buffer and normal geometries

beta.r3js.org
-=yb4f310 2017-08-29 21:58:11 +02:00
parent 6f4b491cf0
commit 734a14b107
13 changed files with 890 additions and 458 deletions

View File

@ -62,6 +62,8 @@ GameLib.Event.EVENT_LIST = 0x2c;
GameLib.Event.COMPILE_SUCCESS = 0x2d;
GameLib.Event.COMPILE_FAILED = 0x2e;
GameLib.Event.IMAGE_CHANGED = 0x2f;
GameLib.Event.PARENT_ENTITY_CHANGED = 0x30;
GameLib.Event.MATERIAL_TEXTURES_UPDATED = 0x31;
/**
* Returns string name of event ID
@ -119,6 +121,8 @@ GameLib.Event.GetEventName = function(number) {
case 0x2d : return 'compile_success';
case 0x2e : return 'compile_failed';
case 0x2f : return 'image_changed';
case 0x30 : return 'parent_entity_changed';
case 0x31 : return 'material_textures_updated';
break;
}

View File

@ -334,16 +334,16 @@ GameLib.Utils.ResetWindingOrder = function(faces, vertices) {
* neighbor_tria = neighbor_on_egde( next_tria, edge )
* if neighbor_tria exists and neighbor_tria not in processed:
* to_process add (neighbor_tria, edge opposite oriented (BA))
* @param faces GameLib.D3.TriangleFace[]
* @param faces GameLib.D3.Face[]
* @param orientationEdge GameLib.API.Vector2
* @returns {Array}
*/
GameLib.Utils.FixWindingOrder = function(faces, orientationEdge) {
/**
* Checks if a TriangleFace belonging to a TriangleEdge has already been processed
* Checks if a Face belonging to a TriangleEdge has already been processed
* @param processed TriangleEdge[]
* @param triangle TriangleFace
* @param triangle Face
* @returns {boolean}
*/
function inProcessed(processed, triangle) {
@ -360,7 +360,7 @@ GameLib.Utils.FixWindingOrder = function(faces, orientationEdge) {
/**
* Returns a neighbouring triangle on a specific edge - preserving the edge orientation
* @param edge GameLib.API.Vector2
* @param faces GameLib.D3.TriangleFace[]
* @param faces GameLib.D3.Face[]
* @param currentTriangle
* @returns {*}
*/
@ -376,14 +376,14 @@ GameLib.Utils.FixWindingOrder = function(faces, orientationEdge) {
(faces[i].v2 === edge.y && faces[i].v0 === edge.x)
) {
var triangle = new GameLib.D3.TriangleFace(
faces[i].v0,
faces[i].v1,
faces[i].v2,
var triangle = new GameLib.D3.API.Face(
null,
null,
faces[i].v0index,
faces[i].v1index,
faces[i].v2index,
faces[i].materialIndex,
faces[i].v0uv,
faces[i].v1uv,
faces[i].v2uv
faces[i].uvs
);
if (triangle.equals(currentTriangle)) {
@ -402,14 +402,14 @@ GameLib.Utils.FixWindingOrder = function(faces, orientationEdge) {
var toProcess = [
new GameLib.D3.TriangleEdge(
new GameLib.D3.TriangleFace(
faces[0].v0,
faces[0].v1,
faces[0].v2,
new GameLib.D3.API.Face(
null,
null,
faces[0].v0index,
faces[0].v1index,
faces[0].v2index,
faces[0].materialIndex,
faces[0].v0uv,
faces[0].v1uv,
faces[0].v2uv
faces[0].uvs
),
orientationEdge
)
@ -426,36 +426,40 @@ GameLib.Utils.FixWindingOrder = function(faces, orientationEdge) {
* to have the same winding order)
*/
if (
(triangleEdge.triangle.v0 === triangleEdge.edge.x &&
triangleEdge.triangle.v1 === triangleEdge.edge.y) ||
(triangleEdge.triangle.v1 === triangleEdge.edge.x &&
triangleEdge.triangle.v2 === triangleEdge.edge.y) ||
(triangleEdge.triangle.v2 === triangleEdge.edge.x &&
triangleEdge.triangle.v0 === triangleEdge.edge.y)
(triangleEdge.triangle.v0index === triangleEdge.edge.x &&
triangleEdge.triangle.v1index === triangleEdge.edge.y) ||
(triangleEdge.triangle.v1index === triangleEdge.edge.x &&
triangleEdge.triangle.v2index === triangleEdge.edge.y) ||
(triangleEdge.triangle.v2index === triangleEdge.edge.x &&
triangleEdge.triangle.v0index === triangleEdge.edge.y)
) {
var backupV = triangleEdge.triangle.v1;
triangleEdge.triangle.v1 = triangleEdge.triangle.v2;
triangleEdge.triangle.v2 = backupV;
var backupV = triangleEdge.triangle.v1index;
triangleEdge.triangle.v1index = triangleEdge.triangle.v2index;
triangleEdge.triangle.v2index = backupV;
var backupUV = triangleEdge.triangle.v1uv;
triangleEdge.triangle.v1uv = triangleEdge.triangle.v2uv;
triangleEdge.triangle.v2uv = backupUV;
// var backupUV = triangleEdge.triangle.v1uv;
// triangleEdge.triangle.v1uv = triangleEdge.triangle.v2uv;
// triangleEdge.triangle.v2uv = backupUV;
//
var backupUV = triangleEdge.triangle.uvs[0][1];
triangleEdge.triangle.uvs[0][1] = triangleEdge.triangle.uvs[0][2];
triangleEdge.triangle.uvs[0][2] = backupUV;
}
processed.push(triangleEdge);
var edges = [
new GameLib.API.Vector2(
triangleEdge.triangle.v0,
triangleEdge.triangle.v1
triangleEdge.triangle.v0index,
triangleEdge.triangle.v1index
),
new GameLib.API.Vector2(
triangleEdge.triangle.v1,
triangleEdge.triangle.v2
triangleEdge.triangle.v1index,
triangleEdge.triangle.v2index
),
new GameLib.API.Vector2(
triangleEdge.triangle.v2,
triangleEdge.triangle.v0
triangleEdge.triangle.v2index,
triangleEdge.triangle.v0index
)
];

