فهرست منبع

better task support

David Catuhe 7 سال پیش
والد
کامیت
5909ff1ec1

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 719 - 722
dist/preview release/babylon.d.ts


تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 38 - 38
dist/preview release/babylon.js


+ 298 - 12
dist/preview release/babylon.max.js

@@ -13442,15 +13442,18 @@ var BABYLON;
             return this;
         };
         /**
-         * Defines the passed mesh as the parent of the current mesh.
-         * Returns the AbstractMesh.
+         * Defines the passed node as the parent of the current node.
+         * Returns the TransformNode.
          */
-        TransformNode.prototype.setParent = function (mesh) {
-            var parent = mesh;
-            if (mesh == null) {
+        TransformNode.prototype.setParent = function (node) {
+            if (node == null) {
                 var rotation = BABYLON.Tmp.Quaternion[0];
                 var position = BABYLON.Tmp.Vector3[0];
                 var scale = BABYLON.Tmp.Vector3[1];
+                if (this.parent && this.parent.computeWorldMatrix) {
+                    this.parent.computeWorldMatrix(true);
+                }
+                this.computeWorldMatrix(true);
                 this.getWorldMatrix().decompose(scale, rotation, position);
                 if (this.rotationQuaternion) {
                     this.rotationQuaternion.copyFrom(rotation);
@@ -13463,13 +13466,34 @@ var BABYLON;
                 this.position.z = position.z;
             }
             else {
+                var rotation = BABYLON.Tmp.Quaternion[0];
                 var position = BABYLON.Tmp.Vector3[0];
-                var m1 = BABYLON.Tmp.Matrix[0];
-                parent.getWorldMatrix().invertToRef(m1);
-                BABYLON.Vector3.TransformCoordinatesToRef(this.position, m1, position);
-                this.position.copyFrom(position);
+                var scale = BABYLON.Tmp.Vector3[1];
+                var m0 = BABYLON.Tmp.Matrix[0];
+                var m1 = BABYLON.Tmp.Matrix[1];
+                var invParentMatrix = BABYLON.Tmp.Matrix[2];
+                node.computeWorldMatrix(true);
+                node.getWorldMatrix().decompose(scale, rotation, position);
+                rotation.toRotationMatrix(m0);
+                m1.setTranslation(position);
+                m1.multiplyToRef(m0, m0);
+                m0.invertToRef(invParentMatrix);
+                this.getWorldMatrix().multiplyToRef(invParentMatrix, m0);
+                m0.decompose(scale, rotation, position);
+                if (this.rotationQuaternion) {
+                    this.rotationQuaternion.copyFrom(rotation);
+                }
+                else {
+                    rotation.toEulerAnglesToRef(this.rotation);
+                }
+                node.getWorldMatrix().invertToRef(invParentMatrix);
+                this.getWorldMatrix().multiplyToRef(invParentMatrix, m0);
+                m0.decompose(scale, rotation, position);
+                this.position.x = position.x;
+                this.position.y = position.y;
+                this.position.z = position.z;
             }
-            this.parent = parent;
+            this.parent = node;
             return this;
         };
         Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
@@ -44526,8 +44550,8 @@ var BABYLON;
             var _this = this;
             this._scaledPosition = BABYLON.Vector3.Zero();
             this._scaledVelocity = BABYLON.Vector3.Zero();
-            this.onMeshUpdated = function (mesh) {
-                _this._addUpdateMeshesList[mesh.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(mesh);
+            this.onMeshUpdated = function (transformNode) {
+                _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
             };
             this.onGeometryUpdated = function (geometry) {
                 _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
@@ -67273,6 +67297,9 @@ var BABYLON;
         PhysicsEngine.prototype.getPhysicsPlugin = function () {
             return this._physicsPlugin;
         };
+        PhysicsEngine.prototype.getImpostors = function () {
+            return this._impostors;
+        };
         PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
             for (var i = 0; i < this._impostors.length; ++i) {
                 if (this._impostors[i].object === object) {
@@ -67300,6 +67327,265 @@ var BABYLON;
 
