@woosh/meep-engine
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Pure JavaScript game engine. Fully featured and production ready.
579 lines (428 loc) • 18.4 kB
JavaScript
import {
BufferAttribute,
BufferGeometry,
DynamicDrawUsage,
InterleavedBuffer,
InterleavedBufferAttribute
} from "three";
import { assert } from "../../../../core/assert.js";
import { RowFirstTable } from "../../../../core/collection/table/RowFirstTable.js";
import { aabb3_array_set } from "../../../../core/geom/3d/aabb/aabb3_array_set.js";
import { max2 } from "../../../../core/math/max2.js";
import { min2 } from "../../../../core/math/min2.js";
import {
RIBBON_ATTRIBUTE_ADDRESS_ALPHA,
RIBBON_ATTRIBUTE_ADDRESS_COLOR,
RIBBON_ATTRIBUTE_ADDRESS_OFFSET,
RIBBON_ATTRIBUTE_ADDRESS_POSITION,
RIBBON_ATTRIBUTE_ADDRESS_POSITION_NEXT,
RIBBON_ATTRIBUTE_ADDRESS_POSITION_PREVIOUS,
RIBBON_ATTRIBUTE_ADDRESS_THICKNESS,
ribbon_attributes_spec
} from "./ribbon_attributes_spec.js";
export class RibbonX {
constructor() {
/**
*
* @type {BufferGeometry}
* @private
*/
this.__geometry = new BufferGeometry();
/**
*
* @type {RowFirstTable}
* @private
*/
this.__data = new RowFirstTable(ribbon_attributes_spec);
/**
* Index into current geometry segment that is at the END of the ribbon
* @type {number}
* @private
*/
this.__tail_index = 0;
/**
* Index into current geometry segment that is at the START of the ribbon
* @type {number}
* @private
*/
this.__head_index = 0;
/**
*
* @type {number}
* @private
*/
this.__tail_quad_index = 0;
/**
* Number of segments
* @type {number}
* @private
*/
this.__count = 0;
}
dispose() {
this.__geometry.dispose();
}
/**
*
* @returns {BufferGeometry}
*/
getGeometry() {
return this.__geometry;
}
/**
*
* @returns {number}
*/
getCount() {
return this.__count;
}
getHeadIndex() {
return this.__head_index;
}
getTailIndex() {
return this.__tail_index;
}
buildGeometry() {
const a_uint8 = new Uint8Array(this.__data.data);
const a_float32 = new Float32Array(this.__data.data);
const bpr = this.__data.spec.bytesPerRecord;
this.__ib_uint8 = new InterleavedBuffer(a_uint8, bpr);
this.__ib_float32 = new InterleavedBuffer(a_float32, bpr >> 2);
this.__iba_position = new InterleavedBufferAttribute(this.__ib_float32, 3, 1, false);
this.__iba_position_previous = new InterleavedBufferAttribute(this.__ib_float32, 3, 7, false);
this.__iba_position_next = new InterleavedBufferAttribute(this.__ib_float32, 3, 10, false);
this.__iba_color = new InterleavedBufferAttribute(this.__ib_uint8, 3, 24, false);
this.__iba_offset = new InterleavedBufferAttribute(this.__ib_uint8, 3, 27, false);
this.__iba_uv = new InterleavedBufferAttribute(this.__ib_float32, 1, 4, false);
this.__iba_age = new InterleavedBufferAttribute(this.__ib_float32, 1, 0, false);
this.__iba_alpha = new InterleavedBufferAttribute(this.__ib_float32, 1, 5, false);
this.__iba_thickness = new InterleavedBufferAttribute(this.__ib_float32, 1, 13, false);
this.__ba_index = new BufferAttribute(new Uint16Array(0), 1, false);
this.__geometry.setAttribute('position', this.__iba_position);
this.__geometry.setAttribute('previous', this.__iba_position_previous);
this.__geometry.setAttribute('next', this.__iba_position_next);
this.__geometry.setAttribute('off', this.__iba_offset);
this.__geometry.setAttribute('color', this.__iba_color);
this.__geometry.setAttribute('uv_offset', this.__iba_uv);
this.__geometry.setAttribute('age', this.__iba_age);
this.__geometry.setAttribute('alpha', this.__iba_alpha);
this.__geometry.setAttribute('thickness', this.__iba_thickness);
this.__geometry.setIndex(this.__ba_index);
// set dynamic usage on buffers
this.__ib_uint8.setUsage(DynamicDrawUsage);
this.__ib_float32.setUsage(DynamicDrawUsage);
