239 +161,243 @@ GameLib.D3.Mesh.TYPE_NORMAL = 0;
|
|||
GameLib.D3.Mesh.TYPE_SKINNED = 1;
|
||||
|
||||
/**
|
||||
* Creates a mesh instance
|
||||
* Creates a mesh instance or updates it
|
||||
*/
|
||||
GameLib.D3.Mesh.prototype.createInstance = function() {
|
||||
GameLib.D3.Mesh.prototype.createInstance = function(update) {
|
||||
|
||||
var instance = null;
|
||||
|
||||
var instanceGeometry = new this.graphics.instance.Geometry();
|
||||
|
||||
/**
|
||||
* Setup vertices
|
||||
*/
|
||||
for (var v = 0; v < this.vertices.length; v++) {
|
||||
instanceGeometry.vertices.push(
|
||||
new this.graphics.instance.Vector3(
|
||||
this.vertices[v].position.x,
|
||||
this.vertices[v].position.y,
|
||||
this.vertices[v].position.z
|
||||
)
|
||||
)
|
||||
if (update) {
|
||||
instance = this.instance;
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup faces
|
||||
*/
|
||||
for (var f = 0; f < this.faces.length; f++) {
|
||||
if (!update) {
|
||||
var instanceGeometry = new this.graphics.instance.Geometry();
|
||||
|
||||
var face = new this.graphics.instance.Face3(
|
||||
this.faces[f].v0,
|
||||
this.faces[f].v1,
|
||||
this.faces[f].v2,
|
||||
new this.graphics.instance.Vector3(
|
||||
/**
|
||||
* Setup vertices
|
||||
*/
|
||||
for (var v = 0; v < this.vertices.length; v++) {
|
||||
instanceGeometry.vertices.push(
|
||||
new this.graphics.instance.Vector3(
|
||||
this.vertices[v].position.x,
|
||||
this.vertices[v].position.y,
|
||||
this.vertices[v].position.z
|
||||
)
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup faces
|
||||
*/
|
||||
for (var f = 0; f < this.faces.length; f++) {
|
||||
|
||||
var face = new this.graphics.instance.Face3(
|
||||
this.faces[f].v0,
|
||||
this.faces[f].v1,
|
||||
this.faces[f].v2,
|
||||
new this.graphics.instance.Vector3(
|
||||
this.faces[f].normal.x,
|
||||
this.faces[f].normal.y,
|
||||
this.faces[f].normal.z
|
||||
),
|
||||
new this.graphics.instance.Color(
|
||||
this.faces[f].color.r,
|
||||
this.faces[f].color.g,
|
||||
this.faces[f].color.b
|
||||
),
|
||||
this.faces[f].materialIndex
|
||||
);
|
||||
|
||||
face.vertexColors = [
|
||||
new this.graphics.instance.Color(
|
||||
this.faces[f].vertexColors[0].r,
|
||||
this.faces[f].vertexColors[0].g,
|
||||
this.faces[f].vertexColors[0].b
|
||||
),
|
||||
new this.graphics.instance.Color(
|
||||
this.faces[f].vertexColors[1].r,
|
||||
this.faces[f].vertexColors[1].g,
|
||||
this.faces[f].vertexColors[1].b
|
||||
),
|
||||
new this.graphics.instance.Color(
|
||||
this.faces[f].vertexColors[2].r,
|
||||
this.faces[f].vertexColors[2].g,
|
||||
this.faces[f].vertexColors[2].b
|
||||
)
|
||||
];
|
||||
|
||||
face.normal = new this.graphics.instance.Vector3(
|
||||
this.faces[f].normal.x,
|
||||
this.faces[f].normal.y,
|
||||
this.faces[f].normal.z
|
||||
),
|
||||
new this.graphics.instance.Color(
|
||||
this.faces[f].color.r,
|
||||
this.faces[f].color.g,
|
||||
this.faces[f].color.b
|
||||
),
|
||||
this.faces[f].materialIndex
|
||||
);
|
||||
|
||||
face.vertexColors = [
|
||||
new this.graphics.instance.Color(
|
||||
this.faces[f].vertexColors[0].r,
|
||||
this.faces[f].vertexColors[0].g,
|
||||
this.faces[f].vertexColors[0].b
|
||||
),
|
||||
new this.graphics.instance.Color(
|
||||
this.faces[f].vertexColors[1].r,
|
||||
this.faces[f].vertexColors[1].g,
