debugviews, triangle & convex hull collision shape generation, ray cast fixup for triangle meshes

beta.r3js.org
polygonboutique 2016-10-28 13:06:56 +02:00
parent 4ba7a43d0a
commit 318500d9b0
2 changed files with 1239 additions and 156 deletions

View File

@ -5037,97 +5037,248 @@ GameLib.D3.World.prototype.GetIndexedVertices = function(
};
/**
* TODO: FIX
* @param triangleMeshShape
* @param normalLength
* @param scale
* @param opacity
* @param wireframeColor
* @param triangleMeshShape GameLib.D3.Shape
* @param normalLength Number
* @param scale GameLib.D3.Vector3
* @param opacity Number
* @param wireframeColor HexCode
* @param graphics THREE
* @returns {THREE.Mesh|this.meshes}
* @constructor
*/
GameLib.D3.World.GenerateWireframeViewMesh = function(
GameLib.D3.World.prototype.generateWireframeViewTriangleMesh = function(
graphics,
triangleMeshShape,
normalLength,
scale,
opacity,
wireframeColor
) {
var geometryTHREE = new THREE.Geometry();
var wireframeTHREEMesh = new THREE.Mesh
(
geometryTHREE,
new THREE.MeshBasicMaterial({
color: wireframeColor ? wireframeColor : 0xfefefe,
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 ? opacity : 0.5
opacity: opacity
})
);
var data = this.GetIndexedVertices(triangleMeshShape);
for(var i = 0, l = data.vertices.length / 3; i < l; i++) {
geometryTHREE.vertices.push(new THREE.Vector3(data.vertices[i * 3], data.vertices[i * 3 + 1], data.vertices[i * 3 + 2]));
for(var i = 0, l = triangleMeshShape.instance.vertices.length / 3; i < l; ++i) {
graphicsGeometry.vertices.push(
new graphics.instance.Vector3(
triangleMeshShape.instance.vertices[i * 3],
triangleMeshShape.instance.vertices[i * 3 + 1],
triangleMeshShape.instance.vertices[i * 3 + 2]
)
);
}
for(var i = 0, l = data.indices.length / 3; i < l; i++) {
var i0 = data.indices[i * 3];
var i1 = data.indices[i * 3 + 1];
var i2 = data.indices[i * 3 + 2];
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];
geometryTHREE.faces.push(new THREE.Face3(i0, i1, i2));
graphicsGeometry.faces.push(
new graphics.instance.Face3(
i0,
i1,
i2
)
);
// Create debug view for normals
// Center point on the current triangle
// Center point on the mesh itself
var centroid = new THREE.Vector3()
.add(geometryTHREE.vertices[i0])
.add(geometryTHREE.vertices[i1])
.add(geometryTHREE.vertices[i2])
var centroid = new graphics.instance.Vector3()
.add(graphicsGeometry.vertices[i0])
.add(graphicsGeometry.vertices[i1])
.add(graphicsGeometry.vertices[i2])
.divideScalar(3);
var normal = null;
if(this.engine.engineType == GameLib.D3.Physics.TYPE_CANNON) {
var normal = new this.physics.CANNON.Vec3();
triangleMeshShape.getNormal(i, normal);
} else {
// todo: calculate the normal for v0, v1 & v2 here.