View File

@ -145,6 +145,7 @@ GameLib.Component.COMPONENT_SHAPE_PLANE = 0x2f;
GameLib.Component.COMPONENT_CONTROLS = 0x30;
GameLib.Component.COMPONENT_CONTROLS_EDITOR = 0x31;
GameLib.Component.COMPONENT_CONTROLS_FLY = 0x32;
// GameLib.Component.COMPONENT_FACE = 0x33;
/**
* Returns string name for component number
@ -204,6 +205,7 @@ GameLib.Component.GetComponentName = function(number) {
case 0x30 : return 'GameLib.D3.Controls';
case 0x31 : return 'GameLib.D3.Controls.Editor';
case 0x32 : return 'GameLib.D3.Controls.Fly';
// case 0x33 : return 'GameLib.D3.Face';
break;
}

175
src/game-lib-d3-api-face.js Normal file
View File

@ -0,0 +1,175 @@
/**
* Face
* @param id
* @param name
* @param v0index
* @param v1index
* @param v2index
* @param materialIndex
* @param uvs [[v0uv (GameLib.Vector2), v1uv(GameLib.Vector2), v2uv(GameLib.Vector2)]]
* @param color
* @param vertexColors
* @param vertexNormals
* @param normal
* @param parentEntity GameLib.Entity
* @constructor
*/
GameLib.D3.API.Face = function(
id,
name,
v0index,
v1index,
v2index,
materialIndex,
uvs,
color,
vertexColors,
vertexNormals,
normal
) {
if (GameLib.Utils.UndefinedOrNull(id)) {
id = GameLib.Utils.RandomId();
}
this.id = id;
if (GameLib.Utils.UndefinedOrNull(name)) {
name = 'Face ' + id;
}
this.name = name;
if (GameLib.Utils.UndefinedOrNull(v0index)) {
v0index = -1;
}
this.v0index = v0index;
if (GameLib.Utils.UndefinedOrNull(v1index)) {
v1index = -1;
}
this.v1index = v1index;
if (GameLib.Utils.UndefinedOrNull(v2index)) {
v2index = -1;
}
this.v2index = v2index;
if (GameLib.Utils.UndefinedOrNull(materialIndex)) {
materialIndex = -1;
}
this.materialIndex = materialIndex;
if (GameLib.Utils.UndefinedOrNull(uvs)) {
uvs = [[]];
}
this.uvs = uvs;
if (GameLib.Utils.UndefinedOrNull(color)) {
color = null;
}
this.color = color;
if (GameLib.Utils.UndefinedOrNull(vertexColors)) {
vertexColors = [];
}
this.vertexColors = vertexColors;
if (GameLib.Utils.UndefinedOrNull(vertexNormals)) {
vertexNormals = [];
}
this.vertexNormals = vertexNormals;
if (GameLib.Utils.UndefinedOrNull(normal)) {
normal = null;
}
this.normal = normal;
};
// GameLib.D3.API.Face.prototype = Object.create(GameLib.Component.prototype);
// GameLib.D3.API.Face.prototype.constructor = GameLib.D3.API.Face;
/**
* Returns an API Face from a data object
* @constructor
* @param objectFace
*/
GameLib.D3.API.Face.FromObject = function(objectFace) {
return new GameLib.D3.API.Face(
objectFace.id,
objectFace.name,
objectFace.v0index,
objectFace.v1index,
objectFace.v2index,
objectFace.materialIndex,
objectFace.uvs,
objectFace.color,
objectFace.vertexColors,
objectFace.vertexNormals,
objectFace.normal
);
};
/**
* Clone a Face
* @returns {GameLib.D3.API.Face}
*/
GameLib.D3.API.Face.prototype.clone = function(){
return new GameLib.D3.API.Face(
this.id,
this.name,
this.v0index,
this.v1index,
this.v2index,
this.materialIndex,
this.uvs,
this.color,
this.vertexColors,
this.vertexNormals,
this.normal
);
};
/**
* Returns true if two triangles are equal (their vertex indices match in some order)
* @param triangle
* @returns {boolean}
*/
GameLib.D3.API.Face.prototype.equals = function(triangle) {
return (
(
(this.v0index === triangle.v0index) &&
(this.v1index === triangle.v1index) &&
(this.v2index === triangle.v2index)
)
||
(
(this.v0index === triangle.v0index) &&
(this.v1index === triangle.v2index) &&
(this.v2index === triangle.v1index)
)
||
(
(this.v0index === triangle.v1index) &&
(this.v1index === triangle.v0index) &&
(this.v2index === triangle.v2index)
)
||
(
(this.v0index === triangle.v1index) &&
(this.v1index === triangle.v2index) &&
(this.v2index === triangle.v0index)
)
||
(
(this.v0index === triangle.v2index) &&
(this.v1index === triangle.v0index) &&
(this.v2index === triangle.v1index)
)
||
(
(this.v0index === triangle.v2index) &&
(this.v1index === triangle.v1index) &&
(this.v2index === triangle.v0index)
)
);
};

