start with physics components

beta.r3js.org
Theunis J. Botha 2017-06-23 16:04:42 +02:00
parent 27ba103efa
commit b4a3a66116
7 changed files with 1191 additions and 64 deletions

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@ -1,64 +0,0 @@
/**
* Physics Broadphase Superset
* @param id
* @param name String
* @param broadphaseType Number
* @param engine GameLib.D3.Engine
* @constructor
*/
GameLib.D3.Broadphase = function Broadphase(
id,
name,
broadphaseType,
engine
) {
this.id = id;
if (typeof name == 'undefined') {
name = 'broadphase-' + broadphaseType;
}
this.name = name;
if (typeof broadphaseType == 'undefined') {
broadphaseType = GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE;
}
this.broadphaseType = broadphaseType;
this.engine = engine;
this.engine.isNotCannonThrow();
this.instance = this.createInstance();
};
/**
* Creates a custom Broadphase instance based on the engine type
*/
GameLib.D3.Broadphase.prototype.createInstance = function() {
var instance = null;
if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE) {
instance = new this.engine.instance.NaiveBroadphase();
} else if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_GRID) {
instance = new this.engine.instance.GridBroadphase();
} else if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_SAP) {
instance = new this.engine.instance.SAPBroadphase();
} else {
console.warn('Unsupported broadphase type: ' + this.broadphaseType);
throw new Error('Unsupported broadphase type: ' + this.broadphaseType);
}
return instance;
};
GameLib.D3.Broadphase.prototype.toApiBroadphase = function() {
return null;
};
/**
* Broadphase Types
* @type {number}
*/
GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE = 0x1;
GameLib.D3.Broadphase.BROADPHASE_TYPE_GRID = 0x2;
GameLib.D3.Broadphase.BROADPHASE_TYPE_SAP = 0x3;

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@ -119,6 +119,10 @@ GameLib.Component.COMPONENT_ENTITY = 0x20;
GameLib.Component.COMPONENT_MESH_SPHERE = 0x21;
GameLib.Component.COMPONENT_MESH_PLANE = 0x22;
GameLib.Component.COMPONENT_MESH_CURVE = 0x23;
GameLib.Component.COMPONENT_WORLD = 0x24;
GameLib.Component.COMPONENT_BROADPHASE = 0x25;
GameLib.Component.COMPONENT_SOLVER = 0x25;
GameLib.Component.COMPONENT_RIGID_BODY = 0x26;
/**
* Returns string name for component number
@ -163,6 +167,9 @@ GameLib.Component.GetComponentName = function(number) {
case 0x21 : return 'GameLib.D3.Mesh.Sphere';
case 0x22 : return 'GameLib.D3.Mesh.Plane';
case 0x23 : return 'GameLib.D3.Mesh.Curve';
case 0x24 : return 'GameLib.D3.World';
case 0x25 : return 'GameLib.D3.Broadphase';
case 0x26 : return 'GameLib.D3.RigidBody';
break;
}
};

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@ -0,0 +1,53 @@
/**
* Raw Broadphase API object - should always correspond with the Broadphase Schema
* @param id
* @param name
* @param broadphaseType
* @param parentEntity
* @constructor
*/
GameLib.D3.API.Broadphase = function(
id,
name,
broadphaseType,
parentEntity
) {
if (GameLib.Utils.UndefinedOrNull(id)) {
id = GameLib.Utils.RandomId();
}
this.id = id;
if (GameLib.Utils.UndefinedOrNull(name)) {
name = 'Broadphase (' + this.id + ')';
}
this.name = name;
if (GameLib.Utils.UndefinedOrNull(broadphaseType)) {
broadphaseType = GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE;
}
this.broadphaseType = broadphaseType;
if (GameLib.Utils.UndefinedOrNull(parentEntity)) {
parentEntity = null;
}
this.parentEntity = parentEntity;
};
GameLib.D3.API.Broadphase.prototype = Object.create(GameLib.Component.prototype);
GameLib.D3.API.Broadphase.prototype.constructor = GameLib.D3.API.Broadphase;
/**
* Creates an API Broadphase from an Object Broadphase
* @param objectBroadphase
* @constructor
*/
GameLib.D3.API.Broadphase.FromObject = function(objectBroadphase) {
return new GameLib.D3.API.Broadphase(
objectBroadphase.id,
objectBroadphase.name,
objectBroadphase.broadphaseType,
objectBroadphase.parentEntity
);
};

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@ -0,0 +1,77 @@
/**
* Raw World API object - should always correspond with the World Schema
* @param id
* @param name
* @param gravity
* @param broadphase
* @param solver
* @param rigidBodies
* @param parentEntity
* @constructor
*/
GameLib.D3.API.World = function(
id,
name,
gravity,
broadphase,
solver,
rigidBodies,
parentEntity
) {
if (GameLib.Utils.UndefinedOrNull(id)) {
id = GameLib.Utils.RandomId();
}
this.id = id;
if (GameLib.Utils.UndefinedOrNull(name)) {
name = 'World (' + this.id + ')';
}
this.name = name;
if (GameLib.Utils.UndefinedOrNull(gravity)) {
gravity = -9.81;
}
this.gravity = gravity;
if (GameLib.Utils.UndefinedOrNull(broadphase)) {
broadphase = null;
}
this.broadphase = broadphase;
if (GameLib.Utils.UndefinedOrNull(solver)) {
solver = null;
}
this.solver = solver;
if (GameLib.Utils.UndefinedOrNull(rigidBodies)) {
rigidBodies = [];
}
this.rigidBodies = rigidBodies;
if (GameLib.Utils.UndefinedOrNull(parentEntity)) {
parentEntity = null;
}
this.parentEntity = parentEntity;
};
GameLib.D3.API.World.prototype = Object.create(GameLib.Component.prototype);
GameLib.D3.API.World.prototype.constructor = GameLib.D3.API.World;
/**
* Creates an API World from an Object World
* @param objectWorld
* @constructor
*/
GameLib.D3.API.World.FromObject = function(objectWorld) {
return new GameLib.D3.API.World(
objectWorld.id,
objectWorld.name,
objectWorld.gravity,
objectWorld.broadphase,
objectWorld.solver,
objectWorld.rigidBodies,
objectWorld.parentEntity
);
};

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@ -0,0 +1,112 @@
/**
* Broadphase Runtime
* @param physics GameLib.D3.Graphics
* @param apiBroadphase GameLib.D3.API.Broadphase
* @constructor
*/
GameLib.D3.Broadphase = function (
physics,
apiBroadphase
) {
this.physics = physics;
this.physics.isNotCannonThrow();
if (GameLib.Utils.UndefinedOrNull(apiBroadphase)) {
apiBroadphase = {};
}
if (apiBroadphase instanceof GameLib.D3.Broadphase) {
return apiBroadphase;
}
GameLib.D3.API.Broadphase.call(
this,
apiBroadphase.id,
apiBroadphase.name,
apiBroadphase.broadphaseType,
apiBroadphase.parentEntity
);
GameLib.Component.call(
this,
GameLib.Component.COMPONENT_BROADPHASE,
{
}
);
};
GameLib.D3.Broadphase.prototype = Object.create(GameLib.D3.API.Broadphase.prototype);
GameLib.D3.Broadphase.prototype.constructor = GameLib.D3.Broadphase;
/**
*
* @returns {*}
*/
GameLib.D3.Broadphase.prototype.createInstance = function() {
//todo
var instance = null;
if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE) {
instance = new this.engine.instance.NaiveBroadphase();
} else if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_GRID) {
instance = new this.engine.instance.GridBroadphase();
} else if (this.broadphaseType == GameLib.D3.Broadphase.BROADPHASE_TYPE_SAP) {
instance = new this.engine.instance.SAPBroadphase();
} else {
console.warn('Unsupported broadphase type: ' + this.broadphaseType);
throw new Error('Unsupported broadphase type: ' + this.broadphaseType);
}
return instance;
};
/**
*
*/
GameLib.D3.Broadphase.prototype.updateInstance = function() {
//todo
};
/**
* GameLib.D3.Broadphase to GameLib.D3.API.Broadphase
* @returns {GameLib.D3.API.Broadphase}
*/
GameLib.D3.Broadphase.prototype.toApiObject = function() {
var apiBroadphase = new GameLib.D3.API.Broadphase(
this.id,
this.name,
this.broadphaseType,
GameLib.Utils.IdOrNull(this.parentEntity)
);
return apiBroadphase;
};
/**
* GameLib.D3.Broadphase from Object Broadphase
* @param graphics
* @param objectComponent
* @returns {GameLib.D3.Broadphase}
* @constructor
*/
GameLib.D3.Broadphase.FromObject = function(graphics, objectComponent) {
var apiBroadphase = GameLib.D3.API.Broadphase.FromObject(objectComponent);
return new GameLib.D3.Broadphase(
graphics,
apiBroadphase
);
};
/**
* Broadphase Types
* @type {number}
*/
GameLib.D3.Broadphase.BROADPHASE_TYPE_NAIVE = 0x1;
GameLib.D3.Broadphase.BROADPHASE_TYPE_GRID = 0x2;
GameLib.D3.Broadphase.BROADPHASE_TYPE_SAP = 0x3;

873
src/game-lib-d3-world.js Normal file
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@ -0,0 +1,873 @@
/**
* World SuperSet - contains the custom world instance
* @constructor
* @param physics
* @param apiWorld
*/
GameLib.D3.World = function(
physics,
apiWorld
) {
this.physics = physics;
this.physics.isNotCannonThrow();
if (GameLib.Utils.UndefinedOrNull(apiWorld)) {
apiWorld = {};
}
if (apiWorld instanceof GameLib.D3.World) {
return apiWorld;
}
GameLib.D3.API.World.call(
this,
apiWorld.id,
apiWorld.name,
apiWorld.gravity,
apiWorld.broadphase,
apiWorld.solver,
apiWorld.rigidBodies,
apiWorld.parentEntity
);
if (this.broadphase instanceof GameLib.D3.API.Broadphase) {
return new GameLib.D3.Broadphase(
this.physics,
this.broadphase
);
}
if (this.solver instanceof GameLib.D3.API.Solver) {
return new GameLib.D3.Solver(
this.physics,
this.broadphase
);
}
GameLib.Component.call(
this,
GameLib.Component.COMPONENT_WORLD,
{
'broadphase' : [GameLib.D3.Broadphase],
'solver' : [GameLib.D3.Solver],
'rigidBodies' : [GameLib.D3.RigidBody]
}
);
};
GameLib.D3.World.prototype = Object.create(GameLib.D3.API.World.prototype);
GameLib.D3.World.prototype.constructor = GameLib.D3.World;
/**
* private
* @returns {GameLib.D3.World|GameLib.D3.Physics.World|*}
*/
GameLib.D3.World.prototype.createInstance = function() {
var instance = new CANNON.World();
instance.broadphase = this.broadphase.instance;
instance.solver = this.solver.instance;
instance.gravity.x = this.gravity.x;
instance.gravity.y = this.gravity.y;
instance.gravity.z = this.gravity.z;
return instance;
};
/**
*
*/
GameLib.D3.World.prototype.updateInstance = function() {
this.instance.broadphase = this.broadphase.instance;
this.instance.solver = this.solver.instance;
this.instance.gravity.x = this.gravity.x;
this.instance.gravity.y = this.gravity.y;
this.instance.gravity.z = this.gravity.z;
};
/**
* GameLib.D3.World to GameLib.D3.API.World
* @returns {GameLib.D3.API.World}
*/
GameLib.D3.World.prototype.toApiObject = function() {
var apiWorld = new GameLib.D3.API.World(
this.id,
this.name,
this.gravity.toApiObject(),
this.GameLib.Utils.IdOrNull(this.broadphase),
this.GameLib.Utils.IdOrNull(this.solver),
this.rigidBodies.map(function(body){
return GameLib.Utils.IdOrNull(body);
}),
GameLib.Utils.IdOrNull(this.parentEntity)
);
return apiWorld;
};
/**
* GameLib.D3.World from Object World
* @param graphics
* @param objectComponent
* @returns {GameLib.D3.World}
* @constructor
*/
GameLib.D3.World.FromObject = function(graphics, objectComponent) {
var apiWorld = GameLib.D3.API.World.FromObject(objectComponent);
return new GameLib.D3.World(
graphics,
apiWorld
);
};
GameLib.D3.World.prototype.step = function(deltaTime) {
if (this.isCannon) {
this.instance.step(deltaTime);
}
// if (this.isOimo) {
// //TODO: oimo
// }
};
//
// GameLib.D3.World.prototype.step = function(
// fixedStep,
// dtStep
// ) {
//
// };
//
// GameLib.D3.World.prototype.generateWireframeViewTriangleMesh = function(
// graphics,
// triangleMeshShape,
// 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 v = 0, l = triangleMeshShape.instance.vertices.length / 3; v < l; ++v) {
// graphicsGeometry.vertices.push(
// new graphics.instance.Vector3(
// triangleMeshShape.instance.vertices[v * 3],
// triangleMeshShape.instance.vertices[v * 3 + 1],
// triangleMeshShape.instance.vertices[v * 3 + 2]
// )
// );
// }
//
// 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
// };
// };

View File

@ -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 = [];
};