提交 9918dab1 编写于 作者: Y yomboprime

Removing old convex break example based on Geometry.

上级 1372cc5e
/**
* @author yomboprime https://github.com/yomboprime
*
* @fileoverview This class can be used to subdivide a convex Geometry object into pieces.
*
* Usage:
*
* Use the function prepareBreakableObject to prepare a Mesh object to be broken.
*
* Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane)
*
* Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them.
*
* Requisites for the object:
*
* - Mesh object must have a BufferGeometry (not Geometry) and a Material
*
* - Vertex normals must be planar (not smoothed)
*
* - The geometry must be convex (this is not checked in the library). You can create convex
* geometries with THREE.ConvexBufferGeometry. The BoxBufferGeometry, SphereBufferGeometry and other convex primitives
* can also be used.
*
* Note: This lib adds member variables to object's userData member (see prepareBreakableObject function)
* Use with caution and read the code when using with other libs.
*
* @param {double} minSizeForBreak Min size a debris can have to break.
* @param {double} smallDelta Max distance to consider that a point belongs to a plane.
*
*/
THREE.ConvexBufferObjectBreaker = function ( minSizeForBreak, smallDelta ) {
this.minSizeForBreak = minSizeForBreak || 1.4;
this.smallDelta = smallDelta || 0.0001;
this.tempLine1 = new THREE.Line3();
this.tempPlane1 = new THREE.Plane();
this.tempPlane2 = new THREE.Plane();
this.tempPlane_Cut = new THREE.Plane();
this.tempCM1 = new THREE.Vector3();
this.tempCM2 = new THREE.Vector3();
this.tempVector3 = new THREE.Vector3();
this.tempVector3_2 = new THREE.Vector3();
this.tempVector3_3 = new THREE.Vector3();
this.tempVector3_P0 = new THREE.Vector3();
this.tempVector3_P1 = new THREE.Vector3();
this.tempVector3_P2 = new THREE.Vector3();
this.tempVector3_N0 = new THREE.Vector3();
this.tempVector3_N1 = new THREE.Vector3();
this.tempVector3_AB = new THREE.Vector3();
this.tempVector3_CB = new THREE.Vector3();
this.tempResultObjects = { object1: null, object2: null };
this.segments = [];
var n = 30 * 30;
for ( var i = 0; i < n; i ++ ) this.segments[ i ] = false;
};
THREE.ConvexBufferObjectBreaker.prototype = {
constructor: THREE.ConvexBufferObjectBreaker,
prepareBreakableObject: function ( object, mass, velocity, angularVelocity, breakable ) {
// object is a THREE.Object3d (normally a Mesh), must have a BufferGeometry, and it must be convex.
// Its material property is propagated to its children (sub-pieces)
// mass must be > 0
if ( ! object.geometry.isBufferGeometry ) {
console.error( "THREE.ConvexBufferObjectBreaker.prepareBreakableObject(): Parameter object must have a BufferGeometry." );
}
var userData = object.userData;
userData.mass = mass;
userData.velocity = velocity.clone();
userData.angularVelocity = angularVelocity.clone();
userData.breakable = breakable;
},
/*
* @param {int} maxRadialIterations Iterations for radial cuts.
