start with physics components
parent
27ba103efa
commit
b4a3a66116
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@ -1,64 +0,0 @@
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/**
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* Physics Broadphase Superset
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* @param id
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* @param name String
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* @param broadphaseType Number
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* @param engine GameLib.D3.Engine
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* @constructor
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*/
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GameLib.D3.Broadphase = function Broadphase(
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id,
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name,
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broadphaseType,
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engine
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) {
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this.id = id;
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if (typeof name == 'undefined') {
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name = 'broadphase-' + broadphaseType;
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}
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this.name = name;
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if (typeof broadphaseType == 'undefined') {
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broadphaseType = GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE;
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}
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this.broadphaseType = broadphaseType;
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this.engine = engine;
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this.engine.isNotCannonThrow();
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this.instance = this.createInstance();
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};
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/**
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* Creates a custom Broadphase instance based on the engine type
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*/
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GameLib.D3.Broadphase.prototype.createInstance = function() {
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var instance = null;
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if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE) {
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instance = new this.engine.instance.NaiveBroadphase();
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} else if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_GRID) {
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instance = new this.engine.instance.GridBroadphase();
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} else if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_SAP) {
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instance = new this.engine.instance.SAPBroadphase();
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} else {
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console.warn('Unsupported broadphase type: ' + this.broadphaseType);
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throw new Error('Unsupported broadphase type: ' + this.broadphaseType);
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}
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return instance;
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};
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GameLib.D3.Broadphase.prototype.toApiBroadphase = function() {
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return null;
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};
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/**
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* Broadphase Types
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* @type {number}
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*/
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GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE = 0x1;
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GameLib.D3.Broadphase.BROADPHASE_TYPE_GRID = 0x2;
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GameLib.D3.Broadphase.BROADPHASE_TYPE_SAP = 0x3;
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@ -119,6 +119,10 @@ GameLib.Component.COMPONENT_ENTITY = 0x20;
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GameLib.Component.COMPONENT_MESH_SPHERE = 0x21;
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GameLib.Component.COMPONENT_MESH_PLANE = 0x22;
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GameLib.Component.COMPONENT_MESH_CURVE = 0x23;
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GameLib.Component.COMPONENT_WORLD = 0x24;
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GameLib.Component.COMPONENT_BROADPHASE = 0x25;
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GameLib.Component.COMPONENT_SOLVER = 0x25;
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GameLib.Component.COMPONENT_RIGID_BODY = 0x26;
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/**
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* Returns string name for component number
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@ -163,6 +167,9 @@ GameLib.Component.GetComponentName = function(number) {
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case 0x21 : return 'GameLib.D3.Mesh.Sphere';
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case 0x22 : return 'GameLib.D3.Mesh.Plane';
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case 0x23 : return 'GameLib.D3.Mesh.Curve';
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case 0x24 : return 'GameLib.D3.World';
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case 0x25 : return 'GameLib.D3.Broadphase';
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case 0x26 : return 'GameLib.D3.RigidBody';
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break;
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}
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};
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@ -0,0 +1,53 @@
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/**
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* Raw Broadphase API object - should always correspond with the Broadphase Schema
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* @param id
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* @param name
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* @param broadphaseType
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* @param parentEntity
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* @constructor
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*/
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GameLib.D3.API.Broadphase = function(
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id,
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name,
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broadphaseType,
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parentEntity
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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 = 'Broadphase (' + this.id + ')';
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}
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this.name = name;
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if (GameLib.Utils.UndefinedOrNull(broadphaseType)) {
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broadphaseType = GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE;
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}
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this.broadphaseType = broadphaseType;
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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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};
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GameLib.D3.API.Broadphase.prototype = Object.create(GameLib.Component.prototype);
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GameLib.D3.API.Broadphase.prototype.constructor = GameLib.D3.API.Broadphase;
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/**
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* Creates an API Broadphase from an Object Broadphase
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* @param objectBroadphase
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* @constructor
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*/
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GameLib.D3.API.Broadphase.FromObject = function(objectBroadphase) {
