merge conflicts
commit
517d75d3c2
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@ -0,0 +1,28 @@
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/**
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*
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* @param componentId
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* @param threeCamera
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* @constructor
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*/
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GameLib.D3.ComponentCamera = function(
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componentId,
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threeCamera
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) {
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this.componentId = componentId || GameLib.D3.Tools.RandomId();
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this.parentEntity = null;
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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.ComponentCamera, GameLib.D3.ComponentInterface);
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// Component fields
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this.threeCamera = threeCamera;
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};
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentCamera.prototype.onLateUpdate = function(
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deltaTime,
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parentEntity
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) {
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this.threeCamera.quaternion.copy(parentEntity.quaternion);
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this.threeCamera.position.copy(parentEntity.position);
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};
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@ -0,0 +1,201 @@
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GameLib.D3.ComponentFlyControls = function(
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componentId
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) {
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this.componentId = componentId || GameLib.D3.Tools.RandomId();
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this.parentEntity = null;
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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.ComponentFlyControls, GameLib.D3.ComponentInterface);
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// Component fields
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this.pitch = 0;
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this.yaw = 0;
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this.canRotate = false;
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this.moveSpeed = 22.2;
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this.moveForward = false;
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this.moveBackward = false;
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this.moveLeft = false;
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this.moveRight = false;
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this.moveUp = false;
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this.moveDown = false;
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};
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentFlyControls.prototype.onUpdate = function(
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deltaTime,
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parentEntity
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) {
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// Apply rotation
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var rotation = new THREE.Euler(
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this.pitch,
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this.yaw,
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0,
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"YXZ"
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);
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var quat = new THREE.Quaternion().setFromEuler(
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rotation
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);
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parentEntity.quaternion.x = quat.x;
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parentEntity.quaternion.y = quat.y;
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parentEntity.quaternion.z = quat.z;
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parentEntity.quaternion.w = quat.w;
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// Apply translation
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var direction = new THREE.Vector3(0, 0, -1);
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direction = direction.applyEuler(rotation).normalize();
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if(this.moveForward) {
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parentEntity.position.x += direction.x * (deltaTime * this.moveSpeed);
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parentEntity.position.y += direction.y * (deltaTime * this.moveSpeed);
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parentEntity.position.z += direction.z * (deltaTime * this.moveSpeed);
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} else if(this.moveBackward) {
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parentEntity.position.x -= direction.x * (deltaTime * this.moveSpeed);
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parentEntity.position.y -= direction.y * (deltaTime * this.moveSpeed);
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parentEntity.position.z -= direction.z * (deltaTime * this.moveSpeed);
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}
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if(this.moveLeft) {
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var right = direction.cross(new THREE.Vector3(0, 1, 0));
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parentEntity.position.x -= right.x * (deltaTime * this.moveSpeed);
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parentEntity.position.y -= right.y * (deltaTime * this.moveSpeed);
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parentEntity.position.z -= right.z * (deltaTime * this.moveSpeed);
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} else if(this.moveRight) {
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var right = direction.cross(new THREE.Vector3(0, 1, 0));
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parentEntity.position.x += right.x * (deltaTime * this.moveSpeed);
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parentEntity.position.y += right.y * (deltaTime * this.moveSpeed);
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parentEntity.position.z += right.z * (deltaTime * this.moveSpeed);
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}
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// Absolute Y-Axis
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if(this.moveUp) {
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parentEntity.position.y += (deltaTime * this.moveSpeed);
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} else if(this.moveDown) {
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parentEntity.position.y -= (deltaTime * this.moveSpeed);
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}
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};
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GameLib.D3.ComponentFlyControls.prototype.onSetParentEntity = function(
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parentScene,
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parentEntity
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) {
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var component = this;
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// Lock cursor
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var havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
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var element = document.body;
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document.addEventListener('click', function(event) {
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if(havePointerLock) {
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if(event.button == 0) {
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component.canRotate = true;
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element.requestPointerLock();
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} else if(event.button == 2) {
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component.canRotate = false;
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document.exitPointerLock();
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}
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}
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});
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if(havePointerLock) {