|
||||
this.faces[f].vertexColors[1].b
|
||||
),
|
||||
new this.graphics.instance.Color(
|
||||
this.faces[f].vertexColors[2].r,
|
||||
this.faces[f].vertexColors[2].g,
|
||||
this.faces[f].vertexColors[2].b
|
||||
)
|
||||
];
|
||||
|
||||
face.normal = new this.graphics.instance.Vector3(
|
||||
this.faces[f].normal.x,
|
||||
this.faces[f].normal.y,
|
||||
this.faces[f].normal.z
|
||||
);
|
||||
|
||||
face.vertexNormals = [
|
||||
new this.graphics.instance.Vector3(
|
||||
this.faces[f].vertexNormals[0].x,
|
||||
this.faces[f].vertexNormals[0].y,
|
||||
this.faces[f].vertexNormals[0].z
|
||||
),
|
||||
new this.graphics.instance.Vector3(
|
||||
this.faces[f].vertexNormals[1].x,
|
||||
this.faces[f].vertexNormals[1].y,
|
||||
this.faces[f].vertexNormals[1].z
|
||||
),
|
||||
new this.graphics.instance.Vector3(
|
||||
this.faces[f].vertexNormals[2].x,
|
||||
this.faces[f].vertexNormals[2].y,
|
||||
this.faces[f].vertexNormals[2].z
|
||||
)
|
||||
];
|
||||
|
||||
instanceGeometry.faces.push(face);
|
||||
}
|
||||
|
||||
instanceGeometry.faceVertexUvs = [];
|
||||
|
||||
/**
|
||||
* Setup face UVs
|
||||
*/
|
||||
for (var fm = 0; fm < this.faceVertexUvs.length; fm++) {
|
||||
|
||||
var faceMaterialVertexUvs = this.faceVertexUvs[fm];
|
||||
|
||||
instanceGeometry.faceVertexUvs[fm] = [];
|
||||
|
||||
for (var fuv = 0; fuv < faceMaterialVertexUvs.length; fuv++) {
|
||||
instanceGeometry.faceVertexUvs[fm][fuv] = [];
|
||||
instanceGeometry.faceVertexUvs[fm][fuv].push(
|
||||
new this.graphics.instance.Vector2(
|
||||
faceMaterialVertexUvs[fuv][0].x,
|
||||
faceMaterialVertexUvs[fuv][0].y
|
||||
),
|
||||
new this.graphics.instance.Vector2(
|
||||
faceMaterialVertexUvs[fuv][1].x,
|
||||
faceMaterialVertexUvs[fuv][1].y
|
||||
),
|
||||
new this.graphics.instance.Vector2(
|
||||
faceMaterialVertexUvs[fuv][2].x,
|
||||
faceMaterialVertexUvs[fuv][2].y
|
||||
)
|
||||
);
|
||||
|
||||
face.vertexNormals = [
|
||||
new this.graphics.instance.Vector3(
|
||||
this.faces[f].vertexNormals[0].x,
|
||||
this.faces[f].vertexNormals[0].y,
|
||||
this.faces[f].vertexNormals[0].z
|
||||
),
|
||||
new this.graphics.instance.Vector3(
|
||||
this.faces[f].vertexNormals[1].x,
|
||||
this.faces[f].vertexNormals[1].y,
|
||||
this.faces[f].vertexNormals[1].z
|
||||
),
|
||||
new this.graphics.instance.Vector3(
|
||||
this.faces[f].vertexNormals[2].x,
|
||||
this.faces[f].vertexNormals[2].y,
|
||||
this.faces[f].vertexNormals[2].z
|
||||
)
|
||||
];
|
||||
|
||||
instanceGeometry.faces.push(face);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Re-calculate normals (if we have to)
|
||||
* @type {Array}
|
||||
*/
|
||||
if (this.computeNormals) {
|
||||
instanceGeometry.computeFaceNormals();
|
||||
instanceGeometry.computeVertexNormals();
|
||||
}
|
||||
|
||||
var instanceMaterial = this.materials[0].instance;
|
||||
|
||||
if (this.meshType == GameLib.D3.Mesh.TYPE_NORMAL) {
|
||||
instance = new this.graphics.instance.Mesh(instanceGeometry, instanceMaterial);
|
||||
}
|
||||
|
||||
if (this.meshType == GameLib.D3.Mesh.TYPE_SKINNED) {
|
||||
|
||||
var bones = this.skeleton.bones;
|
||||
|
||||
var instanceBones = [];
|
||||
|
||||
for (var bi = 0; bi < bones.length; bi++) {
|
||||
|
||||
var bone = new this.graphics.instance.Bone();
|
||||
|
||||
