fucking cool heightmaps
parent
c00ad74e99
commit
27ba103efa
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@ -116,6 +116,9 @@ GameLib.Component.COMPONENT_STATS = 0x1d;
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GameLib.Component.COMPONENT_GUI = 0x1e;
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GameLib.Component.COMPONENT_IMAGE = 0x1f;
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GameLib.Component.COMPONENT_ENTITY = 0x20;
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GameLib.Component.COMPONENT_MESH_SPHERE = 0x21;
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GameLib.Component.COMPONENT_MESH_PLANE = 0x22;
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GameLib.Component.COMPONENT_MESH_CURVE = 0x23;
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/**
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* Returns string name for component number
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@ -157,6 +160,9 @@ GameLib.Component.GetComponentName = function(number) {
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case 0x1e : return 'GameLib.GUI';
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case 0x1f : return 'GameLib.D3.Image';
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case 0x20 : return 'GameLib.Entity';
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case 0x21 : return 'GameLib.D3.Mesh.Sphere';
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case 0x22 : return 'GameLib.D3.Mesh.Plane';
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case 0x23 : return 'GameLib.D3.Mesh.Curve';
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break;
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}
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};
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@ -54,7 +54,7 @@ GameLib.D3.API.Mesh = function(
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this.id = id;
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if (GameLib.Utils.UndefinedOrNull(meshType)) {
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meshType = GameLib.D3.Mesh.TYPE_NORMAL;
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meshType = GameLib.D3.Mesh.MESH_TYPE_NORMAL;
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}
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this.meshType = meshType;
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@ -41,7 +41,7 @@ GameLib.D3.Helper = function(
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if (
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object instanceof GameLib.D3.Mesh &&
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object.meshType !== GameLib.D3.Mesh.TYPE_CURVE
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object.meshType !== GameLib.D3.Mesh.MESH_TYPE_CURVE
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) {
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helperType = GameLib.D3.Helper.HELPER_TYPE_EDGES;
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}
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@ -148,13 +148,13 @@ GameLib.D3.Input.Editor.prototype.onKeyDown = function(entity, entityManager) {
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if (mesh.selected) {
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this.removeHelper(mesh, entity);
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entity.removeComponent(mesh);
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console.log('entity.buildIdToObject()');
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entity.buildIdToObject();
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gui.removeObject(mesh);
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var scene = mesh.parentScene;
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scene.removeObject(mesh);
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console.log('scene.buildIdToObject()');
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scene.buildIdToObject();
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}
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}.bind(this)
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);
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@ -281,7 +281,7 @@ GameLib.D3.Input.Editor.prototype.onMouseDown = function(entity, entityManager)
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return function(event) {
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if (event.button === 0 || event.button === 2) {
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if (event.button === 2) {
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if (this.controlLeft) {
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return;
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@ -705,59 +705,6 @@ GameLib.D3.Material.prototype.createInstance = function(update) {
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return null;
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}
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if (update) {
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var typeChange = false;
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if (this.materialType === GameLib.D3.Material.MATERIAL_TYPE_STANDARD) {
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if (!(this.instance instanceof THREE.MeshStandardMaterial)) {
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this.instance = this.createStandardMaterialInstance();
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typeChange = true;
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} else {
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this.updateStandardMaterialInstance();
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}
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} else if (this.materialType === GameLib.D3.Material.MATERIAL_TYPE_POINTS) {
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if (!(this.instance instanceof THREE.PointsMaterial)) {
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this.instance = this.createPointsMaterialInstance();
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typeChange = true;
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} else {
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this.updatePointsMaterialInstance();
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}
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} else if (this.materialType === GameLib.D3.Material.MATERIAL_TYPE_PHONG) {
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if (!(this.instance instanceof THREE.MeshPhongMaterial)) {
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this.instance = this.createPhongMaterialInstance();
