refactored game-class, entity, rigidbody extends component, refactored world, sphere physics working.
parent
2098af0c7e
commit
3b6a61ef69
File diff suppressed because one or more lines are too long
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@ -402,7 +402,10 @@ GameLib.D3.Entity.prototype.addComponent = function(
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this.parentScene.registerComponent(component);
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this.parentScene.registerComponent(component);
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this.componentIds.push(component.componentId);
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this.componentIds.push(component.componentId);
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component.setParentEntity(this.parentScene, this);
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if(component.setParentEntity && typeof component.setParentEntity == 'function') {
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component.setParentEntity(this.parentScene, this);
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}
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};
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};
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@ -666,107 +669,53 @@ GameLib.D3.Game = function (
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) {
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) {
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this.scenes = {};
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this.scenes = {};
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this.physicsWorlds = [];
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this.sceneToPhysicsWorldsMap = {};
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};
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};
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GameLib.D3.Game.prototype.AddScene = function(
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GameLib.D3.Game.prototype.addScene = function(
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scene
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scene,
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identifer
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) {
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) {
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this.scenes[scene.name] = scene;
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this.scenes[identifer] = scene;
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};
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};
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GameLib.D3.Game.prototype.AddPhysicsWorld = function(
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GameLib.D3.Game.prototype.processPhysics = function (
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physicsWorld
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) {
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this.physicsWorlds.push(physicsWorld);
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};
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GameLib.D3.Game.prototype.LinkPhysicsWorldToScene = function(
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physicsWorld,
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scene
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) {
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this.sceneToPhysicsWorldsMap[scene.name] = this.sceneToPhysicsWorldsMap[scene.name] || [];
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this.sceneToPhysicsWorldsMap[scene.name].push(physicsWorld);
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};
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GameLib.D3.Game.prototype.GetPhysicsWorldsForScene = function (
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scene
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) {
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return this.sceneToPhysicsWorldsMap[scene.name];
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};
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GameLib.D3.Game.prototype.ProcessPhysics = function (
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timestep
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timestep
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) {
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) {
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for(var s in this.sceneToPhysicsWorldsMap) {
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for(var s in this.scenes) {
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var physicsWorldArray = this.sceneToPhysicsWorldsMap[s];
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var scene = this.scenes[s];
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var scene = this.scenes[s];
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if(scene && physicsWorldArray) {
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for(var w in scene.worlds) {
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var world = scene.worlds[w];
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for(var i = 0, l = physicsWorldArray.length; i < l; i++) {
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world.step(timestep);
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var physicsWorld = physicsWorldArray[i];
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physicsWorld.Step(timestep);
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for(var p in physicsWorld.linkedPairs) {
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var pair = physicsWorld.linkedPairs[p];
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var mesh = pair.threeMesh;
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var body = pair.physicsBody;
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if(mesh) {
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if(physicsWorld.engineType === GameLib.D3.Physics.TYPE_CANNON) {
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var quaternion = new THREE.Quaternion();
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quaternion.copy(body.rigidBodyInstance.quaternion);
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var quaternionCopy = quaternion.clone();
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var position = new THREE.Vector3();
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position.copy(body.rigidBodyInstance.position);
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if(mesh.permutate) {
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if(mesh.permutate.offset) {
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if(mesh.permutate.offset.quaternion) {
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var offsetQuaternion = new THREE.Quaternion();
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offsetQuaternion.copy(mesh.permutate.offset.quaternion);
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quaternion = quaternion.multiply(offsetQuaternion).normalize();
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}
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if(mesh.permutate.offset.position) {
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var offsetPosition = new THREE.Vector3();
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offsetPosition.copy(mesh.permutate.offset.position);
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//position = position.add(offsetPosition);
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position = position.add(offsetPosition.applyQuaternion(quaternionCopy));
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}
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}
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}
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mesh.position.copy(position);
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mesh.quaternion.copy(quaternion);
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}
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}
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}
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}
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}
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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.Game.prototype.LinkPair = function (
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GameLib.D3.Game.prototype.render = function(
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threeMesh,
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dt,
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physicsBody,
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renderer,
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physicsWorld
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camera
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) {
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) {
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physicsWorld.linkedPairs = physicsWorld.linkedPairs || [];
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for(var s in this.scenes) {
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var scene = this.scenes[s];
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scene.render(dt, renderer, camera);
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}
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};
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physicsWorld.linkedPairs.push({
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GameLib.D3.Game.prototype.update = function(
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threeMesh : threeMesh,
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dt
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physicsBody : physicsBody
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) {
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});
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for(var s in this.scenes) {
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var scene = this.scenes[s];
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for(var w in scene.worlds) {
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var world = scene.worlds[w];
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world.step(dt);
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}
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scene.update(dt);
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scene.lateUpdate(dt);
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}
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};
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};
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/**
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/**
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* Graphics Superset
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* Graphics Superset
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@ -2999,10 +2948,11 @@ GameLib.D3.RigidBody = function(
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this.shape = typeof shape == "undefined" ? null : shape;
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this.shape = typeof shape == "undefined" ? null : shape;
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this.engine = engine;
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this.engine = engine;
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this.engine.isNotCannonThrow();
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this.engine.isNotCannonThrow();
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this.instance = this.createInstance();
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this.instance = this.createInstance();
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// Todo: this should be executed somewhere in game-lib-z, so that we don't execute it on every construction of an object.
