HollowBond/Public/ecma/Objects/Game/StairObjectGame.ecma.js

44 lines
1.6 KiB
JavaScript

"use strict";
const StairObjectGame = (function(){
const StairObjectGame = function(hollow_bond, model, material_factory, geometry_factory){
const self = this;
this.model = model;
this.collider = new StairCollider(hollow_bond, model);
const geom_fac = geometry_factory
|| (hollow_bond.dungeon && hollow_bond.dungeon.geometries && hollow_bond.dungeon.geometries.stair)
|| new StairGeometryGame(hollow_bond);
const mat_fac = material_factory
|| (hollow_bond.dungeon && hollow_bond.dungeon.materials && hollow_bond.dungeon.materials.stair)
|| new StairMaterialGame(hollow_bond);
const hole = hollow_bond.map && hollow_bond.map.holes ? hollow_bond.map.holes[model.hole_id] : null;
const geometry = geom_fac.get_for_stair(model, hole);
const material = mat_fac.get();
this.mesh = new THREE.Mesh(geometry, material);
const bounds = model.get_world_bounds();
const is_x = (model.wall === "north" || model.wall === "south");
// El punto de anclaje de la geometría se construyó desde [0, 0, 0] hacia adelante
const pos_x = is_x ? bounds.x : (bounds.x + bounds.width * 0.5);
const pos_y = bounds.y;
const pos_z = is_x ? (bounds.z + bounds.depth * 0.5) : bounds.z;
this.mesh.position.set(pos_x, pos_y, pos_z);
this.destroy = () => {
if(self.mesh && self.mesh.parent){
self.mesh.parent.remove(self.mesh);
}
};
};
return StairObjectGame;
})();