2020-10-07 16:44:36 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var CONST = require('../../renderer/webgl/pipelines/const');
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var GameObject = require('../GameObject');
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var GameObjectEvents = require('../events');
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var Layer3DCamera = require('./Layer3DCamera');
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var Layer3DLight = require('./Layer3DLight');
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var Layer3DRender = require('./Layer3DRender');
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var Model = require('../../geom/mesh/Model');
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var RGB = require('../../display/RGB');
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/**
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* @classdesc
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* A Layer3D Game Object.
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*
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* The Mesh object is WebGL only and does not have a Canvas counterpart.
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*
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* TODO - Finish this.
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*
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* @class Layer3D
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* @extends Phaser.GameObjects.GameObject
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* @memberof Phaser.GameObjects
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* @constructor
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* @webglOnly
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* @since 3.50.0
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*
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* @extends Phaser.GameObjects.Components.AlphaSingle
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Size
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} [x] - The horizontal position of this Game Object in the world.
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* @param {number} [y] - The vertical position of this Game Object in the world.
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*/
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var Layer3D = new Class({
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Extends: GameObject,
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Mixins: [
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Components.AlphaSingle,
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Components.BlendMode,
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Components.Depth,
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Components.Mask,
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Components.Pipeline,
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Components.Transform,
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Components.Visible,
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Components.ScrollFactor,
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Components.Size,
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Layer3DRender
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],
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initialize:
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function Layer3D (scene, x, y)
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{
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GameObject.call(this, scene, 'Layer3D');
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/**
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* A Camera which can be used to control the view of the models being managed
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* by this Layer3D. It will default to have an fov of 45 and be positioned at 0, 0, -10,
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* with a near of 0.01 and far of 1000. You can change all of these by using the
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* methods and properties available on the `Layer3DCamera` class.
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*
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* @name Phaser.GameObjects.Layer3D#camera
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* @type {Phaser.GameObjects.Layer3DCamera}
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* @since 3.50.0
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*/
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this.camera = new Layer3DCamera(this, 45, 0, 0, -10, 0.01, 1000);
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/**
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* An ambient light source for the entire Layer3D scene and all models it is rendering.
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*
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* It is created at a position of 0, -100, 0 with full ambient, diffuse and specular
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* values. You can change all of these by using the methods and properties
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* available on the `Layer3DLight` class.
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*
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* @name Phaser.GameObjects.Layer3D#light
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* @type {Phaser.GameObjects.Layer3DLight}
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* @since 3.50.0
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*/
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this.light = new Layer3DLight(this, 0, 100, 0);
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/**
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* The color of the fog.
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*
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* By default it is 0,0,0, which is black.
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*
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* @name Phaser.GameObjects.Layer3D#fogColor
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* @type {Phaser.Display.RGB}
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* @since 3.50.0
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*/
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this.fogColor = new RGB();
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/**
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* The minimum distance from which fog starts to affect objects closer than it.
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*
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* @name Phaser.GameObjects.Layer3D#fogNear
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* @type {number}
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* @since 3.50.0
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*/
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this.fogNear = 0;
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/**
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* The maximum distance from which fog starts to affect objects further than it.
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*
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* @name Phaser.GameObjects.Layer3D#fogFar
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* @type {number}
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* @since 3.50.0
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*/
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this.fogFar = Infinity;
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/**
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* An array of model instances that have been created in this Layer3D.
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*
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* This array can be sorted, by your own functions, to control model rendering order.
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*
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* @name Phaser.GameObjects.Layer3D#models
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* @type {Phaser.Geom.Mesh.Model[]}
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* @since 3.50.0
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*/
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this.models = [];
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/**
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* Internal cached value.
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*
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* @name Phaser.GameObjects.Layer3D#_prevWidth
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* @type {number}
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* @private
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* @since 3.50.0
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*/
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this._prevWidth = 0;
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/**
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* Internal cached value.