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element.requestPointerLock = element.requestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;
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document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
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}
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// Mouse move
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document.addEventListener('mousemove', function (event) {
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if(component.canRotate) {
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var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
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var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
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component.yaw -= movementX * 0.002;
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component.pitch -= movementY * 0.002;
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}
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// Save mouseCoords
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sys.mouseCoords.set(
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(event.clientX / window.innerWidth) * 2 - 1,
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-(event.clientY / window.innerHeight) * 2 + 1
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);
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}, false);
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// Hook up keyboard controls
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document.addEventListener('keydown', function (event) {
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switch (event.keyCode) {
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case 87: // w
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component.moveForward = true;
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break;
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case 65: // a
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component.moveLeft = true;
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break;
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case 83: // s
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component.moveBackward = true;
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break;
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case 68: // d
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component.moveRight = true;
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break;
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case 32: // space
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component.moveUp = true;
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break;
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case 16:
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component.moveDown = true;
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break;
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}
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}, false);
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document.addEventListener('keyup', function (event) {
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switch (event.keyCode) {
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case 38: // up
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case 87: // w
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component.moveForward = false;
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break;
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case 37: // left
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case 65: // a
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component.moveLeft = false;
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break;
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case 40: // down
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case 83: // s
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component.moveBackward = false;
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break;
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case 39: // right
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case 68: // d
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component.moveRight = false;
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break;
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case 32: // space
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component.moveUp = false;
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break;
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case 16:
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component.moveDown = false;
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break;
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}
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}, false);
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};
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@ -0,0 +1,99 @@
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/**
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*
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* @param componentId
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* @param targetEntity GameLib.D3.Entity
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* @param targetOffset GameLib.D3.Vector3
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* @param minDistance
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* @param moveSpeed
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* @constructor
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*/
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GameLib.D3.ComponentFollow = function(
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componentId,
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targetEntity,
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targetOffset,
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minDistance,
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moveSpeed
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) {
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this.componentId = componentId || GameLib.D3.Tools.RandomId();
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this.parentEntity = null;
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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.ComponentFollow, GameLib.D3.ComponentInterface);
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//
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this.targetEntity = targetEntity;
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this.moveSpeed = moveSpeed || 12.5;
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if(GameLib.D3.Utils.UndefinedOrNull(targetOffset)) {
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targetOffset = new GameLib.D3.Vector3(0, 0, 0);
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}
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this.targetOffset = targetOffset;
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this.minDistance = minDistance || 0;
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};
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if(typeof THREE != "undefined") {
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ComponentFollow_Target_Vec3 = new THREE.Vector3();
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ComponentFollow_TargetToParent_Vec3 = new THREE.Vector3();
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ComponentFollow_rotatedTargetOffset_Vec3 = new THREE.Vector3();
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ComponentFollow_tempQuaternion = new THREE.Quaternion();
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}
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentFollow.prototype.onUpdate = function(
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deltaTime,
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parentEntity
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) {
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if(this.targetEntity) {
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ComponentFollow_tempQuaternion.set(
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this.targetEntity.quaternion.x,
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this.targetEntity.quaternion.y,
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this.targetEntity.quaternion.z,
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this.targetEntity.quaternion.w
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);
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ComponentFollow_rotatedTargetOffset_Vec3.set(
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this.targetOffset.x,
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this.targetOffset.y,
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this.targetOffset.z
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);
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ComponentFollow_rotatedTargetOffset_Vec3 =
