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* This provides new 3D objects: 3D Box (perfect to create walls, floors, or billboards) and 3D Model (to import objects created in a 3D modeling app). * 2D and 3D can be mixed in a same game. Each layer of a game can contain 2D objects, 3D objects or a mix of both. * This allows to build 2D games, 2.5D games and full 3D games: platformers, racing games, FPS, hyper casual games. It's easy to start adding 3D objects to an existing 2D game. * You can set up a light by adding an ambient light and/or directional light in the effects of a 3D layer. 3D objects can be configured to react to light or ignore it. * In the future, support for 3D objects will be improved: light objects, animations, etc...
475 lines
12 KiB
TypeScript
475 lines
12 KiB
TypeScript
namespace gdjs {
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export interface Object3DDataContent {
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width: float;
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height: float;
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depth: float;
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}
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/** Base parameters for {@link gdjs.RuntimeObject3D} */
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export interface Object3DData extends ObjectData {
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/** The base parameters of the RuntimeObject3D */
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content: Object3DDataContent;
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}
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const getValidDimensionValue = (value: float | undefined) =>
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value === undefined ? 100 : value <= 0 ? 1 : value;
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/**
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* Base class for 3D objects.
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*/
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export abstract class RuntimeObject3D extends gdjs.RuntimeObject {
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/**
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* Position on the Z axis.
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*/
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private _z: float = 0;
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/**
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* `_width` takes this value when the scale equals 1.
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*
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* It can't be 0.
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*/
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private _originalWidth: float;
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/**
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* `_height` takes this value when the scale equals 1.
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*
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* It can't be 0.
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*/
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private _originalHeight: float;
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/**
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* `depth` takes this value when the scale equals 1.
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*
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* It can't be 0.
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*/
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private _originalDepth: float;
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private _width: float;
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private _height: float;
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private _depth: float;
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private _flippedX: boolean = false;
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private _flippedY: boolean = false;
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private _flippedZ: boolean = false;
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/**
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* Euler angle with the `ZYX` order.
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*
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* Note that `_rotationZ` is `angle` from `gdjs.RuntimeObject`.
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*/
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private _rotationX: float = 0;
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/**
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* Euler angle with the `ZYX` order.
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*
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* Note that `_rotationZ` is `angle` from `gdjs.RuntimeObject`.
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*/
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private _rotationY: float = 0;
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private static _temporaryVector = new THREE.Vector3();
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constructor(
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instanceContainer: gdjs.RuntimeInstanceContainer,
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objectData: Object3DData
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) {
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super(instanceContainer, objectData);
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// TODO Should 0 be replaced by 0.01 instead of using the default value?
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this._width = this._originalWidth = getValidDimensionValue(
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objectData.content.width
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);
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this._height = this._originalHeight = getValidDimensionValue(
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objectData.content.height
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);
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this._depth = this._originalDepth = getValidDimensionValue(
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objectData.content.depth
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);
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}
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abstract getRenderer(): gdjs.RuntimeObject3DRenderer;
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getRendererObject() {
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return null;
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}
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get3DRendererObject() {
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return this.getRenderer().get3DRendererObject();
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}
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updateFromObjectData(
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oldObjectData: Object3DData,
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newObjectData: Object3DData
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): boolean {
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// There is no need to check if they changed because events can't modify them.
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this._setOriginalWidth(
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getValidDimensionValue(newObjectData.content.width)
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);
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this._setOriginalHeight(
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getValidDimensionValue(newObjectData.content.height)
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);
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this._setOriginalDepth(
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getValidDimensionValue(newObjectData.content.depth)
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);
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return true;
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}
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extraInitializationFromInitialInstance(initialInstanceData: InstanceData) {
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if (initialInstanceData.customSize) {
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this.setWidth(initialInstanceData.width);
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this.setHeight(initialInstanceData.height);
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}
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initialInstanceData.numberProperties.forEach((property) => {
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if (property.name === 'z') {
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this.setZ(property.value);
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} else if (property.name === 'depth') {
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if (initialInstanceData.customSize) {
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this.setDepth(property.value);
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}
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} else if (property.name === 'rotationX') {
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this.setRotationX(property.value);
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} else if (property.name === 'rotationY') {
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this.setRotationY(property.value);
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}
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});
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}
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setX(x: float): void {
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super.setX(x);
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this.getRenderer().updatePosition();
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}
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setY(y: float): void {
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super.setY(y);
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this.getRenderer().updatePosition();
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}
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/**
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* Set the object position on the Z axis.
