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- var BABYLON;
- (function (BABYLON) {
- var CollisionCache = (function () {
- function CollisionCache() {
- this._meshes = {};
- this._geometries = {};
- }
- CollisionCache.prototype.getMeshes = function () {
- return this._meshes;
- };
- CollisionCache.prototype.getGeometries = function () {
- return this._geometries;
- };
- CollisionCache.prototype.getMesh = function (id) {
- return this._meshes[id];
- };
- CollisionCache.prototype.addMesh = function (mesh) {
- this._meshes[mesh.uniqueId] = mesh;
- };
- CollisionCache.prototype.getGeometry = function (id) {
- return this._geometries[id];
- };
- CollisionCache.prototype.addGeometry = function (geometry) {
- this._geometries[geometry.id] = geometry;
- };
- return CollisionCache;
- })();
- BABYLON.CollisionCache = CollisionCache;
- var CollideWorker = (function () {
- function CollideWorker(collider, _collisionCache, finalPosition) {
- this.collider = collider;
- this._collisionCache = _collisionCache;
- this.finalPosition = finalPosition;
- this.collisionsScalingMatrix = BABYLON.Matrix.Zero();
- this.collisionTranformationMatrix = BABYLON.Matrix.Zero();
- }
- CollideWorker.prototype.collideWithWorld = function (position, velocity, maximumRetry, excludedMeshUniqueId) {
- //TODO CollisionsEpsilon should be defined here and not in the engine.
- var closeDistance = 0.01;
- //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 = 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) {
- this.finalPosition.copyFrom(position);
- return;
- }
- this.collider.retry++;
- this.collideWithWorld(position, velocity, maximumRetry, excludedMeshUniqueId);
- };
- CollideWorker.prototype.checkCollision = function (mesh) {
- 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;
- };
- CollideWorker.prototype.processCollisionsForSubMeshes = function (transformMatrix, mesh) {
- var len;
- var subMeshes;
- // 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 = mesh.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 < len; index++) {
- var subMesh = subMeshes[index];
- // Bounding test
- if (len > 1 && !this.checkSubmeshCollision(subMesh))
- continue;
- //Unneeded
- //subMesh['getMesh'] = function () {
- // return mesh.uniqueId;
- //}
- this.collideForSubMesh(subMesh, transformMatrix, meshGeometry);
- }
- };
- CollideWorker.prototype.collideForSubMesh = function (subMesh, transformMatrix, meshGeometry) {
- 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();
- //The following two arrays should be initialized CORRECTLY to save some calculation time.
- 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));
- }
- //}
- // Collide
- this.collider._collide(subMesh['_trianglePlanes'] = [], subMesh['_lastColliderWorldVertices'], meshGeometry.indices, subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, subMesh.hasMaterial);
- };
- //TODO - this! :-)
- CollideWorker.prototype.checkSubmeshCollision = function (subMesh) {
- return this.collider._canDoCollision(BABYLON.Vector3.FromArray(subMesh.sphereCenter), subMesh.sphereRadius, BABYLON.Vector3.FromArray(subMesh.boxMinimum), BABYLON.Vector3.FromArray(subMesh.boxMaximum));
- };
- return CollideWorker;
- })();
- BABYLON.CollideWorker = CollideWorker;
- var CollisionDetectorTransferable = (function () {
- function CollisionDetectorTransferable() {
- }
- CollisionDetectorTransferable.prototype.onInit = function (payload) {
- this._collisionCache = new CollisionCache();
- var reply = {
- error: 0 /* SUCCESS */,
- taskType: 0 /* INIT */
- };
- postMessage(reply, undefined);
- };
- CollisionDetectorTransferable.prototype.onUpdate = function (payload) {
- 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 = {
- error: 0 /* SUCCESS */,
- taskType: 1 /* UPDATE */
- };
- postMessage(replay, undefined);
- };
- CollisionDetectorTransferable.prototype.onCollision = function (payload) {
- 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 = {
- collidedMeshUniqueId: collider.collidedMesh,
- collisionId: payload.collisionId,
- newPosition: finalPosition.asArray()
- };
- var reply = {
- error: 0 /* SUCCESS */,
- taskType: 2 /* COLLIDE */,
- payload: replyPayload
- };
- postMessage(reply, undefined);
- };
- return CollisionDetectorTransferable;
- })();
- BABYLON.CollisionDetectorTransferable = CollisionDetectorTransferable;
- //check if we are in a web worker, as this code should NOT run on the main UI thread
- if (self && self instanceof WorkerGlobalScope) {
- //Window hack to allow including babylonjs native code. the <any> is for typescript.
- window = {};
- var collisionDetector = new CollisionDetectorTransferable();
- var onNewMessage = function (event) {
- var message = event.data;
- switch (message.taskType) {
- case 0 /* INIT */:
- collisionDetector.onInit(message.payload);
- break;
- case 2 /* COLLIDE */:
- collisionDetector.onCollision(message.payload);
- break;
- case 1 /* UPDATE */:
- collisionDetector.onUpdate(message.payload);
- break;
- }
- };
- self.onmessage = onNewMessage;
- }
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.collisionWorker.js.map
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