this.__ba_index.setUsage(DynamicDrawUsage);
}
initializeAttribute_Offset() {
const n = this.__count * 2;
for (let i = 0; i < n;) {
this.__data.writeCellValue(i++, RIBBON_ATTRIBUTE_ADDRESS_OFFSET, 0);
this.__data.writeCellValue(i++, RIBBON_ATTRIBUTE_ADDRESS_OFFSET, 1);
}
}
/**
* Build initial faces
*/
initializeAttribute_Index() {
const data = this.__ba_index.array;
const n = this.__count - 1;
for (let i = 0; i < n; i++) {
const i6 = i * 6;
const i2 = i * 2;
// build up a quad
data[i6] = i2;
data[i6 + 1] = i2 + 1;
data[i6 + 2] = i2 + 2;
data[i6 + 3] = i2 + 1;
data[i6 + 4] = i2 + 3;
data[i6 + 5] = i2 + 2;
}
}
/**
*
* @param {number[]|Float32Array} result
* @param {number} index
*/
getPointPosition(result, index) {
const i2 = index * 2;
const x = this.__data.readCellValue(i2, RIBBON_ATTRIBUTE_ADDRESS_POSITION);
const y = this.__data.readCellValue(i2, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 1);
const z = this.__data.readCellValue(i2, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 2);
result[0] = x;
result[1] = y;
result[2] = z;
}
/**
*
* @param {number} point_index
* @param {number} attribute_index
* @param {number} x
* @param {number} y
* @param {number} z
*/
setPointAttribute_Vector3(point_index, attribute_index, x, y, z) {
const row_index = point_index * 2;
const data = this.__data;
data.writeCellValue(row_index, attribute_index, x);
data.writeCellValue(row_index, attribute_index + 1, y);
data.writeCellValue(row_index, attribute_index + 2, z);
data.writeCellValue(row_index + 1, attribute_index, x);
data.writeCellValue(row_index + 1, attribute_index + 1, y);
data.writeCellValue(row_index + 1, attribute_index + 2, z);
}
/**
*
* @param {number} point_index
* @param {number} attribute_index
* @param {number} value
*/
setPointAttribute_Scalar(point_index, attribute_index, value) {
const row_index = point_index * 2;
const data = this.__data;
data.writeCellValue(row_index, attribute_index, value);
data.writeCellValue(row_index + 1, attribute_index, value);
}
/**
*
* @param {number} point_index
* @param {number} attribute_index
* @param {number} delta
* @returns {number} incremented value
*/
incrementPointAttribute_Scalar(point_index, attribute_index, delta) {
const row_index = point_index * 2;
const data = this.__data;
const original_value = data.readCellValue(row_index, attribute_index);
const value = original_value + delta;
data.writeCellValue(row_index, attribute_index, value);
data.writeCellValue(row_index + 1, attribute_index, value);
return value;
}
/**
*
* @param {number} point_index_source
* @param {number} attribute_index_source
* @param {number} point_index_destination
* @param {number} attribute_destination
*/
copyPointAttribute_Vector3(point_index_source, attribute_index_source, point_index_destination, attribute_destination) {
const source_2 = point_index_source * 2;
const data = this.__data;
const x = data.readCellValue(source_2, attribute_index_source);
const y = data.readCellValue(source_2, attribute_index_source + 1);
const z = data.readCellValue(source_2, attribute_index_source + 2);
this.setPointAttribute_Vector3(point_index_destination, attribute_destination, x, y, z);
}
setPointPosition(index, x, y, z) {
assert.isNonNegativeInteger(index, 'index');
// update current position
this.setPointAttribute_Vector3(index, RIBBON_ATTRIBUTE_ADDRESS_POSITION, x, y, z);
const data = this.__data;
if (index !== this.__tail_index) {
// update "next position" for the previous point
const previous_index = (index + 1) % this.__count;
this.setPointAttribute_Vector3(previous_index, RIBBON_ATTRIBUTE_ADDRESS_POSITION_NEXT, x, y, z);
if (index === this.__head_index) {
// special case, head
