286 lines
6.7 KiB
JavaScript
286 lines
6.7 KiB
JavaScript
/**
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* Mesh Superset - The apiMesh properties get moved into the Mesh object itself, and then the instance is created
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* @param graphics GameLib.D3.Graphics
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* @param apiMesh GameLib.D3.API.Mesh
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* @param width
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* @param height
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* @param widthSegments
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* @param heightSegments
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* @constructor
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*/
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GameLib.D3.Mesh.Plane = function (
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graphics,
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apiMesh,
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width,
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height,
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widthSegments,
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heightSegments,
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heightMapScale,
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isHeightMap
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) {
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this.graphics = graphics;
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this.graphics.isNotThreeThrow();
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if (GameLib.Utils.UndefinedOrNull(width)) {
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width = 1;
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}
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this.width = width;
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if (GameLib.Utils.UndefinedOrNull(height)) {
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height = 1;
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}
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this.height = height;
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if (GameLib.Utils.UndefinedOrNull(widthSegments)) {
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widthSegments = 1;
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}
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this.widthSegments = widthSegments;
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if (GameLib.Utils.UndefinedOrNull(heightSegments)) {
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heightSegments = 1
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}
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this.heightSegments = heightSegments;
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if (GameLib.Utils.UndefinedOrNull(heightMapScale)) {
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heightMapScale = 1;
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}
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this.heightMapScale = heightMapScale;
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if (GameLib.Utils.UndefinedOrNull(isHeightMap)) {
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isHeightMap = false;
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}
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this.isHeightMap = isHeightMap;
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GameLib.D3.Mesh.call(
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this,
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this.graphics,
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apiMesh
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);
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};
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GameLib.D3.Mesh.Plane.prototype = Object.create(GameLib.D3.Mesh.prototype);
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GameLib.D3.Mesh.Plane.prototype.constructor = GameLib.D3.Mesh.Plane;
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GameLib.D3.Mesh.Plane.prototype.createInstance = function() {
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var geometry = null;
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/**
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* If this geometry is not coming from the database, apply the vertex data from the instance to our runtime object
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*/
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if (this.vertices.length === 0) {
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geometry = new THREE.PlaneGeometry(
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this.width,
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this.height,
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this.widthSegments,
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this.heightSegments
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);
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this.updateVerticesFromGeometryInstance(geometry);
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this.materials.push(
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new GameLib.D3.Material(
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this.graphics,
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new GameLib.D3.API.Material(
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null,
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GameLib.D3.Material.MATERIAL_TYPE_STANDARD,
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'Material Plane ' + this.id
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)
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)
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)
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}
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/**
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* If this is a heightmap - first generate the z-coordinates
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*/
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if (this.isHeightMap) {
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this.generateHeightMapFromBumpMap();
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}
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/**
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* Now construct the mesh instance
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*/
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var instance = GameLib.D3.Mesh.prototype.createInstance.call(this);
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/**
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* Apply some plane specific data to the instance
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*/
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instance.userData.width = this.width;
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instance.userData.height = this.height;
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instance.userData.widthSegments = this.widthSegments;
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instance.userData.heightSegments = this.heightSegments;
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instance.userData.heightMapScale = this.heightMapScale;
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instance.userData.isHeightMap = this.isHeightMap;
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return instance;
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};
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/**
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*
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*/
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GameLib.D3.Mesh.Plane.prototype.updateInstance = function() {
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var geometry = null;
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if (
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this.instance.userData.width !== this.width ||
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this.instance.userData.height !== this.height ||
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this.instance.userData.widthSegments !== this.widthSegments ||
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this.instance.userData.heightSegments !== this.heightSegments ||
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this.instance.userData.isHeightMap !== this.isHeightMap ||
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this.instance.userData.heightMapScale !== this.heightMapScale
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) {
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this.instance.userData.width = this.width;
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this.instance.userData.height = this.height;
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this.instance.userData.widthSegments = this.widthSegments;
