webvr js meetup initial commit

This commit is contained in:
Senad Uka
2017-03-11 15:22:17 +01:00
commit 3f640b55db
761 changed files with 264174 additions and 0 deletions

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/** _ _ _ _____ __ _______ ______
* | |___| |_| |__ /__ | | | | _ | * *
* | / _ \ _| | __\ | | \ | _ | U _
* |_\___/\__|_||_| _ |____/____ |__ \_|_ |_|_____|
*
* @author LoTh / http://3dflashlo.wordpress.com/
* @author SUNAG / http://www.sunag.com.br/
* @author Ammo.lab / https://github.com/lo-th/Ammo.lab/
*/
'use strict';
SEA3D.AMMO = {
world: null,
rigidBodies: [],
rigidBodiesTarget: [],
rigidBodiesEnabled: [],
constraints: [],
vehicles: [],
vehiclesWheels: [],
ACTIVE: 1,
ISLAND_SLEEPING: 2,
WANTS_DEACTIVATION: 3,
DISABLE_DEACTIVATION: 4,
DISABLE_SIMULATION: 5,
VERSION: 0.8,
init: function ( gravity, worldScale, broadphase ) {
gravity = gravity !== undefined ? gravity : - 90.8;
this.worldScale = worldScale == undefined ? 1 : worldScale;
this.broadphase = broadphase == undefined ? 'bvt' : broadphase;
this.solver = new Ammo.btSequentialImpulseConstraintSolver();
this.collisionConfig = new Ammo.btDefaultCollisionConfiguration();
this.dispatcher = new Ammo.btCollisionDispatcher( this.collisionConfig );
switch ( this.broadphase ) {
case 'bvt':
this.broadphase = new Ammo.btDbvtBroadphase();
break;
case 'sap':
this.broadphase = new Ammo.btAxisSweep3(
new Ammo.btVector3( - this.worldScale, - this.worldScale, - this.worldScale ),
new Ammo.btVector3( this.worldScale, this.worldScale, this.worldScale ),
4096
);
break;
case 'simple':
this.broadphase = new Ammo.btSimpleBroadphase();
break;
}
this.world = new Ammo.btDiscreteDynamicsWorld( this.dispatcher, this.broadphase, this.solver, this.collisionConfig );
this.setGravity( gravity );
console.log( "THREE.AMMO " + this.VERSION );
},
setGravity: function ( gravity ) {
this.gravity = gravity;
this.world.setGravity( new Ammo.btVector3( 0, gravity, 0 ) );
return this;
},
getGravity: function () {
return this.gravity;
},
setEnabledRigidBody: function ( rb, enabled ) {
var index = this.rigidBodies.indexOf( rb );
if ( this.rigidBodiesEnabled[ index ] == enabled ) return;
if ( enabled ) this.world.addRigidBody( rb );
else this.world.removeRigidBody( rb );
this.rigidBodiesEnabled[ index ] = true;
return this;
},
getEnabledRigidBody: function ( rb ) {
return this.rigidBodiesEnabled[ this.rigidBodies.indexOf( rb ) ];
},
addRigidBody: function ( rb, target, enabled ) {
enabled = enabled !== undefined ? enabled : true;
this.rigidBodies.push( rb );
this.rigidBodiesTarget.push( target );
this.rigidBodiesEnabled.push( false );
this.setEnabledRigidBody( rb, enabled );
return this;
},
removeRigidBody: function ( rb, destroy ) {
var index = this.rigidBodies.indexOf( rb );
this.setEnabledRigidBody( rb, false );
this.rigidBodies.splice( index, 1 );
this.rigidBodiesTarget.splice( index, 1 );
this.rigidBodiesEnabled.splice( index, 1 );
if ( destroy ) Ammo.destroy( rb );
return this;
},
containsRigidBody: function ( rb ) {
return this.rigidBodies.indexOf( rb ) > - 1;
},
addConstraint: function ( ctrt, disableCollisionsBetweenBodies ) {
disableCollisionsBetweenBodies = disableCollisionsBetweenBodies == undefined ? true : disableCollisionsBetweenBodies;
this.constraints.push( ctrt );
this.world.addConstraint( ctrt, disableCollisionsBetweenBodies );
return this;
},
removeConstraint: function ( ctrt, destroy ) {
this.constraints.splice( this.constraints.indexOf( ctrt ), 1 );
this.world.removeConstraint( ctrt );
if ( destroy ) Ammo.destroy( ctrt );
