broken transform

This commit is contained in:
Evert Prants 2018-11-27 21:10:53 +02:00
parent 129e4b661a
commit 4ec5c6a045
Signed by: evert
GPG Key ID: 1688DA83D222D0B5
6 changed files with 227032 additions and 35001 deletions

1
.gitignore vendored
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@ -1,3 +1,4 @@
/node_modules/ /node_modules/
/dist/ /dist/
/package-lock.json /package-lock.json
/**/dna.txt

File diff suppressed because it is too large Load Diff

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@ -1,7 +1,7 @@
import { Node } from './components' import { Node } from './components'
import { glMatrix, mat4, vec2, vec3 } from 'gl-matrix' import { glMatrix, mat4, vec2, vec3 } from 'gl-matrix'
const SPEED = 100.0 const SPEED = 10.0
const SENSITIVTY = 100.0 const SENSITIVTY = 100.0
const FOV = 45.0 const FOV = 45.0
const ZNEAR = 0.1 const ZNEAR = 0.1

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@ -61,6 +61,11 @@ class Node {
updateTransform () { updateTransform () {
let matrix = mat4.create() let matrix = mat4.create()
// Add parent node's transform
if (this.parent) {
mat4.mul(matrix, matrix, this.parent.transform)
}
// Set translation // Set translation
mat4.translate(matrix, matrix, this.pos) mat4.translate(matrix, matrix, this.pos)
@ -80,11 +85,6 @@ class Node {
// Set scale // Set scale
mat4.scale(matrix, matrix, this.scale) mat4.scale(matrix, matrix, this.scale)
// Add parent node's transform
if (this.parent) {
mat4.mul(matrix, this.parent.transform, matrix)
}
// Set the matrix // Set the matrix
this.transform = matrix this.transform = matrix
@ -102,11 +102,9 @@ class Node {
let rotation = vec3.create() let rotation = vec3.create()
let scale = vec3.create() let scale = vec3.create()
mat4.transpose(transform, transform)
mat4.getTranslation(translation, transform)
mat4.getScaling(scale, transform) mat4.getScaling(scale, transform)
mat4.getRotation(quaternion, transform) mat4.getRotation(quaternion, transform)
mat4.getTranslation(translation, transform)
quat.getEuler(rotation, quaternion) quat.getEuler(rotation, quaternion)
@ -195,127 +193,6 @@ class MeshInstance extends Node {
this.mesh = mesh this.mesh = mesh
} }
static async loadFile (gl, file, pos) {
file = '/assets/models/' + file + '.json'
// Ensure each mesh file is loaded only once
if (meshCache[file]) return meshCache[file].length > 1 ? meshCache[file] : meshCache[file][0]
let dat = await Resource.GET({ type: 'json', url: file })
if (!dat.meshes) throw new Error('No meshes defined in file.')
let cleaned = []
let materials = []
for (let mi in dat.meshes) {
let mesh = dat.meshes[mi]
let material
if (mesh.materialindex != null && dat.materials && dat.materials.length) {
// Ensure we don't re-create materials with the same index
if (materials[mesh.materialindex]) {
material = materials[mesh.materialindex]
} else {
// Load a new material
material = new Material()
let matdata = dat.materials[mesh.materialindex].properties
// Parse material information
for (let pi in matdata) {
let property = matdata[pi]
if (!property || !property.key) continue
if (property.key === '?mat.name') material.name = property.value
else if (property.key.indexOf('$clr.') === 0) {
let dproperty = property.key.substr(5)
switch (dproperty) {
case 'specular':
case 'diffuse':
case 'shininess':
case 'ambient':
case 'reflective':
material[dproperty] = property.value
break
}
} else if (property.key.indexOf('$tex.file') === 0) {
if (!material.textures) {
material.textures = []
}
material.textures.push(property.value)
}
}
materials[mesh.materialindex] = material
}
}
cleaned.push({
vertices: mesh.vertices,
indices: [].concat.apply([], mesh.faces),
uv: mesh.texturecoords ? mesh.texturecoords[0] : null,
normals: mesh.normals ? mesh.normals : null,
material
})
}
// Load everything
let loadComplete = []
for (let i in cleaned) {
let meshdata = cleaned[i]
let mesh = Mesh.construct(gl, meshdata.vertices, meshdata.indices,
meshdata.uv, meshdata.normals)
// Initialize the material's texture if present
if (meshdata.material) {
mesh.material = meshdata.material
// Ensure all textures get loaded before finishing
if (meshdata.material.textures) {
await meshdata.material.loadTextures(gl)
}
}
loadComplete.push(mesh)
}
// Now, we need to give the meshes the appropriate parents and transforms.
let finished = []
function setChildren (parent, chMeshes) {
let meshIndex = chMeshes.meshes[0]
let mesh = loadComplete[meshIndex]
let meshInstance = new MeshInstance(mesh, parent == null ? pos : null)
meshInstance.mesh = mesh
if (chMeshes.children) {
for (let i in chMeshes.children) {
if (!chMeshes.children[i].meshes) continue
setChildren(meshInstance, chMeshes.children[i])
}
}
meshInstance.name = chMeshes.name
if (parent == null) {
finished.push(meshInstance)
} else {
parent.children.push(meshInstance)
meshInstance.parent = parent
meshInstance.setTransformation(chMeshes.transformation)
}
}
let rootchildren = dat.rootnode.children
for (let j in rootchildren) {
if (!rootchildren[j].meshes) continue
setChildren(null, rootchildren[j])
}
// Cache the mesh
meshCache[file] = finished
return finished.length > 1 ? finished : finished[0]
}
draw (gl, shader) { draw (gl, shader) {
// Set model transform uniform // Set model transform uniform
super.draw(gl, shader) super.draw(gl, shader)
@ -333,4 +210,24 @@ class MeshInstance extends Node {
} }
} }
export { Node, MeshInstance } class MultiMeshInstance extends Node {
constructor (meshes, pos) {
super(pos)
for (let i in meshes) {
meshes[i].parent = this
this.children.push(meshes[i])
}
}
draw (gl, shader) {
// Invoke children's draw methods
for (let i in this.children) {
let child = this.children[i]
if (!(child instanceof MeshInstance)) continue
child.draw(gl, shader)
}
}
}
export { Node, MeshInstance, MultiMeshInstance }

