API Documentation
1 /* 2 GLGE WebGL Graphics Engine 3 Copyright (c) 2011, 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_physicsext.js 32 * @author me@paulbrunt.co.uk 33 */ 34 35 36 (function(GLGE){ 37 38 39 GLGE.Scene.prototype.physicsGravity=[0,0,-9.8,0]; 40 41 /** 42 * retrives the phsyics assets from the scene 43 * @returns {array} the physics assets 44 */ 45 GLGE.Scene.prototype.getPhysicsNodes=function(ret){ 46 if(!ret) ret=[]; 47 if(this.jigLibObj) ret.push(this); 48 if(this.children){ 49 for(var i=0;i<this.children.length;i++){ 50 GLGE.Scene.prototype.getPhysicsNodes.call(this.children[i],ret); 51 } 52 } 53 return ret; 54 } 55 56 /** 57 * Picks within the physics system 58 * @param {number} x screen x coord 59 * @param {number} y screen y coord 60 * @param {object} self optionally don't pick self 61 * @returns picking result 62 */ 63 GLGE.Scene.prototype.physicsPick=function(x,y,self){ 64 if(!this.physicsSystem) this.physicsTick(0,true); //make sure the physics is set up 65 var ray=this.makeRay(x,y); 66 if(!ray) return; 67 68 var cs=this.physicsSystem.getCollisionSystem(); 69 var seg=new jigLib.JSegment(ray.origin,GLGE.scaleVec3(ray.coord,-1000)); 70 var out={}; 71 if(cs.segmentIntersect(out, seg, self ? self.jigLibObj : null)){ 72 return {object:out.rigidBody.GLGE,normal:out.normal,distance:out.frac*1000,position:out.position}; 73 }else{ 74 return false; 75 } 76 } 77 78 /** 79 * Picks a single objectwithin the physics system 80 * @param {number} x screen x coord 81 * @param {number} y screen y coord 82 * @param {object} self the object to perform the pick on 83 * @returns picking result 84 */ 85 GLGE.Scene.prototype.physicsPickObject=function(x,y,self){ 86 if(!this.physicsSystem) this.physicsTick(0,true); //make sure the physics is set up 87 var ray=this.makeRay(x,y); 88 if(!ray) return; 89 90 var cs=self.jigLibObj; 91 var seg=new jigLib.JSegment(ray.origin,GLGE.scaleVec3(ray.coord,-1000)); 92 var out={}; 93 if(cs.segmentIntersect(out, seg)){ 94 return {normal:out.normal,distance:out.frac*1000,position:out.position}; 95 }else{ 96 return false; 97 } 98 } 99 100 /** 101 * Does and intesection test on a given segment 102 * @param {array} start starting position of segment 103 * @param {array} delta the segment delta 104 * @returns segment test result object {object,normal,distance,position} 105 */ 106 GLGE.Scene.prototype.segmentTest=function(start, delta,self){ 107 if(!this.physicsSystem || !this.physicsSystem._collisionSystem) return false; 108 109 var seg=new jigLib.JSegment(start,delta); 110 var out={}; 111 112 if(this.physicsSystem._collisionSystem.segmentIntersect(out,seg, self ? self.jigLibObj : null)){ 113 var length=Math.sqrt(delta[0]*delta[0]+delta[1]*delta[1]+delta[2]*delta[2]); 114 return {object:out.rigidBody.GLGE,normal:out.normal,distance:out.frac*length,position:out.position}; 115 } 116 return false 117 118 } 119 120 121 /** 122 * Integrate the phsyics system 123 * @param {number} dt the delta time to integrate for 124 */ 125 GLGE.Scene.prototype.physicsTick=function(dt,noIntegrate){ 126 var objects=this.getPhysicsNodes(); 127 if(!this.physicsSystem){ 128 //create the physics system 129 this.physicsSystem=jigLib.PhysicsSystem.getInstance(); 130 //this.physicsSystem.setCollisionSystem(true,-1000,-1000,-1000,2000,1000,2000,1,1,1); 131 this.physicsSystem.setGravity(this.physicsGravity); 132 for(var i=0;i<objects.length;i++){ 133 if(objects[i].jigLibObj) this.physicsSystem.addBody(objects[i].jigLibObj); 134 } 135 var that=this; 136 this.addEventListener("childAdded",function(data){ 137 if(data.obj.jigLibObj) that.physicsSystem.addBody(data.obj.jigLibObj); 138 }); 139 this.addEventListener("childRemoved",function(data){ 140 if(data.obj.jigLibObj) that.physicsSystem.removeBody(data.obj.jigLibObj); 141 }); 142 } 143 for(var i=0;i<objects.length;i++){ 144 if(objects[i].jigLibObj) { 145 objects[i].preProcess(dt); 146 } 147 } 148 if(!noIntegrate) this.physicsSystem.integrate(dt); 149 } 150 151 152 /** 153 * Sets the gravity of the physics system 154 * @param {number} gravity the gravity to apply to the physics system 155 */ 156 GLGE.Scene.prototype.setGravity=function(gravity){ 157 this.physicsGravity=gravity; 158 if(this.physicsSystem){ 159 this.physicsSystem.setGravity(gravity); 160 } 161 return this; 162 } 163 /** 164 * Gets the gravity of the physics system 165 * @returns {number} 166 */ 167 GLGE.Scene.prototype.getGravity=function(gravity){ 168 return this.physicsSystem.getGravity(gravity); 169 } 170 171 GLGE.Group.prototype.addPhysicsPlane=GLGE.Group.prototype.addChild; 172 GLGE.Group.prototype.addPhysicsBox=GLGE.Group.prototype.addChild; 173 GLGE.Group.prototype.addPhysicsSphere=GLGE.Group.prototype.addChild; 174 GLGE.Group.prototype.addPhysicsMesh=GLGE.Group.prototype.addChild; 175 GLGE.Scene.prototype.addPhysicsPlane=GLGE.Group.prototype.addChild; 176 GLGE.Scene.prototype.addPhysicsBox=GLGE.Group.prototype.addChild; 177 GLGE.Scene.prototype.addPhysicsSphere=GLGE.Group.prototype.addChild; 178 GLGE.Scene.prototype.addPhysicsMesh=GLGE.Group.prototype.addChild; 179 180 })(GLGE);