Merge branch 'feature-triMesh' into develop

beta.r3js.org
Theunis J. Botha 2016-10-07 10:52:40 +02:00
commit 74d04acc02
1 changed files with 385 additions and 31 deletions

View File

@ -1163,61 +1163,69 @@ GameLib.D3.Physics.Engine.TYPE_GOBLIN = 0x3;
GameLib.D3.Physics.World = function(
id,
name,
engine,
gravity,
rigidBodies
engineType,
gravity
) {
this.id = id;
this.name = name;
this.engine = engine;
this.engineType = engineType;
if (typeof gravity == 'undefined'){
gravity = 9.8;
if (typeof gravity == 'undefined') {
gravity = new THREE.Vector3(0, -9.81, 0);
}
this.gravity = gravity;
if (typeof rigidBodies == 'undefined'){
rigidBodies = [];
this.worldObject = null;
if(this.engineType === GameLib.D3.Physics.Engine.TYPE_CANNON) {
this.worldObject = new CANNON.World();
this.worldObject.gravity.set(this.gravity.x, this.gravity.y, this.gravity.z);
this.worldObject.broadphase = new CANNON.NaiveBroadphase();
//this.worldObject.broadphase = new CANNON.SAPBroadphase();
this.worldObject.solver.iterations = 10;
}
this.rigidBodies = rigidBodies;
};
/**
* Physics Rigid Body Superset
* @param id
* @param name
* @param position
* @param rotation
* @param scale
* @param shapes GameLib.D3.Physics.Shape[]
* @constructor
*/
GameLib.D3.Physics.RigidBody = function(
id,
name,
position,
rotation,
scale,
shapes
name
) {
this.position = new this.Vector3(0,0,0);
this.bodyObject = null;
};
/**
* Physics Rigid Body Vehicle Superset
* @constructor
*/
GameLib.D3.Physics.RigidBody.Vehicle = function() {
GameLib.D3.Physics.Vehicle = function(
) {
this.vehicleObject = null;
};
/**
* Physics Shape Superset
* @constructor
*/
GameLib.D3.Physics.Shape = function() {};
GameLib.D3.Physics.Shape = function(
shapeObject, // Physics engine specific
shapeType
) {
this.shapeObject = shapeObject;
this.shapeType = shapeType;
this.scale = new GameLib.D3.Vector3(1, 1, 1);
};
GameLib.D3.Physics.Shape.TYPE_SPHERE = 1;
GameLib.D3.Physics.Shape.TYPE_BOX = 2;
GameLib.D3.Physics.Shape.TYPE_TRIMESH = 3;
/**
* Physics Convex Hull Shape Superset
@ -1716,11 +1724,11 @@ GameLib.D3.prototype.fixWindingOrder = function(faces, orientationEdge) {
*/
if (
(triangleEdge.triangle.v0 == triangleEdge.edge.x &&
triangleEdge.triangle.v1 == triangleEdge.edge.y) ||
triangleEdge.triangle.v1 == triangleEdge.edge.y) ||
(triangleEdge.triangle.v1 == triangleEdge.edge.x &&
triangleEdge.triangle.v2 == triangleEdge.edge.y) ||
triangleEdge.triangle.v2 == triangleEdge.edge.y) ||
(triangleEdge.triangle.v2 == triangleEdge.edge.x &&
triangleEdge.triangle.v0 == triangleEdge.edge.y)
triangleEdge.triangle.v0 == triangleEdge.edge.y)
) {
var backupV = triangleEdge.triangle.v1;
triangleEdge.triangle.v1 = triangleEdge.triangle.v2;
@ -2410,7 +2418,7 @@ GameLib.D3.prototype.loadScene = function(gameLibScene, onLoaded, computeNormals
for (var m = 0; m < gameLibScene.meshes.length; m++) {
var mesh = gameLibScene.meshes[m];
console.log("loading mesh " + mesh.name);
var geometry = new this.THREE.Geometry();
@ -2554,7 +2562,7 @@ GameLib.D3.prototype.loadScene = function(gameLibScene, onLoaded, computeNormals
var result = this.Q.all(threeMaterialLoaders).then(
function(gl3d, mesh, geometry) {
return function(materials) {
console.log("loaded all materials maps (" + materials.length + ")");
/**
@ -2657,8 +2665,200 @@ GameLib.D3.prototype.loadScene = function(gameLibScene, onLoaded, computeNormals
// Physics
// ---------------
