Better split into files
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c941a65145
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@ -1,4 +1,4 @@
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import { Node } from './mesh'
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import { Node } from './components'
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import { glMatrix, mat4, vec2, vec3 } from 'gl-matrix'
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const SPEED = 100.0
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334
src/engine/components/index.js
Normal file
334
src/engine/components/index.js
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@ -0,0 +1,334 @@
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import Resource from '../resource'
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import { mat4, quat, vec3 } from 'gl-matrix'
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import { Mesh } from '../mesh'
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import { Material } from '../mesh/material'
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let meshCache = {}
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/**
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* Returns an euler angle representation of a quaternion
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* @param {vec3} out Euler angles, pitch-yaw-roll
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* @param {quat} mat Quaternion
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* @return {vec3} out
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*/
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quat.getEuler = function (out, quat) {
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let x = quat[0]
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let y = quat[1]
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let z = quat[2]
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let w = quat[3]
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let x2 = x * x
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let y2 = y * y
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let z2 = z * z
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let w2 = w * w
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let unit = x2 + y2 + z2 + w2
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let test = x * w - y * z
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if (test > 0.499995 * unit) {
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// singularity at the north pole
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out[0] = Math.PI / 2
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out[1] = 2 * Math.atan2(y, x)
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out[2] = 0
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} else if (test < -0.499995 * unit) {
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// singularity at the south pole
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out[0] = -Math.PI / 2
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out[1] = 2 * Math.atan2(y, x)
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out[2] = 0
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} else {
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out[0] = Math.asin(2 * (x * z - w * y))
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out[1] = Math.atan2(2 * (x * w + y * z), 1 - 2 * (z2 + w2))
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out[2] = Math.atan2(2 * (x * y + z * w), 1 - 2 * (y2 + z2))
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}
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return out
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}
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class Node {
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constructor (pos, scale, rotation) {
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// Translation
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this.pos = pos || [0.0, 0.0, 0.0]
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// Scaling
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this.scale = scale || [1.0, 1.0, 1.0]
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// Rotation in Euler angles (yaw, pitch, roll) in radians
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this.rotation = rotation || [0.0, 0.0, 0.0]
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this.transform = mat4.create()
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this.updateTransform()
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this.parent = null
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this.children = []
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}
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updateTransform () {
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let matrix = mat4.create()
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// Set translation
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mat4.translate(matrix, matrix, this.pos)
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// Set scale
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mat4.scale(matrix, matrix, this.scale)
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// Set rotation
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if (this.rotation[0] !== 0) {
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mat4.rotateX(matrix, matrix, this.rotation[0])
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}
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if (this.rotation[1] !== 0) {
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mat4.rotateY(matrix, matrix, this.rotation[1])
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}
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if (this.rotation[2] !== 0) {
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mat4.rotateZ(matrix, matrix, this.rotation[2])
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}
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// Add parent node's transform
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if (this.parent) {
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mat4.add(matrix, this.parent.transform, matrix)
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}
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// Set the matrix
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this.transform = matrix
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// Update children's transforms
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for (let i in this.children) {
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let child = this.children[i]
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if (!(child instanceof Node)) continue
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child.updateTransform()
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}
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}
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setTransformation (transform) {
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let quaternion = quat.create()
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let translation = vec3.create()
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let rotation = vec3.create()
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let scale = vec3.create()
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mat4.getTranslation(translation, transform)
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mat4.getScaling(scale, transform)
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mat4.getRotation(quaternion, transform)
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quat.getEuler(rotation, quaternion)
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this.rotation = rotation
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this.pos = translation
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this.scale = scale
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this.updateTransform()
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}
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// Setters
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setPosition (newPos) {
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this.pos = newPos
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this.updateTransform()
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}
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setTranslation (newTrans) {
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this.setPosition(newTrans)
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}
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setScale (newScale) {
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this.scale = newScale
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this.updateTransform()
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}
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setRotation (newRotation) {
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this.rotation = newRotation
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this.updateTransform()
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}
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// Transforms
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translate (pos) {
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mat4.translate(this.transform, this.transform, pos)
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}
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scale (scale) {
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mat4.scale(this.transform, this.transform, scale)
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}
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rotate (rot) {
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if (rot[0] !== 0) {
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mat4.rotateX(this.transform, this.transform, rot[0])
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}
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if (rot[1] !== 0) {
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mat4.rotateY(this.transform, this.transform, rot[1])
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}
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if (rot[2] !== 0) {
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mat4.rotateZ(this.transform, this.transform, rot[2])
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}
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}
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// Getters
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get position () {
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return this.pos
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}
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get translation () {
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return this.pos
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}
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// Draw base
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draw (gl, shader) {
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// Set model transform matrix uniform
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const transformLocation = shader.getUniformLocation(gl, 'uModelMatrix')
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gl.uniformMatrix4fv(transformLocation, false, this.transform)
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}
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addChild (ch) {
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if (!(ch instanceof Node)) return
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this.children.push(ch)
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this.updateTransform()
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}
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setParent (p) {
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if (!(p instanceof Node)) return
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this.parent = p
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this.updateTransform()
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}
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}
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class MeshInstance extends Node {
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constructor (mesh, pos, scale, rot) {
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super(pos, scale, rot)
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this.mesh = mesh
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}
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static async loadFile (gl, file, pos) {
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file = '/assets/models/' + file + '.json'
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// Ensure each mesh file is loaded only once
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if (meshCache[file]) return meshCache[file].length > 1 ? meshCache[file] : meshCache[file][0]
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let dat = await Resource.GET({ type: 'json', url: file })
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if (!dat.meshes) throw new Error('No meshes defined in file.')