bone.name = bones[bi].name;
|
||||
|
||||
bone.position.x = bones[bi].position.x;
|
||||
bone.position.y = bones[bi].position.y;
|
||||
bone.position.z = bones[bi].position.z;
|
||||
|
||||
bone.rotation.x = bones[bi].rotation.x;
|
||||
bone.rotation.y = bones[bi].rotation.y;
|
||||
bone.rotation.z = bones[bi].rotation.z;
|
||||
|
||||
bone.quaternion.x = bones[bi].quaternion.x;
|
||||
bone.quaternion.y = bones[bi].quaternion.y;
|
||||
bone.quaternion.z = bones[bi].quaternion.z;
|
||||
bone.quaternion.w = bones[bi].quaternion.w;
|
||||
|
||||
bone.scale.x = bones[bi].scale.x;
|
||||
bone.scale.y = bones[bi].scale.y;
|
||||
bone.scale.z = bones[bi].scale.z;
|
||||
|
||||
bone.up.x = bones[bi].up.x;
|
||||
bone.up.y = bones[bi].up.y;
|
||||
bone.up.z = bones[bi].up.z;
|
||||
|
||||
instanceBones.push(bone);
|
||||
}
|
||||
instanceGeometry.faceVertexUvs = [];
|
||||
|
||||
/**
|
||||
* Setup the bone relationships
|
||||
* Setup face UVs
|
||||
*/
|
||||
for (var br = 0; br < bones.length; br++) {
|
||||
for (var cbi = 0; cbi < bones[br].childBoneIds.length; cbi++) {
|
||||
instanceBones[br].add(instanceBones[bones[br].childBoneIds[cbi]]);
|
||||
for (var fm = 0; fm < this.faceVertexUvs.length; fm++) {
|
||||
|
||||
var faceMaterialVertexUvs = this.faceVertexUvs[fm];
|
||||
|
||||
instanceGeometry.faceVertexUvs[fm] = [];
|
||||
|
||||
for (var fuv = 0; fuv < faceMaterialVertexUvs.length; fuv++) {
|
||||
instanceGeometry.faceVertexUvs[fm][fuv] = [];
|
||||
instanceGeometry.faceVertexUvs[fm][fuv].push(
|
||||
new this.graphics.instance.Vector2(
|
||||
faceMaterialVertexUvs[fuv][0].x,
|
||||
faceMaterialVertexUvs[fuv][0].y
|
||||
),
|
||||
new this.graphics.instance.Vector2(
|
||||
faceMaterialVertexUvs[fuv][1].x,
|
||||
faceMaterialVertexUvs[fuv][1].y
|
||||
),
|
||||
new this.graphics.instance.Vector2(
|
||||
faceMaterialVertexUvs[fuv][2].x,
|
||||
faceMaterialVertexUvs[fuv][2].y
|
||||
)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup bones (indexes)
|
||||
* Re-calculate normals (if we have to)
|
||||
* @type {Array}
|
||||
*/
|
||||
for (var si = 0; si < this.skinIndices.length; si++) {
|
||||
instanceGeometry.skinIndices.push(
|
||||
new this.graphics.instance.Vector4(
|
||||
this.skinIndices[si].x,
|
||||
this.skinIndices[si].y,
|
||||
this.skinIndices[si].z,
|
||||
this.skinIndices[si].w
|
||||
)
|
||||
);
|
||||
if (this.computeNormals) {
|
||||
instanceGeometry.computeFaceNormals();
|
||||
instanceGeometry.computeVertexNormals();
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup bones (weights)
|
||||
*/
|
||||
for (var sw = 0; sw < this.skinWeights.length; sw++) {
|
||||
instanceGeometry.skinWeights.push(
|
||||
new this.graphics.instance.Vector4(
|
||||
this.skinWeights[sw].x,
|
||||
this.skinWeights[sw].y,
|
||||
this.skinWeights[sw].z,
|
||||
this.skinWeights[sw].w
|
||||
)
|
||||
);
|
||||
var instanceMaterial = this.materials[0].instance;
|
||||
|
||||
if (this.meshType == GameLib.D3.Mesh.TYPE_NORMAL) {
|
||||
instance = new this.graphics.instance.Mesh(instanceGeometry, instanceMaterial);
|
||||
}
|
||||
|
||||
instance = new this.graphics.instance.SkinnedMesh(instanceGeometry, instanceMaterial);
|
||||
if (this.meshType == GameLib.D3.Mesh.TYPE_SKINNED) {
|
||||
|
||||
var skeleton = new this.graphics.instance.Skeleton(instanceBones);
|
||||
