start saving physics components
parent
9e038c3247
commit
57902a9750
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@ -199,6 +199,8 @@ GameLib.Component.GetComponentName = function(number) {
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case 0x2f : return 'GameLib.D3.Shape.Plane';
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break;
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}
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throw new Error('Unknown component type: ' + number );
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};
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/**
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@ -16,7 +16,7 @@
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* @param collisionFilterGroup
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* @param collisionFilterMask
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* @param fixedRotation
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* @param shape
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* @param shapes
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* @param kinematic
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* @param parentEntity
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* @constructor
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@ -38,7 +38,7 @@ GameLib.D3.API.RigidBody = function(
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collisionFilterGroup,
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collisionFilterMask,
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fixedRotation,
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shape,
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shapes,
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kinematic,
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parentEntity
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) {
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@ -123,10 +123,10 @@ GameLib.D3.API.RigidBody = function(
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}
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this.fixedRotation = fixedRotation;
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if (GameLib.Utils.UndefinedOrNull(shape)) {
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shape = null;
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if (GameLib.Utils.UndefinedOrNull(shapes)) {
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shapes = [];
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}
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this.shape = shape;
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this.shapes = shapes;
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if (GameLib.Utils.UndefinedOrNull(kinematic)) {
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kinematic = false;
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@ -165,7 +165,7 @@ GameLib.D3.API.RigidBody.FromObject = function(objectRigidBody) {
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objectRigidBody.collisionFilterGroup,
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objectRigidBody.collisionFilterMask,
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objectRigidBody.fixedRotation,
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objectRigidBody.shape,
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objectRigidBody.shapes,
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objectRigidBody.kinematic,
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objectRigidBody.parentEntity
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);
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@ -531,14 +531,22 @@ GameLib.D3.Mesh.prototype.updateInstance = function() {
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}
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this.instance.renderOrder = this.renderOrder;
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//
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// this.instance.geometry.computeBoundingBox();
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//
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// if (this.meshType === GameLib.D3.Mesh.MESH_TYPE_NORMAL) {
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// this.width = this.instance.geometry.boundingBox.max.x - this.instance.geometry.boundingBox.min.x;
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// this.height = this.instance.geometry.boundingBox.max.y - this.instance.geometry.boundingBox.min.y;
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// this.depth = this.instance.geometry.boundingBox.max.z - this.instance.geometry.boundingBox.min.z;
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// }
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};
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GameLib.D3.Mesh.prototype.getBoundingBox = function() {
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this.instance.geometry.computeBoundingBox();
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return new GameLib.Vector3(
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this.graphics,
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new GameLib.API.Vector3(
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this.instance.geometry.boundingBox.max.x - this.instance.geometry.boundingBox.min.x,
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this.instance.geometry.boundingBox.max.y - this.instance.geometry.boundingBox.min.y,
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this.instance.geometry.boundingBox.max.z - this.instance.geometry.boundingBox.min.z
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)
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);
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};
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/**
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@ -38,7 +38,7 @@ GameLib.D3.RigidBody = function (
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apiRigidBody.collisionFilterGroup,
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apiRigidBody.collisionFilterMask,
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apiRigidBody.fixedRotation,
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apiRigidBody.shape,
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apiRigidBody.shapes,
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apiRigidBody.kinematic,
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apiRigidBody.parentEntity
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);
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@ -47,7 +47,7 @@ GameLib.D3.RigidBody = function (
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this,
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GameLib.Component.COMPONENT_RIGID_BODY,
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{
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'shape' : GameLib.D3.Shape
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'shapes' : [GameLib.D3.Shape]
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}
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);
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};
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@ -166,7 +166,7 @@ GameLib.D3.RigidBody.prototype.toApiObject = function() {
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this.collisionFilterGroup,
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this.collisionFilterMask,
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this.fixedRotation,
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GameLib.Utils.IdOrNull(this.shape),
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this.shapes.map(function(shape){return GameLib.Utils.IdOrNull(shape)}),
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this.kinematic,
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GameLib.Utils.IdOrNull(this.parentEntity)
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);
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@ -176,17 +176,17 @@ GameLib.D3.RigidBody.prototype.toApiObject = function() {
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/**
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* GameLib.D3.RigidBody from Object RigidBody
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* @param graphics
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* @param physics
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* @param objectComponent
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* @returns {GameLib.D3.RigidBody}
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* @constructor
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*/
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GameLib.D3.RigidBody.FromObject = function(graphics, objectComponent) {
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GameLib.D3.RigidBody.FromObject = function(physics, objectComponent) {
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var apiRigidBody = GameLib.D3.API.RigidBody.FromObject(objectComponent);
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return new GameLib.D3.RigidBody(
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graphics,
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physics,
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apiRigidBody
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);
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};
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@ -96,16 +96,16 @@ GameLib.D3.Shape.prototype.toApiObject = function() {
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/**
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* Converts a standard object mesh to a GameLib.D3.Shape
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* @param graphics GameLib.D3.Graphics
