-
Notifications
You must be signed in to change notification settings - Fork 0
/
ModelDragon.js
115 lines (94 loc) · 3.47 KB
/
ModelDragon.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
/**
* @module libgptjs Graphical Programming with ThreeJS (GPT)
* @class ModelDragon
*/
import THREE from "../external-libs/three-global"
import GPT_Model from "../core/GPT_Model"
import CoordsDragon from "./CoordsDragon"
import Common from "./Common"
import GPT_ModelCollider from "../core/GPT_ModelCollider"
import DragonFire from "./DragonFire"
/**
* Creates a dragon model by computing the triangles and normals from its vertices
* coordinates and edges array.
* Inherits from GPT_model so we keep references to geometry and material
* @param {THREE.Vector3} start_pos_ initial position to spawn
* @param {THREE.Scene} scene_ reference to the main threejs scene to be used into the particles system
*/
function ModelDragon(start_pos_, scene_) {
if (undefined === start_pos_) {
console.error("ModelDragon: 'start_pos' is undefined");
return;
}
// instance coordinates only once
this.coords = new CoordsDragon();
// 1. Call parent object constructor
GPT_Model.call(this);
this.mesh.position.set(start_pos_.x, start_pos_.y, start_pos_.z);
// Attach collider once mesh is built and set in intial postion
this.collider = new GPT_ModelCollider(false, this.mesh);
// add fire particles
this.fire = new DragonFire(scene_);
}
// 2. Extend from parent object prototype (keep proto clean)
ModelDragon.prototype = Object.create(GPT_Model.prototype);
// 3. Repair the inherited constructor
ModelDragon.prototype.constructor = ModelDragon;
/**
* Overriding in child object
*/
ModelDragon.prototype.get_geometry = function () {
const _geom = new THREE.BufferGeometry();
// itemSize = 3 because there are 3 components per vertex
_geom.setAttribute(
"position",
new THREE.BufferAttribute(this.coords.vertices_coordinates, 3)
);
// itemSize = 3 because there are 3 components per normal
_geom.setAttribute(
"normal",
new THREE.BufferAttribute(this.coords.normals, 3)
);
// intemSize = 1 because there are 1 component per vertex-index
_geom.setIndex(new THREE.BufferAttribute(this.coords.edges_indices, 1));
// setting up the UV coordinates
const uvs = this.coords.getUVs(_geom);
// itemSize = 2 because each UV has 2 coordinates. uvs.lenght must be equalt to this.coords.edges_indices
_geom.setAttribute(
"uv",
new THREE.BufferAttribute(uvs, 2)
);
_geom.needsUpdate = true;
return _geom;
// at this points geom will be assigned into this.geometry
}
/**
* Overriding in child object. It assumes `get_geometry` has been completed
* We are using a TextureCube as skybox, computing the reflections-uv and mapping them on the dragon surface
*/
ModelDragon.prototype.get_material = function () {
// loading TextureCube as skybox
// creating material with all config
const _mat = new THREE.MeshPhongMaterial(
{
color: 0xe5ffe5,
emissive: 0xb4ef3e,
flatShading: true, // initially per-triangle normals
specular: 0x003300,
shininess: 70,
side: THREE.FrontSide,
transparent: true,
opacity: 0.75,
envMap: Common.SKYBOX_CUBE_TEXTURE
}
);
_mat.needsUpdate = true;
return _mat;
}
ModelDragon.prototype.update_collider = function () {
this.collider.update_aabb();
}
ModelDragon.prototype.update_fire = function () {
this.fire.update_to_dragon_mouth(this.mesh.position, this.mesh.rotation);
}
export default ModelDragon;