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typeChange = true;
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} else {
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this.updatePhongMaterialInstance();
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}
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} else if (this.materialType === GameLib.D3.Material.MATERIAL_TYPE_BASIC) {
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if (!(this.instance instanceof THREE.MeshBasicMaterial)) {
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this.instance = this.createMeshBasicMaterialInstance();
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typeChange = true;
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} else {
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this.updateMeshBasicMaterialInstance();
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}
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} else {
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console.warn('not yet implemented (material type = ' + this.materialType + ')');
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}
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this.updateTextures();
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if (typeChange) {
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this.publish(
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GameLib.Event.MATERIAL_TYPE_CHANGED,
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{
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material: this
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}
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);
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}
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this.instance.needsUpdate = true;
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} else {
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var instance = null;
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if (this.materialType === GameLib.D3.Material.MATERIAL_TYPE_STANDARD) {
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@ -913,7 +860,6 @@ GameLib.D3.Material.prototype.createInstance = function(update) {
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this.instance.needsUpdate = true;
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}
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}
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);
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@ -922,15 +868,64 @@ GameLib.D3.Material.prototype.createInstance = function(update) {
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this.updateTextures();
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return instance;
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}
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};
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}
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/**
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* Updates the instance with the current state
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*/
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GameLib.D3.Material.prototype.updateInstance = function() {
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this.createInstance(true);
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if (!this.instance) {
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console.warn('Attempt to update a non-existent instance');
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return;
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}
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var typeChange = false;
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if (this.materialType === GameLib.D3.Material.MATERIAL_TYPE_STANDARD) {
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if (!(this.instance instanceof THREE.MeshStandardMaterial)) {
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this.instance = this.createStandardMaterialInstance();
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typeChange = true;
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} else {
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this.updateStandardMaterialInstance();
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}
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} else if (this.materialType === GameLib.D3.Material.MATERIAL_TYPE_POINTS) {
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if (!(this.instance instanceof THREE.PointsMaterial)) {
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this.instance = this.createPointsMaterialInstance();
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typeChange = true;
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} else {
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this.updatePointsMaterialInstance();
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}
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} else if (this.materialType === GameLib.D3.Material.MATERIAL_TYPE_PHONG) {
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if (!(this.instance instanceof THREE.MeshPhongMaterial)) {
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this.instance = this.createPhongMaterialInstance();
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typeChange = true;
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} else {
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this.updatePhongMaterialInstance();
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}
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} else if (this.materialType === GameLib.D3.Material.MATERIAL_TYPE_BASIC) {
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if (!(this.instance instanceof THREE.MeshBasicMaterial)) {
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this.instance = this.createMeshBasicMaterialInstance();
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typeChange = true;
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} else {
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this.updateMeshBasicMaterialInstance();
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}
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} else {
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console.warn('not yet implemented (material type = ' + this.materialType + ')');
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}
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this.updateTextures();
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if (typeChange) {
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this.publish(
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GameLib.Event.MATERIAL_TYPE_CHANGED,
