示例#1
0
func NewObject3D() *Object3D {
	Object3DIdCount++
	object3d := Object3D{
		NewEventDispatcher(),
		Id:                     Object3DIdCount,
		Uuid:                   math.GenerateUUID(),
		Name:                   "",
		Type:                   "Object3D",
		Parent:                 nil,
		Channels:               NewChannels(),
		Children:               make([]Object3D, 0),
		Up:                     DefaultUp.Clone(),
		Position:               math.NewEmptyVector3(),
		Rotation:               math.NewEmptyEuler(),
		Quaternion:             math.NewEmptyQuaternion(),
		Scale:                  math.NewVector3(1.0, 1.0, 1.0),
		RotationAutoUpdate:     true,
		Matrix:                 math.NewMatrix4(),
		MatrixWorld:            math.NewMatrix4(),
		MatrixAutoUpdate:       DefaultMatrixAutoUpdate,
		MatrixWorldNeedsUpdate: false,
		Visible:                true,
		CastShadow:             false,
		ReceiveShadow:          false,
		FrustumCulled:          true,
		RenderOrder:            0,
		UserData:               make(map[string]string),
		ModelViewMatrix:        math.NewMatrix4(),
		NormalMatrix:           *math.NewMatrix3(),
		Geometry:               nil,
	}

	onRotationChange := func() {
		object3d.Quaternion.SetFromEuler(object3d.Rotation, false)
	}

	onQuaternionChange := func() {
		object3d.Rotation.SetFromQuaternion(object3d.Quaternion, nil, false)
	}

	object3d.Rotation.OnChange(onRotationChange)
	object3d.Quaternion.OnChange(onQuaternionChange)

	object3d.GetWorldQuaternion = object3d.buildGetWorldQuaternion()
	object3d.GetWorldRotation = object3d.buildGetWorldRotation()
	object3d.GetWorldScale() = object3d.buildGetWorldScale()
	object3d.GetWorldDirection = object3d.buildGetWorldDirection()
	object3d.LookAt = object3d.buildLookAt()

	return &object3d
}
示例#2
0
	FrustumCulled             bool
	RenderOrder               int
	UserData                  map[string]string
	ModelViewMatrix           *math.Matrix4
	NormalMatrix              *math.Matrix3
	Geometry                  *Geometry

	GetWorldQuaternion func(*math.Vector3) *math.Quaternion
	GetWorldRotation   func(*math.Euler) *math.Euler
	GetWorldScale      func(*math.Vector3) *math.Vector3
	GetWorldDirection  func(*math.Vector3) *math.Vector3
	LookAt             func(*math.Vector3)
}

var Object3DIdCount int = 0
var DefaultUp = math.NewVector3(0.0, 1.0, 0.0)
var DefaultMatrixAutoUpdate bool = true

func NewObject3D() *Object3D {
	Object3DIdCount++
	object3d := Object3D{
		NewEventDispatcher(),
		Id:                     Object3DIdCount,
		Uuid:                   math.GenerateUUID(),
		Name:                   "",
		Type:                   "Object3D",
		Parent:                 nil,
		Channels:               NewChannels(),
		Children:               make([]Object3D, 0),
		Up:                     DefaultUp.Clone(),
		Position:               math.NewEmptyVector3(),