return this;
},
containsConstraint: function ( ctrt ) {
return this.constraints.indexOf( rb ) > - 1;
},
addVehicle: function ( vehicle, wheels ) {
this.vehicles.push( vehicle );
this.vehiclesWheels.push( wheels != undefined ? wheels : [] );
this.world.addAction( vehicle );
return this;
},
removeVehicle: function ( vehicle, destroy ) {
var index = this.vehicles.indexOf( vehicle );
this.vehicles.splice( index, 1 );
this.vehiclesWheels.splice( index, 1 );
this.world.removeAction( vehicle );
if ( destroy ) Ammo.destroy( vehicle );
return this;
},
containsVehicle: function ( vehicle ) {
return this.vehicles.indexOf( vehicle ) > - 1;
},
createTriangleMesh: function ( geometry, index, removeDuplicateVertices ) {
index = index == undefined ? - 1 : index;
removeDuplicateVertices = removeDuplicateVertices == undefined ? false : removeDuplicateVertices;
var mTriMesh = new Ammo.btTriangleMesh();
var v0 = new Ammo.btVector3( 0, 0, 0 );
var v1 = new Ammo.btVector3( 0, 0, 0 );
var v2 = new Ammo.btVector3( 0, 0, 0 );
var vertex = geometry.getAttribute( 'position' ).array;
var indexes = geometry.getIndex().array;
var group = index >= 0 ? geometry.groups[ index ] : undefined,
start = group ? group.start : 0,
count = group ? group.count : indexes.length;
var scale = 1 / this.worldScale;
for ( var idx = start; idx < count; idx += 3 ) {
var vx1 = indexes[ idx ] * 3,
vx2 = indexes[ idx + 1 ] * 3,
vx3 = indexes[ idx + 2 ] * 3;
v0.setValue( vertex[ vx1 ] * scale, vertex[ vx1 + 1 ] * scale, vertex[ vx1 + 2 ] * scale );
v1.setValue( vertex[ vx2 ] * scale, vertex[ vx2 + 1 ] * scale, vertex[ vx2 + 2 ] * scale );
v2.setValue( vertex[ vx3 ] * scale, vertex[ vx3 + 1 ] * scale, vertex[ vx3 + 2 ] * scale );
mTriMesh.addTriangle( v0, v1, v2, removeDuplicateVertices );
}
return mTriMesh;
},
createConvexHull: function ( geometry, index ) {
index = index == undefined ? - 1 : index;
var mConvexHull = new Ammo.btConvexHullShape();
var v0 = new Ammo.btVector3( 0, 0, 0 );
var vertex = geometry.getAttribute( 'position' ).array;
var indexes = geometry.getIndex().array;
var group = index >= 0 ? geometry.groups[ index ] : undefined,
start = group ? group.start : 0,
count = group ? group.count : indexes.length;
var scale = 1 / this.worldScale;
for ( var idx = start; idx < count; idx += 3 ) {
var vx1 = indexes[ idx ] * 3;
var point = new Ammo.btVector3(
vertex[ vx1 ] * scale, vertex[ vx1 + 1 ] * scale, vertex[ vx1 + 2 ] * scale
);
mConvexHull.addPoint( point );
}
return mConvexHull;
},
getTargetByRigidBody: function ( rb ) {
return this.rigidBodiesTarget[ this.rigidBodies.indexOf( rb ) ];
},
getRigidBodyByTarget: function ( target ) {
return this.rigidBodies[ this.rigidBodiesTarget.indexOf( target ) ];
},
getTransformFromMatrix: function ( mtx ) {
var transform = new Ammo.btTransform();
var pos = THREE.SEA3D.VECBUF.setFromMatrixPosition( mtx );
transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
var scl = THREE.SEA3D.VECBUF.setFromMatrixScale( mtx );
mtx.scale( scl.set( 1 / scl.x, 1 / scl.y, 1 / scl.z ) );
var quat = new THREE.Quaternion().setFromRotationMatrix( mtx );
var q = new Ammo.btQuaternion();
q.setValue( quat.x, quat.y, quat.z, quat.w );
transform.setRotation( q );
Ammo.destroy( q );
return transform;
},
getMatrixFromTransform: function ( transform ) {
var position = new THREE.Vector3();
var quaternion = new THREE.Quaternion();
var scale = new THREE.Vector3( 1, 1, 1 );
return function ( transform, matrix ) {
matrix = matrix || new THREE.Matrix4();
var pos = transform.getOrigin(),
