r3-legacy/src/game-lib-d3-light.js

233 lines
5.7 KiB
JavaScript

/**
* Light Superset - The apiLight properties get moved into the Light object itself, and then the instance is created
* @param graphics GameLib.D3.Graphics
* @param apiLight GameLib.D3.API.Light
* @constructor
*/
GameLib.D3.Light = function Light(
graphics,
apiLight
) {
this.graphics = graphics;
this.graphics.isNotThreeThrow();
if (GameLib.Utils.UndefinedOrNull(apiLight)) {
apiLight = {};
}
if (apiLight instanceof GameLib.D3.Light) {
return apiLight;
}
GameLib.D3.API.Light.call(
this,
apiLight.id,
apiLight.lightType,
apiLight.name,
apiLight.color,
apiLight.intensity,
apiLight.position,
apiLight.targetPosition,
apiLight.quaternion,
apiLight.rotation,
apiLight.scale,
apiLight.distance,
apiLight.decay,
apiLight.power,
apiLight.angle,
apiLight.penumbra,
apiLight.parentEntity
);
this.color = new GameLib.Color(
graphics,
this.color,
this
);
this.position = new GameLib.Vector3(
graphics,
this.position,
this
);
this.targetPosition = new GameLib.Vector3(
graphics,
this.targetPosition,
this
);
this.scale = new GameLib.Vector3(
graphics,
this.scale,
this
);
this.quaternion = new GameLib.Quaternion(
graphics,
this.quaternion,
this
);
this.instance = this.createInstance();
};
GameLib.D3.Light.prototype = Object.create(GameLib.D3.API.Light.prototype);
GameLib.D3.Light.prototype.constructor = GameLib.D3.Light;
/**
* Light Types
* @type {number}
*/
GameLib.D3.Light.LIGHT_TYPE_AMBIENT = 0x1;
GameLib.D3.Light.LIGHT_TYPE_DIRECTIONAL = 0x2;
GameLib.D3.Light.LIGHT_TYPE_POINT = 0x3;
GameLib.D3.Light.LIGHT_TYPE_SPOT = 0x4;
/**
* Creates a light instance
* @returns {*}
*/
GameLib.D3.Light.prototype.createInstance = function(update) {
var instance = null;
if (update) {
instance = this.instance;
}
if (!instance) {
if (
this.lightType === GameLib.D3.Light.LIGHT_TYPE_AMBIENT ||
this.lightType === 'AmbientLight'
) {
instance = new THREE.AmbientLight(
this.color.instance,
this.intensity
);
}
if (
this.lightType === GameLib.D3.Light.LIGHT_TYPE_DIRECTIONAL ||
this.lightType === 'DirectionalLight'
) {
instance = new THREE.DirectionalLight(
this.color.instance,
this.intensity
);
}
if (
this.lightType === GameLib.D3.Light.LIGHT_TYPE_POINT ||
this.lightType === 'PointLight'
) {
instance = new THREE.PointLight(
this.color.instance,
this.intensity
);
instance.distance = this.distance;
instance.decay = this.decay;
}
if (
this.lightType === GameLib.D3.Light.LIGHT_TYPE_SPOT ||
this.lightType === 'SpotLight'
) {
instance = new THREE.SpotLight(
this.color.instance,
this.intensity
);
instance.distance = this.distance;
instance.angle = this.angle;
instance.penumbra = this.penumbra;
instance.decay = this.decay;
}
}
if (!instance) {
console.warn('Do not support lights of type : ' + this.lightType + ' - is your DB out of date?');
throw new Error('Do not support lights of type : ' + this.lightType + ' - is your DB out of date?');
}
instance.gameLibObject = this;
instance.name = this.name;
instance.position.x = this.position.x;
instance.position.y = this.position.y;
instance.position.z = this.position.z;
instance.scale.x = this.scale.x;
instance.scale.y = this.scale.y;
instance.scale.z = this.scale.z;
if (instance.target) {
instance.target.position.x = this.targetPosition.x;
instance.target.position.y = this.targetPosition.y;
instance.target.position.z = this.targetPosition.z;
}
instance.quaternion.x = this.quaternion.x;
instance.quaternion.y = this.quaternion.y;
instance.quaternion.z = this.quaternion.z;
instance.quaternion.w = this.quaternion.w;
instance.intensity = this.intensity;
instance.color.set(this.color.toHex());
return instance;
};
/**
* Updates the instance with the current state
*/
GameLib.D3.Light.prototype.updateInstance = function() {
this.instance = this.createInstance(true);
};
GameLib.D3.Light.prototype.clone = function() {
return _.cloneDeep(this);
};
/**
* Converts a GameLib.D3.Light to a GameLib.D3.API.Light
* @returns {GameLib.D3.API.Light}
*/
GameLib.D3.Light.prototype.toApiLight = function() {
return new GameLib.D3.API.Light(
this.id,
this.lightType,
this.name,
this.color.toApiColor(),
this.intensity,
this.position.toApiVector(),
this.targetPosition.toApiVector(),
this.quaternion.toApiQuaternion(),
this.rotation,
this.scale.toApiVector(),
this.distance,
this.decay,
this.power,
this.angle,
this.penumbra,
GameLib.Utils.IdOrNull(this.parentEntity)
);
};
/**
* Returns a new GameLib.D3.Light from a GameLib.D3.API.Light
* @param graphics GameLib.D3.Graphics
* @param objectLight GameLib.D3.API.Light
* @returns {GameLib.D3.Light}
*/
GameLib.D3.Light.FromObjectLight = function(graphics, objectLight) {
return new GameLib.D3.Light(
graphics,
GameLib.D3.API.Light.FromObjectLight(objectLight)
);
};