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*
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* @name Phaser.GameObjects.Layer3D#_prevHeight
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* @type {number}
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* @private
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* @since 3.50.0
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*/
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this._prevHeight = 0;
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var renderer = scene.sys.renderer;
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this.setPosition(x, y);
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this.setSize(renderer.width, renderer.height);
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this.initPipeline(CONST.MESH_PIPELINE);
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this.on(GameObjectEvents.ADDED_TO_SCENE, this.addedToScene, this);
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this.on(GameObjectEvents.REMOVED_FROM_SCENE, this.removedFromScene, this);
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},
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// Overrides Game Object method
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addedToScene: function ()
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{
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this.scene.sys.updateList.add(this);
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},
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// Overrides Game Object method
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removedFromScene: function ()
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{
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this.scene.sys.updateList.remove(this);
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},
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/**
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* Removes all models from this Layer3D, calling `destroy` on each one of them.
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*
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* @method Phaser.GameObjects.Layer3D#clearModels
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* @since 3.50.0
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*/
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clearModels: function ()
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{
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var models = this.models;
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for (var i = 0; i < models.length; i++)
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{
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models[i].destroy();
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}
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this.models = [];
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},
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/**
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* This method creates a new blank Model instance and adds it to this Layer3D.
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*
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* You still need to tell it how many vertices it's going to contain in total, but you can
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* populate the vertex data at a later stage after calling this. It won't try to render
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* while it has no vertices.
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*
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* @method Phaser.GameObjects.Layer3D#addModel
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* @since 3.50.0
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*
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* @param {number} verticesCount - The total number of vertices this model can contain.
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* @param {string|Phaser.Textures.Texture} [texture] - The key, or instance of the Texture this model will use to render with, as stored in the Texture Manager.
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* @param {string|integer} [frame] - An optional frame from the Texture this model is rendering with. Ensure your UV data also matches this frame.
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* @param {number} [x=0] - The x position of the Model.
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* @param {number} [y=0] - The y position of the Model.
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* @param {number} [z=0] - The z position of the Model.
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*
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* @return {Phaser.Geom.Mesh.Model} The model instance that was created.
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*/
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addModel: function (verticesCount, texture, frame, x, y, z)
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{
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var model = new Model(this, verticesCount, texture, frame, x, y, z);
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this.models.push(model);
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return model;
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},
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/**
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* This method creates a new Model based on a loaded triangulated Wavefront OBJ.
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*
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* The obj file should have been loaded via OBJFile:
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*
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* ```javascript
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* this.load.obj(key, url, [ flipUV ]);
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* ```
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*
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* Then use the key it was loaded under in this method.
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*
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* If the model has a texture, you must provide it as the second parameter.
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*
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* The model is then added to this Layer3D. A single Layer3D can contain multiple models
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* without impacting each other. Equally, multiple models can all share the same base OBJ
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* data.
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*
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* Make sure your 3D package has triangulated the model data prior to exporting it.
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*
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* You can scale the model data during import, which will set the new 'base' scale for the model.
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*
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* You can also offset the models generated vertex positions via the `originX`, `originY` and `originZ`
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* parameters, which will change the rotation origin of the model. The model itself can be positioned,
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* rotated and scaled independantly of these settings, so don't use them to position the model, just
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* use them to offset the base values.
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*
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* @method Phaser.GameObjects.Layer3D#addModelFromOBJ
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* @since 3.50.0
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*
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* @param {string} key - The key of the data in the OBJ Cache to create the model from.
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* @param {string|Phaser.Textures.Texture} [texture] - The key, or instance of the Texture this model will use to render with, as stored in the Texture Manager.
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* @param {string|integer} [frame] - An optional frame from the Texture this model is rendering with. Ensure your UV data also matches this frame.
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* @param {number} [scale=1] - An amount to scale the model data by during creation.
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* @param {number} [originX=0] - The x origin of the model vertices during creation.
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* @param {number} [originY=0] - The y origin of the model vertices during creation.
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* @param {number} [originZ=0] - The z origin of the model vertices during creation.
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*
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* @return {Phaser.Geom.Mesh.Model|Phaser.Geom.Mesh.Model[]} The Model instance that was created. If the OBJ contained multiple models then an array of Model instances is returned.
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*/
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addModelFromOBJ: function (key, texture, frame, scale, originX, originY, originZ)
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{
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var model = [];
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var data = this.scene.sys.cache.obj.get(key);
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if (data)
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{
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model = this.addModelFromData(data, texture, frame, scale, originX, originY, originZ);
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}
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return (model.length === 1) ? model[0] : model;
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},
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/**
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* This method creates a new Model based on the parsed triangulated model data.
