2017-06-23 16:04:42 +02:00
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/**
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* World SuperSet - contains the custom world instance
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* @constructor
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* @param physics
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* @param apiWorld
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*/
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2017-09-05 05:22:52 +02:00
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GameLib.D3.PhysicsWorld = function(
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2017-06-23 16:04:42 +02:00
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physics,
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apiWorld
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) {
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this.physics = physics;
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this.physics.isNotCannonThrow();
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if (GameLib.Utils.UndefinedOrNull(apiWorld)) {
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apiWorld = {};
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}
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2017-09-05 05:22:52 +02:00
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if (apiWorld instanceof GameLib.D3.PhysicsWorld) {
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2017-06-23 16:04:42 +02:00
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return apiWorld;
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}
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2017-09-05 05:22:52 +02:00
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GameLib.D3.API.PhysicsWorld.call(
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2017-06-23 16:04:42 +02:00
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this,
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apiWorld.id,
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apiWorld.name,
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apiWorld.gravity,
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apiWorld.broadphase,
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apiWorld.solver,
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apiWorld.rigidBodies,
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2017-09-05 05:22:52 +02:00
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apiWorld.contactMaterials,
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2017-09-14 05:42:38 +02:00
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apiWorld.allowSleep,
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apiWorld.defaultContactMaterial,
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2017-06-23 16:04:42 +02:00
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apiWorld.parentEntity
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);
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2017-09-03 15:49:27 +02:00
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if (this.gravity instanceof GameLib.API.Vector3) {
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this.gravity = new GameLib.Vector3(
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this.physics,
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this.gravity,
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this
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);
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}
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2017-06-23 16:04:42 +02:00
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if (this.broadphase instanceof GameLib.D3.API.Broadphase) {
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2017-09-11 17:47:32 +02:00
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this.broadphase = new GameLib.D3.Broadphase(
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2017-06-23 16:04:42 +02:00
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this.physics,
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this.broadphase
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);
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}
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if (this.solver instanceof GameLib.D3.API.Solver) {
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2017-09-11 17:47:32 +02:00
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this.solver = new GameLib.D3.Solver(
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2017-06-23 16:04:42 +02:00
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this.physics,
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2017-06-24 02:42:28 +02:00
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this.solver
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2017-06-23 16:04:42 +02:00
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);
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}
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2017-09-05 05:22:52 +02:00
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this.rigidBodies = this.rigidBodies.map(
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function(rigidBody) {
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if (rigidBody instanceof GameLib.D3.API.RigidBody) {
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return new GameLib.D3.RigidBody(
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this.physics,
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rigidBody
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);
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}
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return rigidBody;
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}.bind(this)
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);
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this.contactMaterials = this.contactMaterials.map(
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function(contactMaterial) {
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if (contactMaterial instanceof GameLib.D3.API.FrictionContactMaterial) {
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return new GameLib.D3.FrictionContactMaterial(
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this.physics,
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contactMaterial
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);
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}
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return contactMaterial;
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}.bind(this)
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);
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2017-09-14 05:42:38 +02:00
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if (this.defaultContactMaterial instanceof GameLib.D3.API.FrictionContactMaterial) {
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this.defaultContactMaterial = new GameLib.D3.FrictionContactMaterial(
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this.physics,
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this.defaultContactMaterial
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)
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}
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2017-06-23 16:04:42 +02:00
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GameLib.Component.call(
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this,
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2017-09-05 05:22:52 +02:00
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GameLib.Component.COMPONENT_PHYSICS_WORLD,
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2017-06-23 16:04:42 +02:00
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{
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2017-09-03 15:49:27 +02:00
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'broadphase' : GameLib.D3.Broadphase,
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'solver' : GameLib.D3.Solver,
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2017-09-05 05:22:52 +02:00
