loading first components from db
parent
d174999cf9
commit
e4ec592a0b
|
@ -26,43 +26,43 @@ GameLib.API.Component.prototype.constructor = GameLib.API.Component;
|
||||||
* @returns {GameLib.API.Component}
|
* @returns {GameLib.API.Component}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.Component.FromObjectComponent = function(objectComponent) {
|
GameLib.API.Component.FromObject = function(objectComponent) {
|
||||||
if (objectComponent instanceof Object) {
|
if (objectComponent instanceof Object) {
|
||||||
|
|
||||||
if (objectComponent.componentType == GameLib.Component.COMPONENT_PATH_FOLLOWING) {
|
if (objectComponent.componentType == GameLib.Component.COMPONENT_PATH_FOLLOWING) {
|
||||||
return GameLib.D3.API.PathFollowing.FromObjectComponent(objectComponent);
|
return GameLib.D3.API.PathFollowing.FromObject(objectComponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectComponent.componentType === GameLib.Component.COMPONENT_RENDERER) {
|
if (objectComponent.componentType === GameLib.Component.COMPONENT_RENDERER) {
|
||||||
return GameLib.D3.API.Renderer.FromObjectComponent(objectComponent);
|
return GameLib.D3.API.Renderer.FromObject(objectComponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectComponent.componentType === GameLib.Component.COMPONENT_COMPOSER) {
|
if (objectComponent.componentType === GameLib.Component.COMPONENT_COMPOSER) {
|
||||||
return GameLib.D3.API.Composer.FromObjectComponent(objectComponent);
|
return GameLib.D3.API.Composer.FromObject(objectComponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectComponent.componentType === GameLib.Component.COMPONENT_PASS) {
|
if (objectComponent.componentType === GameLib.Component.COMPONENT_PASS) {
|
||||||
return GameLib.D3.API.Pass.FromObjectComponent(objectComponent);
|
return GameLib.D3.API.Pass.FromObject(objectComponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectComponent.componentType === GameLib.Component.COMPONENT_LOOK_AT) {
|
if (objectComponent.componentType === GameLib.Component.COMPONENT_LOOK_AT) {
|
||||||
return GameLib.D3.API.LookAt.FromObjectComponent(objectComponent);
|
return GameLib.D3.API.LookAt.FromObject(objectComponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectComponent.componentType === GameLib.Component.COMPONENT_FOLLOW) {
|
if (objectComponent.componentType === GameLib.Component.COMPONENT_FOLLOW) {
|
||||||
return GameLib.D3.API.Follow.FromObjectComponent(objectComponent);
|
return GameLib.D3.API.Follow.FromObject(objectComponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectComponent.componentType === GameLib.Component.COMPONENT_RENDER_TARGET) {
|
if (objectComponent.componentType === GameLib.Component.COMPONENT_RENDER_TARGET) {
|
||||||
return GameLib.D3.API.RenderTarget.FromObjectComponent(objectComponent);
|
return GameLib.D3.API.RenderTarget.FromObject(objectComponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectComponent.componentType === GameLib.Component.COMPONENT_SPLINE) {
|
if (objectComponent.componentType === GameLib.Component.COMPONENT_SPLINE) {
|
||||||
return GameLib.D3.API.Spline.FromObjectComponent(objectComponent);
|
return GameLib.D3.API.Spline.FromObject(objectComponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectComponent.componentType === GameLib.Component.COMPONENT_INPUT_DRIVE) {
|
if (objectComponent.componentType === GameLib.Component.COMPONENT_INPUT_DRIVE) {
|
||||||
return GameLib.D3.API.Input.Drive.FromObjectComponent(objectComponent);
|
return GameLib.D3.API.Input.Drive.FromObject(objectComponent);
|
||||||
}
|
}
|
||||||
|
|
||||||
console.warn('No API Component was associated with this Object');
|
console.warn('No API Component was associated with this Object');
|
||||||
|
|
|
@ -81,37 +81,37 @@ GameLib.Component.COMPONENT_IMAGE = 0x1f;
|
||||||
*/
|
*/
|
||||||
GameLib.Component.GetComponentName = function(number) {
|
GameLib.Component.GetComponentName = function(number) {
|
||||||
switch(number) {
|
switch(number) {
|
||||||
case 0x1 : return 'PathFollowing';
|
case 0x1 : return 'GameLib.D3.PathFollowing';
|
||||||
case 0x2 : return 'Material';
|
case 0x2 : return 'GameLib.D3.Material';
|
||||||
case 0x3 : return 'Renderer';
|
case 0x3 : return 'GameLib.D3.Renderer';
|
||||||
case 0x4 : return 'LookAt';
|
case 0x4 : return 'GameLib.D3.LookAt';
|
||||||
case 0x5 : return 'Camera';
|
case 0x5 : return 'GameLib.D3.Camera';
|
||||||
case 0x6 : return 'Follow';
|
case 0x6 : return 'GameLib.D3.Follow';
|
||||||
case 0x7 : return 'Mesh';
|
case 0x7 : return 'GameLib.D3.Mesh';
|
||||||
case 0x8 : return 'Spline';
|
case 0x8 : return 'GameLib.D3.Spline';
|
||||||
case 0x9 : return 'Light';
|
case 0x9 : return 'GameLib.D3.Light';
|
||||||
case 0xa : return 'InputDrive';
|
case 0xa : return 'GameLib.D3.InputDrive';
|
||||||
case 0xb : return 'Composer';
|
case 0xb : return 'GameLib.D3.Composer';
|
||||||
case 0xc : return 'RenderTarget';
|
case 0xc : return 'GameLib.D3.RenderTarget';
|
||||||
case 0xd : return 'Pass';
|
case 0xd : return 'GameLib.D3.Pass';
|
||||||
case 0xe : return 'Scene';
|
case 0xe : return 'GameLib.D3.Scene';
|
||||||
case 0xf : return 'Game';
|
case 0xf : return 'GameLib.D3.Game';
|
||||||
case 0x10 : return 'InputEditor';
|
case 0x10 : return 'GameLib.D3.InputEditor';
|
||||||
case 0x11 : return 'Editor';
|
case 0x11 : return 'GameLib.D3.Editor';
|
||||||
case 0x12 : return 'Viewport';
|
case 0x12 : return 'GameLib.D3.Viewport';
|
||||||
case 0x13 : return 'System';
|
case 0x13 : return 'GameLib.System';
|
||||||
case 0x14 : return 'Graphics';
|
case 0x14 : return 'GameLib.D3.Graphics';
|
||||||
case 0x15 : return 'Helper';
|
case 0x15 : return 'GameLib.D3.Helper';
|
||||||
case 0x16 : return 'CustomCode';
|
case 0x16 : return 'GameLib.D3.CustomCode';
|
||||||
case 0x17 : return 'Mouse';
|
case 0x17 : return 'GameLib.Mouse';
|
||||||
case 0x18 : return 'Skeleton';
|
case 0x18 : return 'GameLib.D3.Skeleton';
|
||||||
case 0x19 : return 'Texture';
|
case 0x19 : return 'GameLib.D3.Texture';
|
||||||
case 0x1a : return 'EntityManager';
|
case 0x1a : return 'GameLib.EntityManager';
|
||||||
case 0x1b : return 'DomElement';
|
case 0x1b : return 'GameLib.DomElement';
|
||||||
case 0x1c : return 'ImageFactory';
|
case 0x1c : return 'GameLib.D3.ImageFactory';
|
||||||
case 0x1d : return 'Stats';
|
case 0x1d : return 'GameLib.D3.Stats';
|
||||||
case 0x1e : return 'GUI';
|
case 0x1e : return 'GameLib.GUI';
|
||||||
case 0x1f : return 'Image';
|
case 0x1f : return 'GameLib.D3.Image';
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
@ -35,7 +35,7 @@ GameLib.API.Color = function (r, g, b, a) {
|
||||||
* @param objectColor
|
* @param objectColor
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.Color.FromObjectColor = function(objectColor) {
|
GameLib.API.Color.FromObject = function(objectColor) {
|
||||||
|
|
||||||
return new GameLib.API.Color(
|
return new GameLib.API.Color(
|
||||||
objectColor.r,
|
objectColor.r,
|
||||||
|
|
|
@ -49,7 +49,7 @@ GameLib.API.DomElement.prototype.constructor = GameLib.API.DomElement;
|
||||||
* @param objectDomElement
|
* @param objectDomElement
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.DomElement.FromObjectDomElement = function (objectDomElement) {
|
GameLib.API.DomElement.FromObject = function (objectDomElement) {
|
||||||
return new GameLib.API.DomElement(
|
return new GameLib.API.DomElement(
|
||||||
objectDomElement.id,
|
objectDomElement.id,
|
||||||
objectDomElement.name,
|
objectDomElement.name,
|
||||||
|
|
|
@ -51,17 +51,17 @@ GameLib.API.EntityManager.prototype.constructor = GameLib.API.EntityManager;
|
||||||
* @param objectEntityManager
|
* @param objectEntityManager
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.EntityManager.FromObjectEntityManager = function(objectEntityManager) {
|
GameLib.API.EntityManager.FromObject = function(objectEntityManager) {
|
||||||
|
|
||||||
var apiEntities = objectEntityManager.entities.map(
|
var apiEntities = objectEntityManager.entities.map(
|
||||||
function (objectEntity) {
|
function (objectEntity) {
|
||||||
return GameLib.API.Entity.FromObjectEntity(objectEntity);
|
return GameLib.API.Entity.FromObject(objectEntity);
