65 lines
1.5 KiB
JavaScript
65 lines
1.5 KiB
JavaScript
/**
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* Shape Superset - The apiShape properties get moved into the Shape object itself, and then the instance is created
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* @param physics
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* @param apiShape GameLib.D3.API.Shape
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* @param points
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* @param faces
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* @constructor
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*/
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GameLib.D3.Shape.ConvexHull = function (
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physics,
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apiShape,
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points,
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faces
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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(points)) {
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points = [];
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}
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this.points = points;
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if (GameLib.Utils.UndefinedOrNull(faces)) {
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faces = [];
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}
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this.faces = faces;
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GameLib.D3.Shape.call(
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this,
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this.physics,
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apiShape
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);
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};
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GameLib.D3.Shape.ConvexHull.prototype = Object.create(GameLib.D3.Shape.prototype);
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GameLib.D3.Shape.ConvexHull.prototype.constructor = GameLib.D3.Shape.ConvexHull;
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/**
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* Create instance
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* @returns {GameLib.D3.Shape.ConvexHull}
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*/
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GameLib.D3.Shape.ConvexHull.prototype.createInstance = function() {
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var instance = new CANNON.ConvexPolyhedron(
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this.points.map(function(point){
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return point.instance;
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}),
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this.faces
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);
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return instance;
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};
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/**
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* Update instance
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*/
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GameLib.D3.Shape.ConvexHull.prototype.updateInstance = function() {
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// this.instance.vertices = this.vertices;
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// this.instance.indices = this.indices;
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// this.instance.updateAABB();
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// this.instance.updateBoundingSphereRadius();
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// this.instance.updateEdges();
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// this.instance.updateNormals();
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// this.instance.updateTree();
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}; |