r3-legacy/src/game-lib-world.js

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2016-10-14 12:32:53 +02:00
/**
* World SuperSet - contains the custom world instance
* @param id
* @param name
* @param engine
* @param gravity
* @param broadphase
* @param solver
* @param rigidBodies
* @constructor
*/
GameLib.D3.World = function(
id,
name,
engine,
gravity,
broadphase,
solver,
rigidBodies
) {
this.id = id;
this.name = name;
if (typeof gravity == 'undefined') {
gravity = new GameLib.D3.Vector3(0, -9.81, 0);
}
this.gravity = gravity;
if (typeof broadphase == 'undefined') {
broadphase = new GameLib.D3.Physics.Broadphase(
null,
'broadPhaseNaive',
GameLib.D3.Physics.BROADPHASE_TYPE_NAIVE
);
}
this.broadphase = broadphase;
if (typeof solver == 'undefined') {
solver = new GameLib.D3.Physics.Solver(
null,
'GSSolver',
GameLib.D3.Physics.GS_SOLVER
);
}
this.solver = solver;
if (typeof rigidBodies == 'undefined') {
rigidBodies = [];
}
this.rigidBodies = rigidBodies;
this.engine = null;
this.worldInstance = null;
/**
* We only set the physics property if we pass it in the constructor,
* because we don't always want the physics object (ex. when we store this world to the API - we also don't then
* want to store the custom worlds - we want to generate them after loading from API)
*/
if (engine) {
this.engine = engine;
this.worldInstance = this.createWorldInstance();
}
};
GameLib.D3.World.prototype.createWorldInstance = function() {
this.engine.isNotCannonThrow();
var customWorld = new this.engine.instance.World();
var cannonBroadphase = null;
customWorld.broadphase = cannonBroadphase;
var cannonSolver = null;
if (this.solver.solverType == GameLib.D3.Physics.SPLIT_SOLVER) {
cannonSolver = new this.engine.instance.SplitSolver();
} else if (this.solver.solverType == GameLib.D3.Physics.GS_SOLVER) {
cannonSolver = new this.engine.instance.GSSolver();
cannonSolver.iterations = this.solver.iterations;
}
customWorld.solver = cannonSolver;
customWorld.gravity.x = this.gravity.x;
customWorld.gravity.y = this.gravity.y;
customWorld.gravity.z = this.gravity.z;
for (var b = 0; b < this.rigidBodies.length; b++) {
var customBody = this.createCustomBody(this.rigidBodies[b]);
//customWorld.AddRigidBody();
}
customWorld.name = this.name;
return customWorld;
};
GameLib.D3.Physics.World.prototype.AddShape = function(
shape, // d3.physics.shape
rigidBody,
offset, // vec3
orientation //quaternion
) {
shape.shape = shape;
/**
* TODO:: fix this?
*/
if (this.physics.engineType === GameLib.D3.Physics.TYPE_CANNON) {
var _offset = null;
var _orientation = null;
if(offset != null && typeof offset !== 'undefined') {
_offset = new this.physics.CANNON.Vec3(offset.x, offset.y, offset.z);
}
if(orientation != null && typeof orientation !== 'undefined') {
_orientation = new this.physics.CANNON.Quaternion(orientation.x, orientation.y, orientation.z, orientation.w);
}
rigidBody.bodyObject.addShape(shape.shapeObject, _offset, _orientation);
}
};
GameLib.D3.Physics.World.prototype.Wheel = function() {
};
GameLib.D3.Physics.World.prototype.CreateRigidVehicle = function(
chassisBody // Physics.RigidBody
) {
var rigidVehicle = new GameLib.D3.Physics.RigidVehicle();
if (this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
var vehicle = new this.physics.CANNON.RigidVehicle({
chassisBody: chassisBody.bodyObject
});
rigidVehicle.vehicleObject = vehicle;
return rigidVehicle;
}
};
GameLib.D3.Physics.World.prototype.CreateRaycastVehicle = function(
chassisBody // Physics.RigidBody
) {
var raycastVehicle = new GameLib.D3.Physics.RaycastVehicle();
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
var vehicle = new this.physics.CANNON.RaycastVehicle({
chassisBody: chassisBody.bodyObject
});
raycastVehicle.vehicleObject = vehicle;