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
|
|
||||||
// var apiSystems = objectEntityManager.systems.map(
|
// var apiSystems = objectEntityManager.systems.map(
|
||||||
// function (objectSystem) {
|
// function (objectSystem) {
|
||||||
// return GameLib.API.System.FromObjectComponent(objectSystem);
|
// return GameLib.API.System.FromObject(objectSystem);
|
||||||
// }
|
// }
|
||||||
// );
|
// );
|
||||||
|
|
||||||
|
|
|
@ -60,11 +60,11 @@ GameLib.API.Entity.prototype.constructor = GameLib.API.Entity;
|
||||||
* @param objectEntity
|
* @param objectEntity
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.Entity.FromObjectEntity = function(objectEntity) {
|
GameLib.API.Entity.FromObject = function(objectEntity) {
|
||||||
|
|
||||||
var apiComponents = objectEntity.components.map(
|
var apiComponents = objectEntity.components.map(
|
||||||
function (objectComponent) {
|
function (objectComponent) {
|
||||||
return GameLib.API.Component.FromObjectComponent(objectComponent);
|
return GameLib.API.Component.FromObject(objectComponent);
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
|
|
||||||
|
|
|
@ -61,21 +61,21 @@ GameLib.API.Matrix4 = function ApiMatrix4(
|
||||||
* @param objectMatrix
|
* @param objectMatrix
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.Matrix4.FromObjectMatrix = function(objectMatrix) {
|
GameLib.API.Matrix4.FromObject = function(objectMatrix) {
|
||||||
|
|
||||||
if (objectMatrix.rows) {
|
if (objectMatrix.rows) {
|
||||||
return new GameLib.API.Matrix4(
|
return new GameLib.API.Matrix4(
|
||||||
GameLib.API.Vector4.FromObjectVector(objectMatrix.rows[0]),
|
GameLib.API.Vector4.FromObject(objectMatrix.rows[0]),
|
||||||
GameLib.API.Vector4.FromObjectVector(objectMatrix.rows[1]),
|
GameLib.API.Vector4.FromObject(objectMatrix.rows[1]),
|
||||||
GameLib.API.Vector4.FromObjectVector(objectMatrix.rows[2]),
|
GameLib.API.Vector4.FromObject(objectMatrix.rows[2]),
|
||||||
GameLib.API.Vector4.FromObjectVector(objectMatrix.rows[3])
|
GameLib.API.Vector4.FromObject(objectMatrix.rows[3])
|
||||||
);
|
);
|
||||||
} else if (objectMatrix instanceof Array) {
|
} else if (objectMatrix instanceof Array) {
|
||||||
return new GameLib.API.Matrix4(
|
return new GameLib.API.Matrix4(
|
||||||
GameLib.API.Vector4.FromObjectVector(objectMatrix[0]),
|
GameLib.API.Vector4.FromObject(objectMatrix[0]),
|
||||||
GameLib.API.Vector4.FromObjectVector(objectMatrix[1]),
|
GameLib.API.Vector4.FromObject(objectMatrix[1]),
|
||||||
GameLib.API.Vector4.FromObjectVector(objectMatrix[2]),
|
GameLib.API.Vector4.FromObject(objectMatrix[2]),
|
||||||
GameLib.API.Vector4.FromObjectVector(objectMatrix[3])
|
GameLib.API.Vector4.FromObject(objectMatrix[3])
|
||||||
);
|
);
|
||||||
} else {
|
} else {
|
||||||
console.warn('Unsupported object matrix type - whats your DB version?');
|
console.warn('Unsupported object matrix type - whats your DB version?');
|
||||||
|
|
|
@ -57,7 +57,7 @@ GameLib.API.Mouse.prototype.constructor = GameLib.API.Mouse;
|
||||||
* @param objectMouse
|
* @param objectMouse
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.Mouse.FromObjectMouse = function (objectMouse) {
|
GameLib.API.Mouse.FromObject = function (objectMouse) {
|
||||||
return new GameLib.API.Mouse(
|
return new GameLib.API.Mouse(
|
||||||
objectMouse.id,
|
objectMouse.id,
|
||||||
objectMouse.name,
|
objectMouse.name,
|
||||||
|
|
|
@ -218,12 +218,12 @@ GameLib.API.Quaternion.prototype.slerp = function (quaternion, t) {
|
||||||
* @param objectQuaternion
|
* @param objectQuaternion
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.Quaternion.FromObjectQuaternion = function (objectQuaternion) {
|
GameLib.API.Quaternion.FromObject = function (objectQuaternion) {
|
||||||
|
|
||||||
var apiAxis = null;
|
var apiAxis = null;
|
||||||
|
|
||||||
if (objectQuaternion.axis) {
|
if (objectQuaternion.axis) {
|
||||||
apiAxis = GameLib.API.Vector3.FromObjectVector(objectQuaternion.axis);
|
apiAxis = GameLib.API.Vector3.FromObject(objectQuaternion.axis);
|
||||||
}
|
}
|
||||||
|
|
||||||
return new GameLib.API.Quaternion(
|
return new GameLib.API.Quaternion(
|
||||||
|
|
|
@ -53,7 +53,7 @@ GameLib.API.System.prototype.constructor = GameLib.API.System;
|
||||||
* @param objectComponent
|
* @param objectComponent
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.System.FromObjectComponent = function(objectComponent) {
|
GameLib.API.System.FromObject = function(objectComponent) {
|
||||||
return new GameLib.API.System(
|
return new GameLib.API.System(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
|
|
|
@ -24,7 +24,7 @@ GameLib.API.Vector2.prototype.copy = function () {
|
||||||
* @param objectVector
|
* @param objectVector
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.Vector2.FromObjectVector = function (objectVector) {
|
GameLib.API.Vector2.FromObject = function (objectVector) {
|
||||||
return new GameLib.API.Vector2(
|
return new GameLib.API.Vector2(
|
||||||
objectVector.x,
|
objectVector.x,
|
||||||
objectVector.y
|
objectVector.y
|
||||||
|
|
|
@ -258,7 +258,7 @@ GameLib.API.Vector3.prototype.angleTo = function (v) {
|
||||||
* @param objectVector
|
* @param objectVector
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.Vector3.FromObjectVector = function (objectVector) {
|
GameLib.API.Vector3.FromObject = function (objectVector) {
|
||||||
return new GameLib.API.Vector3(
|
return new GameLib.API.Vector3(
|
||||||
objectVector.x,
|
objectVector.x,
|
||||||
objectVector.y,
|
objectVector.y,
|
||||||
|
|
|
@ -26,7 +26,7 @@ GameLib.API.Vector4 = function (x, y, z, w) {
|
||||||
* @param objectVector
|
* @param objectVector
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.API.Vector4.FromObjectVector = function (objectVector) {
|
GameLib.API.Vector4.FromObject = function (objectVector) {
|
||||||
return new GameLib.API.Vector4(
|
return new GameLib.API.Vector4(
|
||||||
objectVector.x,
|
objectVector.x,
|
||||||
objectVector.y,
|
objectVector.y,
|
||||||
|
|
|
@ -18,7 +18,7 @@ GameLib.D3.API.BoneWeight = function (
|
||||||
* @returns {GameLib.D3.API.BoneWeight}
|
* @returns {GameLib.D3.API.BoneWeight}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.BoneWeight.FromObjectBoneWeight = function(objectBoneWeight) {
|
GameLib.D3.API.BoneWeight.FromObject = function(objectBoneWeight) {
|
||||||
return new GameLib.D3.API.BoneWeight(
|
return new GameLib.D3.API.BoneWeight(
|
||||||
objectBoneWeight.boneIndex,
|
objectBoneWeight.boneIndex,
|
||||||
objectBoneWeight.weight
|
objectBoneWeight.weight
|
||||||
|
|
|
@ -67,15 +67,15 @@ GameLib.D3.API.Bone = function (
|
||||||
* @param objectBone
|
* @param objectBone
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Bone.FromObjectBone = function(objectBone) {
|
GameLib.D3.API.Bone.FromObject = function(objectBone) {
|
||||||
return new GameLib.D3.API.Bone(
|
return new GameLib.D3.API.Bone(
|
||||||
objectBone.id,
|
objectBone.id,
|
||||||
objectBone.name,
|
objectBone.name,
|
||||||
objectBone.childBoneIds,
|
objectBone.childBoneIds,
|
||||||
objectBone.parentBoneIds,
|
objectBone.parentBoneIds,
|
||||||
GameLib.API.Vector3.FromObjectVector(objectBone.position),
|
GameLib.API.Vector3.FromObject(objectBone.position),
|
||||||
GameLib.API.Quaternion.FromObjectQuaternion(objectBone.quaternion),
|
GameLib.API.Quaternion.FromObject(objectBone.quaternion),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectBone.scale),
|
GameLib.API.Vector3.FromObject(objectBone.scale),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectBone.up)
|
GameLib.API.Vector3.FromObject(objectBone.up)
|
||||||
);
|
);
|
||||||
};
|
};
|
||||||
|
|
|
@ -156,7 +156,7 @@ GameLib.D3.API.Camera.prototype.constructor = GameLib.D3.API.Camera;
|
||||||
* @param objectCamera
|
* @param objectCamera
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Camera.FromObjectCamera = function(objectCamera) {
|
GameLib.D3.API.Camera.FromObject = function(objectCamera) {
|
||||||
|
|
||||||
return new GameLib.D3.API.Camera(
|
return new GameLib.D3.API.Camera(
|
||||||
objectCamera.id,
|
objectCamera.id,
|
||||||
|