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{
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material: this
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}
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);
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}
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this.instance.needsUpdate = true;
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};
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/**
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@ -122,9 +122,19 @@ GameLib.D3.Mesh = function (
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this
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);
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var componentType = GameLib.Component.COMPONENT_MESH;
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if (this.meshType === GameLib.D3.Mesh.MESH_TYPE_PLANE) {
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componentType = GameLib.Component.COMPONENT_MESH_PLANE
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}
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if (this.meshType === GameLib.D3.Mesh.MESH_TYPE_SPHERE) {
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componentType = GameLib.Component.COMPONENT_MESH_SPHERE
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}
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GameLib.Component.call(
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this,
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GameLib.Component.COMPONENT_MESH,
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componentType,
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{
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'parentMesh' : GameLib.D3.Mesh,
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'parentScene' : GameLib.D3.Scene,
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@ -141,41 +151,74 @@ GameLib.D3.Mesh.prototype.constructor = GameLib.D3.Mesh;
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* Mesh Type
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* @type {number}
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*/
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GameLib.D3.Mesh.TYPE_NORMAL = 0x0;
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GameLib.D3.Mesh.TYPE_SKINNED = 0x1;
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GameLib.D3.Mesh.TYPE_CURVE = 0x2;
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GameLib.D3.Mesh.MESH_TYPE_NORMAL = 0x0;
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GameLib.D3.Mesh.MESH_TYPE_SKINNED = 0x1;
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GameLib.D3.Mesh.MESH_TYPE_CURVE = 0x2;
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GameLib.D3.Mesh.MESH_TYPE_SPHERE = 0x3;
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GameLib.D3.Mesh.MESH_TYPE_PLANE = 0x4;
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/**
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* Mesh Shape (predefined or custom)
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* @type {number}
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* Apply geometry data to our game-lib object from the geometry instance (revere of applyVertexData)
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* @param geometryInstance
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*/
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GameLib.D3.Mesh.SHAPE_CUSTOM = 0x1;
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GameLib.D3.Mesh.SHAPE_SPHERE = 0x2;
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/**
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* Creates custom geometry
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* @returns {THREE.Geometry}
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*/
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GameLib.D3.Mesh.prototype.customGeometry = function(){
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var geometry = new THREE.Geometry();
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GameLib.D3.Mesh.prototype.updateVerticesFromGeometryInstance = function(geometryInstance) {
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/**
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* Setup vertices
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*/
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for (var v = 0; v < this.vertices.length; v++) {
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this.vertices = [];
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geometryInstance.vertices.map(function(vertex){
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this.vertices.push(
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new GameLib.D3.Vertex(
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this.graphics,
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new GameLib.D3.API.Vertex(
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new GameLib.Vector3(
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this.graphics,
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new GameLib.API.Vector3(
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vertex.x,
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vertex.y,
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vertex.z
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)
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)
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)
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)
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)
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}.bind(this));
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};
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/**
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* Apply vertex data to geometry instance
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* @param geometry
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*/
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GameLib.D3.Mesh.prototype.applyVertexDataToInstance = function(geometry) {
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if (this.vertices.length > 0) {
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geometry.vertices = [];
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this.vertices.map(
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function(vertex) {
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geometry.vertices.push(
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new this.graphics.instance.Vector3(
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this.vertices[v].position.x,
