merge conflicts
commit
ad112e9841
|
@ -0,0 +1,225 @@
|
|||
function Controls() {}
|
||||
|
||||
Controls.FlyControls = function(
|
||||
camera,
|
||||
THREE,
|
||||
canvas
|
||||
) {
|
||||
this.flySpeed = 100;
|
||||
|
||||
this.canvas = canvas;
|
||||
|
||||
this.THREE = THREE;
|
||||
|
||||
this.yaw = 0;
|
||||
this.pitch = 0;
|
||||
this.canRotate = false;
|
||||
|
||||
this.moveForward = false;
|
||||
this.moveBackward = false;
|
||||
this.moveLeft = false;
|
||||
this.moveRight = false;
|
||||
this.moveUp = false;
|
||||
this.moveDown = false;
|
||||
|
||||
this.mouseUpCallback = this.onMouseUp.bind(this);
|
||||
this.mouseDownCallback = this.onMouseDown.bind(this);
|
||||
this.mouseMoveCallback = this.onMouseMove.bind(this);
|
||||
this.mouseWheelCallback = this.onMouseWheel.bind(this);
|
||||
this.keyDownCallback = this.onKeyDown.bind(this);
|
||||
this.keyUpCallback = this.onKeyUp.bind(this);
|
||||
|
||||
this.camera = camera;
|
||||
|
||||
this.canvas.addEventListener('keydown', this.keyDownCallback, false);
|
||||
this.canvas.addEventListener('keyup', this.keyUpCallback, false);
|
||||
this.canvas.addEventListener('mousedown', this.mouseDownCallback, false);
|
||||
this.canvas.addEventListener('mouseup', this.mouseUpCallback, false);
|
||||
this.canvas.addEventListener('mousewheel', this.mouseWheelCallback, false);
|
||||
|
||||
this.havePointerLock = 'pointerLockElement' in document || 'mozPointerLockElement' in document || 'webkitPointerLockElement' in document;
|
||||
this.element = document.body;
|
||||
|
||||
if (this.havePointerLock) {
|
||||
this.element.requestPointerLock = this.element.requestPointerLock || this.element.mozRequestPointerLock || this.element.webkitRequestPointerLock;
|
||||
document.exitPointerLock = document.exitPointerLock || document.mozExitPointerLock || document.webkitExitPointerLock;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Controls.FlyControls.prototype.onMouseWheel = function(event) {
|
||||
this.moveForward = true;
|
||||
this.applyTranslation(event.wheelDelta * 0.001);
|
||||
event.preventDefault();
|
||||
this.moveForward = false;
|
||||
};
|
||||
|
||||
Controls.FlyControls.prototype.onMouseDown = function(event) {
|
||||
|
||||
// if (event.button == 0) {
|
||||
// this.canRotate = true;
|
||||
// this.canvas.addEventListener('mousemove', this.mouseMoveCallback, false);
|
||||
// if (this.havePointerLock) {
|
||||
// this.element.requestPointerLock();
|
||||
// }
|
||||
// }
|
||||
|
||||
if (event.button == 1) {
|
||||
this.canRotate = true;
|
||||
this.canvas.addEventListener('mousemove', this.mouseMoveCallback, false);
|
||||
}
|
||||
};
|
||||
|
||||
Controls.FlyControls.prototype.onMouseUp = function(event) {
|
||||
|
||||
// if (event.button == 0) {
|
||||
// this.canRotate = false;
|
||||
// this.canvas.removeEventListener('mousemove', this.mouseMoveCallback);
|
||||
// if (this.havePointerLock) {
|
||||
// document.exitPointerLock();
|
||||
// }
|
||||
// }
|
||||
|
||||
if (event.button == 1) {
|
||||
this.canRotate = false;
|
||||
this.canvas.removeEventListener('mousemove', this.mouseMoveCallback);
|
||||
}
|
||||
};
|
||||
|
||||
Controls.FlyControls.prototype.applyRotation = function() {
|
||||
this.camera.rotation.set(this.pitch, this.yaw, 0, "YXZ");
|
||||
};
|
||||
|
||||
Controls.FlyControls.prototype.applyTranslation = function(deltaTime) {
|
||||
var direction = new this.THREE.Vector3(0, 0, -1);
|
||||
var rotation = new this.THREE.Euler(0, 0, 0, "YXZ");
|
||||
rotation.set(this.pitch, this.yaw, 0, "YXZ");
|
||||
|
||||
direction = direction.applyEuler(rotation);
|
||||
|
||||
if(this.moveForward) {
|
||||
|
||||
var newPos = direction.normalize();
|
||||
this.camera.position.x += newPos.x * (deltaTime * this.flySpeed);
|
||||