// set next point to the same position as the current
// compute direction
const index_2 = previous_index * 2;
const prev_x = data.readCellValue(index_2, RIBBON_ATTRIBUTE_ADDRESS_POSITION);
const prev_y = data.readCellValue(index_2, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 1);
const prev_z = data.readCellValue(index_2, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 2);
this.setPointAttribute_Vector3(index, RIBBON_ATTRIBUTE_ADDRESS_POSITION_NEXT, x * 2 - prev_x, y * 2 - prev_y, z * 2 - prev_z);
}
}
// update "previous position" for the next point
if (index !== this.__head_index) {
let next_index;
if (index > 0) {
next_index = index - 1;
} else {
next_index = this.__count - 1;
}
this.setPointAttribute_Vector3(next_index, RIBBON_ATTRIBUTE_ADDRESS_POSITION_PREVIOUS, x, y, z);
if (index === this.__tail_index) {
// special case, tail
// set previous point to the same position as the current
const index_2 = next_index * 2;
const next_x = data.readCellValue(index_2, RIBBON_ATTRIBUTE_ADDRESS_POSITION);
const next_y = data.readCellValue(index_2, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 1);
const next_z = data.readCellValue(index_2, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 2);
// this.setPointAttribute_Vector3(index, RIBBON_ATTRIBUTE_ADDRESS_POSITION_PREVIOUS, next_x * 2 - x, next_y * 2 - y, next_z * 2 - z);
this.setPointAttribute_Vector3(index, RIBBON_ATTRIBUTE_ADDRESS_POSITION_PREVIOUS, x * 2 - next_x, y * 2 - next_y, z * 2 - next_z);
}
}
this.__ib_float32.needsUpdate = true;
}
/**
*
* @param {number} index
* @param {number} r
* @param {number} g
* @param {number} b
*/
setPointColor(index, r, g, b) {
assert.isNonNegativeInteger(index, 'index');
this.setPointAttribute_Vector3(index, RIBBON_ATTRIBUTE_ADDRESS_COLOR, r, g, b);
}
/**
*
* @param {number} index
* @param {number} value
*/
setPointAlpha(index, value) {
const i2 = index * 2;
this.__data.writeCellValue(i2, RIBBON_ATTRIBUTE_ADDRESS_ALPHA, value);
this.__data.writeCellValue(i2 + 1, RIBBON_ATTRIBUTE_ADDRESS_ALPHA, value);
this.__ib_float32.needsUpdate = true;
}
/**
*
* @param {number} index
* @param {number} value
*/
setPointThickness(index, value) {
const i2 = index * 2;
this.__data.writeCellValue(i2, RIBBON_ATTRIBUTE_ADDRESS_THICKNESS, value);
this.__data.writeCellValue(i2 + 1, RIBBON_ATTRIBUTE_ADDRESS_THICKNESS, value);
this.__ib_float32.needsUpdate = true;
}
/**
*
* @param {number} count Number of points in the ribbon
*/
setCount(count) {
assert.greaterThanOrEqual(count, 2, 'number of points in the ribbon must be at least 2 (to produce at least a single quad)');
assert.isNonNegativeInteger(count, 'count');
// dispose of existing geometry
this.__geometry.dispose();
const point_count = count * 2;
if (this.__data.length > point_count) {
// original is too large, drop some
this.__data.removeRows(point_count, this.__data.length - point_count);
}
this.__data.setCapacity(point_count);
this.__data.length = point_count;
const a_uint8 = new Uint8Array(this.__data.data);
const a_float32 = new Float32Array(this.__data.data);
const quad_count = count - 1;
const triangle_count = quad_count * 2;
const index_array_size = triangle_count * 3;
const index_array = new Uint16Array(index_array_size);
this.__ba_index.array = index_array;
this.__ba_index.count = index_array_size;
// update buffers
this.__ib_uint8.array = a_uint8;
this.__ib_float32.array = a_float32;
this.__ib_uint8.count = point_count;
this.__ib_float32.count = point_count;
// reset start and end
this.__head_index = 0;
this.__tail_index = count - 1;
this.__tail_quad_index = quad_count - 1;
// update count
this.__count = count;
this.initializeAttribute_Offset();
this.initializeAttribute_Index();
}
/**
