@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
134 lines (127 loc) • 3.77 kB
JavaScript
import { Vec3 } from '../../core/math/vec3.js';
import { SKYTYPE_INFINITE } from '../constants.js';
import { GraphNode } from '../graph-node.js';
import { SkyMesh } from './sky-mesh.js';
/**
* Implementation of the sky.
*
* @category Graphics
* @ignore
*/
class Sky {
/**
* Constructs a new sky.
*
* @param {import('../scene.js').Scene} scene - The scene owning the sky.
* @ignore
*/
constructor(scene) {
/**
* The type of the sky. One of the SKYMESH_* constants.
*
* @type {string}
* @private
*/
this._type = SKYTYPE_INFINITE;
/**
* The center of the sky.
*
* @type {Vec3}
* @private
*/
this._center = new Vec3(0, 1, 0);
/**
* The sky mesh of the scene.
*
* @type {SkyMesh|null}
* @ignore
*/
this.skyMesh = null;
/**
* A graph node with a transform used to render the sky mesh. Adjust the position, rotation and
* scale of this node to orient the sky mesh. Ignored for {@link SKYTYPE_INFINITE}.
*
* @type {GraphNode}
* @readonly
*/
this.node = new GraphNode('SkyMeshNode');
this.device = scene.device;
this.scene = scene;
// defaults
this.center = new Vec3(0, 1, 0);
this.centerArray = new Float32Array(3);
this.projectedSkydomeCenterId = this.device.scope.resolve('projectedSkydomeCenter');
}
applySettings(render) {
var _render$skyType, _render$skyMeshPositi, _render$skyMeshRotati, _render$skyMeshScale;
this.type = (_render$skyType = render.skyType) != null ? _render$skyType : SKYTYPE_INFINITE;
this.node.setLocalPosition(new Vec3((_render$skyMeshPositi = render.skyMeshPosition) != null ? _render$skyMeshPositi : [0, 0, 0]));
this.node.setLocalEulerAngles(new Vec3((_render$skyMeshRotati = render.skyMeshRotation) != null ? _render$skyMeshRotati : [0, 0, 0]));
this.node.setLocalScale(new Vec3((_render$skyMeshScale = render.skyMeshScale) != null ? _render$skyMeshScale : [1, 1, 1]));
if (render.skyCenter) {
this._center = new Vec3(render.skyCenter);
}
}
/**
* The type of the sky. One of the SKYMESH_* constants. Defaults to {@link SKYTYPE_INFINITE}.
* Can be:
*
* {@link SKYTYPE_INFINITE}
* {@link SKYTYPE_BOX}
* {@link SKYTYPE_DOME}
*
* @type {string}
*/
set type(value) {
if (this._type !== value) {
this._type = value;
this.scene.updateShaders = true;
this.updateSkyMesh();
}
}
get type() {
return this._type;
}
/**
* The center of the sky. Ignored for {@link SKYTYPE_INFINITE}. Typically only the y-coordinate
* is used, representing the tripod height. Defaults to (0, 1, 0).
*
* @type {Vec3}
*/
set center(value) {
this._center.copy(value);
}
get center() {
return this._center;
}
updateSkyMesh() {
const texture = this.scene._getSkyboxTex();
if (texture) {
this.resetSkyMesh();
this.skyMesh = new SkyMesh(this.device, this.scene, this.node, texture, this.type);
this.scene.fire('set:skybox', texture);
}
}
resetSkyMesh() {
var _this$skyMesh;
(_this$skyMesh = this.skyMesh) == null || _this$skyMesh.destroy();
this.skyMesh = null;
}
update() {
// uniforms
if (this.type !== SKYTYPE_INFINITE) {
const {
center,
centerArray
} = this;
// tripod position is relative to the node, transform it to the world space
const temp = new Vec3();
this.node.getWorldTransform().transformPoint(center, temp);
centerArray[0] = temp.x;
centerArray[1] = temp.y;
centerArray[2] = temp.z;
this.projectedSkydomeCenterId.setValue(centerArray);
}
}
}
export { Sky };