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return new GameLib.D3.API.Broadphase(
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objectBroadphase.id,
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objectBroadphase.name,
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objectBroadphase.broadphaseType,
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objectBroadphase.parentEntity
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);
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};
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@ -0,0 +1,77 @@
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/**
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* Raw World API object - should always correspond with the World Schema
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* @param id
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* @param name
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* @param gravity
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* @param broadphase
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* @param solver
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* @param rigidBodies
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* @param parentEntity
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* @constructor
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*/
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GameLib.D3.API.World = function(
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id,
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name,
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gravity,
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broadphase,
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solver,
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rigidBodies,
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parentEntity
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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 = 'World (' + this.id + ')';
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}
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this.name = name;
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if (GameLib.Utils.UndefinedOrNull(gravity)) {
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gravity = -9.81;
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}
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this.gravity = gravity;
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if (GameLib.Utils.UndefinedOrNull(broadphase)) {
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broadphase = null;
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}
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this.broadphase = broadphase;
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if (GameLib.Utils.UndefinedOrNull(solver)) {
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solver = null;
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}
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this.solver = solver;
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if (GameLib.Utils.UndefinedOrNull(rigidBodies)) {
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rigidBodies = [];
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}
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this.rigidBodies = rigidBodies;
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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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};
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GameLib.D3.API.World.prototype = Object.create(GameLib.Component.prototype);
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GameLib.D3.API.World.prototype.constructor = GameLib.D3.API.World;
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/**
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* Creates an API World from an Object World
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* @param objectWorld
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* @constructor
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*/
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GameLib.D3.API.World.FromObject = function(objectWorld) {
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return new GameLib.D3.API.World(
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objectWorld.id,
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objectWorld.name,
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objectWorld.gravity,
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objectWorld.broadphase,
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objectWorld.solver,
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objectWorld.rigidBodies,
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objectWorld.parentEntity
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);
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};
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@ -0,0 +1,112 @@
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/**
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* Broadphase Runtime
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* @param physics GameLib.D3.Graphics
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* @param apiBroadphase GameLib.D3.API.Broadphase
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* @constructor
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*/
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GameLib.D3.Broadphase = function (
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physics,
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apiBroadphase
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) {
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this.physics = physics;
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this.physics.isNotCannonThrow();
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if (GameLib.Utils.UndefinedOrNull(apiBroadphase)) {
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apiBroadphase = {};
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}
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if (apiBroadphase instanceof GameLib.D3.Broadphase) {
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return apiBroadphase;
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}
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GameLib.D3.API.Broadphase.call(
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this,
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apiBroadphase.id,
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apiBroadphase.name,
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apiBroadphase.broadphaseType,
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apiBroadphase.parentEntity
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);
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GameLib.Component.call(
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this,
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GameLib.Component.COMPONENT_BROADPHASE,
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{
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}
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);
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};
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GameLib.D3.Broadphase.prototype = Object.create(GameLib.D3.API.Broadphase.prototype);
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GameLib.D3.Broadphase.prototype.constructor = GameLib.D3.Broadphase;
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/**
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*
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* @returns {*}
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*/
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GameLib.D3.Broadphase.prototype.createInstance = function() {
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//todo
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var instance = null;
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if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE) {
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instance = new this.engine.instance.NaiveBroadphase();
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} else if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_GRID) {
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instance = new this.engine.instance.GridBroadphase();
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} else if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_SAP) {
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instance = new this.engine.instance.SAPBroadphase();
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} else {
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console.warn('Unsupported broadphase type: ' + this.broadphaseType);