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ComponentFollow_rotatedTargetOffset_Vec3.applyQuaternion(
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ComponentFollow_tempQuaternion
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);
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ComponentFollow_Target_Vec3.set(
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this.targetEntity.position.x + ComponentFollow_rotatedTargetOffset_Vec3.x,
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this.targetEntity.position.y + ComponentFollow_rotatedTargetOffset_Vec3.y,
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this.targetEntity.position.z + ComponentFollow_rotatedTargetOffset_Vec3.z
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);
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ComponentFollow_TargetToParent_Vec3.set(
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parentEntity.position.x - this.targetEntity.position.x,
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parentEntity.position.y - this.targetEntity.position.y,
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parentEntity.position.z - this.targetEntity.position.z
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);
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ComponentFollow_TargetToParent_Vec3.normalize();
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ComponentFollow_TargetToParent_Vec3.set(
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ComponentFollow_TargetToParent_Vec3.x * this.minDistance,
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ComponentFollow_TargetToParent_Vec3.y * this.minDistance,
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ComponentFollow_TargetToParent_Vec3.z * this.minDistance
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);
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ComponentFollow_Target_Vec3.set(
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ComponentFollow_Target_Vec3.x + ComponentFollow_TargetToParent_Vec3.x,
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ComponentFollow_Target_Vec3.y + ComponentFollow_TargetToParent_Vec3.y,
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ComponentFollow_Target_Vec3.z + ComponentFollow_TargetToParent_Vec3.z
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);
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var t = deltaTime * this.moveSpeed;
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//t = t * t * t * (t * (6.0 * t - 15.0) + 10.0);
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parentEntity.position = parentEntity.position.lerp(ComponentFollow_Target_Vec3, t);
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}
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};
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GameLib.D3.ComponentLookAt = function(
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componentId,
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targetEntity,
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targetOffset,
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rotationSpeed
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) {
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this.componentId = componentId || GameLib.D3.Tools.RandomId();
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this.parentEntity = null;
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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.ComponentLookAt, GameLib.D3.ComponentInterface);
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// todo: USE TARGET OFFSET.
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this.targetEntity = targetEntity;
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if(GameLib.D3.Utils.UndefinedOrNull(targetOffset)) {
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targetOffset = new GameLib.D3.Vector3(0, 0, 0);
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}
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this.targetOffset = targetOffset;
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this.lastTargetQuaternion = new GameLib.D3.Vector4(0, 0, 0, 1);
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this.rotationSpeed = rotationSpeed || 22.0;
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};
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if(typeof THREE != "undefined") {
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ComponentLookAt_rotatedTargetOffset = new THREE.Vector3();
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ComponentLookAt_currentPos = new THREE.Vector3();
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ComponentLookAt_targetPos = new THREE.Vector3();
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ComponentLookAt_upVector = new THREE.Vector3(0, 1, 0);
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ComponentLookAt_targetQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_tmpQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_newRotationQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_lastRotationQuaternion = new THREE.Quaternion(0, 0, 0, 1);
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ComponentLookAt_lookAtMatrix = new THREE.Matrix4();
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}
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///////////////////////// Methods to override //////////////////////////
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GameLib.D3.ComponentLookAt.prototype.onUpdate = function(
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deltaTime,
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parentEntity
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) {
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if(this.targetEntity) {
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var target = this.targetEntity.position;
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ComponentLookAt_currentPos.set(
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parentEntity.position.x,
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parentEntity.position.y,
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parentEntity.position.z
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);
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ComponentLookAt_lastRotationQuaternion.set(
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this.lastTargetQuaternion.x,
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this.lastTargetQuaternion.y,
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this.lastTargetQuaternion.z,
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this.lastTargetQuaternion.w
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);
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ComponentLookAt_rotatedTargetOffset.set(
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this.targetOffset.x,
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this.targetOffset.y,
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this.targetOffset.z
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);
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ComponentLookAt_targetQuaternion.set(
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this.targetEntity.quaternion.x,
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this.targetEntity.quaternion.y,
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this.targetEntity.quaternion.z,
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this.targetEntity.quaternion.w
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);
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ComponentLookAt_rotatedTargetOffset =
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ComponentLookAt_rotatedTargetOffset.applyQuaternion(
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ComponentLookAt_targetQuaternion
|
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);
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ComponentLookAt_targetPos.set(
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target.x + ComponentLookAt_rotatedTargetOffset.x,
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target.y + ComponentLookAt_rotatedTargetOffset.y,
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target.z + ComponentLookAt_rotatedTargetOffset.z
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);
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ComponentLookAt_lookAtMatrix.lookAt(
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ComponentLookAt_currentPos,
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ComponentLookAt_targetPos,
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ComponentLookAt_upVector
|
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);
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ComponentLookAt_tmpQuaternion.setFromRotationMatrix(ComponentLookAt_lookAtMatrix);
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var t = deltaTime * this.rotationSpeed;
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t = t * t * t * (t * (6.0 * t - 15.0) + 10.0);
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THREE.Quaternion.slerp(ComponentLookAt_lastRotationQuaternion, ComponentLookAt_tmpQuaternion, ComponentLookAt_newRotationQuaternion, t);