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'rigidBodies' : [GameLib.D3.RigidBody],
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2017-09-14 05:42:38 +02:00
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'contactMaterials' : [GameLib.D3.FrictionContactMaterial],
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'defaultContactMaterial' : GameLib.D3.FrictionContactMaterial
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2017-06-23 16:04:42 +02:00
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}
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);
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};
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2017-09-05 05:22:52 +02:00
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GameLib.D3.PhysicsWorld.prototype = Object.create(GameLib.D3.API.PhysicsWorld.prototype);
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GameLib.D3.PhysicsWorld.prototype.constructor = GameLib.D3.PhysicsWorld;
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2017-06-23 16:04:42 +02:00
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/**
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* private
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2017-09-05 05:22:52 +02:00
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* @returns {GameLib.D3.PhysicsWorld|GameLib.D3.Physics.World|*}
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2017-06-23 16:04:42 +02:00
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*/
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2017-09-05 05:22:52 +02:00
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GameLib.D3.PhysicsWorld.prototype.createInstance = function() {
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2017-09-03 15:49:27 +02:00
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2017-10-23 14:52:35 +02:00
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if (GameLib.Utils.UndefinedOrNull(this.broadphase)) {
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throw new Error('no broadphase');
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}
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if (GameLib.Utils.UndefinedOrNull(this.broadphase.instance)) {
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throw new Error('no broadphase instance');
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}
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if (GameLib.Utils.UndefinedOrNull(this.solver)) {
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throw new Error('no solver');
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}
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if (GameLib.Utils.UndefinedOrNull(this.solver.instance)) {
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throw new Error('no solver instance');
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}
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this.instance = new CANNON.World();
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this.instance.broadphase = this.broadphase.instance;
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this.instance.solver = this.solver.instance;
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this.instance.gravity = this.gravity.instance;
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this.instance.allowSleep = this.allowSleep;
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this.contactMaterials.map(
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function (contactMaterial) {
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if (GameLib.Utils.UndefinedOrNull(contactMaterial)) {
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throw new Error('no contact material');
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2017-09-12 21:09:15 +02:00
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}
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2017-10-23 14:52:35 +02:00
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if (GameLib.Utils.UndefinedOrNull(contactMaterial.instance)) {
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throw new Error('no contact material instance');
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2017-09-05 05:22:52 +02:00
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}
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2017-10-23 14:52:35 +02:00
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this.instance.addContactMaterial(contactMaterial.instance);
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2017-09-14 05:42:38 +02:00
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2017-10-23 14:52:35 +02:00
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}.bind(this)
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);
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2017-09-05 05:22:52 +02:00
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2017-10-23 14:52:35 +02:00
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this.rigidBodies.map(
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function (rigidBody) {
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if (GameLib.Utils.UndefinedOrNull(rigidBody)) {
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throw new Error('no rigidbody');
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}
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if (GameLib.Utils.UndefinedOrNull(rigidBody.instance)) {
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throw new Error('no rigidbody instance');
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}
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rigidBody.parentWorld = this;
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this.instance.add(rigidBody.instance);
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}.bind(this)
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);
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2017-09-03 15:49:27 +02:00
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2017-10-23 14:52:35 +02:00
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this.instance.defaultContactMaterial.friction = this.defaultContactMaterial.friction;
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this.instance.defaultContactMaterial.restitution = this.defaultContactMaterial.restitution;
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this.instance.defaultContactMaterial.contactEquationStiffness = this.defaultContactMaterial.contactEquationStiffness;
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this.instance.defaultContactMaterial.contactEquationRelaxation = this.defaultContactMaterial.contactEquationRelaxation;
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this.instance.defaultContactMaterial.frictionEquationStiffness = this.defaultContactMaterial.frictionEquationStiffness;
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this.instance.defaultContactMaterial.frictionEquationRelaxation = this.defaultContactMaterial.frictionEquationRelaxation;
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2017-09-05 05:22:52 +02:00
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2017-10-23 14:52:35 +02:00
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GameLib.Component.prototype.createInstance.call(this);
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2017-06-23 16:04:42 +02:00
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};
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2017-09-12 21:09:15 +02:00
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GameLib.D3.PhysicsWorld.prototype.addRigidBody = function(rigidBody) {
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if (rigidBody && rigidBody.instance) {
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/**
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* Add the rigid body to the instance world
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*/
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this.instance.add(rigidBody.instance);
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/**