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this.instance.userData.heightSegments = this.heightSegments;
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this.instance.userData.isHeightMap = this.isHeightMap;
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this.instance.userData.heightMapScale = this.heightMapScale;
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geometry = new THREE.PlaneGeometry(
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this.width,
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this.height,
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this.widthSegments,
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this.heightSegments
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);
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this.updateVerticesFromGeometryInstance(geometry);
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if (this.isHeightMap) {
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this.generateHeightMapFromBumpMap();
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}
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geometry = this.createInstanceGeometry();
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this.instance.geometry = geometry;
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}
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GameLib.D3.Mesh.prototype.updateInstance.call(this);
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};
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/**
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* Converts a GameLib.D3.Mesh to a GameLib.D3.API.Mesh
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* @returns {GameLib.D3.API.Mesh}
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*/
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GameLib.D3.Mesh.Plane.prototype.toApiObject = function() {
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var apiMesh = GameLib.D3.Mesh.prototype.toApiObject.call(this);
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apiMesh.width = this.width;
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apiMesh.height = this.height;
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apiMesh.widthSegments = this.widthSegments;
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apiMesh.heightSegments = this.heightSegments;
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apiMesh.heightMapScale = this.heightMapScale;
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apiMesh.isHeightMap = this.isHeightMap;
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return apiMesh;
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};
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/**
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* TODO fix all this weird loading shit
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* Converts a standard object mesh to a GameLib.D3.Mesh
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* @param graphics GameLib.D3.Graphics
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* @param objectMesh {Object}
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* @constructor
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*/
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GameLib.D3.Mesh.Plane.FromObject = function(graphics, objectMesh) {
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var apiMesh = GameLib.D3.API.Mesh.FromObject(objectMesh);
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return new GameLib.D3.Mesh.Plane(
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graphics,
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apiMesh,
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objectMesh.width,
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objectMesh.height,
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objectMesh.widthSegments,
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objectMesh.heightSegments,
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objectMesh.heightMapScale,
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objectMesh.isHeightMap
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);
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};
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GameLib.D3.Mesh.Plane.prototype.getHeightData = function() {
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var i;
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var img = this.materials.reduce(
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function(result, material) {
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if (
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material.bumpMap &&
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material.bumpMap.image &&
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material.bumpMap.image.instance
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) {
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result = material.bumpMap.image.instance;
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}
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return result;
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},
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null
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);
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if (!img) {
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throw new Error('bumpmap image not found');
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}
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var canvas = document.createElement( 'canvas' );
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canvas.width = img.width;
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canvas.height = img.height;
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var context = canvas.getContext( '2d' );
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var size = img.width * img.height;
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var data = new Float32Array( size );
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context.drawImage(img,0,0);
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for (i = 0; i < size; i ++ ) {
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data[i] = 0
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}
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var imgd = context.getImageData(0, 0, img.width, img.height);
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var pix = imgd.data;
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var j=0;
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for (i = 0; i<pix.length; i +=4) {
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var all = pix[i]+pix[i+1]+pix[i+2];
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data[j++] = all/(12*this.heightMapScale);
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}
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return data;
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};
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/**
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*
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* @returns {THREE.PlaneGeometry}
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*/
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GameLib.D3.Mesh.Plane.prototype.generateHeightMapFromBumpMap = function() {
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var data = this.getHeightData();
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this.vertices.map(
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function(vertex, index) {
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vertex.position.z = data[index];
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}
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);
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// var geometry = this.createInstanceGeometry();
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//
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// this.instance.geometry = geometry;
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//
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// var vertices = this.instance.geometry.attributes.position.array;
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//
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// for ( var i = 0; i < vertices.length; i += 3 ) {
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// vertices[i+2] = data[i];
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// }
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//
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// this.instance.geometry.attributes.position.needsUpdate = true;
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//this.updateVerticesFromGeometryInstance(this.instance.geometry);
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// this.updateInstance();
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};
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