quat = transform.getRotation();
position.set( pos.x(), pos.y(), pos.z() );
quaternion.set( quat.x(), quat.y(), quat.z(), quat.w() );
matrix.compose( position, quaternion, scale );
return matrix;
};
}(),
updateTargetTransform: function () {
var matrix = new THREE.Matrix4();
var position = new THREE.Vector3();
var quaternion = new THREE.Quaternion();
var scale = new THREE.Vector3( 1, 1, 1 );
return function ( obj3d, transform, offset ) {
var pos = transform.getOrigin(),
quat = transform.getRotation();
if ( offset ) {
position.set( pos.x(), pos.y(), pos.z() );
quaternion.set( quat.x(), quat.y(), quat.z(), quat.w() );
matrix.compose( position, quaternion, scale );
matrix.multiplyMatrices( matrix, offset );
obj3d.position.setFromMatrixPosition( matrix );
obj3d.quaternion.setFromRotationMatrix( matrix );
} else {
obj3d.position.set( pos.x(), pos.y(), pos.z() );
obj3d.quaternion.set( quat.x(), quat.y(), quat.z(), quat.w() );
}
return this;
};
}(),
update: function ( delta, iteration, fixedDelta ) {
this.world.stepSimulation( delta, iteration || 0, fixedDelta || ( 60 / 1000 ) );
var i, j;
for ( i = 0; i < this.vehicles.length; i ++ ) {
var vehicle = this.vehicles[ i ],
numWheels = vehicle.getNumWheels(),
wheels = this.vehiclesWheels[ i ];
for ( j = 0; j < numWheels; j ++ ) {
vehicle.updateWheelTransform( j, true );
var wheelsTransform = vehicle.getWheelTransformWS( j ),
wheelTarget = wheels[ j ];
if ( wheelTarget ) {
this.updateTargetTransform( wheelTarget, wheelsTransform, wheelTarget.physics ? wheelTarget.physics.offset : null );
}
}
}
for ( i = 0; i < this.rigidBodies.length; i ++ ) {
var rb = this.rigidBodies[ i ],
target = this.rigidBodiesTarget[ i ];
if ( target && rb.isActive() ) {
this.updateTargetTransform( target, rb.getWorldTransform(), target.physics ? target.physics.offset : null );
}
}
return this;
}
};

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/**
* SEA3D+AMMO for Three.JS
* @author Sunag / http://www.sunag.com.br/
*/
'use strict';
THREE.SEA3D.prototype.toAmmoVec3 = function ( v ) {
return new Ammo.btVector3( v.x, v.y, v.z );
};
//
// Sphere
//
THREE.SEA3D.prototype.readSphere = function ( sea ) {
var shape = new Ammo.btSphereShape( sea.radius );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Box
//
THREE.SEA3D.prototype.readBox = function ( sea ) {
var shape = new Ammo.btBoxShape( new Ammo.btVector3( sea.width * .5, sea.height * .5, sea.depth * .5 ) );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Cone
//
THREE.SEA3D.prototype.readCone = function ( sea ) {
var shape = new Ammo.btConeShape( sea.radius, sea.height );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Cylinder
//
THREE.SEA3D.prototype.readCylinder = function ( sea ) {
var shape = new Ammo.btCylinderShape( new Ammo.btVector3( sea.height, sea.radius, sea.radius ) );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Capsule
//
THREE.SEA3D.prototype.readCapsule = function ( sea ) {
var shape = new Ammo.btCapsuleShape( sea.radius, sea.height );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Convex Geometry
//
THREE.SEA3D.prototype.readConvexGeometry = function ( sea ) {
if ( this.config.convexHull ) {
var shape = SEA3D.AMMO.createConvexHull( sea.geometry.tag, sea.subGeometryIndex );
} else {
var triMesh = SEA3D.AMMO.createTriangleMesh( sea.geometry.tag, sea.subGeometryIndex );
var shape = new Ammo.btConvexTriangleMeshShape( triMesh, true );
}
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Triangle Geometry
//
THREE.SEA3D.prototype.readTriangleGeometry = function ( sea ) {