* @param {int} maxRandomIterations Max random iterations for not-radial cuts
*
* Returns the array of pieces
*/
subdivideByImpact: function ( object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations ) {
var debris = [];
var tempPlane1 = this.tempPlane1;
var tempPlane2 = this.tempPlane2;
this.tempVector3.addVectors( pointOfImpact, normal );
tempPlane1.setFromCoplanarPoints( pointOfImpact, object.position, this.tempVector3 );
var maxTotalIterations = maxRandomIterations + maxRadialIterations;
var scope = this;
function subdivideRadial( subObject, startAngle, endAngle, numIterations ) {
if ( Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations ) {
debris.push( subObject );
return;
}
var angle = Math.PI;
if ( numIterations === 0 ) {
tempPlane2.normal.copy( tempPlane1.normal );
tempPlane2.constant = tempPlane1.constant;
} else {
if ( numIterations <= maxRadialIterations ) {
angle = ( endAngle - startAngle ) * ( 0.2 + 0.6 * Math.random() ) + startAngle;
// Rotate tempPlane2 at impact point around normal axis and the angle
scope.tempVector3_2.copy( object.position ).sub( pointOfImpact ).applyAxisAngle( normal, angle ).add( pointOfImpact );
tempPlane2.setFromCoplanarPoints( pointOfImpact, scope.tempVector3, scope.tempVector3_2 );
} else {
angle = ( ( 0.5 * ( numIterations & 1 ) ) + 0.2 * ( 2 - Math.random() ) ) * Math.PI;
// Rotate tempPlane2 at object position around normal axis and the angle
scope.tempVector3_2.copy( pointOfImpact ).sub( subObject.position ).applyAxisAngle( normal, angle ).add( subObject.position );
scope.tempVector3_3.copy( normal ).add( subObject.position );
tempPlane2.setFromCoplanarPoints( subObject.position, scope.tempVector3_3, scope.tempVector3_2 );
}
}
// Perform the cut
scope.cutByPlane( subObject, tempPlane2, scope.tempResultObjects );
var obj1 = scope.tempResultObjects.object1;
var obj2 = scope.tempResultObjects.object2;
if ( obj1 ) {
subdivideRadial( obj1, startAngle, angle, numIterations + 1 );
}
if ( obj2 ) {
subdivideRadial( obj2, angle, endAngle, numIterations + 1 );
}
}
subdivideRadial( object, 0, 2 * Math.PI, 0 );
return debris;
},
cutByPlane: function ( object, plane, output ) {
// Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.
// object2 can be null if the plane doesn't cut the object.
// object1 can be null only in case of internal error
// Returned value is number of pieces, 0 for error.
var geometry = object.geometry;
var coords = geometry.attributes.position.array;
var normals = geometry.attributes.normal.array;
var numPoints = coords.length / 3;
var numFaces = numPoints / 3;
var indices = geometry.getIndex();
if ( indices ) {
indices = indices.array;
numFaces = indices.length / 3;
}
function getVertexIndex ( faceIdx, vert ) {
// vert = 0, 1 or 2.
var idx = faceIdx * 3 + vert;
return indices ? indices[ idx ] : idx;
}
var points1 = [];
var points2 = [];
var delta = this.smallDelta;
// Reset segments mark
var numPointPairs = numPoints * numPoints;
for ( var i = 0; i < numPointPairs; i ++ ) this.segments[ i ] = false;
var p0 = this.tempVector3_P0;
var p1 = this.tempVector3_P1;
var p2 = this.tempVector3_P2;
var n0 = this.tempVector3_N0;
var n1 = this.tempVector3_N1;
// Iterate through the faces to mark edges shared by coplanar faces
for ( var i = 0; i < numFaces - 1; i ++ ) {
var a1 = getVertexIndex( i, 0 );
var b1 = getVertexIndex( i, 1 );
var c1 = getVertexIndex( i, 2 );
// Assuming all 3 vertices have the same normal
n0.set( normals[ a1 ], normals[ a1 ] + 1, normals[ a1 ] + 2 );
for ( var j = i + 1; j < numFaces; j ++ ) {
var a2 = getVertexIndex( j, 0 );
var b2 = getVertexIndex( j, 1 );
var c2 = getVertexIndex( j, 2 );
// Assuming all 3 vertices have the same normal
n1.set( normals[ a2 ], normals[ a2 ] + 1, normals[ a2 ] + 2 );
var coplanar = 1 - n0.dot( n1 ) < delta;
if ( coplanar ) {
if ( a1 === a2 || a1 === b2 || a1 === c2 ) {
if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
this.segments[ a1 * numPoints + b1 ] = true;
this.segments[ b1 * numPoints + a1 ] = true;
} else {
this.segments[ c1 * numPoints + a1 ] = true;
this.segments[ a1 * numPoints + c1 ] = true;
}
