Better split into files

This commit is contained in:
Evert Prants 2018-11-26 22:39:45 +02:00
parent c941a65145
commit a390a849a3
Signed by: evert
GPG Key ID: 1688DA83D222D0B5
6 changed files with 346 additions and 356 deletions

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@ -1,4 +1,4 @@
import { Node } from './mesh'
import { Node } from './components'
import { glMatrix, mat4, vec2, vec3 } from 'gl-matrix'
const SPEED = 100.0

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@ -0,0 +1,334 @@
import Resource from '../resource'
import { mat4, quat, vec3 } from 'gl-matrix'
import { Mesh } from '../mesh'
import { Material } from '../mesh/material'
let meshCache = {}
/**
* Returns an euler angle representation of a quaternion
* @param {vec3} out Euler angles, pitch-yaw-roll
* @param {quat} mat Quaternion
* @return {vec3} out
*/
quat.getEuler = function (out, quat) {
let x = quat[0]
let y = quat[1]
let z = quat[2]
let w = quat[3]
let x2 = x * x
let y2 = y * y
let z2 = z * z
let w2 = w * w
let unit = x2 + y2 + z2 + w2
let test = x * w - y * z
if (test > 0.499995 * unit) {
// singularity at the north pole
out[0] = Math.PI / 2
out[1] = 2 * Math.atan2(y, x)
out[2] = 0
} else if (test < -0.499995 * unit) {
// singularity at the south pole
out[0] = -Math.PI / 2
out[1] = 2 * Math.atan2(y, x)
out[2] = 0
} else {
out[0] = Math.asin(2 * (x * z - w * y))
out[1] = Math.atan2(2 * (x * w + y * z), 1 - 2 * (z2 + w2))
out[2] = Math.atan2(2 * (x * y + z * w), 1 - 2 * (y2 + z2))
}
return out
}
class Node {
constructor (pos, scale, rotation) {
// Translation
this.pos = pos || [0.0, 0.0, 0.0]
// Scaling
this.scale = scale || [1.0, 1.0, 1.0]
// Rotation in Euler angles (yaw, pitch, roll) in radians
this.rotation = rotation || [0.0, 0.0, 0.0]
this.transform = mat4.create()
this.updateTransform()
this.parent = null
this.children = []
}
updateTransform () {
let matrix = mat4.create()
// Set translation
mat4.translate(matrix, matrix, this.pos)
// Set scale
mat4.scale(matrix, matrix, this.scale)
// Set rotation
if (this.rotation[0] !== 0) {
mat4.rotateX(matrix, matrix, this.rotation[0])
}
if (this.rotation[1] !== 0) {
mat4.rotateY(matrix, matrix, this.rotation[1])
}
if (this.rotation[2] !== 0) {
mat4.rotateZ(matrix, matrix, this.rotation[2])
}
// Add parent node's transform
if (this.parent) {
mat4.add(matrix, this.parent.transform, matrix)
}
// Set the matrix
this.transform = matrix
// Update children's transforms
for (let i in this.children) {
let child = this.children[i]
if (!(child instanceof Node)) continue
child.updateTransform()
}
}
setTransformation (transform) {
let quaternion = quat.create()
let translation = vec3.create()
let rotation = vec3.create()
let scale = vec3.create()
mat4.getTranslation(translation, transform)
mat4.getScaling(scale, transform)
mat4.getRotation(quaternion, transform)
quat.getEuler(rotation, quaternion)
this.rotation = rotation
this.pos = translation
this.scale = scale
this.updateTransform()
}
// Setters
setPosition (newPos) {
this.pos = newPos
this.updateTransform()
}
setTranslation (newTrans) {
this.setPosition(newTrans)
}
setScale (newScale) {
this.scale = newScale
this.updateTransform()
}
setRotation (newRotation) {
this.rotation = newRotation
this.updateTransform()
}
// Transforms
translate (pos) {
mat4.translate(this.transform, this.transform, pos)
}
scale (scale) {
mat4.scale(this.transform, this.transform, scale)
}
rotate (rot) {
if (rot[0] !== 0) {
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 MeshInstance extends Node {
constructor (mesh, pos, scale, rot) {
super(pos, scale, rot)
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) {
// Set model transform uniform
super.draw(gl, shader)
// Draw the mesh
this.mesh.prepare(gl, shader)
this.mesh.draw(gl, shader)
// 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, MeshInstance }

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@ -1,4 +1,5 @@
import { Mesh, Node } from '../../mesh'
import { Node } from '../'
import { Mesh } from '../../mesh'
class Terrain extends Node {
constructor (pos, sWidth, sHeight) {
@ -60,6 +61,8 @@ class Terrain extends Node {
draw (gl, shader) {
if (!this.mesh) return
super.draw(gl, shader)
this.mesh.prepare(gl, shader)
this.mesh.draw(gl, shader)
}
}