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this.vertices[v].position.y,
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this.vertices[v].position.z
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new THREE.Vector3(
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vertex.position.x,
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vertex.position.y,
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vertex.position.z
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)
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)
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}.bind(this)
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);
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geometry.verticesNeedUpdate = true;
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}
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/**
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* Setup faces
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};
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/**
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* Applies face data information to the geometry
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* @param geometry
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*/
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GameLib.D3.Mesh.prototype.applyFaceDataToGeometry = function(geometry) {
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for (var f = 0; f < this.faces.length; f++) {
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var face = new this.graphics.instance.Face3(
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@ -239,12 +282,16 @@ GameLib.D3.Mesh.prototype.customGeometry = function(){
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geometry.faces.push(face);
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}
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};
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/**
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* Apply UV data to geometry instance
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* @param geometry
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*/
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GameLib.D3.Mesh.prototype.applyUVDataToGeometry = function(geometry) {
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geometry.faceVertexUvs = [];
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/**
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* Setup face UVs
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*/
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for (var fm = 0; fm < this.faceVertexUvs.length; fm++) {
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var faceMaterialVertexUvs = this.faceVertexUvs[fm];
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@ -269,26 +316,192 @@ GameLib.D3.Mesh.prototype.customGeometry = function(){
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);
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}
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}
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};
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return geometry;
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GameLib.D3.Mesh.prototype.applyBones = function(geometry) {
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/**
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* Setup Bone Indexes
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*/
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this.skinIndices.map(
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function(skinIndex) {
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geometry.skinIndices.push(
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new THREE.Vector4(
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skinIndex.x,
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skinIndex.y,
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skinIndex.z,
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skinIndex.w
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)
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);
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}
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);
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/**
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* Setup Bone Weights
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*/
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this.skinWeights.map(
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function(skinWeight) {
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geometry.skinWeights.push(
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new THREE.Vector4(
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skinWeight.x,
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skinWeight.y,
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skinWeight.z,
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skinWeight.w
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)
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);
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}
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);
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};
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GameLib.D3.Mesh.prototype.createInstanceDefaults = function(instance) {
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instance.name = this.name;
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if (this.parentMesh && this.parentMesh.loaded) {
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if (this.parentMesh.loaded) {
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instance.parent = this.parentMesh.instance;
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instance.position.x = this.localPosition.x;
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instance.position.y = this.localPosition.y;
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instance.position.z = this.localPosition.z;
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instance.rotation.x = this.localRotation.x;
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instance.rotation.y = this.localRotation.y;
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instance.rotation.z = this.localRotation.z;
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instance.scale.x = this.localScale.x;
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instance.scale.y = this.localScale.y;
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instance.scale.z = this.localScale.z;