@ -166,15 +166,15 @@ GameLib.D3.API.Camera.FromObjectCamera = function(objectCamera) {
|
||||||
objectCamera.aspect,
|
objectCamera.aspect,
|
||||||
objectCamera.near,
|
objectCamera.near,
|
||||||
objectCamera.far,
|
objectCamera.far,
|
||||||
GameLib.API.Vector3.FromObjectVector(objectCamera.position),
|
GameLib.API.Vector3.FromObject(objectCamera.position),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectCamera.lookAt),
|
GameLib.API.Vector3.FromObject(objectCamera.lookAt),
|
||||||
objectCamera.minX,
|
objectCamera.minX,
|
||||||
objectCamera.maxX,
|
objectCamera.maxX,
|
||||||
objectCamera.minY,
|
objectCamera.minY,
|
||||||
objectCamera.maxY,
|
objectCamera.maxY,
|
||||||
objectCamera.minZ,
|
objectCamera.minZ,
|
||||||
objectCamera.maxZ,
|
objectCamera.maxZ,
|
||||||
GameLib.API.Quaternion.FromObjectQuaternion(objectCamera.quaternion),
|
GameLib.API.Quaternion.FromObject(objectCamera.quaternion),
|
||||||
objectCamera.parentEntity,
|
objectCamera.parentEntity,
|
||||||
objectCamera.eyeSeparation,
|
objectCamera.eyeSeparation,
|
||||||
objectCamera.focalLength
|
objectCamera.focalLength
|
||||||
|
|
|
@ -62,7 +62,7 @@ GameLib.D3.API.Composer.prototype.constructor = GameLib.D3.API.Composer;
|
||||||
* @param objectComponent
|
* @param objectComponent
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Composer.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.Composer.FromObject = function(objectComponent) {
|
||||||
return new GameLib.D3.API.Composer(
|
return new GameLib.D3.API.Composer(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
|
|
|
@ -61,7 +61,7 @@ GameLib.D3.API.CustomCode.prototype.constructor = GameLib.D3.API.CustomCode;
|
||||||
* @returns {GameLib.D3.API.CustomCode}
|
* @returns {GameLib.D3.API.CustomCode}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.CustomCode.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.CustomCode.FromObject = function(objectComponent) {
|
||||||
return new GameLib.D3.API.CustomCode(
|
return new GameLib.D3.API.CustomCode(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
|
|
|
@ -84,13 +84,13 @@ GameLib.D3.API.Follow.prototype.constructor = GameLib.D3.API.Follow;
|
||||||
* @returns {GameLib.D3.API.Follow}
|
* @returns {GameLib.D3.API.Follow}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Follow.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.Follow.FromObject = function(objectComponent) {
|
||||||
return new GameLib.D3.API.Follow(
|
return new GameLib.D3.API.Follow(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
objectComponent.currentComponent,
|
objectComponent.currentComponent,
|
||||||
objectComponent.targetComponent,
|
objectComponent.targetComponent,
|
||||||
GameLib.API.Vector3.FromObjectVector(objectComponent.targetPositionOffset),
|
GameLib.API.Vector3.FromObject(objectComponent.targetPositionOffset),
|
||||||
objectComponent.minDistance,
|
objectComponent.minDistance,
|
||||||
objectComponent.moveSpeed,
|
objectComponent.moveSpeed,
|
||||||
objectComponent.parentEntity
|
objectComponent.parentEntity
|
||||||
|
|
|
@ -44,7 +44,7 @@ GameLib.D3.API.ImageFactory.prototype.constructor = GameLib.D3.API.ImageFactory;
|
||||||
* @param objectImageFactory
|
* @param objectImageFactory
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.ImageFactory.FromObjectImageFactory = function(objectImageFactory) {
|
GameLib.D3.API.ImageFactory.FromObject = function(objectImageFactory) {
|
||||||
return new GameLib.D3.API.ImageFactory(
|
return new GameLib.D3.API.ImageFactory(
|
||||||
objectImageFactory.id,
|
objectImageFactory.id,
|
||||||
objectImageFactory.name,
|
objectImageFactory.name,
|
||||||
|
|
|
@ -114,7 +114,7 @@ GameLib.D3.API.Input.Drive.prototype.constructor = GameLib.D3.API.Input.Drive;
|
||||||
* @returns {GameLib.D3.API.Input.Drive}
|
* @returns {GameLib.D3.API.Input.Drive}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Input.Drive.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.Input.Drive.FromObject = function(objectComponent) {
|
||||||
return new GameLib.D3.API.Input.Drive(
|
return new GameLib.D3.API.Input.Drive(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
|
|
|
@ -54,7 +54,7 @@ GameLib.D3.API.Input.Editor.prototype.constructor = GameLib.D3.API.Input.Editor;
|
||||||
* @returns {GameLib.D3.API.Input.Editor}
|
* @returns {GameLib.D3.API.Input.Editor}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Input.Editor.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.Input.Editor.FromObject = function(objectComponent) {
|
||||||
return new GameLib.D3.API.Input.Editor(
|
return new GameLib.D3.API.Input.Editor(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
|
|
|
@ -136,18 +136,18 @@ GameLib.D3.API.Light.prototype.constructor = GameLib.D3.API.Light;
|
||||||
* @param objectLight
|
* @param objectLight
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Light.FromObjectLight = function(objectLight) {
|
GameLib.D3.API.Light.FromObject = function(objectLight) {
|
||||||
return new GameLib.D3.API.Light(
|
return new GameLib.D3.API.Light(
|
||||||
objectLight.id,
|
objectLight.id,
|
||||||
objectLight.lightType,
|
objectLight.lightType,
|
||||||
objectLight.name,
|
objectLight.name,
|
||||||
GameLib.API.Color.FromObjectColor(objectLight.color),
|
GameLib.API.Color.FromObject(objectLight.color),
|
||||||
objectLight.intensity,
|
objectLight.intensity,
|
||||||
GameLib.API.Vector3.FromObjectVector(objectLight.position),
|
GameLib.API.Vector3.FromObject(objectLight.position),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectLight.targetPosition),
|
GameLib.API.Vector3.FromObject(objectLight.targetPosition),
|
||||||
GameLib.API.Quaternion.FromObjectQuaternion(objectLight.quaternion),
|
GameLib.API.Quaternion.FromObject(objectLight.quaternion),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectLight.rotation),
|
GameLib.API.Vector3.FromObject(objectLight.rotation),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectLight.scale),
|
GameLib.API.Vector3.FromObject(objectLight.scale),
|
||||||
objectLight.distance,
|
objectLight.distance,
|
||||||
objectLight.decay,
|
objectLight.decay,
|
||||||
objectLight.power,
|
objectLight.power,
|
||||||
|
|
|
@ -77,13 +77,13 @@ GameLib.D3.API.LookAt.prototype.constructor = GameLib.D3.API.LookAt;
|
||||||
* @returns {GameLib.D3.API.LookAt}
|
* @returns {GameLib.D3.API.LookAt}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.LookAt.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.LookAt.FromObject = function(objectComponent) {
|
||||||
return new GameLib.D3.API.LookAt(
|
return new GameLib.D3.API.LookAt(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
objectComponent.currentComponent,
|
objectComponent.currentComponent,
|
||||||
objectComponent.targetComponent,
|
objectComponent.targetComponent,
|
||||||
GameLib.API.Vector3.FromObjectVector(objectComponent.targetPositionOffset),
|
GameLib.API.Vector3.FromObject(objectComponent.targetPositionOffset),
|
||||||
objectComponent.rotationSpeed,
|
objectComponent.rotationSpeed,
|
||||||
objectComponent.parentEntity
|
objectComponent.parentEntity
|
||||||
);
|
);
|
||||||
|
|
|
@ -515,7 +515,7 @@ GameLib.D3.API.Material.prototype.constructor = GameLib.D3.API.Material;
|
||||||
* @param objectMaterial
|
* @param objectMaterial
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Material.FromObjectMaterial = function(objectMaterial) {
|
GameLib.D3.API.Material.FromObject = function(objectMaterial) {
|
||||||
|
|
||||||
var apiAlphaMap = null;
|
var apiAlphaMap = null;
|
||||||
var apiAoMap = null;
|
var apiAoMap = null;
|
||||||
|
@ -585,11 +585,11 @@ GameLib.D3.API.Material.FromObjectMaterial = function(objectMaterial) {
|
||||||
objectMaterial.opacity,
|
objectMaterial.opacity,
|
||||||
objectMaterial.side,
|
objectMaterial.side,
|
||||||
objectMaterial.transparent,
|
objectMaterial.transparent,
|
||||||
GameLib.API.Color.FromObjectColor(objectMaterial.specular),
|
GameLib.API.Color.FromObject(objectMaterial.specular),
|
||||||
objectMaterial.lightMapIntensity,
|
objectMaterial.lightMapIntensity,
|
||||||
objectMaterial.aoMapIntensity,
|
objectMaterial.aoMapIntensity,
|
||||||
GameLib.API.Color.FromObjectColor(objectMaterial.color),