View File

@ -4,8 +4,7 @@
* @param meshType
* @param name
* @param vertices GameLib.D3.Vertex[]
* @param faces GameLib.D3.TriangleFace[]
* @param faceVertexUvs
* @param faces GameLib.D3.Face[]
* @param materials GameLib.D3.API.Material[]
* @param parentMesh
* @param parentScene
@ -22,6 +21,7 @@
* @param modelMatrix GameLib.API.Matrix4
* @param parentEntity
* @param renderOrder
* @param isBufferMesh
* @constructor
*/
GameLib.D3.API.Mesh = function(
@ -30,7 +30,6 @@ GameLib.D3.API.Mesh = function(
name,
vertices,
faces,
faceVertexUvs,
materials,
parentMesh,
parentScene,
@ -46,7 +45,8 @@ GameLib.D3.API.Mesh = function(
up,
modelMatrix,
parentEntity,
renderOrder
renderOrder,
isBufferMesh
) {
if (GameLib.Utils.UndefinedOrNull(id)) {
id = GameLib.Utils.RandomId();
@ -59,7 +59,7 @@ GameLib.D3.API.Mesh = function(
this.meshType = meshType;
if (GameLib.Utils.UndefinedOrNull(name)) {
name = 'Mesh (' + meshType + ')';
name = 'Mesh ' + id;
}
this.name = name;
@ -88,11 +88,6 @@ GameLib.D3.API.Mesh = function(
}
this.skeleton = skeleton;
if (GameLib.Utils.UndefinedOrNull(faceVertexUvs)) {
faceVertexUvs = [];
}
this.faceVertexUvs = faceVertexUvs;
if (GameLib.Utils.UndefinedOrNull(skinIndices)) {
skinIndices = [];
}
@ -153,10 +148,15 @@ GameLib.D3.API.Mesh = function(
}
this.renderOrder = renderOrder;
if (GameLib.Utils.UndefinedOrNull(parentEntity)) {
parentEntity = null;
if (GameLib.Utils.UndefinedOrNull(parentEntity)) {
parentEntity = null;
}
this.parentEntity = parentEntity;
if (GameLib.Utils.UndefinedOrNull(isBufferMesh)) {
isBufferMesh = false;
}
this.parentEntity = parentEntity;
this.isBufferMesh = isBufferMesh;
};
GameLib.D3.API.Mesh.prototype = Object.create(GameLib.Component.prototype);
@ -169,8 +169,16 @@ GameLib.D3.API.Mesh.prototype.constructor = GameLib.D3.API.Mesh;
*/
GameLib.D3.API.Mesh.FromObject = function (objectMesh){
var apiFaces = [];
if (objectMesh.faces) {
apiFaces = objectMesh.faces.map(
function(face) {
return GameLib.D3.API.Face.FromObject(face);
}
);
}
var apiSkeleton = null;
if (objectMesh.skeleton) {
apiSkeleton = GameLib.D3.API.Skeleton.FromObject(objectMesh.skeleton);
}
@ -245,8 +253,7 @@ GameLib.D3.API.Mesh.FromObject = function (objectMesh){
objectMesh.meshType,
objectMesh.name,
apiVertices,
objectMesh.faces,
objectMesh.faceVertexUvs,
apiFaces,
apiMaterials,
objectMesh.parentMesh,
objectMesh.parentScene,
@ -262,6 +269,7 @@ GameLib.D3.API.Mesh.FromObject = function (objectMesh){
apiUp,
apiModelMatrix,
objectMesh.parentEntity,
objectMesh.renderOrder
objectMesh.renderOrder,
objectMesh.isBufferMesh
);
};

View File

@ -117,27 +117,27 @@ GameLib.D3.Controls.Editor.prototype.updateInstance = function() {
*/
GameLib.D3.Controls.Editor.prototype.toApiObject = function() {
var apiMesh = GameLib.D3.Mesh.prototype.toApiObject.call(this);
var apiControls = GameLib.D3.Controls.prototype.toApiObject.call(this);
apiMesh.raycaster = GameLib.Utils.IdOrNull(this.raycaster);
apiMesh.renderer = GameLib.Utils.IdOrNull(this.renderer);
apiControls.raycaster = GameLib.Utils.IdOrNull(this.raycaster);
apiControls.renderer = GameLib.Utils.IdOrNull(this.renderer);
return apiMesh;
return apiControls;
};
/**
* Construct an Editor Controls object from data
* @param graphics
* @param objectMesh
* @param objectControls
* @returns {GameLib.D3.Controls.Editor}
* @constructor
*/
GameLib.D3.Controls.Editor.FromObject = function(graphics, objectMesh) {
GameLib.D3.Controls.Editor.FromObject = function(graphics, objectControls) {
var apiMesh = GameLib.D3.API.Controls.FromObject(objectMesh);
var apiMesh = GameLib.D3.API.Controls.FromObject(objectControls);
apiMesh.renderer = objectMesh.renderer;
apiMesh.raycaster = objectMesh.raycaster;
apiMesh.renderer = objectControls.renderer;
apiMesh.raycaster = objectControls.raycaster;
return new GameLib.D3.Controls.Editor(
graphics,

120
src/game-lib-d3-face.js Normal file
View File

@ -0,0 +1,120 @@
/**
* Face
* @constructor
* @param graphics
* @param apiFace
*/
GameLib.D3.Face = function Face(
graphics,
apiFace
) {
this.graphics = graphics;
this.graphics.isNotThreeThrow();
if (GameLib.Utils.UndefinedOrNull(apiFace)) {
apiFace = {};
}
if (apiFace instanceof GameLib.D3.Face) {
return apiFace;
}
GameLib.D3.API.Face.call(
this,
apiFace.id,
apiFace.name,
apiFace.v0index,
apiFace.v1index,
apiFace.v2index,
apiFace.materialIndex,
apiFace.uvs,
apiFace.color,
apiFace.vertexColors,
apiFace.vertexNormals,
apiFace.normal
);
this.color = new GameLib.Color(
this.graphics,
this.color,
this
);
this.vertexColors = this.vertexColors.map(function(vertexColor){
if (vertexColor instanceof GameLib.Color) {
return vertexColor;
}
if (vertexColor instanceof GameLib.API.Color) {
return new GameLib.Color(
this.graphics,
vertexColor,
this
)
}
console.warn('unknown vertex color type', vertexColor);
}.bind(this));
this.vertexNormals = this.vertexNormals.map(function(vertexNormal){
if (vertexNormal instanceof GameLib.Vector3) {
return vertexNormal;
}
if (vertexNormal instanceof GameLib.API.Vector3) {
return new GameLib.Vector3(
this.graphics,
vertexNormal,
this
)
}
console.warn('unknown vertex normal type', vertexNormal);
}.bind(this));
this.normal = new GameLib.Vector3(
this.graphics,
this.normal,
this
);
};
GameLib.D3.Face.prototype = Object.create(GameLib.D3.API.Face.prototype);
GameLib.D3.Face.prototype.constructor = GameLib.D3.Face;
GameLib.D3.Face.prototype.createInstance = function() {
};
GameLib.D3.Face.prototype.updateInstance = function() {
};
GameLib.D3.Face.prototype.toApiObject = function() {
return new GameLib.D3.API.Face(
this.id,
this.name,
this.v0index,
this.v1index,
this.v2index,
this.materialIndex,
this.uvs,
this.color.toApiObject(),
this.vertexColors.map(function(vertexColor){
return vertexColor.toApiObject();
}),
this.vertexNormals.map(function(vertexNormal){
return vertexNormal.toApiObject();
}),
this.normal.toApiObject()
);
};
GameLib.D3.Face.FromObject = function(graphics, objectFace) {
return new GameLib.D3.Face(
graphics,
GameLib.D3.API.Face.FromObject(objectFace)
);
};