var bones = this.skeleton.bones;
|
||||
|
||||
skeleton.useVertexTexture = this.skeleton.useVertexTexture;
|
||||
var instanceBones = [];
|
||||
|
||||
for (var i = 0; i < bones.length; i++) {
|
||||
if (bones[i].parentBoneId === null) {
|
||||
instance.add(instanceBones[i]);
|
||||
break;
|
||||
for (var bi = 0; bi < bones.length; bi++) {
|
||||
|
||||
var bone = new this.graphics.instance.Bone();
|
||||
|
||||
bone.name = bones[bi].name;
|
||||
|
||||
bone.position.x = bones[bi].position.x;
|
||||
bone.position.y = bones[bi].position.y;
|
||||
bone.position.z = bones[bi].position.z;
|
||||
|
||||
bone.rotation.x = bones[bi].rotation.x;
|
||||
bone.rotation.y = bones[bi].rotation.y;
|
||||
bone.rotation.z = bones[bi].rotation.z;
|
||||
|
||||
bone.quaternion.x = bones[bi].quaternion.x;
|
||||
bone.quaternion.y = bones[bi].quaternion.y;
|
||||
bone.quaternion.z = bones[bi].quaternion.z;
|
||||
bone.quaternion.w = bones[bi].quaternion.w;
|
||||
|
||||
bone.scale.x = bones[bi].scale.x;
|
||||
bone.scale.y = bones[bi].scale.y;
|
||||
bone.scale.z = bones[bi].scale.z;
|
||||
|
||||
bone.up.x = bones[bi].up.x;
|
||||
bone.up.y = bones[bi].up.y;
|
||||
bone.up.z = bones[bi].up.z;
|
||||
|
||||
instanceBones.push(bone);
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup the bone relationships
|
||||
*/
|
||||
for (var br = 0; br < bones.length; br++) {
|
||||
for (var cbi = 0; cbi < bones[br].childBoneIds.length; cbi++) {
|
||||
instanceBones[br].add(instanceBones[bones[br].childBoneIds[cbi]]);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup bones (indexes)
|
||||
*/
|
||||
for (var si = 0; si < this.skinIndices.length; si++) {
|
||||
instanceGeometry.skinIndices.push(
|
||||
new this.graphics.instance.Vector4(
|
||||
this.skinIndices[si].x,
|
||||
this.skinIndices[si].y,
|
||||
this.skinIndices[si].z,
|
||||
this.skinIndices[si].w
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup bones (weights)
|
||||
*/
|
||||
for (var sw = 0; sw < this.skinWeights.length; sw++) {
|
||||
instanceGeometry.skinWeights.push(
|
||||
new this.graphics.instance.Vector4(
|
||||
this.skinWeights[sw].x,
|
||||
this.skinWeights[sw].y,
|
||||
this.skinWeights[sw].z,
|
||||
this.skinWeights[sw].w
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
instance = new this.graphics.instance.SkinnedMesh(instanceGeometry, instanceMaterial);
|
||||
|
||||
var skeleton = new this.graphics.instance.Skeleton(instanceBones);
|
||||
|
||||
skeleton.useVertexTexture = this.skeleton.useVertexTexture;
|
||||
|
||||
for (var i = 0; i < bones.length; i++) {
|
||||
if (bones[i].parentBoneId === null) {
|
||||
instance.add(instanceBones[i]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
instance.bind(skeleton);
|
||||
|
||||
instance.pose();
|
||||
|
||||
instance.skeleton.skeletonHelper = new this.graphics.instance.SkeletonHelper(instance);
|
||||
instance.skeleton.skeletonHelper.material.linewidth = 5;
|
||||
}
|
||||
|
||||
instance.bind(skeleton);
|
||||
|
||||
instance.pose();
|
||||
|
||||
instance.skeleton.skeletonHelper = new this.graphics.instance.SkeletonHelper(instance);
|
||||
instance.skeleton.skeletonHelper.material.linewidth = 5;
|
||||
if (instance == null) {
|
||||
console.log('cannot handle meshes of type ' + this.meshType + ' yet.');
|
||||
}
|
||||
}
|
||||