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throw new Error('Unsupported broadphase type: ' + this.broadphaseType);
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}
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return instance;
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};
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/**
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*
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*/
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GameLib.D3.Broadphase.prototype.updateInstance = function() {
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//todo
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};
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/**
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* GameLib.D3.Broadphase to GameLib.D3.API.Broadphase
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* @returns {GameLib.D3.API.Broadphase}
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*/
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GameLib.D3.Broadphase.prototype.toApiObject = function() {
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var apiBroadphase = new GameLib.D3.API.Broadphase(
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this.id,
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this.name,
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this.broadphaseType,
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GameLib.Utils.IdOrNull(this.parentEntity)
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);
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return apiBroadphase;
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};
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/**
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* GameLib.D3.Broadphase from Object Broadphase
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* @param graphics
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* @param objectComponent
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* @returns {GameLib.D3.Broadphase}
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* @constructor
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*/
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GameLib.D3.Broadphase.FromObject = function(graphics, objectComponent) {
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var apiBroadphase = GameLib.D3.API.Broadphase.FromObject(objectComponent);
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return new GameLib.D3.Broadphase(
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graphics,
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apiBroadphase
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);
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};
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/**
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* Broadphase Types
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* @type {number}
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*/
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GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE = 0x1;
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GameLib.D3.Broadphase.BROADPHASE_TYPE_GRID = 0x2;
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GameLib.D3.Broadphase.BROADPHASE_TYPE_SAP = 0x3;
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@ -0,0 +1,873 @@
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/**
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* World SuperSet - contains the custom world instance
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* @constructor
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* @param physics
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* @param apiWorld
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*/
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GameLib.D3.World = function(
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physics,
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apiWorld
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) {
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this.physics = physics;
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this.physics.isNotCannonThrow();
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if (GameLib.Utils.UndefinedOrNull(apiWorld)) {
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apiWorld = {};
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}
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if (apiWorld instanceof GameLib.D3.World) {
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return apiWorld;
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}
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GameLib.D3.API.World.call(
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this,
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apiWorld.id,
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apiWorld.name,
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apiWorld.gravity,
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apiWorld.broadphase,
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apiWorld.solver,
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apiWorld.rigidBodies,
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apiWorld.parentEntity
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);
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if (this.broadphase instanceof GameLib.D3.API.Broadphase) {
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return new GameLib.D3.Broadphase(
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this.physics,
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this.broadphase
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);
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}
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if (this.solver instanceof GameLib.D3.API.Solver) {
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return new GameLib.D3.Solver(
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this.physics,
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this.broadphase
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);
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}
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GameLib.Component.call(
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this,
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GameLib.Component.COMPONENT_WORLD,
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{
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'broadphase' : [GameLib.D3.Broadphase],
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'solver' : [GameLib.D3.Solver],
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'rigidBodies' : [GameLib.D3.RigidBody]
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}
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);
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};
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GameLib.D3.World.prototype = Object.create(GameLib.D3.API.World.prototype);
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GameLib.D3.World.prototype.constructor = GameLib.D3.World;
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/**
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* private
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* @returns {GameLib.D3.World|GameLib.D3.Physics.World|*}
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*/
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GameLib.D3.World.prototype.createInstance = function() {
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var instance = new CANNON.World();
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instance.broadphase = this.broadphase.instance;
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instance.solver = this.solver.instance;
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instance.gravity.x = this.gravity.x;
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instance.gravity.y = this.gravity.y;
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instance.gravity.z = this.gravity.z;
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return instance;
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};
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/**
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*
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*/
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GameLib.D3.World.prototype.updateInstance = function() {
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this.instance.broadphase = this.broadphase.instance;
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this.instance.solver = this.solver.instance;
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this.instance.gravity.x = this.gravity.x;
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this.instance.gravity.y = this.gravity.y;