View File

@ -486,71 +486,90 @@ GameLib.D3.Material.prototype.createMeshBasicMaterialInstance = function() {
});
};
GameLib.D3.Material.prototype.checkTexture = function(runtimeMap, instanceMap) {
var textureChanged = false;
if (this[runtimeMap] && this[runtimeMap].instance) {
if (this.instance[instanceMap] !== this[runtimeMap].instance) {
this.instance[instanceMap] = this[runtimeMap].instance;
textureChanged = true;
}
} else {
if (this.instance[instanceMap] !== null) {
this.instance[instanceMap] = null;
textureChanged = true;
}
}
return textureChanged;
};
/**
* updates textures
*/
GameLib.D3.Material.prototype.updateTextures = function() {
if (this.alphaMap && this.alphaMap.instance) {
this.instance.alphaMap = this.alphaMap.instance;
} else {
this.instance.alphaMap = null;
}
if (this.aoMap && this.aoMap.instance) {
this.instance.aoMap = this.aoMap.instance;
} else {
this.instance.aoMap = null;
}
if (this.bumpMap && this.bumpMap.instance) {
this.instance.bumpMap = this.bumpMap.instance;
} else {
this.instance.bumpMap = null;
}
if (this.diffuseMap && this.diffuseMap.instance) {
this.instance.map = this.diffuseMap.instance;
} else {
this.instance.map = null;
}
if (this.displacementMap && this.displacementMap.instance) {
this.instance.displacementMap = this.displacementMap.instance;
} else {
this.instance.displacementMap = null;
}
if (this.emissiveMap && this.emissiveMap.instance) {
this.instance.emissiveMap = this.emissiveMap.instance;
} else {
this.instance.emissiveMap = null;
}
if (this.environmentMap && this.environmentMap.instance) {
this.instance.envMap = this.environmentMap.instance;
} else {
this.instance.envMap = null;
}
if (this.lightMap && this.lightMap.instance) {
this.instance.lightMap = this.lightMap.instance;
} else {
this.instance.lightMap = null;
}
if (this.metalnessMap && this.metalnessMap.instance) {
this.instance.metalnessMap = this.metalnessMap.instance;
} else {
this.instance.metalnessMap = null;
}
if (this.normalMap && this.normalMap.instance) {
this.instance.normalMap = this.normalMap.instance;
} else {
this.instance.normalMap = null;
}
if (this.roughnessMap && this.roughnessMap.instance) {
this.instance.roughnessMap = this.roughnessMap.instance;
} else {
this.instance.roughnessMap = null;
}
if (this.specularMap && this.specularMap.instance) {
this.instance.specularMap = this.specularMap.instance;
} else {
this.instance.specularMap = null;
}
var textureChanged = false;
if (this.checkTexture('alphaMap', 'alphaMap')) {
textureChanged = true;
}
if (this.checkTexture('aoMap', 'aoMap')) {
textureChanged = true;
}
if (this.checkTexture('bumpMap', 'bumpMap')) {
textureChanged = true;
}
if (this.checkTexture('diffuseMap', 'map')) {
textureChanged = true;
}
if (this.checkTexture('displacementMap', 'displacementMap')) {
textureChanged = true;
}
if (this.checkTexture('emissiveMap', 'emissiveMap')) {
textureChanged = true;
}
if (this.checkTexture('environmentMap', 'envMap')) {
textureChanged = true;
}
if (this.checkTexture('lightMap', 'lightMap')) {
textureChanged = true;
}
if (this.checkTexture('metalnessMap', 'metalnessMap')) {
textureChanged = true;
}
if (this.checkTexture('normalMap', 'normalMap')) {
textureChanged = true;
}
if (this.checkTexture('roughnessMap', 'roughnessMap')) {
textureChanged = true;
}
if (this.checkTexture('specularMap', 'specularMap')) {
textureChanged = true;
}
if (textureChanged) {
this.publish(
GameLib.Event.MATERIAL_TEXTURES_UPDATED,
{
material : this
}
);
}
return textureChanged;
};
@ -729,7 +748,7 @@ GameLib.D3.Material.prototype.createInstance = function() {
this.instance = instance;
this.updateTextures();
this.updateTextures();
return instance;
};