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*
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* The data should have been parsed in advance via a function such as `ParseObj`:
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*
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* ```javascript
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* const data = Phaser.Geom.Mesh.ParseObj(rawData, flipUV);
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*
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* Layer3D.addModelFromData(data, texture, frame);
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* ```
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*
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* If the model has a texture, you must provide it as the second parameter.
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*
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* The model is then added to this Layer3D. A single Layer3D can contain multiple models
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* without impacting each other. Equally, multiple models can all share the same base OBJ
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* data.
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*
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* Make sure your 3D package has triangulated the model data prior to exporting it.
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*
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* You can scale the model data during import, which will set the new 'base' scale for the model.
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*
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* You can also offset the models generated vertex positions via the `originX`, `originY` and `originZ`
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* parameters, which will change the rotation origin of the model. The model itself can be positioned,
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* rotated and scaled independantly of these settings, so don't use them to position the model, just
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* use them to offset the base values.
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*
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* @method Phaser.GameObjects.Layer3D#addModelFromData
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* @since 3.50.0
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*
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* @param {array} data - The parsed model data.
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* @param {string|Phaser.Textures.Texture} [texture] - The key, or instance of the Texture this model will use to render with, as stored in the Texture Manager.
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* @param {string|integer} [frame] - An optional frame from the Texture this model is rendering with. Ensure your UV data also matches this frame.
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* @param {number} [scale=1] - An amount to scale the model data by during creation.
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* @param {number} [originX=0] - The x origin of the model vertices during creation.
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* @param {number} [originY=0] - The y origin of the model vertices during creation.
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* @param {number} [originZ=0] - The z origin of the model vertices during creation.
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*
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* @return {Phaser.Geom.Mesh.Model|Phaser.Geom.Mesh.Model[]} The Model instance that was created. If the data contained multiple models then an array of Model instances is returned.
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*/
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addModelFromData: function (data, texture, frame, scale, originX, originY, originZ)
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{
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if (scale === undefined) { scale = 1; }
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if (originX === undefined) { originX = 0; }
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if (originY === undefined) { originY = 0; }
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if (originZ === undefined) { originZ = 0; }
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var results = [];
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2020-10-07 17:06:33 +00:00
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// if (material)
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// {
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// material = this.parseOBJMaterial(material);
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// }
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2020-10-07 16:44:36 +00:00
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for (var m = 0; m < data.models.length; m++)
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{
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var modelData = data.models[m];
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var vertices = modelData.vertices;
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var textureCoords = modelData.textureCoords;
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var normals = modelData.vertexNormals;
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var faces = modelData.faces;
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var model = this.addModel(faces.length * 3, texture, frame);
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var defaultUV1 = { u: 0, v: 1 };
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var defaultUV2 = { u: 0, v: 0 };
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var defaultUV3 = { u: 1, v: 1 };
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for (var i = 0; i < faces.length; i++)
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{
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var face = faces[i];
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// {textureCoordsIndex: 0, vertexIndex: 16, vertexNormalIndex: 16}
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var v1 = face.vertices[0];
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var v2 = face.vertices[1];
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var v3 = face.vertices[2];
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// {x: 0.19509, y: 0.980785, z: 0}
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var m1 = vertices[v1.vertexIndex];
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var m2 = vertices[v2.vertexIndex];
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var m3 = vertices[v3.vertexIndex];
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var n1 = normals[v1.vertexNormalIndex];
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var n2 = normals[v2.vertexNormalIndex];
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var n3 = normals[v3.vertexNormalIndex];
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var t1 = v1.textureCoordsIndex;
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var t2 = v2.textureCoordsIndex;
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var t3 = v3.textureCoordsIndex;
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var uv1 = (t1 === -1) ? defaultUV1 : textureCoords[t1];
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var uv2 = (t2 === -1) ? defaultUV2 : textureCoords[t2];
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var uv3 = (t3 === -1) ? defaultUV3 : textureCoords[t3];
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2020-10-07 17:06:33 +00:00
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// var color = 0xffffff;
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// if (material && face.material !== '' && material[face.material])
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// {
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// color = material[face.material];
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// }
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2020-10-07 16:44:36 +00:00
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model.addVertex(originX + m1.x * scale, originY + m1.y * scale, originZ + m1.z * scale, uv1.u, uv1.v, n1.x, n1.y, n1.z);
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model.addVertex(originX + m2.x * scale, originY + m2.y * scale, originZ + m2.z * scale, uv2.u, uv2.v, n2.x, n2.y, n2.z);
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model.addVertex(originX + m3.x * scale, originY + m3.y * scale, originZ + m3.z * scale, uv3.u, uv3.v, n3.x, n3.y, n3.z);
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}
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results.push(model);
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}
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return results;
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},
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|
/**
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|
* This method creates a new Model based on the given triangulated vertices arrays.
