mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-24 22:16:17 +01:00
109 lines
No EOL
3 KiB
Text
109 lines
No EOL
3 KiB
Text
function __3dGroup() constructor {
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objects = [];
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transform = new __transform();
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static getCenter = function() { #region
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var _v = new __vec3();
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var _i = 0;
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for( var i = 0, n = array_length(objects); i < n; i++ ) {
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if(!is_struct(objects[i])) continue;
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var _c = objects[i].getCenter();
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if(_c == noone) continue;
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_v._add(objects[i].getCenter());
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_i++;
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}
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if(_i) _v = _v.multiply(1 / _i);
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_v.add(transform.position);
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return _v;
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} #endregion
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static getBBOX = function() { #region
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if(array_empty(objects)) return new __bbox3D(new __vec3(-0.5), new __vec3(0.5));
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var _m0 = noone;
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var _m1 = noone;
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var _cc = getCenter();
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for( var i = 0, n = array_length(objects); i < n; i++ ) {
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if(!is_struct(objects[i])) continue;
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var _c = objects[i].getCenter();
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var _b = objects[i].getBBOX();
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if(_c == noone || _b == noone) continue;
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_b.first.multiplyVec(transform.scale);
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_b.second.multiplyVec(transform.scale);
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var _n0 = _b.first.add(_c);
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var _n1 = _b.second.add(_c);
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_m0 = _m0 == noone? _n0 : _m0.minVal(_n0);
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_m1 = _m1 == noone? _n1 : _m1.maxVal(_n1);
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}
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if(_m0 == noone) return new __bbox3D(new __vec3(-0.5), new __vec3(0.5));
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_m0._subtract(_cc);
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_m1._subtract(_cc);
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return new __bbox3D(_m0, _m1);
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} #endregion
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static addObject = function(_obj) { #region
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INLINE
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array_push(objects, _obj);
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} #endregion
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static submit = function(scene = {}, shader = noone) { #region
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transform.submitMatrix();
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for( var i = 0, n = array_length(objects); i < n; i++ )
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objects[i].submit(scene, shader);
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transform.clearMatrix();
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} #endregion
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static submitUI = function(scene = {}, shader = noone) { #region
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transform.submitMatrix();
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for( var i = 0, n = array_length(objects); i < n; i++ )
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objects[i].submitUI(scene, shader);
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transform.clearMatrix();
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} #endregion
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static submitSel = function(scene = {}, shader = noone) { #region
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transform.submitMatrix();
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for( var i = 0, n = array_length(objects); i < n; i++ )
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objects[i].submitSel(scene, shader);
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transform.clearMatrix();
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} #endregion
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static submitShader = function(scene = {}, shader = noone) { #region
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transform.submitMatrix();
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for( var i = 0, n = array_length(objects); i < n; i++ )
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objects[i].submitShader(scene, shader);
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transform.clearMatrix();
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} #endregion
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static submitShadow = function(scene = {}, object = noone) { #region
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for( var i = 0, n = array_length(objects); i < n; i++ )
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objects[i].submitShadow(scene, object);
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} #endregion
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static map = function(callback, scene = {}) { #region
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for( var i = 0, n = array_length(objects); i < n; i++ )
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callback(objects[i], scene);
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} #endregion
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static clone = function(vertex = true, cloneBuffer = false) { #region
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var _new = new __3dGroup();
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_new.transform = transform.clone();
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_new.objects = array_create(array_length(objects));
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for( var i = 0, n = array_length(objects); i < n; i++ )
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_new.objects[i] = objects[i].clone(vertex, cloneBuffer);
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return _new;
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} #endregion
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} |