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- module BABYLON.CollisionWorker {
- export class CollisionCache {
- private _meshes: { [n: number]: SerializedMesh; } = {};
- private _geometries: { [s: number]: SerializedGeometry; } = {};
- public getMeshes(): { [n: number]: SerializedMesh; } {
- return this._meshes;
- }
- public getGeometries(): { [s: number]: SerializedGeometry; } {
- return this._geometries;
- }
- public getMesh(id: any): SerializedMesh {
- return this._meshes[id];
- }
- public addMesh(mesh: SerializedMesh) {
- this._meshes[mesh.uniqueId] = mesh;
- }
- public getGeometry(id: string): SerializedGeometry {
- return this._geometries[id];
- }
- public addGeometry(geometry: SerializedGeometry) {
- this._geometries[geometry.id] = geometry;
- }
- }
- export class CollideWorker {
- private collisionsScalingMatrix = BABYLON.Matrix.Zero();
- private collisionTranformationMatrix = BABYLON.Matrix.Zero();
- constructor(public collider: BABYLON.Collider, private _collisionCache: CollisionCache, private finalPosition: BABYLON.Vector3) {
- }
- public collideWithWorld(position: BABYLON.Vector3, velocity: BABYLON.Vector3, maximumRetry: number, excludedMeshUniqueId?: number) {
- var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
- //is initializing here correct? A quick look - looks like it is fine.
-
- if (this.collider.retry >= maximumRetry) {
- this.finalPosition.copyFrom(position);
- return;
- }
- this.collider._initialize(position, velocity, closeDistance);
-
- // Check all meshes
- var meshes = this._collisionCache.getMeshes();
- for (var uniqueId in meshes) {
- if (meshes.hasOwnProperty(uniqueId) && parseInt(uniqueId) != excludedMeshUniqueId) {
- var mesh: SerializedMesh = meshes[uniqueId];
- if (mesh.checkCollisions)
- this.checkCollision(mesh);
- }
- }
- if (!this.collider.collisionFound) {
- position.addToRef(velocity, this.finalPosition);
- return;
- }
- if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
- this.collider._getResponse(position, velocity);
- }
- if (velocity.length() <= closeDistance) {
- //console.log("webworker collision with " + this.collider.collidedMesh);
- this.finalPosition.copyFrom(position);
- return;
- }
- this.collider.retry++;
- this.collideWithWorld(position, velocity, maximumRetry, excludedMeshUniqueId);
- }
- private checkCollision(mesh: SerializedMesh) {
- if (!this.collider._canDoCollision(BABYLON.Vector3.FromArray(mesh.sphereCenter), mesh.sphereRadius, BABYLON.Vector3.FromArray(mesh.boxMinimum), BABYLON.Vector3.FromArray(mesh.boxMaximum))) {
- return;
- };
- // Transformation matrix
- BABYLON.Matrix.ScalingToRef(1.0 / this.collider.radius.x, 1.0 / this.collider.radius.y, 1.0 / this.collider.radius.z, this.collisionsScalingMatrix);
- var worldFromCache = BABYLON.Matrix.FromArray(mesh.worldMatrixFromCache);
- worldFromCache.multiplyToRef(this.collisionsScalingMatrix, this.collisionTranformationMatrix);
- this.processCollisionsForSubMeshes(this.collisionTranformationMatrix, mesh);
- //return colTransMat;
- }
- private processCollisionsForSubMeshes(transformMatrix: BABYLON.Matrix, mesh: SerializedMesh): void {
- var len: number;
- // No Octrees for now
- //if (this._submeshesOctree && this.useOctreeForCollisions) {
- // var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
- // var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
- // len = intersections.length;
- // subMeshes = intersections.data;
- //} else {
- // subMeshes = this.subMeshes;
- // len = subMeshes.length;
- //}
- if (!mesh.geometryId) {
- console.log("no mesh geometry id");
- return;
- }
- var meshGeometry = this._collisionCache.getGeometry(mesh.geometryId);
- if (!meshGeometry) {
- console.log("couldn't find geometry", mesh.geometryId);
- return;
- }
- for (var index = 0; index < mesh.subMeshes.length; index++) {
- var subMesh = mesh.subMeshes[index];
- // Bounding test
- if (len > 1 && !this.checkSubmeshCollision(subMesh))
- continue;