var triMesh = SEA3D.AMMO.createTriangleMesh( sea.geometry.tag, sea.subGeometryIndex );
var shape = new Ammo.btBvhTriangleMeshShape( triMesh, true, true );
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Compound
//
THREE.SEA3D.prototype.readCompound = function ( sea ) {
var shape = new Ammo.btCompoundShape();
for ( var i = 0; i < sea.compounds.length; i ++ ) {
var compound = sea.compounds[ i ];
THREE.SEA3D.MTXBUF.elements = compound.transform;
var transform = SEA3D.AMMO.getTransformFromMatrix( THREE.SEA3D.MTXBUF );
shape.addChildShape( transform, compound.shape.tag );
}
this.domain.shapes = this.shapes = this.shapes || [];
this.shapes.push( this.objects[ "shpe/" + sea.name ] = sea.tag = shape );
};
//
// Rigid Body Base
//
THREE.SEA3D.prototype.readRigidBodyBase = function ( sea ) {
var shape = sea.shape.tag,
transform, target;
if ( sea.target ) {
target = sea.target.tag;
target.physics = { enabled: true };
target.updateMatrix();
transform = SEA3D.AMMO.getTransformFromMatrix( sea.target.tag.matrix );
} else {
THREE.SEA3D.MTXBUF.elements.set( sea.transform );
transform = SEA3D.AMMO.getTransformFromMatrix( THREE.SEA3D.MTXBUF );
}
var motionState = new Ammo.btDefaultMotionState( transform );
var localInertia = new Ammo.btVector3( 0, 0, 0 );
shape.calculateLocalInertia( sea.mass, localInertia );
var info = new Ammo.btRigidBodyConstructionInfo( sea.mass, motionState, shape, localInertia );
info.set_m_friction( sea.friction );
info.set_m_restitution( sea.restitution );
info.set_m_linearDamping( sea.linearDamping );
info.set_m_angularDamping( sea.angularDamping );
var rb = new Ammo.btRigidBody( info );
if ( target ) {
target.physics.rigidBody = rb;
if ( sea.offset ) {
var offset = new THREE.Matrix4();
offset.elements.set( sea.offset );
target.physics.offset = offset;
}
}
Ammo.destroy( info );
this.domain.rigidBodies = this.rigidBodies = this.rigidBodies || [];
this.rigidBodies.push( this.objects[ "rb/" + sea.name ] = sea.tag = rb );
return rb;
};
//
// Rigid Body
//
THREE.SEA3D.prototype.readRigidBody = function ( sea ) {
var rb = this.readRigidBodyBase( sea );
SEA3D.AMMO.addRigidBody( rb, sea.target ? sea.target.tag : undefined, this.config.enabledPhysics );
};
//
// Car Controller
//
THREE.SEA3D.prototype.readCarController = function ( sea ) {
var body = this.readRigidBodyBase( sea );
body.setActivationState( SEA3D.AMMO.DISABLE_DEACTIVATION );
// Car
var vehicleRayCaster = new Ammo.btDefaultVehicleRaycaster( SEA3D.AMMO.world );
var tuning = new Ammo.btVehicleTuning();
tuning.set_m_suspensionStiffness( sea.suspensionStiffness );
tuning.set_m_suspensionDamping( sea.suspensionDamping );
tuning.set_m_suspensionCompression( sea.suspensionCompression );
tuning.set_m_maxSuspensionTravelCm( sea.maxSuspensionTravelCm );
tuning.set_m_maxSuspensionForce( sea.maxSuspensionForce );
tuning.set_m_frictionSlip( sea.frictionSlip );
var vehicle = new Ammo.btRaycastVehicle( tuning, body, vehicleRayCaster ),
wheels = [];
vehicle.setCoordinateSystem( 0, 1, 2 );
for ( var i = 0; i < sea.wheel.length; i ++ ) {
var wheel = sea.wheel[ i ];
var wheelInfo = vehicle.addWheel(
this.toAmmoVec3( wheel.pos ),
this.toAmmoVec3( wheel.dir ),
this.toAmmoVec3( wheel.axle ),
wheel.suspensionRestLength,
wheel.radius,
tuning,
wheel.isFront
);
var target = wheels[ i ] = wheel.target ? wheel.target.tag : undefined;
if ( target ) {
target.physics = { enabled: true, rigidBody: wheelInfo };
if ( wheel.offset ) {
var offset = new THREE.Matrix4();
offset.elements.set( wheel.offset );
target.physics.offset = offset;