View File

@ -26,7 +26,6 @@ GameLib.D3.Mesh = function (
apiMesh.name,
apiMesh.vertices,
apiMesh.faces,
apiMesh.faceVertexUvs,
apiMesh.materials,
apiMesh.parentMesh,
apiMesh.parentScene,
@ -42,10 +41,26 @@ GameLib.D3.Mesh = function (
apiMesh.up,
apiMesh.modelMatrix,
apiMesh.parentEntity,
apiMesh.renderOrder
apiMesh.renderOrder,
apiMesh.isBufferMesh
);
this.materials = this.materials.map(
this.faces = this.faces.map(
function(face) {
if (face instanceof GameLib.D3.API.Face) {
return new GameLib.D3.Face(
this.graphics,
face
)
} else {
return face;
}
}.bind(this)
);
this.materials = this.materials.map(
function(material) {
if (material instanceof GameLib.D3.API.Material) {
return new GameLib.D3.Material(
@ -164,6 +179,7 @@ GameLib.D3.Mesh.MESH_TYPE_SPHERE = 0x3;
GameLib.D3.Mesh.MESH_TYPE_PLANE = 0x4;
GameLib.D3.Mesh.prototype.createInstanceGeometry = function() {
/**
* Setup face indexes - first we sort according to the material index, because later we will create
* groups for each vertice group
@ -189,15 +205,15 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function() {
this.faces.reduce(
function(result, face){
result.push(this.vertices[face.v0].position.x);
result.push(this.vertices[face.v0].position.y);
result.push(this.vertices[face.v0].position.z);
result.push(this.vertices[face.v1].position.x);
result.push(this.vertices[face.v1].position.y);
result.push(this.vertices[face.v1].position.z);
result.push(this.vertices[face.v2].position.x);
result.push(this.vertices[face.v2].position.y);
result.push(this.vertices[face.v2].position.z);
result.push(this.vertices[face.v0index].position.x);
result.push(this.vertices[face.v0index].position.y);
result.push(this.vertices[face.v0index].position.z);
result.push(this.vertices[face.v1index].position.x);
result.push(this.vertices[face.v1index].position.y);
result.push(this.vertices[face.v1index].position.z);
result.push(this.vertices[face.v2index].position.x);
result.push(this.vertices[face.v2index].position.y);
result.push(this.vertices[face.v2index].position.z);
return result;
}.bind(this),
[]
@ -205,107 +221,187 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function() {
);
var geometry = new THREE.BufferGeometry();
var geometry = null;
geometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3));
/**
* Setyp mesh vertices colors
*/
var colors = Float32Array.from(
this.faces.reduce(
function(result, face){
result.push(1,1,1,1,1,1,1,1,1);
// result.push(face.color.r);
// result.push(face.color.g);
// result.push(face.color.b);
// result.push(face.color.r);
// result.push(face.color.g);
// result.push(face.color.b);
// result.push(face.color.r);
// result.push(face.color.g);
// result.push(face.color.b);
return result;
}.bind(this),
[]
)
);
geometry.addAttribute('color', new THREE.BufferAttribute(colors, 3, true));
if (this.isBufferMesh) {
geometry = new THREE.BufferGeometry();
geometry.addAttribute('position', new THREE.BufferAttribute(vertices, 3));
/**
* Setyp mesh vertices colors
*/
var colors = Float32Array.from(
this.faces.reduce(
function(result, face){
result.push(1,1,1,1,1,1,1,1,1);
// result.push(face.color.r);
// result.push(face.color.g);
// result.push(face.color.b);
// result.push(face.color.r);
// result.push(face.color.g);
// result.push(face.color.b);
// result.push(face.color.r);
// result.push(face.color.g);
// result.push(face.color.b);
return result;
}.bind(this),
[]
)
);
geometry.addAttribute('color', new THREE.BufferAttribute(colors, 3, true));
/**
* Setup face UVs
*/
var uvs = Float32Array.from(
this.faces.reduce(
function(result, face) {
face.uvs[0].map(
function(uv) {
result.push(uv.x);
result.push(uv.y);
}
);
return result;
},
[]
)
);
geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
/**
* Setup material groups - this means creating a new group for each material index change
* We know faces are sorted according to material index
*/
var groupIndexCounts = this.faces.reduce(
function(result, face) {
var currentGroup = result.pop();
if (currentGroup.index !== face.materialIndex) {
/**
* We have a new group
*/
result.push(currentGroup);
result.push({
index: face.materialIndex,
count: 3
})
} else {
currentGroup.count += 3;
result.push(currentGroup);
}
/**
* Setup face UVs
*/
var uvs = Float32Array.from(
this.faceVertexUvs[0].reduce(
function(result, uv) {
result.push(uv[0].x);
result.push(uv[0].y);
result.push(uv[1].x);
result.push(uv[1].y);
result.push(uv[2].x);
result.push(uv[2].y);
return result;
},
[]
)
);
geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
[
{
index : 0,
count : 0
}
]
);
/**
* Setup material groups - this means creating a new group for each material index change
* We know faces are sorted according to material index
*/
var groupIndexCounts = this.faces.reduce(
function(result, face) {
groupIndexCounts.reduce(
function(start, group) {
geometry.addGroup(start, group.count, group.index);
return start + group.count;
},
0
);
var currentGroup = result.pop();
if (currentGroup.index !== face.materialIndex) {
/**
* We have a new group
*/
result.push(currentGroup);
result.push({
index: face.materialIndex,
count: 3
})
} else {
currentGroup.count += 3;
result.push(currentGroup);
} else {
geometry = new THREE.Geometry();
var standardUvs = [];
/**
* Face data
* @type {Array}
*/
geometry.faces = this.faces.map(
function (face) {
standardUvs.push(face.uvs[0].map(
function(uv) {
return new THREE.Vector2(
uv.x,
uv.y
)
}
));
var faceInstance = new THREE.Face3(
face.v0index,
face.v1index,
face.v2index
);
if (face.normal) {
faceInstance.normal = new THREE.Vector3(
face.normal.x,
face.normal.y,
face.normal.z
);
}
if (face.color) {
faceInstance.color = new THREE.Color(
face.color.r,
face.color.g,
face.color.b
)
}
faceInstance.materialIndex = face.materialIndex;
return faceInstance;
}
);
return result;
},
[
{
index : 0,
count : 0
/**