167
src/engine/mesh/loader.js Normal file
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@ -0,0 +1,167 @@
import { Mesh } from './'
import { MeshInstance, MultiMeshInstance } from '../components'
import { Material } from './material'
import { mat4 } from 'gl-matrix'
import Resource from '../resource'
let meshCache = {}
// Parse an assimp2json formatted mesh file
// Supports multiple geometries
async function assimp2json (gl, file, dat, pos) {
let cleaned = []
let materials = []
for (let mi in dat.meshes) {
let mesh = dat.meshes[mi]
let material
if (mesh.materialindex != null && dat.materials && dat.materials.length) {
// Ensure we don't re-create materials with the same index
if (materials[mesh.materialindex]) {
material = materials[mesh.materialindex]
} else {
// Load a new material
material = new Material()
let matdata = dat.materials[mesh.materialindex].properties
// Parse material information
for (let pi in matdata) {
let property = matdata[pi]
if (!property || !property.key) continue
if (property.key === '?mat.name') material.name = property.value
else if (property.key.indexOf('$clr.') === 0) {
let dproperty = property.key.substr(5)
switch (dproperty) {
case 'specular':
case 'diffuse':
case 'shininess':
case 'ambient':
case 'reflective':
material[dproperty] = property.value
break
}
} else if (property.key.indexOf('$tex.file') === 0) {
if (!material.textures) {
material.textures = []
}
material.textures.push(property.value)
}
}
materials[mesh.materialindex] = material
}
}
cleaned.push({
vertices: mesh.vertices,
indices: [].concat.apply([], mesh.faces),
uv: mesh.texturecoords ? mesh.texturecoords[0] : null,
normals: mesh.normals ? mesh.normals : null,
material
})
}
// Load everything
let loadComplete = []
for (let i in cleaned) {
let meshdata = cleaned[i]
let mesh = Mesh.construct(gl, meshdata.vertices, meshdata.indices,
meshdata.uv, meshdata.normals)
// Initialize the material's texture if present
if (meshdata.material) {
mesh.material = meshdata.material
// Ensure all textures get loaded before finishing
if (meshdata.material.textures) {
await meshdata.material.loadTextures(gl)
}
}
loadComplete.push(mesh)
}
let finished = []
function setChildren (parent, chMeshes, last) {
if (!chMeshes.meshes) {
if (chMeshes.children) {
for (let j in chMeshes.children) {
setChildren(null, chMeshes.children[j], chMeshes)
}
}
return
}
// Transpose the mesh's transform
let transform = chMeshes.transformation
let meshIndex = chMeshes.meshes[0]
let mesh = loadComplete[meshIndex]
let meshInstance = new MeshInstance(mesh, parent == null ? pos : null)
meshInstance.mesh = mesh
if (chMeshes.children) {
for (let i in chMeshes.children) {
if (!chMeshes.children[i].meshes) continue
setChildren(meshInstance, chMeshes.children[i], chMeshes)
}
}
meshInstance.name = chMeshes.name
if (parent == null) {
// Multiply the last meshless node's transform in order to preserve it
finished.push(meshInstance)
} else {
parent.children.push(meshInstance)
meshInstance.parent = parent
}
meshInstance.setTransformation(transform)
}
setChildren(null, dat.rootnode)
if (!finished.length) throw new Error('Failed to build mesh.')
// Cache the mesh
meshCache[file] = finished
let returnType
if (finished.length > 1) {
returnType = new MultiMeshInstance(finished)
} else {
returnType = finished[0]
}
return returnType
}
// Parse a collada mesh
async function collada (gl, file, dat, pos) {
// TODO...
}
async function loadMesh (gl, file, pos) {
file = '/assets/models/' + file + '.json'
// Ensure each mesh file is loaded only once
if (meshCache[file]) return meshCache[file].length > 1 ? new MultiMeshInstance(meshCache[file], pos) : meshCache[file][0]
let dat = await Resource.GET({ type: 'json', url: file })
// Recognize a assimp2json file format
if (dat['__metadata__'] && dat['__metadata__'].format === 'assimp2json') {
if (!dat.meshes) throw new Error('No geometries found in file ' + file)
return assimp2json(gl, file, dat, pos)
}
throw new Error('Unsupported mesh format.')
}
export default loadMesh