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GameLib.D3.Utils.Extend(GameLib.D3.RigidBody, GameLib.D3.ComponentInterface);
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};
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};
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/**
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/**
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@ -3012,7 +2962,7 @@ GameLib.D3.RigidBody = function(
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GameLib.D3.RigidBody.prototype.createInstance = function() {
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GameLib.D3.RigidBody.prototype.createInstance = function() {
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var instance = new this.engine.instance.Body({
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var instance = new this.engine.instance.Body({
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mass: mass,
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mass: this.mass,
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friction: this.friction,
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friction: this.friction,
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position: new this.engine.instance.Vec3(
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position: new this.engine.instance.Vec3(
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this.position.x,
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this.position.x,
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@ -3043,7 +2993,7 @@ GameLib.D3.RigidBody.prototype.createInstance = function() {
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collisionFilterGroup: this.collisionFilterGroup,
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collisionFilterGroup: this.collisionFilterGroup,
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collisionFilterMask: this.collisionFilterMask,
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collisionFilterMask: this.collisionFilterMask,
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fixedRotation: this.fixedRotation,
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fixedRotation: this.fixedRotation,
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shape: this.shape.instance
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shape: this.shape && this.shape.instance ? this.shape.instance : null
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});
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});
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this.instance = instance;
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this.instance = instance;
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@ -3087,8 +3037,52 @@ GameLib.D3.RigidBody.prototype.addShape = function(
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);
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);
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};
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};
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.RigidBody.prototype.onLateUpdate = function(
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deltaTime,
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parentEntity
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) {
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if(parentEntity.mesh) {
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var quaternion = new THREE.Quaternion();
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quaternion.copy(this.instance.quaternion);
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var quaternionCopy = quaternion.clone();
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var position = new THREE.Vector3();
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position.copy(this.instance.position);
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// todo: create mesh superset with permutate field
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// permutate : {
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// offset : {
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// quaternion : new Quaternion(),
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// position : new Vec3()
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// }
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// }
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/*if(mesh.permutate) {
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if(mesh.permutate.offset) {
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if(mesh.permutate.offset.quaternion) {
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var offsetQuaternion = new THREE.Quaternion();
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offsetQuaternion.copy(mesh.permutate.offset.quaternion);
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quaternion = quaternion.multiply(offsetQuaternion).normalize();
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}
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if(mesh.permutate.offset.position) {
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var offsetPosition = new THREE.Vector3();
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offsetPosition.copy(mesh.permutate.offset.position);
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//position = position.add(offsetPosition);
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position = position.add(offsetPosition.applyQuaternion(quaternionCopy));
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}
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}
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}*/
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parentEntity.mesh.position.copy(position);
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parentEntity.mesh.quaternion.copy(quaternion);
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}
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};
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/**
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/**
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* Rigid Wheel superset
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* Rigid Wheel superset
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* @param body GameLib.D3.RigidBody
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* @param body GameLib.D3.RigidBody
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@ -5341,7 +5335,7 @@ GameLib.D3.World = function(
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if (typeof solver == 'undefined') {
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if (typeof solver == 'undefined') {
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solver = new GameLib.D3.Solver(
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solver = new GameLib.D3.Solver(
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null,
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null,
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'GSSolver',
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engine,
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GameLib.D3.Solver.GS_SOLVER
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GameLib.D3.Solver.GS_SOLVER
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);
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);
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}
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}
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@ -87,7 +87,10 @@ GameLib.D3.Entity.prototype.addComponent = function(
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this.parentScene.registerComponent(component);
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this.parentScene.registerComponent(component);
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this.componentIds.push(component.componentId);
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this.componentIds.push(component.componentId);
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component.setParentEntity(this.parentScene, this);
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if(component.setParentEntity && typeof component.setParentEntity == 'function') {
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component.setParentEntity(this.parentScene, this);
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}
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};
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};
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@ -2,105 +2,51 @@ GameLib.D3.Game = function (
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) {
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) {
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this.scenes = {};
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this.scenes = {};
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this.physicsWorlds = [];
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this.sceneToPhysicsWorldsMap = {};
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};
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};
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GameLib.D3.Game.prototype.AddScene = function(
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GameLib.D3.Game.prototype.addScene = function(
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scene
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scene,
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identifer