} else if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
this.segments[ c1 * numPoints + b1 ] = true;
this.segments[ b1 * numPoints + c1 ] = true;
}
}
}
}
// Transform the plane to object local space
var localPlane = this.tempPlane_Cut;
object.updateMatrix();
THREE.ConvexBufferObjectBreaker.transformPlaneToLocalSpace( plane, object.matrix, localPlane );
// Iterate through the faces adding points to both pieces
for ( var i = 0; i < numFaces; i ++ ) {
var va = getVertexIndex( i, 0 );
var vb = getVertexIndex( i, 1 );
var vc = getVertexIndex( i, 2 );
for ( var segment = 0; segment < 3; segment ++ ) {
var i0 = segment === 0 ? va : ( segment === 1 ? vb : vc );
var i1 = segment === 0 ? vb : ( segment === 1 ? vc : va );
var segmentState = this.segments[ i0 * numPoints + i1 ];
if ( segmentState ) continue; // The segment already has been processed in another face
// Mark segment as processed (also inverted segment)
this.segments[ i0 * numPoints + i1 ] = true;
this.segments[ i1 * numPoints + i0 ] = true;
p0.set( coords[ 3 * i0 ], coords[ 3 * i0 + 1 ], coords[ 3 * i0 + 2 ] );
p1.set( coords[ 3 * i1 ], coords[ 3 * i1 + 1 ], coords[ 3 * i1 + 2 ] );
// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
var mark0 = 0;
var d = localPlane.distanceToPoint( p0 );
if ( d > delta ) {
mark0 = 2;
points2.push( p0.clone() );
} else if ( d < - delta ) {
mark0 = 1;
points1.push( p0.clone() );
} else {
mark0 = 3;
points1.push( p0.clone() );
points2.push( p0.clone() );
}
// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
var mark1 = 0;
var d = localPlane.distanceToPoint( p1 );
if ( d > delta ) {
mark1 = 2;
points2.push( p1.clone() );
} else if ( d < - delta ) {
mark1 = 1;
points1.push( p1.clone() );
} else {
mark1 = 3;
points1.push( p1.clone() );
points2.push( p1.clone() );
}
if ( ( mark0 === 1 && mark1 === 2 ) || ( mark0 === 2 && mark1 === 1 ) ) {
// Intersection of segment with the plane
this.tempLine1.start.copy( p0 );
this.tempLine1.end.copy( p1 );
var intersection = new THREE.Vector3();
intersection = localPlane.intersectLine( this.tempLine1, intersection );
if ( intersection === undefined ) {
// Shouldn't happen
console.error( "Internal error: segment does not intersect plane." );
output.segmentedObject1 = null;
output.segmentedObject2 = null;
return 0;
}
points1.push( intersection );
points2.push( intersection.clone() );
}
}
}
// Calculate debris mass (very fast and imprecise):
var newMass = object.userData.mass * 0.5;
// Calculate debris Center of Mass (again fast and imprecise)
this.tempCM1.set( 0, 0, 0 );
var radius1 = 0;
var numPoints1 = points1.length;
if ( numPoints1 > 0 ) {
for ( var i = 0; i < numPoints1; i ++ ) this.tempCM1.add( points1[ i ] );
this.tempCM1.divideScalar( numPoints1 );
for ( var i = 0; i < numPoints1; i ++ ) {
var p = points1[ i ];
p.sub( this.tempCM1 );
radius1 = Math.max( radius1, p.x, p.y, p.z );
}
this.tempCM1.add( object.position );
}
this.tempCM2.set( 0, 0, 0 );
var radius2 = 0;
var numPoints2 = points2.length;
if ( numPoints2 > 0 ) {
for ( var i = 0; i < numPoints2; i ++ ) this.tempCM2.add( points2[ i ] );
this.tempCM2.divideScalar( numPoints2 );
for ( var i = 0; i < numPoints2; i ++ ) {
var p = points2[ i ];
p.sub( this.tempCM2 );
radius2 = Math.max( radius2, p.x, p.y, p.z );
}
this.tempCM2.add( object.position );
}
var object1 = null;
var object2 = null;
var numObjects = 0;
if ( numPoints1 > 4 ) {
object1 = new THREE.Mesh( new THREE.ConvexBufferGeometry( points1 ), object.material );
object1.position.copy( this.tempCM1 );
object1.quaternion.copy( object.quaternion );
this.prepareBreakableObject( object1, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius1 > this.minSizeForBreak );
numObjects ++;
}
if ( numPoints2 > 4 ) {
object2 = new THREE.Mesh( new THREE.ConvexBufferGeometry( points2 ), object.material );
object2.position.copy( this.tempCM2 );
object2.quaternion.copy( object.quaternion );
this.prepareBreakableObject( object2, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius2 > this.minSizeForBreak );
numObjects ++;
}
output.object1 = object1;
output.object2 = object2;
return numObjects;
}
};
THREE.ConvexBufferObjectBreaker.transformFreeVector = function ( v, m ) {