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* Remember to set the parentWorld for this rigidBody
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* @type {GameLib.D3.PhysicsWorld}
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*/
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rigidBody.parentWorld = this;
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/**
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* Ensure this rigidBody is in our rigidBodies array, just not too many times..
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*/
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GameLib.Utils.PushUnique(this.rigidBodies, rigidBody);
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} else {
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console.warn('Attempt to add rigidBody ' + rigidBody.name + ' without an instance');
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}
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};
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/**
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*
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* @param rigidBody
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*/
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GameLib.D3.PhysicsWorld.prototype.removeRigidBody = function(rigidBody) {
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if (!rigidBody instanceof GameLib.D3.RigidBody) {
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console.warn('not a rigid body');
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return;
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}
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/**
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* Remove the instance
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*/
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if (rigidBody.instance) {
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this.instance.remove(rigidBody.instance);
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} else {
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console.warn('Attempt to remove rigidBody ' + rigidBody.name + ' without an instance');
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}
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/**
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* Remember to set the parentWorld for this rigidBody
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* @type {GameLib.D3.PhysicsWorld}
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*/
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rigidBody.parentWorld = null;
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/**
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* Remove from this rigidBodies array
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*/
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var index = this.rigidBodies.indexOf(rigidBody);
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if (index !== -1) {
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this.rigidBodies.splice(index, 1);
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} else {
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console.warn('could not remove a rigidbody from an array where it should have existed');
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}
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};
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2017-06-23 16:04:42 +02:00
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/**
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*
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*/
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2017-09-05 05:22:52 +02:00
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GameLib.D3.PhysicsWorld.prototype.updateInstance = function() {
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2017-09-03 15:49:27 +02:00
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if (!this.instance) {
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console.log('no world instance');
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return;
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}
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2017-06-23 16:04:42 +02:00
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this.instance.broadphase = this.broadphase.instance;
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this.instance.solver = this.solver.instance;
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2017-09-03 15:49:27 +02:00
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this.instance.gravity = this.gravity.instance;
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2017-09-14 05:42:38 +02:00
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this.instance.allowSleep = this.allowSleep;
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this.instance.defaultContactMaterial.friction = this.defaultContactMaterial.friction;
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this.instance.defaultContactMaterial.restitution = this.defaultContactMaterial.restitution;
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this.instance.defaultContactMaterial.contactEquationStiffness = this.defaultContactMaterial.contactEquationStiffness;
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this.instance.defaultContactMaterial.contactEquationRelaxation = this.defaultContactMaterial.contactEquationRelaxation;
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this.instance.defaultContactMaterial.frictionEquationStiffness = this.defaultContactMaterial.frictionEquationStiffness;
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this.instance.defaultContactMaterial.frictionEquationRelaxation = this.defaultContactMaterial.frictionEquationRelaxation;
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2017-09-05 05:22:52 +02:00
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2017-06-23 16:04:42 +02:00
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};
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/**
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2017-09-05 05:22:52 +02:00
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* GameLib.D3.PhysicsWorld to GameLib.D3.API.PhysicsWorld
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* @returns {GameLib.D3.API.PhysicsWorld}
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2017-06-23 16:04:42 +02:00
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*/
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2017-09-05 05:22:52 +02:00
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GameLib.D3.PhysicsWorld.prototype.toApiObject = function() {
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2017-06-23 16:04:42 +02:00
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2017-09-05 05:22:52 +02:00
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var apiWorld = new GameLib.D3.API.PhysicsWorld(
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2017-06-23 16:04:42 +02:00
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this.id,
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this.name,
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this.gravity.toApiObject(),
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2017-09-03 15:49:27 +02:00
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GameLib.Utils.IdOrNull(this.broadphase),
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GameLib.Utils.IdOrNull(this.solver),
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2017-06-23 16:04:42 +02:00
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this.rigidBodies.map(function(body){
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return GameLib.Utils.IdOrNull(body);
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}),
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2017-09-05 05:22:52 +02:00
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this.contactMaterials.map(function(contactMaterial){
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return GameLib.Utils.IdOrNull(contactMaterial);
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}),