- subMesh['getMesh'] = function () {
- return mesh.uniqueId;
- }
- this.collideForSubMesh(subMesh, transformMatrix, meshGeometry);
- }
- }
- private collideForSubMesh(subMesh: SerializedSubMesh, transformMatrix: BABYLON.Matrix, meshGeometry: SerializedGeometry): void {
- var positionsArray = [];
- for (var i = 0; i < meshGeometry.positions.length; i = i + 3) {
- var p = BABYLON.Vector3.FromArray([meshGeometry.positions[i], meshGeometry.positions[i + 1], meshGeometry.positions[i + 2]]);
- positionsArray.push(p);
- }
- subMesh['_lastColliderTransformMatrix'] = transformMatrix.clone();
- subMesh['_lastColliderWorldVertices'] = [];
- subMesh['_trianglePlanes'] = [];
- var start = subMesh.verticesStart;
- var end = (subMesh.verticesStart + subMesh.verticesCount);
- for (var i = start; i < end; i++) {
- subMesh['_lastColliderWorldVertices'].push(BABYLON.Vector3.TransformCoordinates(positionsArray[i], transformMatrix));
- }
- subMesh['getMaterial'] = function () {
- return true;
- }
-
- //}
- // Collide
- this.collider._collide(subMesh, subMesh['_lastColliderWorldVertices'], <any> meshGeometry.indices, subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
- }
- //TODO - this! :-)
- private checkSubmeshCollision(subMesh: SerializedSubMesh) {
- return true;
- }
- }
- export interface ICollisionDetector {
- onInit(payload: InitPayload): void;
- onUpdate(payload: UpdatePayload): void;
- onCollision(payload: CollidePayload): void;
- }
- export class CollisionDetectorTransferable implements ICollisionDetector {
- private _collisionCache: CollisionCache;
- public onInit(payload: InitPayload) {
- this._collisionCache = new CollisionCache();
- var reply: WorkerReply = {
- error: WorkerReplyType.SUCCESS,
- taskType: WorkerTaskType.INIT
- }
- postMessage(reply, undefined);
- }
- public onUpdate(payload: UpdatePayload) {
- for (var id in payload.updatedGeometries) {
- if (payload.updatedGeometries.hasOwnProperty(id)) {
- this._collisionCache.addGeometry(payload.updatedGeometries[id]);
- }
- }
- for (var uniqueId in payload.updatedMeshes) {
- if (payload.updatedMeshes.hasOwnProperty(uniqueId)) {
- this._collisionCache.addMesh(payload.updatedMeshes[uniqueId]);
- }
- }
- var replay: WorkerReply = {
- error: WorkerReplyType.SUCCESS,
- taskType: WorkerTaskType.UPDATE
- }
- console.log("updated");
- postMessage(replay, undefined);
- }
- public onCollision(payload: CollidePayload) {
- var finalPosition = BABYLON.Vector3.Zero();
- //create a new collider
- var collider = new BABYLON.Collider();
- collider.radius = BABYLON.Vector3.FromArray(payload.collider.radius);
- var colliderWorker = new CollideWorker(collider, this._collisionCache, finalPosition);
- colliderWorker.collideWithWorld(BABYLON.Vector3.FromArray(payload.collider.position), BABYLON.Vector3.FromArray(payload.collider.velocity), payload.maximumRetry, payload.excludedMeshUniqueId);
- var replyPayload: CollisionReplyPayload = {
- collidedMeshUniqueId: <any> collider.collidedMesh,
- collisionId: payload.collisionId,
- newPosition: finalPosition.asArray()
- }
- var reply: WorkerReply = {
- error: WorkerReplyType.SUCCESS,
- taskType: WorkerTaskType.COLLIDE,
- payload: replyPayload
- }
- postMessage(reply, undefined);
- }
- }
- //check if we are in a web worker, as this code should NOT run on the main UI thread
- if (self && !self.document) {
- var collisionDetector: ICollisionDetector = new CollisionDetectorTransferable();
- var onNewMessage = function (event: MessageEvent) {
- var message = <BabylonMessage> event.data;
- switch (message.taskType) {
- case WorkerTaskType.INIT:
- collisionDetector.onInit(<InitPayload> message.payload);
- break;
- case WorkerTaskType.COLLIDE:
- collisionDetector.onCollision(<CollidePayload> message.payload);
- break;
- case WorkerTaskType.UPDATE:
- collisionDetector.onUpdate(<UpdatePayload> message.payload);
- break;
- }
- }
- self.onmessage = onNewMessage;
- }
- }
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