* NOTE: takes trail thickness into account
* @param {AABB3|ArrayLike<number>} result
*/
computeBoundingBox(result) {
const n = this.getCount() * 2;
const data = this.__data;
let _x0 = Infinity;
let _y0 = Infinity;
let _z0 = Infinity;
let _x1 = -Infinity;
let _y1 = -Infinity;
let _z1 = -Infinity;
for (let i = 0; i < n; i += 2) {
const thickness = data.readCellValue(i, RIBBON_ATTRIBUTE_ADDRESS_THICKNESS);
const half_thickness = thickness * 0.5;
const x = data.readCellValue(i, RIBBON_ATTRIBUTE_ADDRESS_POSITION);
const y = data.readCellValue(i, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 1);
const z = data.readCellValue(i, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 2);
const x0 = x - half_thickness;
const y0 = y - half_thickness;
const z0 = z - half_thickness;
const x1 = x + half_thickness;
const y1 = y + half_thickness;
const z1 = z + half_thickness;
_x0 = min2(_x0, x0);
_y0 = min2(_y0, y0);
_z0 = min2(_z0, z0);
_x1 = max2(_x1, x1);
_y1 = max2(_y1, y1);
_z1 = max2(_z1, z1);
}
aabb3_array_set(
result, 0,
_x0, _y0, _z0,
_x1, _y1, _z1
);
}
/**
* Move tail of the ribbon to it's head
*/
rotate() {
const old_tail = this.__tail_index;
const old_head = this.__head_index;
const max_index = this.__count - 1;
// remove tail and append it at the head
if (old_tail <= 0) {
this.__tail_index = max_index;
} else {
this.__tail_index = old_tail - 1;
}
if (old_head <= 0) {
this.__head_index = max_index;
} else {
this.__head_index = old_head - 1;
}
const head = this.__head_index;
// move triangles
/**
*
* @type {ArrayLike<number>}
*/
const index_array = this.__ba_index.array;
const old_tail_quad_index = this.__tail_quad_index;
const old_tail_quad_address = old_tail_quad_index * 6;
if (this.__tail_quad_index > 0) {
this.__tail_quad_index = old_tail_quad_index - 1;
} else {
this.__tail_quad_index = this.__count - 2;
}
const old_tail_index2 = old_tail * 2;
const old_head_index2 = old_head * 2;
index_array[old_tail_quad_address] = old_head_index2;
index_array[old_tail_quad_address + 1] = old_head_index2 + 1;
index_array[old_tail_quad_address + 2] = old_tail_index2;
index_array[old_tail_quad_address + 3] = old_head_index2 + 1;
index_array[old_tail_quad_address + 4] = old_tail_index2 + 1;
index_array[old_tail_quad_address + 5] = old_tail_index2;
this.__ba_index.needsUpdate = true;
const data = this.__data;
const prev_x = data.readCellValue(old_head_index2, RIBBON_ATTRIBUTE_ADDRESS_POSITION);
const prev_y = data.readCellValue(old_head_index2, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 1);
const prev_z = data.readCellValue(old_head_index2, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 2);
const head_index2 = head * 2;
const head_x = data.readCellValue(head_index2, RIBBON_ATTRIBUTE_ADDRESS_POSITION);
const head_y = data.readCellValue(head_index2, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 1);
const head_z = data.readCellValue(head_index2, RIBBON_ATTRIBUTE_ADDRESS_POSITION + 2);
//patch old head to point to new head
this.setPointAttribute_Vector3(head, RIBBON_ATTRIBUTE_ADDRESS_POSITION_PREVIOUS, prev_x, prev_y, prev_z);
this.setPointAttribute_Vector3(head, RIBBON_ATTRIBUTE_ADDRESS_POSITION_NEXT, head_x * 2 - prev_x, head_y * 2 - prev_y, head_z * 2 - prev_z);
// patch old head to point towards new head
this.setPointAttribute_Vector3(old_head, RIBBON_ATTRIBUTE_ADDRESS_POSITION_NEXT, head_x, head_y, head_z);
/*
NOTE:
tail is not updated, even though the new tail technically should point straight back instead of pointing to
the old tail's location, but for visual consistency we don't do this. Otherwise new tail segment would visually "snap" to the new orientation.
*/
this.__ib_float32.needsUpdate = true;
}
}