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*/
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setZ(z: float): void {
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if (z === this._z) return;
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this._z = z;
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this.getRenderer().updatePosition();
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}
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/**
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* Get the object position on the Z axis.
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*/
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getZ(): float {
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return this._z;
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}
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setAngle(angle: float): void {
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super.setAngle(angle);
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this.getRenderer().updateRotation();
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}
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/**
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* Set the object rotation on the X axis.
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*
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* This is an Euler angle. Objects use the `ZYX` order.
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*/
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setRotationX(angle: float): void {
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this._rotationX = angle;
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this.getRenderer().updateRotation();
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}
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/**
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* Set the object rotation on the Y axis.
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*
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* This is an Euler angle. Objects use the `ZYX` order.
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*/
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setRotationY(angle: float): void {
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this._rotationY = angle;
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this.getRenderer().updateRotation();
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}
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/**
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* Get the object rotation on the X axis.
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*
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* This is an Euler angle. Objects use the `ZYX` order.
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*/
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getRotationX(): float {
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return this._rotationX;
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}
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/**
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* Get the object rotation on the Y axis.
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*
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* This is an Euler angle. Objects use the `ZYX` order.
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*/
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getRotationY(): float {
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return this._rotationY;
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}
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/**
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* Turn the object around the scene x axis at its center.
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* @param deltaAngle the rotation angle
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*/
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turnAroundX(deltaAngle: float): void {
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const axisX = gdjs.RuntimeObject3D._temporaryVector;
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axisX.set(1, 0, 0);
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const mesh = this.getRenderer().get3DRendererObject();
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mesh.rotateOnWorldAxis(axisX, gdjs.toRad(deltaAngle));
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this._rotationX = gdjs.toDegrees(mesh.rotation.x);
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this._rotationY = gdjs.toDegrees(mesh.rotation.y);
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this.setAngle(gdjs.toDegrees(mesh.rotation.z));
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}
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/**
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* Turn the object around the scene y axis at its center.
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* @param deltaAngle the rotation angle
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*/
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turnAroundY(deltaAngle: float): void {
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const axisY = gdjs.RuntimeObject3D._temporaryVector;
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axisY.set(0, 1, 0);
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const mesh = this.getRenderer().get3DRendererObject();
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mesh.rotateOnWorldAxis(axisY, gdjs.toRad(deltaAngle));
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this._rotationX = gdjs.toDegrees(mesh.rotation.x);
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this._rotationY = gdjs.toDegrees(mesh.rotation.y);
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this.setAngle(gdjs.toDegrees(mesh.rotation.z));
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}
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/**
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* Turn the object around the scene z axis at its center.
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* @param deltaAngle the rotation angle
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*/
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turnAroundZ(deltaAngle: float): void {
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const axisZ = gdjs.RuntimeObject3D._temporaryVector;
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axisZ.set(0, 0, 1);
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const mesh = this.getRenderer().get3DRendererObject();
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mesh.rotateOnWorldAxis(axisZ, gdjs.toRad(deltaAngle));
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this._rotationX = gdjs.toDegrees(mesh.rotation.x);
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this._rotationY = gdjs.toDegrees(mesh.rotation.y);
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this.setAngle(gdjs.toDegrees(mesh.rotation.z));
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}
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getWidth(): float {
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return this._width;
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}
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getHeight(): float {
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return this._height;
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}
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/**
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* Get the object size on the Z axis (called "depth").
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*/
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getDepth(): float {
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return this._depth;
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}
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setWidth(width: float): void {
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if (this._width === width) return;
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this._width = width;
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this.getRenderer().updateSize();
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this.invalidateHitboxes();
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}
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setHeight(height: float): void {
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if (this._height === height) return;
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this._height = height;
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this.getRenderer().updateSize();
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this.invalidateHitboxes();
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}
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/**
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* Set the object size on the Z axis (called "depth").
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*/
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setDepth(depth: float): void {
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if (this._depth === depth) return;
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this._depth = depth;
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this.getRenderer().updateSize();
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}
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/**
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* Return the width of the object for a scale of 1.
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*
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* It can't be 0.
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*/
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_getOriginalWidth(): float {
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return this._originalWidth;
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}
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/**
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* Return the height of the object for a scale of 1.
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*
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* It can't be 0.
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*/
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_getOriginalHeight(): float {
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return this._originalHeight;
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}
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/**
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* Return the object size on the Z axis (called "depth") when the scale equals 1.