return raycastVehicle;
}
};
GameLib.D3.Physics.World.prototype.AddWheelToRigidVehicle = function(
vehicle,
rigidBody,
position,
axis,
direction
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
vehicle.vehicleObject.addWheel({
body: rigidBody.bodyObject,
position: new this.physics.CANNON.Vec3(position.x, position.y, position.z),
axis: new this.physics.CANNON.Vec3(axis.x, axis.y, axis.z),
direction: new this.physics.CANNON.Vec3(direction.x, direction.y, direction.z)
});
}
};
GameLib.D3.Physics.World.prototype.AddWheelToRaycastVehicle = function (
vehicle, // physics.raycastvehicle
options // cannon options
) {
if (this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
vehicle.vehicleObject.addWheel(options);
} else {
console.log("function for engine not implemented");
}
};
GameLib.D3.Physics.World.prototype.RigidVehicle.prototype.GetWheelInfo = function(
) {
// note: need a way to determine which engine we are currently using
return this.vehicleObject.wheelBodies;
};
GameLib.D3.Physics.World.prototype.RaycastVehicle.prototype.GetWheelInfo = function(
) {
// note: need a way to determine which engine we are currently using
return this.vehicleObject.wheelInfos;
};
GameLib.D3.Physics.World.prototype.CreateTriMeshShape = function(
vertices, // flat list of floats
indices // flat list of floats
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
return new GameLib.D3.Physics.Shape(new this.physics.CANNON.Trimesh(vertices, indices), GameLib.D3.Physics.SHAPE_TYPE_TRIMESH);
}
};
GameLib.D3.Physics.World.prototype.CreateSphereShape = function (
radius
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
return new GameLib.D3.Physics.Shape(new this.physics.CANNON.Sphere(radius), GameLib.D3.Physics.SHAPE_TYPE_SPHERE);
}
};
GameLib.D3.Physics.World.prototype.CreateBoxShape = function(
halfExtensions // vec3
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
return new GameLib.D3.Physics.Shape(new this.physics.CANNON.Box(new this.physics.CANNON.Vec3(halfExtensions.x, halfExtensions.y, halfExtensions.z)), GameLib.D3.Physics.SHAPE_TYPE_BOX);
}
};
GameLib.D3.Physics.World.prototype.CreateCylinderShape = function(
radiusTop,
radiusBottom,
height,
numSegments
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
return new GameLib.D3.Physics.Shape(new this.physics.CANNON.Cylinder(radiusTop, radiusBottom, height, numSegments), GameLib.D3.Physics.SHAPE_TYPE_CYLINDER);
}
};
GameLib.D3.Physics.World.prototype.AddRigidBody = function(
rigidBody // Physics.RigidBody
) {
if(this.physics.engineType === GameLib.D3.Physics.TYPE_CANNON) {
this.worldObject.addBody(rigidBody.bodyObject);
}
};
GameLib.D3.Physics.World.prototype.AddVehicle = function(
vehicle // note: physics.vehicle
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
vehicle.vehicleObject.addToWorld(this.worldObject);
}
};
GameLib.D3.Physics.World.prototype.Step = function(
timeStep
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
// todo: figure out, why this call to internal step is more stable for trimesh collisions.....
//this.worldObject.internalStep(timeStep);
//return;
var now = performance.now() / 1000;
if(!this.lastCallTime){
// last call time not saved, cant guess elapsed time. Take a simple step.
this.worldObject.step(timeStep);
this.lastCallTime = now;
return;
}
var timeSinceLastCall = now - this.lastCallTime;
this.worldObject.step(timeStep, timeSinceLastCall);
this.lastCallTime = now;
}
};
GameLib.D3.Physics.World.prototype.GetIndexedVertices = function(
triangleMeshShape
) {
if(this.engine.engineType == GameLib.D3.Physics.TYPE_CANNON) {
return {
vertices : triangleMeshShape.vertices,
indices : triangleMeshShape.indices
};
} else {
// todo: implement this for other physics engines.