GameLib.D3.Physics.World.GetIndexedVertices = function(
triangleMeshShape
GameLib.D3.Physics.Shape.prototype.Update = function(
physicsWorld
) {
if(physicsWorld.engineType === GameLib.D3.Physics.Engine.TYPE_CANNON) {
if(this.shapeType === GameLib.D3.Physics.Shape.TYPE_TRIMESH) {
this.shapeObject.setScale(new CANNON.Vec3(this.scale.x, this.scale.y, this.scale.z));
this.shapeObject.scale.x = this.scale.x;
this.shapeObject.scale.y = this.scale.y;
this.shapeObject.scale.z = this.scale.z;
this.shapeObject.updateAABB();
this.shapeObject.updateNormals();
this.shapeObject.updateEdges();
this.shapeObject.updateBoundingSphereRadius();
this.shapeObject.updateTree();
}
}
};
GameLib.D3.Physics.World.prototype.AddShape = function(
shape, // d3.physics.shape
rigidBody
) {
shape.shape = shape;
if(this.engineType === GameLib.D3.Physics.Engine.TYPE_CANNON) {
rigidBody.bodyObject.addShape(shape.shapeObject);
}
};
GameLib.D3.Physics.World.prototype.CreateRigidVehicle = function(
chassisBody // Physics.RigidBody
) {
var rigidVehicle = new GameLib.D3.Physics.Vehicle();
if(this.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
var vehicle = new CANNON.RigidVehicle({
chassisBody: chassisBody.bodyObject
});
rigidVehicle.vehicleObject = vehicle;
return rigidVehicle;
}
};
GameLib.D3.Physics.World.prototype.AddWheel = function(
vehicle,
rigidBody,
position,
axis,
direction
) {
if(this.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
vehicle.vehicleObject.addWheel({
body: rigidBody.bodyObject,
position: new CANNON.Vec3(position.x, position.y, position.z),
axis: new CANNON.Vec3(axis.x, axis.y, axis.z),
direction: new CANNON.Vec3(direction.x, direction.y, direction.z)
});
}
};
GameLib.D3.Physics.Vehicle.prototype.GetWheelInfo = function(
) {
return this.vehicleObject.wheelBodies;
};
GameLib.D3.Physics.World.prototype.CreateRigidBody = function(
mass,
friction,
position,
quaternion,
velocity,
angularVelocity,
linearDamping,
angularDamping,
allowSleep,
sleepSpeedLimit,
sleepTimeLimit,
collisionFilterGroup,
collisionFilterMask,
fixedRotation,
shape
) {
var rigidBody = new GameLib.D3.Physics.RigidBody(0, "null");
position = position || new GameLib.D3.Vector3();
velocity = velocity || new GameLib.D3.Vector3();
angularVelocity = angularVelocity || new GameLib.D3.Vector3();
quaternion = quaternion || new GameLib.D3.Vector4(0, 0, 0, 1);
mass = typeof mass == "undefined" ? 0 : mass;
friction = typeof friction == "undefined" ? 5 : friction;
linearDamping = typeof linearDamping == "undefined" ? 0.01 : linearDamping;
angularDamping = typeof angularDamping == "undefined" ? 0.01 : angularDamping;
allowSleep = typeof allowSleep == "undefined" ? true : allowSleep;
sleepSpeedLimit = typeof sleepSpeedLimit == "undefined" ? 0.1 : sleepSpeedLimit;
sleepTimeLimit = typeof sleepTimeLimit == "undefined" ? 1.0 : sleepTimeLimit;
collisionFilterGroup = typeof collisionFilterGroup == "undefined" ? 1 : collisionFilterGroup;
collisionFilterMask = typeof collisionFilterMask == "undefined" ? 1 : collisionFilterMask;
fixedRotation = typeof fixedRotation == "undefined" ? false : fixedRotation;
shape = typeof shape == "undefined" ? null : shape;
// Create the bodyObject
if(this.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
rigidBody.bodyObject = new CANNON.Body(
{
mass: mass,
friction: friction,
position: new CANNON.Vec3(position.x, position.y, position.z),
velocity: new CANNON.Vec3(velocity.x, velocity.y, velocity.z),