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this.parentEntity.quaternion.x = this.lastTargetQuaternion.x = ComponentLookAt_newRotationQuaternion.x;
|
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this.parentEntity.quaternion.y = this.lastTargetQuaternion.y = ComponentLookAt_newRotationQuaternion.y;
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this.parentEntity.quaternion.z = this.lastTargetQuaternion.z = ComponentLookAt_newRotationQuaternion.z;
|
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this.parentEntity.quaternion.w = this.lastTargetQuaternion.w = ComponentLookAt_newRotationQuaternion.w;
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}
|
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};
|
|
@ -1,18 +1,30 @@
|
|||
GameLib.D3.ComponentMeshPermutation = function(
|
||||
componentId,
|
||||
positionOffset,
|
||||
quaternionOffset
|
||||
quaternionOffset,
|
||||
scaleOffset
|
||||
) {
|
||||
this.componentId = componentId || GameLib.D3.Tools.RandomId();
|
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this.parentEntity = null;
|
||||
|
||||
this.positionOffset = positionOffset || new GameLib.D3.Vector3(0, 0, 0);
|
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this.quaternionOffset = quaternionOffset || new GameLib.D3.Quaternion(0, 0, 0, 1);
|
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this.scaleOffset = scaleOffset || new GameLib.D3.Vector3(0, 0, 0);
|
||||
|
||||
// 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.ComponentMeshPermutation, GameLib.D3.ComponentInterface);
|
||||
};
|
||||
|
||||
if(typeof THREE != "undefined") {
|
||||
ComponentMeshPermutation_quaternion = new THREE.Quaternion();
|
||||
ComponentMeshPermutation_quaternionCopy = new THREE.Quaternion();
|
||||
ComponentMeshPermutation_position = new THREE.Vector3();
|
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ComponentMeshPermutation_scale = new THREE.Vector3();
|
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ComponentMeshPermutation_offsetQuaternion = new THREE.Quaternion();
|
||||
ComponentMeshPermutation_offsetPosition = new THREE.Vector3();
|
||||
ComponentMeshPermutation_offsetScale = new THREE.Vector3();
|
||||
}
|
||||
|
||||
///////////////////////// Methods to override //////////////////////////
|
||||
GameLib.D3.ComponentMeshPermutation.prototype.onLateUpdate = function(
|
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deltaTime,
|
||||
|
@ -20,23 +32,23 @@ GameLib.D3.ComponentMeshPermutation.prototype.onLateUpdate = function(
|
|||
) {
|
||||
|
||||
if(parentEntity && parentEntity.mesh) {
|
||||
var quaternion = new THREE.Quaternion();
|
||||
quaternion.copy(parentEntity.mesh.quaternion);
|
||||
ComponentMeshPermutation_quaternion.copy(parentEntity.mesh.quaternion);
|
||||
ComponentMeshPermutation_quaternionCopy.copy(ComponentMeshPermutation_quaternion);
|
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ComponentMeshPermutation_position.copy(parentEntity.mesh.position);
|
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|
||||
var quaternionCopy = quaternion.clone();
|
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ComponentMeshPermutation_offsetQuaternion.copy(this.quaternionOffset);
|
||||
ComponentMeshPermutation_quaternion = ComponentMeshPermutation_quaternion.multiply(ComponentMeshPermutation_offsetQuaternion).normalize();
|
||||
|
||||
var position = new THREE.Vector3();
|
||||
position.copy(parentEntity.mesh.position);
|
||||
ComponentMeshPermutation_offsetPosition.copy(this.positionOffset);
|
||||
ComponentMeshPermutation_position = ComponentMeshPermutation_position.add(ComponentMeshPermutation_offsetPosition.applyQuaternion(ComponentMeshPermutation_quaternionCopy));
|
||||
|
||||
var offsetQuaternion = new THREE.Quaternion();
|
||||
offsetQuaternion.copy(this.quaternionOffset);
|
||||
quaternion = quaternion.multiply(offsetQuaternion).normalize();
|
||||
ComponentMeshPermutation_scale.copy(parentEntity.mesh.scale);
|
||||
|
||||
var offsetPosition = new THREE.Vector3();
|
||||
offsetPosition.copy(this.positionOffset);
|
||||
position = position.add(offsetPosition.applyQuaternion(quaternionCopy));
|
||||
ComponentMeshPermutation_offsetScale.copy(this.scaleOffset);
|
||||
ComponentMeshPermutation_scale = ComponentMeshPermutation_scale.add(ComponentMeshPermutation_offsetScale);
|
||||
|
||||
parentEntity.mesh.position.copy(position);
|
||||
parentEntity.mesh.quaternion.copy(quaternion);
|
||||
parentEntity.mesh.position.copy(ComponentMeshPermutation_position);
|
||||
parentEntity.mesh.quaternion.copy(ComponentMeshPermutation_quaternion);
|
||||
parentEntity.mesh.scale.copy(ComponentMeshPermutation_scale);
|
||||
}
|
||||
};
|
|
@ -1,24 +1,90 @@
|
|||
GameLib.D3.ComponentRaycastVehicleControls = function(
|
||||
componentId
|
||||
componentId,
|
||||
frontLWheelIndex,
|
||||
frontRWheelIndex,
|
||||
backLWheelIndex,
|
||||
backRWheelIndex,
|
||||
maxForce,
|
||||
steering
|
||||
) {
|
||||
this.componentId = componentId || GameLib.D3.Tools.RandomId();
|
||||
this.parentEntity = null;
|
||||
|
||||
// maybe we pass this in the constructor
|
||||
this.raycastVehicleComponent = null;
|
||||
this.frontLWheelIndex = frontLWheelIndex || 0;
|
||||
this.frontRWheelIndex = frontRWheelIndex || 1;
|
||||
this.backLWheelIndex = backLWheelIndex || 2;
|
||||
this.backRWheelIndex = backRWheelIndex || 3;
|
||||
|
||||
this.maxForce = maxForce || 400;
|
||||
this.steering = steering || 0.5;
|
||||
|
||||
// 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.ComponentRaycastVehicleControls, GameLib.D3.ComponentInterface);
|
||||
};
|
||||
|
||||
///////////////////////// Methods to override //////////////////////////
|
||||
GameLib.D3.ComponentRaycastVehicleControls.prototype.onUpdate = function(
|
||||
deltaTime,
|
||||
GameLib.D3.ComponentRaycastVehicleControls.prototype.onSetParentEntity = function(
|
||||
parentScene,
|
||||
parentEntity
|
||||
) {
|
||||
this.parentEntity.mesh.material.color = new THREE.Color(Math.random(), Math.random(), Math.random());
|
||||
};
|
||||
|
||||
GameLib.D3.ComponentRaycastVehicleControls.prototype.onRegistered = function(
|
||||
parentScene
|
||||
) {
|
||||
// Hook in document.eventlisteners
|
||||
// save values & in the update method we just apply them on the vehicle itself
|
||||
console.log("Set parent!");
|
||||
|
||||
this.raycastVehicleComponent = parentEntity.getComponent(GameLib.D3.RaycastVehicle);
|
||||
if(!this.raycastVehicleComponent) {
|
||||
console.warn("NO RAYCAST VEHICLE FOUND!");
|
||||
} else {
|
||||
|
||||
var component = this;
|
||||
document.addEventListener('keydown', function(event) {
|
||||
|
||||
if (event.keyCode == 73) { // Forward [i]
|
||||
|
||||
component.raycastVehicleComponent.instance.applyEngineForce(-component.maxForce, component.backLWheelIndex);
|
||||
component.raycastVehicleComponent.instance.applyEngineForce(-component.maxForce, component.backRWheelIndex);
|
||||
|
||||
} else if (event.keyCode == 74) { // Left [j]
|
||||
|
||||
component.raycastVehicleComponent.instance.setSteeringValue(component.steering, component.frontLWheelIndex);
|
||||
component.raycastVehicleComponent.instance.setSteeringValue(component.steering, component.frontRWheelIndex);
|
||||
|
||||
} else if (event.keyCode == 75) { // Back [k]
|
||||
|
||||
component.raycastVehicleComponent.instance.applyEngineForce(component.maxForce, component.backLWheelIndex);
|
||||
component.raycastVehicleComponent.instance.applyEngineForce(component.maxForce, component.backRWheelIndex);
|
||||
|
||||
} else if (event.keyCode == 76) { // Right [l]
|
||||
component.raycastVehicleComponent.instance.setSteeringValue(-component.steering, component.frontLWheelIndex);
|
||||
component.raycastVehicleComponent.instance.setSteeringValue(-component.steering, component.frontRWheelIndex);
|
||||
}
|
||||
|
||||
}, false);
|
||||
|
||||
document.addEventListener('keyup', function(event) {
|
||||
|
||||
if (event.keyCode == 73) { // Forward [i]
|
||||
|
||||
component.raycastVehicleComponent.instance.applyEngineForce(0, component.backLWheelIndex);
|
||||
component.raycastVehicleComponent.instance.applyEngineForce(0, component.backRWheelIndex);
|
||||
|
||||
} else if (event.keyCode == 74) { // Left [j]
|
||||
|
||||
component.raycastVehicleComponent.instance.setSteeringValue(0, component.frontLWheelIndex);
|
||||
component.raycastVehicleComponent.instance.setSteeringValue(0, component.frontRWheelIndex);
|
||||
|
||||
} else if (event.keyCode == 75) { // Back [k]
|
||||
|
||||
component.raycastVehicleComponent.instance.applyEngineForce(0, component.backLWheelIndex);
|
||||
component.raycastVehicleComponent.instance.applyEngineForce(0, component.backRWheelIndex);
|
||||
|
||||
} else if (event.keyCode == 76) { // Right [l]
|
||||
component.raycastVehicleComponent.instance.setSteeringValue(0, component.frontLWheelIndex);
|
||||
component.raycastVehicleComponent.instance.setSteeringValue(0, component.frontRWheelIndex);
|
||||
}
|
||||
|
||||
}, false);
|
||||
|
||||
}
|
||||
};
|
|
@ -0,0 +1,89 @@
|
|||
//
|
||||
// this component operates on it's parent entity's bounding box.
|
||||
// so, you can't use this component with a null-mesh.
