buffer and normal geometries
parent
6f4b491cf0
commit
734a14b107
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@ -62,6 +62,8 @@ GameLib.Event.EVENT_LIST = 0x2c;
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GameLib.Event.COMPILE_SUCCESS = 0x2d;
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GameLib.Event.COMPILE_FAILED = 0x2e;
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GameLib.Event.IMAGE_CHANGED = 0x2f;
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GameLib.Event.PARENT_ENTITY_CHANGED = 0x30;
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GameLib.Event.MATERIAL_TEXTURES_UPDATED = 0x31;
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/**
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* Returns string name of event ID
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@ -119,6 +121,8 @@ GameLib.Event.GetEventName = function(number) {
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case 0x2d : return 'compile_success';
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case 0x2e : return 'compile_failed';
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case 0x2f : return 'image_changed';
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case 0x30 : return 'parent_entity_changed';
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case 0x31 : return 'material_textures_updated';
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break;
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}
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@ -334,16 +334,16 @@ GameLib.Utils.ResetWindingOrder = function(faces, vertices) {
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* neighbor_tria = neighbor_on_egde( next_tria, edge )
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* if neighbor_tria exists and neighbor_tria not in processed:
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* to_process add (neighbor_tria, edge opposite oriented (BA))
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* @param faces GameLib.D3.TriangleFace[]
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* @param faces GameLib.D3.Face[]
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* @param orientationEdge GameLib.API.Vector2
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* @returns {Array}
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*/
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GameLib.Utils.FixWindingOrder = function(faces, orientationEdge) {
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/**
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* Checks if a TriangleFace belonging to a TriangleEdge has already been processed
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* Checks if a Face belonging to a TriangleEdge has already been processed
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* @param processed TriangleEdge[]
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* @param triangle TriangleFace
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* @param triangle Face
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* @returns {boolean}
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*/
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function inProcessed(processed, triangle) {
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@ -360,7 +360,7 @@ GameLib.Utils.FixWindingOrder = function(faces, orientationEdge) {
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/**
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* Returns a neighbouring triangle on a specific edge - preserving the edge orientation
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* @param edge GameLib.API.Vector2
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* @param faces GameLib.D3.TriangleFace[]
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* @param faces GameLib.D3.Face[]
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* @param currentTriangle
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* @returns {*}
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*/
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@ -376,14 +376,14 @@ GameLib.Utils.FixWindingOrder = function(faces, orientationEdge) {
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(faces[i].v2 === edge.y && faces[i].v0 === edge.x)
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) {
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var triangle = new GameLib.D3.TriangleFace(
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faces[i].v0,
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faces[i].v1,
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faces[i].v2,
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var triangle = new GameLib.D3.API.Face(
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null,
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null,
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faces[i].v0index,
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faces[i].v1index,
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faces[i].v2index,
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faces[i].materialIndex,
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faces[i].v0uv,
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faces[i].v1uv,
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faces[i].v2uv
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faces[i].uvs
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);
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if (triangle.equals(currentTriangle)) {
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@ -402,14 +402,14 @@ GameLib.Utils.FixWindingOrder = function(faces, orientationEdge) {
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var toProcess = [
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new GameLib.D3.TriangleEdge(
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new GameLib.D3.TriangleFace(
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faces[0].v0,
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faces[0].v1,
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faces[0].v2,
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new GameLib.D3.API.Face(
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null,
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null,
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faces[0].v0index,
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faces[0].v1index,
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faces[0].v2index,
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faces[0].materialIndex,
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faces[0].v0uv,
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faces[0].v1uv,
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faces[0].v2uv
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faces[0].uvs
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),
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orientationEdge
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)
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@ -426,36 +426,40 @@ GameLib.Utils.FixWindingOrder = function(faces, orientationEdge) {
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* to have the same winding order)
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*/
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if (
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(triangleEdge.triangle.v0 === triangleEdge.edge.x &&
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triangleEdge.triangle.v1 === triangleEdge.edge.y) ||
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(triangleEdge.triangle.v1 === triangleEdge.edge.x &&
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triangleEdge.triangle.v2 === triangleEdge.edge.y) ||
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(triangleEdge.triangle.v2 === triangleEdge.edge.x &&
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triangleEdge.triangle.v0 === triangleEdge.edge.y)
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(triangleEdge.triangle.v0index === triangleEdge.edge.x &&
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triangleEdge.triangle.v1index === triangleEdge.edge.y) ||
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(triangleEdge.triangle.v1index === triangleEdge.edge.x &&
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triangleEdge.triangle.v2index === triangleEdge.edge.y) ||
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(triangleEdge.triangle.v2index === triangleEdge.edge.x &&
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triangleEdge.triangle.v0index === triangleEdge.edge.y)
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) {
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var backupV = triangleEdge.triangle.v1;