this.camera.position.y += newPos.y * (deltaTime * this.flySpeed);
|
||||
this.camera.position.z += newPos.z * (deltaTime * this.flySpeed);
|
||||
|
||||
} else if(this.moveBackward) {
|
||||
|
||||
var newPos = direction.normalize();
|
||||
this.camera.position.x -= newPos.x * (deltaTime * this.flySpeed);
|
||||
this.camera.position.y -= newPos.y * (deltaTime * this.flySpeed);
|
||||
this.camera.position.z -= newPos.z * (deltaTime * this.flySpeed);
|
||||
}
|
||||
|
||||
if(this.moveLeft) {
|
||||
|
||||
var forward = direction.normalize();
|
||||
var right = forward.cross(new this.THREE.Vector3(0, 1, 0));
|
||||
var newPos = right;
|
||||
this.camera.position.x -= newPos.x * (deltaTime * this.flySpeed);
|
||||
this.camera.position.y -= newPos.y * (deltaTime * this.flySpeed);
|
||||
this.camera.position.z -= newPos.z * (deltaTime * this.flySpeed);
|
||||
|
||||
} else if(this.moveRight) {
|
||||
|
||||
var forward = direction.normalize();
|
||||
var right = forward.cross(new this.THREE.Vector3(0, 1, 0));
|
||||
var newPos = right;
|
||||
this.camera.position.x += newPos.x * (deltaTime * this.flySpeed);
|
||||
this.camera.position.y += newPos.y * (deltaTime * this.flySpeed);
|
||||
this.camera.position.z += newPos.z * (deltaTime * this.flySpeed);
|
||||
}
|
||||
|
||||
// Absolute Y-Axis
|
||||
if(this.moveUp) {
|
||||
|
||||
this.camera.position.y += (deltaTime * this.flySpeed);
|
||||
|
||||
} else if(this.moveDown) {
|
||||
|
||||
this.camera.position.y -= (deltaTime * this.flySpeed);
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
Controls.FlyControls.prototype.update = function(deltaTime) {
|
||||
this.applyRotation();
|
||||
this.applyTranslation(deltaTime);
|
||||
};
|
||||
|
||||
Controls.FlyControls.prototype.onMouseMove = function ( event ) {
|
||||
if (this.canRotate) {
|
||||
var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
|
||||
var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
|
||||
|
||||
this.yaw -= movementX * 0.002;
|
||||
this.pitch -= movementY * 0.002;
|
||||
}
|
||||
};
|
||||
|
||||
Controls.FlyControls.prototype.onKeyDown = function ( event ) {
|
||||
switch ( event.keyCode ) {
|
||||
|
||||
case 87: // w
|
||||
this.moveForward = true;
|
||||
break;
|
||||
|
||||
case 65: // a
|
||||
this.moveLeft = true;
|
||||
break;
|
||||
|
||||
case 83: // s
|
||||
this.moveBackward = true;
|
||||
break;
|
||||
|
||||
case 68: // d
|
||||
this.moveRight = true;
|
||||
break;
|
||||
|
||||
case 104: // keypad up arrow
|
||||
this.moveUp = true;
|
||||
break;
|
||||
|
||||
case 98: // keypad down arrow
|
||||
this.moveDown = true;
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
Controls.FlyControls.prototype.onKeyUp = function ( event ) {
|
||||
switch ( event.keyCode ) {
|
||||
|
||||
case 38: // up
|
||||
case 87: // w
|
||||
this.moveForward = false;
|
||||
break;
|
||||
|
||||
case 37: // left
|
||||
case 65: // a
|
||||
this.moveLeft = false;
|
||||
break;
|
||||
|
||||
case 40: // down
|
||||
case 83: // s
|
||||
this.moveBackward = false;
|
||||
break;
|
||||
|
||||
case 39: // right
|
||||
case 68: // d
|
||||
this.moveRight = false;
|
||||
break;
|
||||
|
||||
case 104: // keypad up arrow
|
||||
this.moveUp = false;
|
||||
break;
|
||||
|
||||
case 98: // keypad down arrow
|
||||
this.moveDown = false;
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
if (typeof module !== 'undefined') {
|
||||
module.exports = Controls;
|
||||
}
|
542
game-lib.js
542
game-lib.js
|
@ -2,6 +2,10 @@ if (typeof require != 'undefined') {
|
|||
var Maths3D = require('./game-lib-maths.js');
|
||||
}
|
||||
|
||||
if (typeof require != 'undefined') {
|
||||
var Controls = require('./game-lib-controls.js');
|
||||
}
|
||||
|
||||
function GameLib() {}
|
||||
|
||||
/**
|
||||
|