|
||||
//
|
||||
GameLib.D3.ComponentTriggerBoxSphere = function(
|
||||
componentId,
|
||||
entitiesToCheck,
|
||||
callback
|
||||
) {
|
||||
this.componentId = componentId || GameLib.D3.Tools.RandomId();
|
||||
this.parentEntity = null;
|
||||
|
||||
// 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.ComponentTriggerBoxSphere, GameLib.D3.ComponentInterface);
|
||||
|
||||
this.entitiesToCheck = entitiesToCheck || [];
|
||||
this.callback = callback || null;
|
||||
};
|
||||
|
||||
if(typeof THREE != "undefined") {
|
||||
ComponentTriggerBoxSphere_BoxInverseTransform = new THREE.Matrix4();
|
||||
ComponentTriggerBoxSphere_TargetPosition_Vec3 = new THREE.Vector3();
|
||||
ComponentTriggerBoxSphere_TargetRadius = 0.0;
|
||||
}
|
||||
|
||||
///////////////////////// Methods to override //////////////////////////
|
||||
GameLib.D3.ComponentTriggerBoxSphere.prototype.onUpdate = function(
|
||||
deltaTime,
|
||||
parentEntity
|
||||
) {
|
||||
|
||||
if(parentEntity.mesh) {
|
||||
// Calculate the current transform here, using the position, orientation and scale of the entity.
|
||||
|
||||
if(!parentEntity.mesh.geometry.boundingBox) {
|
||||
parentEntity.mesh.geometry.computeBoundingBox();
|
||||
}
|
||||
|
||||
ComponentTriggerBoxSphere_BoxInverseTransform.getInverse(parentEntity.mesh.matrix);
|
||||
|
||||
for(var e in this.entitiesToCheck) {
|
||||
var entityToCheck = this.entitiesToCheck[e];
|
||||
|
||||
if(entityToCheck.mesh) {
|
||||
|
||||
if (!entityToCheck.mesh.geometry.boundingSphere) {
|
||||
entityToCheck.mesh.geometry.computeBoundingSphere();
|
||||
}
|
||||
|
||||
var spherePosition = new THREE.Vector3(
|
||||
entityToCheck.position.x,
|
||||
entityToCheck.position.y,
|
||||
entityToCheck.position.z
|
||||
);
|
||||
|
||||
spherePosition.applyMatrix4(ComponentTriggerBoxSphere_BoxInverseTransform);
|
||||
|
||||
var sphere = new THREE.Sphere(
|
||||
spherePosition,
|
||||
entityToCheck.mesh.geometry.boundingSphere.radius
|
||||
);
|
||||
|
||||
if(this.callback && parentEntity.mesh.geometry.boundingBox.intersectsSphere(sphere)) {
|
||||
this.callback(parentEntity, entityToCheck);
|
||||
}
|
||||
|
||||
} else { // no target mesh geometry.
|
||||
|
||||
var spherePosition = new THREE.Vector3(
|
||||
entityToCheck.position.x,
|
||||
entityToCheck.position.y,
|
||||
entityToCheck.position.z
|
||||
);
|
||||
|
||||
spherePosition.applyMatrix4(ComponentTriggerBoxSphere_BoxInverseTransform);
|
||||
|
||||
var sphere = new THREE.Sphere(
|
||||
spherePosition,
|
||||
1
|
||||
);
|
||||
|
||||
if(this.callback && parentEntity.mesh.geometry.boundingBox.intersectsSphere(sphere)) {
|
||||
this.callback(parentEntity, entityToCheck);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
|
@ -0,0 +1,71 @@
|
|||
//
|
||||
// uses the entity position + mesh bounding sphere to check if intersections
|
||||
//
|
||||
GameLib.D3.ComponentTriggerSphereSphere = function(
|
||||
componentId,
|
||||
sphereRadius,
|
||||
entitiesToCheck,
|
||||
callback
|
||||
) {
|
||||
this.componentId = componentId || GameLib.D3.Tools.RandomId();
|
||||
this.parentEntity = null;
|
||||
|
||||
// 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.ComponentTriggerSphereSphere, GameLib.D3.ComponentInterface);
|
||||
|
||||
this.entitiesToCheck = entitiesToCheck || [];
|
||||
this.sphereRadius = sphereRadius || 1.0;
|
||||
this.callback = callback || null;
|
||||
};
|
||||
|
||||
if(typeof THREE != "undefined") {
|
||||
ComponentTriggerSphereSphere_spherePosition_Vector3 = new THREE.Vector3();
|
||||
ComponentTriggerSphereSphere_targetBoundingSpherePosition_Vector3 = new THREE.Vector3();
|
||||
ComponentTriggerSphereSphere_targetBoundingSphereRadius = 0.0;
|
||||
ComponentTriggerSphereSphere_sphereToSphere_Vector3 = new THREE.Vector3();
|
||||
}
|
||||
|
||||
///////////////////////// Methods to override //////////////////////////
|
||||
GameLib.D3.ComponentTriggerSphereSphere.prototype.onUpdate = function(
|
||||
deltaTime,
|
||||
parentEntity
|
||||
) {
|
||||
|
||||
ComponentTriggerSphereSphere_spherePosition_Vector3.set(
|
||||
parentEntity.position.x,
|
||||
parentEntity.position.y,
|
||||
parentEntity.position.z
|
||||
);
|
||||
|
||||
for(var e in this.entitiesToCheck) {
|
||||
var entityToCheck = this.entitiesToCheck[e];
|
||||
|
||||
ComponentTriggerSphereSphere_targetBoundingSpherePosition_Vector3.set(
|
||||
entityToCheck.position.x,
|
||||
entityToCheck.position.y,
|
||||
entityToCheck.position.z
|
||||
);
|
||||
|
||||
if(entityToCheck.mesh && entityToCheck.mesh.geometry.boundingSphere) {
|
||||
ComponentTriggerSphereSphere_targetBoundingSphereRadius = entityToCheck.mesh.geometry.boundingSphere.radius;
|
||||
} else {
|
||||
ComponentTriggerSphereSphere_targetBoundingSphereRadius = 0.0;
|
||||
}
|
||||
|
||||
// do sphere sphere collision
|
||||
|
||||
ComponentTriggerSphereSphere_sphereToSphere_Vector3.set(
|
||||
ComponentTriggerSphereSphere_targetBoundingSpherePosition_Vector3.x - ComponentTriggerSphereSphere_spherePosition_Vector3.x,
|
||||
ComponentTriggerSphereSphere_targetBoundingSpherePosition_Vector3.y - ComponentTriggerSphereSphere_spherePosition_Vector3.y,
|
||||
ComponentTriggerSphereSphere_targetBoundingSpherePosition_Vector3.z - ComponentTriggerSphereSphere_spherePosition_Vector3.z
|
||||
);
|
||||
|
||||
var length = ComponentTriggerSphereSphere_sphereToSphere_Vector3.length();
|
||||
|
||||
if((length - (ComponentTriggerSphereSphere_targetBoundingSphereRadius + this.sphereRadius)) < 0) {
|
||||
if(this.callback) {
|
||||
this.callback(parentEntity, entityToCheck);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
|
@ -1,6 +1,9 @@
|
|||
GameLib.D3.Entity = function(
|
||||
meshId,
|
||||
componentIds
|
||||
componentIds,
|
||||
position,
|
||||
quaternion,
|
||||
scale
|
||||
) {
|
||||
this.meshId = meshId;
|
||||
|
||||
|
@ -14,15 +17,20 @@ GameLib.D3.Entity = function(
|
|||
this.parentScene = null;
|
||||
this.mesh = null;
|
||||
|
||||
// todo:
|
||||
// add position, rotation & scale properties to entity itself!