}
if ( target.parent ) {
target.parent.remove( target );
}
if ( this.container ) {
this.container.add( target );
}
}
wheelInfo.set_m_suspensionStiffness( sea.suspensionStiffness );
wheelInfo.set_m_wheelsDampingRelaxation( sea.dampingRelaxation );
wheelInfo.set_m_wheelsDampingCompression( sea.dampingCompression );
wheelInfo.set_m_frictionSlip( sea.frictionSlip );
}
SEA3D.AMMO.addVehicle( vehicle, wheels );
SEA3D.AMMO.addRigidBody( body, sea.target ? sea.target.tag : undefined, this.config.enabledPhysics );
this.domain.vehicles = this.vehicles = this.vehicles || [];
this.vehicles.push( this.objects[ "vhc/" + sea.name ] = sea.tag = vehicle );
};
//
// P2P Constraint
//
THREE.SEA3D.prototype.readP2PConstraint = function ( sea ) {
var ctrt;
if ( sea.targetB ) {
ctrt = new Ammo.btPoint2PointConstraint(
sea.targetA.tag,
sea.targetB.tag,
this.toAmmoVec3( sea.pointA ),
this.toAmmoVec3( sea.pointB )
);
} else {
ctrt = new Ammo.btPoint2PointConstraint(
sea.targetA.tag,
this.toAmmoVec3( sea.pointA )
);
}
SEA3D.AMMO.addConstraint( ctrt );
this.domain.constraints = this.constraints = this.constraints || [];
this.constraints.push( this.objects[ "ctnt/" + sea.name ] = sea.tag = ctrt );
};
//
// Hinge Constraint
//
THREE.SEA3D.prototype.readHingeConstraint = function ( sea ) {
var ctrt;
if ( sea.targetB ) {
ctrt = new Ammo.btHingeConstraint(
sea.targetA.tag,
sea.targetB.tag,
this.toAmmoVec3( sea.pointA ),
this.toAmmoVec3( sea.pointB ),
this.toAmmoVec3( sea.axisA ),
this.toAmmoVec3( sea.axisB ),
false
);
} else {
ctrt = new Ammo.btHingeConstraint(
sea.targetA.tag,
this.toAmmoVec3( sea.pointA ),
this.toAmmoVec3( sea.axisA ),
false
);
}
if ( sea.limit ) {
ctrt.setLimit( sea.limit.low, sea.limit.high, sea.limit.softness, sea.limit.biasFactor, sea.limit.relaxationFactor );
}
if ( sea.angularMotor ) {
ctrt.enableAngularMotor( true, sea.angularMotor.velocity, sea.angularMotor.impulse );
}
SEA3D.AMMO.addConstraint( ctrt );
this.domain.constraints = this.constraints = this.constraints || [];
this.constraints.push( this.objects[ "ctnt/" + sea.name ] = sea.tag = ctrt );
};
//
// Cone Twist Constraint
//
THREE.SEA3D.prototype.readConeTwistConstraint = function ( sea ) {
var ctrt;
if ( sea.targetB ) {
ctrt = new Ammo.btConeTwistConstraint(
sea.targetA.tag,
sea.targetB.tag,
this.toAmmoVec3( sea.pointA ),
this.toAmmoVec3( sea.pointB ),
false
);
} else {
ctrt = new Ammo.btConeTwistConstraint(
sea.targetA.tag,
this.toAmmoVec3( sea.pointA ),
false
);
}
SEA3D.AMMO.addConstraint( ctrt );
this.domain.constraints = this.constraints = this.constraints || [];
this.constraints.push( this.objects[ "ctnt/" + sea.name ] = sea.tag = ctrt );
};
//
// Domain
//
THREE.SEA3D.Domain.prototype.enabledPhysics = function ( enabled ) {
var i = this.rigidBodies ? this.rigidBodies.length : 0;
while ( i -- ) {
SEA3D.AMMO.setEnabledRigidBody( this.rigidBodies[ i ], enabled );
}
};
THREE.SEA3D.Domain.prototype.applyContainerTransform = function () {
this.container.updateMatrix();
var matrix = this.container.matrix.clone();
this.container.position.set( 0, 0, 0 );
this.container.rotation.set( 0, 0, 0 );
this.container.scale.set( 1, 1, 1 );
this.applyTransform( matrix );
};
THREE.SEA3D.Domain.prototype.applyTransform = function ( matrix ) {
var mtx = THREE.SEA3D.MTXBUF, vec = THREE.SEA3D.VECBUF;
var i = this.rigidBodies ? this.rigidBodies.length : 0,
childs = this.container ? this.container.children : [],
targets = [];
while ( i -- ) {
var rb = this.rigidBodies[ i ],
target = SEA3D.AMMO.getTargetByRigidBody( rb ),