* Vertex data
* @type {Array}
*/
geometry.vertices = this.vertices.map(
function (vertex) {
return new THREE.Vector3(
vertex.position.x,
vertex.position.y,
vertex.position.z
)
}
]
);
);
geometry.verticesNeedUpdate = true;
groupIndexCounts.reduce(
function(start, group) {
geometry.addGroup(start, group.count, group.index);
return start + group.count;
},
0
);
/**
* UV data
*/
geometry.faceVertexUvs = [standardUvs];
/**
* Re-compute normals - we don't do this for buffer geometry because it assigns to every vertex normal the face
* normal - essentially disabling 'smooth shading'
*/
geometry.computeFaceNormals();
geometry.computeVertexNormals();
}
/**
* Apply skin indices
*/
// this.applyBones(geometry);
/**
* Re-compute normals
*/
geometry.computeFaceNormals();
geometry.computeVertexNormals();
return geometry;
};
@ -426,15 +522,13 @@ GameLib.D3.Mesh.prototype.updateVerticesFromGeometryInstance = function(geometry
this.faces = [];
this.faceVertexUvs = [[]];
if (geometryInstance instanceof THREE.BufferGeometry) {
var vertices = this.instance.geometry.getAttribute('position').array;
var vertices = geometryInstance.getAttribute('position').array;
var uvs = this.instance.geometry.getAttribute('uv').array;
var uvs = geometryInstance.getAttribute('uv').array;
this.instance.geometry.groups.map(function(group){
geometryInstance.groups.map(function(group){
var materialIndex = group.materialIndex;
@ -493,17 +587,23 @@ GameLib.D3.Mesh.prototype.updateVerticesFromGeometryInstance = function(geometry
if (faceIndexes.length === 3) {
this.faces.push(new GameLib.D3.TriangleFace(
faceIndexes[0],
faceIndexes[1],
faceIndexes[2],
materialIndex
));
this.faces.push(
new GameLib.D3.Face(
this.graphics,
new GameLib.D3.API.Face(
null,
null,
faceIndexes[0],
faceIndexes[1],
faceIndexes[2],
materialIndex,
[[indexedUvs[0], indexedUvs[1], indexedUvs[2]]]
)
)
);
this.faceVertexUvs[0].push([indexedUvs[0], indexedUvs[1], indexedUvs[2]]);
indexedUvs = [];
faceIndexes = [];
indexedUvs = [];
faceIndexes = [];
}
}
@ -514,18 +614,110 @@ GameLib.D3.Mesh.prototype.updateVerticesFromGeometryInstance = function(geometry
console.log('todo : update vertices from buffer geometry');
} else {
geometryInstance.faces.map(function(face){
var processed = 0;
geometryInstance.faces.map(function(face, faceIndex){
processed++;
if (processed % 100 === 0) {
console.log('processed ' + processed + ' faces');
}
this.faces.push(
new GameLib.D3.TriangleFace(
face.a,
face.b,
face.c,
face.materialIndex
new GameLib.D3.Face(
this.graphics,
new GameLib.D3.API.Face(
null,
null,
face.a,
face.b,
face.c,
face.materialIndex,
[[
// new GameLib.Vector2(
// this.graphics,
// new GameLib.API.Vector2(
{
x: geometryInstance.faceVertexUvs[0][faceIndex][0].x,
y: geometryInstance.faceVertexUvs[0][faceIndex][0].y
},
{
x: geometryInstance.faceVertexUvs[0][faceIndex][1].x,
y: geometryInstance.faceVertexUvs[0][faceIndex][1].y
},
{
x: geometryInstance.faceVertexUvs[0][faceIndex][2].x,
y: geometryInstance.faceVertexUvs[0][faceIndex][2].y
}
// )
// ),
// new GameLib.Vector2(
// this.graphics,
// new GameLib.API.Vector2(
// geometryInstance.faceVertexUvs[0][faceIndex][1].x,
// geometryInstance.faceVertexUvs[0][faceIndex][1].y
// )
// ),
// new GameLib.Vector2(
// this.graphics,
// new GameLib.API.Vector2(
// geometryInstance.faceVertexUvs[0][faceIndex][2].x,
// geometryInstance.faceVertexUvs[0][faceIndex][2].y
// )
// )
]]
// new GameLib.Color(
// this.graphics,
// new GameLib.API.Color(
// face.color.r,
// face.color.g,
// face.color.b
// )
// ),
// face.vertexColors.map(function(vertexColor){
// return new GameLib.Color(
// this.graphics,
// new GameLib.API.Color(
// vertexColor.r,
// vertexColor.g,
// vertexColor.b
// )
// )
// }.bind(this)),
// face.vertexNormals.map(function(vertexNormal){
// return new GameLib.Vector3(
// this.graphics,
// new GameLib.API.Vector3(
// vertexNormal.x,
// vertexNormal.y,
// vertexNormal.z
// )
// )
// }.bind(this)),
// new GameLib.Vector3(
// this.graphics,
// new GameLib.API.Vector3(
// face.normal.x,
// face.normal.y,
// face.normal.z
// )
// )
)
)
)
}.bind(this));
processed = 0;
geometryInstance.vertices.map(function(vertex){
processed++;
if (processed % 100 === 0) {
console.log('processed ' + processed + ' vertices');
}
this.vertices.push(
new GameLib.D3.Vertex(
this.graphics,
@ -542,32 +734,6 @@ GameLib.D3.Mesh.prototype.updateVerticesFromGeometryInstance = function(geometry
)
)
}.bind(this));
geometryInstance.faceVertexUvs[0].map(function(uvs){
this.faceVertexUvs[0].push([
new GameLib.Vector2(
this.graphics,
new GameLib.API.Vector2(
uvs[0].x,
uvs[0].y
)
),
new GameLib.Vector2(
this.graphics,
new GameLib.API.Vector2(
uvs[1].x,
uvs[1].y
)
),
new GameLib.Vector2(
this.graphics,
new GameLib.API.Vector2(
uvs[2].x,
uvs[2].y
)
)
])
}.bind(this))
}
};
@ -690,17 +856,10 @@ GameLib.D3.Mesh.prototype.getBoundingBox = function() {
* Converts a GameLib.D3.Mesh to a GameLib.D3.API.Mesh
* @returns {GameLib.D3.API.Mesh}
*/
GameLib.D3.Mesh.prototype.toApiObject = function(save) {
if (GameLib.Utils.UndefinedOrNull(save)) {
save = false;
}
GameLib.D3.Mesh.prototype.toApiObject = function() {
var apiSkeleton = null;
if (this.skeleton) {
if (save) {
this.skeleton.save();
}
apiSkeleton = this.skeleton.id;
}
@ -708,14 +867,17 @@ GameLib.D3.Mesh.prototype.toApiObject = function(save) {
if (this.materials) {
apiMaterials = this.materials.map(
function(material) {
if (save) {
material.save();
}
return material.id;
}
)
}
var apiFaces = this.faces.map(
function(face){
return face.toApiObject();
}
);
var apiMesh = new GameLib.D3.API.Mesh(
this.id,
this.meshType,
@ -725,8 +887,7 @@ GameLib.D3.Mesh.prototype.toApiObject = function(save) {
return vertex.toApiObject();
}
),
this.faces,
this.faceVertexUvs,
apiFaces,
apiMaterials,
GameLib.Utils.IdOrNull(this.parentMesh),
GameLib.Utils.IdOrNull(this.parentScene),