@ -19,14 +23,18 @@ GameLib.D3 = function(
|
|||
Q,
|
||||
THREE,
|
||||
apiUrl,
|
||||
editorUrl
|
||||
editorUrl,
|
||||
CANNON,
|
||||
path
|
||||
){
|
||||
this.config = config;
|
||||
this.Q = Q;
|
||||
this.THREE = THREE;
|
||||
this.CANNON = CANNON;
|
||||
this.textureLoader = new this.THREE.TextureLoader();
|
||||
this.apiUrl = apiUrl || this.config.api16.url;
|
||||
this.editorUrl = editorUrl || this.config.editor.url;
|
||||
this.path = path;
|
||||
};
|
||||
|
||||
if (typeof require == 'undefined' &&
|
||||
|
@ -34,6 +42,13 @@ if (typeof require == 'undefined' &&
|
|||
console.warn("You need a proper Maths3D library in order to use this library");
|
||||
}
|
||||
|
||||
if (typeof require == 'undefined' &&
|
||||
typeof Controls == 'undefined') {
|
||||
console.warn("You need a proper Control library in order to use this library");
|
||||
}
|
||||
|
||||
GameLib.D3.Controls = Controls;
|
||||
|
||||
GameLib.D3.Vector2 = Maths3D.Vector2;
|
||||
GameLib.D3.Vector3 = Maths3D.Vector3;
|
||||
GameLib.D3.Vector4 = Maths3D.Vector4;
|
||||
|
@ -67,7 +82,6 @@ GameLib.D3.Color = Maths3D.Color;
|
|||
*/
|
||||
GameLib.D3.Texture = function(
|
||||
id,
|
||||
path,
|
||||
name,
|
||||
image,
|
||||
wrapS,
|
||||
|
@ -89,7 +103,6 @@ GameLib.D3.Texture = function(
|
|||
encoding
|
||||
) {
|
||||
this.id = id;
|
||||
this.path = path;
|
||||
this.name = name;
|
||||
this.image = image;
|
||||
|
||||
|
@ -405,7 +418,6 @@ GameLib.D3.Light = function(
|
|||
*/
|
||||
GameLib.D3.Material = function(
|
||||
id,
|
||||
path,
|
||||
name,
|
||||
materialType,
|
||||
opacity,
|
||||
|
@ -464,7 +476,6 @@ GameLib.D3.Material = function(
|
|||
envMapIntensity
|
||||
) {
|
||||
this.id = id;
|
||||
this.path = path;
|
||||
this.name = name;
|
||||
if (typeof materialType == 'undefined') {
|
||||
materialType = GameLib.D3.Material.TYPE_MESH_STANDARD;
|
||||
|
@ -685,7 +696,7 @@ GameLib.D3.Material = function(
|
|||
this.alphaTest = alphaTest;
|
||||
|
||||
if (typeof clippingPlanes == 'undefined') {
|
||||
clippingPlanes = null;
|
||||
clippingPlanes = [];
|
||||
}
|
||||
this.clippingPlanes = clippingPlanes;
|
||||
|
||||
|
@ -1110,70 +1121,186 @@ GameLib.D3.Bone = function(
|
|||
this.rawData = null;//rawData;
|
||||
};
|
||||
|
||||
GameLib.D3.Physics = function() {};
|
||||
|
||||
/**
|
||||
* Physics Engine Superset
|
||||
* Physics Superset
|
||||
* @param id
|
||||
* @param name
|
||||
* @param engineType
|
||||
* @param engine
|
||||
* @param CANNON
|
||||
* @param Ammo
|
||||
* @param Goblin
|
||||
* @param worlds GameLib.D3.Physics.World[]
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Physics.Engine = function(
|
||||
GameLib.D3.Physics = function(
|
||||
id,
|
||||
name,
|
||||
engineType,
|
||||
engine
|
||||
CANNON,
|
||||
Ammo,
|
||||
Goblin,
|
||||
worlds,
|
||||
customWorlds
|
||||
) {
|
||||
|
||||
this.id = id;
|
||||
this.name = name;
|
||||
this.engineType = engineType;
|
||||
this.engine = engine;
|
||||
|
||||
this.CANNON = CANNON;
|
||||
|
||||
this.Ammo = Ammo;
|
||||
|
||||
this.Goblin = Goblin;
|
||||
|
||||
this.worlds = [];
|
||||
|
||||
this.customWorlds = [];
|
||||
};
|
||||
|
||||
/**
|
||||
* Physics Engine Types
|
||||
* @type {number}
|
||||
*/
|
||||
GameLib.D3.Physics.Engine.TYPE_CANNON = 0x1;
|
||||
GameLib.D3.Physics.Engine.TYPE_AMMO = 0x2;
|
||||
GameLib.D3.Physics.Engine.TYPE_GOBLIN = 0x3;
|
||||
GameLib.D3.Physics.TYPE_CANNON = 0x1;
|
||||
GameLib.D3.Physics.TYPE_AMMO = 0x2;
|
||||
GameLib.D3.Physics.TYPE_GOBLIN = 0x3;
|
||||
|
||||
/**
|
||||
* Broadphase Types
|
||||
* @type {number}
|
||||
*/
|
||||
GameLib.D3.Physics.BROADPHASE_TYPE_NAIVE = 0x1;
|
||||
GameLib.D3.Physics.BROADPHASE_TYPE_GRID = 0x2;
|
||||
GameLib.D3.Physics.BROADPHASE_TYPE_SAP = 0x3;
|
||||
|
||||
/**
|
||||
* Solver Types