|
GameLib.API.Color.FromObject(objectMaterial.color),
|
||||||
GameLib.API.Color.FromObjectColor(objectMaterial.emissive),
|
GameLib.API.Color.FromObject(objectMaterial.emissive),
|
||||||
objectMaterial.emissiveIntensity,
|
objectMaterial.emissiveIntensity,
|
||||||
objectMaterial.combine,
|
objectMaterial.combine,
|
||||||
objectMaterial.shininess,
|
objectMaterial.shininess,
|
||||||
|
|
|
@ -174,12 +174,12 @@ GameLib.D3.API.Mesh.prototype.constructor = GameLib.D3.API.Mesh;
|
||||||
* @param objectMesh
|
* @param objectMesh
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Mesh.FromObjectMesh = function (objectMesh){
|
GameLib.D3.API.Mesh.FromObject = function (objectMesh){
|
||||||
|
|
||||||
var apiSkeleton = null;
|
var apiSkeleton = null;
|
||||||
|
|
||||||
if (objectMesh.skeleton) {
|
if (objectMesh.skeleton) {
|
||||||
apiSkeleton = GameLib.D3.API.Skeleton.FromObjectSkeleton(objectMesh.skeleton);
|
apiSkeleton = GameLib.D3.API.Skeleton.FromObject(objectMesh.skeleton);
|
||||||
}
|
}
|
||||||
|
|
||||||
var apiMaterials = [];
|
var apiMaterials = [];
|
||||||
|
@ -190,7 +190,7 @@ GameLib.D3.API.Mesh.FromObjectMesh = function (objectMesh){
|
||||||
* From blender we only get Ids to materials (strings)
|
* From blender we only get Ids to materials (strings)
|
||||||
*/
|
*/
|
||||||
if (objectMaterial instanceof Object) {
|
if (objectMaterial instanceof Object) {
|
||||||
return GameLib.D3.API.Material.FromObjectMaterial(objectMaterial);
|
return GameLib.D3.API.Material.FromObject(objectMaterial);
|
||||||
} else {
|
} else {
|
||||||
return objectMaterial
|
return objectMaterial
|
||||||
}
|
}
|
||||||
|
@ -202,49 +202,49 @@ GameLib.D3.API.Mesh.FromObjectMesh = function (objectMesh){
|
||||||
if (objectMesh.vertices) {
|
if (objectMesh.vertices) {
|
||||||
apiVertices = objectMesh.vertices.map(
|
apiVertices = objectMesh.vertices.map(
|
||||||
function (objectVertex) {
|
function (objectVertex) {
|
||||||
return GameLib.D3.API.Vertex.FromObjectVertex(objectVertex);
|
return GameLib.D3.API.Vertex.FromObject(objectVertex);
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
var apiPosition = new GameLib.API.Vector3();
|
var apiPosition = new GameLib.API.Vector3();
|
||||||
if (objectMesh.position) {
|
if (objectMesh.position) {
|
||||||
apiPosition = GameLib.API.Vector3.FromObjectVector(objectMesh.position);
|
apiPosition = GameLib.API.Vector3.FromObject(objectMesh.position);
|
||||||
}
|
}
|
||||||
|
|
||||||
var apiQuaternion = new GameLib.API.Quaternion();
|
var apiQuaternion = new GameLib.API.Quaternion();
|
||||||
if (objectMesh.quaternion) {
|
if (objectMesh.quaternion) {
|
||||||
apiQuaternion = GameLib.API.Quaternion.FromObjectQuaternion(objectMesh.quaternion);
|
apiQuaternion = GameLib.API.Quaternion.FromObject(objectMesh.quaternion);
|
||||||
}
|
}
|
||||||
|
|
||||||
var apiScale = new GameLib.API.Vector3(1,1,1);
|
var apiScale = new GameLib.API.Vector3(1,1,1);
|
||||||
if (objectMesh.scale) {
|
if (objectMesh.scale) {
|
||||||
apiScale = GameLib.API.Vector3.FromObjectVector(objectMesh.scale);
|
apiScale = GameLib.API.Vector3.FromObject(objectMesh.scale);
|
||||||
}
|
}
|
||||||
|
|
||||||
var apiLocalPosition = new GameLib.API.Vector3();
|
var apiLocalPosition = new GameLib.API.Vector3();
|
||||||
if (objectMesh.localPosition) {
|
if (objectMesh.localPosition) {
|
||||||
apiLocalPosition = GameLib.API.Vector3.FromObjectVector(objectMesh.localPosition);
|
apiLocalPosition = GameLib.API.Vector3.FromObject(objectMesh.localPosition);
|
||||||
}
|
}
|
||||||
|
|
||||||
var apiLocalRotation = new GameLib.API.Vector3();
|
var apiLocalRotation = new GameLib.API.Vector3();
|
||||||
if (objectMesh.localRotation) {
|
if (objectMesh.localRotation) {
|
||||||
apiLocalRotation = GameLib.API.Vector3.FromObjectVector(objectMesh.localRotation);
|
apiLocalRotation = GameLib.API.Vector3.FromObject(objectMesh.localRotation);
|
||||||
}
|
}
|
||||||
|
|
||||||
var apiLocalScale = new GameLib.API.Vector3(1,1,1);
|
var apiLocalScale = new GameLib.API.Vector3(1,1,1);
|
||||||
if (objectMesh.localScale) {
|
if (objectMesh.localScale) {
|
||||||
apiLocalScale = GameLib.API.Vector3.FromObjectVector(objectMesh.localScale);
|
apiLocalScale = GameLib.API.Vector3.FromObject(objectMesh.localScale);
|
||||||
}
|
}
|
||||||
|
|
||||||
var apiUp = new GameLib.API.Vector3(0,1,0);
|
var apiUp = new GameLib.API.Vector3(0,1,0);
|
||||||
if (objectMesh.up) {
|
if (objectMesh.up) {
|
||||||
apiUp = GameLib.API.Vector3.FromObjectVector(objectMesh.up);
|
apiUp = GameLib.API.Vector3.FromObject(objectMesh.up);
|
||||||
}
|
}
|
||||||
|
|
||||||
var apiModelMatrix = new GameLib.API.Matrix4();
|
var apiModelMatrix = new GameLib.API.Matrix4();
|
||||||
if (objectMesh.modelMatrix) {
|
if (objectMesh.modelMatrix) {
|
||||||
apiModelMatrix = GameLib.API.Matrix4.FromObjectMatrix(objectMesh.modelMatrix);
|
apiModelMatrix = GameLib.API.Matrix4.FromObject(objectMesh.modelMatrix);
|
||||||
}
|
}
|
||||||
|
|
||||||
return new GameLib.D3.API.Mesh(
|
return new GameLib.D3.API.Mesh(
|
||||||
|
|
|
@ -78,7 +78,7 @@ GameLib.D3.API.Pass.prototype.constructor = GameLib.D3.API.Pass;
|
||||||
* @param objectComponent
|
* @param objectComponent
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Pass.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.Pass.FromObject = function(objectComponent) {
|
||||||
return new GameLib.D3.API.Pass(
|
return new GameLib.D3.API.Pass(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
|
|
|
@ -174,12 +174,12 @@ GameLib.D3.API.PathFollowing.prototype.constructor = GameLib.D3.API.PathFollowin
|
||||||
* @param objectComponent
|
* @param objectComponent
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.PathFollowing.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.PathFollowing.FromObject = function(objectComponent) {
|
||||||
|
|
||||||
var apiRaycaster = null;
|
var apiRaycaster = null;
|
||||||
|
|
||||||
if (objectComponent.raycaster) {
|
if (objectComponent.raycaster) {
|
||||||
apiRaycaster = GameLib.D3.API.Raycaster.FromObjectRaycaster(objectComponent.raycaster);
|
apiRaycaster = GameLib.D3.API.Raycaster.FromObject(objectComponent.raycaster);
|
||||||
}
|
}
|
||||||
|
|
||||||
return new GameLib.D3.API.PathFollowing(
|
return new GameLib.D3.API.PathFollowing(
|
||||||
|
@ -190,20 +190,20 @@ GameLib.D3.API.PathFollowing.FromObjectComponent = function(objectComponent) {
|
||||||
objectComponent.raytraceMesh,
|
objectComponent.raytraceMesh,
|
||||||
objectComponent.accelleration,
|
objectComponent.accelleration,
|
||||||
objectComponent.maxSpeed,
|
objectComponent.maxSpeed,
|
||||||
GameLib.API.Vector3.FromObjectVector(objectComponent.baseOffset),
|
GameLib.API.Vector3.FromObject(objectComponent.baseOffset),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectComponent.maxOffset),
|
GameLib.API.Vector3.FromObject(objectComponent.maxOffset),
|
||||||
objectComponent.steeringSpeed,
|
objectComponent.steeringSpeed,
|
||||||
GameLib.API.Vector3.FromObjectVector(objectComponent.targetOffset),
|
GameLib.API.Vector3.FromObject(objectComponent.targetOffset),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectComponent.currentOffset),
|
GameLib.API.Vector3.FromObject(objectComponent.currentOffset),
|
||||||
objectComponent.currentPathValue,
|
objectComponent.currentPathValue,
|
||||||
objectComponent.currentSpeed,
|
objectComponent.currentSpeed,
|
||||||
objectComponent.direction,
|
objectComponent.direction,
|
||||||
apiRaycaster,
|
apiRaycaster,
|
||||||
GameLib.API.Vector3.FromObjectVector(objectComponent.currentPosition),
|
GameLib.API.Vector3.FromObject(objectComponent.currentPosition),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectComponent.futurePosition),
|
GameLib.API.Vector3.FromObject(objectComponent.futurePosition),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectComponent.up),
|
GameLib.API.Vector3.FromObject(objectComponent.up),
|
||||||
GameLib.API.Matrix4.FromObjectMatrix(objectComponent.rotationMatrix),
|
GameLib.API.Matrix4.FromObject(objectComponent.rotationMatrix),
|
||||||
GameLib.API.Quaternion.FromObjectQuaternion(objectComponent.rotationVector),