quaternion: new CANNON.Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w),
angularVelocity: new CANNON.Vec3(angularVelocity.x, angularVelocity.y, angularVelocity.z),
linearDamping: linearDamping,
angularDamping: angularDamping,
allowSleep: allowSleep,
sleepSpeedLimit: sleepSpeedLimit,
sleepTimeLimit: sleepTimeLimit,
collisionFilterGroup: collisionFilterGroup,
collisionFilterMask: collisionFilterMask,
fixedRotation: fixedRotation,
shape: shape
}
);
return rigidBody;
}
};
GameLib.D3.Physics.World.prototype.CreateTriMeshShape = function(
vertices, // flat list of floats
indices // float list of floats
) {
if(this.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
return new GameLib.D3.Physics.Shape(new CANNON.Trimesh(vertices, indices), GameLib.D3.Physics.Shape.TYPE_TRIMESH);
}
};
GameLib.D3.Physics.World.prototype.CreateSphereShape = function (
radius
) {
if(this.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
return new GameLib.D3.Physics.Shape(new CANNON.Sphere(radius), GameLib.D3.Physics.Shape.TYPE_SPHERE);
}
};
GameLib.D3.Physics.World.prototype.CreateBoxShape = function(
halfExtensions // vec3
) {
if(this.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
return new GameLib.D3.Physics.Shape(new CANNON.Box(new CANNON.Vec3(halfExtensions.x, halfExtensions.y, halfExtensions.z)), GameLib.D3.Physics.Shape.TYPE_BOX);
}
};
GameLib.D3.Physics.World.prototype.AddRigidBody = function(
rigidBody // Physics.RigidBody
) {
if(this.engineType === GameLib.D3.Physics.Engine.TYPE_CANNON) {
this.worldObject.addBody(rigidBody.bodyObject);
}
};
GameLib.D3.Physics.World.prototype.AddVehicle = function(
vehicle // note: this is the cannon vehicle...
) {
if(this.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
vehicle.vehicleObject.addToWorld(this.worldObject);
}
};
GameLib.D3.Physics.World.prototype.Step = function(
timeStep
) {
if(this.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
var now = performance.now() / 1000;
if(!this.lastCallTime){
// last call time not saved, cant guess elapsed time. Take a simple step.
this.worldObject.step(timeStep);
this.lastCallTime = now;
return;
}
var timeSinceLastCall = now - this.lastCallTime;
this.worldObject.step(timeStep, timeSinceLastCall);
this.lastCallTime = now;
}
};
GameLib.D3.Physics.World.prototype.GetIndexedVertices = function(
triangleMeshShape
) {
if(this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
@ -2675,7 +2875,7 @@ GameLib.D3.Physics.World.GetIndexedVertices = function(
};
GameLib.D3.Physics.World.GenerateWireframeViewMesh = function(
GameLib.D3.Physics.World.prototype.GenerateWireframeViewMesh = function(
triangleMeshShape,
normalLength,
scale,
@ -2734,7 +2934,7 @@ GameLib.D3.Physics.World.GenerateWireframeViewMesh = function(
return wireframeTHREEMesh;
};
GameLib.D3.Physics.World.GenerateTriangleCollisionMesh = function(
GameLib.D3.Physics.World.prototype.GenerateTriangleCollisionMesh = function(
threeMesh,
mass, // default = 0
friction, // default = 10
@ -2808,6 +3008,160 @@ GameLib.D3.Physics.World.GenerateTriangleCollisionMesh = function(
}
};
// -----------
// SkyBox
// -----------
GameLib.D3.SkyBox = function (
) {
this.id = null;
this.texturesFolder = null;
};
GameLib.D3.SkyBox.prototype.Load = function (
texturesFolder
) {
this.texturesFolder = texturesFolder;
this.textures = [];
this.materials = [];
this.mesh = {};
this.scene = new THREE.Scene();