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|
*
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|
* Adds vertices to this model by parsing the given arrays.
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*
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|
* This method will take vertex data in one of two formats, based on the `containsZ` parameter.
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|
*
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|
* If your vertex data are `x`, `y` pairs, then `containsZ` should be `false` (this is the default)
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|
*
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|
* If your vertex data is groups of `x`, `y` and `z` values, then the `containsZ` parameter must be true.
|
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|
|
*
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|
* The `uvs` parameter is a numeric array consisting of `u` and `v` pairs.
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|
|
* The `normals` parameter is a numeric array consisting of `x`, `y` vertex normal values and, if `containsZ` is true, `z` values as well.
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|
|
* The `indicies` parameter is an optional array that, if given, is an indexed list of vertices to be added.
|
|
|
|
*
|
|
|
|
* The following example will create a 256 x 256 sized quad using an index array:
|
|
|
|
*
|
|
|
|
* ```javascript
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|
|
* const vertices = [
|
|
|
|
* -128, 128,
|
|
|
|
* 128, 128,
|
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|
|
* -128, -128,
|
|
|
|
* 128, -128
|
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|
|
* ];
|
|
|
|
*
|
|
|
|
* const uvs = [
|
|
|
|
* 0, 1,
|
|
|
|
* 1, 1,
|
|
|
|
* 0, 0,
|
|
|
|
* 1, 0
|
|
|
|
* ];
|
|
|
|
*
|
|
|
|
* const indices = [ 0, 2, 1, 2, 3, 1 ];
|
|
|
|
*
|
|
|
|
* Layer3D.addModelFromVertices(vertices, uvs, indicies);
|
|
|
|
* ```
|
|
|
|
*
|
|
|
|
* You cannot add more vertices to a model than the total specified when the model was created.
|
|
|
|
* If you need to clear all vertices first, call `Model.resetVertices`.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.Layer3D#addModelFromVertices
|
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @param {number[]} vertices - The vertices array. Either `xy` pairs, or `xyz` if the `containsZ` parameter is `true`.
|
|
|
|
* @param {number[]} uvs - The UVs pairs array.
|
|
|
|
* @param {number[]} [normals] - Optional vertex normals array. If you don't have one, pass `null` or an empty array.
|
|
|
|
* @param {number[]} [indicies] - Optional vertex indicies array. If you don't have one, pass `null` or an empty array.
|
|
|
|
* @param {boolean} [containsZ=false] - Does the vertices data include a `z` component?
|
|
|
|
* @param {string|Phaser.Textures.Texture} [texture] - The key, or instance of the Texture the model will use to render with, as stored in the Texture Manager.
|
|
|
|
* @param {string|integer} [frame] - An optional frame from the Texture the model is rendering with.
|
|
|
|
*
|
|
|
|
* @return {Phaser.Geom.Mesh.Model} The Model instance that was created.
|
|
|
|
*/
|
|
|
|
addModelFromVertices: function (vertices, uvs, normals, indicies, containsZ, texture, frame)
|
|
|
|
{
|
|
|
|
var isIndexed = (Array.isArray(indicies) && indicies.length > 0);
|
|
|
|
|
|
|
|
var verticesCount = (isIndexed) ? indicies.length : vertices.length;
|
|
|
|
|
|
|
|
if (!isIndexed)
|
|
|
|
{
|
|
|
|
verticesCount /= 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
var model = this.addModel(verticesCount, texture, frame, 0, 0, 0);
|
|
|
|
|
|
|
|
model.addVertices(vertices, uvs, normals, indicies, containsZ);
|
|
|
|
|
|
|
|
return model;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the fog values for this Layer3D, including the fog color and the near and
|
|
|
|
* far distance values.