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2017-09-14 05:42:38 +02:00
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this.allowSleep,
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GameLib.Utils.IdOrNull(this.defaultContactMaterial),
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2017-06-23 16:04:42 +02:00
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GameLib.Utils.IdOrNull(this.parentEntity)
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);
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return apiWorld;
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};
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/**
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2017-09-05 05:22:52 +02:00
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* GameLib.D3.PhysicsWorld from Object World
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2017-06-23 16:04:42 +02:00
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* @param graphics
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* @param objectComponent
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2017-09-05 05:22:52 +02:00
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* @returns {GameLib.D3.PhysicsWorld}
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2017-06-23 16:04:42 +02:00
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* @constructor
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*/
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2017-09-05 05:22:52 +02:00
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GameLib.D3.PhysicsWorld.FromObject = function(graphics, objectComponent) {
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var apiWorld = GameLib.D3.API.PhysicsWorld.FromObject(objectComponent);
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return new GameLib.D3.PhysicsWorld(
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2017-06-23 16:04:42 +02:00
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graphics,
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apiWorld
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);
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};
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//
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2017-09-05 05:22:52 +02:00
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// GameLib.D3.PhysicsWorld.prototype.step = function(
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2017-06-23 16:04:42 +02:00
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// fixedStep,
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// dtStep
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// ) {
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//
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// };
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//
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2017-09-05 05:22:52 +02:00
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// GameLib.D3.PhysicsWorld.prototype.generateWireframeViewTriangleMesh = function(
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2017-06-23 16:04:42 +02:00
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// graphics,
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// triangleMeshShape,
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// normalLength,
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// scale,
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// opacity,
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// wireframeColor
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// ) {
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// graphics.isNotThreeThrow();
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// this.engine.isNotCannonThrow();
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//
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// if(typeof normalLength == 'undefined') {
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// normalLength = 10;
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// }
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//
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// if(typeof scale == 'undefined') {
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// scale = new graphics.instance.Vector3(1, 1, 1);
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// }
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//
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// if(typeof opacity == 'undefined') {
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|
// opacity = 0.5;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(typeof wireframeColor == 'undefined') {
|
|
|
|
// wireframeColor = 0xfefefe;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// var graphicsGeometry = new graphics.instance.Geometry();
|
|
|
|
//
|
|
|
|
// var wireframeMesh = new graphics.instance.Mesh(
|
|
|
|
// graphicsGeometry,
|
|
|
|
// new graphics.instance.MeshBasicMaterial({
|
|
|
|
// color: wireframeColor,
|
|
|
|
// wireframe: true,
|
|
|
|
// opacity: opacity
|
|
|
|
// })
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// for(var v = 0, l = triangleMeshShape.instance.vertices.length / 3; v < l; ++v) {
|
|
|
|
// graphicsGeometry.vertices.push(
|
|
|
|
// new graphics.instance.Vector3(
|
|
|
|
// triangleMeshShape.instance.vertices[v * 3],
|
|
|
|
// triangleMeshShape.instance.vertices[v * 3 + 1],
|
|
|
|
// triangleMeshShape.instance.vertices[v * 3 + 2]
|
|
|
|
// )
|
|
|
|
// );
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// for(var i = 0, l = triangleMeshShape.instance.indices.length / 3; i < l; ++i) {
|
|
|
|
// var i0 = triangleMeshShape.instance.indices[i * 3];
|
|
|
|
// var i1 = triangleMeshShape.instance.indices[i * 3 + 1];
|
|
|
|
// var i2 = triangleMeshShape.instance.indices[i * 3 + 2];
|
|
|
|
//
|
|
|
|
// graphicsGeometry.faces.push(
|
|
|
|
// new graphics.instance.Face3(
|
|
|
|
// i0,
|
|
|
|
// i1,
|
|
|
|
// i2
|
|
|
|
// )
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// // Center point on the current triangle
|
|
|
|
//
|
|
|
|
// var centroid = new graphics.instance.Vector3()
|
|
|
|
// .add(graphicsGeometry.vertices[i0])
|
|
|
|
// .add(graphicsGeometry.vertices[i1])
|
|
|
|
// .add(graphicsGeometry.vertices[i2])
|
|
|
|
// .divideScalar(3);
|
|
|
|
//
|
|
|
|
// // Get the normal from the mesh shape itself
|
|
|
|
// var normal = new this.engine.instance.Vec3();
|
|
|
|
// triangleMeshShape.instance.getNormal(i , normal);
|
|
|
|
//
|
|
|
|
// var arrow = new graphics.instance.ArrowHelper(
|
|
|
|
// new graphics.instance.Vector3(
|
|
|
|
// normal.x,
|
|
|
|
// normal.y,
|
|
|
|
// normal.z
|
|
|
|
// ),
|
|
|
|
// centroid,
|
|
|
|
// normalLength,
|
|
|
|
// new graphics.instance.Color(
|
|
|
|
// normal.x,
|
|
|
|
// normal.y,
|
|
|
|
// normal.z
|
|
|
|
// )
|
|
|
|
// );
|
|
|
|
// wireframeMesh.add( arrow );
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// wireframeMesh.scale.x = scale.x;
|
|
|
|
// wireframeMesh.scale.y = scale.y;
|
|
|
|
// wireframeMesh.scale.z = scale.z;
|
|
|
|
//
|
|
|
|
// return wireframeMesh;
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * @param convexPolyMeshShape GameLib.D3.Shape
|
|
|
|
// * @param normalLength Number
|
|
|
|
// * @param scale GameLib.API.Vector3
|
|
|
|
// * @param opacity Number
|
|
|
|
// * @param wireframeColor HexCode
|
|
|
|
// * @param graphics THREE
|
|
|
|
// * @returns {THREE.Mesh|this.meshes}
|
|
|
|
// * @constructor
|
|
|
|
// */
|
2017-09-05 05:22:52 +02:00
|
|
|
// GameLib.D3.PhysicsWorld.prototype.generateWireframeViewConvexPolyMesh = function(
|
2017-06-23 16:04:42 +02:00
|
|
|
// graphics,
|
|
|
|
// convexPolyMeshShape,
|
|
|
|
// normalLength,
|
|
|
|
// scale,
|
|
|
|
// opacity,
|
|
|
|
// wireframeColor
|
|
|
|
// ) {
|
|
|
|
// graphics.isNotThreeThrow();
|
|
|
|
// this.engine.isNotCannonThrow();
|
|
|
|
//
|
|
|
|
// if(typeof normalLength == 'undefined') {
|
|
|
|
// normalLength = 10;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(typeof scale == 'undefined') {
|
|
|
|
// scale = new graphics.instance.Vector3(1, 1, 1);
