API Documentation
1 /* 2 GLGE WebGL Graphics Engine 3 Copyright (c) 2010, Paul Brunt 4 All rights reserved. 5 6 Redistribution and use in source and binary forms, with or without 7 modification, are permitted provided that the following conditions are met: 8 * Redistributions of source code must retain the above copyright 9 notice, this list of conditions and the following disclaimer. 10 * Redistributions in binary form must reproduce the above copyright 11 notice, this list of conditions and the following disclaimer in the 12 documentation and/or other materials provided with the distribution. 13 * Neither the name of GLGE nor the 14 names of its contributors may be used to endorse or promote products 15 derived from this software without specific prior written permission. 16 17 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND 18 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 19 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 20 DISCLAIMED. IN NO EVENT SHALL PAUL BRUNT BE LIABLE FOR ANY 21 DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 22 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 23 LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 24 ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 25 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 26 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 27 */ 28 29 /** 30 * @fileOverview 31 * @name glge_physicsmesh.js 32 * @author me@paulbrunt.co.uk 33 */ 34 35 (function(GLGE){ 36 37 /** 38 * @class A wrapping class for jiglib triangle mesh 39 * @augments GLGE.PhysicsAbstract 40 */ 41 GLGE.PhysicsMesh=function(uid){ 42 this.jigLibObj=new jigLib.JTriangleMesh(null, 100, 0.1); 43 44 this.jigLibObj.GLGE=this; 45 this.jigLibObj.addEventListener(jigLib.JCollisionEvent.COLLISION, function(event){this.GLGE.fireEvent("collision",{obj:event.collisionBody.GLGE,impulse:event.collisionImpulse})}); 46 this.dirty=true; 47 this.addEventListener("matrixUpdate",this.makeDirty); 48 this.addEventListener("childMatrixUpdate",this.makeDirty); 49 this.addEventListener("childAdded",this.makeDirty); 50 this.addEventListener("childRemoved",this.makeDirty); 51 52 GLGE.PhysicsAbstract.call(this,uid); 53 } 54 GLGE.augment(GLGE.PhysicsAbstract,GLGE.PhysicsMesh); 55 56 57 GLGE.PhysicsMesh.prototype.className="PhysicsMesh"; 58 /** 59 * Forces and update of the triangle mesh 60 */ 61 GLGE.PhysicsMesh.prototype.forceUpdate=function(){ 62 this.dirty=true; 63 return this; 64 } 65 66 /** 67 * flag to regenerate trimesh and redo octtree 68 * @private 69 */ 70 GLGE.PhysicsMesh.prototype.makeDirty=function(e){ 71 this.dirty=true; 72 } 73 /** 74 * called before a system intergrate 75 * @private 76 */ 77 GLGE.PhysicsMesh.prototype.preProcess=function(){ 78 //recreate mesh and build octree 79 if(this.dirty){ 80 var triangles=this.getTriangles(); 81 this.jigLibObj.createMesh(triangles.verts, triangles.faces); 82 this.dirty=false; 83 } 84 } 85 /** 86 * Creates the jiglib triangle arrays from the containing objects 87 * @private 88 */ 89 GLGE.PhysicsMesh.prototype.getTriangles=function(){ 90 var objs=this.getObjects(); 91 var verts=[]; 92 var faces=[]; 93 for(var i=0;i<objs.length;i++){ 94 if(objs[i].multimaterials){ 95 var matrix=objs[i].getModelMatrix(); 96 for(var j=0;j<objs[i].multimaterials.length;j++){ 97 var mesh=objs[i].multimaterials[j].getMesh(); 98 var vertcnt=verts.length; 99 if(mesh){ 100 for(var k=0;k<mesh.positions.length;k=k+3){ 101 var vert=[mesh.positions[k],mesh.positions[k+1],mesh.positions[k+2],1]; 102 var v=GLGE.mulMat4Vec4(matrix,vert); 103 verts.push([v[0],v[1],v[2],1]); 104 } 105 var mfaces=mesh.faces.data 106 if(mfaces){ 107 var len=mfaces.length; 108 len=((len/3)|0)*3; 109 for(var k=0;k<len;k=k+3){ 110 faces.push([+mfaces[k]+vertcnt,+mfaces[k+1]+vertcnt,+mfaces[k+2]+vertcnt]); 111 } 112 }else{ 113 for(var k=0;k<mesh.positions.length/3;k=k+3){ 114 faces.push([k+vertcnt,k+1+vertcnt,k+2+vertcnt]); 115 } 116 } 117 } 118 } 119 } 120 } 121 122 return {verts:verts,faces:faces}; 123 } 124 125 126 })(GLGE);