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playcanvas

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PlayCanvas WebGL game engine

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import { Vec3 } from '../../../core/math/vec3.js'; import { CULLFACE_NONE } from '../../../platform/graphics/constants.js'; import { PlaneGeometry } from '../../../scene/geometry/plane-geometry.js'; import { Mesh } from '../../../scene/mesh.js'; import { TriData } from '../tri-data.js'; import { Shape } from './shape.js'; /** @import { ShapeArgs } from './shape.js' */ /** @import { GraphicsDevice } from '../../../platform/graphics/graphics-device.js' */ const UPDATE_EPSILON = 1e-6; /** * @typedef {object} PlaneShapeArgs * @property {number} [size] - The size of the plane * @property {number} [gap] - The gap between the plane and the center */ /** * @ignore */ class PlaneShape extends Shape { /** * Create a new PlaneShape. * * @param {GraphicsDevice} device - The graphics device. * @param {ShapeArgs & PlaneShapeArgs} args - The shape options. */ constructor(device, args = {}){ super(device, 'plane', args), /** * The culling mode for the plane. * * @type {number} * @protected */ this._cull = CULLFACE_NONE, /** * The size of the plane. * * @type {number} * @private */ this._size = 0.16, /** * The gap between the plane and the center. * * @type {number} * @private */ this._gap = 0, /** * The internal flipped state of the plane. * * @type {Vec3} * @private */ this._flipped = new Vec3(); this._size = args.size ?? this._size; this._gap = args.gap ?? this._gap; // intersect this.triData = [ new TriData(new PlaneGeometry()) ]; // render this._createRenderComponent(this.entity, [ Mesh.fromGeometry(this.device, new PlaneGeometry()) ]); // update transform this._update(); } /** * Set the size of the plane. * * @type {number} */ set size(value) { this._size = value ?? this._size; this._update(); } /** * Get the size of the plane. * * @type {number} */ get size() { return this._size; } /** * Set the gap between the plane and the center. * * @type {number} */ set gap(value) { this._gap = value ?? this._gap; this._update(); } /** * Get the gap between the plane and the center. * * @type {number} */ get gap() { return this._gap; } /** * Set the flipped state of the plane. * * @type {Vec3} */ set flipped(value) { if (this._flipped.distance(value) < UPDATE_EPSILON) { return; } this._flipped.copy(value); this._update(); } /** * Get the flipped state of the plane. * * @type {Vec3} */ get flipped() { return this._flipped; } /** * Update the shape's transform. * * @protected * @override */ _update() { // intersect/render const offset = this._size / 2 + this._gap; this._position.set(this._flipped.x ? -offset : offset, this._flipped.y ? -offset : offset, this._flipped.z ? -offset : offset); this._position[this.axis] = 0; this.entity.setLocalPosition(this._position); this.entity.setLocalEulerAngles(this._rotation); this.entity.setLocalScale(this._size, this._size, this._size); } } export { PlaneShape };