|
GameLib.API.Quaternion.FromObject(objectComponent.rotationVector),
|
||||||
objectComponent.parentEntity
|
objectComponent.parentEntity
|
||||||
);
|
);
|
||||||
};
|
};
|
||||||
|
|
|
@ -39,11 +39,11 @@ GameLib.D3.API.Raycaster = function(
|
||||||
* @param objectRaycaster
|
* @param objectRaycaster
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Raycaster.FromObjectRaycaster = function(objectRaycaster) {
|
GameLib.D3.API.Raycaster.FromObject = function(objectRaycaster) {
|
||||||
return new GameLib.D3.API.Raycaster(
|
return new GameLib.D3.API.Raycaster(
|
||||||
objectRaycaster.id,
|
objectRaycaster.id,
|
||||||
objectRaycaster.name,
|
objectRaycaster.name,
|
||||||
GameLib.API.Vector3.FromObjectVector(objectRaycaster.position),
|
GameLib.API.Vector3.FromObject(objectRaycaster.position),
|
||||||
GameLib.API.Vector3.FromObjectVector(objectRaycaster.direction)
|
GameLib.API.Vector3.FromObject(objectRaycaster.direction)
|
||||||
);
|
);
|
||||||
};
|
};
|
||||||
|
|
|
@ -89,7 +89,7 @@ GameLib.D3.API.RenderTarget.prototype.constructor = GameLib.D3.API.RenderTarget;
|
||||||
* @param objectComponent
|
* @param objectComponent
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.RenderTarget.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.RenderTarget.FromObject = function(objectComponent) {
|
||||||
return new GameLib.D3.API.RenderTarget(
|
return new GameLib.D3.API.RenderTarget(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
|
|
|
@ -88,7 +88,7 @@ GameLib.D3.API.Renderer.prototype.constructor = GameLib.D3.API.Renderer;
|
||||||
* @param objectComponent
|
* @param objectComponent
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Renderer.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.Renderer.FromObject = function(objectComponent) {
|
||||||
return new GameLib.D3.API.Renderer(
|
return new GameLib.D3.API.Renderer(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
|
|
|
@ -114,7 +114,7 @@ GameLib.D3.API.Scene.prototype.constructor = GameLib.D3.API.Scene;
|
||||||
* @param objectScene
|
* @param objectScene
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Scene.FromObjectScene = function(objectScene) {
|
GameLib.D3.API.Scene.FromObject = function(objectScene) {
|
||||||
|
|
||||||
var apiMeshes = [];
|
var apiMeshes = [];
|
||||||
var apiLights = [];
|
var apiLights = [];
|
||||||
|
@ -131,7 +131,7 @@ GameLib.D3.API.Scene.FromObjectScene = function(objectScene) {
|
||||||
if (objectScene.meshes) {
|
if (objectScene.meshes) {
|
||||||
apiMeshes = objectScene.meshes.map(
|
apiMeshes = objectScene.meshes.map(
|
||||||
function(objectMesh) {
|
function(objectMesh) {
|
||||||
return GameLib.D3.API.Mesh.FromObjectMesh(objectMesh);
|
return GameLib.D3.API.Mesh.FromObject(objectMesh);
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
@ -139,7 +139,7 @@ GameLib.D3.API.Scene.FromObjectScene = function(objectScene) {
|
||||||
if (objectScene.lights) {
|
if (objectScene.lights) {
|
||||||
apiLights = objectScene.lights.map(
|
apiLights = objectScene.lights.map(
|
||||||
function(objectLight) {
|
function(objectLight) {
|
||||||
return GameLib.D3.API.Light.FromObjectLight(objectLight);
|
return GameLib.D3.API.Light.FromObject(objectLight);
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
@ -147,7 +147,7 @@ GameLib.D3.API.Scene.FromObjectScene = function(objectScene) {
|
||||||
if (objectScene.textures) {
|
if (objectScene.textures) {
|
||||||
apiTextures = objectScene.textures.map(
|
apiTextures = objectScene.textures.map(
|
||||||
function(objectTexture) {
|
function(objectTexture) {
|
||||||
return GameLib.D3.API.Texture.FromObjectTexture(objectTexture)
|
return GameLib.D3.API.Texture.FromObject(objectTexture)
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
@ -155,7 +155,7 @@ GameLib.D3.API.Scene.FromObjectScene = function(objectScene) {
|
||||||
if (objectScene.materials) {
|
if (objectScene.materials) {
|
||||||
apiMaterials = objectScene.materials.map(
|
apiMaterials = objectScene.materials.map(
|
||||||
function(objectMaterial) {
|
function(objectMaterial) {
|
||||||
return GameLib.D3.API.Material.FromObjectMaterial(objectMaterial)
|
return GameLib.D3.API.Material.FromObject(objectMaterial)
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
@ -169,15 +169,15 @@ GameLib.D3.API.Scene.FromObjectScene = function(objectScene) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectScene.position) {
|
if (objectScene.position) {
|
||||||
apiPosition = GameLib.API.Vector3.FromObjectVector(objectScene.position);
|
apiPosition = GameLib.API.Vector3.FromObject(objectScene.position);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectScene.quaternion) {
|
if (objectScene.quaternion) {
|
||||||
apiQuaternion = GameLib.API.Quaternion.FromObjectQuaternion(objectScene.quaternion);
|
apiQuaternion = GameLib.API.Quaternion.FromObject(objectScene.quaternion);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectScene.scale) {
|
if (objectScene.scale) {
|
||||||
apiScale = GameLib.API.Vector3.FromObjectVector(objectScene.scale);
|
apiScale = GameLib.API.Vector3.FromObject(objectScene.scale);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (objectScene.activeCamera) {
|
if (objectScene.activeCamera) {
|
||||||
|
|
|
@ -101,18 +101,18 @@ GameLib.D3.API.Skeleton.prototype.constructor = GameLib.D3.API.Skeleton;
|
||||||
* @param objectSkeleton
|
* @param objectSkeleton
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Skeleton.FromObjectSkeleton = function(objectSkeleton) {
|
GameLib.D3.API.Skeleton.FromObject = function(objectSkeleton) {
|
||||||
return new GameLib.D3.API.Skeleton(
|
return new GameLib.D3.API.Skeleton(
|
||||||
objectSkeleton.id,
|
objectSkeleton.id,
|
||||||
objectSkeleton.name,
|
objectSkeleton.name,
|
||||||
objectSkeleton.bones.map(
|
objectSkeleton.bones.map(
|
||||||
function (objectBone) {
|
function (objectBone) {
|
||||||
return GameLib.D3.API.Bone.FromObjectBone(objectBone);
|
return GameLib.D3.API.Bone.FromObject(objectBone);
|
||||||
}
|
}
|
||||||
),
|
),
|
||||||
objectSkeleton.boneInverses.map(
|
objectSkeleton.boneInverses.map(
|
||||||
function (boneInverse) {
|
function (boneInverse) {
|
||||||
return GameLib.D3.API.Matrix4.FromObjectMatrix(boneInverse);
|
return GameLib.D3.API.Matrix4.FromObject(boneInverse);
|
||||||
}
|
}
|
||||||
),
|
),
|
||||||
objectSkeleton.useVertexTexture,
|
objectSkeleton.useVertexTexture,
|
||||||
|
@ -120,7 +120,7 @@ GameLib.D3.API.Skeleton.FromObjectSkeleton = function(objectSkeleton) {
|
||||||
objectSkeleton.boneTextureHeight,
|
objectSkeleton.boneTextureHeight,
|
||||||
objectSkeleton.boneMatrices.map(
|
objectSkeleton.boneMatrices.map(
|
||||||
function (boneMatrix) {
|
function (boneMatrix) {
|
||||||
return GameLib.D3.API.Matrix4.FromObjectMatrix(boneMatrix);
|
return GameLib.D3.API.Matrix4.FromObject(boneMatrix);
|
||||||
}
|
}
|
||||||
),
|
),
|
||||||
objectSkeleton.boneTexture,
|
objectSkeleton.boneTexture,
|
||||||
|
|
|
@ -43,13 +43,13 @@ GameLib.D3.API.Spline.prototype.constructor = GameLib.D3.API.Spline;
|
||||||
* @param objectComponent
|
* @param objectComponent
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Spline.FromObjectComponent = function(objectComponent) {
|
GameLib.D3.API.Spline.FromObject = function(objectComponent) {
|
||||||
return new GameLib.D3.API.Spline(
|
return new GameLib.D3.API.Spline(
|
||||||
objectComponent.id,
|
objectComponent.id,
|
||||||
objectComponent.name,
|
objectComponent.name,
|
||||||
objectComponent.vertices.map(
|
objectComponent.vertices.map(
|
||||||
function (objectVertex) {
|
function (objectVertex) {
|
||||||
return GameLib.API.Vector3.FromObjectVector(objectVertex);
|
return GameLib.API.Vector3.FromObject(objectVertex);
|
||||||
}
|
}
|
||||||
),
|
),
|
||||||
objectComponent.parentEntity
|
objectComponent.parentEntity
|
||||||
|
|
|
@ -178,7 +178,7 @@ GameLib.D3.API.Texture.prototype.constructor = GameLib.D3.API.Texture;
|
||||||
* @param objectTexture
|
* @param objectTexture
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Texture.FromObjectTexture = function(objectTexture) {
|
GameLib.D3.API.Texture.FromObject = function(objectTexture) {