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} else {
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console.warn('parent mesh not loaded at time of creating instance - provide callback here')
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}
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} else {
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instance.quaternion.x = this.quaternion.x;
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instance.quaternion.y = this.quaternion.y;
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instance.quaternion.z = this.quaternion.z;
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instance.quaternion.w = this.quaternion.w;
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instance.position.x = this.position.x + this.localPosition.x;
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instance.position.y = this.position.y + this.localPosition.y;
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instance.position.z = this.position.z + this.localPosition.z;
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instance.scale.x = this.scale.x * this.localScale.x;
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instance.scale.y = this.scale.y * this.localScale.y;
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instance.scale.z = this.scale.z * this.localScale.z;
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instance.up.x = this.up.x;
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instance.up.y = this.up.y;
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instance.up.z = this.up.z;
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instance.rotateX(this.localRotation.x);
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instance.rotateY(this.localRotation.y);
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instance.rotateZ(this.localRotation.z);
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}
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if (this.materials.length === 1 && this.materials[0].instance) {
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instance.material = this.materials[0].instance;
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}
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instance.renderOrder = this.renderOrder;
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this.subscribe(
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GameLib.Event.MATERIAL_LOADED,
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function (data) {
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if (this.instance.material === data.material.instance) {
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this.instance.geometry.uvsNeedUpdate = true;
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return;
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}
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if (this.materials[0] === data.material) {
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if (this.instance.material !== data.material.instance) {
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this.instance.material = data.material.instance;
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}
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this.instance.geometry.uvsNeedUpdate = true;
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}
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}
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);
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this.subscribe(
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GameLib.Event.MATERIAL_TYPE_CHANGED,
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function (data) {
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if (this.materials[0].id === data.material.id) {
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this.instance.material = data.material.instance;
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this.instance.geometry.uvsNeedUpdate = true;
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}
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}
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);
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};
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/**
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* Creates a mesh instance or updates it
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*/
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GameLib.D3.Mesh.prototype.createInstance = function(update) {
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GameLib.D3.Mesh.prototype.createInstance = function() {
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if (!this.loaded) {
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console.log('Attempted to create an instance but the runtime object is not fully loaded : ' + this.name);
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return null;
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}
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if (update) {
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var geometry = new THREE.Geometry();
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/**
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* Setup vertices
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*/
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this.applyVertexDataToInstance(geometry);
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/**
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* Setup faces
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*/
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this.applyFaceDataToGeometry(geometry);
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/**
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* Setup face UVs
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*/
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this.applyUVDataToGeometry(geometry);
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/**
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* Apply skin indices
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*/
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this.applyBones(geometry);
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/**
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* Re-compute normals
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*/
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geometry.computeFaceNormals();
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geometry.computeVertexNormals();
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var instance = null;
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if (this.skeleton) {