transform = rb.getWorldTransform(),
transformMatrix = SEA3D.AMMO.getMatrixFromTransform( transform );
transformMatrix.multiplyMatrices( transformMatrix, matrix );
transform = SEA3D.AMMO.getTransformFromMatrix( transformMatrix );
rb.setWorldTransform( transform );
if ( target ) targets.push( target );
}
for ( i = 0; i < childs.length; i ++ ) {
var obj3d = childs[ i ];
if ( targets.indexOf( obj3d ) > - 1 ) continue;
obj3d.updateMatrix();
mtx.copy( obj3d.matrix );
mtx.multiplyMatrices( matrix, mtx );
obj3d.position.setFromMatrixPosition( mtx );
obj3d.scale.setFromMatrixScale( mtx );
// ignore rotation scale
mtx.scale( vec.set( 1 / obj3d.scale.x, 1 / obj3d.scale.y, 1 / obj3d.scale.z ) );
obj3d.rotation.setFromRotationMatrix( mtx );
}
};
//
// Extension
//
THREE.SEA3D.Domain.prototype.getShape = THREE.SEA3D.prototype.getShape = function ( name ) {
return this.objects[ "shpe/" + name ];
};
THREE.SEA3D.Domain.prototype.getRigidBody = THREE.SEA3D.prototype.getRigidBody = function ( name ) {
return this.objects[ "rb/" + name ];
};
THREE.SEA3D.Domain.prototype.getConstraint = THREE.SEA3D.prototype.getConstraint = function ( name ) {
return this.objects[ "ctnt/" + name ];
};
THREE.SEA3D.EXTENSIONS_LOADER.push( {
parse: function () {
delete this.shapes;
delete this.rigidBodies;
delete this.vehicles;
delete this.constraints;
},
setTypeRead: function () {
// CONFIG
this.config.physics = this.config.physics !== undefined ? this.config.physics : true;
this.config.convexHull = this.config.convexHull !== undefined ? this.config.convexHull : true;
this.config.enabledPhysics = this.config.enabledPhysics !== undefined ? this.config.enabledPhysics : true;
if ( this.config.physics ) {
// SHAPES
this.file.typeRead[ SEA3D.Sphere.prototype.type ] = this.readSphere;
this.file.typeRead[ SEA3D.Box.prototype.type ] = this.readBox;
this.file.typeRead[ SEA3D.Capsule.prototype.type ] = this.readCapsule;
this.file.typeRead[ SEA3D.Cone.prototype.type ] = this.readCone;
this.file.typeRead[ SEA3D.Cylinder.prototype.type ] = this.readCylinder;
this.file.typeRead[ SEA3D.ConvexGeometry.prototype.type ] = this.readConvexGeometry;
this.file.typeRead[ SEA3D.TriangleGeometry.prototype.type ] = this.readTriangleGeometry;
this.file.typeRead[ SEA3D.Compound.prototype.type ] = this.readCompound;
// CONSTRAINTS
this.file.typeRead[ SEA3D.P2PConstraint.prototype.type ] = this.readP2PConstraint;
this.file.typeRead[ SEA3D.HingeConstraint.prototype.type ] = this.readHingeConstraint;
this.file.typeRead[ SEA3D.ConeTwistConstraint.prototype.type ] = this.readConeTwistConstraint;
// PHYSICS
this.file.typeRead[ SEA3D.RigidBody.prototype.type ] = this.readRigidBody;
this.file.typeRead[ SEA3D.CarController.prototype.type ] = this.readCarController;
}
}
} );
THREE.SEA3D.EXTENSIONS_DOMAIN.push( {
dispose: function () {
var i;
i = this.rigidBodies ? this.rigidBodies.length : 0;
while ( i -- ) SEA3D.AMMO.removeRigidBody( this.rigidBodies[ i ], true );
i = this.vehicles ? this.vehicles.length : 0;
while ( i -- ) SEA3D.AMMO.removeVehicle( this.vehicles[ i ], true );
i = this.constraints ? this.constraints.length : 0;
while ( i -- ) SEA3D.AMMO.removeConstraint( this.constraints[ i ], true );
i = this.shapes ? this.shapes.length : 0;
while ( i -- ) Ammo.destroy( this.shapes[ i ] );
}
} );

View File

@@ -0,0 +1,442 @@
/**
* SEA3D - Rigid Body
* @author Sunag / http://www.sunag.com.br/
*/
'use strict';
//
// Sphere
//
SEA3D.Sphere = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
this.radius = data.readFloat();
};
SEA3D.Sphere.prototype.type = "sph";