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*/
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_getOriginalDepth(): float {
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return this._originalDepth;
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}
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/**
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* Set the width of the object for a scale of 1.
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*/
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_setOriginalWidth(originalWidth: float): void {
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if (originalWidth <= 0) {
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originalWidth = 1;
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}
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const oldOriginalWidth = this._originalWidth;
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this._originalWidth = originalWidth;
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if (oldOriginalWidth === this._width) {
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this.setWidth(originalWidth);
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}
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}
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/**
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* Set the height of the object for a scale of 1.
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*/
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_setOriginalHeight(originalHeight: float): void {
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if (originalHeight <= 0) {
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originalHeight = 1;
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}
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const oldOriginalHeight = this._originalHeight;
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this._originalHeight = originalHeight;
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if (oldOriginalHeight === this._height) {
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this.setHeight(originalHeight);
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}
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}
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/**
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* Set the object size on the Z axis (called "depth") when the scale equals 1.
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*/
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_setOriginalDepth(originalDepth: float): void {
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if (originalDepth <= 0) {
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originalDepth = 1;
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}
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const oldOriginalDepth = this._originalDepth;
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this._originalDepth = originalDepth;
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if (oldOriginalDepth === this._depth) {
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this.setDepth(originalDepth);
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}
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}
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/**
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* Change the scale on X, Y and Z axis of the object.
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*
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* @param newScale The new scale (must be greater than 0).
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*/
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setScale(newScale: number): void {
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this.setScaleX(newScale);
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this.setScaleY(newScale);
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this.setScaleZ(newScale);
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}
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/**
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* Change the scale on X axis of the object (changing its width).
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*
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* @param newScale The new scale (must be greater than 0).
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*/
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setScaleX(newScale: number): void {
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if (newScale < 0) {
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newScale = 0;
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}
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this.setWidth(this._originalWidth * newScale);
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}
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/**
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* Change the scale on Y axis of the object (changing its height).
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*
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* @param newScale The new scale (must be greater than 0).
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*/
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setScaleY(newScale: number): void {
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if (newScale < 0) {
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newScale = 0;
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}
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this.setHeight(this._originalHeight * newScale);
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}
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/**
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* Change the scale on Z axis of the object (changing its height).
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*
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* @param newScale The new scale (must be greater than 0).
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*/
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setScaleZ(newScale: number): void {
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if (newScale < 0) {
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newScale = 0;
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}
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this.setDepth(this._originalDepth * newScale);
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}
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/**
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* Get the scale of the object (or the geometric average of X, Y and Z scale in case they are different).
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*
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* @return the scale of the object (or the geometric average of X, Y and Z scale in case they are different).
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*/
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getScale(): number {
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const scaleX = this.getScaleX();
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const scaleY = this.getScaleY();
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const scaleZ = this.getScaleZ();
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return scaleX === scaleY && scaleX === scaleZ
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? scaleX
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: Math.pow(scaleX * scaleY * scaleZ, 1 / 3);
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}
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/**
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* Get the scale of the object on X axis.
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*
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* @return the scale of the object on X axis
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*/
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getScaleX(): float {
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return Math.abs(this._width / this._originalWidth);
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}
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/**
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* Get the scale of the object on Y axis.
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*
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* @return the scale of the object on Y axis
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*/
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getScaleY(): float {
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return Math.abs(this._height / this._originalHeight);
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}
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/**
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* Get the scale of the object on Z axis.
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*
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* @return the scale of the object on Z axis
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*/
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getScaleZ(): float {
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return Math.abs(this._depth / this._originalDepth);
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}
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flipX(enable: boolean) {
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if (enable !== this._flippedX) {
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this._flippedX = enable;
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this.getRenderer().updateSize();
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}
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}
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flipY(enable: boolean) {
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if (enable !== this._flippedY) {
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this._flippedY = enable;
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this.getRenderer().updateSize();
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}
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}
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flipZ(enable: boolean) {
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if (enable !== this._flippedZ) {
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this._flippedZ = enable;
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this.getRenderer().updateSize();
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}
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}
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isFlippedX(): boolean {
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return this._flippedX;
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}
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isFlippedY(): boolean {
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return this._flippedY;
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}
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isFlippedZ(): boolean {
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return this._flippedZ;
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}
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hide(enable: boolean): void {
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super.hide(enable);
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this.getRenderer().updateVisibility();
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}
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}
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}
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