silver-fang-mini-game/node_modules/phaser/plugins/layer3d/Layer3DLight.js
2024-10-27 19:54:14 +02:00

296 lines
7.5 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var RGB = require('../../display/RGB');
var Vector3 = require('../../math/Vector3');
/**
* @classdesc
* A Layer3D Light.
*
* @class Layer3DLight
* @memberof Phaser.GameObjects
* @constructor
* @since 3.50.0
*/
var Layer3DLight = new Class({
initialize:
function Layer3DLight (layer, x, y, z)
{
/**
* The Layer3D instance this light belongs to.
*
* A light can only belong to a single Layer3D instance.
*
* You should consider this property as being read-only. You cannot move a
* light to another Layer3D by simply changing it.
*
* @name Phaser.GameObjects.Layer3DLight#layer
* @type {Phaser.GameObjects.Layer3D}
* @since 3.50.0
*/
this.layer = layer;
/**
* The position of the light in 3D space.
*
* You can modify this vector directly, or use the `x`, `y` and `z`
* properties of this class.
*
* @name Phaser.GameObjects.Layer3DLight#position
* @type {Phaser.Math.Vector3}
* @since 3.50.0
*/
this.position = new Vector3(x, y, z);
/**
* The ambient color of the light.
*
* The default ambient color is 1, 1, 1.
*
* You can modify the properties of this RGB object directly, or call
* the `setAmbient` method of this class.
*
* The values in this object are used by the `uLightAmbient` shader uniform.
*
* @name Phaser.GameObjects.Layer3DLight#ambient
* @type {Phaser.Display.RGB}
* @since 3.50.0
*/
this.ambient = new RGB(1, 1, 1);
/**
* The diffuse color of the light.
*
* The default diffuse color is 1, 1, 1.
*
* You can modify the properties of this RGB object directly, or call
* the `setDiffuse` method of this class.
*
* The values in this object are used by the `uLightDiffuse` shader uniform.
*
* @name Phaser.GameObjects.Layer3DLight#diffuse
* @type {Phaser.Display.RGB}
* @since 3.50.0
*/
this.diffuse = new RGB(1, 1, 1);
/**
* The specular color of the light.
*
* The default specular color is 1, 1, 1.
*
* You can modify the properties of this RGB object directly, or call
* the `setSpecular` method of this class.
*
* The values in this object are used by the `uLightSpecular` shader uniform.
*
* @name Phaser.GameObjects.Layer3DLight#specular
* @type {Phaser.Display.RGB}
* @since 3.50.0
*/
this.specular = new RGB(1, 1, 1);
/**
* Internal dirty cache array.
*
* @name Phaser.GameObjects.Layer3DLight#dirtyCache
* @type {number[]}
* @private
* @since 3.50.0
*/
this.dirtyCache = [ 0, 0, 0 ];
},
/**
* Checks if the position of this light is dirty.
*
* Called internally by the Mesh Pipeline `onBind` method and if dirty
* is used to set the `uLightPosition` uniform.
*
* @method Phaser.GameObjects.Layer3DLight#isDirty
* @since 3.50.0
*
* @return {boolean} `true` if this light is dirty, otherwise `false`.
*/
isDirty: function ()
{
var position = this.position;
var dirtyCache = this.dirtyCache;
var x = position.x;
var y = position.y;
var z = position.z;
var xCached = dirtyCache[0];
var yCached = dirtyCache[1];
var zCached = dirtyCache[2];
dirtyCache[0] = x;
dirtyCache[1] = y;
dirtyCache[2] = z;
return (xCached !== x || yCached !== y || zCached !== z);
},
/**
* Sets the position of this light.
*
* @method Phaser.GameObjects.Layer3DLight#setPosition
* @since 3.50.0
*
* @param {number} x - The x position of this light.
* @param {number} y - The y position of this light.
* @param {number} z - The z position of this light.
*
* @return {this} This Layer3DLight instance.
*/
setPosition: function (x, y, z)
{
this.position.set(x, y, z);
return this;
},
/**
* Sets the ambient color of this light.
*
* @method Phaser.GameObjects.Layer3DLight#setAmbient
* @since 3.50.0
*
* @param {number} r - The red color value. Between 0 and 1.
* @param {number} g - The green color value. Between 0 and 1.
* @param {number} b - The blue color value. Between 0 and 1.
*
* @return {this} This Layer3DLight instance.
*/
setAmbient: function (r, g, b)
{
this.ambient.set(r, g, b);
return this;
},
/**
* Sets the diffuse color of this light.
*
* @method Phaser.GameObjects.Layer3DLight#setDiffuse
* @since 3.50.0
*
* @param {number} r - The red color value. Between 0 and 1.
* @param {number} g - The green color value. Between 0 and 1.
* @param {number} b - The blue color value. Between 0 and 1.
*
* @return {this} This Layer3DLight instance.
*/
setDiffuse: function (r, g, b)
{
this.diffuse.set(r, g, b);
return this;
},
/**
* Sets the specular color of this light.
*
* @method Phaser.GameObjects.Layer3DLight#setSpecular
* @since 3.50.0
*
* @param {number} r - The red color value. Between 0 and 1.
* @param {number} g - The green color value. Between 0 and 1.
* @param {number} b - The blue color value. Between 0 and 1.
*
* @return {this} This Layer3DLight instance.
*/
setSpecular: function (r, g, b)
{
this.specular.set(r, g, b);
return this;
},
/**
* The x position of the light.
*
* @name Phaser.GameObjects.Layer3DLight#x
* @type {number}
* @since 3.50.0
*/
x: {
get: function ()
{
return this.position.x;
},
set: function (value)
{
this.position.x = value;
}
},
/**
* The y position of the light.
*
* @name Phaser.GameObjects.Layer3DLight#y
* @type {number}
* @since 3.50.0
*/
y: {
get: function ()
{
return this.position.y;
},
set: function (value)
{
this.position.y = value;
}
},
/**
* The z position of the light.
*
* @name Phaser.GameObjects.Layer3DLight#z
* @type {number}
* @since 3.50.0
*/
z: {
get: function ()
{
return this.position.z;
},
set: function (value)
{
this.position.z = value;
}
},
/**
* Destroy handler for this light.
*
* @method Phaser.GameObjects.Layer3DLight#destroy
* @since 3.50.0
*/
destroy: function ()
{
this.layer = null;
this.position = null;
}
});
module.exports = Layer3DLight;