//
// Box
//
SEA3D.Box = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
this.width = data.readFloat();
this.height = data.readFloat();
this.depth = data.readFloat();
};
SEA3D.Box.prototype.type = "box";
//
// Cone
//
SEA3D.Cone = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
this.radius = data.readFloat();
this.height = data.readFloat();
};
SEA3D.Cone.prototype.type = "cone";
//
// Capsule
//
SEA3D.Capsule = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
this.radius = data.readFloat();
this.height = data.readFloat();
};
SEA3D.Capsule.prototype.type = "cap";
//
// Cylinder
//
SEA3D.Cylinder = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
this.radius = data.readFloat();
this.height = data.readFloat();
};
SEA3D.Cylinder.prototype.type = "cyl";
//
// Convex Geometry
//
SEA3D.ConvexGeometry = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
this.geometry = sea3d.getObject( data.readUInt() );
this.subGeometryIndex = data.readUByte();
};
SEA3D.ConvexGeometry.prototype.type = "gs";
//
// Triangle Geometry
//
SEA3D.TriangleGeometry = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
this.geometry = sea3d.getObject( data.readUInt() );
this.subGeometryIndex = data.readUByte();
};
SEA3D.TriangleGeometry.prototype.type = "sgs";
//
// Compound
//
SEA3D.Compound = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
this.compounds = [];
var count = data.readUByte();
for ( var i = 0; i < count; i ++ ) {
this.compounds.push( {
shape: sea3d.getObject( data.readUInt() ),
transform: data.readMatrix()
} );
}
};
SEA3D.Compound.prototype.type = "cmps";
//
// Physics
//
SEA3D.Physics = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
this.attrib = data.readUShort();
this.shape = sea3d.getObject( data.readUInt() );
if ( this.attrib & 1 ) this.target = sea3d.getObject( data.readUInt() );
else this.transform = data.readMatrix();
if ( this.attrib & 2 ) this.offset = data.readMatrix();
if ( this.attrib & 4 ) this.scripts = data.readScriptList( sea3d );
if ( this.attrib & 16 ) this.attributes = sea3d.getObject( data.readUInt() );
};
SEA3D.Physics.prototype.readTag = function ( kind, data, size ) {
};
//
// Rigidy Body Base
//
SEA3D.RigidBodyBase = function ( name, data, sea3d ) {
SEA3D.Physics.call( this, name, data, sea3d );
if ( this.attrib & 32 ) {
this.linearDamping = data.readFloat();
this.angularDamping = data.readFloat();
} else {
this.linearDamping = 0;
this.angularDamping = 0;
}
this.mass = data.readFloat();
this.friction = data.readFloat();
this.restitution = data.readFloat();
};
SEA3D.RigidBodyBase.prototype = Object.create( SEA3D.Physics.prototype );
SEA3D.RigidBodyBase.prototype.constructor = SEA3D.RigidBodyBase;
//
// Rigidy Body
//
SEA3D.RigidBody = function ( name, data, sea3d ) {
SEA3D.RigidBodyBase.call( this, name, data, sea3d );
data.readTags( this.readTag.bind( this ) );
};
SEA3D.RigidBody.prototype = Object.create( SEA3D.RigidBodyBase.prototype );
SEA3D.RigidBody.prototype.constructor = SEA3D.RigidBody;
SEA3D.RigidBody.prototype.type = "rb";
//
// Car Controller
//
SEA3D.CarController = function ( name, data, sea3d ) {
SEA3D.RigidBodyBase.call( this, name, data, sea3d );
this.suspensionStiffness = data.readFloat();
this.suspensionCompression = data.readFloat();
this.suspensionDamping = data.readFloat();
this.maxSuspensionTravelCm = data.readFloat();
this.frictionSlip = data.readFloat();
this.maxSuspensionForce = data.readFloat();
this.dampingCompression = data.readFloat();
this.dampingRelaxation = data.readFloat();
var count = data.readUByte();