|
||||
if(GameLib.D3.Utils.UndefinedOrNull(position)) {
|
||||
position = new GameLib.D3.Vector3(0, 0, 0);
|
||||
}
|
||||
this.position = position;
|
||||
|
||||
this.permutate = {
|
||||
offset : {
|
||||
position : null,
|
||||
quaternion : null
|
||||
}
|
||||
};
|
||||
if(GameLib.D3.Utils.UndefinedOrNull(quaternion)) {
|
||||
quaternion = new GameLib.D3.Vector4(0, 0, 0, 1);
|
||||
}
|
||||
this.quaternion = quaternion;
|
||||
|
||||
if(GameLib.D3.Utils.UndefinedOrNull(scale)) {
|
||||
scale = new GameLib.D3.Vector3(1, 1, 1);
|
||||
}
|
||||
this.scale = scale;
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -40,6 +48,12 @@ GameLib.D3.Entity.prototype.update = function(
|
|||
}
|
||||
}
|
||||
|
||||
if(this.mesh) {
|
||||
this.mesh.position.set(this.position.x, this.position.y, this.position.z);
|
||||
this.mesh.quaternion.set(this.quaternion.x, this.quaternion.y, this.quaternion.z, this.quaternion.w);
|
||||
this.mesh.scale.set(this.scale.x, this.scale.y, this.scale.z);
|
||||
}
|
||||
|
||||
this.onUpdate(deltaTime);
|
||||
};
|
||||
|
||||
|
@ -71,7 +85,7 @@ GameLib.D3.Entity.prototype.register = function(
|
|||
this.parentScene = parentScene;
|
||||
|
||||
if(this.meshId != null && parentScene.meshIdToMesh[this.meshId]) {
|
||||
parentScene.threeScene.add(parentScene.meshIdToMesh[this.meshId]);
|
||||
parentScene.instance.add(parentScene.meshIdToMesh[this.meshId]);
|
||||
this.mesh = parentScene.meshIdToMesh[this.meshId];
|
||||
}
|
||||
|
||||
|
@ -105,6 +119,20 @@ GameLib.D3.Entity.prototype.addComponent = function(
|
|||
};
|
||||
|
||||
|
||||
GameLib.D3.Entity.prototype.getComponent = function(
|
||||
componentType
|
||||
) {
|
||||
for(var c in this.componentIds) {
|
||||
var componentId = this.componentIds[c];
|
||||
var component = this.parentScene.componentIdToComponent[componentId];
|
||||
if (component instanceof componentType) {
|
||||
return component;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
///////////////////////// Methods to override //////////////////////////
|
||||
|
||||
GameLib.D3.Entity.prototype.onUpdate = function(
|
||||
|
|
|
@ -44,7 +44,8 @@ GameLib.D3.Game.prototype.update = function(
|
|||
|
||||
for(var w in scene.worlds) {
|
||||
var world = scene.worlds[w];
|
||||
world.step(fixedDt);
|
||||
// NOTE: We are calling the step function with a variable timestep!
