server/src/game/game-object.ts

133 lines
3.5 KiB
TypeScript

import { ObjectProperty } from 'src/types/property.decorator';
import { SerializedObject } from 'src/types/serialized';
import { readMetadataOf } from 'src/utils/read-metadata';
import { Color, Euler, Object3D, Vector3 } from 'three';
export class GameObject extends Object3D {
public objectType = 'GameObject';
public virtual = false;
@ObjectProperty()
public override uuid!: string;
@ObjectProperty()
public override name = '';
@ObjectProperty()
public override visible = true;
@ObjectProperty()
public archivable = true;
constructor() {
super();
this.name = this.objectType;
}
private get excludedProperties() {
return readMetadataOf<string>(this, 'excludedProperties');
}
/**
* The exposed properties for this game object, used for the editor
*/
get properties() {
const exclude = this.excludedProperties;
const properties = readMetadataOf<string>(this, 'properties');
return properties.filter((item) => !exclude.includes(item));
}
/**
* Serialize GameObject for exporting
*/
serialize(skipChildren = false) {
const object: SerializedObject = {
name: this.name,
objectType: this.objectType,
children: !skipChildren
? this.children
.filter(
(entry) =>
entry instanceof GameObject && entry.archivable !== false,
)
.map((entry) => (entry as GameObject).serialize())
: undefined,
visible: this.visible,
};
const keys = this.properties.map((property) => property);
Object.assign(
object,
keys.reduce<{ [x: string]: unknown }>((obj, key) => {
const indexable = this as Record<string, unknown>;
const value = (indexable[key] as any)?.toArray
? (indexable[key] as any).toArray()
: indexable[key];
return {
...obj,
[key]: value,
};
}, {}),
);
return object;
}
override copy(object: Object3D, recursive = true) {
super.copy(object as any, recursive);
this.properties
.map((property) => property)
.filter((key) => !['position', 'rotation', 'scale', 'uuid'].includes(key))
.forEach((key) => this.setOwnProperty(key, (object as any)[key]));
return this;
}
/**
* This function can be used to modify any property of the object by key.
* @param key Key to set
* @param value Value to set
*/
public setOwnProperty(key: keyof GameObject, value: unknown): void;
public setOwnProperty(key: string, value: unknown): void;
public setOwnProperty(key: string, value: unknown) {
const indexable = this as any;
if (indexable[key]?.fromArray && Array.isArray(value)) {
indexable[key].fromArray(value);
} else if (indexable[key]?.isColor) {
indexable[key] = new Color(value as string);
} else if (indexable[key]?.copy) {
indexable[key].copy(value);
} else {
indexable[key] = value;
}
}
/**
* Deserialize a serialized object into properties on this object.
* @param input Serialized information
*/
deserialize(input: SerializedObject) {
Object.keys(input)
.filter((key) => !['children', 'objectType'].includes(key))
.forEach((key) => this.setOwnProperty(key, input[key]));
}
}
export class GameObject3D extends GameObject {
public objectType = 'GameObject3D';
@ObjectProperty()
public locked = false;
@ObjectProperty()
public override position!: Vector3;
@ObjectProperty()
public override scale!: Vector3;
@ObjectProperty()
public override rotation!: Euler;
}