|
||||
if (instance == null) {
|
||||
console.log('cannot handle meshes of type ' + this.meshType + ' yet.');
|
||||
}
|
||||
|
||||
this.threeMeshId = instance.id;
|
||||
|
||||
instance.name = this.name;
|
||||
|
||||
instance.gameLibObject = this;
|
||||
|
@ -421,6 +422,10 @@ GameLib.D3.Mesh.prototype.createInstance = function() {
|
|||
return instance;
|
||||
};
|
||||
|
||||
GameLib.D3.Mesh.updateInstance = function() {
|
||||
this.instance = this.createInstance(true);
|
||||
};
|
||||
|
||||
GameLib.D3.prototype.invertWindingOrder = function(triangles) {
|
||||
|
||||
for (var i = 0; i < triangles.length; i++) {
|
||||
|
|
|
@ -30,6 +30,8 @@ GameLib.D3.Scene = function(
|
|||
this.progressCallback = progressCallback;
|
||||
|
||||
this.instance = this.createInstance();
|
||||
|
||||
this.needsUpdate = false;
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -184,6 +186,7 @@ GameLib.D3.Scene.prototype.createInstance = function() {
|
|||
* @param graphics
|
||||
* @param uploadUrl
|
||||
* @param progressCallback
|
||||
* @param computeNormals
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Scene.LoadScene = function(
|
||||
|
@ -191,7 +194,8 @@ GameLib.D3.Scene.LoadScene = function(
|
|||
onLoaded,
|
||||
graphics,
|
||||
uploadUrl,
|
||||
progressCallback
|
||||
progressCallback,
|
||||
computeNormals
|
||||
) {
|
||||
var entities = [];
|
||||
|
||||
|
@ -281,7 +285,7 @@ GameLib.D3.Scene.LoadScene = function(
|
|||
apiMaterial.opacity,
|
||||
apiMaterial.side,
|
||||
apiMaterial.transparent,
|
||||
null,
|
||||
GameLib.D3.TextureMapTemplate.API(),
|
||||
new GameLib.D3.Color(
|
||||
apiMaterial.specular.r,
|
||||
apiMaterial.specular.g,
|
||||
|
@ -402,46 +406,48 @@ GameLib.D3.Scene.LoadScene = function(
|
|||
}
|
||||
|
||||
var gameLibMesh = new GameLib.D3.Mesh(
|
||||
apiMesh.id,
|
||||
apiMesh.name,
|
||||
graphics,
|
||||
false,
|
||||
apiMesh.meshType,
|
||||
apiMesh.vertices,
|
||||
apiMesh.faces,
|
||||
apiMesh.skeleton,
|
||||
apiMesh.faceVertexUvs,
|
||||
apiMesh.skinIndices,
|
||||
apiMesh.skinWeights,
|
||||
gameLibMaterials,
|
||||
new GameLib.D3.Vector3(
|
||||
apiMesh.position.x,
|
||||
apiMesh.position.y,
|
||||
apiMesh.position.z
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
apiMesh.quaternion.w,
|
||||
apiMesh.quaternion.x,
|
||||
apiMesh.quaternion.y,
|
||||
apiMesh.quaternion.z
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
apiMesh.rotation.x,
|
||||
apiMesh.rotation.y,
|
||||
apiMesh.rotation.z
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
apiMesh.scale.x,
|
||||
apiMesh.scale.y,
|
||||
apiMesh.scale.z
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
apiMesh.up.x,
|
||||
apiMesh.up.y,
|
||||
apiMesh.up.z
|
||||
),
|
||||
apiMesh.parentMeshId,
|
||||
apiMesh.parentSceneId
|
||||
computeNormals,
|
||||
new GameLib.D3.Mesh.API(
|
||||
apiMesh.id,
|
||||
apiMesh.meshType,
|
||||
apiMesh.name,
|
||||
apiMesh.vertices,
|
||||
apiMesh.faces,
|
||||
apiMesh.faceVertexUvs,
|
||||
gameLibMaterials,
|
||||
apiMesh.parentMeshId,
|
||||
apiMesh.parentSceneId,
|
||||
apiMesh.skeleton,
|
||||
apiMesh.skinIndices,
|
||||
apiMesh.skinWeights,
|
||||
new GameLib.D3.Vector3(
|
||||
apiMesh.position.x,
|
||||
apiMesh.position.y,
|
||||
apiMesh.position.z
|
||||
),
|
||||
new GameLib.D3.Vector4(
|
||||