// input:
// vector interpreted as a free vector
// THREE.Matrix4 orthogonal matrix (matrix without scale)
var x = v.x, y = v.y, z = v.z;
var e = m.elements;
v.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
v.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
v.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
return v;
};
THREE.ConvexBufferObjectBreaker.transformFreeVectorInverse = function ( v, m ) {
// input:
// vector interpreted as a free vector
// THREE.Matrix4 orthogonal matrix (matrix without scale)
var x = v.x, y = v.y, z = v.z;
var e = m.elements;
v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z;
v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z;
v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z;
return v;
};
THREE.ConvexBufferObjectBreaker.transformTiedVectorInverse = function ( v, m ) {
// input:
// vector interpreted as a tied (ordinary) vector
// THREE.Matrix4 orthogonal matrix (matrix without scale)
var x = v.x, y = v.y, z = v.z;
var e = m.elements;
v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z - e[ 12 ];
v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z - e[ 13 ];
v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z - e[ 14 ];
return v;
};
THREE.ConvexBufferObjectBreaker.transformPlaneToLocalSpace = function () {
var v1 = new THREE.Vector3();
return function transformPlaneToLocalSpace( plane, m, resultPlane ) {
resultPlane.normal.copy( plane.normal );
resultPlane.constant = plane.constant;
var referencePoint = THREE.ConvexBufferObjectBreaker.transformTiedVectorInverse( plane.coplanarPoint( v1 ), m );
THREE.ConvexBufferObjectBreaker.transformFreeVectorInverse( resultPlane.normal, m );
// recalculate constant (like in setFromNormalAndCoplanarPoint)
resultPlane.constant = - referencePoint.dot( resultPlane.normal );
};
}();
/**
0/**
* @author yomboprime https://github.com/yomboprime
*
* @fileoverview This class can be used to subdivide a convex Geometry object into pieces.
......@@ -13,14 +13,15 @@
*
* Requisites for the object:
*
* - Mesh object must have a Geometry (not BufferGeometry) and a Material
* - Mesh object must have a BufferGeometry (not Geometry) and a Material
*
* - Vertex normals must be planar (not smoothed)
*
* - The Geometry must be convex (this is not tested in the library). You can create convex
* Geometries with THREE.ConvexGeometry. The BoxGeometry, SphereGeometry and other convex primitives
* - The geometry must be convex (this is not checked in the library). You can create convex
* geometries with THREE.ConvexBufferGeometry. The BoxBufferGeometry, SphereBufferGeometry and other convex primitives
* can also be used.
*
* Note: This lib adds member variables to object's userData member and to its vertices.
* (see prepareBreakableObject function)
* Note: This lib adds member variables to object's userData member (see prepareBreakableObject function)
* Use with caution and read the code when using with other libs.
*
* @param {double} minSizeForBreak Min size a debris can have to break.
......@@ -36,11 +37,19 @@ THREE.ConvexObjectBreaker = function ( minSizeForBreak, smallDelta ) {
this.tempLine1 = new THREE.Line3();
this.tempPlane1 = new THREE.Plane();
this.tempPlane2 = new THREE.Plane();
this.tempPlane_Cut = new THREE.Plane();
this.tempCM1 = new THREE.Vector3();
this.tempCM2 = new THREE.Vector3();
this.tempVector3 = new THREE.Vector3();
this.tempVector3_2 = new THREE.Vector3();
this.tempVector3_3 = new THREE.Vector3();
this.tempVector3_P0 = new THREE.Vector3();
this.tempVector3_P1 = new THREE.Vector3();
this.tempVector3_P2 = new THREE.Vector3();
this.tempVector3_N0 = new THREE.Vector3();
this.tempVector3_N1 = new THREE.Vector3();
this.tempVector3_AB = new THREE.Vector3();
this.tempVector3_CB = new THREE.Vector3();
this.tempResultObjects = { object1: null, object2: null };
this.segments = [];
......@@ -55,13 +64,13 @@ THREE.ConvexObjectBreaker.prototype = {
prepareBreakableObject: function ( object, mass, velocity, angularVelocity, breakable ) {
// object is a THREE.Object3d (normally a Mesh), must have a Geometry, and it must be convex.
