mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
107 lines
2.9 KiB
Plaintext
107 lines
2.9 KiB
Plaintext
function __3dGroup() constructor {
|
|
objects = [];
|
|
|
|
transform = new __transform();
|
|
|
|
static getCenter = function() { #region
|
|
var _v = new __vec3();
|
|
var _i = 0;
|
|
|
|
for( var i = 0, n = array_length(objects); i < n; i++ ) {
|
|
if(!is_struct(objects[i])) continue;
|
|
var _c = objects[i].getCenter();
|
|
if(_c == noone) continue;
|
|
_v._add(objects[i].getCenter());
|
|
_i++;
|
|
}
|
|
|
|
if(_i) _v = _v.multiply(1 / _i);
|
|
_v.add(transform.position);
|
|
|
|
return _v;
|
|
} #endregion
|
|
|
|
static getBBOX = function() { #region
|
|
if(array_empty(objects)) return new __bbox3D(new __vec3(-0.5), new __vec3(0.5));
|
|
var _m0 = noone;
|
|
var _m1 = noone;
|
|
var _cc = getCenter();
|
|
|
|
for( var i = 0, n = array_length(objects); i < n; i++ ) {
|
|
if(!is_struct(objects[i])) continue;
|
|
var _c = objects[i].getCenter();
|
|
var _b = objects[i].getBBOX();
|
|
|
|
if(_c == noone || _b == noone) continue;
|
|
|
|
_b.first.multiplyVec(transform.scale);
|
|
_b.second.multiplyVec(transform.scale);
|
|
|
|
var _n0 = _b.first.add(_c);
|
|
var _n1 = _b.second.add(_c);
|
|
|
|
_m0 = _m0 == noone? _n0 : _m0.minVal(_n0);
|
|
_m1 = _m1 == noone? _n1 : _m1.maxVal(_n1);
|
|
}
|
|
|
|
if(_m0 == noone) return new __bbox3D(new __vec3(-0.5), new __vec3(0.5));
|
|
|
|
_m0._subtract(_cc);
|
|
_m1._subtract(_cc);
|
|
|
|
return new __bbox3D(_m0, _m1);
|
|
} #endregion
|
|
|
|
static addObject = function(_obj) { #region
|
|
INLINE
|
|
array_push(objects, _obj);
|
|
} #endregion
|
|
|
|
static submit = function(scene = {}, shader = noone) {
|
|
transform.submitMatrix();
|
|
for( var i = 0, n = array_length(objects); i < n; i++ )
|
|
objects[i].submit(scene, shader);
|
|
transform.clearMatrix();
|
|
}
|
|
|
|
static submitUI = function(scene = {}, shader = noone) {
|
|
transform.submitMatrix();
|
|
for( var i = 0, n = array_length(objects); i < n; i++ )
|
|
objects[i].submitUI(scene, shader);
|
|
transform.clearMatrix();
|
|
}
|
|
static submitSel = function(scene = {}, shader = noone) {
|
|
transform.submitMatrix();
|
|
for( var i = 0, n = array_length(objects); i < n; i++ )
|
|
objects[i].submitSel(scene, shader);
|
|
transform.clearMatrix();
|
|
}
|
|
static submitShader = function(scene = {}, shader = noone) {
|
|
transform.submitMatrix();
|
|
for( var i = 0, n = array_length(objects); i < n; i++ )
|
|
objects[i].submitShader(scene, shader);
|
|
transform.clearMatrix();
|
|
}
|
|
|
|
static submitShadow = function(scene = {}, object = noone) {
|
|
for( var i = 0, n = array_length(objects); i < n; i++ )
|
|
objects[i].submitShadow(scene, object);
|
|
}
|
|
|
|
static map = function(callback, scene = {}) { #region
|
|
for( var i = 0, n = array_length(objects); i < n; i++ )
|
|
callback(objects[i], scene);
|
|
} #endregion
|
|
|
|
static clone = function(vertex = true, cloneBuffer = false) { #region
|
|
var _new = new __3dGroup();
|
|
|
|
_new.transform = transform.clone();
|
|
_new.objects = array_create(array_length(objects));
|
|
|
|
for( var i = 0, n = array_length(objects); i < n; i++ )
|
|
_new.objects[i] = objects[i].clone(vertex, cloneBuffer);
|
|
|
|
return _new;
|
|
} #endregion
|
|
} |