|
||||
world.step(dt);
|
||||
}
|
||||
|
||||
scene.update(dt);
|
||||
|
|
|
@ -8,7 +8,8 @@
|
|||
GameLib.D3.RaycastVehicle = function(
|
||||
engine,
|
||||
chassisBody,
|
||||
wheels
|
||||
wheels,
|
||||
wheelBodies
|
||||
) {
|
||||
this.engine = engine;
|
||||
this.engine.isNotCannonThrow();
|
||||
|
@ -22,6 +23,11 @@ GameLib.D3.RaycastVehicle = function(
|
|||
}
|
||||
this.wheels = wheels;
|
||||
|
||||
if(GameLib.D3.Utils.UndefinedOrNull(wheelBodies)) {
|
||||
wheelBodies = [];
|
||||
}
|
||||
this.wheelBodies = wheelBodies;
|
||||
|
||||
this.instance = this.createInstance();
|
||||
|
||||
GameLib.D3.Utils.Extend(GameLib.D3.RaycastVehicle, GameLib.D3.ComponentInterface);
|
||||
|
@ -40,11 +46,14 @@ GameLib.D3.RaycastVehicle.prototype.createInstance = function() {
|
|||
/**
|
||||
* Adds a raycast wheel to this vehicle
|
||||
* @param wheel GameLib.D3.RaycastWheel
|
||||
* @param wheelRigidBody GameLib.D3.RigidBody
|
||||
*/
|
||||
GameLib.D3.RaycastVehicle.prototype.addWheel = function (
|
||||
wheel
|
||||
wheel,
|
||||
wheelRigidBody
|
||||
) {
|
||||
this.wheels.push(wheel);
|
||||
this.wheelBodies.push(wheelRigidBody);
|
||||
wheel.wheelIndex = this.instance.addWheel(wheel.instance);
|
||||
};
|
||||
|
||||
|
@ -64,9 +73,13 @@ GameLib.D3.RaycastVehicle.prototype.onUpdate = function(
|
|||
deltaTime,
|
||||
parentEntity
|
||||
) {
|
||||
/*for (var i = 0; i < this.getWheelInfo().length; i++) {
|
||||
for (var i = 0; i < this.getWheelInfo().length; i++) {
|
||||
this.instance.updateWheelTransform(i);
|
||||
}*/
|
||||
var t = this.getWheelInfo()[i].worldTransform;
|
||||
var wheelBody = this.wheelBodies[i].instance;
|
||||
wheelBody.position.copy(t.position);
|
||||
wheelBody.quaternion.copy(t.quaternion);
|
||||
}
|
||||
};
|
||||
|
||||
GameLib.D3.RaycastVehicle.prototype.onRegistered = function(
|
||||
|
|
|
@ -149,14 +149,20 @@ GameLib.D3.RigidBody.prototype.onUpdate = function(
|
|||
deltaTime,
|
||||
parentEntity
|
||||
) {
|
||||
if(parentEntity.mesh) {
|
||||
if(parentEntity) {
|
||||
var quaternion = new THREE.Quaternion();
|
||||
quaternion.copy(this.instance.quaternion);
|
||||
|
||||
var position = new THREE.Vector3();
|
||||
position.copy(this.instance.position);
|
||||
|
||||
parentEntity.mesh.position.copy(position);
|
||||
parentEntity.mesh.quaternion.copy(quaternion);
|
||||
parentEntity.position.x = position.x;
|
||||
parentEntity.position.y = position.y;
|
||||
parentEntity.position.z = position.z;
|
||||
|
||||
parentEntity.quaternion.x = quaternion.x;
|
||||
parentEntity.quaternion.y = quaternion.y;
|
||||
parentEntity.quaternion.z = quaternion.z;
|
||||
parentEntity.quaternion.w = quaternion.w;
|
||||
}
|
||||
};
|
|
@ -96,10 +96,7 @@ GameLib.D3.Scene = function(
|
|||
}
|
||||
this.entities = entities;
|
||||
|
||||
// todo: remove this from the scene class
|
||||
// changes
|
||||
this.threeScene = new THREE.Scene();
|
||||
this.threeScene.render = true;
|
||||
this.instance = this.createInstance();
|
||||
|
||||
// assoc array
|
||||
this.meshIdToMesh = {};
|
||||
|
@ -713,3 +710,89 @@ GameLib.D3.Scene.FromAPIScene = function(
|
|||
uploadUrl
|
||||
)
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the scene
|
||||
* @param deltaTime
|
||||
*/
|
||||
GameLib.D3.Scene.prototype.update = function(
|
||||
deltaTime
|
||||
) {
|
||||
for(var e in this.entities) {
|
||||
this.entities[e].update(deltaTime);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Updates the scene
|
||||
* @param deltaTime
|
||||
*/
|
||||
GameLib.D3.Scene.prototype.lateUpdate = function(
|
||||
deltaTime
|
||||
) {
|
||||
for(var e in this.entities) {
|
||||
this.entities[e].lateUpdate(deltaTime);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* renders the scene
|
||||
* @param deltaTime
|
||||
* @param renderer
|
||||
* @param camera
|
||||
*/
|
||||
GameLib.D3.Scene.prototype.render = function(
|
||||
deltaTime,
|
||||
renderer,
|
||||
camera
|
||||
) {
|
||||
renderer.render(this.instance, camera);
|
||||
};
|
||||
|
||||
/**
|
||||
* Registers an entity to the scene.
|
||||
* This method also links the entity and it's components,
|
||||
* if they are defined inside the componentIds array.
|
||||
* The setParentEntity and onSetParentEntity methods are being called here.
|
||||
* @param entity GameLib.D3.Entity
|
||||
*/
|
||||
GameLib.D3.Scene.prototype.registerEntity = function(
|
||||
entity
|
||||
) {
|
||||
this.entities.push(entity);
|
||||
entity.register(this);
|
||||
|
||||
// link components to entity
|
||||
for(var c in entity.componentIds) {
|
||||
var componentId = entity.componentIds[c];
|
||||
|
||||
var component = this.componentIdToComponent[componentId];
|
||||
if(component) {
|
||||
component.setParentEntity(this, entity);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Registers a component to the scene.
