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(function(){
var vec2, Rect, Room, sort, UidGenerator, _
if ('window' in this) {
vec2 = window.vec2
Rect = window.Rect
Room = window.Room
sort = window.sort
UidGenerator = window.UidGenerator
_ = window._
}
else {
vec2 = require('../../models/vec2')
Rect = require('../../models/rect')
Room = require('../../models/room')
Walls = require('./_walls')
UidGenerator = require('../../util/uid')
sort = require('../../util/sort')
_ = require('lodash')
FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20
TOP = CEILING, BOTTOM = FLOOR
function sidesToString(sides){
var s = ""
if (sides & FRONT) s += "front "
if (sides & BACK) s += "back "
if (sides & LEFT) s += "left "
if (sides & RIGHT) s += "right "
if (sides & TOP) s += "top "
if (sides & BOTTOM) s += "bottom "
return s
}
}
var Rooms = new function(){
var base = this
base.list = {}
base.regions = []
base.shapesMode = false
base.uid = new UidGenerator(base.list)
base.init = function(){
Rooms.builder.init()
Rooms.clipper.init()
Rooms.mover.init()
}
base.filter = function(f){
return _.values(base.list).filter(f)
}
base.add = function(room){
base.list[room.id] = room
}
base.add_with_rect = function(rect){
var room = new Room({
rect: rect,
height: 500
})
base.add(room)
return room
}
base.remove = function(room){
delete base.list[room.id]
Rooms.rebuild()
}
base.removeAll = function(){
base.list = {}
base.regions = []
Rooms.rebuild()
}
base.count = function(){
return this.values().length
}
base.forEach = function(f){
return base.values().forEach(f)
}
base.some = function(f){
return base.values().some(f)
}
base.map = function(f){
return base.values().map(f)
}
base.values = function(){
return _.values(base.list)
}
base.rebuild = function(walls_data){
if (base.shapesMode) return
walls_data = walls_data || Walls.serialize()
Rooms.clipper.update()
Rooms.builder.rebuild()
Rooms.grouper.build()
Walls.paint()
Walls.deserialize(walls_data)
app.tube("rooms-built")
}
base.serialize = function(){
var rooms = base.map(function(room){
return room.serialize()
})
return rooms
}
base.deserialize = function(rooms_data, walls_data){
rooms_data.forEach(function(data){
if (! data || ! data.rect) return
var rect = new Rect(data.rect.x[0], data.rect.y[0], data.rect.x[1], data.rect.y[1])
var room = new Room({
id: data.id,
rect: rect,
height: data.height
})
base.add(room)
})
Rooms.rebuild(walls_data)
}
base.deserializeFromShapes = function(data, walls_data) {
walls_data = walls_data || Walls.serialize()
base.shapesMode = true
window.viewHeight = data.viewHeight || app.defaults.viewHeight
window.wallHeight = data.wallHeight || app.defaults.wallHeight
$(".units").val( data.units )
shapes.deserialize( data.shapes )
// shapes.build()
var regions = RegionList.build()
regions.forEach(function(region){
var room = new Room({
rect: region,
regions: [region],
height: wallHeight,
})
room.sides = region.sides
region.id = Rooms.uid("room_")
Rooms.list[ region.id ] = room
var mx_walls = Rooms.builder.build_walls(region)
room.mx_floor = Rooms.builder.make_floor(room, region)
room.mx_ceiling = Rooms.builder.make_ceiling(room, region)
mx_walls.forEach(function(mx){ scene.add(mx) })
scene.add(room.mx_floor)
scene.add(room.mx_ceiling)
})
Rooms.grouper.build()
Walls.paint()
Walls.deserialize(walls_data)
app.tube("rooms-built")
}
base.report = function(){
var data = []
base.rooms.forEach(function(room){
data.push( room.report() )
})
return data
}
base.extent = function(){
var extent = new Rect ( new vec2(Infinity, -Infinity), new vec2(Infinity, -Infinity) )
base.forEach(function(room){
extent.expand(room.rect)
})
return extent
}
base.sorted_by_position = function(){
return sort.rooms_by_position( base.values() )
}
base.sorted_by_height = function(){
return sort.rooms_by_height( base.values() )
}
base.sorted_by_area = function(){
return sort.rooms_by_area( base.values() )
}
}
if ('window' in this) {
window.Rooms = Rooms
}
else {
module.exports = Rooms
}
})()
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