View File

@ -14,7 +14,9 @@ GameLib.D3.Mesh.Plane = function (
width,
height,
widthSegments,
heightSegments
heightSegments,
heightMapScale,
isHeightMap
) {
this.graphics = graphics;
this.graphics.isNotThreeThrow();
@ -39,7 +41,17 @@ GameLib.D3.Mesh.Plane = function (
}
this.heightSegments = heightSegments;
GameLib.D3.Mesh.call(
if (GameLib.Utils.UndefinedOrNull(heightMapScale)) {
heightMapScale = 1;
}
this.heightMapScale = heightMapScale;
if (GameLib.Utils.UndefinedOrNull(isHeightMap)) {
isHeightMap = false;
}
this.isHeightMap = isHeightMap;
GameLib.D3.Mesh.call(
this,
this.graphics,
apiMesh
@ -55,13 +67,9 @@ GameLib.D3.Mesh.Plane.prototype.createInstance = function() {
var geometry = null;
/**
* If this geometry is coming from the database, apply the vertex data
* If this geometry is not coming from the database, apply the vertex data from the instance to our runtime object
*/
if (this.vertices.length > 0) {
geometry = this.createInstanceGeometry();
} else {
if (this.vertices.length === 0) {
geometry = new THREE.PlaneGeometry(
this.width,
@ -70,45 +78,68 @@ GameLib.D3.Mesh.Plane.prototype.createInstance = function() {
this.heightSegments
);
this.updateVerticesFromGeometryInstance(geometry);
this.updateVerticesFromGeometryInstance(geometry);
geometry = this.createInstanceGeometry();
this.materials.push(
new GameLib.D3.Material(
this.graphics,
new GameLib.D3.API.Material(
null,
GameLib.D3.Material.MATERIAL_TYPE_STANDARD,
'Material Plane ' + this.id
)
)
)
}
var materialInstances = this.materials.reduce(
function(result, material) {
result.push(material.instance);
return result;
},
[]
);
/**
* If this is a heightmap - first generate the z-coordinates
*/
if (this.isHeightMap) {
this.generateHeightMapFromBumpMap();
}
var instance = new THREE.Mesh(geometry, materialInstances);
/**
* Now construct the mesh instance
*/
var instance = GameLib.D3.Mesh.prototype.createInstance.call(this);
instance.userData.width = this.width;
/**
* Apply some plane specific data to the instance
*/
instance.userData.width = this.width;
instance.userData.height = this.height;
instance.userData.widthSegments = this.widthSegments;
instance.userData.heightSegments = this.heightSegments;
this.createInstanceDefaults(instance);
instance.userData.heightMapScale = this.heightMapScale;
instance.userData.isHeightMap = this.isHeightMap;
return instance;
};
/**
*
*/
GameLib.D3.Mesh.Plane.prototype.updateInstance = function() {
var geometry = null;
if (
this.instance.userData.width !== this.width ||
this.instance.userData.height !== this.height ||
this.instance.userData.widthSegments !== this.widthSegments ||
this.instance.userData.heightSegments !== this.heightSegments
this.instance.userData.heightSegments !== this.heightSegments ||
this.instance.userData.isHeightMap !== this.isHeightMap ||
this.instance.userData.heightMapScale !== this.heightMapScale
) {
this.instance.userData.width = this.width;
this.instance.userData.height = this.height;
this.instance.userData.widthSegments = this.widthSegments;
this.instance.userData.heightSegments = this.heightSegments;
this.instance.userData.isHeightMap = this.isHeightMap;
this.instance.userData.heightMapScale = this.heightMapScale;
var geometry = new THREE.PlaneGeometry(
geometry = new THREE.PlaneGeometry(
this.width,
this.height,
this.widthSegments,
@ -117,13 +148,14 @@ GameLib.D3.Mesh.Plane.prototype.updateInstance = function() {
this.updateVerticesFromGeometryInstance(geometry);
this.instance.geometry = this.createInstanceGeometry();
if (this.helper) {
this.removeHelper();
this.createHelper();
if (this.isHeightMap) {
this.generateHeightMapFromBumpMap();
}
}
geometry = this.createInstanceGeometry();
this.instance.geometry = geometry;
}
GameLib.D3.Mesh.prototype.updateInstance.call(this);
};
@ -140,6 +172,8 @@ GameLib.D3.Mesh.Plane.prototype.toApiObject = function() {
apiMesh.height = this.height;
apiMesh.widthSegments = this.widthSegments;
apiMesh.heightSegments = this.heightSegments;
apiMesh.heightMapScale = this.heightMapScale;
apiMesh.isHeightMap = this.isHeightMap;
return apiMesh;
};
@ -161,45 +195,60 @@ GameLib.D3.Mesh.Plane.FromObject = function(graphics, objectMesh) {
objectMesh.width,
objectMesh.height,
objectMesh.widthSegments,
objectMesh.heightSegments
objectMesh.heightSegments,
objectMesh.heightMapScale,
objectMesh.isHeightMap
);
};
GameLib.D3.Mesh.Plane.prototype.getHeightData = function(img,scale) {
GameLib.D3.Mesh.Plane.prototype.getHeightData = function() {
if (GameLib.Utils.UndefinedOrNull(scale)) {
scale = 1;
}
var i;
if (GameLib.Utils.UndefinedOrNull(img)) {
img = this.instance.material.bumpMap.image;
}
var img = this.materials.reduce(
function(result, material) {
if (
material.bumpMap &&
material.bumpMap.image &&
material.bumpMap.image.instance
) {
result = material.bumpMap.image.instance;
}
var canvas = document.createElement( 'canvas' );
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext( '2d' );
return result;
},
null
);
var size = img.width * img.height;
var data = new Float32Array( size );
if (!img) {
throw new Error('bumpmap image not found');
}
context.drawImage(img,0,0);
var canvas = document.createElement( 'canvas' );
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext( '2d' );
for ( var i = 0; i < size; i ++ ) {
data[i] = 0
}
var size = img.width * img.height;
var data = new Float32Array( size );
var imgd = context.getImageData(0, 0, img.width, img.height);
var pix = imgd.data;
context.drawImage(img,0,0);
var j=0;
for (var i = 0; i<pix.length; i +=4) {
var all = pix[i]+pix[i+1]+pix[i+2];
data[j++] = all/(12*scale);
}
for (i = 0; i < size; i ++ ) {
data[i] = 0
}
return data;
var imgd = context.getImageData(0, 0, img.width, img.height);
var pix = imgd.data;
var j=0;
for (i = 0; i<pix.length; i +=4) {
var all = pix[i]+pix[i+1]+pix[i+2];
data[j++] = all/(12*this.heightMapScale);
}
return data;
};
@ -217,9 +266,9 @@ GameLib.D3.Mesh.Plane.prototype.generateHeightMapFromBumpMap = function() {
}
);
var geometry = this.createInstanceGeometry();
this.instance.geometry = geometry;
// var geometry = this.createInstanceGeometry();
//
// this.instance.geometry = geometry;
//
// var vertices = this.instance.geometry.attributes.position.array;