|
||||||
return new GameLib.D3.API.Texture(
|
return new GameLib.D3.API.Texture(
|
||||||
objectTexture.id,
|
objectTexture.id,
|
||||||
objectTexture.textureType,
|
objectTexture.textureType,
|
||||||
|
@ -186,7 +186,7 @@ GameLib.D3.API.Texture.FromObjectTexture = function(objectTexture) {
|
||||||
objectTexture.image,
|
objectTexture.image,
|
||||||
objectTexture.wrapS,
|
objectTexture.wrapS,
|
||||||
objectTexture.wrapT,
|
objectTexture.wrapT,
|
||||||
GameLib.API.Vector2.FromObjectVector(objectTexture.repeat),
|
GameLib.API.Vector2.FromObject(objectTexture.repeat),
|
||||||
objectTexture.data,
|
objectTexture.data,
|
||||||
objectTexture.format,
|
objectTexture.format,
|
||||||
objectTexture.mapping,
|
objectTexture.mapping,
|
||||||
|
@ -194,7 +194,7 @@ GameLib.D3.API.Texture.FromObjectTexture = function(objectTexture) {
|
||||||
objectTexture.minFilter,
|
objectTexture.minFilter,
|
||||||
objectTexture.textureType,
|
objectTexture.textureType,
|
||||||
objectTexture.anisotropy,
|
objectTexture.anisotropy,
|
||||||
GameLib.API.Vector2.FromObjectVector(objectTexture.offset),
|
GameLib.API.Vector2.FromObject(objectTexture.offset),
|
||||||
objectTexture.generateMipmaps,
|
objectTexture.generateMipmaps,
|
||||||
objectTexture.flipY,
|
objectTexture.flipY,
|
||||||
objectTexture.mipmaps,
|
objectTexture.mipmaps,
|
||||||
|
|
|
@ -25,12 +25,12 @@ GameLib.D3.API.Vertex = function(
|
||||||
* @param objectVertex
|
* @param objectVertex
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Vertex.FromObjectVertex = function(objectVertex) {
|
GameLib.D3.API.Vertex.FromObject = function(objectVertex) {
|
||||||
return new GameLib.D3.API.Vertex(
|
return new GameLib.D3.API.Vertex(
|
||||||
GameLib.API.Vector3.FromObjectVector(objectVertex.position),
|
GameLib.API.Vector3.FromObject(objectVertex.position),
|
||||||
objectVertex.boneWeights.map(
|
objectVertex.boneWeights.map(
|
||||||
function(boneWeight) {
|
function(boneWeight) {
|
||||||
return GameLib.D3.API.BoneWeight.FromObjectBoneWeight(boneWeight);
|
return GameLib.D3.API.BoneWeight.FromObject(boneWeight);
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
);
|
);
|
||||||
|
|
|
@ -73,7 +73,7 @@ GameLib.D3.API.Viewport.prototype.constructor = GameLib.D3.API.Viewport;
|
||||||
* @param objectViewport
|
* @param objectViewport
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.API.Viewport.FromObjectComponent = function(objectViewport) {
|
GameLib.D3.API.Viewport.FromObject = function(objectViewport) {
|
||||||
return new GameLib.D3.API.Viewport(
|
return new GameLib.D3.API.Viewport(
|
||||||
objectViewport.id,
|
objectViewport.id,
|
||||||
objectViewport.name,
|
objectViewport.name,
|
||||||
|
|
|
@ -50,11 +50,11 @@ GameLib.D3.BoneWeight.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.BoneWeight}
|
* @returns {GameLib.D3.BoneWeight}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.BoneWeight.FromObjectBoneWeight = function(
|
GameLib.D3.BoneWeight.FromObject = function(
|
||||||
graphics,
|
graphics,
|
||||||
objectBoneWeight
|
objectBoneWeight
|
||||||
) {
|
) {
|
||||||
var apiBoneWeight = GameLib.D3.API.BoneWeight.FromObjectBoneWeight(objectBoneWeight);
|
var apiBoneWeight = GameLib.D3.API.BoneWeight.FromObject(objectBoneWeight);
|
||||||
|
|
||||||
var boneWeight = new GameLib.D3.BoneWeight(
|
var boneWeight = new GameLib.D3.BoneWeight(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -132,11 +132,11 @@ GameLib.D3.Bone.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.Bone}
|
* @returns {GameLib.D3.Bone}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Bone.FromObjectBone = function(
|
GameLib.D3.Bone.FromObject = function(
|
||||||
graphics,
|
graphics,
|
||||||
objectBone
|
objectBone
|
||||||
) {
|
) {
|
||||||
var apiBone = GameLib.D3.API.Bone.FromObjectBone(objectBone);
|
var apiBone = GameLib.D3.API.Bone.FromObject(objectBone);
|
||||||
|
|
||||||
var bone = GameLib.D3.Bone(
|
var bone = GameLib.D3.Bone(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -225,9 +225,9 @@ GameLib.D3.Camera.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.Camera}
|
* @returns {GameLib.D3.Camera}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Camera.FromObjectCamera = function(graphics, objectCamera) {
|
GameLib.D3.Camera.FromObject = function(graphics, objectCamera) {
|
||||||
|
|
||||||
var apiCamera = GameLib.D3.API.Camera.FromObjectCamera(objectCamera);
|
var apiCamera = GameLib.D3.API.Camera.FromObject(objectCamera);
|
||||||
|
|
||||||
return new GameLib.D3.Camera(
|
return new GameLib.D3.Camera(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -138,9 +138,9 @@ GameLib.D3.Composer.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.Composer}
|
* @returns {GameLib.D3.Composer}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Composer.FromObjectComponent = function(graphics, objectComponent) {
|
GameLib.D3.Composer.FromObject = function(graphics, objectComponent) {
|
||||||
|
|
||||||
var apiComposer = GameLib.D3.API.Composer.FromObjectComponent(objectComponent);
|
var apiComposer = GameLib.D3.API.Composer.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.Composer(
|
return new GameLib.D3.Composer(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -88,9 +88,9 @@ GameLib.D3.CustomCode.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.CustomCode}
|
* @returns {GameLib.D3.CustomCode}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.CustomCode.FromObjectCustomCode = function(objectCustomCode) {
|
GameLib.D3.CustomCode.FromObject = function(objectCustomCode) {
|
||||||
|
|
||||||
var apiCustomCode = GameLib.D3.API.CustomCode.FromObjectCustomCode(objectCustomCode);
|
var apiCustomCode = GameLib.D3.API.CustomCode.FromObject(objectCustomCode);
|
||||||
|
|
||||||
return new GameLib.D3.CustomCode(
|
return new GameLib.D3.CustomCode(
|
||||||
apiCustomCode
|
apiCustomCode
|
||||||
|
|
|
@ -84,9 +84,9 @@ GameLib.D3.Follow.prototype.toApiObject = function() {
|
||||||
return apiFollow;
|
return apiFollow;
|
||||||
};
|
};
|
||||||
|
|
||||||
GameLib.D3.Follow.FromObjectComponent = function(graphics, objectComponent) {
|
GameLib.D3.Follow.FromObject = function(graphics, objectComponent) {
|
||||||
|
|
||||||
var apiFollow = GameLib.D3.API.Follow.FromObjectComponent(objectComponent);
|
var apiFollow = GameLib.D3.API.Follow.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.Follow(
|
return new GameLib.D3.Follow(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -140,11 +140,11 @@ GameLib.D3.ImageFactory.prototype.toApiObject = function() {
|
||||||
* @param objectImageFactory GameLib.D3.API.ImageFactory
|
* @param objectImageFactory GameLib.D3.API.ImageFactory
|
||||||
* @returns {GameLib.D3.ImageFactory}
|
* @returns {GameLib.D3.ImageFactory}
|
||||||
*/
|
*/
|
||||||
GameLib.D3.ImageFactory.FromObjectImageFactory = function(graphics, objectImageFactory) {
|
GameLib.D3.ImageFactory.FromObject = function(graphics, objectImageFactory) {
|
||||||
|
|
||||||
return new GameLib.D3.ImageFactory(
|
return new GameLib.D3.ImageFactory(
|
||||||
graphics,
|
graphics,
|
||||||
GameLib.D3.API.ImageFactory.FromObjectImageFactory(objectImageFactory)
|
GameLib.D3.API.ImageFactory.FromObject(objectImageFactory)
|
||||||
);
|
);
|
||||||
|
|
||||||
};
|
};
|
|
@ -125,9 +125,9 @@ GameLib.D3.Input.Drive.prototype.toApiObject = function() {
|
||||||
return apiInputDrive;
|
return apiInputDrive;
|
||||||
};
|
};
|
||||||
|
|
||||||
GameLib.D3.Input.Drive.FromObjectComponent = function(graphics, objectComponent) {
|
GameLib.D3.Input.Drive.FromObject = function(graphics, objectComponent) {
|
||||||
|
|
||||||
var apiInputDrive = GameLib.D3.API.Input.Drive.FromObjectComponent(objectComponent);
|
var apiInputDrive = GameLib.D3.API.Input.Drive.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.Input.Drive(
|
return new GameLib.D3.Input.Drive(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -107,9 +107,9 @@ GameLib.D3.Input.Editor.prototype.toApiObject = function() {
|
||||||
return apiInputEditor;
|
return apiInputEditor;
|
||||||
};
|
};
|
||||||
|
|
||||||
GameLib.D3.Input.Editor.FromObjectComponent = function(graphics, objectComponent) {