this.textureCube = null;
var textureLoader = new THREE.TextureLoader();
// this textures are used to display the skybox
this.textures.push(textureLoader.load(this.texturesFolder + "px.png"));
this.textures.push(textureLoader.load(this.texturesFolder + "nx.png"));
this.textures.push(textureLoader.load(this.texturesFolder + "py.png"));
this.textures.push(textureLoader.load(this.texturesFolder + "ny.png"));
this.textures.push(textureLoader.load(this.texturesFolder + "pz.png"));
this.textures.push(textureLoader.load(this.texturesFolder + "nz.png"));
// assign textures to each cube face
for (var i = 0; i < 6; i ++) {
this.materials.push(new THREE.MeshBasicMaterial({ map: this.textures[i] }));
}
// create cube geometry
this.mesh = new THREE.Mesh(new THREE.CubeGeometry(1, 1, 1), new THREE.MeshFaceMaterial(this.materials));
this.mesh.applyMatrix(new THREE.Matrix4().makeScale(1, 1, -1));
this.scene.add(this.mesh);
// Load env textureCube
// this is used for reflections on meshes
// mesh.material.envMap = this.textureCube;
this.textureCube = new THREE.CubeTextureLoader().load([
this.texturesFolder + "px.png", this.texturesFolder + "nx.png",
this.texturesFolder + "py.png", this.texturesFolder + "ny.png",
this.texturesFolder + "pz.png", this.texturesFolder + "nz.png"
]);
};
GameLib.D3.SkyBox.prototype.Render = function (
threeRenderer,
threeCamera
) {
var cameraPosition = new THREE.Vector3(threeCamera.position.x, threeCamera.position.y, threeCamera.position.z);
threeCamera.position.set(0, 0, 0);
var gl = threeRenderer.context;
gl.disable(gl.DEPTH_TEST);
threeRenderer.render(this.scene, threeCamera);
gl.enable(gl.DEPTH_TEST);
threeCamera.position.copy(cameraPosition);
};
// ---------
// Game
// ---------
GameLib.D3.Game = function (
) {
this.scenes = {};
this.physicsWorlds = [];
this.sceneToPhysicsWorldsMap = {};
};
GameLib.D3.Game.prototype.AddScene = function(
scene
) {
this.scenes[scene.name] = scene;
};
GameLib.D3.Game.prototype.AddPhysicsWorld = function(
physicsWorld
) {
this.physicsWorlds.push(physicsWorld);
};
GameLib.D3.Game.prototype.LinkPhysicsWorldToScene = function(
physicsWorld,
scene
) {
this.sceneToPhysicsWorldsMap[scene.name] = this.sceneToPhysicsWorldsMap[scene.name] || [];
this.sceneToPhysicsWorldsMap[scene.name].push(physicsWorld);
};
GameLib.D3.Game.prototype.GetPhysicsWorldsForScene = function (
scene
) {
return this.sceneToPhysicsWorldsMap[scene.name];
};
GameLib.D3.Game.prototype.ProcessPhysics = function (
timestep
) {
for(var s in this.sceneToPhysicsWorldsMap) {
var physicsWorldArray = this.sceneToPhysicsWorldsMap[s];
var scene = this.scenes[s];
if(scene && physicsWorldArray) {
for(var i = 0, l = physicsWorldArray.length; i < l; i++) {
var physicsWorld = physicsWorldArray[i];
physicsWorld.Step(timestep);
for(var p in physicsWorld.linkedPairs) {
var pair = physicsWorld.linkedPairs[p];
var mesh = pair.threeMesh;
var body = pair.physicsBody;
if(mesh) {
if(physicsWorld.engineType === GameLib.D3.Physics.Engine.TYPE_CANNON) {
mesh.position.copy(body.bodyObject.position);
mesh.quaternion.copy(body.bodyObject.quaternion);
}
}
}
}
}
}
};
GameLib.D3.Game.prototype.LinkPair = function (
threeMesh,
physicsBody,
physicsWorld
) {
physicsWorld.linkedPairs = physicsWorld.linkedPairs || [];
physicsWorld.linkedPairs.push({
threeMesh : threeMesh,
physicsBody : physicsBody
});
};
if (typeof module != 'undefined') {
module.exports = GameLib.D3;
}