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this.instance.gravity.z = this.gravity.z;
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};
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/**
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* GameLib.D3.World to GameLib.D3.API.World
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* @returns {GameLib.D3.API.World}
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*/
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GameLib.D3.World.prototype.toApiObject = function() {
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var apiWorld = new GameLib.D3.API.World(
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this.id,
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this.name,
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this.gravity.toApiObject(),
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this.GameLib.Utils.IdOrNull(this.broadphase),
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this.GameLib.Utils.IdOrNull(this.solver),
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this.rigidBodies.map(function(body){
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return GameLib.Utils.IdOrNull(body);
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}),
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GameLib.Utils.IdOrNull(this.parentEntity)
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);
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return apiWorld;
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};
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/**
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* GameLib.D3.World from Object World
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* @param graphics
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* @param objectComponent
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* @returns {GameLib.D3.World}
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* @constructor
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*/
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GameLib.D3.World.FromObject = function(graphics, objectComponent) {
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var apiWorld = GameLib.D3.API.World.FromObject(objectComponent);
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return new GameLib.D3.World(
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graphics,
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apiWorld
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);
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};
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GameLib.D3.World.prototype.step = function(deltaTime) {
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if (this.isCannon) {
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this.instance.step(deltaTime);
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}
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// if (this.isOimo) {
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// //TODO: oimo
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// }
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};
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//
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// GameLib.D3.World.prototype.step = function(
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// fixedStep,
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// dtStep
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// ) {
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//
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// };
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//
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// GameLib.D3.World.prototype.generateWireframeViewTriangleMesh = function(
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// graphics,
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// triangleMeshShape,
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// normalLength,
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// scale,
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// opacity,
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// wireframeColor
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// ) {
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// graphics.isNotThreeThrow();
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// this.engine.isNotCannonThrow();
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//
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// if(typeof normalLength == 'undefined') {
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// normalLength = 10;
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// }
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//
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// if(typeof scale == 'undefined') {
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// scale = new graphics.instance.Vector3(1, 1, 1);
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// }
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//
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// if(typeof opacity == 'undefined') {
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// opacity = 0.5;
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// }
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//
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// if(typeof wireframeColor == 'undefined') {
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// wireframeColor = 0xfefefe;
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// }
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//
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// var graphicsGeometry = new graphics.instance.Geometry();
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//
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// var wireframeMesh = new graphics.instance.Mesh(
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// graphicsGeometry,
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// new graphics.instance.MeshBasicMaterial({
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// color: wireframeColor,
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// wireframe: true,
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// opacity: opacity
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// })
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// );
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//
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// for(var v = 0, l = triangleMeshShape.instance.vertices.length / 3; v < l; ++v) {
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// graphicsGeometry.vertices.push(
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// new graphics.instance.Vector3(
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// triangleMeshShape.instance.vertices[v * 3],
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// triangleMeshShape.instance.vertices[v * 3 + 1],
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// triangleMeshShape.instance.vertices[v * 3 + 2]
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// )
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||||
// );
|
||||
// }
|
||||
//
|
||||
// for(var i = 0, l = triangleMeshShape.instance.indices.length / 3; i < l; ++i) {
|
||||
// var i0 = triangleMeshShape.instance.indices[i * 3];
|
||||
// var i1 = triangleMeshShape.instance.indices[i * 3 + 1];
|
||||
// var i2 = triangleMeshShape.instance.indices[i * 3 + 2];
|
||||
//
|
||||
// graphicsGeometry.faces.push(
|
||||
// new graphics.instance.Face3(
|
||||
// i0,
|
||||
// i1,
|
||||
// i2
|
||||
// )
|
||||
// );
|
||||
//
|
||||
// // Center point on the current triangle
|
||||
//
|
||||
// var centroid = new graphics.instance.Vector3()
|
||||
// .add(graphicsGeometry.vertices[i0])
|
||||
// .add(graphicsGeometry.vertices[i1])
|
||||
// .add(graphicsGeometry.vertices[i2])
|
||||
// .divideScalar(3);
|
||||
//
|
||||
// // Get the normal from the mesh shape itself
|
||||
// var normal = new this.engine.instance.Vec3();
|
||||
// triangleMeshShape.instance.getNormal(i , normal);
|
||||
//
|
||||
// var arrow = new graphics.instance.ArrowHelper(
|
||||
// new graphics.instance.Vector3(
|
||||
// normal.x,
|
||||
// normal.y,
|
||||
// normal.z
|
||||
// ),
|
||||
// centroid,
|
||||
// normalLength,
|
||||
// new graphics.instance.Color(
|
||||
// normal.x,
|
||||
// normal.y,
|
||||
// normal.z
|
||||
// )
|
||||
// );
|
||||
// wireframeMesh.add( arrow );
|
||||
// }
|
||||
//
|
||||
// wireframeMesh.scale.x = scale.x;
|
||||
// wireframeMesh.scale.y = scale.y;
|
||||
// wireframeMesh.scale.z = scale.z;
|
||||
//
|
||||
// return wireframeMesh;
|
||||
// };
|
||||
//
|
||||
// /**
|
||||
// * @param convexPolyMeshShape GameLib.D3.Shape
|
||||
// * @param normalLength Number