|
GameLib.D3.Input.Editor.FromObject = function(graphics, objectComponent) {
|
||||||
|
|
||||||
var apiInputEditor = GameLib.D3.API.Input.Editor.FromObjectComponent(objectComponent);
|
var apiInputEditor = GameLib.D3.API.Input.Editor.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.Input.Editor(
|
return new GameLib.D3.Input.Editor(
|
||||||
graphics,
|
graphics,
|
||||||
|
@ -270,7 +270,7 @@ GameLib.D3.Input.Editor.prototype.onMouseDown = function(entity, entityManager)
|
||||||
|
|
||||||
return function(event) {
|
return function(event) {
|
||||||
|
|
||||||
if (event.button === 2) {
|
if (event.button === 0 || event.button === 2) {
|
||||||
|
|
||||||
if (this.controlLeft) {
|
if (this.controlLeft) {
|
||||||
return;
|
return;
|
||||||
|
|
|
@ -304,11 +304,11 @@ GameLib.D3.Light.prototype.toApiObject = function() {
|
||||||
* @param objectLight GameLib.D3.API.Light
|
* @param objectLight GameLib.D3.API.Light
|
||||||
* @returns {GameLib.D3.Light}
|
* @returns {GameLib.D3.Light}
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Light.FromObjectLight = function(graphics, objectLight) {
|
GameLib.D3.Light.FromObject = function(graphics, objectLight) {
|
||||||
|
|
||||||
return new GameLib.D3.Light(
|
return new GameLib.D3.Light(
|
||||||
graphics,
|
graphics,
|
||||||
GameLib.D3.API.Light.FromObjectLight(objectLight)
|
GameLib.D3.API.Light.FromObject(objectLight)
|
||||||
);
|
);
|
||||||
|
|
||||||
};
|
};
|
|
@ -81,9 +81,9 @@ GameLib.D3.LookAt.prototype.toApiObject = function() {
|
||||||
return apiLookAt;
|
return apiLookAt;
|
||||||
};
|
};
|
||||||
|
|
||||||
GameLib.D3.LookAt.FromObjectComponent = function(graphics, objectComponent) {
|
GameLib.D3.LookAt.FromObject = function(graphics, objectComponent) {
|
||||||
|
|
||||||
var apiLookAt = GameLib.D3.API.LookAt.FromObjectComponent(objectComponent);
|
var apiLookAt = GameLib.D3.API.LookAt.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.LookAt(
|
return new GameLib.D3.LookAt(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -1096,11 +1096,11 @@ GameLib.D3.Material.prototype.toApiObject = function(save) {
|
||||||
* @param objectMaterial Object
|
* @param objectMaterial Object
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Material.FromObjectMaterial = function(graphics, objectMaterial) {
|
GameLib.D3.Material.FromObject = function(graphics, objectMaterial) {
|
||||||
|
|
||||||
var gameLibMaterial = new GameLib.D3.Material(
|
var gameLibMaterial = new GameLib.D3.Material(
|
||||||
graphics,
|
graphics,
|
||||||
GameLib.D3.API.Material.FromObjectMaterial(objectMaterial)
|
GameLib.D3.API.Material.FromObject(objectMaterial)
|
||||||
);
|
);
|
||||||
|
|
||||||
return gameLibMaterial;
|
return gameLibMaterial;
|
||||||
|
|
|
@ -536,9 +536,9 @@ GameLib.D3.Mesh.prototype.toApiObject = function(save) {
|
||||||
* @param objectMesh {Object}
|
* @param objectMesh {Object}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Mesh.FromObjectMesh = function(graphics, objectMesh) {
|
GameLib.D3.Mesh.FromObject = function(graphics, objectMesh) {
|
||||||
|
|
||||||
var apiMesh = GameLib.D3.API.Mesh.FromObjectMesh(objectMesh);
|
var apiMesh = GameLib.D3.API.Mesh.FromObject(objectMesh);
|
||||||
|
|
||||||
return new GameLib.D3.Mesh(
|
return new GameLib.D3.Mesh(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -77,9 +77,9 @@ GameLib.D3.Mesh.Sphere.prototype.toApiObject = function() {
|
||||||
* @param imageFactory GameLib.D3.ImageFactory
|
* @param imageFactory GameLib.D3.ImageFactory
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Mesh.Sphere.FromObjectMesh = function(graphics, objectMesh, computeNormals, imageFactory) {
|
GameLib.D3.Mesh.Sphere.FromObject = function(graphics, objectMesh, computeNormals, imageFactory) {
|
||||||
|
|
||||||
var apiMesh = GameLib.D3.API.Mesh.FromObjectMesh(objectMesh);
|
var apiMesh = GameLib.D3.API.Mesh.FromObject(objectMesh);
|
||||||
|
|
||||||
return new GameLib.D3.Mesh.Sphere(
|
return new GameLib.D3.Mesh.Sphere(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -123,9 +123,9 @@ GameLib.D3.Pass.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.Pass}
|
* @returns {GameLib.D3.Pass}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Pass.FromObjectComponent = function(graphics, objectComponent) {
|
GameLib.D3.Pass.FromObject = function(graphics, objectComponent) {
|
||||||
|
|
||||||
var apiPass = GameLib.D3.API.Pass.FromObjectComponent(objectComponent);
|
var apiPass = GameLib.D3.API.Pass.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.Pass(
|
return new GameLib.D3.Pass(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -152,9 +152,9 @@ GameLib.D3.PathFollowing.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.PathFollowing}
|
* @returns {GameLib.D3.PathFollowing}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.PathFollowing.FromObjectComponent = function(graphics, objectComponent) {
|
GameLib.D3.PathFollowing.FromObject = function(graphics, objectComponent) {
|
||||||
|
|
||||||
var apiPathFollowing = GameLib.D3.API.PathFollowing.FromObjectComponent(objectComponent);
|
var apiPathFollowing = GameLib.D3.API.PathFollowing.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.PathFollowing(
|
return new GameLib.D3.PathFollowing(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -81,9 +81,9 @@ GameLib.D3.Raycaster.prototype.toApiObject = function() {
|
||||||
)
|
)
|
||||||
};
|
};
|
||||||
|
|
||||||
GameLib.D3.Raycaster.FromObjectRaycaster = function(graphics, parentObject, objectRaycaster) {
|
GameLib.D3.Raycaster.FromObject = function(graphics, parentObject, objectRaycaster) {
|
||||||
|
|
||||||
var apiRaycaster = GameLib.D3.API.Raycaster.FromObjectRaycaster(objectRaycaster);
|
var apiRaycaster = GameLib.D3.API.Raycaster.FromObject(objectRaycaster);
|
||||||
|
|
||||||
var raycaster = new GameLib.D3.Raycaster(
|
var raycaster = new GameLib.D3.Raycaster(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -124,9 +124,9 @@ GameLib.D3.RenderTarget.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.RenderTarget}
|
* @returns {GameLib.D3.RenderTarget}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.RenderTarget.FromObjectComponent = function(graphics, objectComponent) {
|
GameLib.D3.RenderTarget.FromObject = function(graphics, objectComponent) {
|
||||||
|
|
||||||
var apiRenderTarget = GameLib.D3.API.RenderTarget.FromObjectComponent(objectComponent);
|
var apiRenderTarget = GameLib.D3.API.RenderTarget.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.RenderTarget(
|
return new GameLib.D3.RenderTarget(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -122,9 +122,9 @@ GameLib.D3.Renderer.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.Renderer}
|
* @returns {GameLib.D3.Renderer}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Renderer.FromObjectComponent = function(graphics, objectComponent) {
|
GameLib.D3.Renderer.FromObject = function(graphics, objectComponent) {
|
||||||
|
|
||||||
var apiRenderer = GameLib.D3.API.Renderer.FromObjectComponent(objectComponent);
|
var apiRenderer = GameLib.D3.API.Renderer.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.Renderer(
|
return new GameLib.D3.Renderer(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -266,11 +266,11 @@ GameLib.D3.Scene.prototype.toApiObject = function(save) {
|
||||||
* @returns {GameLib.D3.Scene}
|
* @returns {GameLib.D3.Scene}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Scene.FromObjectScene = function(
|
GameLib.D3.Scene.FromObject = function(
|
||||||
graphics,
|
graphics,
|
||||||
objectScene
|
objectScene
|
||||||
) {
|
) {
|
||||||
var apiScene = GameLib.D3.API.Scene.FromObjectScene(objectScene);
|
var apiScene = GameLib.D3.API.Scene.FromObject(objectScene);
|
||||||
|
|
||||||
return new GameLib.D3.Scene(
|
return new GameLib.D3.Scene(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -213,7 +213,7 @@ GameLib.D3.Skeleton.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.Skeleton}
|
* @returns {GameLib.D3.Skeleton}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Skeleton.FromObjectSkeleton = function(
|