|
||||
* @type {number}
|
||||
*/
|
||||
GameLib.D3.Physics.SPLIT_SOLVER = 0x1;
|
||||
GameLib.D3.Physics.GS_SOLVER = 0x2;
|
||||
|
||||
/**
|
||||
* Physics Solver Superset
|
||||
* @param id
|
||||
* @param name
|
||||
* @param solverType
|
||||
* @param iterations
|
||||
* @param tolerance
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Physics.Solver = function(
|
||||
id,
|
||||
name,
|
||||
solverType,
|
||||
iterations,
|
||||
tolerance
|
||||
) {
|
||||
this.id = id;
|
||||
if (typeof name == 'undefined') {
|
||||
if (solverType == GameLib.D3.Physics.SPLIT_SOLVER) {
|
||||
name = 'split solver';
|
||||
} else if (solverType == GameLib.D3.Physics.GS_SOLVER) {
|
||||
name = 'gs solver';
|
||||
} else {
|
||||
name = 'unknown solver';
|
||||
}
|
||||
}
|
||||
this.name = name;
|
||||
this.solverType = solverType;
|
||||
this.iterations = iterations;
|
||||
this.tolerance = tolerance;
|
||||
};
|
||||
|
||||
/**
|
||||
* Physics Broadphase Superset
|
||||
* @param id
|
||||
* @param name
|
||||
* @param broadphaseType
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Physics.Broadphase = function(
|
||||
id,
|
||||
name,
|
||||
broadphaseType
|
||||
) {
|
||||
this.id = id;
|
||||
|
||||
if (typeof name == 'undefined') {
|
||||
name = 'broadphase-' + broadphaseType;
|
||||
}
|
||||
this.name = name;
|
||||
|
||||
if (typeof broadphaseType == 'undefined') {
|
||||
console.warn('undefined broadphase type');
|
||||
throw new Error('undefined broadphase type');
|
||||
}
|
||||
|
||||
this.broadphaseType = broadphaseType;
|
||||
};
|
||||
|
||||
/**
|
||||
* Physics World Superset
|
||||
* @param id
|
||||
* @param name
|
||||
* @param physics
|
||||
* @param gravity
|
||||
* @param rigidBodies GameLib.D3.Physics.RigidBody[]
|
||||
* @param engine GameLib.D3.Physics.Engine
|
||||
* @param broadphase
|
||||
* @param solver
|
||||
* @param rigidBodies
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Physics.World = function(
|
||||
id,
|
||||
name,
|
||||
engineType,
|
||||
gravity
|
||||
physics,
|
||||
gravity,
|
||||
broadphase,
|
||||
solver,
|
||||
rigidBodies
|
||||
) {
|
||||
this.id = id;
|
||||
|
||||
this.name = name;
|
||||
|
||||
this.engineType = engineType;
|
||||
|
||||
if (typeof gravity == 'undefined') {
|
||||
gravity = new THREE.Vector3(0, -9.81, 0);
|
||||
gravity = new GameLib.D3.Vector3(0, -9.81, 0);
|
||||
}
|
||||
this.gravity = gravity;
|
||||
|
||||
this.worldObject = null;
|
||||
if (typeof broadphase == 'undefined') {
|
||||
broadphase = new GameLib.D3.Physics.Broadphase(
|
||||
null,
|
||||
'broadPhaseNaive',
|
||||
GameLib.D3.Physics.BROADPHASE_TYPE_NAIVE
|
||||
);
|
||||
}
|
||||
this.broadphase = broadphase;
|
||||
|
||||
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;
|
||||
if (typeof solver == 'undefined') {
|
||||
solver = new GameLib.D3.Physics.Solver(
|
||||
null,
|
||||
'GSSolver',
|
||||
GameLib.D3.Physics.GS_SOLVER
|
||||
);
|
||||
}
|
||||
this.solver = solver;
|
||||
|
||||
if (typeof rigidBodies == 'undefined') {
|
||||
rigidBodies = [];
|
||||
}
|
||||
this.rigidBodies = rigidBodies;
|
||||
|
||||
/**
|
||||
* We only set the physics property if we pass it in the constructor,
|
||||
* because we don't always want the physics object (ex. when we store this world to the API - we also don't then
|
||||
* want to store the custom worlds - we want to generate them after loading from API)
|
||||
*/
|
||||
if (physics) {
|
||||
this.physics = physics;
|
||||
this.physics.worlds.push(this);
|
||||
this.physics.customWorlds.push(this.getCustomWorld(this));
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -1192,6 +1319,7 @@ GameLib.D3.Physics.RigidBody = function(
|
|||
|
||||
/**
|
||||
* Physics Rigid Body Vehicle Superset
|
||||
* TODO: body + wheels[]