|
||||
// * @param scale GameLib.API.Vector3
|
||||
// * @param opacity Number
|
||||
// * @param wireframeColor HexCode
|
||||
// * @param graphics THREE
|
||||
// * @returns {THREE.Mesh|this.meshes}
|
||||
// * @constructor
|
||||
// */
|
||||
// GameLib.D3.World.prototype.generateWireframeViewConvexPolyMesh = function(
|
||||
// graphics,
|
||||
// convexPolyMeshShape,
|
||||
// normalLength,
|
||||
// scale,
|
||||
// opacity,
|
||||
// wireframeColor
|
||||
// ) {
|
||||
// graphics.isNotThreeThrow();
|
||||
// this.engine.isNotCannonThrow();
|
||||
//
|
||||
// if(typeof normalLength == 'undefined') {
|
||||
// normalLength = 10;
|
||||
// }
|
||||
//
|
||||
// if(typeof scale == 'undefined') {
|
||||
// scale = new graphics.instance.Vector3(1, 1, 1);
|
||||
// }
|
||||
//
|
||||
// if(typeof opacity == 'undefined') {
|
||||
// opacity = 0.5;
|
||||
// }
|
||||
//
|
||||
// if(typeof wireframeColor == 'undefined') {
|
||||
// wireframeColor = 0xfefefe;
|
||||
// }
|
||||
//
|
||||
//
|
||||
// var graphicsGeometry = new graphics.instance.Geometry();
|
||||
// var wireframeMesh = new graphics.instance.Mesh(
|
||||
// graphicsGeometry,
|
||||
// new graphics.instance.MeshBasicMaterial({
|
||||
// color: wireframeColor,
|
||||
// wireframe: true,
|
||||
// opacity: opacity
|
||||
// })
|
||||
// );
|
||||
//
|
||||
// for(var i = 0, l = convexPolyMeshShape.instance.vertices.length; i < l; i++) {
|
||||
// var vertex = convexPolyMeshShape.instance.vertices[i];
|
||||
// graphicsGeometry.vertices.push(new graphics.instance.Vector3(vertex.x, vertex.y, vertex.z));
|
||||
// }
|
||||
//
|
||||
// for(var i = 0, l = convexPolyMeshShape.instance.faces.length; i < l; i++) {
|
||||
// var face = convexPolyMeshShape.instance.faces[i];
|
||||
//
|
||||
// var i0 = face[0];
|
||||
// var i1 = face[1];
|
||||
// var i2 = face[2];
|
||||
//
|
||||
// graphicsGeometry.faces.push(new graphics.instance.Face3(i0, i1, i2));
|
||||
//
|
||||
// // Center point on the current triangle
|
||||
// var centroid = new graphics.instance.Vector3()
|
||||
// .add(graphicsGeometry.vertices[i0])
|
||||
// .add(graphicsGeometry.vertices[i1])
|
||||
// .add(graphicsGeometry.vertices[i2])
|
||||
// .divideScalar(3);
|
||||
//
|
||||
// var normalVec3 = convexPolyMeshShape.instance.faceNormals[i];
|
||||
// var normal = new graphics.instance.Vector3(
|
||||
// normalVec3.x,
|
||||
// normalVec3.y,
|
||||
// normalVec3.z
|
||||
// );
|
||||
//
|
||||
// var arrow = new graphics.instance.ArrowHelper(
|
||||
// normal,
|
||||
// centroid,
|
||||
// normalLength,
|
||||
// new graphics.instance.Color(
|
||||
// normal.x,
|
||||
// normal.y,
|
||||
// normal.z
|
||||
// )
|
||||
// );
|
||||
//
|
||||
// wireframeMesh.add( arrow );
|
||||
// }
|
||||
//
|
||||
// wireframeMesh.scale.x = scale.x;
|
||||
// wireframeMesh.scale.y = scale.y;
|
||||
// wireframeMesh.scale.z = scale.z;
|
||||
//
|
||||
// return wireframeMesh;
|
||||
// };
|
||||
//
|
||||
// /**
|
||||
// * @param graphics GameLib.D3.Graphics
|
||||
// * @param graphicsMesh THREE.Mesh
|
||||
// * @param mass Number
|
||||
// * @param friction Number
|
||||
// * @param createCollisionSubMeshes Boolean
|
||||
// * @param facesPerSubsection Number
|
||||
// * @param subsectionsToMerge Number
|
||||
// * @returns {Object}
|
||||
// * @constructor
|
||||
// */
|
||||
// GameLib.D3.World.prototype.generateTriangleMeshShapeDivided = function(
|
||||
// graphics,
|
||||
// graphicsMesh,
|
||||
// mass,
|
||||
// friction,
|
||||
// createCollisionSubMeshes,
|
||||
// facesPerSubsection,
|
||||
// subsectionsToMerge
|
||||
// ) {
|
||||
// graphics.isNotThreeThrow();
|
||||
// this.engine.isNotCannonThrow();
|
||||
//
|
||||
// if(mass == null || typeof mass == 'undefined') {
|
||||
// mass = 0;
|
||||
// }
|
||||
//
|
||||
// if(friction == null || typeof friction == 'undefined') {
|
||||
// friction = 10;
|
||||
// }
|
||||
//
|
||||
// if(createCollisionSubMeshes == null || typeof createCollisionSubMeshes == 'undefined') {
|
||||
// createCollisionSubMeshes = false;
|
||||
// }
|
||||
//
|
||||
// var processedFaces = 0;
|
||||
// var facesPerSubSection = facesPerSubsection || 0;
|
||||
// var subMeshesToMerge = subsectionsToMerge || 0;
|
||||
// var totalAmtFaces = graphicsMesh.geometry.faces.length;
|
||||
// var facesToProcess = createCollisionSubMeshes ? (subMeshesToMerge * facesPerSubSection) : totalAmtFaces;
|
||||
//
|
||||
// var pairs = []; // output
|
||||
//
|
||||
// var vertices = [];
|
||||
// var indicies = [];
|
||||
//
|
||||
// for(var i = 0; i <= totalAmtFaces; i++) {
|
||||
// if(processedFaces == facesToProcess || i == totalAmtFaces) {
|
||||
//
|
||||
// var body = null;
|
||||
//
|
||||
// var meshShape = new this.engine.instance.Trimesh(vertices, indicies);
|
||||
//
|
||||
// meshShape.setScale(new this.engine.instance.Vec3(
|
||||
// graphicsMesh.scale.x,
|
||||
// graphicsMesh.scale.y,
|
||||
// graphicsMesh.scale.z
|
||||
// ));
|
||||
//
|
||||
// meshShape.updateAABB();
|
||||
// meshShape.updateNormals();
|
||||
// meshShape.updateEdges();
|
||||
// meshShape.updateBoundingSphereRadius();
|
||||
// meshShape.updateTree();
|
||||
//
|
||||
// body = new this.engine.instance.Body({
|
||||
// mass: mass,
|
||||
// friction: friction
|
||||
// });
|
||||
// body.addShape(meshShape);
|
||||
//
|
||||
// pairs.push({
|
||||
// threeObject : createCollisionSubMeshes ? null : graphicsMesh,
|
||||
// physicsObject : body
|
||||
// });
|
||||
//
|
||||
// vertices = [];
|
||||
// indicies = [];
|
||||
// processedFaces = 0;
|
||||
//
|
||||
// if(i == totalAmtFaces) {
|
||||
// return pairs;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// var face = graphicsMesh.geometry.faces[i];
|
||||
// indicies.push(indicies.length);
|
||||
// indicies.push(indicies.length);
|
||||
// indicies.push(indicies.length);
|
||||
//
|
||||
// var v0 = graphicsMesh.geometry.vertices[face.a];
|
||||
// var v1 = graphicsMesh.geometry.vertices[face.b];
|
||||
// var v2 = graphicsMesh.geometry.vertices[face.c];
|
||||
//
|
||||
// vertices.push(v0.x, v0.y, v0.z);
|
||||
// vertices.push(v1.x, v1.y, v1.z);
|
||||
// vertices.push(v2.x, v2.y, v2.z);
|
||||
//
|
||||
// processedFaces++;
|
||||
// }
|
||||
// };
|
||||
//
|
||||
// GameLib.D3.World.prototype.generateConvexPolyShape = function(
|
||||
// graphics,
|
||||
// mesh
|
||||
// ) {
|
||||
// var processedFaces = 0;
|
||||
// var facesPerSubSection = 2; // *2 -> SUBDIVISION MESH
|
||||
// var subMeshesToMerge = 4; // *2 -> SUBDIVISION MESH
|
||||
// var facesToProcess = subMeshesToMerge * facesPerSubSection;
|
||||
//
|
||||
// var vertices = [];
|
||||
// var indicies = [];
|
||||
//
|
||||
// for(var i = 0; i <= mesh.geometry.faces.length; i++) {
|
||||
// if(processedFaces == facesToProcess || i == mesh.geometry.faces.length) {
|
||||
//
|
||||
// // try and create convex poly...........
|
||||
// var convexIndices = [];
|
||||
// for(var index = 0; index < indicies.length / 3; index++) {
|
||||
// convexIndices.push([ indicies[index * 3], indicies[index * 3 + 1], indicies[index * 3 + 2] ]);
|
||||
// }
|
||||
//
|
||||
// var convexVertices = [];
|
||||
// for(var vert = 0; vert < vertices.length / 3; vert++) {
|
||||
// convexVertices[vert] = new CANNON.Vec3(vertices[vert * 3] * mesh.scale.x, vertices[vert * 3 + 1] * mesh.scale.y, vertices[vert * 3 + 2] * mesh.scale.z);
|
||||
// }
|
||||
//
|
||||
// var meshShape = new GameLib.D3.Shape(this.engine, GameLib.D3.Shape.SHAPE_TYPE_CONVEX_HULL, {x:1,y:1,z:1},convexVertices, convexIndices);
|
||||
//
|
||||
// var body = new GameLib.D3.RigidBody(this.engine, 0, 1);
|
||||
// body.addShape(meshShape);
|
||||
//
|
||||
// this.addRigidBody(body);
|
||||
//
|
||||
// vertices = [];
|
||||
// indicies = [];
|
||||
// processedFaces = 0;
|
||||
//
|
||||
// console.log("SPLIT MESH TO CONVEX POLY");
|
||||
//
|
||||
// if(i == mesh.geometry.faces.length) {
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// var face = mesh.geometry.faces[i];
|
||||
// indicies.push(indicies.length);
|
||||
// indicies.push(indicies.length);
|
||||
// indicies.push(indicies.length);
|
||||
//
|
||||
// var v0 = mesh.geometry.vertices[face.a];
|
||||
// var v1 = mesh.geometry.vertices[face.b];
|
||||
// var v2 = mesh.geometry.vertices[face.c];
|
||||
//
|
||||
// vertices.push(v0.x, v0.y, v0.z);
|
||||
// vertices.push(v1.x, v1.y, v1.z);
|
||||
// vertices.push(v2.x, v2.y, v2.z);
|
||||
//
|
||||
// processedFaces++;
|
||||
// }
|
||||
//
|
||||
// };
|
||||
//
|
||||
// /**
|
||||
// * @param graphics GameLib.D3.Graphics
|
||||
// * @param graphicsMesh THREE.Mesh
|
||||
// * @returns {GameLib.D3.Shape}
|
||||
// * @constructor
|
||||
// */
|
||||
// GameLib.D3.World.prototype.generateTriangleMeshShape = function(
|
||||
// graphics,
|
||||
// graphicsMesh
|
||||
// ) {
|
||||
//
|
||||
// // - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
// // Note: I did not test this yet with the API data.
