start writing tests

beta.r3js.org
Theunis J. Botha 2016-10-18 13:37:38 +02:00
parent 48c44abf93
commit d9c4cee85f
14 changed files with 506 additions and 412 deletions

File diff suppressed because one or more lines are too long

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@ -1328,10 +1328,11 @@ GameLib.D3.Material.TYPE_SPRITE = "SpriteMaterial";
GameLib.D3.Material.TYPE_MULTI_MATERIAL= "MultiMaterial";
/**
* Creates a this.THREE.Material from a GameLib.D3.Material
* Creates a THREE.Material from a GameLib.D3.Material
* @param blenderMaterial GameLib.D3.Material
* @param THREE THREE.js
*/
GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial, THREE) {
var defer = this.Q.defer();
@ -1341,7 +1342,7 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
if (blenderMaterial.materialType == GameLib.D3.Material.TYPE_MESH_STANDARD) {
threeMaterial = new this.THREE.MeshStandardMaterial({
threeMaterial = new THREE.MeshStandardMaterial({
name: blenderMaterial.name,
opacity: blenderMaterial.opacity,
transparent: blenderMaterial.transparent,
@ -1361,7 +1362,7 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
overdraw: blenderMaterial.overdraw,
visible: blenderMaterial.visible,
side: blenderMaterial.side,
color: new this.THREE.Color(
color: new THREE.Color(
blenderMaterial.color.r,
blenderMaterial.color.g,
blenderMaterial.color.b
@ -1370,7 +1371,7 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
metalness: blenderMaterial.metalness,
lightMapIntensity: blenderMaterial.lightMapIntensity,
aoMapIntensity: blenderMaterial.aoMapIntensity,
emissive: new this.THREE.Color(
emissive: new THREE.Color(
blenderMaterial.emissive.r,
blenderMaterial.emissive.g,
blenderMaterial.emissive.b
@ -1407,7 +1408,7 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
);
} else if (blenderMaterial.materialType == GameLib.D3.Material.TYPE_MESH_PHONG) {
threeMaterial = new this.THREE.MeshPhongMaterial({
threeMaterial = new THREE.MeshPhongMaterial({
name: blenderMaterial.name,
opacity: blenderMaterial.opacity,
transparent: blenderMaterial.transparent,
@ -1427,12 +1428,12 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
overdraw: blenderMaterial.overdraw,
visible: blenderMaterial.visible,
side: blenderMaterial.side,
color: new this.THREE.Color(
color: new THREE.Color(
blenderMaterial.color.r,
blenderMaterial.color.g,
blenderMaterial.color.b
),
specular: new this.THREE.Color(
specular: new THREE.Color(
blenderMaterial.specular.r,
blenderMaterial.specular.g,
blenderMaterial.specular.b
@ -1440,7 +1441,7 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
shininess: blenderMaterial.shininess,
lightMapIntensity: blenderMaterial.lightMapIntensity,
aoMapIntensity: blenderMaterial.aoMapIntensity,
emissive: new this.THREE.Color(
emissive: new THREE.Color(
blenderMaterial.emissive.r,
blenderMaterial.emissive.g,
blenderMaterial.emissive.b
@ -2321,22 +2322,35 @@ GameLib.D3.PolyVertex.prototype.clone = function() {
* TODO: body + wheels[]
* @constructor
*/
GameLib.D3.Physics.RaycastVehicle = function(
GameLib.D3.RaycastVehicle = function(
) {
this.vehicleObject = null;
};
GameLib.D3.RaycastVehicle.prototype.GetWheelInfo = function(
) {
// note: need a way to determine which engine we are currently using
return this.vehicleObject.wheelInfos;
};
/**
* Physics Rigid Body Vehicle Superset
* TODO: body + wheels[]
* @constructor
*/
GameLib.D3.Physics.RigidVehicle = function(
GameLib.D3.RigidVehicle = function(
) {
this.vehicleObject = null;
};
GameLib.D3.RigidVehicle.prototype.GetWheelInfo = function(
) {
// note: need a way to determine which engine we are currently using
return this.vehicleObject.wheelBodies;
};
/**
* RigidBody Superset
* @param mass
@ -2357,7 +2371,7 @@ GameLib.D3.Physics.RigidVehicle = function(
* @returns {GameLib.D3.Physics.RigidBody}
* @constructor
*/
GameLib.D3.Physics.RigidBody = function(
GameLib.D3.RigidBody = function(
mass,
friction,
position,
@ -2398,7 +2412,7 @@ GameLib.D3.Physics.RigidBody = function(
*
* @returns {*}
*/
GameLib.D3.Physics.World.RigidBody.prototype.createRigidBodyInstance = function() {
GameLib.D3.RigidBody.prototype.createRigidBodyInstance = function() {
var rigidBody = null;
@ -3217,7 +3231,6 @@ GameLib.D3.Physics.GS_SOLVER = 0x2;
/**
* Texture Superset
* @param id
* @param path
* @param name
* @param image
* @param wrapS
@ -3887,6 +3900,105 @@ GameLib.D3.Vector3.prototype.normalize = function () {
return this;
};
GameLib.D3.Vector4 = function(x, y, z, w) {
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 0;
if (x) {
this.x = x;
}
if (y) {
this.y = y;
}
if (z) {
this.z = z;
}
if (w) {
this.w = w;
}
};
GameLib.D3.Vector4.prototype.translate = function (v) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
};
GameLib.D3.Vector4.prototype.copy = function () {
return new GameLib.D3.Vector4(
this.x,
this.y,
this.z,
this.w
);
};
GameLib.D3.Vector4.prototype.multiply = function (s) {
if (s instanceof GameLib.D3.Vector3) {
this.x *= s.x;
this.y *= s.y;
this.z *= s.z;
} else if (s instanceof GameLib.D3.Matrix4) {
var x = s.rows[0].x * this.x + s.rows[0].y * this.y + s.rows[0].z * this.z + s.rows[0].w * this.w;
var y = s.rows[1].x * this.x + s.rows[1].y * this.y + s.rows[1].z * this.z + s.rows[1].w * this.w;
var z = s.rows[2].x * this.x + s.rows[2].y * this.y + s.rows[2].z * this.z + s.rows[2].w * this.w;
var w = s.rows[3].x * this.x + s.rows[3].y * this.y + s.rows[3].z * this.z + s.rows[3].w * this.w;
this.x = x;
this.y = y;
this.z = z;
this.w = w;
} else {
console.log("functionality not implemented - please do this");
throw new Error("not implemented");
}
};
GameLib.D3.Vector4.prototype.normalize = function () {
// note - leave w untouched
var EPSILON = 0.000001;
var v2 = this.x * this.x + this.y * this.y + this.z * this.z;
if (v2 < EPSILON) {
return this; //do nothing for zero vector
}
var invLength = 1 / Math.sqrt(v2);
this.x *= invLength;
this.y *= invLength;
this.z *= invLength;
return this;
};
GameLib.D3.Vector4.prototype.subtract = function (v) {
if (v instanceof GameLib.D3.Vector3) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
}
if (v instanceof GameLib.D3.Vector4) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
}
return this;
};
GameLib.D3.Vector4.Points = function () {
this.vectors = [];
};
@ -4111,105 +4223,6 @@ GameLib.D3.Vector4.Points.prototype.toOrigin = function () {
this.vectors[i].translate(distanceFromOrigin);
}
};
GameLib.D3.Vector4 = function(x, y, z, w) {
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 0;
if (x) {
this.x = x;
}
if (y) {
this.y = y;
}
if (z) {
this.z = z;
}
if (w) {
this.w = w;
}
};
GameLib.D3.Vector4.prototype.translate = function (v) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
};
GameLib.D3.Vector4.prototype.copy = function () {
return new GameLib.D3.Vector4(
this.x,
this.y,
this.z,
this.w
);
};
GameLib.D3.Vector4.prototype.multiply = function (s) {
if (s instanceof GameLib.D3.Vector3) {
this.x *= s.x;
this.y *= s.y;
this.z *= s.z;
} else if (s instanceof GameLib.D3.Matrix4) {
var x = s.rows[0].x * this.x + s.rows[0].y * this.y + s.rows[0].z * this.z + s.rows[0].w * this.w;
var y = s.rows[1].x * this.x + s.rows[1].y * this.y + s.rows[1].z * this.z + s.rows[1].w * this.w;
var z = s.rows[2].x * this.x + s.rows[2].y * this.y + s.rows[2].z * this.z + s.rows[2].w * this.w;
var w = s.rows[3].x * this.x + s.rows[3].y * this.y + s.rows[3].z * this.z + s.rows[3].w * this.w;
this.x = x;
this.y = y;
this.z = z;
this.w = w;
} else {
console.log("functionality not implemented - please do this");
throw new Error("not implemented");
}
};
GameLib.D3.Vector4.prototype.normalize = function () {
// note - leave w untouched
var EPSILON = 0.000001;
var v2 = this.x * this.x + this.y * this.y + this.z * this.z;
if (v2 < EPSILON) {
return this; //do nothing for zero vector
}
var invLength = 1 / Math.sqrt(v2);
this.x *= invLength;
this.y *= invLength;
this.z *= invLength;
return this;
};
GameLib.D3.Vector4.prototype.subtract = function (v) {
if (v instanceof GameLib.D3.Vector3) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
}
if (v instanceof GameLib.D3.Vector4) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
}
return this;
};
/**
* The normal gets assigned when the face calculates its normal
@ -4331,7 +4344,7 @@ GameLib.D3.World.prototype.createWorldInstance = function() {
return customWorld;
};
GameLib.D3.Physics.World.prototype.AddShape = function(
GameLib.D3.World.prototype.AddShape = function(
shape, // d3.physics.shape
rigidBody,
offset, // vec3
@ -4359,11 +4372,11 @@ GameLib.D3.Physics.World.prototype.AddShape = function(
}
};
GameLib.D3.Physics.World.prototype.Wheel = function() {
GameLib.D3.World.prototype.Wheel = function() {
};
GameLib.D3.Physics.World.prototype.CreateRigidVehicle = function(
GameLib.D3.World.prototype.CreateRigidVehicle = function(
chassisBody // Physics.RigidBody
) {
var rigidVehicle = new GameLib.D3.Physics.RigidVehicle();
@ -4377,7 +4390,7 @@ GameLib.D3.Physics.World.prototype.CreateRigidVehicle = function(
}
};
GameLib.D3.Physics.World.prototype.CreateRaycastVehicle = function(
GameLib.D3.World.prototype.CreateRaycastVehicle = function(
chassisBody // Physics.RigidBody
) {
var raycastVehicle = new GameLib.D3.Physics.RaycastVehicle();
@ -4391,7 +4404,7 @@ GameLib.D3.Physics.World.prototype.CreateRaycastVehicle = function(
}
};
GameLib.D3.Physics.World.prototype.AddWheelToRigidVehicle = function(
GameLib.D3.World.prototype.AddWheelToRigidVehicle = function(
vehicle,
rigidBody,
position,
@ -4408,7 +4421,7 @@ GameLib.D3.Physics.World.prototype.AddWheelToRigidVehicle = function(
}
};
GameLib.D3.Physics.World.prototype.AddWheelToRaycastVehicle = function (
GameLib.D3.World.prototype.AddWheelToRaycastVehicle = function (
vehicle, // physics.raycastvehicle
options // cannon options
) {
@ -4419,22 +4432,9 @@ GameLib.D3.Physics.World.prototype.AddWheelToRaycastVehicle = function (
}
};
GameLib.D3.Physics.World.prototype.RigidVehicle.prototype.GetWheelInfo = function(
) {
// note: need a way to determine which engine we are currently using
return this.vehicleObject.wheelBodies;
};
GameLib.D3.Physics.World.prototype.RaycastVehicle.prototype.GetWheelInfo = function(
) {
// note: need a way to determine which engine we are currently using
return this.vehicleObject.wheelInfos;
};
GameLib.D3.Physics.World.prototype.CreateTriMeshShape = function(
GameLib.D3.World.prototype.CreateTriMeshShape = function(
vertices, // flat list of floats
indices // flat list of floats
) {
@ -4443,7 +4443,7 @@ GameLib.D3.Physics.World.prototype.CreateTriMeshShape = function(
}
};
GameLib.D3.Physics.World.prototype.CreateSphereShape = function (
GameLib.D3.World.prototype.CreateSphereShape = function (
radius
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
@ -4451,7 +4451,7 @@ GameLib.D3.Physics.World.prototype.CreateSphereShape = function (
}
};
GameLib.D3.Physics.World.prototype.CreateBoxShape = function(
GameLib.D3.World.prototype.CreateBoxShape = function(
halfExtensions // vec3
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
@ -4459,7 +4459,7 @@ GameLib.D3.Physics.World.prototype.CreateBoxShape = function(
}
};
GameLib.D3.Physics.World.prototype.CreateCylinderShape = function(
GameLib.D3.World.prototype.CreateCylinderShape = function(
radiusTop,
radiusBottom,
height,
@ -4470,7 +4470,7 @@ GameLib.D3.Physics.World.prototype.CreateCylinderShape = function(
}
};
GameLib.D3.Physics.World.prototype.AddRigidBody = function(
GameLib.D3.World.prototype.AddRigidBody = function(
rigidBody // Physics.RigidBody
) {
if(this.physics.engineType === GameLib.D3.Physics.TYPE_CANNON) {
@ -4478,7 +4478,7 @@ GameLib.D3.Physics.World.prototype.AddRigidBody = function(
}
};
GameLib.D3.Physics.World.prototype.AddVehicle = function(
GameLib.D3.World.prototype.AddVehicle = function(
vehicle // note: physics.vehicle
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
@ -4486,7 +4486,7 @@ GameLib.D3.Physics.World.prototype.AddVehicle = function(
}
};
GameLib.D3.Physics.World.prototype.Step = function(
GameLib.D3.World.prototype.Step = function(
timeStep
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
@ -4512,7 +4512,7 @@ GameLib.D3.Physics.World.prototype.Step = function(
}
};
GameLib.D3.Physics.World.prototype.GetIndexedVertices = function(
GameLib.D3.World.prototype.GetIndexedVertices = function(
triangleMeshShape
) {
@ -4530,7 +4530,7 @@ GameLib.D3.Physics.World.prototype.GetIndexedVertices = function(
};
GameLib.D3.Physics.World.prototype.GenerateWireframeViewMesh = function(
GameLib.D3.World.prototype.GenerateWireframeViewMesh = function(
triangleMeshShape,
normalLength,
scale,
@ -4589,7 +4589,7 @@ GameLib.D3.Physics.World.prototype.GenerateWireframeViewMesh = function(
return wireframeTHREEMesh;
};
GameLib.D3.Physics.World.prototype.GenerateTriangleCollisionMesh = function(
GameLib.D3.World.prototype.GenerateTriangleCollisionMesh = function(
threeMesh,
mass, // default = 0
friction, // default = 10

1
config.js Symbolic link
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@ -0,0 +1 @@
../config/config.js

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@ -2,6 +2,9 @@ var gulp = require('gulp');
var concat = require('gulp-concat');
var sort = require('gulp-sort');
var minify = require('gulp-minify');
var plumber = require('gulp-plumber');
var istanbul = require('gulp-istanbul');
var mocha = require('gulp-mocha');
gulp.task(
'build',
@ -19,6 +22,39 @@ gulp.task(
}
);
gulp.task('test-prepare', function(){
return gulp.src(['./build/game-lib.js'])
.pipe(plumber())
.pipe(istanbul())
.pipe(istanbul.hookRequire())
.on('end', function(){
console.log('prepared the game lib for code coverage');
});
});
gulp.task(
'test',
['build', 'test-prepare'],
function() {
gulp.src('./test/test.*.js')
.pipe(sort())
.pipe(plumber())
.pipe(mocha({reporter: 'spec'}))
.pipe(istanbul.writeReports())
.pipe(istanbul.enforceThresholds({thresholds:{global:90}}))
.on('error',
function(error) {
console.log('plugin error occurred' + error);
}
)
.on('end',
function() {
console.log('test task ended')
}
);
}
);
gulp.task(
'default',
['build'],

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@ -9,5 +9,13 @@
"gulp-sort": "^2.0.0"
},
"repository": "https://github.com/ToywheelDev/game-lib.git",
"license": "UNLICENSED"
"license": "UNLICENSED",
"devDependencies": {
"chai": "^3.5.0",
"gulp-istanbul": "^1.1.1",
"gulp-mocha": "^3.0.1",
"gulp-plumber": "^1.1.0",
"sinon": "^1.17.6",
"sinon-chai": "^2.8.0"
}
}

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@ -507,10 +507,11 @@ GameLib.D3.Material.TYPE_SPRITE = "SpriteMaterial";
GameLib.D3.Material.TYPE_MULTI_MATERIAL= "MultiMaterial";
/**
* Creates a this.THREE.Material from a GameLib.D3.Material
* Creates a THREE.Material from a GameLib.D3.Material
* @param blenderMaterial GameLib.D3.Material
* @param THREE THREE.js
*/
GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial, THREE) {
var defer = this.Q.defer();
@ -520,7 +521,7 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
if (blenderMaterial.materialType == GameLib.D3.Material.TYPE_MESH_STANDARD) {
threeMaterial = new this.THREE.MeshStandardMaterial({
threeMaterial = new THREE.MeshStandardMaterial({
name: blenderMaterial.name,
opacity: blenderMaterial.opacity,
transparent: blenderMaterial.transparent,
@ -540,7 +541,7 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
overdraw: blenderMaterial.overdraw,
visible: blenderMaterial.visible,
side: blenderMaterial.side,
color: new this.THREE.Color(
color: new THREE.Color(
blenderMaterial.color.r,
blenderMaterial.color.g,
blenderMaterial.color.b
@ -549,7 +550,7 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
metalness: blenderMaterial.metalness,
lightMapIntensity: blenderMaterial.lightMapIntensity,
aoMapIntensity: blenderMaterial.aoMapIntensity,
emissive: new this.THREE.Color(
emissive: new THREE.Color(
blenderMaterial.emissive.r,
blenderMaterial.emissive.g,
blenderMaterial.emissive.b
@ -586,7 +587,7 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
);
} else if (blenderMaterial.materialType == GameLib.D3.Material.TYPE_MESH_PHONG) {
threeMaterial = new this.THREE.MeshPhongMaterial({
threeMaterial = new THREE.MeshPhongMaterial({
name: blenderMaterial.name,
opacity: blenderMaterial.opacity,
transparent: blenderMaterial.transparent,
@ -606,12 +607,12 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
overdraw: blenderMaterial.overdraw,
visible: blenderMaterial.visible,
side: blenderMaterial.side,
color: new this.THREE.Color(
color: new THREE.Color(
blenderMaterial.color.r,
blenderMaterial.color.g,
blenderMaterial.color.b
),
specular: new this.THREE.Color(
specular: new THREE.Color(
blenderMaterial.specular.r,
blenderMaterial.specular.g,
blenderMaterial.specular.b
@ -619,7 +620,7 @@ GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
shininess: blenderMaterial.shininess,
lightMapIntensity: blenderMaterial.lightMapIntensity,
aoMapIntensity: blenderMaterial.aoMapIntensity,
emissive: new this.THREE.Color(
emissive: new THREE.Color(
blenderMaterial.emissive.r,
blenderMaterial.emissive.g,
blenderMaterial.emissive.b

View File

@ -3,8 +3,14 @@
* TODO: body + wheels[]
* @constructor
*/
GameLib.D3.Physics.RaycastVehicle = function(
GameLib.D3.RaycastVehicle = function(
) {
this.vehicleObject = null;
};
GameLib.D3.RaycastVehicle.prototype.GetWheelInfo = function(
) {
// note: need a way to determine which engine we are currently using
return this.vehicleObject.wheelInfos;
};

View File

@ -3,7 +3,14 @@
* TODO: body + wheels[]
* @constructor
*/
GameLib.D3.Physics.RigidVehicle = function(
GameLib.D3.RigidVehicle = function(
) {
this.vehicleObject = null;
};
GameLib.D3.RigidVehicle.prototype.GetWheelInfo = function(
) {
// note: need a way to determine which engine we are currently using
return this.vehicleObject.wheelBodies;
};

View File

@ -18,7 +18,7 @@
* @returns {GameLib.D3.Physics.RigidBody}
* @constructor
*/
GameLib.D3.Physics.RigidBody = function(
GameLib.D3.RigidBody = function(
mass,
friction,
position,
@ -59,7 +59,7 @@ GameLib.D3.Physics.RigidBody = function(
*
* @returns {*}
*/
GameLib.D3.Physics.World.RigidBody.prototype.createRigidBodyInstance = function() {
GameLib.D3.RigidBody.prototype.createRigidBodyInstance = function() {
var rigidBody = null;

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@ -1,7 +1,6 @@
/**
* Texture Superset
* @param id
* @param path
* @param name
* @param image
* @param wrapS

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@ -1,224 +0,0 @@
GameLib.D3.Vector4.Points = function () {
this.vectors = [];
};
GameLib.D3.Vector4.Points.prototype.add = function (vector) {
if (vector instanceof GameLib.D3.Vector3) {
vector = new GameLib.D3.Vector4(
vector.x,
vector.y,
vector.z,
1
)
}
if (!vector instanceof GameLib.D3.Vector4) {
console.warn("Vector needs to be of type Vector4");
throw new Error("Vector needs to be of type Vector4");
}
this.vectors.push(vector);
return this;
};
GameLib.D3.Vector4.Points.prototype.copy = function () {
var vectors = [];
for (var i = 0; i < this.vectors.length; i++) {
vectors.push(this.vectors[i].copy());
}
return vectors;
};
GameLib.D3.Vector4.Points.prototype.maximizeXDistance = function (grain) {
// console.log("vectors (before): " + JSON.stringify(this.vectors, null, 2));
var multiplier = 0;
var rotationMatrixY = new GameLib.D3.Matrix4().rotationMatrixY(grain);
var totalRadians = 0;
var backupVectors = this.copy();
var maxXDistance = 0;
for (var i = 0; i < Math.PI * 2; i += grain) {
multiplier++;
for (var j = 0; j < this.vectors.length; j++) {
this.vectors[j] = rotationMatrixY.multiply(this.vectors[j]);
}
var distances = this.distances();
if (distances.x > maxXDistance) {
maxXDistance = distances.x;
totalRadians = multiplier * grain;
}
}
this.vectors = backupVectors;
// console.log("distance: " + maxXDistance + " radians : " + totalRadians);
var maxRotationMatrix = new GameLib.D3.Matrix4().rotationMatrixY(totalRadians);
for (var k = 0; k < this.vectors.length; k++) {
this.vectors[k] = maxRotationMatrix.multiply(this.vectors[k]);
}
// console.log("vectors (after): " + JSON.stringify(this.vectors, null, 2));
};
GameLib.D3.Vector4.Points.prototype.maximizeYDistance = function (grain) {
// console.log("vectors (before): " + JSON.stringify(this.vectors, null, 2));
var multiplier = 0;
var rotationMatrixX = new GameLib.D3.Matrix4().rotationMatrixX(grain);
var totalRadians = 0;
var backupVectors = this.copy();
var maxYDistance = 0;
for (var i = 0; i < Math.PI * 2; i += grain) {
multiplier++;
for (var j = 0; j < this.vectors.length; j++) {
this.vectors[j] = rotationMatrixX.multiply(this.vectors[j]);
}
var distances = this.distances();
if (distances.y > maxYDistance) {
maxYDistance = distances.y;
totalRadians = multiplier * grain;
}
}
this.vectors = backupVectors;
// console.log("distance: " + maxYDistance + " radians : " + totalRadians);
var maxRotationMatrix = new GameLib.D3.Matrix4().rotationMatrixX(totalRadians);
for (var k = 0; k < this.vectors.length; k++) {
this.vectors[k] = maxRotationMatrix.multiply(this.vectors[k]);
}
// console.log("vectors (after): " + JSON.stringify(this.vectors, null, 2));
};
GameLib.D3.Vector4.Points.prototype.lookAt = function (at, up) {
var polyCenter = this.average();
console.log("poly center : " + JSON.stringify(polyCenter));
var lookAtMatrix = new GameLib.D3.Matrix4().lookAt(polyCenter, at, up);
lookAtMatrix.rows[0] = new GameLib.D3.Vector4(1, 0, 0, 0);
lookAtMatrix.rows[1] = new GameLib.D3.Vector4(0, 0, 1, 0);
lookAtMatrix.rows[2] = new GameLib.D3.Vector4(0, 1, 0, 0);
console.log("look at matrix : " + JSON.stringify(lookAtMatrix, null, 2));
for (var i = 0; i < this.vectors.length; i++) {
console.log("vector " + i + " (before): " + JSON.stringify(this.vectors[i]));
this.vectors[i] = lookAtMatrix.multiply(this.vectors[i]);
console.log("vector " + i + " (after) : " + JSON.stringify(this.vectors[i]));
}
};
GameLib.D3.Vector4.Points.prototype.distances = function () {
var minX = this.vectors[0].x;
var minY = this.vectors[0].y;
var minZ = this.vectors[0].z;
var maxX = this.vectors[0].x;
var maxY = this.vectors[0].y;
var maxZ = this.vectors[0].z;
for (var i = 0; i < this.vectors.length; i++) {
if (this.vectors[i].x < minX) {
minX = this.vectors[i].x;
}
if (this.vectors[i].y < minY) {
minY = this.vectors[i].y;
}
if (this.vectors[i].z < minZ) {
minZ = this.vectors[i].z;
}
if (this.vectors[i].x > maxX) {
maxX = this.vectors[i].x;
}
if (this.vectors[i].y > maxY) {
maxY = this.vectors[i].y;
}
if (this.vectors[i].z > maxZ) {
maxZ = this.vectors[i].z;
}
}
return new GameLib.D3.Vector3(
Math.abs(maxX - minX),
Math.abs(maxY - minY),
Math.abs(maxY - minZ)
)
};
GameLib.D3.Vector4.Points.prototype.average = function () {
var averageX = 0;
var averageY = 0;
var averageZ = 0;
for (var i = 0; i < this.vectors.length; i++) {
averageX += this.vectors[i].x;
averageY += this.vectors[i].y;
averageZ += this.vectors[i].z;
}
return new GameLib.D3.Vector3(
averageX / this.vectors.length,
averageY / this.vectors.length,
averageZ / this.vectors.length
);
};
GameLib.D3.Vector4.Points.prototype.negative = function () {
for (var i = 0; i < this.vectors.length; i++) {
this.vectors[i].x *= -1;
this.vectors[i].y *= -1;
this.vectors[i].z *= -1;
}
return this;
};
GameLib.D3.Vector4.Points.prototype.toOrigin = function () {
var distanceFromOrigin = this.average().negative();
for (var i = 0; i < this.vectors.length; i++) {
this.vectors[i].translate(distanceFromOrigin);
}
};

View File

@ -97,3 +97,227 @@ GameLib.D3.Vector4.prototype.subtract = function (v) {
return this;
};
GameLib.D3.Vector4.Points = function () {
this.vectors = [];
};
GameLib.D3.Vector4.Points.prototype.add = function (vector) {
if (vector instanceof GameLib.D3.Vector3) {
vector = new GameLib.D3.Vector4(
vector.x,
vector.y,
vector.z,
1
)
}
if (!vector instanceof GameLib.D3.Vector4) {
console.warn("Vector needs to be of type Vector4");
throw new Error("Vector needs to be of type Vector4");
}
this.vectors.push(vector);
return this;
};
GameLib.D3.Vector4.Points.prototype.copy = function () {
var vectors = [];
for (var i = 0; i < this.vectors.length; i++) {
vectors.push(this.vectors[i].copy());
}
return vectors;
};
GameLib.D3.Vector4.Points.prototype.maximizeXDistance = function (grain) {
// console.log("vectors (before): " + JSON.stringify(this.vectors, null, 2));
var multiplier = 0;
var rotationMatrixY = new GameLib.D3.Matrix4().rotationMatrixY(grain);
var totalRadians = 0;
var backupVectors = this.copy();
var maxXDistance = 0;
for (var i = 0; i < Math.PI * 2; i += grain) {
multiplier++;
for (var j = 0; j < this.vectors.length; j++) {
this.vectors[j] = rotationMatrixY.multiply(this.vectors[j]);
}
var distances = this.distances();
if (distances.x > maxXDistance) {
maxXDistance = distances.x;
totalRadians = multiplier * grain;
}
}
this.vectors = backupVectors;
// console.log("distance: " + maxXDistance + " radians : " + totalRadians);
var maxRotationMatrix = new GameLib.D3.Matrix4().rotationMatrixY(totalRadians);
for (var k = 0; k < this.vectors.length; k++) {
this.vectors[k] = maxRotationMatrix.multiply(this.vectors[k]);
}
// console.log("vectors (after): " + JSON.stringify(this.vectors, null, 2));
};
GameLib.D3.Vector4.Points.prototype.maximizeYDistance = function (grain) {
// console.log("vectors (before): " + JSON.stringify(this.vectors, null, 2));
var multiplier = 0;
var rotationMatrixX = new GameLib.D3.Matrix4().rotationMatrixX(grain);
var totalRadians = 0;
var backupVectors = this.copy();
var maxYDistance = 0;
for (var i = 0; i < Math.PI * 2; i += grain) {
multiplier++;
for (var j = 0; j < this.vectors.length; j++) {
this.vectors[j] = rotationMatrixX.multiply(this.vectors[j]);
}
var distances = this.distances();
if (distances.y > maxYDistance) {
maxYDistance = distances.y;
totalRadians = multiplier * grain;
}
}
this.vectors = backupVectors;
// console.log("distance: " + maxYDistance + " radians : " + totalRadians);
var maxRotationMatrix = new GameLib.D3.Matrix4().rotationMatrixX(totalRadians);
for (var k = 0; k < this.vectors.length; k++) {
this.vectors[k] = maxRotationMatrix.multiply(this.vectors[k]);
}
// console.log("vectors (after): " + JSON.stringify(this.vectors, null, 2));
};
GameLib.D3.Vector4.Points.prototype.lookAt = function (at, up) {
var polyCenter = this.average();
console.log("poly center : " + JSON.stringify(polyCenter));
var lookAtMatrix = new GameLib.D3.Matrix4().lookAt(polyCenter, at, up);
lookAtMatrix.rows[0] = new GameLib.D3.Vector4(1, 0, 0, 0);
lookAtMatrix.rows[1] = new GameLib.D3.Vector4(0, 0, 1, 0);
lookAtMatrix.rows[2] = new GameLib.D3.Vector4(0, 1, 0, 0);
console.log("look at matrix : " + JSON.stringify(lookAtMatrix, null, 2));
for (var i = 0; i < this.vectors.length; i++) {
console.log("vector " + i + " (before): " + JSON.stringify(this.vectors[i]));
this.vectors[i] = lookAtMatrix.multiply(this.vectors[i]);
console.log("vector " + i + " (after) : " + JSON.stringify(this.vectors[i]));
}
};
GameLib.D3.Vector4.Points.prototype.distances = function () {
var minX = this.vectors[0].x;
var minY = this.vectors[0].y;
var minZ = this.vectors[0].z;
var maxX = this.vectors[0].x;
var maxY = this.vectors[0].y;
var maxZ = this.vectors[0].z;
for (var i = 0; i < this.vectors.length; i++) {
if (this.vectors[i].x < minX) {
minX = this.vectors[i].x;
}
if (this.vectors[i].y < minY) {
minY = this.vectors[i].y;
}
if (this.vectors[i].z < minZ) {
minZ = this.vectors[i].z;
}
if (this.vectors[i].x > maxX) {
maxX = this.vectors[i].x;
}
if (this.vectors[i].y > maxY) {
maxY = this.vectors[i].y;
}
if (this.vectors[i].z > maxZ) {
maxZ = this.vectors[i].z;
}
}
return new GameLib.D3.Vector3(
Math.abs(maxX - minX),
Math.abs(maxY - minY),
Math.abs(maxY - minZ)
)
};
GameLib.D3.Vector4.Points.prototype.average = function () {
var averageX = 0;
var averageY = 0;
var averageZ = 0;
for (var i = 0; i < this.vectors.length; i++) {
averageX += this.vectors[i].x;
averageY += this.vectors[i].y;
averageZ += this.vectors[i].z;
}
return new GameLib.D3.Vector3(
averageX / this.vectors.length,
averageY / this.vectors.length,
averageZ / this.vectors.length
);
};
GameLib.D3.Vector4.Points.prototype.negative = function () {
for (var i = 0; i < this.vectors.length; i++) {
this.vectors[i].x *= -1;
this.vectors[i].y *= -1;
this.vectors[i].z *= -1;
}
return this;
};
GameLib.D3.Vector4.Points.prototype.toOrigin = function () {
var distanceFromOrigin = this.average().negative();
for (var i = 0; i < this.vectors.length; i++) {
this.vectors[i].translate(distanceFromOrigin);
}
};

View File

@ -105,7 +105,7 @@ GameLib.D3.World.prototype.createWorldInstance = function() {
return customWorld;
};
GameLib.D3.Physics.World.prototype.AddShape = function(
GameLib.D3.World.prototype.AddShape = function(
shape, // d3.physics.shape
rigidBody,
offset, // vec3
@ -133,11 +133,11 @@ GameLib.D3.Physics.World.prototype.AddShape = function(
}
};
GameLib.D3.Physics.World.prototype.Wheel = function() {
GameLib.D3.World.prototype.Wheel = function() {
};
GameLib.D3.Physics.World.prototype.CreateRigidVehicle = function(
GameLib.D3.World.prototype.CreateRigidVehicle = function(
chassisBody // Physics.RigidBody
) {
var rigidVehicle = new GameLib.D3.Physics.RigidVehicle();
@ -151,7 +151,7 @@ GameLib.D3.Physics.World.prototype.CreateRigidVehicle = function(
}
};
GameLib.D3.Physics.World.prototype.CreateRaycastVehicle = function(
GameLib.D3.World.prototype.CreateRaycastVehicle = function(
chassisBody // Physics.RigidBody
) {
var raycastVehicle = new GameLib.D3.Physics.RaycastVehicle();
@ -165,7 +165,7 @@ GameLib.D3.Physics.World.prototype.CreateRaycastVehicle = function(
}
};
GameLib.D3.Physics.World.prototype.AddWheelToRigidVehicle = function(
GameLib.D3.World.prototype.AddWheelToRigidVehicle = function(
vehicle,
rigidBody,
position,
@ -182,7 +182,7 @@ GameLib.D3.Physics.World.prototype.AddWheelToRigidVehicle = function(
}
};
GameLib.D3.Physics.World.prototype.AddWheelToRaycastVehicle = function (
GameLib.D3.World.prototype.AddWheelToRaycastVehicle = function (
vehicle, // physics.raycastvehicle
options // cannon options
) {
@ -193,22 +193,9 @@ GameLib.D3.Physics.World.prototype.AddWheelToRaycastVehicle = function (
}
};
GameLib.D3.Physics.World.prototype.RigidVehicle.prototype.GetWheelInfo = function(
) {
// note: need a way to determine which engine we are currently using
return this.vehicleObject.wheelBodies;
};
GameLib.D3.Physics.World.prototype.RaycastVehicle.prototype.GetWheelInfo = function(
) {
// note: need a way to determine which engine we are currently using
return this.vehicleObject.wheelInfos;
};
GameLib.D3.Physics.World.prototype.CreateTriMeshShape = function(
GameLib.D3.World.prototype.CreateTriMeshShape = function(
vertices, // flat list of floats
indices // flat list of floats
) {
@ -217,7 +204,7 @@ GameLib.D3.Physics.World.prototype.CreateTriMeshShape = function(
}
};
GameLib.D3.Physics.World.prototype.CreateSphereShape = function (
GameLib.D3.World.prototype.CreateSphereShape = function (
radius
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
@ -225,7 +212,7 @@ GameLib.D3.Physics.World.prototype.CreateSphereShape = function (
}
};
GameLib.D3.Physics.World.prototype.CreateBoxShape = function(
GameLib.D3.World.prototype.CreateBoxShape = function(
halfExtensions // vec3
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
@ -233,7 +220,7 @@ GameLib.D3.Physics.World.prototype.CreateBoxShape = function(
}
};
GameLib.D3.Physics.World.prototype.CreateCylinderShape = function(
GameLib.D3.World.prototype.CreateCylinderShape = function(
radiusTop,
radiusBottom,
height,
@ -244,7 +231,7 @@ GameLib.D3.Physics.World.prototype.CreateCylinderShape = function(
}
};
GameLib.D3.Physics.World.prototype.AddRigidBody = function(
GameLib.D3.World.prototype.AddRigidBody = function(
rigidBody // Physics.RigidBody
) {
if(this.physics.engineType === GameLib.D3.Physics.TYPE_CANNON) {
@ -252,7 +239,7 @@ GameLib.D3.Physics.World.prototype.AddRigidBody = function(
}
};
GameLib.D3.Physics.World.prototype.AddVehicle = function(
GameLib.D3.World.prototype.AddVehicle = function(
vehicle // note: physics.vehicle
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
@ -260,7 +247,7 @@ GameLib.D3.Physics.World.prototype.AddVehicle = function(
}
};
GameLib.D3.Physics.World.prototype.Step = function(
GameLib.D3.World.prototype.Step = function(
timeStep
) {
if(this.physics.engineType == GameLib.D3.Physics.TYPE_CANNON) {
@ -286,7 +273,7 @@ GameLib.D3.Physics.World.prototype.Step = function(
}
};
GameLib.D3.Physics.World.prototype.GetIndexedVertices = function(
GameLib.D3.World.prototype.GetIndexedVertices = function(
triangleMeshShape
) {
@ -304,7 +291,7 @@ GameLib.D3.Physics.World.prototype.GetIndexedVertices = function(
};
GameLib.D3.Physics.World.prototype.GenerateWireframeViewMesh = function(
GameLib.D3.World.prototype.GenerateWireframeViewMesh = function(
triangleMeshShape,
normalLength,
scale,
@ -363,7 +350,7 @@ GameLib.D3.Physics.World.prototype.GenerateWireframeViewMesh = function(
return wireframeTHREEMesh;
};
GameLib.D3.Physics.World.prototype.GenerateTriangleCollisionMesh = function(
GameLib.D3.World.prototype.GenerateTriangleCollisionMesh = function(
threeMesh,
mass, // default = 0
friction, // default = 10

49
test/test.GameLib.js Normal file
View File

@ -0,0 +1,49 @@
var chai = require('chai'),
sinon = require("sinon"),
sinonChai = require("sinon-chai"),
config = require('../config.js'),
assert = chai.assert,
GameLib = require('../build/game-lib');
chai.use(sinonChai);
describe('Bone', function(){
this.timeout(0);
before(function(){
});
after(function(){
});
beforeEach(function(done) {
done();
});
afterEach(function(done){
done();
});
it('Should create a Bone object', function (done) {
var bone = new GameLib.D3.Bone(
null,
1,
'test bone 1',
[2, 3, 4]
);
assert(bone.position instanceof GameLib.D3.Vector3);
assert(bone.rotation instanceof GameLib.D3.Vector3);
assert(bone.scale instanceof GameLib.D3.Vector3);
assert(bone.up instanceof GameLib.D3.Vector3);
assert(bone.quaternion instanceof GameLib.D3.Vector4);
assert(bone.parentBoneId == null);
assert.deepEqual(bone.childBoneIds, [2,3,4]);
done();
});
});