}
// Get the normal from the mesh shape itself
var normal = new this.engine.instance.Vec3();
triangleMeshShape.instance.getNormal(i , normal);
var arrow = new THREE.ArrowHelper(new THREE.Vector3(normal.x, normal.y, normal.z), centroid, normalLength, new THREE.Color(normal.x, normal.y, normal.z));
wireframeTHREEMesh.add( arrow );
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 );
}
wireframeTHREEMesh.scale.x = scale.x;
wireframeTHREEMesh.scale.y = scale.y;
wireframeTHREEMesh.scale.z = scale.z;
wireframeMesh.scale.x = scale.x;
wireframeMesh.scale.y = scale.y;
wireframeMesh.scale.z = scale.z;
return wireframeTHREEMesh;
return wireframeMesh;
};
/**
* TODO: FIX
* @param threeMesh
* @param mass
* @param friction
* @param createCollisionSubMeshes
* @param facesPerSubsection
* @param subsectionsToMerge
* @returns {Array}
* @param convexPolyMeshShape GameLib.D3.Shape
* @param normalLength Number
* @param scale GameLib.D3.Vector3
* @param opacity Number
* @param wireframeColor HexCode
* @param graphics THREE
* @returns {THREE.Mesh|this.meshes}
* @constructor
*/
GameLib.D3.World.GenerateTriangleCollisionMesh = function(
threeMesh,
mass, // default = 0
friction, // default = 10
createCollisionSubMeshes, // boolean. default = false
facesPerSubsection, // int. default = 0
subsectionsToMerge // int. default = 0
GameLib.D3.World.prototype.generateWireframeViewConvexPolyMesh = function(
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
*/
GameLib.D3.World.prototype.generateTriangleMeshShapeDivided = function(
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 = threeMesh.geometry.faces.length;
var totalAmtFaces = graphicsMesh.geometry.faces.length;
var facesToProcess = createCollisionSubMeshes ? (subMeshesToMerge * facesPerSubSection) : totalAmtFaces;
var pairs = []; // output
@ -5140,27 +5291,28 @@ GameLib.D3.World.GenerateTriangleCollisionMesh = function(
var body = null;
if(this.engine.engineType == GameLib.D3.Physics.TYPE_CANNON) {
var meshShape = new this.engine.instance.Trimesh(vertices, indicies);
var meshShape = new this.physics.CANNON.Trimesh(vertices, indicies);
meshShape.setScale(new this.physics.CANNON.Vec3(threeMesh.scale.x, threeMesh.scale.y, threeMesh.scale.z));
meshShape.updateAABB();
meshShape.updateNormals();
meshShape.updateEdges();
meshShape.updateBoundingSphereRadius();
meshShape.updateTree();
meshShape.setScale(new this.engine.instance.Vec3(
graphicsMesh.scale.x,
graphicsMesh.scale.y,
graphicsMesh.scale.z
));
body = new this.physics.CANNON.Body({ mass: mass ? mass : 0, friction: friction ? friction : 10 });
body.addShape(meshShape);
meshShape.updateAABB();
meshShape.updateNormals();
meshShape.updateEdges();
meshShape.updateBoundingSphereRadius();
meshShape.updateTree();
} else if (this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_AMMO) {
} else if (this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_GOBLIN) {
}
body = new this.engine.instance.Body({
mass: mass,
friction: friction
});
body.addShape(meshShape);
pairs.push({
threeObject : createCollisionSubMeshes ? null : threeMesh,
threeObject : createCollisionSubMeshes ? null : graphicsMesh,
physicsObject : body
});
@ -5173,14 +5325,14 @@ GameLib.D3.World.GenerateTriangleCollisionMesh = function(
}
}
var face = threeMesh.geometry.faces[i];
var face = graphicsMesh.geometry.faces[i];
indicies.push(indicies.length);
indicies.push(indicies.length);
indicies.push(indicies.length);
var v0 = threeMesh.geometry.vertices[face.a];
var v1 = threeMesh.geometry.vertices[face.b];
var v2 = threeMesh.geometry.vertices[face.c];
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);
@ -5190,6 +5342,395 @@ GameLib.D3.World.GenerateTriangleCollisionMesh = function(
}
};
/**
* @param graphics GameLib.D3.Graphics
* @param graphicsMesh THREE.Mesh
* @returns {GameLib.D3.RigidBody}
* @constructor
*/
GameLib.D3.World.prototype.generateTriangleMeshShape = function(
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++;