|
||||
// // - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
//
|
||||
// var scaledVertices = [];
|
||||
// for(var i = 0, l = graphicsMesh.geometry.vertices.length; i < l; i++) {
|
||||
//
|
||||
// var vertex = graphicsMesh.geometry.vertices[i];
|
||||
//
|
||||
// scaledVertices.push(new this.engine.instance.Vec3(
|
||||
// vertex.x * graphicsMesh.scale.x,
|
||||
// vertex.y * graphicsMesh.scale.y,
|
||||
// vertex.z * graphicsMesh.scale.z
|
||||
// ));
|
||||
// }
|
||||
//
|
||||
// var triangleFaces = [];
|
||||
// for(var f = 0, fl = graphicsMesh.geometry.faces.length; f < fl; f++) {
|
||||
// var i0 = graphicsMesh.geometry.faces[f].a;
|
||||
// var i1 = graphicsMesh.geometry.faces[f].b;
|
||||
// var i2 = graphicsMesh.geometry.faces[f].c;
|
||||
//
|
||||
// triangleFaces.push([
|
||||
// i0, i1, i2
|
||||
// ]);
|
||||
// }
|
||||
//
|
||||
// // - - - - - - - - - - - - - - - - - - -
|
||||
// // Create collision mesh
|
||||
// // - - - - - - - - - - - - - - - - - - -
|
||||
//
|
||||
// var reindexedFaces = {};
|
||||
// var vertices = [];
|
||||
// var faces = [];
|
||||
//
|
||||
// var processedFaces = 0;
|
||||
// var totalFacesToProcess = triangleFaces.length;
|
||||
// var flLastIndex = 0;
|
||||
//
|
||||
// for(var f = 0; f < totalFacesToProcess; f++) {
|
||||
//
|
||||
// var i0 = triangleFaces[f][0];
|
||||
// var i1 = triangleFaces[f][1];
|
||||
// var i2 = triangleFaces[f][2];
|
||||
//
|
||||
// if(typeof reindexedFaces[i0] === 'undefined') {
|
||||
// vertices.push(scaledVertices[i0].x, scaledVertices[i0].y, scaledVertices[i0].z);
|
||||
// reindexedFaces[i0] = flLastIndex;
|
||||
// flLastIndex++;
|
||||
// }
|
||||
//
|
||||
// if(typeof reindexedFaces[i1] === 'undefined') {
|
||||
// vertices.push(scaledVertices[i1].x, scaledVertices[i1].y, scaledVertices[i1].z);
|
||||
// reindexedFaces[i1] = flLastIndex;
|
||||
// flLastIndex++;
|
||||
// }
|
||||
//
|
||||
// if(typeof reindexedFaces[i2] === 'undefined') {
|
||||
// vertices.push(scaledVertices[i2].x, scaledVertices[i2].y, scaledVertices[i2].z);
|
||||
// reindexedFaces[i2] = flLastIndex;
|
||||
// flLastIndex++;
|
||||
// }
|
||||
//
|
||||
// faces.push(reindexedFaces[i0], reindexedFaces[i1], reindexedFaces[i2]);
|
||||
//
|
||||
// processedFaces++;
|
||||
// }
|
||||
//
|
||||
// return new GameLib.D3.Shape(this.engine, GameLib.D3.Shape.SHAPE_TYPE_TRIMESH, {x : 1, y : 1, z : 1}, vertices, faces);
|
||||
// };
|
||||
//
|
||||
// /**
|
||||
// * @param triangleMeshBody GameLib.D3.RigidBody
|
||||
// * @param rayscale Number
|
||||
// * @param maxTriangleDistance Number
|
||||
// * @param createCompoundShape Boolean
|
||||
// * @param graphics GameLib.D3.Graphics
|
||||
// * @param triangleMeshShapes GameLib.D3.Shape[]
|
||||
// * @param createDebugView Boolean
|
||||
// * @returns {GameLib.D3.RigidBody}
|
||||
// * @constructor
|
||||
// */
|
||||
// GameLib.D3.World.prototype.fixupTriangleMeshShape = function(
|
||||
// triangleMeshBody,
|
||||
// triangleMeshShapes,
|
||||
// rayscale,
|
||||
// maxTriangleDistance,
|
||||
// createCompoundShape,
|
||||
// graphics,
|
||||
// createDebugView
|
||||
// ) {
|
||||
// this.engine.isNotCannonThrow();
|
||||
//
|
||||
// graphics.isNotThreeThrow();
|
||||
//
|
||||
// if(rayscale == null || typeof rayscale == 'undefined' || rayscale == 0) {
|
||||
// rayscale = 10;
|
||||
// }
|
||||
//
|
||||
// if(maxTriangleDistance == null || typeof maxTriangleDistance == 'undefined') {
|
||||
// maxTriangleDistance = 13;
|
||||
// }
|
||||
//
|
||||
// var world = this.instance;
|
||||
//
|
||||
// var raycastResult = new this.engine.instance.RaycastResult();
|
||||
//
|
||||
// var brokenFaceIndicators = [];
|
||||
//
|
||||
// var totalFaces = 0;
|
||||
// var totalBrokenFaces = 0;
|
||||
// var totalFixedFaces = 0;
|
||||
// var fixedTriangleMeshObjects = [];
|
||||
//
|
||||
// for(var i in triangleMeshShapes) {
|
||||
// var trimesh = triangleMeshShapes[i].instance;
|
||||
//
|
||||
// var brokenFaces = [];
|
||||
// totalFaces += (trimesh.indices.length / 3);
|
||||
//
|
||||
// for(var face = 0; face < trimesh.indices.length / 3; face++) {
|
||||
//
|
||||
// var i0 = trimesh.indices[face * 3];
|
||||
// var i1 = trimesh.indices[face * 3 + 1];
|
||||
// var i2 = trimesh.indices[face * 3 + 2];
|
||||
//
|
||||
// var triangleCenterPoint = new graphics.instance.Vector3()
|
||||
// .add(new graphics.instance.Vector3(
|
||||
// trimesh.vertices[i0 * 3],