 var BABYLON;
 (function (BABYLON) {
+    /**
+     * The strenght of the force in correspondence to the distance of the affected object
+     */
+    var PhysicsRadialImpulseFallof;
+    (function (PhysicsRadialImpulseFallof) {
+        PhysicsRadialImpulseFallof[PhysicsRadialImpulseFallof["Constant"] = 0] = "Constant";
+        PhysicsRadialImpulseFallof[PhysicsRadialImpulseFallof["Linear"] = 1] = "Linear"; // impulse gets weaker if it's further from the origin
+    })(PhysicsRadialImpulseFallof = BABYLON.PhysicsRadialImpulseFallof || (BABYLON.PhysicsRadialImpulseFallof = {}));
+    var PhysicsHelper = /** @class */ (function () {
+        function PhysicsHelper(scene) {
+            this._scene = scene;
+            this._physicsEngine = this._scene.getPhysicsEngine();
+            if (!this._physicsEngine) {
+                BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
+            }
+        }
+        /**
+         * @param {Vector3} origin the origin of the explosion
+         * @param {number} radius the explosion radius
+         * @param {number} strength the explosion strength
+         * @param {PhysicsRadialImpulseFallof} falloff possible options: Constant & Linear. Defaults to Constant
+         */
+        PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
+            if (falloff === void 0) { falloff = PhysicsRadialImpulseFallof.Constant; }
+            if (!this._physicsEngine) {
+                BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
+                return null;
+            }
+            var impostors = this._physicsEngine.getImpostors();
+            if (impostors.length === 0) {
+                return null;
+            }
+            var event = new PhysicsRadialExplosionEvent(this._scene);
+            for (var i = 0; i < impostors.length; ++i) {
+                var impostor = impostors[i];
+                var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
+                if (impostorForceAndContactPoint === null) {
+                    continue;
+                }
+                impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
+            }
+            event.cleanup(false);
+            return event;
+        };
+        /**
+         * @param {Vector3} origin the origin of the explosion
+         * @param {number} radius the explosion radius
+         * @param {number} strength the explosion strength
+         * @param {PhysicsRadialImpulseFallof} falloff possible options: Constant & Linear. Defaults to Constant
+         */
+        PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
+            if (falloff === void 0) { falloff = PhysicsRadialImpulseFallof.Constant; }
+            if (!this._physicsEngine) {
+                BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
+                return null;
+            }
+            var impostors = this._physicsEngine.getImpostors();
+            if (impostors.length === 0) {
+                return null;
+            }
+            var event = new PhysicsRadialExplosionEvent(this._scene);
+            for (var i = 0; i < impostors.length; ++i) {
+                var impostor = impostors[i];
+                var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
+                if (impostorForceAndContactPoint === null) {
+                    continue;
+                }
+                impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
+            }
+            event.cleanup(false);
+            return event;
+        };
+        /**
+         * @param {Vector3} origin the origin of the explosion
+         * @param {number} radius the explosion radius
+         * @param {number} strength the explosion strength
+         * @param {PhysicsRadialImpulseFallof} falloff possible options: Constant & Linear. Defaults to Constant
+         */
+        PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
+            if (falloff === void 0) { falloff = PhysicsRadialImpulseFallof.Constant; }
+            if (!this._physicsEngine) {
+                BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
+                return null;
+            }
+            var impostors = this._physicsEngine.getImpostors();
+            if (impostors.length === 0) {
+                return null;
+            }
+            var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
+            event.cleanup(false);
+            return event;
+        };
+        return PhysicsHelper;
+    }());
+    BABYLON.PhysicsHelper = PhysicsHelper;
+    /***** Radial explosion *****/
+    var PhysicsRadialExplosionEvent = /** @class */ (function () {
+        function PhysicsRadialExplosionEvent(scene) {
+            this._rays = [];
+            this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
+            this._scene = scene;
+        }
+        /**
+         * Returns the data related to the radial explosion event (radialSphere & rays).
+         * @returns {PhysicsRadialExplosionEventData}
+         */
+        PhysicsRadialExplosionEvent.prototype.getData = function () {
+            this._dataFetched = true;
+            return {
+                radialSphere: this._radialSphere,
+                rays: this._rays,
+            };
+        };
+        /**
+         * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
+         * @param impostor
+         * @param {Vector3} origin the origin of the explosion
+         * @param {number} radius the explosion radius
+         * @param {number} strength the explosion strength
+         * @param {PhysicsRadialImpulseFallof} falloff possible options: Constant & Linear
+         * @returns {Nullable<PhysicsForceAndContactPoint>}
+         */
+        PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
+            if (impostor.mass === 0) {
