r3-legacy/src/game-lib-d3-shape-tri-mesh.js

63 lines
1.4 KiB
JavaScript

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