playcanvas
Version:
PlayCanvas WebGL game engine
86 lines (83 loc) • 2.49 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';
class Sky {
applySettings(render) {
var _render_skyType;
this.type = (_render_skyType = render.skyType) != null ? _render_skyType : SKYTYPE_INFINITE;
var _render_skyMeshPosition;
this.node.setLocalPosition(new Vec3((_render_skyMeshPosition = render.skyMeshPosition) != null ? _render_skyMeshPosition : [
0,
0,
0
]));
var _render_skyMeshRotation;
this.node.setLocalEulerAngles(new Vec3((_render_skyMeshRotation = render.skyMeshRotation) != null ? _render_skyMeshRotation : [
0,
0,
0
]));
var _render_skyMeshScale;
this.node.setLocalScale(new Vec3((_render_skyMeshScale = render.skyMeshScale) != null ? _render_skyMeshScale : [
1,
1,
1
]));
if (render.skyCenter) {
this._center = new Vec3(render.skyCenter);
}
}
set type(value) {
if (this._type !== value) {
this._type = value;
this.scene.updateShaders = true;
this.updateSkyMesh();
}
}
get type() {
return this._type;
}
set center(value) {
this._center.copy(value);
}
get center() {
return this._center;
}
updateSkyMesh() {
var 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 ? void 0 : _this_skyMesh.destroy();
this.skyMesh = null;
}
update() {
if (this.type !== SKYTYPE_INFINITE) {
var { center, centerArray } = this;
var 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);
}
}
constructor(scene){
this._type = SKYTYPE_INFINITE;
this._center = new Vec3(0, 1, 0);
this.skyMesh = null;
this.node = new GraphNode('SkyMeshNode');
this.device = scene.device;
this.scene = scene;
this.center = new Vec3(0, 1, 0);
this.centerArray = new Float32Array(3);
this.projectedSkydomeCenterId = this.device.scope.resolve('projectedSkydomeCenter');
}
}
export { Sky };