return null;
}
};
GameLib.D3.Physics.World.prototype.GenerateWireframeViewMesh = function(
triangleMeshShape,
normalLength,
scale,
opacity,
wireframeColor
) {
var geometryTHREE = new THREE.Geometry();
var wireframeTHREEMesh = new THREE.Mesh
(
geometryTHREE,
new THREE.MeshBasicMaterial({
color: wireframeColor ? wireframeColor : 0xfefefe,
wireframe: true,
opacity: opacity ? opacity : 0.5
})
);
var data = this.GetIndexedVertices(triangleMeshShape);
for(var i = 0, l = data.vertices.length / 3; i < l; i++) {
geometryTHREE.vertices.push(new THREE.Vector3(data.vertices[i * 3], data.vertices[i * 3 + 1], data.vertices[i * 3 + 2]));
}
for(var i = 0, l = data.indices.length / 3; i < l; i++) {
var i0 = data.indices[i * 3];
var i1 = data.indices[i * 3 + 1];
var i2 = data.indices[i * 3 + 2];
geometryTHREE.faces.push(new THREE.Face3(i0, i1, i2));
// Create debug view for normals
// Center point on the mesh itself
var centroid = new THREE.Vector3()
.add(geometryTHREE.vertices[i0])
.add(geometryTHREE.vertices[i1])
.add(geometryTHREE.vertices[i2])
.divideScalar(3);
var normal = null;
if(this.engine.engineType == GameLib.D3.Physics.TYPE_CANNON) {
var normal = new this.physics.CANNON.Vec3();
triangleMeshShape.getNormal(i, normal);
} else {
// todo: calculate the normal for v0, v1 & v2 here.
}
var arrow = new THREE.ArrowHelper(new THREE.Vector3(normal.x, normal.y, normal.z), centroid, normalLength, new THREE.Color(normal.x, normal.y, normal.z));
wireframeTHREEMesh.add( arrow );
}
wireframeTHREEMesh.scale.x = scale.x;
wireframeTHREEMesh.scale.y = scale.y;
wireframeTHREEMesh.scale.z = scale.z;
return wireframeTHREEMesh;
};
GameLib.D3.Physics.World.prototype.GenerateTriangleCollisionMesh = function(
threeMesh,
mass, // default = 0
friction, // default = 10
createCollisionSubMeshes, // boolean. default = false
facesPerSubsection, // int. default = 0
subsectionsToMerge // int. default = 0
) {
var processedFaces = 0;
var facesPerSubSection = facesPerSubsection || 0;
var subMeshesToMerge = subsectionsToMerge || 0;
var totalAmtFaces = threeMesh.geometry.faces.length;
var facesToProcess = createCollisionSubMeshes ? (subMeshesToMerge * facesPerSubSection) : totalAmtFaces;
var pairs = []; // output
var vertices = [];
var indicies = [];
for(var i = 0; i <= totalAmtFaces; i++) {
if(processedFaces == facesToProcess || i == totalAmtFaces) {
var body = null;
if(this.engine.engineType == GameLib.D3.Physics.TYPE_CANNON) {
var meshShape = new this.physics.CANNON.Trimesh(vertices, indicies);
meshShape.setScale(new this.physics.CANNON.Vec3(threeMesh.scale.x, threeMesh.scale.y, threeMesh.scale.z));
meshShape.updateAABB();
meshShape.updateNormals();
meshShape.updateEdges();
meshShape.updateBoundingSphereRadius();
meshShape.updateTree();
body = new this.physics.CANNON.Body({ mass: mass ? mass : 0, friction: friction ? friction : 10 });
body.addShape(meshShape);
} else if (this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_AMMO) {
} else if (this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_GOBLIN) {
}
pairs.push({
threeObject : createCollisionSubMeshes ? null : threeMesh,
physicsObject : body
});
vertices = [];
indicies = [];
processedFaces = 0;
if(i == totalAmtFaces) {
return pairs;
}
}
var face = threeMesh.geometry.faces[i];
indicies.push(indicies.length);
indicies.push(indicies.length);
indicies.push(indicies.length);
var v0 = threeMesh.geometry.vertices[face.a];
var v1 = threeMesh.geometry.vertices[face.b];
var v2 = threeMesh.geometry.vertices[face.c];
vertices.push(v0.x, v0.y, v0.z);
vertices.push(v1.x, v1.y, v1.z);
vertices.push(v2.x, v2.y, v2.z);
processedFaces++;
}
};