+                return null;
+            }
+            if (!this._intersectsWithRadialSphere(impostor, origin, radius)) {
+                return null;
+            }
+            var impostorObject = impostor.object;
+            var impostorObjectCenter = impostor.getObjectCenter();
+            var direction = impostorObjectCenter.subtract(origin);
+            var ray = new BABYLON.Ray(origin, direction, radius);
+            this._rays.push(ray);
+            var hit = ray.intersectsMesh(impostorObject);
+            var contactPoint = hit.pickedPoint;
+            if (!contactPoint) {
+                return null;
+            }
+            var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
+            if (distanceFromOrigin > radius) {
+                return null;
+            }
+            var multiplier = falloff === PhysicsRadialImpulseFallof.Constant
+                ? strength
+                : strength * (1 - (distanceFromOrigin / radius));
+            var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
+            return { force: force, contactPoint: contactPoint };
+        };
+        /**
+         * Disposes the radialSphere.
+         * @param {bolean} force
+         */
+        PhysicsRadialExplosionEvent.prototype.cleanup = function (force) {
+            var _this = this;
+            if (force === void 0) { force = true; }
+            if (force) {
+                this._radialSphere.dispose();
+            }
+            else {
+                setTimeout(function () {
+                    if (!_this._dataFetched) {
+                        _this._radialSphere.dispose();
+                    }
+                }, 0);
+            }
+        };
+        /*** Helpers ***/
+        PhysicsRadialExplosionEvent.prototype._prepareRadialSphere = function () {
+            if (!this._radialSphere) {
+                this._radialSphere = BABYLON.Mesh.CreateSphere("radialSphere", 32, 1, this._scene);
+                this._radialSphere.isVisible = false;
+            }
+        };
+        PhysicsRadialExplosionEvent.prototype._intersectsWithRadialSphere = function (impostor, origin, radius) {
+            var impostorObject = impostor.object;
+            this._prepareRadialSphere();
+            this._radialSphere.position = origin;
+            this._radialSphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
+            this._radialSphere._updateBoundingInfo();
+            this._radialSphere.computeWorldMatrix(true);
+            return this._radialSphere.intersectsMesh(impostorObject, true);
+        };
+        return PhysicsRadialExplosionEvent;
+    }());
+    BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
+    /***** Gravitational Field *****/
+    var PhysicsGravitationalFieldEvent = /** @class */ (function () {
+        function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
+            if (falloff === void 0) { falloff = PhysicsRadialImpulseFallof.Constant; }
+            this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
+            this._physicsHelper = physicsHelper;
+            this._scene = scene;
+            this._origin = origin;
+            this._radius = radius;
+            this._strength = strength;
+            this._falloff = falloff;
+            this._tickCallback = this._tick.bind(this);
+        }
+        /**
+         * Returns the data related to the gravitational field event (radialSphere).
+         * @returns {PhysicsGravitationalFieldEventData}
+         */
+        PhysicsGravitationalFieldEvent.prototype.getData = function () {
+            this._dataFetched = true;
+            return {
+                radialSphere: this._radialSphere,
+            };
+        };
+        /**
+         * Enables the gravitational field.
+         */
+        PhysicsGravitationalFieldEvent.prototype.enable = function () {
+            this._tickCallback.call(this);
+            this._scene.registerBeforeRender(this._tickCallback);
+        };
+        /**
+         * Disables the gravitational field.
+         */
+        PhysicsGravitationalFieldEvent.prototype.disable = function () {
+            this._scene.unregisterBeforeRender(this._tickCallback);
+        };
+        /**
+         * Disposes the radialSphere.
+         * @param {bolean} force
+         */
+        PhysicsGravitationalFieldEvent.prototype.cleanup = function (force) {
+            var _this = this;
+            if (force === void 0) { force = true; }
+            if (force) {
+                this._radialSphere.dispose();
+            }
+            else {
+                setTimeout(function () {
+                    if (!_this._dataFetched) {
+                        _this._radialSphere.dispose();
+                    }
+                }, 0);
+            }
+        };
+        PhysicsGravitationalFieldEvent.prototype._tick = function () {
+            // Since the params won't change, we fetch the event only once
+            if (this._radialSphere) {
+                this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
+            }
+            else {
+                var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
+                this._radialSphere = radialExplosionEvent.getData().radialSphere.clone('radialSphereClone');
+            }
+        };
+        return PhysicsGravitationalFieldEvent;
+    }());
+    BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
+})(BABYLON || (BABYLON = {}));
+
+//# sourceMappingURL=babylon.physicsHelper.js.map
+
+var BABYLON;
+(function (BABYLON) {
     var CannonJSPlugin = /** @class */ (function () {
         function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
             if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 39 - 39
dist/preview release/babylon.worker.js