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@ -1,20 +1,26 @@
import Engine from './engine' import Engine from './engine'
import Camera from './engine/camera' import Camera from './engine/camera'
import { MeshInstance } from './engine/components' import loadMesh from './engine/mesh/loader'
import { Environment } from './engine/environment' import { Environment } from './engine/environment'
import { Terrain } from './engine/components/terrain' import { Terrain } from './engine/components/terrain'
import { SimplexHeightMap } from './engine/components/terrain/heightmap' import { SimplexHeightMap } from './engine/components/terrain/heightmap'
import { Material } from './engine/mesh/material' import { Material } from './engine/mesh/material'
// import { glMatrix } from 'gl-matrix'
let game = new Engine() let game = new Engine()
let env = new Environment() let env = new Environment()
async function pipeline () { async function pipeline () {
let entity = await MeshInstance.loadFile(game.gl, 'test', [0.0, 0.0, 0.0]) let entity = await loadMesh(game.gl, 'test', [0.0, 0.0, 0.0])
let shader = await game.shaders.createShaderFromFiles(game.gl, 'basic', false) let shader = await game.shaders.createShaderFromFiles(game.gl, 'basic', false)
let terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false) let terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false)
console.log(entity)
// entity.setRotation([glMatrix.toRadian(-90), 0.0, 0.0])
// Create a height map based on OpenSimplex noise // Create a height map based on OpenSimplex noise
let hmap = new SimplexHeightMap(1, 1, 256, 50) let hmap = new SimplexHeightMap(1, 1, 256, 50)