this.wheel = [];
for ( var i = 0; i < count; i ++ ) {
this.wheel[ i ] = new SEA3D.CarController.Wheel( data, sea3d );
}
data.readTags( this.readTag.bind( this ) );
};
SEA3D.CarController.Wheel = function ( data, sea3d ) {
this.data = data;
this.sea3d = sea3d;
this.attrib = data.readUShort();
this.isFront = ( this.attrib & 1 ) != 0;
if ( this.attrib & 2 ) {
this.target = sea3d.getObject( data.readUInt() );
}
if ( this.attrib & 4 ) {
this.offset = data.readMatrix();
}
this.pos = data.readVector3();
this.dir = data.readVector3();
this.axle = data.readVector3();
this.radius = data.readFloat();
this.suspensionRestLength = data.readFloat();
};
SEA3D.CarController.prototype = Object.create( SEA3D.RigidBodyBase.prototype );
SEA3D.CarController.prototype.constructor = SEA3D.CarController;
SEA3D.CarController.prototype.type = "carc";
//
// Constraints
//
SEA3D.Constraints = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
this.attrib = data.readUShort();
this.disableCollisionsBetweenBodies = this.attrib & 1 != 0;
this.targetA = sea3d.getObject( data.readUInt() );
this.pointA = data.readVector3();
if ( this.attrib & 2 ) {
this.targetB = sea3d.getObject( data.readUInt() );
this.pointB = data.readVector3();
}
};
//
// P2P Constraint
//
SEA3D.P2PConstraint = function ( name, data, sea3d ) {
this.name = name;
this.data = data;
this.sea3d = sea3d;
SEA3D.Constraints.call( this, name, data, sea3d );
};
SEA3D.P2PConstraint.prototype = Object.create( SEA3D.Constraints.prototype );
SEA3D.P2PConstraint.prototype.constructor = SEA3D.P2PConstraint;
SEA3D.P2PConstraint.prototype.type = "p2pc";
//
// Hinge Constraint
//
SEA3D.HingeConstraint = function ( name, data, sea3d ) {
SEA3D.Constraints.call( this, name, data, sea3d );
this.axisA = data.readVector3();
if ( this.attrib & 1 ) {
this.axisB = data.readVector3();
}
if ( this.attrib & 4 ) {
this.limit = {
low: data.readFloat(),
high: data.readFloat(),
softness: data.readFloat(),
biasFactor: data.readFloat(),
relaxationFactor: data.readFloat()
};
}
if ( this.attrib & 8 ) {
this.angularMotor = {
velocity: data.readFloat(),
impulse: data.readFloat()
};
}
};
SEA3D.HingeConstraint.prototype = Object.create( SEA3D.Constraints.prototype );
SEA3D.HingeConstraint.prototype.constructor = SEA3D.HingeConstraint;
SEA3D.HingeConstraint.prototype.type = "hnec";
//
// Cone Twist Constraint
//
SEA3D.ConeTwistConstraint = function ( name, data, sea3d ) {
SEA3D.Constraints.call( this, name, data, sea3d );
this.axisA = data.readVector3();
if ( this.attrib & 1 ) {
this.axisB = data.readVector3();
}
if ( this.attrib & 4 ) {
this.limit = {
swingSpan1: data.readFloat(),
swingSpan2: data.readFloat(),
twistSpan: data.readFloat(),
softness: data.readFloat(),
biasFactor: data.readFloat(),
relaxationFactor: data.readFloat()
};
}
};
SEA3D.ConeTwistConstraint.prototype = Object.create( SEA3D.Constraints.prototype );
SEA3D.ConeTwistConstraint.prototype.constructor = SEA3D.ConeTwistConstraint;
SEA3D.ConeTwistConstraint.prototype.type = "ctwc";
//
// Extension
//
SEA3D.File.setExtension( function () {
// PHYSICS
this.addClass( SEA3D.Sphere );
this.addClass( SEA3D.Box );
this.addClass( SEA3D.Cone );
this.addClass( SEA3D.Capsule );
this.addClass( SEA3D.Cylinder );
this.addClass( SEA3D.ConvexGeometry );
this.addClass( SEA3D.TriangleGeometry );
this.addClass( SEA3D.Compound );
this.addClass( SEA3D.RigidBody );
this.addClass( SEA3D.P2PConstraint );
this.addClass( SEA3D.HingeConstraint );
this.addClass( SEA3D.ConeTwistConstraint );
this.addClass( SEA3D.CarController );
} );