massive interactive objects refactoring

This commit is contained in:
2026-04-04 10:57:43 +03:00
parent 401a6cb144
commit 6009d52139
30 changed files with 104 additions and 28 deletions
@@ -0,0 +1,40 @@
import { MeshStandardMaterial, MeshBasicMaterial, PlaneGeometry, Mesh, DoubleSide, Vector3 } from "three";
class ImageObject {
constructor(engine, obj) {
return new Promise(async(resolve, reject)=>{
if (obj.$go){
obj.path = engine.assetPath;
obj.value = obj.$go.asset.name;
}
var t = await engine.loadTexture(obj.value, obj.path)
var mp = {
map: t,
alphaTest: 0.5,
side: DoubleSide
};
if (obj.nm) {
mp.normalMap = engine.loadTexture(obj.nm, obj.path);
}
if (obj.em) {
mp.emissiveMap = engine.loadTexture(obj.em, obj.path);
}
if (obj.am) {
mp.alphaMap = engine.loadTexture(obj.am, obj.path);
}
obj.material && Object.assign(mp, obj.material);
let geo = new PlaneGeometry(obj.width || 1, obj.height || 1);
if (obj.uv) {
var uvAttribute = geo.attributes.uv;
for (var i = 0; i < uvAttribute.count; i++) {
uvAttribute.setXY(i, obj.uv[2 * i], obj.uv[2 * i + 1]);
}
}
this.object = new Mesh(geo, mp.metalness ? new MeshStandardMaterial(mp) : new MeshBasicMaterial(mp));
resolve(this)
})
}
}
export {ImageObject}