// object is a THREE.Object3d (normally a Mesh), must have a BufferGeometry, and it must be convex.
// Its material property is propagated to its children (sub-pieces)
// mass must be > 0
// Create vertices mark
var vertices = object.geometry.vertices;
for ( var i = 0, il = vertices.length; i < il; i ++ ) vertices[ i ].mark = 0;
if ( ! object.geometry.isBufferGeometry ) {
console.error( "THREE.ConvexObjectBreaker.prepareBreakableObject(): Parameter object must have a BufferGeometry." );
}
var userData = object.userData;
userData.mass = mass;
......@@ -165,43 +174,65 @@ THREE.ConvexObjectBreaker.prototype = {
// Returned value is number of pieces, 0 for error.
var geometry = object.geometry;
var points = geometry.vertices;
var faces = geometry.faces;
var numPoints = points.length;
var coords = geometry.attributes.position.array;
var normals = geometry.attributes.normal.array;
var numPoints = coords.length / 3;
var numFaces = numPoints / 3;
var indices = geometry.getIndex();
if ( indices ) {
indices = indices.array;
numFaces = indices.length / 3;
}
function getVertexIndex ( faceIdx, vert ) {
// vert = 0, 1 or 2.
var idx = faceIdx * 3 + vert;
return indices ? indices[ idx ] : idx;
}
var points1 = [];
var points2 = [];
var delta = this.smallDelta;
// Reset vertices mark
for ( var i = 0; i < numPoints; i ++ ) points[ i ].mark = 0;
// Reset segments mark
var numPointPairs = numPoints * numPoints;
for ( var i = 0; i < numPointPairs; i ++ ) this.segments[ i ] = false;
var p0 = this.tempVector3_P0;
var p1 = this.tempVector3_P1;
var p2 = this.tempVector3_P2;
var n0 = this.tempVector3_N0;
var n1 = this.tempVector3_N1;
// Iterate through the faces to mark edges shared by coplanar faces
for ( var i = 0, il = faces.length - 1; i < il; i ++ ) {
for ( var i = 0; i < numFaces - 1; i ++ ) {
var face1 = faces[ i ];
var a1 = getVertexIndex( i, 0 );
var b1 = getVertexIndex( i, 1 );
var c1 = getVertexIndex( i, 2 );
for ( var j = i + 1, jl = faces.length; j < jl; j ++ ) {
// Assuming all 3 vertices have the same normal
n0.set( normals[ a1 ], normals[ a1 ] + 1, normals[ a1 ] + 2 );
var face2 = faces[ j ];
for ( var j = i + 1; j < numFaces; j ++ ) {
var coplanar = 1 - face1.normal.dot( face2.normal ) < delta;
if ( coplanar ) {
var a2 = getVertexIndex( j, 0 );
var b2 = getVertexIndex( j, 1 );
var c2 = getVertexIndex( j, 2 );
// Assuming all 3 vertices have the same normal
n1.set( normals[ a2 ], normals[ a2 ] + 1, normals[ a2 ] + 2 );
var a1 = face1.a;
var b1 = face1.b;
var c1 = face1.c;
var a2 = face2.a;
var b2 = face2.b;
var c2 = face2.c;
var coplanar = 1 - n0.dot( n1 ) < delta;
if ( coplanar ) {
if ( a1 === a2 || a1 === b2 || a1 === c2 ) {
......@@ -231,19 +262,21 @@ THREE.ConvexObjectBreaker.prototype = {
}
// Transform the plane to object local space
var localPlane = this.tempPlane1;
var localPlane = this.tempPlane_Cut;
object.updateMatrix();
THREE.ConvexObjectBreaker.transformPlaneToLocalSpace( plane, object.matrix, localPlane );
// Iterate through the faces adding points to both pieces
for ( var i = 0, il = faces.length; i < il; i ++ ) {
for ( var i = 0; i < numFaces; i ++ ) {
var face = faces[ i ];
var va = getVertexIndex( i, 0 );
var vb = getVertexIndex( i, 1 );