}
var shape = GameLib.D3.Shape(this.engine, GameLib.D3.Shape.SHAPE_TYPE_TRIMESH, graphicsMesh.scale, vertices, faces);
var body = GameLib.D3.RigidBody(this.engine, 0, 12);
body.addShape(shape);
this.addRigidBody(body);
// process the mesh children recursively
for(var c in graphicsMesh.children) {
this.generateTriangleMeshShape(graphics, graphicsMesh.children[c]);
}
return body;
};
/**
* @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
*/
GameLib.D3.World.prototype.fixupTriangleMeshShape = function(
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 wireframeMeshes = [];
var totalFaces = 0;
var totalBrokenFaces = 0;
var totalFixedFaces = 0;
var fixedTriangleMeshObjects = [];
for(var i in triangleMeshShapes) {
var trimesh = triangleMeshShapes[i];
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 );
wireframeMeshes.add(wireframeMesh);
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 rigid 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, null, element.vertices, element.indices);
if(createCompoundShape) {
triangleMeshBody.addShape(shape);
} else {
var body = new GameLib.D3.RigidBody(this.engine, 0, 12);
body.addShape(shape);
this.instance.addRigidBody(body);
}
fixedTriangleMeshObjects.push(shape);
totalFixedFaces += element.indices.length / 3;
console.log("created mesh shape", 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,
wireframeMeshes : wireframeMeshes
};
};
if (typeof module !== 'undefined') {
module.exports = GameLib;
}

View File

@ -142,97 +142,248 @@ GameLib.D3.World.prototype.GetIndexedVertices = function(
};
/**
* TODO: FIX
* @param triangleMeshShape
* @param normalLength
* @param scale
* @param opacity
* @param wireframeColor
* @param triangleMeshShape GameLib.D3.Shape
* @param normalLength Number
* @param scale GameLib.D3.Vector3
* @param opacity Number
* @param wireframeColor HexCode
* @param graphics THREE
* @returns {THREE.Mesh|this.meshes}
* @constructor
*/
GameLib.D3.World.GenerateWireframeViewMesh = function(
GameLib.D3.World.prototype.generateWireframeViewTriangleMesh = function(
graphics,
triangleMeshShape,
normalLength,
scale,
opacity,
wireframeColor
) {
var geometryTHREE = new THREE.Geometry();
var wireframeTHREEMesh = new THREE.Mesh
(
geometryTHREE,
new THREE.MeshBasicMaterial({
color: wireframeColor ? wireframeColor : 0xfefefe,
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 ? opacity : 0.5
opacity: opacity
})
);
var data = this.GetIndexedVertices(triangleMeshShape);
for(var i = 0, l = data.vertices.length / 3; i < l; i++) {
geometryTHREE.vertices.push(new THREE.Vector3(data.vertices[i * 3], data.vertices[i * 3 + 1], data.vertices[i * 3 + 2]));
for(var i = 0, l = triangleMeshShape.instance.vertices.length / 3; i < l; ++i) {
graphicsGeometry.vertices.push(
new graphics.instance.Vector3(
triangleMeshShape.instance.vertices[i * 3],
triangleMeshShape.instance.vertices[i * 3 + 1],
triangleMeshShape.instance.vertices[i * 3 + 2]
)
);
}
for(var i = 0, l = data.indices.length / 3; i < l; i++) {
var i0 = data.indices[i * 3];
var i1 = data.indices[i * 3 + 1];
var i2 = data.indices[i * 3 + 2];
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];
geometryTHREE.faces.push(new THREE.Face3(i0, i1, i2));
graphicsGeometry.faces.push(
new graphics.instance.Face3(
i0,
i1,
i2
)
);
// Create debug view for normals
// Center point on the current triangle
// Center point on the mesh itself
var centroid = new THREE.Vector3()
.add(geometryTHREE.vertices[i0])
.add(geometryTHREE.vertices[i1])
.add(geometryTHREE.vertices[i2])
var centroid = new graphics.instance.Vector3()
.add(graphicsGeometry.vertices[i0])
.add(graphicsGeometry.vertices[i1])
.add(graphicsGeometry.vertices[i2])
.divideScalar(3);
var normal = null;
if(this.engine.engineType == GameLib.D3.Physics.TYPE_CANNON) {
var normal = new this.physics.CANNON.Vec3();
triangleMeshShape.getNormal(i, normal);
} else {
// todo: calculate the normal for v0, v1 & v2 here.