|
|
|
|
*
|
|
|
|
* By default, fog effects all models in this layer.
|
|
|
|
*
|
|
|
|
* If you do not wish to have a fog effect, see the `disableFog` method.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.Layer3D#setFog
|
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @param {number} red - The red color component of the fog. A value between 0 and 1.
|
|
|
|
* @param {number} green - The green color component of the fog. A value between 0 and 1.
|
|
|
|
* @param {number} blue - The blue color component of the fog. A value between 0 and 1.
|
|
|
|
* @param {number} [near] - The 'near' value of the fog.
|
|
|
|
* @param {number} [far] - The 'far' value of the fog, beyond which objects are 'fogged' out.
|
|
|
|
*
|
|
|
|
* @return {this} This Layer3D Game Object.
|
|
|
|
*/
|
|
|
|
setFog: function (red, green, blue, near, far)
|
|
|
|
{
|
|
|
|
if (near === undefined) { near = this.fogNear; }
|
|
|
|
if (far === undefined) { far = this.fogFar; }
|
|
|
|
|
|
|
|
this.fogColor.set(red, green, blue);
|
|
|
|
|
|
|
|
this.fogNear = near;
|
|
|
|
this.fogFar = far;
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Disables fog for this Layer3D and all models it renders.
|
|
|
|
*
|
|
|
|
* To re-enable fog, just call `setFog` and provide new color, near and far values.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.Layer3D#disableFog
|
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @return {this} This Layer3D Game Object.
|
|
|
|
*/
|
|
|
|
disableFog: function ()
|
|
|
|
{
|
|
|
|
this.fogFar = Infinity;
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The Layer3D update loop.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.Layer3D#preUpdate
|
|
|
|
* @protected
|
|
|
|
* @since 3.50.0
|
|
|
|
*
|
|
|
|
* @param {number} time - The current timestamp.
|
|
|
|
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
|
|
|
|
*/
|
|
|
|
preUpdate: function (time, delta)
|
|
|
|
{
|
|
|
|
var width = this.width;
|
|
|
|
var height = this.height;
|
|
|
|
|
|
|
|
var camera = this.camera;
|
|
|
|
|
|
|
|
if (camera.dirtyProjection || width !== this._prevWidth || height !== this._prevHeight)
|
|
|
|
{
|
|
|
|
camera.updateProjectionMatrix(width, height);
|
|
|
|
|
|
|
|
this._prevWidth = width;
|
|
|
|
this._prevHeight = height;
|
|
|
|
}
|
|
|
|
|
|
|
|
var models = this.models;
|
|
|
|
|
|
|
|
for (var i = 0; i < models.length; i++)
|
|
|
|
{
|
|
|
|
var model = models[i];
|
|
|
|
|
|
|
|
if (model.visible)
|
|
|
|
{
|
|
|
|
model.preUpdate(time, delta);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Resets all of the dirty cache values this Layer3D object uses.
|
|
|
|
*
|
|
|
|
* This is called automatically at the end of the render step.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.Layer3D#resetDirtyFlags
|
|
|
|
* @protected
|
|
|
|
* @since 3.50.0
|
|
|
|
*/
|
|
|
|
resetDirtyFlags: function ()
|
|
|
|
{
|
|
|
|
this.camera.dirtyView = false;
|
|
|
|
this.camera.dirtyProjection = false;
|
|
|
|
|
|
|
|
this.light.ambient.dirty = false;
|
|
|
|
this.light.diffuse.dirty = false;
|
|
|
|
this.light.specular.dirty = false;
|
|
|
|
|
|
|
|
this.fogColor.dirty = false;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The destroy step for this Layer3D, which removes all models, destroys the camera and
|
|
|
|
* nulls external references.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.Layer3D#preDestroy
|
|
|
|
* @private
|
|
|
|
* @since 3.50.0
|
|
|
|
*/
|
|
|
|
preDestroy: function ()
|
|
|
|
{
|
|
|
|
this.clearModels();
|
|
|
|
|
|
|
|
this.camera.destroy();
|
|
|
|
this.light.destroy();
|
|
|
|
|
|
|
|
this.camera = null;
|
|
|
|
this.light = null;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
module.exports = Layer3D;
|