GameLib.D3.Skeleton.FromObject = function(
|
||||||
graphics,
|
graphics,
|
||||||
objectSkeleton
|
objectSkeleton
|
||||||
) {
|
) {
|
||||||
|
@ -222,7 +222,7 @@ GameLib.D3.Skeleton.FromObjectSkeleton = function(
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
var apiSkeleton = GameLib.D3.API.Skeleton.FromObjectSkeleton(objectSkeleton);
|
var apiSkeleton = GameLib.D3.API.Skeleton.FromObject(objectSkeleton);
|
||||||
|
|
||||||
var skeleton = new GameLib.D3.Skeleton(
|
var skeleton = new GameLib.D3.Skeleton(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -95,11 +95,11 @@ GameLib.D3.Spline.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.Spline}
|
* @returns {GameLib.D3.Spline}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Spline.FromObjectComponent = function(
|
GameLib.D3.Spline.FromObject = function(
|
||||||
graphics,
|
graphics,
|
||||||
objectComponent
|
objectComponent
|
||||||
) {
|
) {
|
||||||
var apiSpline = GameLib.D3.API.Spline.FromObjectComponent(objectComponent);
|
var apiSpline = GameLib.D3.API.Spline.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.Spline(
|
return new GameLib.D3.Spline(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -391,11 +391,11 @@ GameLib.D3.Texture.prototype.toApiObject = function(save) {
|
||||||
* @param objectTexture Object
|
* @param objectTexture Object
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Texture.FromObjectTexture = function(
|
GameLib.D3.Texture.FromObject = function(
|
||||||
graphics,
|
graphics,
|
||||||
objectTexture
|
objectTexture
|
||||||
) {
|
) {
|
||||||
var apiTexture = GameLib.D3.API.Texture.FromObjectTexture(objectTexture);
|
var apiTexture = GameLib.D3.API.Texture.FromObject(objectTexture);
|
||||||
|
|
||||||
return new GameLib.D3.Texture(
|
return new GameLib.D3.Texture(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -66,11 +66,11 @@ GameLib.D3.Vertex.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.Vertex}
|
* @returns {GameLib.D3.Vertex}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Vertex.FromObjectVertex = function(
|
GameLib.D3.Vertex.FromObject = function(
|
||||||
graphics,
|
graphics,
|
||||||
objectVertex
|
objectVertex
|
||||||
) {
|
) {
|
||||||
var apiVertex = GameLib.D3.API.Vertex.FromObjectVertex(objectVertex);
|
var apiVertex = GameLib.D3.API.Vertex.FromObject(objectVertex);
|
||||||
|
|
||||||
return new GameLib.D3.Vertex(
|
return new GameLib.D3.Vertex(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -94,9 +94,9 @@ GameLib.D3.Viewport.prototype.toApiObject = function() {
|
||||||
* @returns {GameLib.D3.Viewport}
|
* @returns {GameLib.D3.Viewport}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.D3.Viewport.FromObjectComponent = function(graphics, objectComponent) {
|
GameLib.D3.Viewport.FromObject = function(graphics, objectComponent) {
|
||||||
|
|
||||||
var apiViewport = GameLib.D3.API.Viewport.FromObjectComponent(objectComponent);
|
var apiViewport = GameLib.D3.API.Viewport.FromObject(objectComponent);
|
||||||
|
|
||||||
return new GameLib.D3.Viewport(
|
return new GameLib.D3.Viewport(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -303,9 +303,9 @@ GameLib.EntityManager.prototype.toApiObject = function() {
|
||||||
* @param objectEntityManager Object
|
* @param objectEntityManager Object
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.EntityManager.FromObjectEntityManager = function(graphics, objectEntityManager) {
|
GameLib.EntityManager.FromObject = function(graphics, objectEntityManager) {
|
||||||
|
|
||||||
var apiEntityManager = GameLib.API.EntityManager.FromObjectEntityManager(objectEntityManager);
|
var apiEntityManager = GameLib.API.EntityManager.FromObject(objectEntityManager);
|
||||||
|
|
||||||
var entityManager = new GameLib.EntityManager(
|
var entityManager = new GameLib.EntityManager(
|
||||||
graphics,
|
graphics,
|
||||||
|
@ -331,14 +331,19 @@ GameLib.EntityManager.prototype.onParentSceneChange = function(data) {
|
||||||
*/
|
*/
|
||||||
var helper = this.findHelperByObject(data.object);
|
var helper = this.findHelperByObject(data.object);
|
||||||
if (helper) {
|
if (helper) {
|
||||||
data.originalScene.instance.remove(helper.instance);
|
|
||||||
|
if (data.originalScene && data.originalScene.instance) {
|
||||||
|
data.originalScene.instance.remove(helper.instance);
|
||||||
|
}
|
||||||
data.newScene.instance.add(helper.instance);
|
data.newScene.instance.add(helper.instance);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* We remove the mesh from the old scene and add it to the new scene
|
* We remove the mesh from the old scene and add it to the new scene
|
||||||
*/
|
*/
|
||||||
data.originalScene.removeObject(data.object);
|
if (data.originalScene && data.originalScene.removeObject) {
|
||||||
|
data.originalScene.removeObject(data.object);
|
||||||
|
}
|
||||||
data.newScene.addObject(data.object);
|
data.newScene.addObject(data.object);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -355,33 +360,42 @@ GameLib.EntityManager.prototype.onParentSceneChange = function(data) {
|
||||||
newEntity = data.newScene.parentEntity;
|
newEntity = data.newScene.parentEntity;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (originalEntity && newEntity) {
|
var gui = null;
|
||||||
|
|
||||||
/**
|
if (originalEntity) {
|
||||||
* We also transfer the helper (as a component) to the new entity
|
|
||||||
*/
|
|
||||||
if (helper) {
|
|
||||||
originalEntity.removeComponent(helper);
|
|
||||||
newEntity.addComponent(helper);
|
|
||||||
}
|
|
||||||
|
|
||||||
originalEntity.removeComponent(data.object);
|
if (originalEntity.removeComponent) {
|
||||||
newEntity.addComponent(data.object);
|
if (helper) {
|
||||||
|
originalEntity.removeComponent(helper);
|
||||||
|
}
|
||||||
|
originalEntity.removeComponent(data.object);
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
if (originalEntity.getFirstComponent) {
|
||||||
* Now also remove the object from the GUI
|
gui = originalEntity.getFirstComponent(GameLib.GUI);
|
||||||
*/
|
if (gui) {
|
||||||
var gui = originalEntity.getFirstComponent(GameLib.GUI);
|
gui.removeObject(data.object);
|
||||||
if (gui) {
|
gui.build(this);
|
||||||
gui.removeObject(data.object);
|
}
|
||||||
gui.build(this);
|
}
|
||||||
|
}
|
||||||
|
|
||||||
gui = newEntity.getFirstComponent(GameLib.GUI);
|
if (newEntity) {
|
||||||
if (gui) {
|
|
||||||
gui.addObject(data.object);
|
if (newEntity.addComponent) {
|
||||||
gui.build(this);
|
if (helper) {
|
||||||
}
|
newEntity.addComponent(helper);
|
||||||
}
|
}
|
||||||
|
newEntity.addComponent(data.object);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (newEntity.getFirstComponent) {
|
||||||
|
gui = newEntity.getFirstComponent(GameLib.GUI);
|
||||||
|
if (gui) {
|
||||||
|
gui.addObject(data.object);
|
||||||
|
gui.build(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -228,9 +228,9 @@ GameLib.Entity.prototype.toApiObject = function() {
|
||||||
* @param objectEntity Object
|
* @param objectEntity Object
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.Entity.FromObjectEntity = function(graphics, objectEntity) {
|
GameLib.Entity.FromObject = function(graphics, objectEntity) {
|
||||||
|
|
||||||
var apiEntity = GameLib.API.Entity.FromObjectEntity(objectEntity);
|
var apiEntity = GameLib.API.Entity.FromObject(objectEntity);
|
||||||
|
|
||||||
return new GameLib.Entity(
|
return new GameLib.Entity(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
|
@ -167,9 +167,9 @@ GameLib.Matrix4.prototype.toApiObject = function () {
|
||||||
* @returns {GameLib.Matrix4}
|
* @returns {GameLib.Matrix4}
|
||||||
* @constructor
|
* @constructor
|
||||||
*/
|
*/
|
||||||
GameLib.Matrix4.FromObjectMatrix = function(graphics, objectMatrix, parentObject) {
|
GameLib.Matrix4.FromObject = function(graphics, objectMatrix, parentObject) {
|
||||||
|
|
||||||
var apiMatrix = new GameLib.API.Matrix4.FromObjectMatrix(objectMatrix);
|
var apiMatrix = new GameLib.API.Matrix4.FromObject(objectMatrix);
|
||||||
|
|
||||||
return new GameLib.Matrix4(
|
return new GameLib.Matrix4(
|
||||||
graphics,
|
graphics,
|
||||||
|
|
Loading…
Reference in New Issue