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Physics.RigidVehicle = function(
|
||||
|
@ -1201,6 +1329,7 @@ GameLib.D3.Physics.RigidVehicle = function(
|
|||
|
||||
/**
|
||||
* Physics Raycast Vehicle Superset
|
||||
* TODO: body + wheels[]
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Physics.RaycastVehicle = function(
|
||||
|
@ -1389,8 +1518,6 @@ GameLib.D3.Vertex = function(
|
|||
* @param id
|
||||
* @param textureLink
|
||||
* @param filename
|
||||
* @param uploadPath
|
||||
* @param apiPath
|
||||
* @param size
|
||||
* @param contentType
|
||||
* @constructor
|
||||
|
@ -1399,8 +1526,6 @@ GameLib.D3.Image = function(
|
|||
id,
|
||||
textureLink,
|
||||
filename,
|
||||
uploadPath,
|
||||
apiPath,
|
||||
size,
|
||||
contentType
|
||||
) {
|
||||
|
@ -1410,16 +1535,6 @@ GameLib.D3.Image = function(
|
|||
|
||||
this.textureLink = textureLink;
|
||||
|
||||
if (typeof uploadPath == 'undefined') {
|
||||
uploadPath = null;
|
||||
}
|
||||
this.uploadPath = uploadPath;
|
||||
|
||||
if (typeof apiPath == 'undefined') {
|
||||
apiPath = null;
|
||||
}
|
||||
this.apiPath = apiPath;
|
||||
|
||||
if (typeof size == 'undefined') {
|
||||
size = 0;
|
||||
}
|
||||
|
@ -1470,7 +1585,8 @@ GameLib.D3.Scene = function(
|
|||
rotation,
|
||||
scale,
|
||||
parentSceneId,
|
||||
lights
|
||||
lights,
|
||||
physics
|
||||
) {
|
||||
this.id = id;
|
||||
this.path = path;
|
||||
|
@ -1509,6 +1625,11 @@ GameLib.D3.Scene = function(
|
|||
lights = [];
|
||||
}
|
||||
this.lights = lights;
|
||||
|
||||
if (typeof physics == 'undefined') {
|
||||
physics = [];
|
||||
}
|
||||
this.physics = physics;
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -1541,30 +1662,6 @@ GameLib.D3.TriangleFace.prototype.clone = function(){
|
|||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* Associates bones with their child bones, based on parent bone references
|
||||
*/
|
||||
GameLib.D3.prototype.createChildBoneIds = function() {
|
||||
for (var bi = 0; bi < this.bones.length; bi++) {
|
||||
var childBoneIds = [];
|
||||
|
||||
for (var sbi = 0; sbi < this.bones.length; sbi++) {
|
||||
|
||||
if (this.bones[sbi] == this.bones[bi]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (this.bones[sbi].parentBoneId !== null &&
|
||||
this.bones[sbi].parentBoneId == this.bones[bi].boneId)
|
||||
{
|
||||
childBoneIds.push(this.bones[sbi].boneId);
|
||||
}
|
||||
}
|
||||
|
||||
this.bones[bi].childBoneIds = childBoneIds;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* This is a work-around function to fix polys which don't triangulate because
|
||||
* they could lie on Z-plane (XZ or YZ)) - we translate the poly to the origin, systematically rotate the poly around
|
||||
|
@ -1573,7 +1670,7 @@ GameLib.D3.prototype.createChildBoneIds = function() {
|
|||
* @param grain is the amount to systematically rotate the poly by - a finer grain means a more accurate maximum XY
|
||||
* @return []
|
||||
*/
|
||||
GameLib.D3.prototype.fixPolyZPlane = function(verticesFlat, grain) {
|
||||
GameLib.D3.fixPolyZPlane = function(verticesFlat, grain) {
|
||||
|
||||
if ((verticesFlat.length % 3) != 0 && !(verticesFlat.length > 9)) {
|
||||
console.log("The vertices are not in the right length : " + verticesFlat.length);
|
||||
|
@ -1634,7 +1731,7 @@ GameLib.D3.prototype.fixPolyZPlane = function(verticesFlat, grain) {
|
|||
* @param orientationEdge GameLib.D3.Vector2
|
||||
* @returns {Array}
|
||||
*/
|
||||
GameLib.D3.prototype.fixWindingOrder = function(faces, orientationEdge) {
|
||||
GameLib.D3.fixWindingOrder = function(faces, orientationEdge) {
|
||||
|
||||
/**
|
||||
* Checks if a TriangleFace belonging to a TriangleEdge has already been processed
|
||||
|
@ -1919,22 +2016,17 @@ GameLib.D3.prototype.loadMap = function(gameLibTexture, threeMaterial, threeMate
