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