+ 39 - 34
src/Tools/babylon.assetsManager.ts

@@ -7,30 +7,14 @@ module BABYLON {
         ERROR
     }
 
-    export interface IAssetTask<T extends AbstractAssetTask> {
-        onSuccess: (task: T) => void;
-        onError: (task: T, message?: string, exception?: any) => void;
-        isCompleted: boolean;
-        name: string;
-
-        taskState: AssetTaskState;
-        errorObject: {
-            message?: string;
-            exception?: any;
-        }
-
-        runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
-    }
-
-    export abstract class AbstractAssetTask implements IAssetTask<AbstractAssetTask> {
+    export abstract class AbstractAssetTask  {
+        public onSuccess: (task: any) => void;
+        public onError: (task: any, message?: string, exception?: any) => void;
 
         constructor(public name: string) {
             this.taskState = AssetTaskState.INIT;
         }
 
-        onSuccess: (task: AbstractAssetTask) => void;
-        onError: (task: AbstractAssetTask, message?: string, exception?: any) => void;
-
         isCompleted: boolean = false;
         taskState: AssetTaskState;
         errorObject: { message?: string; exception?: any; };
@@ -98,11 +82,14 @@ module BABYLON {
         }
     }
 
-    export class MeshAssetTask extends AbstractAssetTask implements IAssetTask<MeshAssetTask> {
+    export class MeshAssetTask extends AbstractAssetTask {
         public loadedMeshes: Array<AbstractMesh>;
         public loadedParticleSystems: Array<ParticleSystem>;
         public loadedSkeletons: Array<Skeleton>;
 
+        public onSuccess: (task: MeshAssetTask) => void;
+        public onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
+
         constructor(public name: string, public meshesNames: any, public rootUrl: string, public sceneFilename: string) {
             super(name);
         }
@@ -121,9 +108,12 @@ module BABYLON {
         }
     }
 
-    export class TextFileAssetTask extends AbstractAssetTask implements IAssetTask<TextFileAssetTask> {
+    export class TextFileAssetTask extends AbstractAssetTask {
         public text: string;
 
+        public onSuccess: (task: TextFileAssetTask) => void;
+        public onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;        
+
         constructor(public name: string, public url: string) {
             super(name);
         }
@@ -140,9 +130,12 @@ module BABYLON {
         }
     }
 