|
|||
|
||||
var imagePath = null;
|
||||
|
||||
if (gameLibTexture && gameLibTexture.image && gameLibTexture.image.apiPath && gameLibTexture.image.filename) {
|
||||
/**
|
||||
* Load the image from API here if apiPath is defined
|
||||
*/
|
||||
imagePath = this.apiUrl + gameLibTexture.image.uploadPath + '/' + gameLibTexture.image.filename;
|
||||
}
|
||||
|
||||
if (gameLibTexture && gameLibTexture.image && gameLibTexture.image.uploadPath && gameLibTexture.image.filename) {
|
||||
if (gameLibTexture && gameLibTexture.image && gameLibTexture.image.filename) {
|
||||
/**
|
||||
* Else, load from upload source
|
||||
*/
|
||||
imagePath = this.editorUrl + gameLibTexture.image.uploadPath + '/' + gameLibTexture.image.filename;
|
||||
imagePath = this.editorUrl + '/uploads' + this.path + '/' + gameLibTexture.image.filename;
|
||||
}
|
||||
|
||||
if (imagePath) {
|
||||
|
||||
this.textureLoader.crossOrigin = '';
|
||||
|
||||
this.textureLoader.load(
|
||||
imagePath,
|
||||
function(texture) {
|
||||
|
@ -2134,8 +2226,7 @@ GameLib.D3.prototype.loadMaps = function(blenderMaterial, blenderMaps, threeMate
|
|||
if (
|
||||
blenderTexture &&
|
||||
blenderTexture.image &&
|
||||
blenderTexture.image.filename &&
|
||||
blenderTexture.image.uploadPath
|
||||
blenderTexture.image.filename
|
||||
) {
|
||||
|
||||
var threeMap = null;
|
||||
|
@ -2373,7 +2464,8 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
|
|||
* @param sceneName
|
||||
* @param onLoaded callback
|
||||
*/
|
||||
GameLib.D3.prototype.loadSceneFromApi = function(sceneName, onLoaded) {
|
||||
GameLib.D3.prototype.loadSceneFromApi = function(scene, onLoaded) {
|
||||
|
||||
/**
|
||||
* First check if this is a client or server side request
|
||||
*/
|
||||
|
@ -2385,14 +2477,185 @@ GameLib.D3.prototype.loadSceneFromApi = function(sceneName, onLoaded) {
|
|||
var xhr = new XMLHttpRequest();
|
||||
xhr.open(
|
||||
'GET',
|
||||
this.apiUrl + '/scene/pong%20latest'
|
||||
this.apiUrl + '/scene/load' + scene.path + '/' + scene.name
|
||||
);
|
||||
|
||||
xhr.onreadystatechange = function(xhr, gameLibD3) {
|
||||
return function() {
|
||||
if (xhr.readyState == 4) {
|
||||
|
||||
var response = JSON.parse(xhr.responseText);
|
||||
gameLibD3.loadScene(response.scene[0], onLoaded, false);
|
||||
|
||||
if (!response.scene || response.scene.length == 0) {
|
||||
return onLoaded(null, null, new Error('Could not load scene'));
|
||||
}
|
||||
|
||||
var scene = response.scene[0];
|
||||
|
||||
var physics3ds = [];
|
||||
|
||||
if (scene.physics && scene.physics.length > 0) {
|
||||
|
||||
for (var p = 0; p < scene.physics.length; p++) {
|
||||
|
||||
var physics = scene.physics[p];
|
||||
|
||||
var physics3d = new GameLib.D3.Physics(
|
||||
physics.id,
|
||||
physics.name,
|
||||
physics.engineType,
|
||||
gameLibD3.CANNON,
|
||||
null,
|
||||
null
|
||||
);
|
||||
|
||||
var worlds3d = [];
|
||||
|
||||
for (var w = 0; w < physics.worlds.length; w++) {
|
||||
|
||||
var world = physics.worlds[w];
|
||||
|
||||
var broadphase = world.broadphase;
|
||||
|
||||
var broadphase3d = new GameLib.D3.Physics.Broadphase(
|
||||
broadphase.id,
|
||||
broadphase.name,
|
||||
broadphase.broadphaseType
|
||||
);
|
||||
|
||||
var solver = world.solver;
|
||||
|
||||
var solver3d = new GameLib.D3.Physics.Solver(
|
||||
solver.id,
|
||||
solver.name,
|
||||
solver.solverType,
|
||||
solver.iterations,
|
||||
solver.tolerance
|
||||
);
|
||||
|
||||
var bodies = world.rigidBodies;
|
||||
|
||||
var bodies3d = [];
|
||||
|
||||
for (var b = 0; b < bodies.length; b++) {
|
||||
|
||||
var body = bodies[b];
|
||||
|
||||
//TODO: add all body properties here
|
||||
var body3d = new GameLib.D3.Physics.RigidBody(
|
||||
body.id,