var vc = getVertexIndex( i, 2 );
for ( var segment = 0; segment < 3; segment ++ ) {
var i0 = segment === 0 ? face.a : ( segment === 1 ? face.b : face.c );
var i1 = segment === 0 ? face.b : ( segment === 1 ? face.c : face.a );
var i0 = segment === 0 ? va : ( segment === 1 ? vb : vc );
var i1 = segment === 0 ? vb : ( segment === 1 ? vc : va );
var segmentState = this.segments[ i0 * numPoints + i1 ];
......@@ -253,66 +286,55 @@ THREE.ConvexObjectBreaker.prototype = {
this.segments[ i0 * numPoints + i1 ] = true;
this.segments[ i1 * numPoints + i0 ] = true;
var p0 = points[ i0 ];
var p1 = points[ i1 ];
if ( p0.mark === 0 ) {
p0.set( coords[ 3 * i0 ], coords[ 3 * i0 + 1 ], coords[ 3 * i0 + 2 ] );
p1.set( coords[ 3 * i1 ], coords[ 3 * i1 + 1 ], coords[ 3 * i1 + 2 ] );
var d = localPlane.distanceToPoint( p0 );
// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
var mark0 = 0;
// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
if ( d > delta ) {
var d = localPlane.distanceToPoint( p0 );
p0.mark = 2;
points2.push( p0 );
if ( d > delta ) {
} else if ( d < - delta ) {
mark0 = 2;
points2.push( p0.clone() );
p0.mark = 1;
points1.push( p0 );
} else if ( d < - delta ) {
} else {
mark0 = 1;
points1.push( p0.clone() );
p0.mark = 3;
points1.push( p0 );
var p0_2 = p0.clone();
p0_2.mark = 3;
points2.push( p0_2 );
} else {
}
mark0 = 3;
points1.push( p0.clone() );
points2.push( p0.clone() );
}
if ( p1.mark === 0 ) {
// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
var mark1 = 0;
var d = localPlane.distanceToPoint( p1 );
var d = localPlane.distanceToPoint( p1 );
// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
if ( d > delta ) {
if ( d > delta ) {
p1.mark = 2;
points2.push( p1 );
mark1 = 2;
points2.push( p1.clone() );
} else if ( d < - delta ) {
} else if ( d < - delta ) {
p1.mark = 1;
points1.push( p1 );
mark1 = 1;
points1.push( p1.clone() );
} else {
} else {
p1.mark = 3;
points1.push( p1 );
var p1_2 = p1.clone();
p1_2.mark = 3;
points2.push( p1_2 );
}
mark1 = 3;
points1.push( p1.clone() );
points2.push( p1.clone() );
}
var mark0 = p0.mark;
var mark1 = p1.mark;
if ( ( mark0 === 1 && mark1 === 2 ) || ( mark0 === 2 && mark1 === 1 ) ) {
// Intersection of segment with the plane
......@@ -333,11 +355,8 @@ THREE.ConvexObjectBreaker.prototype = {
}
intersection.mark = 1;
points1.push( intersection );
var intersection_2 = intersection.clone();
intersection_2.mark = 2;
points2.push( intersection_2 );
points2.push( intersection.clone() );
}
......@@ -395,7 +414,7 @@ THREE.ConvexObjectBreaker.prototype = {
if ( numPoints1 > 4 ) {
object1 = new THREE.Mesh( new THREE.ConvexGeometry( points1 ), object.material );
object1 = new THREE.Mesh( new THREE.ConvexBufferGeometry( points1 ), object.material );
object1.position.copy( this.tempCM1 );
object1.quaternion.copy( object.quaternion );
......@@ -407,7 +426,7 @@ THREE.ConvexObjectBreaker.prototype = {
if ( numPoints2 > 4 ) {
object2 = new THREE.Mesh( new THREE.ConvexGeometry( points2 ), object.material );
object2 = new THREE.Mesh( new THREE.ConvexBufferGeometry( points2 ), object.material );
object2.position.copy( this.tempCM2 );
object2.quaternion.copy( object.quaternion );
......