|
||||
* This method also calls the onRegistered-method on the component
|
||||
* @param component GameLib.D3.ComponentInterface
|
||||
*/
|
||||
GameLib.D3.Scene.prototype.registerComponent = function(
|
||||
component
|
||||
) {
|
||||
this.componentIdToComponent[component.componentId] = component;
|
||||
if(component.onRegistered && typeof component.onRegistered == 'function') {
|
||||
component.onRegistered(this);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Registers a light to the scene
|
||||
* @param light THREE.Light
|
||||
*/
|
||||
GameLib.D3.Scene.prototype.registerLight = function(
|
||||
light
|
||||
) {
|
||||
this.instance.add(light);
|
||||
};
|
|
@ -99,6 +99,7 @@ GameLib.D3.Shape.SHAPE_TYPE_TRIMESH = 3;
|
|||
GameLib.D3.Shape.SHAPE_TYPE_CYLINDER = 4;
|
||||
GameLib.D3.Shape.SHAPE_TYPE_HEIGHT_MAP = 5;
|
||||
GameLib.D3.Shape.SHAPE_TYPE_CONVEX_HULL = 6;
|
||||
GameLib.D3.Shape.SHAPE_TYPE_PLANE = 7;
|
||||
|
||||
/**
|
||||
*
|
||||
|
@ -139,8 +140,13 @@ GameLib.D3.Shape.prototype.createInstance = function() {
|
|||
}
|
||||
);
|
||||
} else if (this.shapeType == GameLib.D3.Shape.SHAPE_TYPE_CONVEX_HULL) {
|
||||
console.warn('Shape type not implemented: ' + this.shapeType);
|
||||
throw new Error('Shape type not implemented: ' + this.shapeType);
|
||||
|
||||
instance = new this.engine.instance.ConvexPolyhedron(
|
||||
this.vertices, this.indices
|
||||
);
|
||||
|
||||
} else if(this.shapeType == GameLib.D3.Shape.SHAPE_TYPE_PLANE) {
|
||||
instance = new this.engine.instance.Plane();
|
||||
} else {
|
||||
console.warn('Shape type not implemented: ' + this.shapeType);
|
||||
throw new Error('Shape type not implemented: ' + this.shapeType);
|
||||
|
|
|
@ -90,6 +90,14 @@ GameLib.D3.Vector3.prototype.copy = function () {
|
|||
);
|
||||
};
|
||||
|
||||
GameLib.D3.Vector3.prototype.lerp = function ( v, alpha ) {
|
||||
return new GameLib.D3.Vector3(
|
||||
this.x + ( v.x - this.x ) * alpha,
|
||||
this.y + ( v.y - this.y ) * alpha,
|
||||
this.z + ( v.z - this.z ) * alpha
|
||||
);
|
||||
};
|
||||
|
||||
GameLib.D3.Vector3.prototype.multiply = function (s) {
|
||||
if (s instanceof GameLib.D3.Vector3) {
|
||||
this.x *= s.x;
|
||||
|
|
|
@ -106,10 +106,12 @@ GameLib.D3.World.prototype.step = function(
|
|||
timeStep
|
||||
) {
|
||||
// todo: figure out, why this call to internal step is more stable for trimesh collisions.....
|
||||
//this.worldObject.internalStep(timeStep);
|
||||
//this.instance.internalStep(timeStep);
|
||||
//return;
|
||||
//console.log("this should not be called.");
|
||||
|
||||
var now = performance.now() / 1000;
|
||||
//var now = Date.now() / 1000;
|
||||
var now = null;
|
||||
if(!this.lastCallTime){
|
||||
// last call time not saved, cant guess elapsed time. Take a simple step.
|
||||
this.instance.step(timeStep);
|
||||
|
@ -448,6 +450,68 @@ GameLib.D3.World.prototype.generateTriangleMeshShapeDivided = function(
|
|||
}
|
||||
};
|
||||
|
||||
GameLib.D3.World.prototype.generateConvexPolyShape = function(
|
||||
graphics,
|
||||
mesh
|
||||
) {
|
||||
var processedFaces = 0;
|
||||
var facesPerSubSection = 2; // *2 -> SUBDIVISION MESH
|
||||
var subMeshesToMerge = 4; // *2 -> SUBDIVISION MESH
|
||||
var facesToProcess = subMeshesToMerge * facesPerSubSection;
|
||||
|
||||
var vertices = [];
|
||||
var indicies = [];
|
||||
|
||||
for(var i = 0; i <= mesh.geometry.faces.length; i++) {
|
||||
if(processedFaces == facesToProcess || i == mesh.geometry.faces.length) {
|
||||
|
||||
// try and create convex poly...........
|
||||
var convexIndices = [];
|
||||
for(var index = 0; index < indicies.length / 3; index++) {
|
||||
convexIndices.push([ indicies[index * 3], indicies[index * 3 + 1], indicies[index * 3 + 2] ]);
|
||||
}
|
||||
|
||||
var convexVertices = [];
|
||||
for(var vert = 0; vert < vertices.length / 3; vert++) {
|
||||
convexVertices[vert] = new CANNON.Vec3(vertices[vert * 3] * mesh.scale.x, vertices[vert * 3 + 1] * mesh.scale.y, vertices[vert * 3 + 2] * mesh.scale.z);
|
||||
}
|
||||
|
||||
var meshShape = new GameLib.D3.Shape(this.engine, GameLib.D3.Shape.SHAPE_TYPE_CONVEX_HULL, {x:1,y:1,z:1},convexVertices, convexIndices);
|
||||
|
||||
var body = new GameLib.D3.RigidBody(this.engine, 0, 1);
|
||||
body.addShape(meshShape);
|
||||
|
||||
this.addRigidBody(body);
|
||||
|
||||
vertices = [];
|
||||
indicies = [];
|
||||
processedFaces = 0;
|
||||
|
||||
console.log("SPLIT MESH TO CONVEX POLY");
|
||||
|
||||
if(i == mesh.geometry.faces.length) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var face = mesh.geometry.faces[i];
|
||||
indicies.push(indicies.length);
|
||||
indicies.push(indicies.length);
|
||||
indicies.push(indicies.length);
|
||||
|
||||
var v0 = mesh.geometry.vertices[face.a];
|
||||
var v1 = mesh.geometry.vertices[face.b];
|
||||
var v2 = mesh.geometry.vertices[face.c];
|
||||
|
||||
vertices.push(v0.x, v0.y, v0.z);
|
||||
vertices.push(v1.x, v1.y, v1.z);
|
||||
vertices.push(v2.x, v2.y, v2.z);
|
||||
|
||||
processedFaces++;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* @param graphics GameLib.D3.Graphics
|
||||
* @param graphicsMesh THREE.Mesh
|
||||
|
|
Loading…
Reference in New Issue