I'm new to three.js and I am making a bowling game. But I have an issue here, I made the physics in a class and now I need to access a function from my "Application" class. I really don't get the issue here and I'm pretty lost.
Application Class:
export class Application {
constructor() {
this.objects = [];
this.createScene();
}
createScene() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(60,
window.innerWidth / window.innerHeight, 1, 10000);
this.renderer = new THREE.WebGLRenderer();
this.renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(this.renderer.domElement);
this.render();
}
getMesh(){
return this.curveObject;
}
update(){
}
render() {
requestAnimationFrame(() => {
this.render();
});
this.objects.forEach((object) => {
object.update();
});
this.renderer.render(this.scene, this.camera);
}
}
Animate Function inside "Physics" class:
animate(){
if (this.pinTest){
// console.log(this.pinTest);
this.pin1Mesh.position.copy(this.pin1Body.position);
this.pin1Mesh.quaternion.copy(this.pin1Body.quaternion);
this.pinTest.position.copy(this.pin1Body.position);
this.pinTest.quaternion.copy(this.pin1Body.quaternion);
}
// I need to call render here
//this.renderer.render(this.scene, this.camera);
}
CodePudding user response:
Base class example:
class baseAnimation {
animate() {
if (this.pinTest) {
// console.log(this.pinTest);
this.pin1Mesh.position.copy(this.pin1Body.position);
this.pin1Mesh.quaternion.copy(this.pin1Body.quaternion);
this.pinTest.position.copy(this.pin1Body.position);
this.pinTest.quaternion.copy(this.pin1Body.quaternion);
} else
console.log("pinTest === false");
}
}
class Physics extends baseAnimation {
}
let test = new Physics();
test.pinTest = false;
test.animate();
Passing an object to an Animation
class (using static method) example:
class Animation {
static animate(obj) {
if (obj.pinTest) {
// console.log(this.pinTest);
obj.pin1Mesh.position.copy(obj.pin1Body.position);
obj.pin1Mesh.quaternion.copy(obj.pin1Body.quaternion);
obj.pinTest.position.copy(obj.pin1Body.position);
obj.pinTest.quaternion.copy(obj.pin1Body.quaternion);
} else
console.log("pinTest === false");
}
}
class Physics {
}
let test = new Physics();
test.pinTest = false;
Animation.animate(test);