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triangleEdge.triangle.v1 = triangleEdge.triangle.v2;
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triangleEdge.triangle.v2 = backupV;
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var backupV = triangleEdge.triangle.v1index;
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triangleEdge.triangle.v1index = triangleEdge.triangle.v2index;
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triangleEdge.triangle.v2index = backupV;
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var backupUV = triangleEdge.triangle.v1uv;
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triangleEdge.triangle.v1uv = triangleEdge.triangle.v2uv;
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triangleEdge.triangle.v2uv = backupUV;
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// var backupUV = triangleEdge.triangle.v1uv;
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// triangleEdge.triangle.v1uv = triangleEdge.triangle.v2uv;
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// triangleEdge.triangle.v2uv = backupUV;
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//
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var backupUV = triangleEdge.triangle.uvs[0][1];
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triangleEdge.triangle.uvs[0][1] = triangleEdge.triangle.uvs[0][2];
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triangleEdge.triangle.uvs[0][2] = backupUV;
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}
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processed.push(triangleEdge);
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var edges = [
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new GameLib.API.Vector2(
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triangleEdge.triangle.v0,
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triangleEdge.triangle.v1
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triangleEdge.triangle.v0index,
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triangleEdge.triangle.v1index
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),
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new GameLib.API.Vector2(
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triangleEdge.triangle.v1,
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triangleEdge.triangle.v2
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triangleEdge.triangle.v1index,
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triangleEdge.triangle.v2index
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),
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new GameLib.API.Vector2(
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triangleEdge.triangle.v2,
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triangleEdge.triangle.v0
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triangleEdge.triangle.v2index,
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triangleEdge.triangle.v0index
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)
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];
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@ -145,6 +145,7 @@ GameLib.Component.COMPONENT_SHAPE_PLANE = 0x2f;
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GameLib.Component.COMPONENT_CONTROLS = 0x30;
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GameLib.Component.COMPONENT_CONTROLS_EDITOR = 0x31;
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GameLib.Component.COMPONENT_CONTROLS_FLY = 0x32;
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// GameLib.Component.COMPONENT_FACE = 0x33;
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/**
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* Returns string name for component number
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@ -204,6 +205,7 @@ GameLib.Component.GetComponentName = function(number) {
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case 0x30 : return 'GameLib.D3.Controls';
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case 0x31 : return 'GameLib.D3.Controls.Editor';
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case 0x32 : return 'GameLib.D3.Controls.Fly';
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// case 0x33 : return 'GameLib.D3.Face';
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break;
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}
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@ -0,0 +1,175 @@
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/**
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* Face
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* @param id
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* @param name
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* @param v0index
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* @param v1index
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* @param v2index
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* @param materialIndex
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* @param uvs [[v0uv (GameLib.Vector2), v1uv(GameLib.Vector2), v2uv(GameLib.Vector2)]]
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* @param color
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* @param vertexColors
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* @param vertexNormals
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* @param normal
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* @param parentEntity GameLib.Entity
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* @constructor
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*/
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GameLib.D3.API.Face = function(
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id,
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name,
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v0index,
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v1index,
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v2index,
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materialIndex,
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uvs,
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color,
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vertexColors,
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vertexNormals,
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normal
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) {
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if (GameLib.Utils.UndefinedOrNull(id)) {
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id = GameLib.Utils.RandomId();
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}
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this.id = id;
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if (GameLib.Utils.UndefinedOrNull(name)) {
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name = 'Face ' + id;
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}
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this.name = name;
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if (GameLib.Utils.UndefinedOrNull(v0index)) {
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v0index = -1;
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}
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this.v0index = v0index;
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if (GameLib.Utils.UndefinedOrNull(v1index)) {
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v1index = -1;
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}
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this.v1index = v1index;
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if (GameLib.Utils.UndefinedOrNull(v2index)) {
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v2index = -1;
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}
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this.v2index = v2index;
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if (GameLib.Utils.UndefinedOrNull(materialIndex)) {
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materialIndex = -1;
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}
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this.materialIndex = materialIndex;
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if (GameLib.Utils.UndefinedOrNull(uvs)) {
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uvs = [[]];
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}
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this.uvs = uvs;
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if (GameLib.Utils.UndefinedOrNull(color)) {
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color = null;
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}
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this.color = color;
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if (GameLib.Utils.UndefinedOrNull(vertexColors)) {
