merge conflicts

beta.r3js.org
Theunis J. Botha 2016-11-01 16:24:29 +01:00
commit 4d38ef3c0b
3 changed files with 61 additions and 217 deletions

File diff suppressed because one or more lines are too long

View File

@ -3057,88 +3057,9 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
var physics3ds = []; var physics3ds = [];
if (scene.physics && scene.physics.length > 0) { if (scene.worlds && scene.worlds.length > 0) {
console.warn('Implement physics worlds code here');
for (var p = 0; p < scene.physics.length; p++) { //TODO: physics world code here
var physics = scene.physics[p];
var engine = null;
if (physics.engine.engineType == GameLib.D3.Engine.ENGINE_TYPE_CANNON) {
engine = new GameLib.D3.Engine(
GameLib.D3.Engine.ENGINE_TYPE_CANNON,
CANNON
);
}
var physics3d = new GameLib.D3.Physics(
physics.id,
physics.name,
engine,
null
);
var worlds3d = [];
for (var w = 0; w < physics.worlds.length; w++) {
var world = physics.worlds[w];
var broadphase = world.broadphase;
var broadphase3d = new GameLib.D3.Physics.Broadphase(
broadphase.id,
broadphase.name,
broadphase.broadphaseType
);
var solver = world.solver;
var solver3d = new GameLib.D3.Physics.Solver(
solver.id,
solver.name,
solver.solverType,
solver.iterations,
solver.tolerance
);
var bodies = world.rigidBodies;
var bodies3d = [];
for (var b = 0; b < bodies.length; b++) {
var body = bodies[b];
//TODO: add all body properties here
var body3d = new GameLib.D3.Physics.RigidBody(
body.id,
body.name
);
bodies3d.push(body3d);
}
var world3d = new GameLib.D3.Physics.World(
null,
world.name,
physics3d,
new GameLib.D3.Vector3(
world.gravity.x,
world.gravity.y,
world.gravity.z
),
broadphase3d,
solver3d,
bodies3d
);
worlds3d.push(world3d);
}
physics3ds.push(physics3d);
}
} }
var lights3d = []; var lights3d = [];
@ -3225,7 +3146,7 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
physics3ds physics3ds
); );
GameLib.D3.Scene.loadScene( GameLib.D3.Scene.LoadScene(
scene3d, scene3d,
onLoaded, onLoaded,
false, false,
@ -3249,7 +3170,7 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
* @param uploadUrl * @param uploadUrl
* @param progressCallback * @param progressCallback
*/ */
GameLib.D3.Scene.loadScene = function( GameLib.D3.Scene.LoadScene = function(
gameLibScene, gameLibScene,
onLoaded, onLoaded,
computeNormals, computeNormals,

View File

@ -128,141 +128,64 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
var physics3ds = []; var physics3ds = [];
if (scene.physics && scene.physics.length > 0) { if (scene.worlds && scene.worlds.length > 0) {
console.warn('Implement physics worlds code here');
for (var p = 0; p < scene.physics.length; p++) { //TODO: physics world code here
var physics = scene.physics[p];
var engine = null;
if (physics.engine.engineType == GameLib.D3.Engine.ENGINE_TYPE_CANNON) {
engine = new GameLib.D3.Engine(
GameLib.D3.Engine.ENGINE_TYPE_CANNON,
CANNON
);
}
var physics3d = new GameLib.D3.Physics(
physics.id,
physics.name,
engine,
null
);
var worlds3d = [];
for (var w = 0; w < physics.worlds.length; w++) {
var world = physics.worlds[w];
var broadphase = world.broadphase;
var broadphase3d = new GameLib.D3.Physics.Broadphase(
broadphase.id,
broadphase.name,
broadphase.broadphaseType
);
var solver = world.solver;
var solver3d = new GameLib.D3.Physics.Solver(
solver.id,
solver.name,
solver.solverType,
solver.iterations,
solver.tolerance
);
var bodies = world.rigidBodies;
var bodies3d = [];
for (var b = 0; b < bodies.length; b++) {
var body = bodies[b];
//TODO: add all body properties here
var body3d = new GameLib.D3.Physics.RigidBody(
body.id,
body.name
);
bodies3d.push(body3d);
}
var world3d = new GameLib.D3.Physics.World(
null,
world.name,
physics3d,
new GameLib.D3.Vector3(
world.gravity.x,
world.gravity.y,
world.gravity.z
),
broadphase3d,
solver3d,
bodies3d
);
worlds3d.push(world3d);
}
physics3ds.push(physics3d);
}
} }
var lights3d = []; var lights3d = [];
for (var l = 0; l < scene.lights.length; l++) { if (scene.lights && scene.lights.length > 0) {
for (var l = 0; l < scene.lights.length; l++) {
var light = scene.lights[l]; var light = scene.lights[l];
var light3d = new GameLib.D3.Light( var light3d = new GameLib.D3.Light(
light.id, light.id,
light.lightType, light.lightType,
light.name, light.name,
new GameLib.D3.Color( new GameLib.D3.Color(
light.color.r, light.color.r,
light.color.g, light.color.g,
light.color.b, light.color.b,
light.color.a light.color.a
), ),
light.intensity, light.intensity,
new GameLib.D3.Vector3( new GameLib.D3.Vector3(
light.position.x, light.position.x,
light.position.y, light.position.y,
light.position.z light.position.z
), ),
new GameLib.D3.Vector3( new GameLib.D3.Vector3(
light.targetPosition.x, light.targetPosition.x,
light.targetPosition.y, light.targetPosition.y,
light.targetPosition.z light.targetPosition.z
), ),
new GameLib.D3.Vector4( new GameLib.D3.Vector4(
light.quaternion.x, light.quaternion.x,
light.quaternion.y, light.quaternion.y,
light.quaternion.z, light.quaternion.z,
light.quaternion.w light.quaternion.w
), ),
new GameLib.D3.Vector3( new GameLib.D3.Vector3(
light.rotation.x, light.rotation.x,
light.rotation.y, light.rotation.y,
light.rotation.z light.rotation.z
), ),
new GameLib.D3.Vector3( new GameLib.D3.Vector3(
light.scale.x, light.scale.x,
light.scale.y, light.scale.y,
light.scale.z light.scale.z
), ),
light.distance, light.distance,
light.decay, light.decay,
light.power, light.power,
light.angle, light.angle,
light.penumbra light.penumbra
); );
lights3d.push(light3d); lights3d.push(light3d);
}
} }
var scene3d = new GameLib.D3.Scene( var scene3d = new GameLib.D3.Scene(
@ -296,7 +219,7 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
physics3ds physics3ds
); );
GameLib.D3.Scene.loadScene( GameLib.D3.Scene.LoadScene(
scene3d, scene3d,
onLoaded, onLoaded,
false, false,
@ -320,7 +243,7 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
* @param uploadUrl * @param uploadUrl
* @param progressCallback * @param progressCallback
*/ */
GameLib.D3.Scene.loadScene = function( GameLib.D3.Scene.LoadScene = function(
gameLibScene, gameLibScene,
onLoaded, onLoaded,
computeNormals, computeNormals,