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@ -1,32 +0,0 @@
import { Mesh, Node } from './index'
// Entity is just a Mesh with extra functionality.
class Entity extends Node {
constructor (mesh, pos, scale, rotation) {
super(pos, scale, rotation)
this.mesh = mesh
}
// Drawing related
update (dt) {
// Override this!
}
draw (gl, shader) {
// Set model transform matrix uniform
const modelloc = shader.getUniformLocation(gl, 'uModelMatrix')
gl.uniformMatrix4fv(modelloc, false, this.transform)
// Draw the mesh
this.mesh.draw(gl, shader)
}
// Generators
static async createEntity (gl, meshName, pos) {
let mesh = await Mesh.loadFile(gl, meshName)
let entity = new Entity(mesh, pos)
return entity
}
}
export default Entity

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@ -1,192 +1,5 @@
import Resource from '../resource'
import { Texture, Material } from './material'
import { mat4, quat, vec3 } from 'gl-matrix'
let meshCache = {}
/**
* Returns an euler angle representation of a quaternion
* @param {vec3} out Euler angles, pitch-yaw-roll
* @param {quat} mat Quaternion
* @return {vec3} out
*/
quat.getEuler = function (out, quat) {
let x = quat[0]
let y = quat[1]
let z = quat[2]
let w = quat[3]
let x2 = x * x
let y2 = y * y
let z2 = z * z
let w2 = w * w
let unit = x2 + y2 + z2 + w2
let test = x * w - y * z
if (test > 0.499995 * unit) {
// singularity at the north pole
out[0] = Math.PI / 2
out[1] = 2 * Math.atan2(y, x)
out[2] = 0
} else if (test < -0.499995 * unit) {
// singularity at the south pole
out[0] = -Math.PI / 2
out[1] = 2 * Math.atan2(y, x)
out[2] = 0
} else {
out[0] = Math.asin(2 * (x * z - w * y))
out[1] = Math.atan2(2 * (x * w + y * z), 1 - 2 * (z2 + w2))
out[2] = Math.atan2(2 * (x * y + z * w), 1 - 2 * (y2 + z2))
}
return out
}
class Node {
constructor (pos, scale, rotation) {
// Translation
this.pos = pos || [0.0, 0.0, 0.0]
// Scaling
this.scale = scale || [1.0, 1.0, 1.0]
// Rotation in Euler angles (yaw, pitch, roll) in radians
this.rotation = rotation || [0.0, 0.0, 0.0]
this.transform = mat4.create()
this.updateTransform()
this.parent = null
this.children = []
}
updateTransform () {
let matrix = mat4.create()
// Set translation
mat4.translate(matrix, matrix, this.pos)
// Set scale
mat4.scale(matrix, matrix, this.scale)
// Set rotation
if (this.rotation[0] !== 0) {
mat4.rotateX(matrix, matrix, this.rotation[0])
}
if (this.rotation[1] !== 0) {
mat4.rotateY(matrix, matrix, this.rotation[1])
}
if (this.rotation[2] !== 0) {
mat4.rotateZ(matrix, matrix, this.rotation[2])
}
// Add parent node's transform
if (this.parent) {
mat4.add(matrix, this.parent.transform, matrix)
}
// Set the matrix
this.transform = matrix
// Update children's transforms
for (let i in this.children) {
let child = this.children[i]
if (!(child instanceof Node)) continue
child.updateTransform()
}
}
setTransformation (transform) {
let quaternion = quat.create()
let translation = vec3.create()
let rotation = vec3.create()
let scale = vec3.create()
mat4.getTranslation(translation, transform)
mat4.getScaling(scale, transform)
mat4.getRotation(quaternion, transform)
quat.getEuler(rotation, quaternion)
this.rotation = rotation
this.pos = translation
this.scale = scale
this.updateTransform()
}
// Setters
setPosition (newPos) {
this.pos = newPos
this.updateTransform()
}
setTranslation (newTrans) {
this.setPosition(newTrans)
}
setScale (newScale) {
this.scale = newScale
this.updateTransform()
}
setRotation (newRotation) {
this.rotation = newRotation
this.updateTransform()
}
// Transforms
translate (pos) {
mat4.translate(this.transform, this.transform, pos)
}
scale (scale) {
mat4.scale(this.transform, this.transform, scale)
}
rotate (rot) {
if (rot[0] !== 0) {
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)
}
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)
}
draw (gl, shader) {
gl.drawElements(gl.TRIANGLES, this.indices, gl.UNSIGNED_SHORT, 0)
}
}
export { Node, Mesh, Texture, Material }
export { Mesh }

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@ -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)