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vertexColors = [];
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}
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this.vertexColors = vertexColors;
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if (GameLib.Utils.UndefinedOrNull(vertexNormals)) {
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vertexNormals = [];
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}
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this.vertexNormals = vertexNormals;
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if (GameLib.Utils.UndefinedOrNull(normal)) {
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normal = null;
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}
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this.normal = normal;
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};
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// GameLib.D3.API.Face.prototype = Object.create(GameLib.Component.prototype);
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// GameLib.D3.API.Face.prototype.constructor = GameLib.D3.API.Face;
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/**
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* Returns an API Face from a data object
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* @constructor
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* @param objectFace
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*/
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GameLib.D3.API.Face.FromObject = function(objectFace) {
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return new GameLib.D3.API.Face(
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objectFace.id,
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objectFace.name,
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objectFace.v0index,
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objectFace.v1index,
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objectFace.v2index,
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objectFace.materialIndex,
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objectFace.uvs,
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objectFace.color,
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objectFace.vertexColors,
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objectFace.vertexNormals,
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objectFace.normal
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);
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};
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/**
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* Clone a Face
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* @returns {GameLib.D3.API.Face}
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*/
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GameLib.D3.API.Face.prototype.clone = function(){
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return new GameLib.D3.API.Face(
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this.id,
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this.name,
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this.v0index,
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this.v1index,
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this.v2index,
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this.materialIndex,
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this.uvs,
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this.color,
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this.vertexColors,
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this.vertexNormals,
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this.normal
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);
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};
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/**
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* Returns true if two triangles are equal (their vertex indices match in some order)
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* @param triangle
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* @returns {boolean}
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*/
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GameLib.D3.API.Face.prototype.equals = function(triangle) {
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return (
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(
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(this.v0index === triangle.v0index) &&
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(this.v1index === triangle.v1index) &&
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(this.v2index === triangle.v2index)
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)
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||
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(
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(this.v0index === triangle.v0index) &&
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(this.v1index === triangle.v2index) &&
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(this.v2index === triangle.v1index)
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)
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||
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(
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(this.v0index === triangle.v1index) &&
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(this.v1index === triangle.v0index) &&
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(this.v2index === triangle.v2index)
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)
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||
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(
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(this.v0index === triangle.v1index) &&
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(this.v1index === triangle.v2index) &&
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(this.v2index === triangle.v0index)
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)
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||
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(
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(this.v0index === triangle.v2index) &&
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(this.v1index === triangle.v0index) &&
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(this.v2index === triangle.v1index)
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)
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||
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(
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(this.v0index === triangle.v2index) &&
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(this.v1index === triangle.v1index) &&
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(this.v2index === triangle.v0index)
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)
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);
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};
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@ -4,8 +4,7 @@
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* @param meshType
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* @param name
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* @param vertices GameLib.D3.Vertex[]
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* @param faces GameLib.D3.TriangleFace[]
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* @param faceVertexUvs
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* @param faces GameLib.D3.Face[]
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* @param materials GameLib.D3.API.Material[]
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* @param parentMesh
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* @param parentScene
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@ -22,6 +21,7 @@
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* @param modelMatrix GameLib.API.Matrix4
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* @param parentEntity
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* @param renderOrder
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* @param isBufferMesh
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* @constructor
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*/
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GameLib.D3.API.Mesh = function(
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@ -30,7 +30,6 @@ GameLib.D3.API.Mesh = function(
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name,
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vertices,
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faces,
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faceVertexUvs,