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instance = new THREE.SkinnedMesh(geometry);
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instance.add(this.skeleton.rootBoneInstance);
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instance.bind(this.skeleton.instance);
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} else {
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instance = new THREE.Mesh(geometry);
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}
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this.createInstanceDefaults(instance);
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|
||||
return instance;
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the mesh instance
|
||||
*/
|
||||
GameLib.D3.Mesh.prototype.updateInstance = function() {
|
||||
|
||||
if (this.parentMesh && this.parentMesh.loaded) {
|
||||
|
||||
if (this.instance.parent !== this.parentMesh.instance) {
|
||||
this.instance.parent = this.parentMesh.instance;
|
||||
}
|
||||
|
||||
this.instance.position.x = this.localPosition.x;
|
||||
this.instance.position.y = this.localPosition.y;
|
||||
|
@ -303,6 +516,7 @@ GameLib.D3.Mesh.prototype.createInstance = function(update) {
|
|||
this.instance.scale.z = this.localScale.z;
|
||||
|
||||
} else {
|
||||
|
||||
this.instance.quaternion.x = this.quaternion.x;
|
||||
this.instance.quaternion.y = this.quaternion.y;
|
||||
this.instance.quaternion.z = this.quaternion.z;
|
||||
|
@ -332,161 +546,14 @@ GameLib.D3.Mesh.prototype.createInstance = function(update) {
|
|||
}
|
||||
|
||||
this.instance.renderOrder = this.renderOrder;
|
||||
|
||||
this.instance.geometry.computeBoundingBox();
|
||||
|
||||
this.width = this.instance.geometry.boundingBox.max.x - this.instance.geometry.boundingBox.min.x;
|
||||
this.height = this.instance.geometry.boundingBox.max.y - this.instance.geometry.boundingBox.min.y;
|
||||
this.depth = this.instance.geometry.boundingBox.max.z - this.instance.geometry.boundingBox.min.z;
|
||||
|
||||
} else {
|
||||
|
||||
var instance = null;
|
||||
var geometry = null;
|
||||
|
||||
if (this instanceof GameLib.D3.Mesh.Sphere) {
|
||||
geometry = this.sphereGeometry();
|
||||
} else {
|
||||
geometry = this.customGeometry();
|
||||
}
|
||||
|
||||
geometry.computeFaceNormals();
|
||||
geometry.computeVertexNormals();
|
||||
|
||||
if (this.meshType === GameLib.D3.Mesh.TYPE_NORMAL) {
|
||||
instance = new THREE.Mesh(geometry);
|
||||
} else if (this.meshType === GameLib.D3.Mesh.TYPE_CURVE) {
|
||||
instance = new THREE.Points(geometry);
|
||||
} else if (this.meshType === GameLib.D3.Mesh.TYPE_SKINNED) {
|
||||
|
||||
/**
|
||||
* Setup bones (indexes)
|
||||
*/
|
||||
for (var si = 0; si < this.skinIndices.length; si++) {
|
||||
geometry.skinIndices.push(
|
||||
new THREE.Vector4(
|
||||
this.skinIndices[si].x,
|
||||
this.skinIndices[si].y,
|
||||
this.skinIndices[si].z,
|
||||
this.skinIndices[si].w
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup bones (weights)
|
||||
*/
|
||||
for (var sw = 0; sw < this.skinWeights.length; sw++) {
|
||||
geometry.skinWeights.push(
|
||||
new THREE.Vector4(
|
||||
this.skinWeights[sw].x,
|
||||
this.skinWeights[sw].y,
|
||||
this.skinWeights[sw].z,
|
||||
this.skinWeights[sw].w
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
instance = new THREE.SkinnedMesh(geometry);
|
||||
|
||||
instance.add(this.skeleton.rootBoneInstance);
|
||||
|
||||
instance.bind(this.skeleton.instance);
|
||||
} else {
|
||||
console.log('cannot handle meshes of type ' + this.meshType + ' yet.');
|
||||
}
|
||||
|
||||
instance.name = this.name;
|
||||
|
||||
if (this.parentMesh && this.parentMesh.loaded) {
|
||||
|
||||
instance.parent = this.parentMesh.instance;
|
||||
|
||||
instance.position.x = this.localPosition.x;
|
||||
instance.position.y = this.localPosition.y;
|
||||
instance.position.z = this.localPosition.z;
|
||||
|
||||
instance.rotation.x = this.localRotation.x;
|
||||
instance.rotation.y = this.localRotation.y;
|
||||
instance.rotation.z = this.localRotation.z;
|
||||
|
||||
instance.scale.x = this.localScale.x;
|
||||
instance.scale.y = this.localScale.y;
|
||||
instance.scale.z = this.localScale.z;
|
||||
|
||||
} else {
|
||||
instance.quaternion.x = this.quaternion.x;
|
||||
instance.quaternion.y = this.quaternion.y;
|
||||
instance.quaternion.z = this.quaternion.z;
|
||||
instance.quaternion.w = this.quaternion.w;
|
||||
|
||||
instance.position.x = this.position.x + this.localPosition.x;
|
||||
instance.position.y = this.position.y + this.localPosition.y;
|
||||
instance.position.z = this.position.z + this.localPosition.z;
|
||||
|
||||
instance.scale.x = this.scale.x * this.localScale.x;
|
||||
instance.scale.y = this.scale.y * this.localScale.y;
|
||||
instance.scale.z = this.scale.z * this.localScale.z;
|
||||
|
||||
instance.up.x = this.up.x;
|
||||
instance.up.y = this.up.y;
|
||||
instance.up.z = this.up.z;
|
||||
|
||||
instance.rotateX(this.localRotation.x);
|
||||
instance.rotateY(this.localRotation.y);
|
||||
instance.rotateZ(this.localRotation.z);
|
||||
}
|
||||
|
||||
if (this.materials.length === 1 && this.materials[0].instance) {
|
||||
instance.material = this.materials[0].instance;
|
||||
}
|
||||
|
||||
instance.renderOrder = this.renderOrder;
|
||||
|
||||
instance.geometry.computeBoundingBox();
|
||||
|
||||
this.width = instance.geometry.boundingBox.max.x - instance.geometry.boundingBox.min.x;
|
||||
this.height = instance.geometry.boundingBox.max.y - instance.geometry.boundingBox.min.y;
|
||||
this.depth = instance.geometry.boundingBox.max.z - instance.geometry.boundingBox.min.z;
|
||||
|
||||
this.subscribe(
|
||||
GameLib.Event.MATERIAL_LOADED,
|
||||
function(data) {
|
||||
|
||||
if (this.instance.material === data.material.instance) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.materials[0] === data.material) {
|
||||
|
||||
if (this.instance.material !== data.material.instance) {
|
||||
this.instance.material = data.material.instance;
|
||||
}
|
||||
|
||||
this.instance.geometry.uvsNeedUpdate = true;
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
this.subscribe(
|
||||
GameLib.Event.MATERIAL_TYPE_CHANGED,
|
||||
function(data) {
|
||||
if (this.materials[0].id === data.material.id) {
|
||||
this.instance.material = data.material.instance;
|
||||
this.instance.geometry.uvsNeedUpdate = true;
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
return instance;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the mesh instance
|
||||
*/
|
||||
GameLib.D3.Mesh.prototype.updateInstance = function() {
|
||||
this.createInstance(true);
|
||||
//
|
||||
// this.instance.geometry.computeBoundingBox();
|
||||
//
|
||||
// if (this.meshType === GameLib.D3.Mesh.MESH_TYPE_NORMAL) {