......@@ -184,7 +184,7 @@
function createObject( mass, halfExtents, pos, quat, material ) {
var object = new THREE.Mesh( new THREE.BoxGeometry( halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2 ), material );
var object = new THREE.Mesh( new THREE.BoxBufferGeometry( halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2 ), material );
object.position.copy( pos );
object.quaternion.copy( quat );
convexBreaker.prepareBreakableObject( object, mass, new THREE.Vector3(), new THREE.Vector3(), true );
......@@ -212,19 +212,19 @@
var towerHalfExtents = new THREE.Vector3( 2, 5, 2 );
pos.set( -8, 5, 0 );
quat.set( 0, 0, 0, 1 );
createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xF0A024 ) );
createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xB03014 ) );
// Tower 2
pos.set( 8, 5, 0 );
quat.set( 0, 0, 0, 1 );
createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xF4A321 ) );
createObject( towerMass, towerHalfExtents, pos, quat, createMaterial( 0xB03214 ) );
//Bridge
var bridgeMass = 100;
var bridgeHalfExtents = new THREE.Vector3( 7, 0.2, 1.5 );
pos.set( 0, 10.2, 0 );
quat.set( 0, 0, 0, 1 );
createObject( bridgeMass, bridgeHalfExtents, pos, quat, createMaterial( 0xB38835 ) );
createObject( bridgeMass, bridgeHalfExtents, pos, quat, createMaterial( 0xB3B865 ) );
// Stones
var stoneMass = 120;
......@@ -250,7 +250,7 @@
mountainPoints.push( new THREE.Vector3( mountainHalfExtents.x, - mountainHalfExtents.y, - mountainHalfExtents.z ) );
mountainPoints.push( new THREE.Vector3( - mountainHalfExtents.x, - mountainHalfExtents.y, - mountainHalfExtents.z ) );
mountainPoints.push( new THREE.Vector3( 0, mountainHalfExtents.y, 0 ) );
var mountain = new THREE.Mesh( new THREE.ConvexGeometry( mountainPoints ), createMaterial( 0xFFB443 ) );
var mountain = new THREE.Mesh( new THREE.ConvexBufferGeometry( mountainPoints ), createMaterial( 0xB03814 ) );
mountain.position.copy( pos );
mountain.quaternion.copy( quat );
convexBreaker.prepareBreakableObject( mountain, mountainMass, new THREE.Vector3(), new THREE.Vector3(), true );
......@@ -260,7 +260,7 @@
function createParalellepipedWithPhysics( sx, sy, sz, mass, pos, quat, material ) {
var object = new THREE.Mesh( new THREE.BoxGeometry( sx, sy, sz, 1, 1, 1 ), material );
var object = new THREE.Mesh( new THREE.BoxBufferGeometry( sx, sy, sz, 1, 1, 1 ), material );
var shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) );
shape.setMargin( margin );
......@@ -275,7 +275,7 @@
object.castShadow = true;
object.receiveShadow = true;
var shape = createConvexHullPhysicsShape( object.geometry.vertices );
var shape = createConvexHullPhysicsShape( object.geometry.attributes.position.array );
shape.setMargin( margin );
var body = createRigidBody( object, shape, object.userData.mass, null, null, object.userData.velocity, object.userData.angularVelocity );
......@@ -295,14 +295,14 @@
}
function createConvexHullPhysicsShape( points ) {
function createConvexHullPhysicsShape( coords ) {
var shape = new Ammo.btConvexHullShape();
for ( var i = 0, il = points.length; i < il; i++ ) {
var p = points[ i ];
this.tempBtVec3_1.setValue( p.x, p.y, p.z );
var lastOne = ( i === ( il - 1 ) );
for ( var i = 0, il = coords.length; i < il; i+= 3 ) {
var p = coords[ i ];
this.tempBtVec3_1.setValue( coords[ i ], coords[ i + 1 ], coords[ i + 2 ] );
var lastOne = ( i >= ( il - 3 ) );
shape.addPoint( this.tempBtVec3_1, lastOne );
}
......
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