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let cleaned = []
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let materials = []
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for (let mi in dat.meshes) {
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let mesh = dat.meshes[mi]
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let material
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if (mesh.materialindex != null && dat.materials && dat.materials.length) {
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// Ensure we don't re-create materials with the same index
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if (materials[mesh.materialindex]) {
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material = materials[mesh.materialindex]
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} else {
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// Load a new material
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material = new Material()
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let matdata = dat.materials[mesh.materialindex].properties
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// Parse material information
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for (let pi in matdata) {
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let property = matdata[pi]
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if (!property || !property.key) continue
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if (property.key === '?mat.name') material.name = property.value
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else if (property.key.indexOf('$clr.') === 0) {
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let dproperty = property.key.substr(5)
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switch (dproperty) {
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case 'specular':
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case 'diffuse':
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case 'shininess':
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case 'ambient':
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case 'reflective':
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material[dproperty] = property.value
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break
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}
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} else if (property.key.indexOf('$tex.file') === 0) {
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if (!material.textures) {
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material.textures = []
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}
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material.textures.push(property.value)
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}
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}
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materials[mesh.materialindex] = material
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}
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}
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cleaned.push({
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vertices: mesh.vertices,
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indices: [].concat.apply([], mesh.faces),
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uv: mesh.texturecoords ? mesh.texturecoords[0] : null,
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normals: mesh.normals ? mesh.normals : null,
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material
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})
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}
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// Load everything
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let loadComplete = []
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for (let i in cleaned) {
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let meshdata = cleaned[i]
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let mesh = Mesh.construct(gl, meshdata.vertices, meshdata.indices,
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meshdata.uv, meshdata.normals)
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// Initialize the material's texture if present
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if (meshdata.material) {
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mesh.material = meshdata.material
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// Ensure all textures get loaded before finishing
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if (meshdata.material.textures) {
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await meshdata.material.loadTextures(gl)
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}
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}
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loadComplete.push(mesh)
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}
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// Now, we need to give the meshes the appropriate parents and transforms.
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let finished = []
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function setChildren (parent, chMeshes) {
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let meshIndex = chMeshes.meshes[0]
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let mesh = loadComplete[meshIndex]
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let meshInstance = new MeshInstance(mesh, parent == null ? pos : null)
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meshInstance.mesh = mesh
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if (chMeshes.children) {
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for (let i in chMeshes.children) {
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if (!chMeshes.children[i].meshes) continue
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setChildren(meshInstance, chMeshes.children[i])
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}
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}
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meshInstance.name = chMeshes.name
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if (parent == null) {
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finished.push(meshInstance)
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} else {
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parent.children.push(meshInstance)
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meshInstance.parent = parent
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meshInstance.setTransformation(chMeshes.transformation)
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}
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}
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let rootchildren = dat.rootnode.children
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for (let j in rootchildren) {
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if (!rootchildren[j].meshes) continue
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setChildren(null, rootchildren[j])
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}
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// Cache the mesh
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meshCache[file] = finished
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return finished.length > 1 ? finished : finished[0]
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}
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draw (gl, shader) {
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// Set model transform uniform
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super.draw(gl, shader)
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// Draw the mesh
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this.mesh.prepare(gl, shader)
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this.mesh.draw(gl, shader)
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// Invoke children's draw methods
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for (let i in this.children) {
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let child = this.children[i]
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if (!(child instanceof Mesh)) continue
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child.draw(gl, shader)
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}
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}
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}
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export { Node, MeshInstance }
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@ -1,4 +1,5 @@
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import { Mesh, Node } from '../../mesh'
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import { Node } from '../'
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import { Mesh } from '../../mesh'
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class Terrain extends Node {
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constructor (pos, sWidth, sHeight) {
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@ -60,6 +61,8 @@ class Terrain extends Node {
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draw (gl, shader) {
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if (!this.mesh) return
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super.draw(gl, shader)
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this.mesh.prepare(gl, shader)
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this.mesh.draw(gl, shader)
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}
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}
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@ -1,32 +0,0 @@
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import { Mesh, Node } from './index'
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// Entity is just a Mesh with extra functionality.