|
||||
// trimesh.vertices[i0 * 3 + 1],
|
||||
// trimesh.vertices[i0 * 3 + 2])
|
||||
// )
|
||||
// .add(new graphics.instance.Vector3(
|
||||
// trimesh.vertices[i1 * 3],
|
||||
// trimesh.vertices[i1 * 3 + 1],
|
||||
// trimesh.vertices[i1 * 3 + 2])
|
||||
// )
|
||||
// .add(new graphics.instance.Vector3(
|
||||
// trimesh.vertices[i2 * 3],
|
||||
// trimesh.vertices[i2 * 3 + 1],
|
||||
// trimesh.vertices[i2 * 3 + 2])
|
||||
// )
|
||||
// .divideScalar(3);
|
||||
//
|
||||
// var triangleNormal = new this.engine.instance.Vec3();
|
||||
// trimesh.getNormal(face , triangleNormal);
|
||||
//
|
||||
// var from = new this.engine.instance.Vec3(
|
||||
// triangleCenterPoint.x + triangleNormal.x,
|
||||
// triangleCenterPoint.y + triangleNormal.y,
|
||||
// triangleCenterPoint.z + triangleNormal.z
|
||||
// );
|
||||
//
|
||||
// var to = new this.engine.instance.Vec3(
|
||||
// from.x - triangleNormal.x * rayscale,
|
||||
// from.y - triangleNormal.y * rayscale,
|
||||
// from.z - triangleNormal.z * rayscale
|
||||
// );
|
||||
//
|
||||
// world.raycastClosest(from, to, {}, raycastResult);
|
||||
//
|
||||
// // visualize results
|
||||
// if(createDebugView){
|
||||
// var graphicsGeometry = new graphics.instance.Geometry();
|
||||
// var wireframeMesh = new graphics.instance.Mesh(
|
||||
// graphicsGeometry,
|
||||
// new graphics.instance.MeshBasicMaterial({
|
||||
// color: 0xff0000,
|
||||
// wireframe: true,
|
||||
// opacity: 1
|
||||
// })
|
||||
// );
|
||||
//
|
||||
// var arrow = new graphics.instance.ArrowHelper(
|
||||
// new graphics.instance.Vector3(
|
||||
// triangleNormal.x,
|
||||
// triangleNormal.y,
|
||||
// triangleNormal.z
|
||||
// ).normalize(),
|
||||
//
|
||||
// new graphics.instance.Vector3(
|
||||
// from.x,
|
||||
// from.y,
|
||||
// from.z
|
||||
// ),
|
||||
//
|
||||
// rayscale / 2,
|
||||
// raycastResult.hasHit ? new graphics.instance.Color(0, 1, 0)
|
||||
// : new graphics.instance.Color(1, 0, 0)
|
||||
// );
|
||||
//
|
||||
// wireframeMesh.add( arrow );
|
||||
// brokenFaceIndicators.push(wireframeMesh);
|
||||
// }
|
||||
//
|
||||
// if(!raycastResult.hasHit) {
|
||||
// brokenFaces.push({
|
||||
// faceIndex : face,
|
||||
//
|
||||
// vertices : [
|
||||
// new this.engine.instance.Vec3(
|
||||
// trimesh.vertices[i0 * 3],
|
||||
// trimesh.vertices[i0 * 3 + 1],
|
||||
// trimesh.vertices[i0 * 3 + 2]
|
||||
// ),
|
||||
//
|
||||
// new this.engine.instance.Vec3(
|
||||
// trimesh.vertices[i1 * 3],
|
||||
// trimesh.vertices[i1 * 3 + 1],
|
||||
// trimesh.vertices[i1 * 3 + 2]
|
||||
// ),
|
||||
//
|
||||
// new this.engine.instance.Vec3(
|
||||
// trimesh.vertices[i2 * 3],
|
||||
// trimesh.vertices[i2 * 3 + 1],
|
||||
// trimesh.vertices[i2 * 3 + 2]
|
||||
// )
|
||||
// ],
|
||||
//
|
||||
// center : triangleCenterPoint,
|
||||
//
|
||||
// parent : trimesh
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// // fix up broken faces
|
||||
//
|
||||
// var bFaceIndexed = {};
|
||||
// for(var b = 0; b < brokenFaces.length; b++) {
|
||||
// var brokenFace = brokenFaces[b];
|
||||
//
|
||||
// if(brokenFace.marked) {
|
||||
// continue;
|
||||
// }
|
||||
//
|
||||
// bFaceIndexed[b] = {
|
||||
// indices : [],
|
||||
// vertices : []
|
||||
// };
|
||||
//
|
||||
// var indicesAmount = bFaceIndexed[b].indices.length;
|
||||
//
|
||||
// // add the current broken face itself to the array
|
||||
// bFaceIndexed[b].indices.push(
|
||||
// indicesAmount,
|
||||
// indicesAmount + 1,
|
||||
// indicesAmount + 2
|
||||
// );
|
||||
//
|
||||
// bFaceIndexed[b].vertices.push(
|
||||
// brokenFace.vertices[0].x,
|
||||
// brokenFace.vertices[0].y,
|
||||
// brokenFace.vertices[0].z
|
||||
// );
|
||||
//
|
||||
// bFaceIndexed[b].vertices.push(
|
||||
// brokenFace.vertices[1].x,
|
||||
// brokenFace.vertices[1].y,
|
||||
// brokenFace.vertices[1].z
|
||||
// );
|
||||
//
|
||||
// bFaceIndexed[b].vertices.push(
|
||||
// brokenFace.vertices[2].x,
|
||||
// brokenFace.vertices[2].y,
|
||||
// brokenFace.vertices[2].z
|
||||
// );
|
||||
//
|
||||
// for(var bb = 0; bb < brokenFaces.length; bb++) {
|
||||
//
|
||||
// if(bb == b) {
|
||||
// continue;
|
||||
// }
|
||||
//
|
||||
// var otherBrokenFace = brokenFaces[bb];
|
||||
//
|
||||
// if(otherBrokenFace.marked) {
|
||||
// continue;
|
||||
// }
|
||||
//
|
||||
// if(brokenFace.center.distanceTo(otherBrokenFace.center) <= maxTriangleDistance) {
|
||||
