Files
three.js/src/core/Object3D.js
T
Mr.doob 5d96f15b39 Started doing Camera changes.
* Camera is now a base object. PerspectiveCamera should be used instead. Figured out a way to show a warning when misused.
* OrthoCamera is now OrthographicCamera.
* Removed `target` from Camera.

Misc
* Renamed Trident to Axes.
2011-10-04 01:07:24 +02:00

274 lines
4.6 KiB
JavaScript

/**
* @author mr.doob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
*/
THREE.Object3D = function() {
this.name = '';
this.id = THREE.Object3DCount ++;
this.parent = undefined;
this.children = [];
this.up = new THREE.Vector3( 0, 1, 0 );
this.position = new THREE.Vector3();
this.rotation = new THREE.Vector3();
this.eulerOrder = 'XYZ';
this.scale = new THREE.Vector3( 1, 1, 1 );
this.dynamic = false; // when true it retains arrays so they can be updated with __dirty*
this.doubleSided = false;
this.flipSided = false;
this.renderDepth = null;
this.rotationAutoUpdate = true;
this.matrix = new THREE.Matrix4();
this.matrixWorld = new THREE.Matrix4();
this.matrixRotationWorld = new THREE.Matrix4();
this.matrixAutoUpdate = true;
this.matrixWorldNeedsUpdate = true;
this.quaternion = new THREE.Quaternion();
this.useQuaternion = false;
this.boundRadius = 0.0;
this.boundRadiusScale = 1.0;
this.visible = true;
this.castShadow = false;
this.receiveShadow = false;
this.frustumCulled = true;
this._vector = new THREE.Vector3();
};
THREE.Object3D.prototype = {
constructor: THREE.Object3D,
translate: function ( distance, axis ) {
this.matrix.rotateAxis( axis );
this.position.addSelf( axis.multiplyScalar( distance ) );
},
translateX: function ( distance ) {
this.translate( distance, this._vector.set( 1, 0, 0 ) );
},
translateY: function ( distance ) {
this.translate( distance, this._vector.set( 0, 1, 0 ) );
},
translateZ: function ( distance ) {
this.translate( distance, this._vector.set( 0, 0, 1 ) );
},
lookAt: function ( vector ) {
// TODO: Add hierarchy support.
this.matrix.lookAt( vector, this.position, this.up );
if ( this.rotationAutoUpdate ) {
this.rotation.setRotationFromMatrix( this.matrix );
}
},
add: function ( object ) {
if ( this.children.indexOf( object ) === - 1 ) {
if( object.parent !== undefined ) {
object.parent.removeChild( object );
}
object.parent = this;
this.children.push( object );
// add to scene
var scene = this;
while ( scene.parent !== undefined ) {
scene = scene.parent;
}
if ( scene !== undefined && scene instanceof THREE.Scene ) {
scene.addChildRecurse( object );
}
}
},
remove: function ( object ) {
var scene = this;
var childIndex = this.children.indexOf( object );
if ( childIndex !== - 1 ) {
object.parent = undefined;
this.children.splice( childIndex, 1 );
// remove from scene
while ( scene.parent !== undefined ) {
scene = scene.parent;
}
if ( scene !== undefined && scene instanceof THREE.Scene ) {
scene.removeChildRecurse( object );
}
}
},
getChildByName: function ( name, doRecurse ) {
var c, cl, child, recurseResult;
for ( c = 0, cl = this.children.length; c < cl; c ++ ) {
child = this.children[ c ];
if ( child.name === name ) {
return child;
}
if ( doRecurse ) {
recurseResult = child.getChildByName( name, doRecurse );
if ( recurseResult !== undefined ) {
return recurseResult;
}
}
}
return undefined;
},
updateMatrix: function () {
this.matrix.setPosition( this.position );
if ( this.useQuaternion ) {
this.matrix.setRotationFromQuaternion( this.quaternion );
} else {
this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
}
if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
this.matrix.scale( this.scale );
this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) );
}
this.matrixWorldNeedsUpdate = true;
},
update: function ( parentMatrixWorld, forceUpdate, camera ) {
this.matrixAutoUpdate && this.updateMatrix();
// update matrixWorld
if ( this.matrixWorldNeedsUpdate || forceUpdate ) {
if ( parentMatrixWorld ) {
this.matrixWorld.multiply( parentMatrixWorld, this.matrix );
} else {
this.matrixWorld.copy( this.matrix );
}
this.matrixRotationWorld.extractRotation( this.matrixWorld, this.scale );
this.matrixWorldNeedsUpdate = false;
forceUpdate = true;
}
// update children
for ( var i = 0, l = this.children.length; i < l; i ++ ) {
this.children[ i ].update( this.matrixWorld, forceUpdate, camera );
}
},
// DEPRECATED
addChild: function ( child ) {
console.warn( 'DEPRECATED: Object3D.addChild() is now Object3D.add().' );
this.add( child );
},
removeChild: function ( child ) {
console.warn( 'DEPRECATED: Object3D.removeChild() is now Object3D.remove().' );
this.remove( child );
}
};
THREE.Object3DCount = 0;