apiMesh.quaternion.x,
|
||||
apiMesh.quaternion.y,
|
||||
apiMesh.quaternion.z,
|
||||
apiMesh.quaternion.w
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
apiMesh.rotation.x,
|
||||
apiMesh.rotation.y,
|
||||
apiMesh.rotation.z
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
apiMesh.scale.x,
|
||||
apiMesh.scale.y,
|
||||
apiMesh.scale.z
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
apiMesh.up.x,
|
||||
apiMesh.up.y,
|
||||
apiMesh.up.z
|
||||
)
|
||||
)
|
||||
);
|
||||
|
||||
gameLibMeshes.push(gameLibMesh);
|
||||
|
@ -454,7 +460,7 @@ GameLib.D3.Scene.LoadScene = function(
|
|||
scene.id,
|
||||
scene.path,
|
||||
scene.name,
|
||||
scene.meshes,
|
||||
gameLibMeshes,
|
||||
new GameLib.D3.Vector4(
|
||||
scene.quaternion.x,
|
||||
scene.quaternion.y,
|
||||
|
@ -534,7 +540,7 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
|
|||
|
||||
var scene = response.scene[0];
|
||||
|
||||
GameLib.D3.Scene.LoadScene(scene, onLoaded, graphics, uploadUrl, progressCallback);
|
||||
GameLib.D3.Scene.LoadScene(scene, onLoaded, graphics, uploadUrl, progressCallback, false);
|
||||
}
|
||||
}
|
||||
}(xhr);
|
||||
|
|
|
@ -38,6 +38,9 @@ GameLib.D3.Texture = function(
|
|||
function (imageInstance){
|
||||
this.imageInstance = imageInstance;
|
||||
this.instance = this.createInstance();
|
||||
|
||||
this.needsUpdate = false;
|
||||
|
||||
this.parentMaterial[this.parentMaterialInstanceMapId] = this.instance;
|
||||
this.parentMaterial.needsUpdate = true;
|
||||
}.bind(this),
|
||||
|
@ -267,19 +270,25 @@ GameLib.D3.Texture.TYPE_RGBD_ENCODING = 3006; // MAXRANGE IS 256.
|
|||
* Creates an instance of our texture object
|
||||
* @returns {GameLib.D3.Texture|THREE.SoftwareRenderer.Texture|THREE.Texture|*|Texture}
|
||||
*/
|
||||
GameLib.D3.Texture.prototype.createInstance = function() {
|
||||
GameLib.D3.Texture.prototype.createInstance = function(update) {
|
||||
|
||||
var instance = new this.graphics.instance.Texture(
|
||||
this.imageInstance,
|
||||
this.mapping,
|
||||
this.wrapS,
|
||||
this.wrapT,
|
||||
this.magFilter,
|
||||
this.minFilter,
|
||||
undefined, //format and textureType is different on different archs
|
||||
undefined,
|
||||
this.anisotropy
|
||||
);
|
||||
var instance = null;
|
||||
|
||||
if (update) {
|
||||
instance = this.instance;
|
||||
} else {
|
||||
instance = new this.graphics.instance.Texture(
|
||||
this.imageInstance,
|
||||
this.mapping,
|
||||
this.wrapS,
|
||||
this.wrapT,
|
||||
this.magFilter,
|
||||
this.minFilter,
|
||||
undefined, //format and textureType is different on different archs
|
||||
undefined,
|
||||
this.anisotropy
|
||||
);
|
||||
}
|
||||
|
||||
instance.name = this.name;
|
||||
instance.flipY = this.flipY;
|
||||
|
@ -294,3 +303,10 @@ GameLib.D3.Texture.prototype.createInstance = function() {
|
|||
|
||||
return instance;
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the instance with the current state
|
||||
*/
|
||||
GameLib.D3.Texture.prototype.updateInstance = function() {
|
||||
this.instance = this.createInstance(true);
|
||||
};
|
||||
|
|
|
@ -3,7 +3,7 @@ GameLib.D3.Vector4 = function(x, y, z, w) {
|
|||
this.x = 0;
|
||||
this.y = 0;
|
||||
this.z = 0;
|
||||
this.w = 0;
|
||||
this.w = 1;
|
||||
|
||||
if (x) {
|
||||
this.x = x;
|
||||
|
|
Loading…
Reference in New Issue