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class Entity extends Node {
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constructor (mesh, pos, scale, rotation) {
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super(pos, scale, rotation)
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this.mesh = mesh
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}
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// Drawing related
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update (dt) {
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// Override this!
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}
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draw (gl, shader) {
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// Set model transform matrix uniform
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const modelloc = shader.getUniformLocation(gl, 'uModelMatrix')
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gl.uniformMatrix4fv(modelloc, false, this.transform)
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// Draw the mesh
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this.mesh.draw(gl, shader)
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}
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// Generators
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static async createEntity (gl, meshName, pos) {
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let mesh = await Mesh.loadFile(gl, meshName)
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let entity = new Entity(mesh, pos)
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return entity
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}
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}
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export default Entity
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@ -1,192 +1,5 @@
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import Resource from '../resource'
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import { Texture, Material } from './material'
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import { mat4, quat, vec3 } from 'gl-matrix'
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let meshCache = {}
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/**
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* Returns an euler angle representation of a quaternion
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* @param {vec3} out Euler angles, pitch-yaw-roll
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* @param {quat} mat Quaternion
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* @return {vec3} out
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*/
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quat.getEuler = function (out, quat) {
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let x = quat[0]
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let y = quat[1]
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let z = quat[2]
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let w = quat[3]
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let x2 = x * x
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let y2 = y * y
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let z2 = z * z
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let w2 = w * w
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let unit = x2 + y2 + z2 + w2
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let test = x * w - y * z
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if (test > 0.499995 * unit) {
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// singularity at the north pole
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out[0] = Math.PI / 2
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out[1] = 2 * Math.atan2(y, x)
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out[2] = 0
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} else if (test < -0.499995 * unit) {
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// singularity at the south pole
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out[0] = -Math.PI / 2
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out[1] = 2 * Math.atan2(y, x)
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out[2] = 0
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} else {
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out[0] = Math.asin(2 * (x * z - w * y))
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out[1] = Math.atan2(2 * (x * w + y * z), 1 - 2 * (z2 + w2))
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out[2] = Math.atan2(2 * (x * y + z * w), 1 - 2 * (y2 + z2))
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}
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return out
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}
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class Node {
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constructor (pos, scale, rotation) {
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// Translation
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this.pos = pos || [0.0, 0.0, 0.0]
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// Scaling
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this.scale = scale || [1.0, 1.0, 1.0]
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// Rotation in Euler angles (yaw, pitch, roll) in radians
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this.rotation = rotation || [0.0, 0.0, 0.0]
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this.transform = mat4.create()
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this.updateTransform()
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this.parent = null
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this.children = []
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}
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updateTransform () {
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let matrix = mat4.create()
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// Set translation
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mat4.translate(matrix, matrix, this.pos)
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// Set scale
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mat4.scale(matrix, matrix, this.scale)
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// Set rotation
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if (this.rotation[0] !== 0) {
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mat4.rotateX(matrix, matrix, this.rotation[0])
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}
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if (this.rotation[1] !== 0) {
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mat4.rotateY(matrix, matrix, this.rotation[1])
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}
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if (this.rotation[2] !== 0) {
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mat4.rotateZ(matrix, matrix, this.rotation[2])
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}
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// Add parent node's transform
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if (this.parent) {
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mat4.add(matrix, this.parent.transform, matrix)
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}
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// Set the matrix
