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path: root/public/assets/javascripts/rectangles/engine/rooms/_rooms.js
blob: 9aff33f738b54d984c4ae66b26d77304d4c55b88 (plain)
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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 )

      Rooms.builder.clear()

      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
	}
})()