|
||||
// this.width = this.instance.geometry.boundingBox.max.x - this.instance.geometry.boundingBox.min.x;
|
||||
// this.height = this.instance.geometry.boundingBox.max.y - this.instance.geometry.boundingBox.min.y;
|
||||
// this.depth = this.instance.geometry.boundingBox.max.z - this.instance.geometry.boundingBox.min.z;
|
||||
// }
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -0,0 +1,39 @@
|
|||
/**
|
||||
* Mesh Superset - The apiMesh properties get moved into the Mesh object itself, and then the instance is created
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param apiMesh GameLib.D3.API.Mesh
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Mesh.Curve = function (
|
||||
graphics,
|
||||
apiMesh
|
||||
) {
|
||||
this.graphics = graphics;
|
||||
this.graphics.isNotThreeThrow();
|
||||
|
||||
GameLib.D3.Mesh.call(
|
||||
this,
|
||||
this.graphics,
|
||||
apiMesh
|
||||
);
|
||||
};
|
||||
|
||||
GameLib.D3.Mesh.Curve.prototype = Object.create(GameLib.D3.Mesh.prototype);
|
||||
GameLib.D3.Mesh.Curve.prototype.constructor = GameLib.D3.Mesh.Curve;
|
||||
|
||||
|
||||
GameLib.D3.Mesh.Curve.prototype.createInstance = function() {
|
||||
|
||||
var geometry = new THREE.Geometry();
|
||||
|
||||
/**
|
||||
* Setup vertices
|
||||
*/
|
||||
this.applyVertexDataToInstance(geometry);
|
||||
|
||||
var instance = new THREE.Points(geometry);
|
||||
|
||||
this.createInstanceDefaults(instance);
|
||||
|
||||
return instance;
|
||||
};
|
|
@ -0,0 +1,205 @@
|
|||
/**
|
||||
* Mesh Superset - The apiMesh properties get moved into the Mesh object itself, and then the instance is created
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param apiMesh GameLib.D3.API.Mesh
|
||||
* @param width
|
||||
* @param height
|
||||
* @param widthSegments
|
||||
* @param heightSegments
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Mesh.Plane = function (
|
||||
graphics,
|
||||
apiMesh,
|
||||
width,
|
||||
height,
|
||||
widthSegments,
|
||||
heightSegments
|
||||
) {
|
||||
this.graphics = graphics;
|
||||
this.graphics.isNotThreeThrow();
|
||||
|
||||
if (GameLib.Utils.UndefinedOrNull(width)) {
|
||||
width = 1;
|
||||
}
|
||||
this.width = width;
|
||||
|
||||
if (GameLib.Utils.UndefinedOrNull(height)) {
|
||||
height = 1;
|
||||
}
|
||||
this.height = height;
|
||||
|
||||
if (GameLib.Utils.UndefinedOrNull(widthSegments)) {
|
||||
widthSegments = 1;
|
||||
}
|
||||
this.widthSegments = widthSegments;
|
||||
|
||||
if (GameLib.Utils.UndefinedOrNull(heightSegments)) {
|
||||
heightSegments = 1
|
||||
}
|
||||
this.heightSegments = heightSegments;
|
||||
|
||||
GameLib.D3.Mesh.call(
|
||||
this,
|
||||
this.graphics,
|
||||
apiMesh
|
||||
);
|
||||
};
|
||||
|
||||
GameLib.D3.Mesh.Plane.prototype = Object.create(GameLib.D3.Mesh.prototype);
|
||||
GameLib.D3.Mesh.Plane.prototype.constructor = GameLib.D3.Mesh.Plane;
|
||||
|
||||
|
||||
GameLib.D3.Mesh.Plane.prototype.createInstance = function(update) {
|
||||
|
||||
var geometry = new THREE.PlaneGeometry(
|
||||
this.width,
|
||||
this.height,
|
||||
this.widthSegments,
|
||||
this.heightSegments
|
||||
);
|
||||
|
||||
/**
|
||||
* If this geometry is coming from the database, apply the vertex data
|
||||
*/
|
||||
if (this.vertices.length > 0) {
|
||||
this.applyVertexDataToInstance(geometry);
|
||||
} else {
|
||||
this.updateVerticesFromGeometryInstance(geometry);
|
||||
}
|
||||
|
||||
this.applyBones(geometry);
|
||||
|
||||
var instance = null;
|
||||
|
||||
if (this.skeleton) {
|
||||
instance = new THREE.SkinnedMesh(geometry)
|
||||
} else {
|
||||
instance = new THREE.Mesh(geometry);
|
||||
}
|
||||
|
||||
instance.userData.width = this.width;
|
||||
instance.userData.height = this.height;
|
||||
instance.userData.widthSegments = this.widthSegments;
|
||||
instance.userData.heightSegments = this.heightSegments;
|
||||
|
||||
this.createInstanceDefaults(instance);
|
||||
|
||||
return instance;
|
||||
};
|
||||
|
||||
GameLib.D3.Mesh.Plane.prototype.updateInstance = function() {
|
||||
|
||||
if (
|
||||
this.instance.userData.width !== this.width ||
|
||||
this.instance.userData.height !== this.height ||
|
||||
this.instance.userData.widthSegments !== this.widthSegments ||
|
||||
this.instance.userData.heightSegments !== this.heightSegments
|
||||
) {
|
||||
var geometry = new THREE.PlaneGeometry(
|
||||
this.width,
|
||||
this.height,
|
||||
this.widthSegments,
|
||||
this.heightSegments
|
||||
);
|
||||
|
||||
this.instance.geometry = geometry;
|
||||
|
||||
this.updateVerticesFromGeometryInstance(geometry);
|
||||
}
|
||||
|
||||
GameLib.D3.Mesh.prototype.updateInstance.call(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts a GameLib.D3.Mesh to a GameLib.D3.API.Mesh
|
||||
* @returns {GameLib.D3.API.Mesh}
|
||||
*/
|
||||
GameLib.D3.Mesh.Plane.prototype.toApiObject = function() {
|
||||
|
||||
var apiMesh = GameLib.D3.Mesh.prototype.toApiObject.call(this);
|
||||
|
||||
apiMesh.width = this.width;
|
||||
apiMesh.height = this.height;
|
||||
apiMesh.widthSegments = this.widthSegments;
|
||||
apiMesh.heightSegments = this.heightSegments;
|
||||
|
||||
return apiMesh;
|
||||
};
|
||||
|
||||
/**
|
||||
* TODO fix all this weird loading shit
|
||||
* Converts a standard object mesh to a GameLib.D3.Mesh
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param objectMesh {Object}
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Mesh.Plane.FromObject = function(graphics, objectMesh) {
|
||||
|
||||
var apiMesh = GameLib.D3.API.Mesh.FromObject(objectMesh);
|
||||
|
||||
return new GameLib.D3.Mesh.Plane(
|
||||
graphics,
|
||||
apiMesh,
|
||||
objectMesh.width,
|
||||
objectMesh.height,
|
||||
objectMesh.widthSegments,
|
||||
objectMesh.heightSegments
|
||||
);
|
||||
|
||||
};
|
||||
|
||||
GameLib.D3.Mesh.Plane.prototype.getHeightData = function(img,scale) {
|
||||
|
||||
if (GameLib.Utils.UndefinedOrNull(scale)) {
|
||||
scale = 1;
|
||||
}
|
||||
|
||||
if (GameLib.Utils.UndefinedOrNull(img)) {
|
||||
img = this.instance.material.bumpMap.image;
|
||||
}
|
||||
|
||||
var canvas = document.createElement( 'canvas' );
|
||||
canvas.width = img.width;
|
||||
canvas.height = img.height;
|
||||
var context = canvas.getContext( '2d' );
|
||||
|
||||
var size = img.width * img.height;
|
||||
var data = new Float32Array( size );
|
||||
|
||||
context.drawImage(img,0,0);
|
||||
|
||||
for ( var i = 0; i < size; i ++ ) {
|
||||
data[i] = 0
|
||||
}
|
||||
|
||||
var imgd = context.getImageData(0, 0, img.width, img.height);
|
||||
var pix = imgd.data;
|
||||
|
||||
var j=0;
|
||||
for (var i = 0; i<pix.length; i +=4) {
|
||||
var all = pix[i]+pix[i+1]+pix[i+2];
|
||||
data[j++] = all/(12*scale);
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