|
||||
body.name
|
||||
);
|
||||
|
||||
bodies3d.push(body3d);
|
||||
}
|
||||
|
||||
var world3d = new GameLib.D3.Physics.World(
|
||||
null,
|
||||
world.name,
|
||||
physics3d,
|
||||
new GameLib.D3.Vector3(
|
||||
world.gravity.x,
|
||||
world.gravity.y,
|
||||
world.gravity.z
|
||||
),
|
||||
broadphase3d,
|
||||
solver3d,
|
||||
bodies3d
|
||||
);
|
||||
|
||||
worlds3d.push(world3d);
|
||||
}
|
||||
|
||||
physics3ds.push(physics3d);
|
||||
}
|
||||
}
|
||||
|
||||
var lights3d = [];
|
||||
|
||||
for (var l = 0; l < scene.lights.length; l++) {
|
||||
|
||||
var light = scene.lights[l];
|
||||
|
||||
var light3d = new GameLib.D3.Light(
|
||||
light.id,
|
||||
light.lightType,
|
||||
light.name,
|
||||
new GameLib.D3.Color(
|
||||
light.color.r,
|
||||
light.color.g,
|
||||
light.color.b,
|
||||
light.color.a
|
||||
),
|
||||
light.intensity,
|
||||
new GameLib.D3.Vector3(
|
||||
light.position.x,
|
||||
light.position.y,
|
||||
light.position.z
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
light.targetPosition.x,
|
||||
light.targetPosition.y,
|
||||
light.targetPosition.z
|
||||
),
|
||||
new GameLib.D3.Vector4(
|
||||
light.quaternion.x,
|
||||
light.quaternion.y,
|
||||
light.quaternion.z,
|
||||
light.quaternion.w
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
light.rotation.x,
|
||||
light.rotation.y,
|
||||
light.rotation.z
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
light.scale.x,
|
||||
light.scale.y,
|
||||
light.scale.z
|
||||
),
|
||||
light.distance,
|
||||
light.decay,
|
||||
light.power,
|
||||
light.angle,
|
||||
light.penumbra
|
||||
);
|
||||
|
||||
lights3d.push(light3d);
|
||||
};
|
||||
|
||||
var scene3d = new GameLib.D3.Scene(
|
||||
scene._id || scene.id,
|
||||
scene.path,
|
||||
scene.name,
|
||||
scene.meshes,
|
||||
new GameLib.D3.Vector4(
|
||||
scene.quaternion.x,
|
||||
scene.quaternion.y,
|
||||
scene.quaternion.z,
|
||||
scene.quaternion.w
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
scene.position.x,
|
||||
scene.position.y,
|
||||
scene.position.z
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
scene.rotation.x,
|
||||
scene.rotation.y,
|
||||
scene.rotation.z
|
||||
),
|
||||
new GameLib.D3.Vector3(
|
||||
scene.scale.x,
|
||||
scene.scale.y,
|
||||
scene.scale.z
|
||||
),
|
||||
scene.parentSceneId,
|
||||
lights3d,
|
||||
physics3ds
|
||||
);
|
||||
|
||||
gameLibD3.loadScene(scene3d, onLoaded, false);
|
||||
}
|
||||
}
|
||||
}(xhr, this);
|
||||
|
@ -2410,6 +2673,8 @@ GameLib.D3.prototype.loadScene = function(gameLibScene, onLoaded, computeNormals
|
|||
|
||||
console.log("loading scene " + gameLibScene.name);
|
||||
|
||||
this.path = gameLibScene.path;
|
||||
|
||||
var meshQ = [];
|
||||
|
||||
for (var m = 0; m < gameLibScene.meshes.length; m++) {
|
||||
|
@ -2560,7 +2825,7 @@ GameLib.D3.prototype.loadScene = function(gameLibScene, onLoaded, computeNormals
|
|||
function(gl3d, mesh, geometry) {
|
||||
return function(materials) {
|
||||
|
||||
console.log("loaded all materials maps (" + materials.length + ")");
|
||||
console.log("loaded material : " + materials[0].name);
|
||||
|
||||
/**
|
||||
* We don't support MultiMaterial atm - it doesn't work with raycasting
|
||||
|
@ -2651,16 +2916,108 @@ GameLib.D3.prototype.loadScene = function(gameLibScene, onLoaded, computeNormals
|
|||
}
|
||||
}
|
||||
|
||||
onLoaded(threeMeshes, threeLights);
|
||||
var threeScene = new this.THREE.Scene();
|
||||
|
||||
threeScene.name = gameLibScene.name;
|
||||
|
||||
threeScene.position.x = gameLibScene.position.x;
|
||||
threeScene.position.y = gameLibScene.position.y;
|
||||
threeScene.position.z = gameLibScene.position.z;
|
||||
|
||||
threeScene.rotation.x = gameLibScene.rotation.x;
|
||||
threeScene.rotation.y = gameLibScene.rotation.y;