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(typeof opacity == 'undefined') {
|
|
|
|
// opacity = 0.5;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(typeof wireframeColor == 'undefined') {
|
|
|
|
// wireframeColor = 0xfefefe;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
//
|
|
|
|
// var graphicsGeometry = new graphics.instance.Geometry();
|
|
|
|
// var wireframeMesh = new graphics.instance.Mesh(
|
|
|
|
// graphicsGeometry,
|
|
|
|
// new graphics.instance.MeshBasicMaterial({
|
|
|
|
// color: wireframeColor,
|
|
|
|
// wireframe: true,
|
|
|
|
// opacity: opacity
|
|
|
|
// })
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// for(var i = 0, l = convexPolyMeshShape.instance.vertices.length; i < l; i++) {
|
|
|
|
// var vertex = convexPolyMeshShape.instance.vertices[i];
|
|
|
|
// graphicsGeometry.vertices.push(new graphics.instance.Vector3(vertex.x, vertex.y, vertex.z));
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// for(var i = 0, l = convexPolyMeshShape.instance.faces.length; i < l; i++) {
|
|
|
|
// var face = convexPolyMeshShape.instance.faces[i];
|
|
|
|
//
|
|
|
|
// var i0 = face[0];
|
|
|
|
// var i1 = face[1];
|
|
|
|
// var i2 = face[2];
|
|
|
|
//
|
|
|
|
// graphicsGeometry.faces.push(new graphics.instance.Face3(i0, i1, i2));
|
|
|
|
//
|
|
|
|
// // Center point on the current triangle
|
|
|
|
// var centroid = new graphics.instance.Vector3()
|
|
|
|
// .add(graphicsGeometry.vertices[i0])
|
|
|
|
// .add(graphicsGeometry.vertices[i1])
|
|
|
|
// .add(graphicsGeometry.vertices[i2])
|
|
|
|
// .divideScalar(3);
|
|
|
|
//
|
|
|
|
// var normalVec3 = convexPolyMeshShape.instance.faceNormals[i];
|
|
|
|
// var normal = new graphics.instance.Vector3(
|
|
|
|
// normalVec3.x,
|
|
|
|
// normalVec3.y,
|
|
|
|
// normalVec3.z
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// var arrow = new graphics.instance.ArrowHelper(
|
|
|
|
// normal,
|
|
|
|
// centroid,
|
|
|
|
// normalLength,
|
|
|
|
// new graphics.instance.Color(
|
|
|
|
// normal.x,
|
|
|
|
// normal.y,
|
|
|
|
// normal.z
|
|
|
|
// )
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// wireframeMesh.add( arrow );
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// wireframeMesh.scale.x = scale.x;
|
|
|
|
// wireframeMesh.scale.y = scale.y;
|
|
|
|
// wireframeMesh.scale.z = scale.z;
|
|
|
|
//
|
|
|
|
// return wireframeMesh;
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * @param graphics GameLib.D3.Graphics
|
|
|
|
// * @param graphicsMesh THREE.Mesh
|
|
|
|
// * @param mass Number
|
|
|
|
// * @param friction Number
|
|
|
|
// * @param createCollisionSubMeshes Boolean
|
|
|
|
// * @param facesPerSubsection Number
|
|
|
|
// * @param subsectionsToMerge Number
|
|
|
|
// * @returns {Object}
|
|
|
|
// * @constructor
|
|
|
|
// */
|
2017-09-05 05:22:52 +02:00
|
|
|
// GameLib.D3.PhysicsWorld.prototype.generateTriangleMeshShapeDivided = function(
|
2017-06-23 16:04:42 +02:00
|
|
|
// graphics,
|
|
|
|
// graphicsMesh,
|
|
|
|
// mass,
|
|
|
|
// friction,
|
|
|
|
// createCollisionSubMeshes,
|
|
|
|
// facesPerSubsection,
|
|
|
|
// subsectionsToMerge
|
|
|
|
// ) {
|
|
|
|
// graphics.isNotThreeThrow();
|
|
|
|
// this.engine.isNotCannonThrow();
|
|
|
|
//
|
|
|
|
// if(mass == null || typeof mass == 'undefined') {
|
|
|
|
// mass = 0;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(friction == null || typeof friction == 'undefined') {
|
|
|
|
// friction = 10;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(createCollisionSubMeshes == null || typeof createCollisionSubMeshes == 'undefined') {
|
|
|
|
// createCollisionSubMeshes = false;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// var processedFaces = 0;
|
|
|
|
// var facesPerSubSection = facesPerSubsection || 0;
|
|
|
|
// var subMeshesToMerge = subsectionsToMerge || 0;
|
|
|
|
// var totalAmtFaces = graphicsMesh.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;
|
|
|
|
//
|
|
|
|
// var meshShape = new this.engine.instance.Trimesh(vertices, indicies);
|
|
|
|
//
|
|
|
|
// meshShape.setScale(new this.engine.instance.Vec3(
|
|
|
|
// graphicsMesh.scale.x,
|
|
|
|
// graphicsMesh.scale.y,
|
|
|
|
// graphicsMesh.scale.z
|
|
|
|
// ));
|
|
|
|
//
|
|
|
|
// meshShape.updateAABB();
|
|
|
|
// meshShape.updateNormals();
|
|
|
|
// meshShape.updateEdges();
|
|
|
|
// meshShape.updateBoundingSphereRadius();
|
|
|
|
// meshShape.updateTree();
|
|
|
|
//
|
|
|
|
// body = new this.engine.instance.Body({
|
|
|
|
// mass: mass,
|
|
|
|
// friction: friction
|
|
|
|
// });
|
|
|
|
// body.addShape(meshShape);
|
|
|
|
//
|
|
|
|
// pairs.push({
|
|
|
|
// threeObject : createCollisionSubMeshes ? null : graphicsMesh,
|
|
|
|
// physicsObject : body
|
|
|
|
// });
|
|
|
|
//
|
|
|
|
// vertices = [];
|
|
|
|
// indicies = [];
|
|
|
|
// processedFaces = 0;
|
|
|
|
//
|
|
|
|
// if(i == totalAmtFaces) {
|
|
|
|
// return pairs;
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// var face = graphicsMesh.geometry.faces[i];
|
|
|
|
// indicies.push(indicies.length);
|
|
|
|
// indicies.push(indicies.length);
|
|
|
|
// indicies.push(indicies.length);
|
|
|
|
//
|
|
|
|
// var v0 = graphicsMesh.geometry.vertices[face.a];
|
|
|
|
// var v1 = graphicsMesh.geometry.vertices[face.b];
|
|
|
|
// var v2 = graphicsMesh.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++;
|
|
|
|
// }
|
|
|
|
// };
|
|
|
|
//
|
2017-09-05 05:22:52 +02:00
|
|
|
// GameLib.D3.PhysicsWorld.prototype.generateConvexPolyShape = function(
|
2017-06-23 16:04:42 +02:00
|
|
|
// graphics,
|
|
|
|
// mesh
|
|
|
|
// ) {
|
|
|
|
// var processedFaces = 0;
|
|
|
|
// var facesPerSubSection = 2; // *2 -> SUBDIVISION MESH
|
|
|
|
// var subMeshesToMerge = 4; // *2 -> SUBDIVISION MESH
|
|
|
|
// var facesToProcess = subMeshesToMerge * facesPerSubSection;
|
|
|
|
//
|
|
|
|
// var vertices = [];
|
|
|
|
// var indicies = [];
|
|
|
|
//
|
|
|
|
// for(var i = 0; i <= mesh.geometry.faces.length; i++) {
|
|
|
|
// if(processedFaces == facesToProcess || i == mesh.geometry.faces.length) {
|
|
|
|
//
|
|
|
|
// // try and create convex poly...........
|
|
|
|
// var convexIndices = [];
|
|
|
|
// for(var index = 0; index < indicies.length / 3; index++) {
|
|
|
|
// convexIndices.push([ indicies[index * 3], indicies[index * 3 + 1], indicies[index * 3 + 2] ]);
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// var convexVertices = [];
|
|
|
|
// for(var vert = 0; vert < vertices.length / 3; vert++) {
|
|
|
|
// convexVertices[vert] = new CANNON.Vec3(vertices[vert * 3] * mesh.scale.x, vertices[vert * 3 + 1] * mesh.scale.y, vertices[vert * 3 + 2] * mesh.scale.z);
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// var meshShape = new GameLib.D3.Shape(this.engine, GameLib.D3.Shape.SHAPE_TYPE_CONVEX_HULL, {x:1,y:1,z:1},convexVertices, convexIndices);
|
|
|
|
//
|
|
|
|
// var body = new GameLib.D3.RigidBody(this.engine, 0, 1);
|
|
|
|
// body.addShape(meshShape);
|
|
|
|
//
|
|
|
|
// this.addRigidBody(body);
|
|
|
|
//
|
|
|
|
// vertices = [];
|
|
|
|
// indicies = [];
|
|
|
|
// processedFaces = 0;
|
|
|
|
//
|
|
|
|
// console.log("SPLIT MESH TO CONVEX POLY");
|
|
|
|
//
|
|
|
|
// if(i == mesh.geometry.faces.length) {
|
|
|
|
// break;
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// var face = mesh.geometry.faces[i];
|
|
|
|
// indicies.push(indicies.length);
|
|
|
|
// indicies.push(indicies.length);
|
|
|
|
// indicies.push(indicies.length);
|
|
|
|
//
|
|
|
|
// var v0 = mesh.geometry.vertices[face.a];
|
|
|
|
// var v1 = mesh.geometry.vertices[face.b];
|
|
|
|
// var v2 = mesh.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++;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * @param graphics GameLib.D3.Graphics
|
|
|
|
// * @param graphicsMesh THREE.Mesh
|
|
|
|
// * @returns {GameLib.D3.Shape}
|
|
|
|
// * @constructor
|
|
|
|
// */
|
2017-09-05 05:22:52 +02:00
|
|
|
// GameLib.D3.PhysicsWorld.prototype.generateTriangleMeshShape = function(
|
2017-06-23 16:04:42 +02:00
|
|
|
// graphics,
|
|
|
|
// graphicsMesh
|
|
|
|
// ) {
|
|
|
|
//
|
|
|
|
// // - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
// // Note: I did not test this yet with the API data.