}
// Get the normal from the mesh shape itself
var normal = new this.engine.instance.Vec3();
triangleMeshShape.instance.getNormal(i , normal);
var arrow = new THREE.ArrowHelper(new THREE.Vector3(normal.x, normal.y, normal.z), centroid, normalLength, new THREE.Color(normal.x, normal.y, normal.z));
wireframeTHREEMesh.add( arrow );
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 );
}
wireframeTHREEMesh.scale.x = scale.x;
wireframeTHREEMesh.scale.y = scale.y;
wireframeTHREEMesh.scale.z = scale.z;
wireframeMesh.scale.x = scale.x;
wireframeMesh.scale.y = scale.y;
wireframeMesh.scale.z = scale.z;
return wireframeTHREEMesh;
return wireframeMesh;
};
/**
* TODO: FIX
* @param threeMesh
* @param mass
* @param friction
* @param createCollisionSubMeshes
* @param facesPerSubsection
* @param subsectionsToMerge
* @returns {Array}
* @param convexPolyMeshShape GameLib.D3.Shape
* @param normalLength Number
* @param scale GameLib.D3.Vector3
* @param opacity Number
* @param wireframeColor HexCode
* @param graphics THREE
* @returns {THREE.Mesh|this.meshes}
* @constructor
*/
GameLib.D3.World.GenerateTriangleCollisionMesh = function(
threeMesh,
mass, // default = 0
friction, // default = 10
createCollisionSubMeshes, // boolean. default = false
facesPerSubsection, // int. default = 0
subsectionsToMerge // int. default = 0
GameLib.D3.World.prototype.generateWireframeViewConvexPolyMesh = function(
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
*/
GameLib.D3.World.prototype.generateTriangleMeshShapeDivided = function(
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 = threeMesh.geometry.faces.length;
var totalAmtFaces = graphicsMesh.geometry.faces.length;
var facesToProcess = createCollisionSubMeshes ? (subMeshesToMerge * facesPerSubSection) : totalAmtFaces;
var pairs = []; // output
@ -245,27 +396,28 @@ GameLib.D3.World.GenerateTriangleCollisionMesh = function(
var body = null;
if(this.engine.engineType == GameLib.D3.Physics.TYPE_CANNON) {
var meshShape = new this.engine.instance.Trimesh(vertices, indicies);
var meshShape = new this.physics.CANNON.Trimesh(vertices, indicies);
meshShape.setScale(new this.physics.CANNON.Vec3(threeMesh.scale.x, threeMesh.scale.y, threeMesh.scale.z));
meshShape.updateAABB();
meshShape.updateNormals();
meshShape.updateEdges();
meshShape.updateBoundingSphereRadius();
meshShape.updateTree();
meshShape.setScale(new this.engine.instance.Vec3(
graphicsMesh.scale.x,
graphicsMesh.scale.y,
graphicsMesh.scale.z
));
body = new this.physics.CANNON.Body({ mass: mass ? mass : 0, friction: friction ? friction : 10 });
body.addShape(meshShape);
meshShape.updateAABB();
meshShape.updateNormals();
meshShape.updateEdges();
meshShape.updateBoundingSphereRadius();
meshShape.updateTree();
} else if (this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_AMMO) {
} else if (this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_GOBLIN) {
}
body = new this.engine.instance.Body({
mass: mass,
friction: friction
});
body.addShape(meshShape);
pairs.push({
threeObject : createCollisionSubMeshes ? null : threeMesh,
threeObject : createCollisionSubMeshes ? null : graphicsMesh,
physicsObject : body
});
@ -278,14 +430,14 @@ GameLib.D3.World.GenerateTriangleCollisionMesh = function(
}
}
var face = threeMesh.geometry.faces[i];
var face = graphicsMesh.geometry.faces[i];
indicies.push(indicies.length);
indicies.push(indicies.length);
indicies.push(indicies.length);
var v0 = threeMesh.geometry.vertices[face.a];
var v1 = threeMesh.geometry.vertices[face.b];
var v2 = threeMesh.geometry.vertices[face.c];
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);
@ -294,3 +446,393 @@ GameLib.D3.World.GenerateTriangleCollisionMesh = function(
processedFaces++;
}
};
/**
* @param graphics GameLib.D3.Graphics
* @param graphicsMesh THREE.Mesh
* @returns {GameLib.D3.RigidBody}
* @constructor
*/
GameLib.D3.World.prototype.generateTriangleMeshShape = function(
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++;
}
var shape = GameLib.D3.Shape(this.engine, GameLib.D3.Shape.SHAPE_TYPE_TRIMESH, graphicsMesh.scale, vertices, faces);
var body = GameLib.D3.RigidBody(this.engine, 0, 12);
body.addShape(shape);
this.addRigidBody(body);
// process the mesh children recursively
for(var c in graphicsMesh.children) {
this.generateTriangleMeshShape(graphics, graphicsMesh.children[c]);
}
return body;
};
/**
* @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
*/
GameLib.D3.World.prototype.fixupTriangleMeshShape = function(
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 wireframeMeshes = [];
var totalFaces = 0;
var totalBrokenFaces = 0;
var totalFixedFaces = 0;
var fixedTriangleMeshObjects = [];
for(var i in triangleMeshShapes) {
var trimesh = triangleMeshShapes[i];
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 );
wireframeMeshes.add(wireframeMesh);
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 rigid 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, null, element.vertices, element.indices);
if(createCompoundShape) {
triangleMeshBody.addShape(shape);
} else {
var body = new GameLib.D3.RigidBody(this.engine, 0, 12);
body.addShape(shape);
this.instance.addRigidBody(body);
}
fixedTriangleMeshObjects.push(shape);
totalFixedFaces += element.indices.length / 3;
console.log("created mesh shape", 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,
wireframeMeshes : wireframeMeshes
};
};