|
||||
threeScene.rotation.z = gameLibScene.rotation.z;
|
||||
|
||||
threeScene.scale.x = gameLibScene.scale.x;
|
||||
threeScene.scale.y = gameLibScene.scale.y;
|
||||
threeScene.scale.z = gameLibScene.scale.z;
|
||||
|
||||
threeScene.quaternion.x = gameLibScene.quaternion.x;
|
||||
threeScene.quaternion.y = gameLibScene.quaternion.y;
|
||||
threeScene.quaternion.z = gameLibScene.quaternion.z;
|
||||
threeScene.quaternion.w = gameLibScene.quaternion.w;
|
||||
|
||||
for (var m = 0; m < threeMeshes.length; m++) {
|
||||
threeScene.add(threeMeshes[m]);
|
||||
}
|
||||
}).catch(function(error){
|
||||
|
||||
for (var l = 0; l < threeLights.length; l++) {
|
||||
threeScene.add(threeLights[l]);
|
||||
}
|
||||
|
||||
onLoaded(
|
||||
gameLibScene,
|
||||
{
|
||||
scene: threeScene,
|
||||
lights: threeLights,
|
||||
meshes: threeMeshes
|
||||
}
|
||||
);
|
||||
}
|
||||
}.bind(this)).catch(function(error){
|
||||
console.log(error);
|
||||
});
|
||||
};
|
||||
|
||||
// ---------------
|
||||
// Physics
|
||||
// ---------------
|
||||
/** ---------------
|
||||
* Physics
|
||||
* --------------- */
|
||||
/**
|
||||
* Creates a Custom World object from a GameLib.D3.Physics.World
|
||||
*/
|
||||
GameLib.D3.Physics.World.prototype.getCustomWorld = function() {
|
||||
|
||||
var engineType = this.physics.engineType;
|
||||
|
||||
if (engineType != GameLib.D3.Physics.TYPE_CANNON) {
|
||||
console.warn('Unsupported engine type: ' + engineType);
|
||||
throw new Error('Unsupported engine type: ' + engineType);
|
||||
}
|
||||
|
||||
var customWorld = new this.physics.CANNON.World();
|
||||
|
||||
var cannonBroadphase = null;
|
||||
|
||||
if (this.broadphase.broadphaseType == GameLib.D3.Physics.BROADPHASE_TYPE_NAIVE) {
|
||||
cannonBroadphase = new this.physics.CANNON.NaiveBroadphase();
|
||||
} else if (this.broadphase.broadphaseType == GameLib.D3.Physics.BROADPHASE_TYPE_GRID) {
|
||||
cannonBroadphase = new this.physics.CANNON.GridBroadphase();
|
||||
} else if (this.broadphase.broadphaseType == GameLib.D3.Physics.BROADPHASE_TYPE_SAP) {
|
||||
cannonBroadphase = new this.physics.CANNON.SAPBroardphase();
|
||||
} else {
|
||||
console.warn('Unsupported broadphase type: ' + this.broadphase.broadphaseType);
|
||||
throw new Error('Unsupported broadphase type: ' + this.broadphase.broadphaseType);
|
||||
}
|
||||
|
||||
customWorld.broadphase = cannonBroadphase;
|
||||
|
||||
var cannonSolver = null;
|
||||
|
||||
if (this.solver.solverType == GameLib.D3.Physics.SPLIT_SOLVER) {
|
||||
cannonSolver = new this.physics.CANNON.SplitSolver();
|
||||
} else if (this.solver.solverType == GameLib.D3.Physics.GS_SOLVER) {
|
||||
cannonSolver = new this.physics.CANNON.GSSolver();
|
||||
cannonSolver.iterations = this.solver.iterations;
|
||||
}
|
||||
|
||||
customWorld.solver = cannonSolver;
|
||||
|
||||
customWorld.gravity.x = this.gravity.x;
|
||||
customWorld.gravity.y = this.gravity.y;
|
||||
customWorld.gravity.z = this.gravity.z;
|
||||
|
||||
for (var b = 0; b < this.rigidBodies.length; b++) {
|
||||
|
||||
var customBody = this.createCustomBody(this.rigidBodies[b]);
|
||||
|
||||
//customWorld.AddRigidBody();
|
||||
}
|
||||
|
||||
customWorld.name = this.name;
|
||||
|
||||
return customWorld;
|
||||
};
|
||||
|
||||
|
||||
GameLib.D3.Physics.Shape.prototype.Update = function(
|
||||
physicsWorld
|
||||
|
@ -2900,6 +3257,7 @@ GameLib.D3.Physics.World.prototype.Step = function(
|
|||
//return;
|
||||
|
||||
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);
|
||||
|
@ -3350,5 +3708,5 @@ GameLib.D3.GenerateHeightmapDataFromImage = function (
|
|||
};
|
||||
|
||||
if (typeof module != 'undefined') {
|
||||
module.exports = GameLib.D3;
|
||||
module.exports = GameLib;
|
||||
}
|
Loading…
Reference in New Issue