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) {
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) {
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this.scenes[scene.name] = scene;
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this.scenes[identifer] = scene;
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};
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};
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GameLib.D3.Game.prototype.AddPhysicsWorld = function(
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GameLib.D3.Game.prototype.processPhysics = function (
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physicsWorld
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) {
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this.physicsWorlds.push(physicsWorld);
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};
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GameLib.D3.Game.prototype.LinkPhysicsWorldToScene = function(
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physicsWorld,
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scene
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) {
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this.sceneToPhysicsWorldsMap[scene.name] = this.sceneToPhysicsWorldsMap[scene.name] || [];
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this.sceneToPhysicsWorldsMap[scene.name].push(physicsWorld);
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};
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GameLib.D3.Game.prototype.GetPhysicsWorldsForScene = function (
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scene
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) {
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return this.sceneToPhysicsWorldsMap[scene.name];
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};
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GameLib.D3.Game.prototype.ProcessPhysics = function (
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timestep
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timestep
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) {
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) {
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for(var s in this.sceneToPhysicsWorldsMap) {
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for(var s in this.scenes) {
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var physicsWorldArray = this.sceneToPhysicsWorldsMap[s];
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var scene = this.scenes[s];
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var scene = this.scenes[s];
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if(scene && physicsWorldArray) {
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for(var w in scene.worlds) {
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var world = scene.worlds[w];
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for(var i = 0, l = physicsWorldArray.length; i < l; i++) {
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world.step(timestep);
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var physicsWorld = physicsWorldArray[i];
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physicsWorld.Step(timestep);
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for(var p in physicsWorld.linkedPairs) {
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var pair = physicsWorld.linkedPairs[p];
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var mesh = pair.threeMesh;
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var body = pair.physicsBody;
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if(mesh) {
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if(physicsWorld.engineType === GameLib.D3.Physics.TYPE_CANNON) {
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var quaternion = new THREE.Quaternion();
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quaternion.copy(body.rigidBodyInstance.quaternion);
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var quaternionCopy = quaternion.clone();
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var position = new THREE.Vector3();
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position.copy(body.rigidBodyInstance.position);
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if(mesh.permutate) {
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if(mesh.permutate.offset) {
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if(mesh.permutate.offset.quaternion) {
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var offsetQuaternion = new THREE.Quaternion();
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offsetQuaternion.copy(mesh.permutate.offset.quaternion);
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quaternion = quaternion.multiply(offsetQuaternion).normalize();
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}
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if(mesh.permutate.offset.position) {
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var offsetPosition = new THREE.Vector3();
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offsetPosition.copy(mesh.permutate.offset.position);
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//position = position.add(offsetPosition);
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position = position.add(offsetPosition.applyQuaternion(quaternionCopy));
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}
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}
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}
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mesh.position.copy(position);
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mesh.quaternion.copy(quaternion);
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}
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}
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}
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}
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}
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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.Game.prototype.LinkPair = function (
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GameLib.D3.Game.prototype.render = function(
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threeMesh,
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dt,
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physicsBody,
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renderer,
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physicsWorld
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camera
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) {
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) {
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physicsWorld.linkedPairs = physicsWorld.linkedPairs || [];
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for(var s in this.scenes) {
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var scene = this.scenes[s];
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physicsWorld.linkedPairs.push({
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scene.render(dt, renderer, camera);
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threeMesh : threeMesh,
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}
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physicsBody : physicsBody
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};
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});
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GameLib.D3.Game.prototype.update = function(
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dt
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) {
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for(var s in this.scenes) {
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var scene = this.scenes[s];
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for(var w in scene.worlds) {
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var world = scene.worlds[w];
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world.step(dt);
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}
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scene.update(dt);
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scene.lateUpdate(dt);
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}
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};
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};
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@ -55,10 +55,11 @@ GameLib.D3.RigidBody = function(
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this.shape = typeof shape == "undefined" ? null : shape;
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this.shape = typeof shape == "undefined" ? null : shape;
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this.engine = engine;
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this.engine = engine;
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this.engine.isNotCannonThrow();
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this.engine.isNotCannonThrow();
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this.instance = this.createInstance();
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this.instance = this.createInstance();
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||||||
|
// Todo: this should be executed somewhere in game-lib-z, so that we don't execute it on every construction of an object.