|
|
|
|
// // - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
//
|
|
|
|
// var scaledVertices = [];
|
|
|
|
// for(var i = 0, l = graphicsMesh.geometry.vertices.length; i < l; i++) {
|
|
|
|
//
|
|
|
|
// var vertex = graphicsMesh.geometry.vertices[i];
|
|
|
|
//
|
|
|
|
// scaledVertices.push(new this.engine.instance.Vec3(
|
|
|
|
// vertex.x * graphicsMesh.scale.x,
|
|
|
|
// vertex.y * graphicsMesh.scale.y,
|
|
|
|
// vertex.z * graphicsMesh.scale.z
|
|
|
|
// ));
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// var triangleFaces = [];
|
|
|
|
// for(var f = 0, fl = graphicsMesh.geometry.faces.length; f < fl; f++) {
|
|
|
|
// var i0 = graphicsMesh.geometry.faces[f].a;
|
|
|
|
// var i1 = graphicsMesh.geometry.faces[f].b;
|
|
|
|
// var i2 = graphicsMesh.geometry.faces[f].c;
|
|
|
|
//
|
|
|
|
// triangleFaces.push([
|
|
|
|
// i0, i1, i2
|
|
|
|
// ]);
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// // - - - - - - - - - - - - - - - - - - -
|
|
|
|
// // Create collision mesh
|
|
|
|
// // - - - - - - - - - - - - - - - - - - -
|
|
|
|
//
|
|
|
|
// var reindexedFaces = {};
|
|
|
|
// var vertices = [];
|
|
|
|
// var faces = [];
|
|
|
|
//
|
|
|
|
// var processedFaces = 0;
|
|
|
|
// var totalFacesToProcess = triangleFaces.length;
|
|
|
|
// var flLastIndex = 0;
|
|
|
|
//
|
|
|
|
// for(var f = 0; f < totalFacesToProcess; f++) {
|
|
|
|
//
|
|
|
|
// var i0 = triangleFaces[f][0];
|
|
|
|
// var i1 = triangleFaces[f][1];
|
|
|
|
// var i2 = triangleFaces[f][2];
|
|
|
|
//
|
|
|
|
// if(typeof reindexedFaces[i0] === 'undefined') {
|
|
|
|
// vertices.push(scaledVertices[i0].x, scaledVertices[i0].y, scaledVertices[i0].z);
|
|
|
|
// reindexedFaces[i0] = flLastIndex;
|
|
|
|
// flLastIndex++;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(typeof reindexedFaces[i1] === 'undefined') {
|
|
|
|
// vertices.push(scaledVertices[i1].x, scaledVertices[i1].y, scaledVertices[i1].z);
|
|
|
|
// reindexedFaces[i1] = flLastIndex;
|
|
|
|
// flLastIndex++;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(typeof reindexedFaces[i2] === 'undefined') {
|
|
|
|
// vertices.push(scaledVertices[i2].x, scaledVertices[i2].y, scaledVertices[i2].z);
|
|
|
|
// reindexedFaces[i2] = flLastIndex;
|
|
|
|
// flLastIndex++;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// faces.push(reindexedFaces[i0], reindexedFaces[i1], reindexedFaces[i2]);
|
|
|
|
//
|
|
|
|
// processedFaces++;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// return new GameLib.D3.Shape(this.engine, GameLib.D3.Shape.SHAPE_TYPE_TRIMESH, {x : 1, y : 1, z : 1}, vertices, faces);
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// /**
|
|
|
|
// * @param triangleMeshBody GameLib.D3.RigidBody
|
|
|
|
// * @param rayscale Number
|
|
|
|
// * @param maxTriangleDistance Number
|
|
|
|
// * @param createCompoundShape Boolean
|
|
|
|
// * @param graphics GameLib.D3.Graphics
|
|
|
|
// * @param triangleMeshShapes GameLib.D3.Shape[]
|
|
|
|
// * @param createDebugView Boolean
|
|
|
|
// * @returns {GameLib.D3.RigidBody}
|
|
|
|
// * @constructor
|
|
|
|
// */
|
2017-09-05 05:22:52 +02:00
|
|
|
// GameLib.D3.PhysicsWorld.prototype.fixupTriangleMeshShape = function(
|
2017-06-23 16:04:42 +02:00
|
|
|
// triangleMeshBody,
|
|
|
|
// triangleMeshShapes,
|
|
|
|
// rayscale,
|
|
|
|
// maxTriangleDistance,
|
|
|
|
// createCompoundShape,
|
|
|
|
// graphics,
|
|
|
|
// createDebugView
|
|
|
|
// ) {
|
|
|
|
// this.engine.isNotCannonThrow();
|
|
|
|
//
|
|
|
|
// graphics.isNotThreeThrow();
|
|
|
|
//
|
|
|
|
// if(rayscale == null || typeof rayscale == 'undefined' || rayscale == 0) {
|
|
|
|
// rayscale = 10;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(maxTriangleDistance == null || typeof maxTriangleDistance == 'undefined') {
|
|
|
|
// maxTriangleDistance = 13;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// var world = this.instance;
|
|
|
|
//
|
|
|
|
// var raycastResult = new this.engine.instance.RaycastResult();
|
|
|
|
//
|
|
|
|
// var brokenFaceIndicators = [];
|
|
|
|
//
|
|
|
|
// var totalFaces = 0;
|
|
|
|
// var totalBrokenFaces = 0;
|
|
|
|
// var totalFixedFaces = 0;
|
|
|
|
// var fixedTriangleMeshObjects = [];
|
|
|
|
//
|
|
|
|
// for(var i in triangleMeshShapes) {
|
|
|
|
// var trimesh = triangleMeshShapes[i].instance;
|
|
|
|
//
|
|
|
|
// var brokenFaces = [];
|
|
|
|
// totalFaces += (trimesh.indices.length / 3);
|
|
|
|
//
|
|
|
|
// for(var face = 0; face < trimesh.indices.length / 3; face++) {
|
|
|
|
//
|
|
|
|
// var i0 = trimesh.indices[face * 3];
|
|
|
|
// var i1 = trimesh.indices[face * 3 + 1];
|
|
|
|
// var i2 = trimesh.indices[face * 3 + 2];
|
|
|
|
//
|
|
|
|
// var triangleCenterPoint = new graphics.instance.Vector3()
|
|
|
|
// .add(new graphics.instance.Vector3(
|
|
|
|
// trimesh.vertices[i0 * 3],
|
|
|
|
// trimesh.vertices[i0 * 3 + 1],
|
|
|
|
// trimesh.vertices[i0 * 3 + 2])
|
|
|
|
// )
|
|
|
|
// .add(new graphics.instance.Vector3(
|
|
|
|
// trimesh.vertices[i1 * 3],
|
|
|
|
// trimesh.vertices[i1 * 3 + 1],
|
|
|
|
// trimesh.vertices[i1 * 3 + 2])
|
|
|
|
// )
|
|
|
|
// .add(new graphics.instance.Vector3(
|
|
|
|
// trimesh.vertices[i2 * 3],
|
|
|
|
// trimesh.vertices[i2 * 3 + 1],
|
|
|
|
// trimesh.vertices[i2 * 3 + 2])
|
|
|
|
// )
|
|
|
|
// .divideScalar(3);
|
|
|
|
//
|
|
|
|
// var triangleNormal = new this.engine.instance.Vec3();
|
|
|
|
// trimesh.getNormal(face , triangleNormal);
|
|
|
|
//
|
|
|
|
// var from = new this.engine.instance.Vec3(
|
|
|
|
// triangleCenterPoint.x + triangleNormal.x,
|
|
|
|
// triangleCenterPoint.y + triangleNormal.y,
|
|
|
|
// triangleCenterPoint.z + triangleNormal.z
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// var to = new this.engine.instance.Vec3(
|
|
|
|
// from.x - triangleNormal.x * rayscale,
|
|
|
|
// from.y - triangleNormal.y * rayscale,
|
|
|
|
// from.z - triangleNormal.z * rayscale
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// world.raycastClosest(from, to, {}, raycastResult);
|
|
|
|
//
|
|
|
|
// // visualize results
|
|
|
|
// if(createDebugView){
|
|
|
|
// var graphicsGeometry = new graphics.instance.Geometry();
|
|
|
|
// var wireframeMesh = new graphics.instance.Mesh(
|
|
|
|
// graphicsGeometry,
|
|
|
|
// new graphics.instance.MeshBasicMaterial({
|
|
|
|
// color: 0xff0000,
|
|
|
|
// wireframe: true,
|
|
|
|
// opacity: 1
|
|
|
|
// })
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// var arrow = new graphics.instance.ArrowHelper(
|
|
|
|
// new graphics.instance.Vector3(
|
|
|
|
// triangleNormal.x,
|
|
|
|
// triangleNormal.y,
|
|
|
|
// triangleNormal.z
|
|
|
|
// ).normalize(),
|
|
|
|
//
|
|
|
|
// new graphics.instance.Vector3(
|
|
|
|
// from.x,
|
|
|
|
// from.y,
|
|
|
|
// from.z
|
|
|
|
// ),
|
|
|
|
//
|
|
|
|
// rayscale / 2,
|
|
|
|
// raycastResult.hasHit ? new graphics.instance.Color(0, 1, 0)
|
|
|
|
// : new graphics.instance.Color(1, 0, 0)
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// wireframeMesh.add( arrow );
|
|
|
|
// brokenFaceIndicators.push(wireframeMesh);
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(!raycastResult.hasHit) {
|
|
|
|
// brokenFaces.push({
|
|
|
|
// faceIndex : face,
|
|
|
|
//
|
|
|
|
// vertices : [
|
|
|
|
// new this.engine.instance.Vec3(
|
|
|
|
// trimesh.vertices[i0 * 3],
|
|
|
|
// trimesh.vertices[i0 * 3 + 1],
|
|
|
|
// trimesh.vertices[i0 * 3 + 2]
|
|
|
|
// ),
|
|
|
|
//
|
|
|
|
// new this.engine.instance.Vec3(
|
|
|
|
// trimesh.vertices[i1 * 3],
|
|
|
|
// trimesh.vertices[i1 * 3 + 1],
|
|
|
|
// trimesh.vertices[i1 * 3 + 2]
|
|
|
|
// ),
|
|
|
|
//
|
|
|
|
// new this.engine.instance.Vec3(
|
|
|
|
// trimesh.vertices[i2 * 3],
|
|
|
|
// trimesh.vertices[i2 * 3 + 1],
|
|
|
|
// trimesh.vertices[i2 * 3 + 2]
|
|
|
|
// )
|
|
|
|
// ],
|
|
|
|
//
|
|
|
|
// center : triangleCenterPoint,
|
|
|
|
//
|
|
|
|
// parent : trimesh
|
|
|
|
// });
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// // fix up broken faces
|
|
|
|
//
|
|
|
|
// var bFaceIndexed = {};
|
|
|
|
// for(var b = 0; b < brokenFaces.length; b++) {
|
|
|
|
// var brokenFace = brokenFaces[b];
|
|
|
|
//
|
|
|
|
// if(brokenFace.marked) {
|
|
|
|
// continue;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// bFaceIndexed[b] = {
|
|
|
|
// indices : [],
|
|
|
|
// vertices : []
|
|
|
|
// };
|
|
|
|
//
|
|
|
|
// var indicesAmount = bFaceIndexed[b].indices.length;
|
|
|
|
//
|
|
|
|
// // add the current broken face itself to the array
|
|
|
|
// bFaceIndexed[b].indices.push(
|
|
|
|
// indicesAmount,
|
|
|
|
// indicesAmount + 1,
|
|
|
|
// indicesAmount + 2
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// bFaceIndexed[b].vertices.push(
|
|
|
|
// brokenFace.vertices[0].x,
|
|
|
|
// brokenFace.vertices[0].y,
|
|
|
|
// brokenFace.vertices[0].z
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// bFaceIndexed[b].vertices.push(
|
|
|
|
// brokenFace.vertices[1].x,
|
|
|
|
// brokenFace.vertices[1].y,
|
|
|
|
// brokenFace.vertices[1].z
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// bFaceIndexed[b].vertices.push(
|
|
|
|
// brokenFace.vertices[2].x,
|
|
|
|
// brokenFace.vertices[2].y,
|
|
|
|
// brokenFace.vertices[2].z
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// for(var bb = 0; bb < brokenFaces.length; bb++) {
|
|
|
|
//
|
|
|
|
// if(bb == b) {
|
|
|
|
// continue;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// var otherBrokenFace = brokenFaces[bb];
|
|
|
|
//
|
|
|
|
// if(otherBrokenFace.marked) {
|
|
|
|
// continue;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// if(brokenFace.center.distanceTo(otherBrokenFace.center) <= maxTriangleDistance) {
|
|
|
|
// var indicesAmount = bFaceIndexed[b].indices.length;
|
|
|
|
//
|
|
|
|
// bFaceIndexed[b].indices.push(
|
|
|
|
// indicesAmount,
|
|
|
|
// indicesAmount + 1,
|
|
|
|
// indicesAmount + 2
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// bFaceIndexed[b].vertices.push(
|
|
|
|
// otherBrokenFace.vertices[0].x,
|
|
|
|
// otherBrokenFace.vertices[0].y,
|
|
|
|
// otherBrokenFace.vertices[0].z
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// bFaceIndexed[b].vertices.push(
|
|
|
|
// otherBrokenFace.vertices[1].x,
|
|
|
|
// otherBrokenFace.vertices[1].y,
|
|
|
|
// otherBrokenFace.vertices[1].z
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// bFaceIndexed[b].vertices.push(
|
|
|
|
// otherBrokenFace.vertices[2].x,
|
|
|
|
// otherBrokenFace.vertices[2].y,
|
|
|
|
// otherBrokenFace.vertices[2].z
|
|
|
|
// );
|
|
|
|
//
|
|
|
|
// otherBrokenFace.marked = true;
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
//
|
|
|
|
// // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
// // Decide if we want to create new rigiwyd bodies, or create a compound mesh
|
|
|
|
// // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
|
|
|
//
|
|
|
|
// for(var e in bFaceIndexed) {
|
|
|
|
// var element = bFaceIndexed[e];
|
|
|
|
//
|
|
|
|
// var shape = new GameLib.D3.Shape(this.engine, GameLib.D3.Shape.SHAPE_TYPE_TRIMESH, { x : 1, y : 1, z : 1 }, element.vertices, element.indices);
|
|
|
|
//
|
|
|
|
// if(createCompoundShape) {
|
|
|
|
// triangleMeshBody.addShape(shape);
|
|
|
|
// } else {
|
|
|
|
//
|
|
|
|
// var body = new GameLib.D3.RigidBody(this.engine, 0, 12);
|
|
|
|
//
|
|
|
|
// //TODO: this is just a hack.
|
|
|
|
// body.instance.collisionFilterGroup = 1 | 2; // puts this body in two groups.
|
|
|
|
//
|
|
|
|
// body.addShape(shape);
|
|
|
|
// this.addRigidBody(body);
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// fixedTriangleMeshObjects.push(shape);
|
|
|
|
// totalFixedFaces += element.indices.length / 3;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// // TODO: remove duplicate indices
|
|
|
|
// /*trimesh.updateNormals();
|
|
|
|
// trimesh.updateEdges();
|
|
|
|
// trimesh.updateTree();
|
|
|
|
// trimesh.updateAABB();
|
|
|
|
// trimesh.updateBoundingSphereRadius();*/
|
|
|
|
//
|
|
|
|
// // map faceIndex to flat face index (faceIndex * 3) +0, 1, 2 -> triangle indices
|
|
|
|
// console.log("i = " + i, brokenFaces);
|
|
|
|
// totalBrokenFaces += brokenFaces.length;
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// console.log("total faces", totalFaces);
|
|
|
|
// console.log("total broken faces", totalBrokenFaces);
|
|
|
|
// console.log("broken faces in percent", (totalBrokenFaces / totalFaces) * 100);
|
|
|
|
// console.log("total fixed faces", totalFixedFaces);
|
|
|
|
// console.log("fixed triangle mesh shapes", fixedTriangleMeshObjects.length);
|
|
|
|
//
|
|
|
|
// return {
|
|
|
|
// brokenFaceIndicators : brokenFaceIndicators,
|
|
|
|
// fixedTriangleMeshShapes : fixedTriangleMeshObjects
|
|
|
|
// };
|
|
|
|
// };
|