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* @param physics GameLib.D3.Physics
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* @param objectShape {Object}
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* @constructor
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*/
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GameLib.D3.Shape.FromObject = function(graphics, objectShape) {
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GameLib.D3.Shape.FromObject = function(physics, objectShape) {
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var apiShape = GameLib.D3.API.Shape.FromObject(objectShape);
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return new GameLib.D3.Shape(
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graphics,
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physics,
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apiShape
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);
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@ -3,12 +3,14 @@
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* @param physics
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* @param apiShape GameLib.D3.API.Shape
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* @param halfExtents
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* @param activeMesh
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* @constructor
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*/
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GameLib.D3.Shape.Box = function (
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physics,
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apiShape,
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halfExtents
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halfExtents,
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activeMesh
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) {
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this.physics = physics;
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this.physics.isNotCannonThrow();
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@ -28,6 +30,12 @@ GameLib.D3.Shape.Box = function (
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this.physics,
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apiShape
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);
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if (GameLib.Utils.UndefinedOrNull(activeMesh)) {
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activeMesh = null;
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}
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this.activeMesh = activeMesh;
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this.linkedObjects.activeMesh = GameLib.D3.Mesh;
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};
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GameLib.D3.Shape.Box.prototype = Object.create(GameLib.D3.Shape.prototype);
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@ -50,9 +58,48 @@ GameLib.D3.Shape.Box.prototype.updateInstance = function() {
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this.instance.halfExtents.x = this.halfExtents.x;
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this.instance.halfExtents.y = this.halfExtents.y;
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this.instance.halfExtents.z = this.halfExtents.z;
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this.instance.updateAABB();
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this.instance.updateBoundingSphereRadius();
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this.instance.updateEdges();
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this.instance.updateNormals();
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this.instance.updateTree();
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this.instance.updateConvexPolyhedronRepresentation();
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};
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GameLib.D3.Shape.Box.prototype.toApiObject = function() {
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var apiShape = GameLib.D3.Shape.prototype.toApiObject.call(this);
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apiShape.halfExtents = this.halfExtents.toApiObject();
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apiShape.activeMesh = GameLib.Utils.IdOrNull(this.activeMesh);
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return apiShape;
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};
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GameLib.D3.Shape.Box.prototype.setFromMesh = function() {
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if (this.activeMesh === null) {
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console.log('select a mesh first');
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return;
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}
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var box = this.activeMesh.getBoundingBox();
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this.halfExtents.x = box.x / 2;
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this.halfExtents.y = box.y / 2;
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this.halfExtents.z = box.z / 2;
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this.halfExtents.updateInstance();
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};
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GameLib.D3.Shape.Box.FromObject = function(physics, objectShape) {
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var apiShape = GameLib.D3.Shape.FromObject(physics, objectShape);
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apiShape.halfExtents = objectShape.halfExtents;
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apiShape.activeMesh = objectShape.activeMesh;
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return new GameLib.D3.Shape.Box(
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graphics,
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apiShape,
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apiShape.halfExtents,
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apiShape.activeMesh
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);
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};
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@ -1,6 +1,7 @@
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/**
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* Storage System takes care loading and linking components and dependencies
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* @param graphics
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* @param physics
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* @param apiSystem GameLib.API.System
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* @param apiUrl
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* @param token
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@ -15,6 +16,7 @@
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*/
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GameLib.System.Storage = function(
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graphics,
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physics,
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apiSystem,
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apiUrl,
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token,
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@ -29,6 +31,9 @@ GameLib.System.Storage = function(
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this.graphics = graphics;
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this.graphics.isNotThreeThrow();
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this.physics = physics;
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this.physics.isNotCannonThrow();
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GameLib.System.call(
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this,
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apiSystem
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@ -251,7 +256,24 @@ GameLib.System.Storage.prototype.loadComponent = function(toProcess, includeDepe
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runtimeComponent.parentEntity = parentEntity;
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parentEntity = runtimeComponent;
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} else {
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try {
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runtimeComponent = fn(__system.graphics, component);
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} catch (error) {
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runtimeComponent = null;
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}
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if (!runtimeComponent) {
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try {
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runtimeComponent = fn(__system.physics, component);
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} catch (error) {
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runtimeComponent = null;
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}
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}
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if (!runtimeComponent) {
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throw new Error('Could not create a runtime component: ', component);
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}
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runtimeComponent.parentEntity = parentEntity;
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}
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