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

358 lines
8.3 KiB
JavaScript

/**
* Scene Superset - The apiScene properties get moved into the Scene object itself, and then the instance is
* created
* @param graphics
* @param apiScene GameLib.D3.API.Scene
* @constructor
*/
GameLib.D3.Scene = function (
graphics,
apiScene
) {
this.graphics = graphics;
this.graphics.isNotThreeThrow();
if (GameLib.Utils.UndefinedOrNull(apiScene)) {
apiScene = {};
}
if (apiScene instanceof GameLib.D3.Scene) {
return apiScene;
}
GameLib.D3.API.Scene.call(
this,
apiScene.id,
apiScene.name,
apiScene.meshes,
apiScene.position,
apiScene.quaternion,
apiScene.scale,
apiScene.parentGameId,
apiScene.lights,
apiScene.textures,
apiScene.materials,
apiScene.images,
apiScene.activeCamera,
apiScene.parentEntity
);
this.meshes = this.meshes.map(
function(apiMesh) {
if (apiMesh instanceof GameLib.D3.API.Mesh) {
return new GameLib.D3.Mesh(
this.graphics,
apiMesh
);
} else {
console.warn('apiMesh not an instance of API.Mesh');
throw new Error('apiMesh not an instance of API.Mesh');
}
}.bind(this)
);
this.position = new GameLib.Vector3(
this.graphics,
this.position,
this
);
this.quaternion = new GameLib.Quaternion(
this.graphics,
this.quaternion,
this
);
this.scale = new GameLib.Vector3(
this.graphics,
this.scale,
this
);
this.lights = this.lights.map(
function(apiLight) {
if (apiLight instanceof GameLib.D3.API.Light) {
return new GameLib.D3.Light(
this.graphics,
apiLight
);
} else {
console.warn('apiLight not an instance of API.Light');
throw new Error('apiLight not an instance of API.Light');
}
}.bind(this)
);
this.textures = this.textures.map(
function(apiTexture) {
if (apiTexture instanceof GameLib.D3.API.Texture) {
var texture = new GameLib.D3.Texture(
this.graphics,
apiTexture
);
// this.idToObject[texture.id] = texture;
return texture;
} else {
console.warn('apiTexture not an instance of API.Texture');
throw new Error('apiTexture not an instance of API.Texture');
}
}.bind(this)
);
this.materials = this.materials.map(
function(apiMaterial) {
if (apiMaterial instanceof GameLib.D3.API.Material) {
var material = new GameLib.D3.Material(
this.graphics,
apiMaterial
);
// this.idToObject[material.id] = material;
return material;
} else {
console.warn('apiMaterial not an instance of API.Material');
throw new Error('apiMaterial not an instance of API.Material');
}
}.bind(this)
);
this.images = this.images.map(
function(apiImage) {
if (apiImage instanceof GameLib.D3.API.Image) {
var image = new GameLib.D3.Image(
this.graphics,
apiImage
);
// this.idToObject[image.id] = image;
return image;
} else {
console.warn('apiImage not an instance of API.Image');
throw new Error('apiImage not an instance of API.Image');
}
}.bind(this)
);
if (this.activeCamera instanceof GameLib.D3.API.Camera) {
this.activeCamera = new GameLib.D3.Camera(
this.graphics,
this.activeCamera
);
}
/**
* TODO : Refactor (linking ?)
* @type {GameLib.D3.Scene}
*/
// this.idToObject[this.id] = this;
//
// this.linkObjects(this.idToObject);
GameLib.Component.call(
this,
GameLib.Component.COMPONENT_SCENE,
{
'meshes' : [GameLib.D3.Mesh],
'lights' : [GameLib.D3.Light],
'textures' : [GameLib.D3.Texture],
'materials' : [GameLib.D3.Material],
'images' : [GameLib.D3.Image],
'activeCamera' : GameLib.D3.Camera
}
);
};
GameLib.D3.Scene.prototype = Object.create(GameLib.D3.API.Scene.prototype);
GameLib.D3.Scene.prototype.constructor = GameLib.D3.Scene;
/**
* Creates an instance scene
* @returns {THREE.Scene}
*/
GameLib.D3.Scene.prototype.createInstance = function() {
var instance = new THREE.Scene();
instance.name = this.name;
instance.position = this.position.instance;
instance.scale = this.scale.instance;
instance.quaternion = this.quaternion.instance;
for (var im = 0; im < this.meshes.length; im++) {
instance.add(this.meshes[im].instance);
}
for (var l = 0; l < this.lights.length; l++) {
instance.add(this.lights[l].instance);
}
return instance;
};
/**
* Converts a GameLib.D3.Scene to a GameLib.D3.API.Scene
* @returns {GameLib.D3.API.Scene}
*/
GameLib.D3.Scene.prototype.toApiObject = function(save) {
var apiMeshes = this.meshes.map(
function(mesh) {
if (save) {
mesh.save();
}
return mesh.id;
}
);
var apiLights = this.lights.map(
function(light) {
if (save) {
light.save();
}
return light.id;
}
);
var apiTextures = this.textures.map(
function(texture) {
if (save) {
texture.save();
}
return texture.id;
}
);
var apiMaterials = this.materials.map(
function(material) {
if (save) {
material.save();
}
return material.id;
}
);
return new GameLib.D3.API.Scene(
this.id,
this.name,
apiMeshes,
this.position.toApiObject(),
this.quaternion.toApiObject(),
this.scale.toApiObject(),
this.parentGameId,
apiLights,
apiTextures,
apiMaterials,
GameLib.Utils.IdOrNull(this.activeCamera),
GameLib.Utils.IdOrNull(this.parentEntity)
);
};
/**
* Converts a scene Object to a GameLib.D3.Scene object
* @param graphics GameLib.D3.Graphics
* @param objectScene Object
* @returns {GameLib.D3.Scene}
* @constructor
*/
GameLib.D3.Scene.FromObject = function(
graphics,
objectScene
) {
var apiScene = GameLib.D3.API.Scene.FromObject(objectScene);
return new GameLib.D3.Scene(
graphics,
apiScene
);
};
/**
* Adds a mesh to the scene
* @param object GameLib.D3.Mesh
*/
GameLib.D3.Scene.prototype.addObject = function(object) {
if (object instanceof GameLib.D3.Mesh) {
this.meshes.push(object);
} else if (object instanceof GameLib.D3.API.Mesh) {
object = new GameLib.D3.Mesh(
this.graphics,
object
);
this.meshes.push(object);
}
if (object instanceof GameLib.D3.Light) {
this.lights.push(object);
} else if (object instanceof GameLib.D3.API.Light) {
object = new GameLib.D3.Light(
this.graphics,
object
);
this.lights.push(object);
}
object.parentScene = this;
this.instance.add(object.instance);
this.buildIdToObject();
};
/**
*
* @param object
*/
GameLib.D3.Scene.prototype.removeObject = function(object) {
var index = -1;
if (object instanceof GameLib.D3.Mesh) {
index = this.meshes.indexOf(object);
if (index !== -1) {
this.meshes.splice(index, 1);
}
} else if (object instanceof GameLib.D3.Light) {
index = this.lights.indexOf(object);
if (index !== -1) {
this.lights.splice(index, 1);
}
} else {
console.warn('Cannot remove this mesh - what is this ?' + object.toString())
return;
}
this.instance.remove(object.instance);
if (object.parentScene === this) {
object.parentScene = null;
}
this.buildIdToObject();
};