View File

@ -1,125 +0,0 @@
/**
* TriangleFace
* @param v0
* @param v1
* @param v2
* @param materialIndex
* @param v0uv
* @param v1uv
* @param v2uv
* @param color
* @param vertexColors
* @param vertexNormals
* @param normal
* @constructor
*/
GameLib.D3.TriangleFace = function TriangleFace(
v0,
v1,
v2,
materialIndex,
v0uv,
v1uv,
v2uv,
color,
vertexColors,
vertexNormals,
normal
) {
this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
this.materialIndex = materialIndex;
this.v0uv = v0uv;
this.v1uv = v1uv;
this.v2uv = v2uv;
if (!color) {
color = new GameLib.API.Color(0xff, 0xff, 0xff, 0xff);
}
this.color = color;
if (!vertexColors) {
vertexColors = [
new GameLib.API.Color(0xff, 0xff, 0xff, 0xff),
new GameLib.API.Color(0xff, 0xff, 0xff, 0xff),
new GameLib.API.Color(0xff, 0xff, 0xff, 0xff)
];
}
this.vertexColors = vertexColors;
if (!vertexNormals) {
vertexNormals = [
new GameLib.API.Vector3(),
new GameLib.API.Vector3(),
new GameLib.API.Vector3()
]
}
this.vertexNormals = vertexNormals;
if (!normal) {
normal = new GameLib.API.Vector3(0);
}
this.normal = normal;
};
/**
* Clone a TriangleFace
* @returns {GameLib.D3.TriangleFace}
*/
GameLib.D3.TriangleFace.prototype.clone = function(){
return new GameLib.D3.TriangleFace(
this.v0,
this.v1,
this.v2,
this.materialIndex,
this.v0uv.copy(),
this.v1uv.copy(),
this.v2uv.copy()
);
};
/**
* Returns true if two triangles are equal (their vertex indices match in some order)
* @param triangle
* @returns {boolean}
*/
GameLib.D3.TriangleFace.prototype.equals = function(triangle) {
return !!(
(
(this.v0 == triangle.v0) &&
(this.v1 == triangle.v1) &&
(this.v2 == triangle.v2)
)
||
(
(this.v0 == triangle.v0) &&
(this.v1 == triangle.v2) &&
(this.v2 == triangle.v1)
)
||
(
(this.v0 == triangle.v1) &&
(this.v1 == triangle.v0) &&
(this.v2 == triangle.v2)
)
||
(
(this.v0 == triangle.v1) &&
(this.v1 == triangle.v2) &&
(this.v2 == triangle.v0)
)
||
(
(this.v0 == triangle.v2) &&
(this.v1 == triangle.v0) &&
(this.v2 == triangle.v1)
)
||
(
(this.v0 == triangle.v2) &&
(this.v1 == triangle.v1) &&
(this.v2 == triangle.v0)
));
};

View File

@ -132,6 +132,12 @@ GameLib.System.GUI.prototype.controller = function(folder, object, property, sub
max = Math.PI;
}
if (property === 'localScale') {
min = -2; //some weird shit happens when localscale is negative...
max = 10;
step = -0.01;
}
var handle = folder.add(
object[property],
subProperty,

View File

@ -603,6 +603,15 @@ GameLib.System.Linking.prototype.onParentEntityChange = function(data) {
data.newEntity.addComponent(data.object);
GameLib.Event.Emit(
GameLib.Event.PARENT_ENTITY_CHANGED,
{
originalEntity : data.originalEntity,
newEntity : data.newEntity,
component : data.object
}
)
};
/**