|
||||||
|
GameLib.D3.Utils.Extend(GameLib.D3.RigidBody, GameLib.D3.ComponentInterface);
|
||||||
};
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -68,7 +69,7 @@ GameLib.D3.RigidBody = function(
|
||||||
GameLib.D3.RigidBody.prototype.createInstance = function() {
|
GameLib.D3.RigidBody.prototype.createInstance = function() {
|
||||||
|
|
||||||
var instance = new this.engine.instance.Body({
|
var instance = new this.engine.instance.Body({
|
||||||
mass: mass,
|
mass: this.mass,
|
||||||
friction: this.friction,
|
friction: this.friction,
|
||||||
position: new this.engine.instance.Vec3(
|
position: new this.engine.instance.Vec3(
|
||||||
this.position.x,
|
this.position.x,
|
||||||
|
@ -99,7 +100,7 @@ GameLib.D3.RigidBody.prototype.createInstance = function() {
|
||||||
collisionFilterGroup: this.collisionFilterGroup,
|
collisionFilterGroup: this.collisionFilterGroup,
|
||||||
collisionFilterMask: this.collisionFilterMask,
|
collisionFilterMask: this.collisionFilterMask,
|
||||||
fixedRotation: this.fixedRotation,
|
fixedRotation: this.fixedRotation,
|
||||||
shape: this.shape.instance
|
shape: this.shape && this.shape.instance ? this.shape.instance : null
|
||||||
});
|
});
|
||||||
|
|
||||||
this.instance = instance;
|
this.instance = instance;
|
||||||
|
@ -143,4 +144,49 @@ GameLib.D3.RigidBody.prototype.addShape = function(
|
||||||
);
|
);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
///////////////////////// Methods to override //////////////////////////
|
||||||
|
GameLib.D3.RigidBody.prototype.onLateUpdate = function(
|
||||||
|
deltaTime,
|
||||||
|
parentEntity
|
||||||
|
) {
|
||||||
|
if(parentEntity.mesh) {
|
||||||
|
var quaternion = new THREE.Quaternion();
|
||||||
|
quaternion.copy(this.instance.quaternion);
|
||||||
|
|
||||||
|
var quaternionCopy = quaternion.clone();
|
||||||
|
|
||||||
|
var position = new THREE.Vector3();
|
||||||
|
position.copy(this.instance.position);
|
||||||
|
|
||||||
|
// todo: create mesh superset with permutate field
|
||||||
|
// permutate : {
|
||||||
|
// offset : {
|
||||||
|
// quaternion : new Quaternion(),
|
||||||
|
// position : new Vec3()
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
/*if(mesh.permutate) {
|
||||||
|
if(mesh.permutate.offset) {
|
||||||
|
if(mesh.permutate.offset.quaternion) {
|
||||||
|
var offsetQuaternion = new THREE.Quaternion();
|
||||||
|
offsetQuaternion.copy(mesh.permutate.offset.quaternion);
|
||||||
|
quaternion = quaternion.multiply(offsetQuaternion).normalize();
|
||||||
|
}
|
||||||
|
|
||||||
|
if(mesh.permutate.offset.position) {
|
||||||
|
var offsetPosition = new THREE.Vector3();
|
||||||
|
offsetPosition.copy(mesh.permutate.offset.position);
|
||||||
|
//position = position.add(offsetPosition);
|
||||||
|
position = position.add(offsetPosition.applyQuaternion(quaternionCopy));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}*/
|
||||||
|
|
||||||
|
parentEntity.mesh.position.copy(position);
|
||||||
|
parentEntity.mesh.quaternion.copy(quaternion);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
};
|
|
@ -41,7 +41,7 @@ GameLib.D3.World = function(
|
||||||
if (typeof solver == 'undefined') {
|
if (typeof solver == 'undefined') {
|
||||||
solver = new GameLib.D3.Solver(
|
solver = new GameLib.D3.Solver(
|
||||||
null,
|
null,
|
||||||
'GSSolver',
|
engine,
|
||||||
GameLib.D3.Solver.GS_SOLVER
|
GameLib.D3.Solver.GS_SOLVER
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue