2813 lines
74 KiB
JavaScript
2813 lines
74 KiB
JavaScript
if (typeof require != 'undefined') {
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var Maths3D = require('./game-lib-maths.js');
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}
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if (typeof require != 'undefined') {
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var Controls = require('./game-lib-controls.js');
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}
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function GameLib() {}
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/**
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* GameLib.D3 connects our GameLib.D3 assets to a graphics library like THREE.js, but could technically be any graphics
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* lib
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* @param config
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* @param Q Q
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* @param THREE THREE.js
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* @param apiUrl
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* @param editorUrl
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* @constructor
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*/
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GameLib.D3 = function(
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config,
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Q,
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THREE,
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apiUrl,
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editorUrl
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){
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this.config = config;
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this.Q = Q;
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this.THREE = THREE;
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this.textureLoader = new this.THREE.TextureLoader();
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this.apiUrl = apiUrl || this.config.api16.url;
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this.editorUrl = editorUrl || this.config.editor.url;
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};
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if (typeof require == 'undefined' &&
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typeof Maths3D == 'undefined') {
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console.warn("You need a proper Maths3D library in order to use this library");
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}
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if (typeof require == 'undefined' &&
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typeof Controls == 'undefined') {
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console.warn("You need a proper Control library in order to use this library");
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}
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GameLib.D3.Controls = Controls;
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GameLib.D3.Vector2 = Maths3D.Vector2;
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GameLib.D3.Vector3 = Maths3D.Vector3;
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GameLib.D3.Vector4 = Maths3D.Vector4;
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GameLib.D3.Matrix4 = Maths3D.Matrix4;
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GameLib.D3.Color = Maths3D.Color;
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/**
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* Texture Superset
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* @param id
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* @param path
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* @param name
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* @param image
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* @param wrapS
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* @param wrapT
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* @param repeat
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* @param data
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* @param format
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* @param mapping
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* @param magFilter
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* @param minFilter
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* @param textureType
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* @param anisotropy
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* @param offset
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* @param generateMipmaps
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* @param flipY
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* @param mipmaps
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* @param unpackAlignment
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* @param premultiplyAlpha
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* @param encoding
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* @constructor
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*/
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GameLib.D3.Texture = function(
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id,
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path,
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name,
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image,
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wrapS,
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wrapT,
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repeat,
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data,
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format,
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mapping,
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magFilter,
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minFilter,
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textureType,
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anisotropy,
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offset,
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generateMipmaps,
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flipY,
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mipmaps,
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unpackAlignment,
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premultiplyAlpha,
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encoding
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) {
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this.id = id;
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this.path = path;
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this.name = name;
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this.image = image;
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if (typeof wrapS == 'undefined') {
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wrapS = GameLib.D3.Texture.TYPE_REPEAT_WRAPPING;
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}
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this.wrapS = wrapS;
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if (typeof wrapT == 'undefined') {
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wrapT = GameLib.D3.Texture.TYPE_REPEAT_WRAPPING;
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}
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this.wrapT = wrapT;
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if (typeof repeat == 'undefined') {
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repeat = new GameLib.D3.Vector2(1, 1);
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}
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this.repeat = repeat;
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if (typeof data == 'undefined') {
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data = null;
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}
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this.data = data;
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if (typeof format == 'undefined') {
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format = GameLib.D3.Texture.TYPE_RGBA_FORMAT;
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}
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this.format = format;
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if (typeof mapping == 'undefined') {
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mapping = GameLib.D3.Texture.TYPE_UV_MAPPING;
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}
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this.mapping = mapping;
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if (typeof magFilter == 'undefined') {
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magFilter = GameLib.D3.Texture.TYPE_LINEAR_FILTER;
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}
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this.magFilter = magFilter;
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if (typeof minFilter == 'undefined') {
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minFilter = GameLib.D3.Texture.TYPE_LINEAR_MIPMAP_LINEAR_FILTER;
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}
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this.minFilter = minFilter;
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if (typeof textureType == 'undefined') {
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textureType = GameLib.D3.Texture.TYPE_UNSIGNED_BYTE;
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}
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this.textureType = textureType;
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if (typeof anisotropy == 'undefined') {
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anisotropy = 1;
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}
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this.anisotropy = anisotropy;
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if (typeof offset == 'undefined') {
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offset = new GameLib.D3.Vector2(0, 0);
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}
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this.offset = offset;
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if (typeof generateMipmaps == 'undefined') {
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generateMipmaps = true;
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}
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this.generateMipmaps = generateMipmaps;
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if (typeof flipY == 'undefined') {
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flipY = true;
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}
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this.flipY = flipY;
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if (typeof mipmaps == 'undefined') {
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mipmaps = [];
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}
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this.mipmaps = mipmaps;
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if (typeof unpackAlignment == 'undefined') {
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unpackAlignment = 4;
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}
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this.unpackAlignment = unpackAlignment;
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if (typeof premultiplyAlpha == 'undefined') {
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premultiplyAlpha = false;
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}
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this.premultiplyAlpha = premultiplyAlpha;
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if (typeof encoding == 'undefined') {
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encoding = GameLib.D3.Texture.TYPE_LINEAR_ENCODING;
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}
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this.encoding = encoding;
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};
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/**
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* Texture Formats
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* @type {number}
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*/
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GameLib.D3.Texture.TYPE_ALPHA_FORMAT = 1019;
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GameLib.D3.Texture.TYPE_RGB_FORMAT = 1020;
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GameLib.D3.Texture.TYPE_RGBA_FORMAT = 1021;
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GameLib.D3.Texture.TYPE_LUMINANCE_FORMAT = 1022;
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GameLib.D3.Texture.TYPE_LUMINANCE_ALPHA_FORMAT = 1023;
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GameLib.D3.Texture.TYPE_DEPTH_FORMAT = 1026;
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/**
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* Mapping modes
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* @type {number}
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*/
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GameLib.D3.Texture.TYPE_UV_MAPPING = 300;
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GameLib.D3.Texture.TYPE_CUBE_REFLECTION_MAPPING = 301;
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GameLib.D3.Texture.TYPE_CUBE_REFRACTION_MAPPING = 302;
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GameLib.D3.Texture.TYPE_EQUI_RECTANGULAR_REFLECTION_MAPPING = 303;
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GameLib.D3.Texture.TYPE_EQUI_RECTANGULAR_REFRACTION_MAPPING = 304;
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GameLib.D3.Texture.TYPE_SPHERICAL_REFLECTION_MAPPING = 305;
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GameLib.D3.Texture.TYPE_CUBE_UV_REFLECTION_MAPPING = 306;
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GameLib.D3.Texture.TYPE_CUBE_UV_REFRACTION_MAPPING = 307;
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/**
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* Wrapping Modes
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* @type {number}
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*/
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GameLib.D3.Texture.TYPE_REPEAT_WRAPPING = 1000;
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GameLib.D3.Texture.TYPE_CLAMP_TO_EDGE_WRAPPING = 1001;
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GameLib.D3.Texture.TYPE_MIRRORED_REPEAT_WRAPPING = 1002;
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/**
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* Mipmap Filters
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* @type {number}
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*/
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GameLib.D3.Texture.TYPE_NEAREST_FILTER = 1003;
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GameLib.D3.Texture.TYPE_NEAREST_MIPMAP_NEAREST_FILTER = 1004;
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GameLib.D3.Texture.TYPE_NEAREST_MIPMAP_LINEAR_FILTER = 1005;
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GameLib.D3.Texture.TYPE_LINEAR_FILTER = 1006;
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GameLib.D3.Texture.TYPE_LINEAR_MIPMAP_NEAREST_FILTER = 1007;
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GameLib.D3.Texture.TYPE_LINEAR_MIPMAP_LINEAR_FILTER = 1008;
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/**
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* Texture Data Types
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* @type {number}
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*/
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GameLib.D3.Texture.TYPE_UNSIGNED_BYTE = 1009;
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GameLib.D3.Texture.TYPE_BYTE = 1010;
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GameLib.D3.Texture.TYPE_SHORT = 1011;
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GameLib.D3.Texture.TYPE_UNSIGNED_SHORT = 1012;
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GameLib.D3.Texture.TYPE_INT = 1013;
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GameLib.D3.Texture.TYPE_UNSIGNED_INT = 1014;
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GameLib.D3.Texture.TYPE_FLOAT = 1015;
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GameLib.D3.Texture.TYPE_HALF_FLOAT = 1025;
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/**
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* Encoding Modes
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* @type {number}
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*/
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GameLib.D3.Texture.TYPE_LINEAR_ENCODING = 3000; // NO ENCODING AT ALL.
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GameLib.D3.Texture.TYPE_SRGB_ENCODING = 3001;
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GameLib.D3.Texture.TYPE_GAMMA_ENCODING = 3007; // USES GAMMA_FACTOR, FOR BACKWARDS COMPATIBILITY WITH WEBGLRENDERER.GAMMAINPUT/GAMMAOUTPUT
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GameLib.D3.Texture.TYPE_RGBE_ENCODING = 3002; // AKA RADIANCE.
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GameLib.D3.Texture.TYPE_LOG_LUV_ENCODING = 3003;
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GameLib.D3.Texture.TYPE_RGBM7_ENCODING = 3004;
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GameLib.D3.Texture.TYPE_RGBM16_ENCODING = 3005;
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GameLib.D3.Texture.TYPE_RGBD_ENCODING = 3006; // MAXRANGE IS 256.
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/**
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* Light Superset
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* @param id
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* @param lightType
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* @param name
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* @param color
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* @param intensity
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* @param position
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* @param targetPosition
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* @param quaternion
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* @param rotation
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* @param scale
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* @param distance
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* @param decay
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* @param power
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* @param angle
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* @param penumbra
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* @constructor
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*/
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GameLib.D3.Light = function(
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id,
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lightType,
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name,
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color,
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intensity,
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position,
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targetPosition,
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quaternion,
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rotation,
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scale,
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distance,
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decay,
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power,
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angle,
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penumbra
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) {
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this.id = id;
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this.lightType = lightType;
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this.name = name;
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this.color = color;
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this.intensity = intensity;
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if (typeof position == 'undefined') {
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position = new GameLib.D3.Vector3(0,0,0);
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}
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this.position = position;
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if (typeof targetPosition == 'undefined') {
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targetPosition = new GameLib.D3.Vector3(0,0,0);
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}
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this.targetPosition = targetPosition;
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if (typeof quaternion == 'undefined'){
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quaternion = new GameLib.D3.Vector4();
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}
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this.quaternion = quaternion;
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if (typeof rotation == 'undefined'){
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rotation = new GameLib.D3.Vector3(0,0,0);
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}
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this.rotation = rotation;
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if (typeof scale == 'undefined'){
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scale = new GameLib.D3.Vector3(1,1,1);
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}
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this.scale = scale;
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if (typeof distance == 'undefined'){
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distance = 0;
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}
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this.distance = distance;
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if (typeof decay == 'undefined'){
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decay = 1;
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}
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this.decay = decay;
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if (typeof power == 'undefined'){
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power = 4 * Math.PI;
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}
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this.power = power;
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if (typeof angle == 'undefined'){
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angle = Math.PI / 3;
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}
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this.angle = angle;
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if (typeof penumbra == 'undefined'){
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penumbra = 0;
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}
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this.penumbra = penumbra;
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};
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/**
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* Material Superset
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* @param id
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* @param path
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* @param name
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* @param materialType
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* @param opacity
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* @param side
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* @param transparent
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* @param maps
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* @param specular
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* @param lightMapIntensity
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* @param aoMapIntensity
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* @param color
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* @param emissive
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* @param emissiveIntensity
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* @param combine
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* @param shininess
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* @param reflectivity
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* @param refractionRatio
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* @param fog
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* @param wireframe
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* @param wireframeLineWidth
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* @param wireframeLineCap
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* @param wireframeLineJoin
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* @param vertexColors
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* @param skinning
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* @param morphTargets
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* @param morphNormals
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* @param lineWidth
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* @param lineCap
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* @param lineJoin
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* @param dashSize
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* @param gapWidth
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* @param blending
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* @param blendSrc
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* @param blendDst
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* @param blendEquation
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* @param depthTest
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* @param depthFunc
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* @param depthWrite
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* @param polygonOffset
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* @param polygonOffsetFactor
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* @param polygonOffsetUnits
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* @param alphaTest
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* @param clippingPlanes
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* @param clipShadows
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* @param visible
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* @param overdraw
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* @param shading
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* @param bumpScale
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* @param normalScale
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* @param displacementScale
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* @param displacementBias
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* @param roughness
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* @param metalness
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* @param pointSize
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* @param pointSizeAttenuation
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* @param spriteRotation
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* @param envMapIntensity
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* @constructor
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*/
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GameLib.D3.Material = function(
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id,
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path,
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name,
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materialType,
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opacity,
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side,
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transparent,
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maps,
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specular,
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lightMapIntensity,
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aoMapIntensity,
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color,
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emissive,
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emissiveIntensity,
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combine,
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shininess,
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reflectivity,
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refractionRatio,
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fog,
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wireframe,
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wireframeLineWidth,
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wireframeLineCap,
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wireframeLineJoin,
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vertexColors,
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skinning,
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morphTargets,
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morphNormals,
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lineWidth,
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lineCap,
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lineJoin,
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dashSize,
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gapWidth,
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blending,
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blendSrc,
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blendDst,
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blendEquation,
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depthTest,
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depthFunc,
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depthWrite,
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polygonOffset,
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polygonOffsetFactor,
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polygonOffsetUnits,
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alphaTest,
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clippingPlanes,
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clipShadows,
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visible,
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overdraw,
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shading,
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bumpScale,
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normalScale,
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displacementScale,
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displacementBias,
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roughness,
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metalness,
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pointSize,
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pointSizeAttenuation,
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spriteRotation,
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envMapIntensity
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) {
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this.id = id;
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this.path = path;
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this.name = name;
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if (typeof materialType == 'undefined') {
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materialType = GameLib.D3.Material.TYPE_MESH_STANDARD;
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}
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this.materialType = materialType;
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if (typeof opacity == 'undefined') {
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opacity = 1.0;
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}
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this.opacity = opacity;
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if (typeof side == 'undefined') {
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side = GameLib.D3.Material.TYPE_FRONT_SIDE;
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}
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this.side = side;
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if (typeof transparent == 'undefined') {
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transparent = false;
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}
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this.transparent = transparent;
|
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|
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if (typeof maps == 'undefined') {
|
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maps = {
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alpha: null,
|
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ao: null,
|
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bump: null,
|
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diffuse: null,
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displacement: null,
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emissive: null,
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environment: null,
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light: null,
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metalness: null,
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normal: null,
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roughness: null,
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specular: null
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};
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}
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this.maps = maps;
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if (typeof specular == 'undefined') {
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specular = new GameLib.D3.Color(0.06, 0.06, 0.06, 0.06);
|
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}
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this.specular = specular;
|
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|
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if (typeof lightMapIntensity == 'undefined') {
|
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lightMapIntensity = 1;
|
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}
|
|
this.lightMapIntensity = lightMapIntensity;
|
|
|
|
if (typeof aoMapIntensity == 'undefined') {
|
|
aoMapIntensity = 1;
|
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}
|
|
this.aoMapIntensity = aoMapIntensity;
|
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|
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if (typeof color == 'undefined') {
|
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color = new GameLib.D3.Color(1, 1, 1, 1)
|
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}
|
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this.color = color;
|
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|
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if (typeof emissive == 'undefined') {
|
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emissive = new GameLib.D3.Color(0, 0, 0, 0);
|
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}
|
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this.emissive = emissive;
|
|
|
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if (typeof emissiveIntensity == 'undefined') {
|
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emissiveIntensity = 1;
|
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}
|
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this.emissiveIntensity = emissiveIntensity;
|
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|
|
if (typeof combine == 'undefined') {
|
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combine = GameLib.D3.Material.TYPE_MULTIPLY_OPERATION;
|
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}
|
|
this.combine = combine;
|
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|
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if (typeof shininess == 'undefined') {
|
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shininess = 30;
|
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}
|
|
this.shininess = shininess;
|
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|
|
if (typeof reflectivity == 'undefined') {
|
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reflectivity = 1;
|
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}
|
|
this.reflectivity = reflectivity;
|
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|
|
if (typeof refractionRatio == 'undefined') {
|
|
refractionRatio = 0.98;
|
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}
|
|
this.refractionRatio = refractionRatio;
|
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|
|
if (typeof fog == 'undefined') {
|
|
fog = true;
|
|
}
|
|
this.fog = fog;
|
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|
|
if (typeof wireframe == 'undefined') {
|
|
wireframe = false;
|
|
}
|
|
this.wireframe = wireframe;
|
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|
|
if (typeof wireframeLineWidth == 'undefined') {
|
|
wireframeLineWidth = 1;
|
|
}
|
|
this.wireframeLineWidth = wireframeLineWidth;
|
|
|
|
if (typeof wireframeLineCap == 'undefined') {
|
|
wireframeLineCap = 'round';
|
|
}
|
|
this.wireframeLineCap = wireframeLineCap;
|
|
|
|
if (typeof wireframeLineJoin == 'undefined') {
|
|
wireframeLineJoin = 'round';
|
|
}
|
|
this.wireframeLineJoin = wireframeLineJoin;
|
|
|
|
if (typeof vertexColors == 'undefined') {
|
|
vertexColors = GameLib.D3.Material.TYPE_NO_COLORS;
|
|
}
|
|
this.vertexColors = vertexColors;
|
|
|
|
if (typeof skinning == 'undefined') {
|
|
skinning = false;
|
|
}
|
|
this.skinning = skinning;
|
|
|
|
if (typeof morphTargets == 'undefined') {
|
|
morphTargets = false;
|
|
}
|
|
this.morphTargets = morphTargets;
|
|
|
|
if (typeof morphNormals == 'undefined') {
|
|
morphNormals = false;
|
|
}
|
|
this.morphNormals = morphNormals;
|
|
|
|
if (typeof overdraw == 'undefined') {
|
|
overdraw = 0;
|
|
}
|
|
this.overdraw = overdraw;
|
|
|
|
if (typeof lineWidth == 'undefined') {
|
|
lineWidth = 1;
|
|
}
|
|
this.lineWidth = lineWidth;
|
|
|
|
if (typeof lineCap == 'undefined') {
|
|
lineCap = 'round';
|
|
}
|
|
this.lineCap = lineCap;
|
|
|
|
if (typeof lineJoin == 'undefined') {
|
|
lineJoin = 'round';
|
|
}
|
|
this.lineJoin = lineJoin;
|
|
|
|
if (typeof dashSize == 'undefined') {
|
|
dashSize = 3;
|
|
}
|
|
this.dashSize = dashSize;
|
|
|
|
if (typeof gapWidth == 'undefined') {
|
|
gapWidth = 1;
|
|
}
|
|
this.gapWidth = gapWidth;
|
|
|
|
if (typeof blending == 'undefined') {
|
|
blending = GameLib.D3.Material.TYPE_NORMAL_BLENDING;
|
|
}
|
|
this.blending = blending;
|
|
|
|
if (typeof blendSrc == 'undefined') {
|
|
blendSrc = GameLib.D3.Material.TYPE_SRC_ALPHA_FACTOR;
|
|
}
|
|
this.blendSrc = blendSrc;
|
|
|
|
if (typeof blendDst == 'undefined') {
|
|
blendDst = GameLib.D3.Material.TYPE_ONE_MINUS_SRC_ALPHA_FACTOR;
|
|
}
|
|
this.blendDst = blendDst;
|
|
|
|
if (typeof blendEquation == 'undefined') {
|
|
blendEquation = GameLib.D3.Material.TYPE_ADD_EQUATION;
|
|
}
|
|
this.blendEquation = blendEquation;
|
|
|
|
if (typeof depthTest == 'undefined') {
|
|
depthTest = true;
|
|
}
|
|
this.depthTest = depthTest;
|
|
|
|
if (typeof depthFunc == 'undefined') {
|
|
depthFunc = GameLib.D3.Material.TYPE_LESS_EQUAL_DEPTH;
|
|
}
|
|
this.depthFunc = depthFunc;
|
|
|
|
if (typeof depthWrite == 'undefined') {
|
|
depthWrite = true;
|
|
}
|
|
this.depthWrite = depthWrite;
|
|
|
|
if (typeof polygonOffset == 'undefined') {
|
|
polygonOffset = false;
|
|
}
|
|
this.polygonOffset = polygonOffset;
|
|
|
|
if (typeof polygonOffsetFactor == 'undefined') {
|
|
polygonOffsetFactor = 1;
|
|
}
|
|
this.polygonOffsetFactor = polygonOffsetFactor;
|
|
|
|
if (typeof polygonOffsetUnits == 'undefined') {
|
|
polygonOffsetUnits = 1;
|
|
}
|
|
this.polygonOffsetUnits = polygonOffsetUnits;
|
|
|
|
if (typeof alphaTest == 'undefined') {
|
|
alphaTest = 0;
|
|
}
|
|
this.alphaTest = alphaTest;
|
|
|
|
if (typeof clippingPlanes == 'undefined') {
|
|
clippingPlanes = [];
|
|
}
|
|
this.clippingPlanes = clippingPlanes;
|
|
|
|
if (typeof clipShadows == 'undefined') {
|
|
clipShadows = false;
|
|
}
|
|
this.clipShadows = clipShadows;
|
|
|
|
if (typeof visible == 'undefined') {
|
|
visible = true;
|
|
}
|
|
this.visible = visible;
|
|
|
|
if (typeof shading == 'undefined') {
|
|
shading = GameLib.D3.Material.TYPE_FLAT_SHADING;
|
|
}
|
|
this.shading = shading;
|
|
|
|
if (typeof bumpScale == 'undefined') {
|
|
bumpScale = 1;
|
|
}
|
|
this.bumpScale = bumpScale;
|
|
|
|
if (typeof normalScale == 'undefined') {
|
|
normalScale = 1;
|
|
}
|
|
this.normalScale = normalScale;
|
|
|
|
if (typeof displacementScale == 'undefined') {
|
|
displacementScale = 1;
|
|
}
|
|
this.displacementScale = displacementScale;
|
|
|
|
if (typeof displacementBias == 'undefined') {
|
|
displacementBias = 0;
|
|
}
|
|
this.displacementBias = displacementBias;
|
|
|
|
if (typeof roughness == 'undefined') {
|
|
roughness = 0.5;
|
|
}
|
|
this.roughness = roughness;
|
|
|
|
if (typeof metalness == 'undefined') {
|
|
metalness = 0.5;
|
|
}
|
|
this.metalness = metalness;
|
|
|
|
if (typeof pointSize == 'undefined') {
|
|
pointSize = 1;
|
|
}
|
|
this.pointSize = pointSize;
|
|
|
|
if (typeof pointSizeAttenuation == 'undefined') {
|
|
pointSizeAttenuation = true;
|
|
}
|
|
this.pointSizeAttenuation = pointSizeAttenuation;
|
|
|
|
if (typeof spriteRotation == 'undefined') {
|
|
spriteRotation = 0;
|
|
}
|
|
this.spriteRotation = spriteRotation;
|
|
|
|
if (typeof envMapIntensity == 'undefined') {
|
|
envMapIntensity = 1.0;
|
|
}
|
|
this.envMapIntensity = envMapIntensity;
|
|
|
|
};
|
|
|
|
/**
|
|
* Combine Method
|
|
* @type {number}
|
|
*/
|
|
GameLib.D3.Material.TYPE_MULTIPLY_OPERATION = 0;
|
|
GameLib.D3.Material.TYPE_MIX_OPERATION = 1;
|
|
GameLib.D3.Material.TYPE_ADD_OPERATION = 2;
|
|
|
|
/**
|
|
* Vertex Color Mode
|
|
* @type {number}
|
|
*/
|
|
GameLib.D3.Material.TYPE_NO_COLORS = 0;
|
|
GameLib.D3.Material.TYPE_FACE_COLORS = 1;
|
|
GameLib.D3.Material.TYPE_VERTEX_COLORS = 2;
|
|
|
|
/**
|
|
* Blending Mode
|
|
* @type {number}
|
|
*/
|
|
GameLib.D3.Material.TYPE_NORMAL_BLENDING = 1;
|
|
GameLib.D3.Material.TYPE_ADDITIVE_BLENDING = 2;
|
|
GameLib.D3.Material.TYPE_SUBTRACTIVE_BLENDING = 3;
|
|
GameLib.D3.Material.TYPE_MULTIPLY_BLENDING = 4;
|
|
GameLib.D3.Material.TYPE_CUSTOM_BLENDING = 5;
|
|
|
|
/**
|
|
* Blend Source and Destination
|
|
* @type {number}
|
|
*/
|
|
GameLib.D3.Material.TYPE_ZERO_FACTOR = 200;
|
|
GameLib.D3.Material.TYPE_ONE_FACTOR = 201;
|
|
GameLib.D3.Material.TYPE_SRC_COLOR_FACTOR = 202;
|
|
GameLib.D3.Material.TYPE_ONE_MINUS_SRC_COLOR_FACTOR = 203;
|
|
GameLib.D3.Material.TYPE_SRC_ALPHA_FACTOR = 204;
|
|
GameLib.D3.Material.TYPE_ONE_MINUS_SRC_ALPHA_FACTOR = 205;
|
|
GameLib.D3.Material.TYPE_DST_ALPHA_FACTOR = 206;
|
|
GameLib.D3.Material.TYPE_ONE_MINUS_DST_ALPHA_FACTOR = 207;
|
|
GameLib.D3.Material.TYPE_DST_COLOR_FACTOR = 208;
|
|
GameLib.D3.Material.TYPE_ONE_MINUS_DST_COLOR_FACTOR = 209;
|
|
GameLib.D3.Material.TYPE_SRC_ALPHA_SATURATE_FACTOR = 210;
|
|
|
|
/**
|
|
* Blend Operation
|
|
* @type {number}
|
|
*/
|
|
GameLib.D3.Material.TYPE_ADD_EQUATION = 100;
|
|
GameLib.D3.Material.TYPE_SUBTRACT_EQUATION = 101;
|
|
GameLib.D3.Material.TYPE_REVERSE_SUBTRACT_EQUATION = 102;
|
|
GameLib.D3.Material.TYPE_MIN_EQUATION = 103;
|
|
GameLib.D3.Material.TYPE_MAX_EQUATION = 104;
|
|
|
|
/**
|
|
* Depth Function
|
|
* @type {number}
|
|
*/
|
|
GameLib.D3.Material.TYPE_NEVER_DEPTH = 0;
|
|
GameLib.D3.Material.TYPE_ALWAYS_DEPTH = 1;
|
|
GameLib.D3.Material.TYPE_LESS_DEPTH = 2;
|
|
GameLib.D3.Material.TYPE_LESS_EQUAL_DEPTH = 3;
|
|
GameLib.D3.Material.TYPE_EQUAL_DEPTH = 4;
|
|
GameLib.D3.Material.TYPE_GREATER_EQUAL_DEPTH = 5;
|
|
GameLib.D3.Material.TYPE_GREATER_DEPTH = 6;
|
|
GameLib.D3.Material.TYPE_NOT_EQUAL_DEPTH = 7;
|
|
|
|
/**
|
|
* Culling Mode
|
|
* @type {number}
|
|
*/
|
|
GameLib.D3.Material.TYPE_FRONT_SIDE = 0;
|
|
GameLib.D3.Material.TYPE_BACK_SIDE = 1;
|
|
GameLib.D3.Material.TYPE_DOUBLE_SIDE = 2;
|
|
|
|
/**
|
|
* Shading Type
|
|
* @type {number}
|
|
*/
|
|
GameLib.D3.Material.TYPE_FLAT_SHADING = 1;
|
|
GameLib.D3.Material.TYPE_SMOOTH_SHADING = 2;
|
|
|
|
/**
|
|
* Material Type
|
|
* @type {string}
|
|
*/
|
|
GameLib.D3.Material.TYPE_LINE_BASIC = "LineBasicMaterial";
|
|
GameLib.D3.Material.TYPE_LINE_DASHED = "LineDashedMaterial";
|
|
GameLib.D3.Material.TYPE_MESH_BASIC = "MeshBasicMaterial";
|
|
GameLib.D3.Material.TYPE_MESH_DEPTH = "MeshDepthMaterial";
|
|
GameLib.D3.Material.TYPE_MESH_LAMBERT = "MeshLambertMaterial";
|
|
GameLib.D3.Material.TYPE_MESH_NORMAL = "MeshNormalMaterial";
|
|
GameLib.D3.Material.TYPE_MESH_PHONG = "MeshPhongMaterial";
|
|
GameLib.D3.Material.TYPE_MESH_STANDARD = "MeshStandardMaterial";
|
|
GameLib.D3.Material.TYPE_POINTS = "PointsMaterial";
|
|
GameLib.D3.Material.TYPE_SPRITE = "SpriteMaterial";
|
|
GameLib.D3.Material.TYPE_MULTI_MATERIAL= "MultiMaterial";
|
|
|
|
/**
|
|
* Skeleton Superset
|
|
* @param id
|
|
* @param bones GameLib.D3.Bone
|
|
* @param boneInverses
|
|
* @param useVertexTexture
|
|
* @param boneTextureWidth
|
|
* @param boneTextureHeight
|
|
* @param boneMatrices
|
|
* @param boneTexture
|
|
* @constructor
|
|
*/
|
|
GameLib.D3.Skeleton = function(
|
|
id,
|
|
bones,
|
|
boneInverses,
|
|
useVertexTexture,
|
|
boneTextureWidth,
|
|
boneTextureHeight,
|
|
boneMatrices,
|
|
boneTexture
|
|
) {
|
|
this.id = id;
|
|
|
|
this.bones = bones;
|
|
|
|
/**
|
|
* An array of Matrix4s that represent the inverse of the matrixWorld of the individual bones.
|
|
* @type GameLib.D3.Matrix4[]
|
|
*/
|
|
if (typeof boneInverses == 'undefined') {
|
|
boneInverses = [];
|
|
}
|
|
this.boneInverses = boneInverses;
|
|
|
|
/**
|
|
* Use a vertex texture in the shader - allows for more than 4 bones per vertex, not supported by all devices
|
|
* @type {boolean}
|
|
*/
|
|
if (typeof useVertexTexture == 'undefined') {
|
|
useVertexTexture = false;
|
|
}
|
|
this.useVertexTexture = useVertexTexture;
|
|
|
|
if (this.useVertexTexture == true) {
|
|
console.warn('support for vertex texture bones is not supported yet - something could break somewhere');
|
|
}
|
|
|
|
if (typeof boneTextureWidth == 'undefined') {
|
|
boneTextureWidth = 0;
|
|
}
|
|
this.boneTextureWidth = boneTextureWidth;
|
|
|
|
if (typeof boneTextureHeight == 'undefined') {
|
|
boneTextureHeight = 0;
|
|
}
|
|
this.boneTextureHeight = boneTextureHeight;
|
|
|
|
if (typeof boneMatrices == 'undefined') {
|
|
boneMatrices = [];
|
|
}
|
|
this.boneMatrices = boneMatrices;
|
|
|
|
if (typeof boneTexture == 'undefined') {
|
|
boneTexture = [];
|
|
}
|
|
this.boneTexture = boneTexture;
|
|
};
|
|
|
|
/**
|
|
* Mesh Superset
|
|
* @param id
|
|
* @param path
|
|
* @param name
|
|
* @param meshType
|
|
* @param vertices
|
|
* @param faces
|
|
* @param skeleton
|
|
* @param faceVertexUvs
|
|
* @param skinIndices
|
|
* @param skinWeights
|
|
* @param materials
|
|
* @param position
|
|
* @param quaternion
|
|
* @param rotation
|
|
* @param scale
|
|
* @param up
|
|
* @param physics
|
|
* @param parentMeshId
|
|
* @param parentSceneId
|
|
* @param rawData
|
|
* @constructor
|
|
*/
|
|
GameLib.D3.Mesh = function(
|
|
id,
|
|
path,
|
|
name,
|
|
meshType,
|
|
vertices,
|
|
faces,
|
|
skeleton,
|
|
faceVertexUvs,
|
|
skinIndices,
|
|
skinWeights,
|
|
materials,
|
|
position,
|
|
quaternion,
|
|
rotation,
|
|
scale,
|
|
up,
|
|
physics,
|
|
parentMeshId,
|
|
parentSceneId,
|
|
rawData
|
|
) {
|
|
this.id = id;
|
|
this.path = path;
|
|
this.name = name;
|
|
this.meshType = meshType;
|
|
this.vertices = vertices;
|
|
this.faces = faces;
|
|
|
|
if (typeof skeleton == 'undefined') {
|
|
skeleton = null;
|
|
}
|
|
this.skeleton = skeleton;
|
|
|
|
if (typeof faceVertexUvs == 'undefined') {
|
|
faceVertexUvs = [];
|
|
}
|
|
this.faceVertexUvs = faceVertexUvs;
|
|
|
|
if (typeof skinIndices == 'undefined') {
|
|
skinIndices = [];
|
|
}
|
|
this.skinIndices = skinIndices;
|
|
|
|
if (typeof skinWeights == 'undefined') {
|
|
skinWeights = [];
|
|
}
|
|
this.skinWeights = skinWeights;
|
|
|
|
if (typeof materials == 'undefined') {
|
|
materials = [];
|
|
}
|
|
this.materials = materials;
|
|
|
|
if (typeof position == 'undefined') {
|
|
position = new GameLib.D3.Vector3(0,0,0);
|
|
}
|
|
this.position = position;
|
|
|
|
if (typeof quaternion == 'undefined') {
|
|
new GameLib.D3.Vector4();
|
|
}
|
|
this.quaternion = quaternion;
|
|
|
|
if (typeof rotation == 'undefined') {
|
|
rotation = new GameLib.D3.Vector3(0,0,0);
|
|
}
|
|
this.rotation = rotation;
|
|
|
|
if (typeof scale == 'undefined') {
|
|
scale = new GameLib.D3.Vector3(1,1,1);
|
|
}
|
|
this.scale = scale;
|
|
|
|
if (typeof up == 'undefined') {
|
|
up = new GameLib.D3.Vector3(0,1,0);
|
|
}
|
|
this.up = up;
|
|
|
|
this.physics = physics;
|
|
|
|
this.parentMeshId = parentMeshId;
|
|
|
|
this.parentSceneId = parentSceneId;
|
|
|
|
this.rawData = null;// rawData;
|
|
};
|
|
|
|
/**
|
|
* Mesh Type
|
|
* @type {number}
|
|
*/
|
|
GameLib.D3.Mesh.TYPE_NORMAL = 0;
|
|
GameLib.D3.Mesh.TYPE_SKINNED = 1;
|
|
|
|
/**
|
|
* Bone Superset
|
|
* @param id
|
|
* @param name string
|
|
* @param boneId
|
|
* @param childBoneIds
|
|
* @param parentBoneId
|
|
* @param quaternion
|
|
* @param position
|
|
* @param rotation
|
|
* @param scale GameLib.D3.Vector3
|
|
* @param up
|
|
* @param rawData
|
|
* @constructor
|
|
*/
|
|
GameLib.D3.Bone = function(
|
|
id,
|
|
boneId,
|
|
name,
|
|
childBoneIds,
|
|
parentBoneId,
|
|
quaternion,
|
|
position,
|
|
rotation,
|
|
scale,
|
|
up,
|
|
rawData
|
|
) {
|
|
this.id = id;
|
|
this.name = name;
|
|
this.boneId = boneId;
|
|
|
|
if (typeof childBoneIds == 'undefined') {
|
|
childBoneIds = [];
|
|
}
|
|
this.childBoneIds = childBoneIds;
|
|
|
|
if (typeof parentBoneId == 'undefined') {
|
|
parentBoneId = null;
|
|
}
|
|
this.parentBoneId = parentBoneId;
|
|
|
|
if (typeof quaternion == 'undefined') {
|
|
quaternion = new GameLib.D3.Vector4();
|
|
}
|
|
this.quaternion = quaternion;
|
|
|
|
if (typeof position == 'undefined') {
|
|
position = new GameLib.D3.Vector3(0,0,0);
|
|
}
|
|
this.position = position;
|
|
|
|
if (typeof rotation == 'undefined') {
|
|
rotation = new GameLib.D3.Vector3(0,0,0);
|
|
}
|
|
this.rotation = rotation;
|
|
|
|
if (typeof scale == 'undefined') {
|
|
scale = new GameLib.D3.Vector3(1,1,1);
|
|
}
|
|
this.scale = scale;
|
|
|
|
if (typeof up == 'undefined') {
|
|
up = new GameLib.D3.Vector3(0,1,0);
|
|
}
|
|
this.up = up;
|
|
|
|
this.rawData = null;//rawData;
|
|
};
|
|
|
|
GameLib.D3.Physics = function() {};
|
|
|
|
/**
|
|
* Physics Engine Superset
|
|
* @param id
|
|
* @param name
|
|
* @param engineType
|
|
* @param engine
|
|
* @constructor
|
|
*/
|
|
GameLib.D3.Physics.Engine = function(
|
|
id,
|
|
name,
|
|
engineType,
|
|
engine
|
|
) {
|
|
this.id = id;
|
|
this.name = name;
|
|
this.engineType = engineType;
|
|
this.engine = engine;
|
|
};
|
|
|
|
/**
|
|
* Physics Engine Types
|
|
* @type {number}
|
|
*/
|
|
GameLib.D3.Physics.Engine.TYPE_CANNON = 0x1;
|
|
GameLib.D3.Physics.Engine.TYPE_AMMO = 0x2;
|
|
GameLib.D3.Physics.Engine.TYPE_GOBLIN = 0x3;
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/**
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* Physics World Superset
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* @param id
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* @param name
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* @param gravity
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* @param rigidBodies GameLib.D3.Physics.RigidBody[]
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* @param engine GameLib.D3.Physics.Engine
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* @constructor
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*/
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GameLib.D3.Physics.World = function(
|
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id,
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name,
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engine,
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gravity,
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rigidBodies
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) {
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this.id = id;
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this.name = name;
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this.engine = engine;
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if (typeof gravity == 'undefined'){
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gravity = 9.8;
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}
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this.gravity = gravity;
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if (typeof rigidBodies == 'undefined'){
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rigidBodies = [];
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}
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this.rigidBodies = rigidBodies;
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};
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/**
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* Physics Rigid Body Superset
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* @param id
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* @param name
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* @param position
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* @param rotation
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* @param scale
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* @param shapes GameLib.D3.Physics.Shape[]
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* @constructor
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*/
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GameLib.D3.Physics.RigidBody = function(
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id,
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name,
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position,
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rotation,
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scale,
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shapes
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) {
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this.position = new this.Vector3(0,0,0);
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};
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/**
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* Physics Rigid Body Vehicle Superset
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* @constructor
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*/
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GameLib.D3.Physics.RigidBody.Vehicle = function() {
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};
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/**
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* Physics Shape Superset
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* @constructor
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*/
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GameLib.D3.Physics.Shape = function() {};
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/**
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* Physics Convex Hull Shape Superset
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* @param id
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* @param name
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* @constructor
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*/
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GameLib.D3.Physics.Shape.ConvexHull = function(
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id,
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name
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) {
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this.id = id;
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this.name = name;
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};
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/**
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* Physics Triangle Mesh Shape Superset
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* @param id
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* @param name
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* @constructor
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*/
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GameLib.D3.Physics.Shape.TriangleMesh = function(
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id,
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name
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) {
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this.id = id;
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this.name = name;
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};
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/**
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* TriangleFace
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* @param v0
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* @param v1
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* @param v2
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* @param materialIndex
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* @param v0uv
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* @param v1uv
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* @param v2uv
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* @param color
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* @param vertexColors
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* @param vertexNormals
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* @param normal
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* @constructor
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*/
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GameLib.D3.TriangleFace = function(
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v0,
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v1,
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v2,
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materialIndex,
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v0uv,
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v1uv,
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v2uv,
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color,
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vertexColors,
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vertexNormals,
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normal
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) {
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this.v0 = v0;
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this.v1 = v1;
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this.v2 = v2;
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this.materialIndex = materialIndex;
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this.v0uv = v0uv;
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this.v1uv = v1uv;
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this.v2uv = v2uv;
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if (!color) {
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color = new GameLib.D3.Color(0xff, 0xff, 0xff, 0xff);
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}
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this.color = color;
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if (!vertexColors) {
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vertexColors = [
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new GameLib.D3.Color(0xff, 0xff, 0xff, 0xff),
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new GameLib.D3.Color(0xff, 0xff, 0xff, 0xff),
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new GameLib.D3.Color(0xff, 0xff, 0xff, 0xff)
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];
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}
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this.vertexColors = vertexColors;
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if (!vertexNormals) {
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vertexNormals = [
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new GameLib.D3.Vector3(),
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new GameLib.D3.Vector3(),
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new GameLib.D3.Vector3()
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]
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}
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this.vertexNormals = vertexNormals;
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if (!normal) {
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normal = new GameLib.D3.Vector3(0);
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}
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this.normal = normal;
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};
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/**
|
|
* TriangleEdge
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|
* @param triangle
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|
* @param edge
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|
* @constructor
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|
*/
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|
GameLib.D3.TriangleEdge = function(
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triangle,
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edge
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) {
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|
this.triangle = triangle;
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this.edge = edge;
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};
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/**
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|
* Contains a Poly vertex data structure
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* @param localIndex
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|
* @param mvertIndex
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|
* @param uv GameLib.D3.Vector2
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|
* @param materialIndex
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* @param edgeIndex
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|
* @constructor
|
|
*/
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|
GameLib.D3.PolyVertex = function(
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localIndex,
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mvertIndex,
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uv,
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materialIndex,
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edgeIndex
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) {
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|
this.localIndex = localIndex;
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|
this.mvertIndex = mvertIndex;
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|
this.uv = uv;
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|
this.materialIndex = materialIndex;
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|
this.edgeIndex = edgeIndex;
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|
};
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|
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|
/**
|
|
* BoneWeight object - associates a vertex to a bone with some weight
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|
* @param boneIndex int
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|
* @param weight float
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|
* @constructor
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|
*/
|
|
GameLib.D3.BoneWeight = function(
|
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boneIndex,
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|
weight
|
|
) {
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|
this.boneIndex = boneIndex;
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|
this.weight = weight;
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|
};
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|
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|
/**
|
|
* The normal gets assigned when the face calculates its normal
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|
* @param position
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|
* @param boneWeights GameLib.D3.BoneWeight[]
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|
* @constructor
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|
*/
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|
GameLib.D3.Vertex = function(
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position,
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|
boneWeights
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|
) {
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|
this.position = position;
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|
this.boneWeights = boneWeights;
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|
};
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|
/**
|
|
* Image
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|
* @param id
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|
* @param textureLink
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|
* @param filename
|
|
* @param uploadPath
|
|
* @param apiPath
|
|
* @param size
|
|
* @param contentType
|
|
* @constructor
|
|
*/
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|
GameLib.D3.Image = function(
|
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id,
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textureLink,
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filename,
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uploadPath,
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apiPath,
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|
size,
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|
contentType
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|
) {
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|
this.id = id;
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|
|
|
this.filename = filename;
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|
|
this.textureLink = textureLink;
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|
|
if (typeof uploadPath == 'undefined') {
|
|
uploadPath = null;
|
|
}
|
|
this.uploadPath = uploadPath;
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|
|
|
if (typeof apiPath == 'undefined') {
|
|
apiPath = null;
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|
}
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|
this.apiPath = apiPath;
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|
|
|
if (typeof size == 'undefined') {
|
|
size = 0;
|
|
}
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|
this.size = size;
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|
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|
if (typeof contentType == 'undefined') {
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|
contentType = 'application/octet-stream';
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|
|
if (this.filename.match(/(png)$/i)) {
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|
contentType = 'image/png';
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|
}
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|
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|
if (this.filename.match(/(jpg|jpeg)$/i)) {
|
|
contentType = 'image/jpeg';
|
|
}
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|
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|
if (this.filename.match(/(gif)$/i)) {
|
|
contentType = 'image/gif';
|
|
}
|
|
}
|
|
this.contentType = contentType;
|
|
|
|
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|
};
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|
|
|
/**
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|
* Scenes are objects putting meshes into 'world space'
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|
* @param id
|
|
* @param path String
|
|
* @param name String
|
|
* @param meshes GameLib.D3.Mesh[]
|
|
* @param quaternion
|
|
* @param position
|
|
* @param rotation
|
|
* @param scale
|
|
* @param parentSceneId
|
|
* @param lights
|
|
* @constructor
|
|
*/
|
|
GameLib.D3.Scene = function(
|
|
id,
|
|
path,
|
|
name,
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|
meshes,
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|
quaternion,
|
|
position,
|
|
rotation,
|
|
scale,
|
|
parentSceneId,
|
|
lights
|
|
) {
|
|
this.id = id;
|
|
this.path = path;
|
|
this.name = name;
|
|
if (this.name.trim() == "") {
|
|
this.name = 'unnamed';
|
|
}
|
|
this.meshes = meshes;
|
|
|
|
if (typeof quaternion == 'undefined') {
|
|
quaternion = new GameLib.D3.Vector4();
|
|
}
|
|
this.quaternion = quaternion;
|
|
|
|
if (typeof position == 'undefined') {
|
|
position = new GameLib.D3.Vector3(0,0,0);
|
|
}
|
|
this.position = position;
|
|
|
|
if (typeof rotation == 'undefined') {
|
|
rotation = new GameLib.D3.Vector3(0,0,0);
|
|
}
|
|
this.rotation = rotation;
|
|
|
|
if (typeof scale == 'undefined') {
|
|
scale = new GameLib.D3.Vector3(1,1,1);
|
|
}
|
|
this.scale = scale;
|
|
|
|
if (typeof parentSceneId == 'undefined') {
|
|
parentSceneId = null;
|
|
}
|
|
this.parentSceneId = parentSceneId;
|
|
|
|
if (typeof lights == 'undefined') {
|
|
lights = [];
|
|
}
|
|
this.lights = lights;
|
|
};
|
|
|
|
/**
|
|
* Clone a PolyVertex
|
|
* @returns {GameLib.D3.PolyVertex}
|
|
*/
|
|
GameLib.D3.PolyVertex.prototype.clone = function() {
|
|
return new GameLib.D3.PolyVertex(
|
|
this.localIndex,
|
|
this.mvertIndex,
|
|
this.uv.copy(),
|
|
this.materialIndex,
|
|
this.edgeIndex
|
|
)
|
|
};
|
|
|
|
/**
|
|
* Clone a TriangleFace
|
|
* @returns {GameLib.D3.TriangleFace}
|
|
*/
|
|
GameLib.D3.TriangleFace.prototype.clone = function(){
|
|
return new GameLib.D3.TriangleFace(
|
|
this.v0,
|
|
this.v1,
|
|
this.v2,
|
|
this.materialIndex,
|
|
this.v0uv.copy(),
|
|
this.v1uv.copy(),
|
|
this.v2uv.copy()
|
|
);
|
|
};
|
|
|
|
/**
|
|
* Associates bones with their child bones, based on parent bone references
|
|
*/
|
|
GameLib.D3.prototype.createChildBoneIds = function() {
|
|
for (var bi = 0; bi < this.bones.length; bi++) {
|
|
var childBoneIds = [];
|
|
|
|
for (var sbi = 0; sbi < this.bones.length; sbi++) {
|
|
|
|
if (this.bones[sbi] == this.bones[bi]) {
|
|
continue;
|
|
}
|
|
|
|
if (this.bones[sbi].parentBoneId !== null &&
|
|
this.bones[sbi].parentBoneId == this.bones[bi].boneId)
|
|
{
|
|
childBoneIds.push(this.bones[sbi].boneId);
|
|
}
|
|
}
|
|
|
|
this.bones[bi].childBoneIds = childBoneIds;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This is a work-around function to fix polys which don't triangulate because
|
|
* they could lie on Z-plane (XZ or YZ)) - we translate the poly to the origin, systematically rotate the poly around
|
|
* Z then Y axis
|
|
* @param verticesFlat []
|
|
* @param grain is the amount to systematically rotate the poly by - a finer grain means a more accurate maximum XY
|
|
* @return []
|
|
*/
|
|
GameLib.D3.prototype.fixPolyZPlane = function(verticesFlat, grain) {
|
|
|
|
if ((verticesFlat.length % 3) != 0 && !(verticesFlat.length > 9)) {
|
|
console.log("The vertices are not in the right length : " + verticesFlat.length);
|
|
}
|
|
|
|
var vertices = [];
|
|
|
|
var points = new GameLib.D3.Vector4.Points();
|
|
|
|
for (var i = 0; i < verticesFlat.length; i += 3) {
|
|
points.add(new GameLib.D3.Vector3(
|
|
verticesFlat[i],
|
|
verticesFlat[i + 1],
|
|
verticesFlat[i + 2]
|
|
));
|
|
}
|
|
|
|
points.toOrigin();
|
|
|
|
points.maximizeXDistance(grain);
|
|
|
|
points.maximizeYDistance(grain);
|
|
|
|
for (i = 0; i < points.vectors.length; i++) {
|
|
vertices.push(
|
|
[
|
|
points.vectors[i].x,
|
|
points.vectors[i].y
|
|
]
|
|
);
|
|
}
|
|
|
|
return vertices;
|
|
};
|
|
|
|
/**
|
|
* This function resets the winding order for triangles in faces, given an initial triangle and orientation edge
|
|
* used pseudocode from
|
|
* http://stackoverflow.com/questions/17036970/how-to-correct-winding-of-triangles-to-counter-clockwise-direction-of-a-3d-mesh
|
|
* We need to use a graph traversal algorithm,
|
|
* lets assume we have method that returns neighbor of triangle on given edge
|
|
*
|
|
* neighbor_on_egde( next_tria, edge )
|
|
*
|
|
* to_process = set of pairs triangle and orientation edge, initial state is one good oriented triangle with any edge on it
|
|
* processed = set of processed triangles; initial empty
|
|
*
|
|
* while to_process is not empty:
|
|
* next_tria, orientation_edge = to_process.pop()
|
|
* add next_tria in processed
|
|
* if next_tria is not opposite oriented than orientation_edge:
|
|
* change next_tria (ABC) orientation (B<->C)
|
|
* for each edge (AB) in next_tria:
|
|
* neighbor_tria = neighbor_on_egde( next_tria, edge )
|
|
* if neighbor_tria exists and neighbor_tria not in processed:
|
|
* to_process add (neighbor_tria, edge opposite oriented (BA))
|
|
* @param faces GameLib.D3.TriangleFace[]
|
|
* @param orientationEdge GameLib.D3.Vector2
|
|
* @returns {Array}
|
|
*/
|
|
GameLib.D3.prototype.fixWindingOrder = function(faces, orientationEdge) {
|
|
|
|
/**
|
|
* Checks if a TriangleFace belonging to a TriangleEdge has already been processed
|
|
* @param processed TriangleEdge[]
|
|
* @param triangle TriangleFace
|
|
* @returns {boolean}
|
|
*/
|
|
function inProcessed(processed, triangle) {
|
|
|
|
for (var i = 0; i < processed.length; i++) {
|
|
if (processed[i].triangle.equals(triangle)) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Returns a neighbouring triangle on a specific edge - preserving the edge orientation
|
|
* @param edge GameLib.D3.Vector2
|
|
* @param faces GameLib.D3.TriangleFace[]
|
|
* @param currentTriangle
|
|
* @returns {*}
|
|
*/
|
|
function neighbourOnEdge(edge, faces, currentTriangle) {
|
|
|
|
for (var i = 0; i < faces.length; i++) {
|
|
if (
|
|
(faces[i].v0 == edge.x && faces[i].v1 == edge.y) ||
|
|
(faces[i].v1 == edge.x && faces[i].v2 == edge.y) ||
|
|
(faces[i].v2 == edge.x && faces[i].v0 == edge.y) ||
|
|
(faces[i].v0 == edge.y && faces[i].v1 == edge.x) ||
|
|
(faces[i].v1 == edge.y && faces[i].v2 == edge.x) ||
|
|
(faces[i].v2 == edge.y && faces[i].v0 == edge.x)
|
|
) {
|
|
|
|
var triangle = new GameLib.D3.TriangleFace(
|
|
faces[i].v0,
|
|
faces[i].v1,
|
|
faces[i].v2,
|
|
faces[i].materialIndex,
|
|
faces[i].v0uv,
|
|
faces[i].v1uv,
|
|
faces[i].v2uv
|
|
);
|
|
|
|
if (triangle.equals(currentTriangle)) {
|
|
continue;
|
|
}
|
|
|
|
return new GameLib.D3.TriangleEdge(
|
|
triangle,
|
|
edge
|
|
);
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
var toProcess = [
|
|
new GameLib.D3.TriangleEdge(
|
|
new GameLib.D3.TriangleFace(
|
|
faces[0].v0,
|
|
faces[0].v1,
|
|
faces[0].v2,
|
|
faces[0].materialIndex,
|
|
faces[0].v0uv,
|
|
faces[0].v1uv,
|
|
faces[0].v2uv
|
|
),
|
|
orientationEdge
|
|
)
|
|
];
|
|
|
|
var processed = [];
|
|
|
|
while (toProcess.length > 0) {
|
|
|
|
var triangleEdge = toProcess.pop();
|
|
|
|
/**
|
|
* If edge is the same orientation (i.e. the edge order is the same as the given triangle edge) it needs to be reversed
|
|
* to have the same winding order)
|
|
*/
|
|
if (
|
|
(triangleEdge.triangle.v0 == triangleEdge.edge.x &&
|
|
triangleEdge.triangle.v1 == triangleEdge.edge.y) ||
|
|
(triangleEdge.triangle.v1 == triangleEdge.edge.x &&
|
|
triangleEdge.triangle.v2 == triangleEdge.edge.y) ||
|
|
(triangleEdge.triangle.v2 == triangleEdge.edge.x &&
|
|
triangleEdge.triangle.v0 == triangleEdge.edge.y)
|
|
) {
|
|
var backupV = triangleEdge.triangle.v1;
|
|
triangleEdge.triangle.v1 = triangleEdge.triangle.v2;
|
|
triangleEdge.triangle.v2 = backupV;
|
|
|
|
var backupUV = triangleEdge.triangle.v1uv;
|
|
triangleEdge.triangle.v1uv = triangleEdge.triangle.v2uv;
|
|
triangleEdge.triangle.v2uv = backupUV;
|
|
}
|
|
|
|
processed.push(triangleEdge);
|
|
|
|
var edges = [
|
|
new GameLib.D3.Vector2(
|
|
triangleEdge.triangle.v0,
|
|
triangleEdge.triangle.v1
|
|
),
|
|
new GameLib.D3.Vector2(
|
|
triangleEdge.triangle.v1,
|
|
triangleEdge.triangle.v2
|
|
),
|
|
new GameLib.D3.Vector2(
|
|
triangleEdge.triangle.v2,
|
|
triangleEdge.triangle.v0
|
|
)
|
|
];
|
|
|
|
for (var j = 0; j < edges.length; j++) {
|
|
var neighbour = neighbourOnEdge(edges[j], faces, triangleEdge.triangle);
|
|
if (neighbour && !inProcessed(processed, neighbour.triangle)) {
|
|
toProcess.push(neighbour);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* In processed - we will have some duplicates - only add the unique ones
|
|
* @type {Array}
|
|
*/
|
|
var triangles = [];
|
|
for (var i = 0; i < processed.length; i++) {
|
|
var found = false;
|
|
for (var k = 0; k < triangles.length; k++) {
|
|
if (triangles[k].equals(processed[i].triangle)){
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found) {
|
|
triangles.push(processed[i].triangle);
|
|
}
|
|
}
|
|
|
|
return triangles;
|
|
};
|
|
|
|
/**
|
|
* Returns true if two triangles are equal (their vertex indices match in some order)
|
|
* @param triangle
|
|
* @returns {boolean}
|
|
*/
|
|
GameLib.D3.TriangleFace.prototype.equals = function(triangle) {
|
|
return !!(
|
|
(
|
|
(this.v0 == triangle.v0) &&
|
|
(this.v1 == triangle.v1) &&
|
|
(this.v2 == triangle.v2)
|
|
)
|
|
||
|
|
(
|
|
(this.v0 == triangle.v0) &&
|
|
(this.v1 == triangle.v2) &&
|
|
(this.v2 == triangle.v1)
|
|
)
|
|
||
|
|
(
|
|
(this.v0 == triangle.v1) &&
|
|
(this.v1 == triangle.v0) &&
|
|
(this.v2 == triangle.v2)
|
|
)
|
|
||
|
|
(
|
|
(this.v0 == triangle.v1) &&
|
|
(this.v1 == triangle.v2) &&
|
|
(this.v2 == triangle.v0)
|
|
)
|
|
||
|
|
(
|
|
(this.v0 == triangle.v2) &&
|
|
(this.v1 == triangle.v0) &&
|
|
(this.v2 == triangle.v1)
|
|
)
|
|
||
|
|
(
|
|
(this.v0 == triangle.v2) &&
|
|
(this.v1 == triangle.v1) &&
|
|
(this.v2 == triangle.v0)
|
|
));
|
|
};
|
|
|
|
GameLib.D3.prototype.invertWindingOrder = function(triangles) {
|
|
|
|
for (var i = 0; i < triangles.length; i++) {
|
|
var v1 = triangles[i].v1;
|
|
triangles[i].v1 = triangles[i].v2;
|
|
triangles[i].v2 = v1;
|
|
|
|
var backupUV = triangles[i].triangle.v1uv;
|
|
triangles[i].triangle.v1uv = triangles[i].triangle.v2uv;
|
|
triangles[i].triangle.v2uv = backupUV;
|
|
}
|
|
|
|
return triangles;
|
|
};
|
|
|
|
/**
|
|
* This function resets a the winding order of a mesh from a reference point V (the average center of the mesh)
|
|
*/
|
|
GameLib.D3.prototype.resetWindingOrder = function(faces, vertices) {
|
|
|
|
var vertexList = new GameLib.D3.Vector3.Points();
|
|
|
|
for (var v = 0; v < vertices.length; v++) {
|
|
vertexList.add(new GameLib.D3.Vector3(
|
|
vertices[v].position.x,
|
|
vertices[v].position.y,
|
|
vertices[v].position.z
|
|
));
|
|
}
|
|
|
|
var V = vertexList.average();
|
|
|
|
var triangles = [];
|
|
|
|
for (var s = 0; s < faces.length; s += 3) {
|
|
|
|
var v0 = faces[s];
|
|
var v1 = faces[s+1];
|
|
var v2 = faces[s+2];
|
|
|
|
triangles.push(
|
|
{
|
|
v0 : v0,
|
|
v1 : v1,
|
|
v2 : v2,
|
|
edges : [
|
|
{v0: v0, v1: v1},
|
|
{v0: v1, v1: v2},
|
|
{v0: v2, v1: v0}
|
|
],
|
|
winding : 0,
|
|
edgeIndex : -1,
|
|
processed : false
|
|
}
|
|
);
|
|
}
|
|
|
|
for (var i = 0; i < triangles.length; i++) {
|
|
if (
|
|
GameLib.D3.Vector3.clockwise(
|
|
vertices[triangles[i].v0].position,
|
|
vertices[triangles[i].v1].position,
|
|
vertices[triangles[i].v2].position,
|
|
V
|
|
)
|
|
) {
|
|
console.log('clockwise');
|
|
var bv1 = triangles[i].v1;
|
|
triangles[i].v1 = triangles[i].v2;
|
|
triangles[i].v2 = bv1;
|
|
} else {
|
|
console.log('not clockwise');
|
|
}
|
|
}
|
|
|
|
return triangles;
|
|
};
|
|
|
|
/**
|
|
* Defers loading of an image and resolves once image is loaded
|
|
* @param gameLibTexture
|
|
* @param threeMaterial
|
|
* @param threeMaterialMapType
|
|
* @returns {Promise}
|
|
*/
|
|
GameLib.D3.prototype.loadMap = function(gameLibTexture, threeMaterial, threeMaterialMapType) {
|
|
|
|
var q = this.Q.defer();
|
|
|
|
var imagePath = null;
|
|
|
|
if (gameLibTexture && gameLibTexture.image && gameLibTexture.image.apiPath && gameLibTexture.image.filename) {
|
|
/**
|
|
* Load the image from API here if apiPath is defined
|
|
*/
|
|
imagePath = this.apiUrl + gameLibTexture.image.uploadPath + '/' + gameLibTexture.image.filename;
|
|
}
|
|
|
|
if (gameLibTexture && gameLibTexture.image && gameLibTexture.image.uploadPath && gameLibTexture.image.filename) {
|
|
/**
|
|
* Else, load from upload source
|
|
*/
|
|
imagePath = this.editorUrl + gameLibTexture.image.uploadPath + '/' + gameLibTexture.image.filename;
|
|
}
|
|
|
|
if (imagePath) {
|
|
|
|
this.textureLoader.crossOrigin = '';
|
|
|
|
this.textureLoader.load(
|
|
imagePath,
|
|
function(texture) {
|
|
/**
|
|
* onLoad
|
|
*/
|
|
threeMaterial[threeMaterialMapType] = texture;
|
|
threeMaterial[threeMaterialMapType].name = gameLibTexture.name;
|
|
threeMaterial[threeMaterialMapType].anisotropy = gameLibTexture.anisotropy;
|
|
threeMaterial[threeMaterialMapType].encoding = gameLibTexture.encoding;
|
|
threeMaterial[threeMaterialMapType].flipY = gameLibTexture.flipY;
|
|
/**
|
|
* We don't restore the format since this changing from OS to OS and breaks the implementation sometimes
|
|
*/
|
|
threeMaterial[threeMaterialMapType].generateMipmaps = gameLibTexture.generateMipmaps;
|
|
threeMaterial[threeMaterialMapType].magFilter = gameLibTexture.magFilter;
|
|
threeMaterial[threeMaterialMapType].minFilter = gameLibTexture.minFilter;
|
|
threeMaterial[threeMaterialMapType].mapping = gameLibTexture.mapping;
|
|
threeMaterial[threeMaterialMapType].mipmaps = gameLibTexture.mipmaps;
|
|
threeMaterial[threeMaterialMapType].offset = new this.THREE.Vector2(
|
|
gameLibTexture.offset.x,
|
|
gameLibTexture.offset.y
|
|
);
|
|
threeMaterial[threeMaterialMapType].premultiplyAlpha = gameLibTexture.premultiplyAlpha;
|
|
threeMaterial[threeMaterialMapType].textureType = gameLibTexture.textureType;
|
|
threeMaterial[threeMaterialMapType].wrapS = gameLibTexture.wrapS;
|
|
threeMaterial[threeMaterialMapType].wrapT = gameLibTexture.wrapT;
|
|
threeMaterial[threeMaterialMapType].unpackAlignment = gameLibTexture.unpackAlignment;
|
|
threeMaterial.needsUpdate = true;
|
|
q.resolve(true);
|
|
},
|
|
function(xhr) {
|
|
/**
|
|
* onProgress
|
|
*/
|
|
if (this.editor) {
|
|
this.editor.setServerStatus(Math.round(xhr.loaded / xhr.total * 100) + '% complete', 'success');
|
|
}
|
|
},
|
|
function(error) {
|
|
/**
|
|
* onError
|
|
*/
|
|
console.log("an error occurred while trying to load the image : " + imagePath);
|
|
q.resolve(null);
|
|
}
|
|
);
|
|
|
|
} else {
|
|
q.resolve(null);
|
|
}
|
|
|
|
return q.promise;
|
|
};
|
|
|
|
/**
|
|
* Creates a THREE Mesh from GameLib.D3.Mesh
|
|
* @param gameLibMesh
|
|
* @param threeGeometry
|
|
* @param threeMaterial
|
|
* @returns {*}
|
|
*/
|
|
GameLib.D3.prototype.createThreeMesh = function(gameLibMesh, threeGeometry, threeMaterial) {
|
|
|
|
var threeMesh = null;
|
|
|
|
if (gameLibMesh.meshType == GameLib.D3.Mesh.TYPE_NORMAL) {
|
|
threeMesh = new this.THREE.Mesh(threeGeometry, threeMaterial);
|
|
}
|
|
|
|
if (gameLibMesh.meshType == GameLib.D3.Mesh.TYPE_SKINNED) {
|
|
|
|
var bones = gameLibMesh.skeleton.bones;
|
|
|
|
var skinIndices = gameLibMesh.skinIndices;
|
|
|
|
var skinWeights = gameLibMesh.skinWeights;
|
|
|
|
var threeBones = [];
|
|
|
|
for (var bi = 0; bi < bones.length; bi++) {
|
|
|
|
var bone = new this.THREE.Bone();
|
|
|
|
bone.name = bones[bi].name;
|
|
|
|
bone.position.x = bones[bi].position.x;
|
|
bone.position.y = bones[bi].position.y;
|
|
bone.position.z = bones[bi].position.z;
|
|
|
|
bone.rotation.x = bones[bi].rotation.x;
|
|
bone.rotation.y = bones[bi].rotation.y;
|
|
bone.rotation.z = bones[bi].rotation.z;
|
|
|
|
bone.quaternion.x = bones[bi].quaternion.x;
|
|
bone.quaternion.y = bones[bi].quaternion.y;
|
|
bone.quaternion.z = bones[bi].quaternion.z;
|
|
bone.quaternion.w = bones[bi].quaternion.w;
|
|
|
|
bone.scale.x = bones[bi].scale.x;
|
|
bone.scale.y = bones[bi].scale.y;
|
|
bone.scale.z = bones[bi].scale.z;
|
|
|
|
bone.up.x = bones[bi].up.x;
|
|
bone.up.y = bones[bi].up.y;
|
|
bone.up.z = bones[bi].up.z;
|
|
|
|
threeBones.push(bone);
|
|
}
|
|
|
|
/**
|
|
* Setup the bone relationships
|
|
*/
|
|
for (var br = 0; br < bones.length; br++) {
|
|
for (var cbi = 0; cbi < bones[br].childBoneIds.length; cbi++) {
|
|
threeBones[br].add(threeBones[bones[br].childBoneIds[cbi]]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Setup bones (indexes)
|
|
*/
|
|
for (var si = 0; si < skinIndices.length; si++) {
|
|
threeGeometry.skinIndices.push(
|
|
new this.THREE.Vector4(
|
|
skinIndices[si].x,
|
|
skinIndices[si].y,
|
|
skinIndices[si].z,
|
|
skinIndices[si].w
|
|
)
|
|
);
|
|
}
|
|
|
|
/**
|
|
* Setup bones (weights)
|
|
*/
|
|
for (var sw = 0; sw < skinWeights.length; sw++) {
|
|
threeGeometry.skinWeights.push(
|
|
new this.THREE.Vector4(
|
|
skinWeights[sw].x,
|
|
skinWeights[sw].y,
|
|
skinWeights[sw].z,
|
|
skinWeights[sw].w
|
|
)
|
|
);
|
|
}
|
|
|
|
threeMesh = new this.THREE.SkinnedMesh(threeGeometry, threeMaterial);
|
|
|
|
var skeleton = new this.THREE.Skeleton(threeBones);
|
|
|
|
skeleton.useVertexTexture = gameLibMesh.skeleton.useVertexTexture;
|
|
|
|
for (var i = 0; i < bones.length; i++) {
|
|
if (bones[i].parentBoneId === null) {
|
|
threeMesh.add(threeBones[i]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
threeMesh.bind(skeleton);
|
|
|
|
threeMesh.pose();
|
|
|
|
threeMesh.skeleton.skeletonHelper = new this.THREE.SkeletonHelper(threeMesh);
|
|
threeMesh.skeleton.skeletonHelper.material.linewidth = 5;
|
|
}
|
|
|
|
if (threeMesh == null) {
|
|
console.log('cannot handle meshes of type ' + gameLibMesh.meshType + ' yet.');
|
|
}
|
|
|
|
gameLibMesh.threeMeshId = threeMesh.id;
|
|
|
|
return threeMesh;
|
|
};
|
|
|
|
/**
|
|
* Returns an array of image loading Promises
|
|
* @param blenderMaterial
|
|
* @param blenderMaps
|
|
* @param threeMaterial
|
|
* @returns Q[]
|
|
*/
|
|
GameLib.D3.prototype.loadMaps = function(blenderMaterial, blenderMaps, threeMaterial) {
|
|
|
|
var textureMaps = [];
|
|
|
|
for (var ti = 0; ti < blenderMaps.length; ti++) {
|
|
|
|
var map = blenderMaps[ti];
|
|
|
|
if (blenderMaterial.maps.hasOwnProperty(map)) {
|
|
|
|
var blenderTexture = blenderMaterial.maps[map];
|
|
|
|
if (
|
|
blenderTexture &&
|
|
blenderTexture.image &&
|
|
blenderTexture.image.filename &&
|
|
blenderTexture.image.uploadPath
|
|
) {
|
|
|
|
var threeMap = null;
|
|
|
|
if (map == 'alpha') {
|
|
threeMap = 'alhpaMap';
|
|
}
|
|
|
|
if (map == 'ao') {
|
|
threeMap = 'aoMap';
|
|
}
|
|
|
|
if (map == 'bump') {
|
|
threeMap = 'bumpMap';
|
|
}
|
|
|
|
if (map == 'displacement') {
|
|
threeMap = 'displacementMap';
|
|
}
|
|
|
|
if (map == 'emissive') {
|
|
threeMap = 'emissiveMap';
|
|
}
|
|
|
|
if (map == 'environment') {
|
|
threeMap = 'envMap';
|
|
}
|
|
|
|
if (map == 'light') {
|
|
threeMap = 'lightMap';
|
|
}
|
|
|
|
if (map == 'specular') {
|
|
threeMap = 'specularMap';
|
|
}
|
|
|
|
if (map == 'diffuse') {
|
|
threeMap = 'map';
|
|
}
|
|
|
|
if (map == 'roughness') {
|
|
threeMap = 'roughnessMap';
|
|
}
|
|
|
|
if (map == 'metalness') {
|
|
threeMap = 'metalnessMap';
|
|
}
|
|
|
|
if (threeMap == null) {
|
|
console.warn("unsupported map type : " + map);
|
|
}
|
|
|
|
textureMaps.push(this.loadMap(blenderMaterial.maps[map], threeMaterial, threeMap));
|
|
}
|
|
}
|
|
}
|
|
|
|
return textureMaps;
|
|
};
|
|
|
|
/**
|
|
* Creates a this.THREE.Material from a GameLib.D3.Material
|
|
* @param blenderMaterial GameLib.D3.Material
|
|
*/
|
|
GameLib.D3.prototype.createThreeMaterial = function(blenderMaterial) {
|
|
|
|
var defer = this.Q.defer();
|
|
|
|
var threeMaterial = null;
|
|
|
|
var blenderMaps = [];
|
|
|
|
if (blenderMaterial.materialType == GameLib.D3.Material.TYPE_MESH_STANDARD) {
|
|
|
|
threeMaterial = new this.THREE.MeshStandardMaterial({
|
|
name: blenderMaterial.name,
|
|
opacity: blenderMaterial.opacity,
|
|
transparent: blenderMaterial.transparent,
|
|
blending: blenderMaterial.blending,
|
|
blendSrc: blenderMaterial.blendSrc,
|
|
blendDst: blenderMaterial.blendDst,
|
|
blendEquation: blenderMaterial.blendEquation,
|
|
depthTest: blenderMaterial.depthTest,
|
|
depthFunc: blenderMaterial.depthFunc,
|
|
depthWrite: blenderMaterial.depthWrite,
|
|
polygonOffset: blenderMaterial.polygonOffset,
|
|
polygonOffsetFactor: blenderMaterial.polygonOffsetFactor,
|
|
polygonOffsetUnits: blenderMaterial.polygonOffsetUnits,
|
|
alphaTest: blenderMaterial.alphaTest,
|
|
clippingPlanes: blenderMaterial.clippingPlanes,
|
|
clipShadows: blenderMaterial.clipShadows,
|
|
overdraw: blenderMaterial.overdraw,
|
|
visible: blenderMaterial.visible,
|
|
side: blenderMaterial.side,
|
|
color: new this.THREE.Color(
|
|
blenderMaterial.color.r,
|
|
blenderMaterial.color.g,
|
|
blenderMaterial.color.b
|
|
),
|
|
roughness: blenderMaterial.roughness,
|
|
metalness: blenderMaterial.metalness,
|
|
lightMapIntensity: blenderMaterial.lightMapIntensity,
|
|
aoMapIntensity: blenderMaterial.aoMapIntensity,
|
|
emissive: new this.THREE.Color(
|
|
blenderMaterial.emissive.r,
|
|
blenderMaterial.emissive.g,
|
|
blenderMaterial.emissive.b
|
|
),
|
|
emissiveIntensity: blenderMaterial.emissiveIntensity,
|
|
bumpScale: blenderMaterial.bumpScale,
|
|
normalScale: blenderMaterial.normalScale,
|
|
displacementScale: blenderMaterial.displacementScale,
|
|
refractionRatio: blenderMaterial.refractionRatio,
|
|
fog: blenderMaterial.fog,
|
|
shading: blenderMaterial.shading,
|
|
wireframe: blenderMaterial.wireframe,
|
|
wireframeLinewidth: blenderMaterial.wireframeLineWidth,
|
|
wireframeLinecap: blenderMaterial.wireframeLineCap,
|
|
wireframeLinejoin: blenderMaterial.wireframeLineJoin,
|
|
vertexColors: blenderMaterial.vertexColors,
|
|
skinning: blenderMaterial.skinning,
|
|
morphTargets: blenderMaterial.morphTargets,
|
|
morphNormals: blenderMaterial.morphNormals
|
|
});
|
|
|
|
blenderMaps.push(
|
|
'diffuse',
|
|
'light',
|
|
'ao',
|
|
'emissive',
|
|
'bump',
|
|
'normal',
|
|
'displacement',
|
|
'roughness',
|
|
'metalness',
|
|
'alpha',
|
|
'environment'
|
|
);
|
|
} else if (blenderMaterial.materialType == GameLib.D3.Material.TYPE_MESH_PHONG) {
|
|
|
|
threeMaterial = new this.THREE.MeshPhongMaterial({
|
|
name: blenderMaterial.name,
|
|
opacity: blenderMaterial.opacity,
|
|
transparent: blenderMaterial.transparent,
|
|
blending: blenderMaterial.blending,
|
|
blendSrc: blenderMaterial.blendSrc,
|
|
blendDst: blenderMaterial.blendDst,
|
|
blendEquation: blenderMaterial.blendEquation,
|
|
depthTest: blenderMaterial.depthTest,
|
|
depthFunc: blenderMaterial.depthFunc,
|
|
depthWrite: blenderMaterial.depthWrite,
|
|
polygonOffset: blenderMaterial.polygonOffset,
|
|
polygonOffsetFactor: blenderMaterial.polygonOffsetFactor,
|
|
polygonOffsetUnits: blenderMaterial.polygonOffsetUnits,
|
|
alphaTest: blenderMaterial.alphaTest,
|
|
clippingPlanes: blenderMaterial.clippingPlanes,
|
|
clipShadows: blenderMaterial.clipShadows,
|
|
overdraw: blenderMaterial.overdraw,
|
|
visible: blenderMaterial.visible,
|
|
side: blenderMaterial.side,
|
|
color: new this.THREE.Color(
|
|
blenderMaterial.color.r,
|
|
blenderMaterial.color.g,
|
|
blenderMaterial.color.b
|
|
),
|
|
specular: new this.THREE.Color(
|
|
blenderMaterial.specular.r,
|
|
blenderMaterial.specular.g,
|
|
blenderMaterial.specular.b
|
|
),
|
|
shininess: blenderMaterial.shininess,
|
|
lightMapIntensity: blenderMaterial.lightMapIntensity,
|
|
aoMapIntensity: blenderMaterial.aoMapIntensity,
|
|
emissive: new this.THREE.Color(
|
|
blenderMaterial.emissive.r,
|
|
blenderMaterial.emissive.g,
|
|
blenderMaterial.emissive.b
|
|
),
|
|
emissiveIntensity: blenderMaterial.emissiveIntensity,
|
|
bumpScale: blenderMaterial.bumpScale,
|
|
normalScale: blenderMaterial.normalScale,
|
|
displacementScale: blenderMaterial.displacementScale,
|
|
combine: blenderMaterial.combine,
|
|
refractionRatio: blenderMaterial.refractionRatio,
|
|
fog: blenderMaterial.fog,
|
|
shading: blenderMaterial.shading,
|
|
wireframe: blenderMaterial.wireframe,
|
|
wireframeLinewidth: blenderMaterial.wireframeLineWidth,
|
|
wireframeLinecap: blenderMaterial.wireframeLineCap,
|
|
wireframeLinejoin: blenderMaterial.wireframeLineJoin,
|
|
vertexColors: blenderMaterial.vertexColors,
|
|
skinning: blenderMaterial.skinning,
|
|
morphTargets: blenderMaterial.morphTargets,
|
|
morphNormals: blenderMaterial.morphNormals
|
|
});
|
|
|
|
blenderMaps.push(
|
|
'diffuse',
|
|
'light',
|
|
'ao',
|
|
'emissive',
|
|
'bump',
|
|
'normal',
|
|
'displacement',
|
|
'specular',
|
|
'alpha',
|
|
'environment'
|
|
);
|
|
|
|
} else {
|
|
console.log("material type is not implemented yet: " + blenderMaterial.materialType + " - material indexes could be screwed up");
|
|
}
|
|
|
|
if (blenderMaps.length > 0) {
|
|
var textureMaps = this.loadMaps(blenderMaterial, blenderMaps, threeMaterial);
|
|
Q.all(textureMaps).then(
|
|
function(){
|
|
defer.resolve(threeMaterial);
|
|
}
|
|
).catch(
|
|
function(error){
|
|
console.log(error);
|
|
defer.reject(error);
|
|
}
|
|
)
|
|
} else {
|
|
defer.resolve(threeMaterial);
|
|
}
|
|
|
|
return defer.promise;
|
|
};
|
|
|
|
/**
|
|
* Loads a scene directly from the API
|
|
* @param sceneName
|
|
* @param onLoaded callback
|
|
*/
|
|
GameLib.D3.prototype.loadSceneFromApi = function(sceneName, onLoaded) {
|
|
/**
|
|
* First check if this is a client or server side request
|
|
*/
|
|
if (typeof XMLHttpRequest == 'undefined') {
|
|
console.warn('implement server side loading from API here');
|
|
return onLoaded(null, new Error('not implemented'));
|
|
}
|
|
|
|
var xhr = new XMLHttpRequest();
|
|
xhr.open(
|
|
'GET',
|
|
this.apiUrl + '/scene/' + sceneName
|
|
);
|
|
|
|
xhr.onreadystatechange = function(xhr, gameLibD3) {
|
|
return function() {
|
|
if (xhr.readyState == 4) {
|
|
var response = JSON.parse(xhr.responseText);
|
|
gameLibD3.loadScene(response.scene[0], onLoaded, false);
|
|
}
|
|
}
|
|
}(xhr, this);
|
|
|
|
xhr.send();
|
|
};
|
|
|
|
/**
|
|
* Loads a GameLib.D3.Scene object into a ThreeJS Scene object
|
|
* @param gameLibScene GameLib.D3.Scene
|
|
* @param onLoaded callback when all meshes have loaded
|
|
* @param computeNormals set to true to compute new face and vertex normals during load
|
|
*/
|
|
GameLib.D3.prototype.loadScene = function(gameLibScene, onLoaded, computeNormals) {
|
|
|
|
console.log("loading scene " + gameLibScene.name);
|
|
|
|
var meshQ = [];
|
|
|
|
for (var m = 0; m < gameLibScene.meshes.length; m++) {
|
|
|
|
var mesh = gameLibScene.meshes[m];
|
|
|
|
console.log("loading mesh " + mesh.name);
|
|
|
|
var geometry = new this.THREE.Geometry();
|
|
|
|
var vertices = mesh.vertices;
|
|
|
|
var faces = mesh.faces;
|
|
|
|
var faceVertexUvs = mesh.faceVertexUvs;
|
|
|
|
var materials = mesh.materials;
|
|
|
|
/**
|
|
* Setup vertices
|
|
*/
|
|
for (var v = 0; v < vertices.length; v++) {
|
|
geometry.vertices.push(
|
|
new this.THREE.Vector3(
|
|
vertices[v].position.x,
|
|
vertices[v].position.y,
|
|
vertices[v].position.z
|
|
)
|
|
)
|
|
}
|
|
|
|
/**
|
|
* Setup faces
|
|
*/
|
|
for (var f = 0; f < faces.length; f++) {
|
|
|
|
var face = new this.THREE.Face3(
|
|
faces[f].v0,
|
|
faces[f].v1,
|
|
faces[f].v2,
|
|
new this.THREE.Vector3(
|
|
faces[f].normal.x,
|
|
faces[f].normal.y,
|
|
faces[f].normal.z
|
|
),
|
|
new this.THREE.Color(
|
|
faces[f].color.r,
|
|
faces[f].color.g,
|
|
faces[f].color.b
|
|
),
|
|
faces[f].materialIndex
|
|
);
|
|
|
|
face.vertexColors = [
|
|
new this.THREE.Color(
|
|
faces[f].vertexColors[0].r,
|
|
faces[f].vertexColors[0].g,
|
|
faces[f].vertexColors[0].b
|
|
),
|
|
new this.THREE.Color(
|
|
faces[f].vertexColors[1].r,
|
|
faces[f].vertexColors[1].g,
|
|
faces[f].vertexColors[1].b
|
|
),
|
|
new this.THREE.Color(
|
|
faces[f].vertexColors[2].r,
|
|
faces[f].vertexColors[2].g,
|
|
faces[f].vertexColors[2].b
|
|
)
|
|
];
|
|
|
|
face.normal = new this.THREE.Vector3(
|
|
faces[f].normal.x,
|
|
faces[f].normal.y,
|
|
faces[f].normal.z
|
|
);
|
|
|
|
face.vertexNormals = [
|
|
new this.THREE.Vector3(
|
|
faces[f].vertexNormals[0].x,
|
|
faces[f].vertexNormals[0].y,
|
|
faces[f].vertexNormals[0].z
|
|
),
|
|
new this.THREE.Vector3(
|
|
faces[f].vertexNormals[1].x,
|
|
faces[f].vertexNormals[1].y,
|
|
faces[f].vertexNormals[1].z
|
|
),
|
|
new this.THREE.Vector3(
|
|
faces[f].vertexNormals[2].x,
|
|
faces[f].vertexNormals[2].y,
|
|
faces[f].vertexNormals[2].z
|
|
)
|
|
];
|
|
|
|
geometry.faces.push(face);
|
|
}
|
|
|
|
geometry.faceVertexUvs = [];
|
|
|
|
/**
|
|
* Setup face UVs
|
|
*/
|
|
for (var fm = 0; fm < faceVertexUvs.length; fm++) {
|
|
|
|
var faceMaterialVertexUvs = faceVertexUvs[fm];
|
|
|
|
geometry.faceVertexUvs[fm] = [];
|
|
|
|
for (var fuv = 0; fuv < faceMaterialVertexUvs.length; fuv++) {
|
|
geometry.faceVertexUvs[fm][fuv] = [];
|
|
geometry.faceVertexUvs[fm][fuv].push(
|
|
new this.THREE.Vector2(
|
|
faceMaterialVertexUvs[fuv][0].x,
|
|
faceMaterialVertexUvs[fuv][0].y
|
|
),
|
|
new this.THREE.Vector2(
|
|
faceMaterialVertexUvs[fuv][1].x,
|
|
faceMaterialVertexUvs[fuv][1].y
|
|
),
|
|
new this.THREE.Vector2(
|
|
faceMaterialVertexUvs[fuv][2].x,
|
|
faceMaterialVertexUvs[fuv][2].y
|
|
)
|
|
);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Re-calculate normals (if we have to)
|
|
* @type {Array}
|
|
*/
|
|
if (computeNormals) {
|
|
geometry.computeFaceNormals();
|
|
geometry.computeVertexNormals();
|
|
}
|
|
|
|
var threeMaterialLoaders = [];
|
|
|
|
/**
|
|
* Setup materials
|
|
*/
|
|
for (var mi = 0; mi < materials.length; mi++) {
|
|
threeMaterialLoaders.push(this.createThreeMaterial(materials[mi]));
|
|
}
|
|
|
|
var result = this.Q.all(threeMaterialLoaders).then(
|
|
function(gl3d, mesh, geometry) {
|
|
return function(materials) {
|
|
|
|
console.log("loaded all materials maps (" + materials.length + ")");
|
|
|
|
/**
|
|
* We don't support MultiMaterial atm - it doesn't work with raycasting
|
|
*/
|
|
var material = materials[0];
|
|
|
|
var threeMesh = gl3d.createThreeMesh(mesh, geometry, material);
|
|
threeMesh.name = mesh.name;
|
|
|
|
threeMesh.position.x = mesh.position.x;
|
|
threeMesh.position.y = mesh.position.y;
|
|
threeMesh.position.z = mesh.position.z;
|
|
|
|
threeMesh.rotation.x = mesh.rotation.x;
|
|
threeMesh.rotation.y = mesh.rotation.y;
|
|
threeMesh.rotation.z = mesh.rotation.z;
|
|
|
|
threeMesh.scale.x = mesh.scale.x;
|
|
threeMesh.scale.y = mesh.scale.y;
|
|
threeMesh.scale.z = mesh.scale.z;
|
|
|
|
threeMesh.quaternion.x = mesh.quaternion.x;
|
|
threeMesh.quaternion.y = mesh.quaternion.y;
|
|
threeMesh.quaternion.z = mesh.quaternion.z;
|
|
threeMesh.quaternion.w = mesh.quaternion.w;
|
|
|
|
return threeMesh;
|
|
};
|
|
}(this, mesh, geometry)
|
|
).catch(function(error){
|
|
console.log(error);
|
|
});
|
|
|
|
meshQ.push(result);
|
|
}
|
|
|
|
this.Q.all(meshQ).then(function(threeMeshes){
|
|
console.log("all meshes have loaded");
|
|
if (typeof onLoaded != 'undefined') {
|
|
|
|
var threeLights = [];
|
|
|
|
for (var sli = 0; sli < gameLibScene.lights.length; sli++) {
|
|
|
|
var blenderLight = gameLibScene.lights[sli];
|
|
|
|
var light = null;
|
|
|
|
if (blenderLight.lightType == 'AmbientLight') {
|
|
light = new this.THREE.AmbientLight(blenderLight.color, blenderLight.intensity);
|
|
}
|
|
|
|
if (blenderLight.lightType == 'DirectionalLight') {
|
|
light = new this.THREE.DirectionalLight(blenderLight.color, blenderLight.intensity);
|
|
}
|
|
|
|
if (blenderLight.lightType == 'PointLight') {
|
|
light = new this.THREE.PointLight(blenderLight.color, blenderLight.intensity);
|
|
light.distance = blenderLight.distance;
|
|
light.decay = blenderLight.decay;
|
|
}
|
|
|
|
if (blenderLight.lightType == 'SpotLight') {
|
|
light = new this.THREE.SpotLight(blenderLight.color, blenderLight.intensity);
|
|
light.distance = blenderLight.distance;
|
|
light.angle = blenderLight.angle;
|
|
light.penumbra = blenderLight.penumbra;
|
|
light.decay = blenderLight.decay;
|
|
}
|
|
|
|
light.position.x = blenderLight.position.x;
|
|
light.position.y = blenderLight.position.y;
|
|
light.position.z = blenderLight.position.z;
|
|
|
|
light.rotation.x = blenderLight.rotation.x;
|
|
light.rotation.y = blenderLight.rotation.y;
|
|
light.rotation.z = blenderLight.rotation.z;
|
|
|
|
// light.scale.x = blenderLight.scale.x;
|
|
// light.scale.y = blenderLight.scale.y;
|
|
// light.scale.z = blenderLight.scale.z;
|
|
|
|
if (light == null) {
|
|
console.warn('Does not support lights of type :' + blenderLight.lightType + ', not imported');
|
|
} else {
|
|
light.name = blenderLight.name;
|
|
threeLights.push(light);
|
|
}
|
|
}
|
|
|
|
onLoaded(threeMeshes, threeLights);
|
|
}
|
|
}).catch(function(error){
|
|
console.log(error);
|
|
});
|
|
};
|
|
|
|
// ---------------
|
|
// Physics
|
|
// ---------------
|
|
|
|
GameLib.D3.Physics.World.GetIndexedVertices = function(
|
|
triangleMeshShape
|
|
) {
|
|
|
|
if(this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
|
|
|
|
return {
|
|
vertices : triangleMeshShape.vertices,
|
|
indices : triangleMeshShape.indices
|
|
};
|
|
|
|
} else {
|
|
// todo: implement this for other physics engines.
|
|
return null;
|
|
}
|
|
|
|
};
|
|
|
|
GameLib.D3.Physics.World.GenerateWireframeViewMesh = function(
|
|
triangleMeshShape,
|
|
normalLength,
|
|
scale,
|
|
opacity,
|
|
wireframeColor
|
|
) {
|
|
var geometryTHREE = new THREE.Geometry();
|
|
var wireframeTHREEMesh = new THREE.Mesh
|
|
(
|
|
geometryTHREE,
|
|
new THREE.MeshBasicMaterial({
|
|
color: wireframeColor ? wireframeColor : 0xfefefe,
|
|
wireframe: true,
|
|
opacity: opacity ? opacity : 0.5
|
|
})
|
|
);
|
|
|
|
var data = this.GetIndexedVertices(triangleMeshShape);
|
|
|
|
for(var i = 0, l = data.vertices.length / 3; i < l; i++) {
|
|
geometryTHREE.vertices.push(new THREE.Vector3(data.vertices[i * 3], data.vertices[i * 3 + 1], data.vertices[i * 3 + 2]));
|
|
}
|
|
|
|
for(var i = 0, l = data.indices.length / 3; i < l; i++) {
|
|
var i0 = data.indices[i * 3];
|
|
var i1 = data.indices[i * 3 + 1];
|
|
var i2 = data.indices[i * 3 + 2];
|
|
|
|
geometryTHREE.faces.push(new THREE.Face3(i0, i1, i2));
|
|
|
|
// Create debug view for normals
|
|
|
|
// Center point on the mesh itself
|
|
var centroid = new THREE.Vector3()
|
|
.add(geometryTHREE.vertices[i0])
|
|
.add(geometryTHREE.vertices[i1])
|
|
.add(geometryTHREE.vertices[i2])
|
|
.divideScalar(3);
|
|
|
|
var normal = null;
|
|
if(this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
|
|
var normal = new CANNON.Vec3();
|
|
triangleMeshShape.getNormal(i, normal);
|
|
} else {
|
|
// todo: calculate the normal for v0, v1 & v2 here.
|
|
}
|
|
|
|
var arrow = new THREE.ArrowHelper(new THREE.Vector3(normal.x, normal.y, normal.z), centroid, normalLength, new THREE.Color(normal.x, normal.y, normal.z));
|
|
wireframeTHREEMesh.add( arrow );
|
|
}
|
|
|
|
wireframeTHREEMesh.scale.x = scale.x;
|
|
wireframeTHREEMesh.scale.y = scale.y;
|
|
wireframeTHREEMesh.scale.z = scale.z;
|
|
|
|
return wireframeTHREEMesh;
|
|
};
|
|
|
|
GameLib.D3.Physics.World.GenerateTriangleCollisionMesh = function(
|
|
threeMesh,
|
|
mass, // default = 0
|
|
friction, // default = 10
|
|
createCollisionSubMeshes, // boolean. default = false
|
|
facesPerSubsection, // int. default = 0
|
|
subsectionsToMerge // int. default = 0
|
|
) {
|
|
var processedFaces = 0;
|
|
var facesPerSubSection = facesPerSubsection || 0;
|
|
var subMeshesToMerge = subsectionsToMerge || 0;
|
|
var totalAmtFaces = threeMesh.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;
|
|
|
|
if(this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
|
|
|
|
var meshShape = new CANNON.Trimesh(vertices, indicies);
|
|
meshShape.setScale(new CANNON.Vec3(threeMesh.scale.x, threeMesh.scale.y, threeMesh.scale.z));
|
|
meshShape.updateAABB();
|
|
meshShape.updateNormals();
|
|
meshShape.updateEdges();
|
|
meshShape.updateBoundingSphereRadius();
|
|
meshShape.updateTree();
|
|
|
|
body = new CANNON.Body({ mass: mass ? mass : 0, friction: friction ? friction : 10 });
|
|
body.addShape(meshShape);
|
|
|
|
} else if (this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_AMMO) {
|
|
|
|
} else if (this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_GOBLIN) {
|
|
|
|
}
|
|
|
|
pairs.push({
|
|
threeObject : createCollisionSubMeshes ? null : threeMesh,
|
|
physicsObject : body
|
|
});
|
|
|
|
vertices = [];
|
|
indicies = [];
|
|
processedFaces = 0;
|
|
|
|
if(i == totalAmtFaces) {
|
|
return pairs;
|
|
}
|
|
}
|
|
|
|
var face = threeMesh.geometry.faces[i];
|
|
indicies.push(indicies.length);
|
|
indicies.push(indicies.length);
|
|
indicies.push(indicies.length);
|
|
|
|
var v0 = threeMesh.geometry.vertices[face.a];
|
|
var v1 = threeMesh.geometry.vertices[face.b];
|
|
var v2 = threeMesh.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++;
|
|
}
|
|
};
|
|
|
|
if (typeof module != 'undefined') {
|
|
module.exports = GameLib.D3;
|
|
} |