// var indicesAmount = bFaceIndexed[b].indices.length;
|
||||
//
|
||||
// bFaceIndexed[b].indices.push(
|
||||
// indicesAmount,
|
||||
// indicesAmount + 1,
|
||||
// indicesAmount + 2
|
||||
// );
|
||||
//
|
||||
// bFaceIndexed[b].vertices.push(
|
||||
// otherBrokenFace.vertices[0].x,
|
||||
// otherBrokenFace.vertices[0].y,
|
||||
// otherBrokenFace.vertices[0].z
|
||||
// );
|
||||
//
|
||||
// bFaceIndexed[b].vertices.push(
|
||||
// otherBrokenFace.vertices[1].x,
|
||||
// otherBrokenFace.vertices[1].y,
|
||||
// otherBrokenFace.vertices[1].z
|
||||
// );
|
||||
//
|
||||
// bFaceIndexed[b].vertices.push(
|
||||
// otherBrokenFace.vertices[2].x,
|
||||
// otherBrokenFace.vertices[2].y,
|
||||
// otherBrokenFace.vertices[2].z
|
||||
// );
|
||||
//
|
||||
// otherBrokenFace.marked = true;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
//
|
||||
// // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
// // Decide if we want to create new rigiwyd bodies, or create a compound mesh
|
||||
// // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
//
|
||||
// for(var e in bFaceIndexed) {
|
||||
// var element = bFaceIndexed[e];
|
||||
//
|
||||
// var shape = new GameLib.D3.Shape(this.engine, GameLib.D3.Shape.SHAPE_TYPE_TRIMESH, { x : 1, y : 1, z : 1 }, element.vertices, element.indices);
|
||||
//
|
||||
// if(createCompoundShape) {
|
||||
// triangleMeshBody.addShape(shape);
|
||||
// } else {
|
||||
//
|
||||
// var body = new GameLib.D3.RigidBody(this.engine, 0, 12);
|
||||
//
|
||||
// //TODO: this is just a hack.
|
||||
// body.instance.collisionFilterGroup = 1 | 2; // puts this body in two groups.
|
||||
//
|
||||
// body.addShape(shape);
|
||||
// this.addRigidBody(body);
|
||||
// }
|
||||
//
|
||||
// fixedTriangleMeshObjects.push(shape);
|
||||
// totalFixedFaces += element.indices.length / 3;
|
||||
// }
|
||||
//
|
||||
// // TODO: remove duplicate indices
|
||||
// /*trimesh.updateNormals();
|
||||
// trimesh.updateEdges();
|
||||
// trimesh.updateTree();
|
||||
// trimesh.updateAABB();
|
||||
// trimesh.updateBoundingSphereRadius();*/
|
||||
//
|
||||
// // map faceIndex to flat face index (faceIndex * 3) +0, 1, 2 -> triangle indices
|
||||
// console.log("i = " + i, brokenFaces);
|
||||
// totalBrokenFaces += brokenFaces.length;
|
||||
// }
|
||||
//
|
||||
// console.log("total faces", totalFaces);
|
||||
// console.log("total broken faces", totalBrokenFaces);
|
||||
// console.log("broken faces in percent", (totalBrokenFaces / totalFaces) * 100);
|
||||
// console.log("total fixed faces", totalFixedFaces);
|
||||
// console.log("fixed triangle mesh shapes", fixedTriangleMeshObjects.length);
|
||||
//
|
||||
// return {
|
||||
// brokenFaceIndicators : brokenFaceIndicators,
|
||||
// fixedTriangleMeshShapes : fixedTriangleMeshObjects
|
||||
// };
|
||||
// };
|
|
@ -0,0 +1,69 @@
|
|||
/**
|
||||
* System takes care of updating all the entities (based on their component data)
|
||||
* @param graphics
|
||||
* @param apiSystem GameLib.API.System
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.System.Physics = function(
|
||||
graphics,
|
||||
apiSystem
|
||||
) {
|
||||
|
||||
GameLib.System.call(
|
||||
this,
|
||||
graphics,
|
||||
apiSystem
|
||||
);
|
||||
|
||||
};
|
||||
|
||||
GameLib.System.Physics.prototype = Object.create(GameLib.System.prototype);
|
||||
GameLib.System.Physics.prototype.constructor = GameLib.System.Physics;
|
||||
|
||||
GameLib.System.Physics.prototype.start = function() {
|
||||
|
||||
this.worlds = GameLib.EntityManager.Instance.query(
|
||||
[
|
||||
GameLib.D3.World
|
||||
]
|
||||
);
|
||||
|
||||
this.rigidBodyEntities = GameLib.EntityManager.Instance.query(
|
||||
[
|
||||
GameLib.D3.RigidBody
|
||||
]
|
||||
);
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Update script
|
||||
*/
|
||||
GameLib.System.Physics.prototype.update = function() {
|
||||
|
||||
/**
|
||||
* TODO: progress the world according to delta time
|
||||
*/
|
||||
this.worlds.map(function(
|
||||
world
|
||||
){
|
||||
world.step(1 / 60.0);
|
||||
});
|
||||
|
||||
this.rigidBodyEntities.map(
|
||||
|
||||
function (rigidBody) {
|
||||
|
||||
/**
|
||||
* TODO: update mesh position based on rigidbody position
|
||||
*/
|
||||
}
|
||||
);
|
||||
|
||||
};
|
||||
|
||||
GameLib.System.Physics.prototype.stop = function() {
|
||||
this.worlds = [];
|
||||
this.rigidBodyEntities = [];
|
||||
};
|
||||
|
Loading…
Reference in New Issue