* @returns {THREE.PlaneGeometry}
|
||||
*/
|
||||
GameLib.D3.Mesh.Plane.prototype.generateHeightMapFromBumpMap = function() {
|
||||
var data = this.getHeightData();
|
||||
|
||||
for ( var i = 0; i < this.instance.geometry.vertices.length; i++ ) {
|
||||
this.instance.geometry.vertices[i].z = data[i];
|
||||
}
|
||||
|
||||
this.instance.geometry.verticesNeedUpdate = true;
|
||||
|
||||
this.updateVerticesFromGeometryInstance(this.instance.geometry);
|
||||
|
||||
// this.updateInstance();
|
||||
};
|
|
@ -35,22 +35,68 @@ GameLib.D3.Mesh.Sphere = function (
|
|||
GameLib.D3.Mesh.call(
|
||||
this,
|
||||
this.graphics,
|
||||
apiMesh,
|
||||
null,
|
||||
true
|
||||
apiMesh
|
||||
);
|
||||
};
|
||||
|
||||
GameLib.D3.Mesh.Sphere.prototype = Object.create(GameLib.D3.Mesh.prototype);
|
||||
GameLib.D3.Mesh.Sphere.prototype.constructor = GameLib.D3.Mesh.Sphere;
|
||||
|
||||
GameLib.D3.Mesh.Sphere.prototype.createInstance = function(update) {
|
||||
|
||||
GameLib.D3.Mesh.Sphere.prototype.sphereGeometry = function() {
|
||||
return new THREE.SphereGeometry(
|
||||
var geometry = null;
|
||||
|
||||
if (this.vertices.length > 0) {
|
||||
geometry = new THREE.Geometry();
|
||||
this.applyVertexDataToInstance(geometry);
|
||||
} else {
|
||||
geometry = new THREE.SphereGeometry(
|
||||
this.radius,
|
||||
this.widthSegments,
|
||||
this.heightSegments
|
||||
);
|
||||
this.updateVerticesFromGeometryInstance(geometry);
|
||||
}
|
||||
|
||||
this.applyBones(geometry);
|
||||
|
||||
var instance = null;
|
||||
|
||||
if (this.skeleton) {
|
||||
instance = new THREE.SkinnedMesh(geometry)
|
||||
} else {
|
||||
instance = new THREE.Mesh(geometry);
|
||||
}
|
||||
|
||||
instance.userData.radius = this.radius;
|
||||
instance.userData.widthSegments = this.widthSegments;
|
||||
instance.userData.heightSegments = this.heightSegments;
|
||||
|
||||
this.createInstanceDefaults(instance);
|
||||
|
||||
return instance;
|
||||
};
|
||||
|
||||
GameLib.D3.Mesh.Sphere.prototype.updateInstance = function() {
|
||||
|
||||
if (
|
||||
this.instance.userData.widthSegments !== this.widthSegments ||
|
||||
this.instance.userData.heightSegments !== this.heightSegments ||
|
||||
this.instance.userData.radius !== this.radius
|
||||
) {
|
||||
var geometry = new THREE.SphereGeometry(
|
||||
this.radius,
|
||||
this.widthSegments,
|
||||
this.heightSegments
|
||||
);
|
||||
|
||||
this.instance.geometry = geometry;
|
||||
|
||||
this.updateVerticesFromGeometryInstance(geometry);
|
||||
}
|
||||
|
||||
GameLib.D3.Mesh.prototype.updateInstance.call(this);
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -67,14 +67,19 @@ GameLib.Entity.prototype.addComponent = function(component) {
|
|||
*/
|
||||
component.buildIdToObject();
|
||||
|
||||
/**
|
||||
* Also add the child components of this component as components of this entity
|
||||
*/
|
||||
for (var property in component.idToObject) {
|
||||
if (component.idToObject.hasOwnProperty(property)) {
|
||||
if (component.idToObject[property] instanceof GameLib.Component) {
|
||||
if (component.idToObject.hasOwnProperty(property) &&
|
||||
component.idToObject[property] !== component &&
|
||||
component.idToObject[property] instanceof GameLib.Component &&
|
||||
this.components.indexOf(component.idToObject[property] === -1)
|
||||
) {
|
||||
this.components.push(component.idToObject[property]);
|
||||
component.idToObject[property].parentEntity = this;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Finally, we are the boss component - update my parent entity
|
||||
|
|
|
@ -302,9 +302,11 @@ GameLib.GUI.prototype.buildControl = function(folder, object, property, entityMa
|
|||
object,
|
||||
property,
|
||||
{
|
||||
'normal' : GameLib.D3.Mesh.TYPE_NORMAL,
|
||||
'curve' : GameLib.D3.Mesh.TYPE_CURVE,
|
||||
'skinned' : GameLib.D3.Mesh.TYPE_SKINNED
|
||||
'normal' : GameLib.D3.Mesh.MESH_TYPE_NORMAL,
|
||||
'curve' : GameLib.D3.Mesh.MESH_TYPE_CURVE,
|
||||
'skinned' : GameLib.D3.Mesh.MESH_TYPE_SKINNED,
|
||||
'plane' : GameLib.D3.Mesh.MESH_TYPE_PLANE,
|
||||
'sphere' : GameLib.D3.Mesh.MESH_TYPE_SPHERE
|
||||
}
|
||||
).name(property).listen()
|
||||
);
|
||||
|
@ -615,13 +617,18 @@ GameLib.GUI.prototype.buildControl = function(folder, object, property, entityMa
|
|||
property === 'aspect'
|
||||
) {
|
||||
handles.push(folder.add(object, property, 0, 5).step(0.001).name(property).listen());
|
||||
} else if (
|
||||
property === 'widthSegments' ||
|
||||
property === 'heightSegments'
|
||||
) {
|
||||
handles.push(folder.add(object, property, 1, 1000).step(1).name(property).listen());
|
||||
} else if (
|
||||
property === 'angle' ||
|
||||
// property == 'width' ||
|
||||
// property == 'height' ||
|
||||
property === 'width' ||
|
||||
property === 'height' ||
|
||||
property === 'depth'
|
||||
) {
|
||||
handles.push(folder.add(object, property, -Math.PI, Math.PI).step(0.0001).name(property).listen());
|
||||
handles.push(folder.add(object, property, -1000, 1000).step(1).name(property).listen());
|
||||
} else if (
|
||||
property === 'near' ||
|
||||
property === 'distanceGrain' ||
|
||||
|
@ -791,13 +798,19 @@ GameLib.GUI.prototype.buildControl = function(folder, object, property, entityMa
|
|||
|
||||
GameLib.GUI.prototype.buildVectorControl = function(folder, object, property, dimension) {
|
||||
|
||||
var step = 0.1;
|
||||
|
||||
if (property === 'localRotation') {
|
||||
step = 0.001;
|
||||
}
|
||||
|
||||
if (dimension === 4) {
|
||||
folder.add(
|
||||
object[property],
|
||||
'w',
|
||||
-100,
|
||||
100
|
||||
).name(property + '.w').listen().step(0.1).onChange(
|
||||
).name(property + '.w').listen().step(step).onChange(
|
||||
function() {
|
||||
object.updateInstance();
|
||||
}
|
||||
|
@ -809,7 +822,7 @@ GameLib.GUI.prototype.buildVectorControl = function(folder, object, property, di
|
|||
'x',
|
||||
-100,
|
||||
100
|
||||
).name(property + '.x').listen().step(0.1).onChange(
|
||||
).name(property + '.x').listen().step(step).onChange(
|
||||
function() {
|
||||
object.updateInstance();
|
||||
}
|
||||
|
@ -820,7 +833,7 @@ GameLib.GUI.prototype.buildVectorControl = function(folder, object, property, di
|
|||
'y',
|
||||
-100,
|
||||
100
|
||||
).name(property + '.y').listen().step(0.1).onChange(
|
||||
).name(property + '.y').listen().step(step).onChange(
|
||||
function() {
|
||||
object.updateInstance();
|
||||
}
|
||||
|
@ -835,7 +848,7 @@ GameLib.GUI.prototype.buildVectorControl = function(folder, object, property, di
|
|||
'z',
|
||||
-100,
|
||||
100
|
||||
).name(property + '.z').listen().step(0.1).onChange(
|
||||
).name(property + '.z').listen().step(step).onChange(
|
||||
function() {
|
||||
object.updateInstance();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue