sphere meshes

beta.r3js.org
Theunis J. Botha 2017-06-02 13:52:29 +02:00
parent 1eeeecdd66
commit f9c18837e6
9 changed files with 456 additions and 151 deletions

View File

@ -14,7 +14,8 @@ GameLib.Event.Subscriptions = {};
/**
* Events we can subscribe to and publish
*/
GameLib.Event.WINDOW_RESIZE = 0x1;
GameLib.Event.WINDOW_RESIZE = 0x1;
GameLib.Event.PARENT_SCENE_CHANGE = 0x2;
/**
* Subscribe to some events

View File

@ -31,7 +31,7 @@ GameLib.Component = function(
this.built = true;
//this.linkedObjects.parentEntity = GameLib.Entity;
this.linkedObjects.parentEntity = GameLib.Entity;
if (GameLib.Utils.UndefinedOrNull(guiProperties)) {
guiProperties = {};

View File

@ -189,14 +189,29 @@ GameLib.D3.Input.Editor.prototype.onMouseDown = function(entity, entityManager)
this.mouse.x = (event.offsetX / renderer.instance.domElement.width) * 2 - 1;
this.mouse.y = -(event.offsetY / renderer.instance.domElement.height) * 2 + 1;
this.raycaster.instance.setFromCamera(
this.mouse,
this.camera.instance
);
var cameras = entity.getComponents(GameLib.D3.Camera);
var meshes = entity.getComponents(GameLib.D3.Mesh);
var meshes = entity.getComponents(GameLib.D3.Mesh);
var intersects = this.raycaster.getIntersectedObjects(meshes);
var intersects = cameras.reduce(
function(result, camera){
this.raycaster.instance.setFromCamera(
this.mouse,
camera.instance
);
intersects = this.raycaster.getIntersectedObjects(meshes);
intersects.map(function(intersect){
result.push(intersect);
})
return result;
}.bind(this),
[]
);
if (intersects.length > 0) {
@ -252,6 +267,12 @@ GameLib.D3.Input.Editor.prototype.onMouseDown = function(entity, entityManager)
scene.instance.add(helper.instance);
scene.subscribe(GameLib.Event.PARENT_SCENE_CHANGE, function(data) {
if (data.old === scene) {
scene.instance.remove(helper.instance);
}
});
gui.addObject(intersects[0]);
} else {

View File

@ -161,9 +161,138 @@ GameLib.D3.Mesh.prototype.constructor = GameLib.D3.Mesh;
* Mesh Type
* @type {number}
*/
GameLib.D3.Mesh.TYPE_NORMAL = 0;
GameLib.D3.Mesh.TYPE_SKINNED = 1;
GameLib.D3.Mesh.TYPE_CURVE = 2;
GameLib.D3.Mesh.TYPE_NORMAL = 0x0;
GameLib.D3.Mesh.TYPE_SKINNED = 0x1;
GameLib.D3.Mesh.TYPE_CURVE = 0x2;
/**
* Mesh Shape (predefined or custom)
* @type {number}
*/
GameLib.D3.Mesh.SHAPE_CUSTOM = 0x1;
GameLib.D3.Mesh.SHAPE_SPHERE = 0x2;
/**
* Creates custom geometry
* @returns {THREE.Geometry}
*/
GameLib.D3.Mesh.prototype.customGeometry = function(){
var geometry = new THREE.Geometry();
/**
* Setup vertices
*/
for (var v = 0; v < this.vertices.length; v++) {
geometry.vertices.push(
new this.graphics.instance.Vector3(
this.vertices[v].position.x,
this.vertices[v].position.y,
this.vertices[v].position.z
)
)
}
/**
* Setup faces
*/
for (var f = 0; f < this.faces.length; f++) {
var face = new this.graphics.instance.Face3(
this.faces[f].v0,
this.faces[f].v1,
this.faces[f].v2,
new this.graphics.instance.Vector3(
this.faces[f].normal.x,
this.faces[f].normal.y,
this.faces[f].normal.z
),
new this.graphics.instance.Color(
this.faces[f].color.r,
this.faces[f].color.g,
this.faces[f].color.b
),
this.faces[f].materialIndex
);
face.vertexColors = [
new this.graphics.instance.Color(
this.faces[f].vertexColors[0].r,
this.faces[f].vertexColors[0].g,
this.faces[f].vertexColors[0].b
),
new this.graphics.instance.Color(
this.faces[f].vertexColors[1].r,
this.faces[f].vertexColors[1].g,
this.faces[f].vertexColors[1].b
),
new this.graphics.instance.Color(
this.faces[f].vertexColors[2].r,
this.faces[f].vertexColors[2].g,
this.faces[f].vertexColors[2].b
)
];
face.normal = new this.graphics.instance.Vector3(
this.faces[f].normal.x,
this.faces[f].normal.y,
this.faces[f].normal.z
);
face.vertexNormals = [
new this.graphics.instance.Vector3(
this.faces[f].vertexNormals[0].x,
this.faces[f].vertexNormals[0].y,
this.faces[f].vertexNormals[0].z
),
new this.graphics.instance.Vector3(
this.faces[f].vertexNormals[1].x,
this.faces[f].vertexNormals[1].y,
this.faces[f].vertexNormals[1].z
),
new this.graphics.instance.Vector3(
this.faces[f].vertexNormals[2].x,
this.faces[f].vertexNormals[2].y,
this.faces[f].vertexNormals[2].z
)
];
geometry.faces.push(face);
}
geometry.faceVertexUvs = [];
/**
* Setup face UVs
*/
for (var fm = 0; fm < this.faceVertexUvs.length; fm++) {
var faceMaterialVertexUvs = this.faceVertexUvs[fm];
geometry.faceVertexUvs[fm] = [];
for (var fuv = 0; fuv < faceMaterialVertexUvs.length; fuv++) {
geometry.faceVertexUvs[fm][fuv] = [];
geometry.faceVertexUvs[fm][fuv].push(
new this.graphics.instance.Vector2(
faceMaterialVertexUvs[fuv][0].x,
faceMaterialVertexUvs[fuv][0].y
),
new this.graphics.instance.Vector2(
faceMaterialVertexUvs[fuv][1].x,
faceMaterialVertexUvs[fuv][1].y
),
new this.graphics.instance.Vector2(
faceMaterialVertexUvs[fuv][2].x,
faceMaterialVertexUvs[fuv][2].y
)
);
}
}
return geometry;
};
/**
* Creates a mesh instance or updates it
@ -177,116 +306,13 @@ GameLib.D3.Mesh.prototype.createInstance = function(update) {
}
if (!update) {
var instanceGeometry = new this.graphics.instance.Geometry();
/**
* Setup vertices
*/
for (var v = 0; v < this.vertices.length; v++) {
instanceGeometry.vertices.push(
new this.graphics.instance.Vector3(
this.vertices[v].position.x,
this.vertices[v].position.y,
this.vertices[v].position.z
)
)
}
var geometry = null;
/**
* Setup faces
*/
for (var f = 0; f < this.faces.length; f++) {
var face = new this.graphics.instance.Face3(
this.faces[f].v0,
this.faces[f].v1,
this.faces[f].v2,
new this.graphics.instance.Vector3(
this.faces[f].normal.x,
this.faces[f].normal.y,
this.faces[f].normal.z
),
new this.graphics.instance.Color(
this.faces[f].color.r,
this.faces[f].color.g,
this.faces[f].color.b
),
this.faces[f].materialIndex
);
face.vertexColors = [
new this.graphics.instance.Color(
this.faces[f].vertexColors[0].r,
this.faces[f].vertexColors[0].g,
this.faces[f].vertexColors[0].b
),
new this.graphics.instance.Color(
this.faces[f].vertexColors[1].r,
this.faces[f].vertexColors[1].g,
this.faces[f].vertexColors[1].b
),
new this.graphics.instance.Color(
this.faces[f].vertexColors[2].r,
this.faces[f].vertexColors[2].g,
this.faces[f].vertexColors[2].b
)
];
face.normal = new this.graphics.instance.Vector3(
this.faces[f].normal.x,
this.faces[f].normal.y,
this.faces[f].normal.z
);
face.vertexNormals = [
new this.graphics.instance.Vector3(
this.faces[f].vertexNormals[0].x,
this.faces[f].vertexNormals[0].y,
this.faces[f].vertexNormals[0].z
),
new this.graphics.instance.Vector3(
this.faces[f].vertexNormals[1].x,
this.faces[f].vertexNormals[1].y,
this.faces[f].vertexNormals[1].z
),
new this.graphics.instance.Vector3(
this.faces[f].vertexNormals[2].x,
this.faces[f].vertexNormals[2].y,
this.faces[f].vertexNormals[2].z
)
];
instanceGeometry.faces.push(face);
}
instanceGeometry.faceVertexUvs = [];
/**
* Setup face UVs
*/
for (var fm = 0; fm < this.faceVertexUvs.length; fm++) {
var faceMaterialVertexUvs = this.faceVertexUvs[fm];
instanceGeometry.faceVertexUvs[fm] = [];
for (var fuv = 0; fuv < faceMaterialVertexUvs.length; fuv++) {
instanceGeometry.faceVertexUvs[fm][fuv] = [];
instanceGeometry.faceVertexUvs[fm][fuv].push(
new this.graphics.instance.Vector2(
faceMaterialVertexUvs[fuv][0].x,
faceMaterialVertexUvs[fuv][0].y
),
new this.graphics.instance.Vector2(
faceMaterialVertexUvs[fuv][1].x,
faceMaterialVertexUvs[fuv][1].y
),
new this.graphics.instance.Vector2(
faceMaterialVertexUvs[fuv][2].x,
faceMaterialVertexUvs[fuv][2].y
)
);
}
if (this instanceof GameLib.D3.Mesh.Sphere) {
geometry = this.sphereGeometry();
} else {
geometry = this.customGeometry();
}
/**
@ -294,26 +320,26 @@ GameLib.D3.Mesh.prototype.createInstance = function(update) {
* @type {Array}
*/
if (this.computeNormals) {
instanceGeometry.computeFaceNormals();
instanceGeometry.computeVertexNormals();
geometry.computeFaceNormals();
geometry.computeVertexNormals();
this.computeNormals = false;
}
if (this.meshType == GameLib.D3.Mesh.TYPE_NORMAL) {
instance = new THREE.Mesh(instanceGeometry);
if (this.meshType === GameLib.D3.Mesh.TYPE_NORMAL) {
instance = new THREE.Mesh(geometry);
}
if (this.meshType == GameLib.D3.Mesh.TYPE_CURVE) {
instance = new THREE.Points(instanceGeometry);
if (this.meshType === GameLib.D3.Mesh.TYPE_CURVE) {
instance = new THREE.Points(geometry);
}
if (this.meshType == GameLib.D3.Mesh.TYPE_SKINNED) {
if (this.meshType === GameLib.D3.Mesh.TYPE_SKINNED) {
/**
* Setup bones (indexes)
*/
for (var si = 0; si < this.skinIndices.length; si++) {
instanceGeometry.skinIndices.push(
geometry.skinIndices.push(
new THREE.Vector4(
this.skinIndices[si].x,
this.skinIndices[si].y,
@ -327,7 +353,7 @@ GameLib.D3.Mesh.prototype.createInstance = function(update) {
* Setup bones (weights)
*/
for (var sw = 0; sw < this.skinWeights.length; sw++) {
instanceGeometry.skinWeights.push(
geometry.skinWeights.push(
new THREE.Vector4(
this.skinWeights[sw].x,
this.skinWeights[sw].y,
@ -337,14 +363,14 @@ GameLib.D3.Mesh.prototype.createInstance = function(update) {
);
}
instance = new THREE.SkinnedMesh(instanceGeometry);
instance = new THREE.SkinnedMesh(geometry);
instance.add(this.skeleton.rootBoneInstance);
instance.bind(this.skeleton.instance);
}
if (instance == null) {
if (instance === null) {
console.log('cannot handle meshes of type ' + this.meshType + ' yet.');
}
}

View File

@ -0,0 +1,92 @@
/**
* Mesh Superset - The apiMesh properties get moved into the Mesh object itself, and then the instance is created
* @param graphics GameLib.D3.Graphics
* @param apiMesh GameLib.D3.API.Mesh
* @param radius
* @param widthSegments
* @param heightSegments
* @constructor
*/
GameLib.D3.Mesh.Sphere = function (
graphics,
apiMesh,
radius,
widthSegments,
heightSegments
) {
this.graphics = graphics;
this.graphics.isNotThreeThrow();
if (GameLib.Utils.UndefinedOrNull(radius)) {
radius = 1;
}
this.radius = radius;
if (GameLib.Utils.UndefinedOrNull(widthSegments)) {
widthSegments = 5;
}
this.widthSegments = widthSegments;
if (GameLib.Utils.UndefinedOrNull(heightSegments)) {
heightSegments = 5;
}
this.heightSegments = heightSegments;
GameLib.D3.Mesh.call(
this,
this.graphics,
apiMesh,
null,
true
);
};
GameLib.D3.Mesh.Sphere.prototype = Object.create(GameLib.D3.Mesh.prototype);
GameLib.D3.Mesh.Sphere.prototype.constructor = GameLib.D3.Mesh.Sphere;
GameLib.D3.Mesh.Sphere.prototype.sphereGeometry = function() {
return new THREE.SphereGeometry(
this.radius,
this.widthSegments,
this.heightSegments
);
};
/**
* Converts a GameLib.D3.Mesh to a GameLib.D3.API.Mesh
* @returns {GameLib.D3.API.Mesh}
*/
GameLib.D3.Mesh.Sphere.prototype.toApiObject = function() {
var apiMesh = GameLib.D3.Mesh.prototype.toApiObject.call(this);
apiMesh.radius = this.radius;
apiMesh.widthSegments = this.widthSegments;
apiMesh.heightSegments = this.heightSegments;
return apiMesh;
};
/**
* TODO fix all this weird loading shit
* Converts a standard object mesh to a GameLib.D3.Mesh
* @param graphics GameLib.D3.Graphics
* @param objectMesh {Object}
* @param computeNormals boolean to indicate whether or not to recalculate normals
* @param imageFactory GameLib.D3.ImageFactory
* @constructor
*/
GameLib.D3.Mesh.Sphere.FromObjectMesh = function(graphics, objectMesh, computeNormals, imageFactory) {
var apiMesh = GameLib.D3.API.Mesh.FromObjectMesh(objectMesh);
return new GameLib.D3.Mesh.Sphere(
graphics,
apiMesh,
objectMesh.radius,
objectMesh.widthSegments,
objectMesh.heightSegments
);
};

View File

@ -283,3 +283,56 @@ GameLib.D3.Scene.FromObjectScene = function(
computeNormals
);
};
/**
* Adds a mesh to the scene
* @param mesh GameLib.D3.Mesh
*/
GameLib.D3.Scene.prototype.addMesh = function(mesh) {
if (mesh instanceof GameLib.D3.Mesh) {
this.meshes.push(mesh);
} else if (mesh instanceof GameLib.D3.API.Mesh) {
mesh = new GameLib.D3.Mesh(
this.graphics,
mesh,
mesh.imageFactory,
mesh.computeNormals
)
}
mesh.parentScene = this;
this.instance.add(mesh.instance);
this.buildIdToObject();
};
/**
*
* @param mesh
*/
GameLib.D3.Scene.prototype.removeMesh = function(mesh) {
var index = -1;
if (mesh instanceof GameLib.D3.Mesh) {
index = this.meshes.indexOf(mesh);
} else {
console.warn('Cannot remove this mesh - what is this ?' + mesh.toString());
throw new Error('Cannot remove this mesh - what is this ?' + mesh.toString())
}
this.instance.remove(mesh.instance);
if (index !== -1) {
this.meshes.splice(index, 1);
}
if (mesh.parentScene === this) {
mesh.parentScene = null;
}
this.buildIdToObject();
};

View File

@ -196,18 +196,24 @@ GameLib.Entity.prototype.updateInstance = function() {
*/
GameLib.Entity.prototype.toApiObject = function() {
var apiComponents = this.components.map(
function(component) {
return component.toApiObject();
}
var apiComponents = this.components.reduce(
function(result, component) {
if (typeof component.toApiObject === 'function') {
result.push(component.toApiObject());
} else {
console.log('ignored runtime component : ' + component.name);
}
return result;
},
[]
);
return new GameLib.API.Entity(
this.id,
this.name,
apiComponents,
this.parentEntity.id,
this.parentEntityManager.id
GameLib.Utils.IdOrNull(this.parentEntity),
GameLib.Utils.IdOrNull(this.parentEntityManager)
);
};

View File

@ -745,16 +745,109 @@ GameLib.GUI.prototype.buildSelectControl = function(folder, object, property, en
object,
property,
options
).name(property).listen().onChange(function(value){
if (value !== 'null') {
object[property] = idToObject[value];
} else {
object[property] = null;
}
parentObject.buildIdToObject();
object.updateInstance();
this.build(entityManager);
}.bind(this));
).name(property).listen().onChange(
function(gui) {
return function (value) {
if (value !== 'null') {
object[property] = idToObject[value];
} else {
object[property] = null;
}
if (property === 'parentScene') {
/**
* New way of doing things
*/
GameLib.Event.Emit(
GameLib.Event.PARENT_SCENE_CHANGE,
{
old: this.initialValue,
current: object[property],
object: object,
property: property
}
);
} else {
/**
* Old way of doing things
*/
parentObject.buildIdToObject();
object.updateInstance();
}
/**
* Properties changed - rebuild GUI
*/
gui.build(entityManager);
};
}(this)
);
};
/**
*
*/
GameLib.GUI.prototype.buildCurrentSelectionControlFromArray = function(
folder,
object,
property,
name
) {
name = name || 'current ' + property;
object['current' + property] = null;
var options = object[property].reduce(
function(result, obj){
if (obj instanceof Object) {
result[obj.name] = obj;
} else {
console.log('not an object');
}
return result;
},
{
'none' : null
}
);
folder.add(object, 'current' + property, options).name(name).listen()
};
GameLib.GUI.prototype.buildEntitySelectionControlFromArray = function(
folder,
object,
property,
entityManager
) {
var options = entityManager.entities.reduce(
function(result, obj){
if (obj instanceof Object) {
result[obj.name] = obj;
} else {
console.log('not an object');
}
return result;
},
{
'none' : null
}
);
folder.add(object, property, options).name(property).listen().onChange(
function(value) {
GameLib.Event.Emit(
GameLib.Event.PARENT_ENTITY_CHANGE,
{}
);
}
);
};
/**
@ -775,7 +868,6 @@ GameLib.GUI.prototype.build = function(entityManager) {
if (object.idToObject) {
for (var property in object.idToObject) {
if (object.idToObject.hasOwnProperty(property)) {
if (discoveredObjects.indexOf(object.idToObject[property]) === -1) {
discoveredObjects.push(object.idToObject[property]);
}
@ -792,7 +884,11 @@ GameLib.GUI.prototype.build = function(entityManager) {
var apiObject = object.toApiObject();
var folder = this.instance.addFolder(apiObject.name);
try {
var folder = this.instance.addFolder(apiObject.name);
} catch (e) {
//todo increase name count
}
var property;
@ -805,9 +901,20 @@ GameLib.GUI.prototype.build = function(entityManager) {
object.linkedObjects &&
object.linkedObjects[property]
) {
if (object.linkedObjects[property] instanceof Array) {
if (property === 'parentEntity') {
this.buildEntitySelectionControlFromArray(
folder,
object,
property,
entityManager
)
} else if (object.linkedObjects[property] instanceof Array) {
console.log('ignored array : ' + property);
this.buildCurrentSelectionControlFromArray(
folder,
object,
property
)
} else {
this.buildSelectControl(folder, object, property, entityManager, object.linkedObjects[property], parentObject);
}

View File

@ -147,7 +147,6 @@ GameLib.System.prototype.start = function() {
var guis = this.entityManager.queryComponents(GameLib.GUI);
guis.map(function(gui){
gui.resize();
gui.domElement.instance.parentElement.appendChild(gui.instance.domElement);
})