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this.transform = matrix
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// Update children's transforms
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for (let i in this.children) {
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let child = this.children[i]
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if (!(child instanceof Node)) continue
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child.updateTransform()
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}
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}
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setTransformation (transform) {
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let quaternion = quat.create()
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let translation = vec3.create()
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let rotation = vec3.create()
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let scale = vec3.create()
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mat4.getTranslation(translation, transform)
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mat4.getScaling(scale, transform)
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mat4.getRotation(quaternion, transform)
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quat.getEuler(rotation, quaternion)
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this.rotation = rotation
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this.pos = translation
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this.scale = scale
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this.updateTransform()
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}
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// Setters
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setPosition (newPos) {
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this.pos = newPos
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this.updateTransform()
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}
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setTranslation (newTrans) {
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this.setPosition(newTrans)
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}
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setScale (newScale) {
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this.scale = newScale
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this.updateTransform()
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}
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setRotation (newRotation) {
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this.rotation = newRotation
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this.updateTransform()
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}
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// Transforms
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translate (pos) {
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mat4.translate(this.transform, this.transform, pos)
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}
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scale (scale) {
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mat4.scale(this.transform, this.transform, scale)
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}
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rotate (rot) {
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if (rot[0] !== 0) {
|
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mat4.rotateX(this.transform, this.transform, rot[0])
|
||||
}
|
||||
|
||||
if (rot[1] !== 0) {
|
||||
mat4.rotateY(this.transform, this.transform, rot[1])
|
||||
}
|
||||
|
||||
if (rot[2] !== 0) {
|
||||
mat4.rotateZ(this.transform, this.transform, rot[2])
|
||||
}
|
||||
}
|
||||
|
||||
// Getters
|
||||
get position () {
|
||||
return this.pos
|
||||
}
|
||||
|
||||
get translation () {
|
||||
return this.pos
|
||||
}
|
||||
|
||||
// Draw base
|
||||
draw (gl, shader) {
|
||||
// Set model transform matrix uniform
|
||||
const transformLocation = shader.getUniformLocation(gl, 'uModelMatrix')
|
||||
gl.uniformMatrix4fv(transformLocation, false, this.transform)
|
||||
}
|
||||
|
||||
addChild (ch) {
|
||||
if (!(ch instanceof Node)) return
|
||||
this.children.push(ch)
|
||||
this.updateTransform()
|
||||
}
|
||||
|
||||
setParent (p) {
|
||||
if (!(p instanceof Node)) return
|
||||
this.parent = p
|
||||
this.updateTransform()
|
||||
}
|
||||
}
|
||||
|
||||
class Mesh extends Node {
|
||||
class Mesh {
|
||||
static construct (gl, vertices, indices, uvs, normals) {
|
||||
// VBO for model vertices
|
||||
let pos = gl.createBuffer()
|
||||
@ -224,124 +37,6 @@ class Mesh extends Node {
|
||||
return mesh
|
||||
}
|
||||
|
||||
static async loadFile (gl, file) {
|
||||
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]
|
||||
|
||||
if (chMeshes.children) {
|
||||
for (let i in chMeshes.children) {
|
||||
if (!chMeshes.children[i].meshes) continue
|
||||
setChildren(mesh, chMeshes.children[i])
|
||||
}
|
||||
}
|
||||
|
||||
mesh.name = chMeshes.name
|
||||
|
||||
if (parent == null) {
|
||||
finished.push(mesh)
|
||||
} else {
|
||||
parent.children.push(mesh)
|
||||
mesh.parent = parent
|
||||
mesh.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]
|
||||
}
|
||||
|
||||
bindBuffers (gl, shader) {
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, this.posBuffer)
|
||||
shader.setAttribute(gl, 'aVertexPosition', 3, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0)
|
||||
@ -359,10 +54,7 @@ class Mesh extends Node {
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.ebo)
|
||||
}
|
||||
|
||||
draw (gl, shader) {
|
||||
// Set model transform uniform
|
||||
super.draw(gl, shader)
|
||||
|
||||
prepare (gl, shader) {
|
||||
// Bind attrib arrays
|
||||
this.bindBuffers(gl, shader)
|
||||
|
||||
@ -370,16 +62,11 @@ class Mesh extends Node {
|
||||
if (this.material) {
|
||||
this.material.apply(gl, shader)
|
||||
}
|
||||
}
|
||||
|
||||
draw (gl, shader) {
|
||||
gl.drawElements(gl.TRIANGLES, this.indices, gl.UNSIGNED_SHORT, 0)
|
||||
|
||||
// Invoke children's draw methods
|
||||
for (let i in this.children) {
|
||||
let child = this.children[i]
|
||||
if (!(child instanceof Mesh)) continue
|
||||
child.draw(gl, shader)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export { Node, Mesh, Texture, Material }
|
||||
export { Mesh }
|
||||
|
@ -1,6 +1,6 @@
|
||||
import Engine from './engine'
|
||||
import Camera from './engine/camera'
|
||||
import Entity from './engine/mesh/entity'
|
||||
import { MeshInstance } from './engine/components'
|
||||
|
||||
import { Environment } from './engine/environment'
|
||||
import { Terrain } from './engine/components/terrain'
|
||||
@ -11,12 +11,10 @@ let game = new Engine()
|
||||
let env = new Environment()
|
||||
|
||||
async function pipeline () {
|
||||
let entity = await Entity.createEntity(game.gl, 'test', [0.0, 0.0, -6.0])
|
||||
let entity = await MeshInstance.loadFile(game.gl, 'test', [0.0, 0.0, 0.0])
|
||||
let shader = await game.shaders.createShaderFromFiles(game.gl, 'basic', false)
|
||||
let terrainShader = await game.shaders.createShaderFromFiles(game.gl, 'terrain', false)
|
||||
|
||||
console.log(entity.mesh)
|
||||
|
||||
// Create a height map based on OpenSimplex noise
|
||||
let hmap = new SimplexHeightMap(1, 1, 256, 50)
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user