-    export class BinaryFileAssetTask extends AbstractAssetTask implements IAssetTask<BinaryFileAssetTask> {
+    export class BinaryFileAssetTask extends AbstractAssetTask {
         public data: ArrayBuffer;
 
+        public onSuccess: (task: BinaryFileAssetTask) => void;
+        public onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;               
+
         constructor(public name: string, public url: string) {
             super(name);
         }
@@ -160,9 +153,12 @@ module BABYLON {
         }
     }
 
-    export class ImageAssetTask extends AbstractAssetTask implements IAssetTask<ImageAssetTask> {
+    export class ImageAssetTask extends AbstractAssetTask {
         public image: HTMLImageElement;
 
+        public onSuccess: (task: ImageAssetTask) => void;
+        public onError: (task: ImageAssetTask, message?: string, exception?: any) => void;            
+
         constructor(public name: string, public url: string) {
             super(name);
         }
@@ -185,12 +181,15 @@ module BABYLON {
         }
     }
 
-    export interface ITextureAssetTask<TEX extends BaseTexture, T extends AbstractAssetTask> extends IAssetTask<T> {
+    export interface ITextureAssetTask<TEX extends BaseTexture> {
         texture: TEX;
     }
 
-    export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture, TextureAssetTask> {
+    export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
         public texture: Texture;
+        
+        public onSuccess: (task: TextureAssetTask) => void;
+        public onError: (task: TextureAssetTask, message?: string, exception?: any) => void;    
 
         constructor(public name: string, public url: string, public noMipmap?: boolean, public invertY?: boolean, public samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE) {
             super(name);
@@ -210,9 +209,12 @@ module BABYLON {
         }
     }
 
-    export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture, CubeTextureAssetTask> {
+    export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
         public texture: CubeTexture;
 
+        public onSuccess: (task: CubeTextureAssetTask) => void;
+        public onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;            
+
         constructor(public name: string, public url: string, public extensions?: string[], public noMipmap?: boolean, public files?: string[]) {
             super(name);
         }
@@ -231,9 +233,12 @@ module BABYLON {
         }
     }
 
-    export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture, HDRCubeTextureAssetTask> {
+    export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
         public texture: HDRCubeTexture;
 
+        public onSuccess: (task: HDRCubeTextureAssetTask) => void;
+        public onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;               
+
         constructor(public name: string, public url: string, public size?: number, public noMipmap = false, public generateHarmonics = true, public useInGammaSpace = false, public usePMREMGenerator = false) {
             super(name);
         }
@@ -258,16 +263,16 @@ module BABYLON {
         protected tasks = new Array<AbstractAssetTask>();
         protected waitingTasksCount = 0;
 
-        public onFinish: (tasks: IAssetTask<AbstractAssetTask>[]) => void;
-        public onTaskSuccess: (task: IAssetTask<AbstractAssetTask>) => void;
-        public onTaskError: (task: IAssetTask<AbstractAssetTask>) => void;
-        public onProgress: (remainingCount: number, totalCount: number, task: IAssetTask<AbstractAssetTask>) => void;
+        public onFinish: (tasks: AbstractAssetTask[]) => void;
+        public onTaskSuccess: (task: AbstractAssetTask) => void;
+        public onTaskError: (task: AbstractAssetTask) => void;
+        public onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
 
         //Observables
 
-        public onTaskSuccessObservable = new Observable<IAssetTask<AbstractAssetTask>>();
-        public onTaskErrorObservable = new Observable<IAssetTask<AbstractAssetTask>>();
-        public onTasksDoneObservable = new Observable<IAssetTask<AbstractAssetTask>[]>();
+        public onTaskSuccessObservable = new Observable<AbstractAssetTask>();
+        public onTaskErrorObservable = new Observable<AbstractAssetTask>();
+        public onTasksDoneObservable = new Observable<AbstractAssetTask[]>();
         public onProgressObservable = new Observable<IAssetsProgressEvent>();
 
         public useDefaultLoadingScreen = true;