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materials,
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parentMesh,
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parentScene,
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@ -46,7 +45,8 @@ GameLib.D3.API.Mesh = function(
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up,
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modelMatrix,
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parentEntity,
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renderOrder
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renderOrder,
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isBufferMesh
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) {
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if (GameLib.Utils.UndefinedOrNull(id)) {
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id = GameLib.Utils.RandomId();
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@ -59,7 +59,7 @@ GameLib.D3.API.Mesh = function(
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this.meshType = meshType;
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if (GameLib.Utils.UndefinedOrNull(name)) {
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name = 'Mesh (' + meshType + ')';
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name = 'Mesh ' + id;
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}
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this.name = name;
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@ -88,11 +88,6 @@ GameLib.D3.API.Mesh = function(
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}
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this.skeleton = skeleton;
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if (GameLib.Utils.UndefinedOrNull(faceVertexUvs)) {
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faceVertexUvs = [];
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}
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this.faceVertexUvs = faceVertexUvs;
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if (GameLib.Utils.UndefinedOrNull(skinIndices)) {
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skinIndices = [];
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}
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@ -153,10 +148,15 @@ GameLib.D3.API.Mesh = function(
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}
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this.renderOrder = renderOrder;
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if (GameLib.Utils.UndefinedOrNull(parentEntity)) {
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parentEntity = null;
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if (GameLib.Utils.UndefinedOrNull(parentEntity)) {
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parentEntity = null;
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}
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this.parentEntity = parentEntity;
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if (GameLib.Utils.UndefinedOrNull(isBufferMesh)) {
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isBufferMesh = false;
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}
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this.parentEntity = parentEntity;
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this.isBufferMesh = isBufferMesh;
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};
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GameLib.D3.API.Mesh.prototype = Object.create(GameLib.Component.prototype);
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@ -169,8 +169,16 @@ GameLib.D3.API.Mesh.prototype.constructor = GameLib.D3.API.Mesh;
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*/
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GameLib.D3.API.Mesh.FromObject = function (objectMesh){
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var apiSkeleton = null;
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var apiFaces = [];
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if (objectMesh.faces) {
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apiFaces = objectMesh.faces.map(
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function(face) {
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return GameLib.D3.API.Face.FromObject(face);
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}
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);
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}
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var apiSkeleton = null;
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if (objectMesh.skeleton) {
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apiSkeleton = GameLib.D3.API.Skeleton.FromObject(objectMesh.skeleton);
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}
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@ -245,8 +253,7 @@ GameLib.D3.API.Mesh.FromObject = function (objectMesh){
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objectMesh.meshType,
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objectMesh.name,
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apiVertices,
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objectMesh.faces,
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objectMesh.faceVertexUvs,
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apiFaces,
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apiMaterials,
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objectMesh.parentMesh,
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objectMesh.parentScene,
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@ -262,6 +269,7 @@ GameLib.D3.API.Mesh.FromObject = function (objectMesh){
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apiUp,
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apiModelMatrix,
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objectMesh.parentEntity,
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objectMesh.renderOrder
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objectMesh.renderOrder,
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objectMesh.isBufferMesh
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);
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};
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|
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@ -117,27 +117,27 @@ GameLib.D3.Controls.Editor.prototype.updateInstance = function() {
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*/
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GameLib.D3.Controls.Editor.prototype.toApiObject = function() {
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var apiMesh = GameLib.D3.Mesh.prototype.toApiObject.call(this);
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var apiControls = GameLib.D3.Controls.prototype.toApiObject.call(this);
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apiMesh.raycaster = GameLib.Utils.IdOrNull(this.raycaster);
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apiMesh.renderer = GameLib.Utils.IdOrNull(this.renderer);
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apiControls.raycaster = GameLib.Utils.IdOrNull(this.raycaster);
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apiControls.renderer = GameLib.Utils.IdOrNull(this.renderer);
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return apiMesh;
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return apiControls;
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};
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/**
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* Construct an Editor Controls object from data
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* @param graphics
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* @param objectMesh
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* @param objectControls
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* @returns {GameLib.D3.Controls.Editor}
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* @constructor
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*/
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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,
|
||||
|
|
|
@ -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)
|
||||
);
|
||||
};
|
||||
|
|
@ -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;
|
||||
};
|
||||
|
|
|
@ -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),
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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)
|
||||
));
|
||||
};
|
||||
|
|
@ -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,
|
||||
|
|
|
@ -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
|
||||
}
|
||||
)
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in New Issue