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physics_benchmark.ts
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physics_benchmark.ts
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/*{# Copyright (c) 2012 Turbulenz Limited #}*/
/*
* @title: 3D Physics benchmark
* @description:
* This sample is a benchmark for rigid body physics simulation with randomly generated boxes, spheres, cones,
* cylinders, capsules and convex hulls.
* The rigid bodies fall into a procedurally generated triangle mesh bowl that can be animated.
* The sample also shows the time spent on the different physics simulation phases.
* Disabling the debug rendering will show its impact on the framerate, the physics simulation will continue but
* without any graphics update.
*/
/*{{ javascript("jslib/aabbtree.js") }}*/
/*{{ javascript("jslib/camera.js") }}*/
/*{{ javascript("jslib/floor.js") }}*/
/*{{ javascript("jslib/geometry.js") }}*/
/*{{ javascript("jslib/material.js") }}*/
/*{{ javascript("jslib/light.js") }}*/
/*{{ javascript("jslib/scenenode.js") }}*/
/*{{ javascript("jslib/scene.js") }}*/
/*{{ javascript("jslib/vmath.js") }}*/
/*{{ javascript("jslib/shadermanager.js") }}*/
/*{{ javascript("jslib/renderingcommon.js") }}*/
/*{{ javascript("jslib/resourceloader.js") }}*/
/*{{ javascript("jslib/scenedebugging.js") }}*/
/*{{ javascript("jslib/observer.js") }}*/
/*{{ javascript("jslib/physicsmanager.js") }}*/
/*{{ javascript("jslib/utilities.js") }}*/
/*{{ javascript("jslib/vertexbuffermanager.js") }}*/
/*{{ javascript("jslib/indexbuffermanager.js") }}*/
/*{{ javascript("jslib/mouseforces.js") }}*/
/*{{ javascript("jslib/utilities.js") }}*/
/*{{ javascript("jslib/requesthandler.js") }}*/
/*{{ javascript("jslib/services/turbulenzservices.js") }}*/
/*{{ javascript("jslib/services/turbulenzbridge.js") }}*/
/*{{ javascript("jslib/services/gamesession.js") }}*/
/*{{ javascript("jslib/services/mappingtable.js") }}*/
/*{{ javascript("scripts/htmlcontrols.js") }}*/
/*{{ javascript("scripts/sceneloader.js") }}*/
/*global TurbulenzEngine: true */
/*global RequestHandler: false */
/*global SceneLoader: false */
/*global SceneNode: false */
/*global TurbulenzServices: false */
/*global ShaderManager: false */
/*global Scene: false */
/*global Camera: false */
/*global CameraController: false */
/*global Floor: false */
/*global MouseForces: false */
/*global PhysicsManager: false */
/*global HTMLControls: false */
TurbulenzEngine.onload = function onloadFn()
{
var errorCallback = function errorCallback(msg)
{
window.alert(msg);
};
TurbulenzEngine.onerror = errorCallback;
var warningCallback = function warningCallback(msg)
{
window.alert(msg);
};
TurbulenzEngine.onwarning = warningCallback;
var mathDeviceParameters = { };
var mathDevice = TurbulenzEngine.createMathDevice(mathDeviceParameters);
var graphicsDeviceParameters = { };
var graphicsDevice = TurbulenzEngine.createGraphicsDevice(graphicsDeviceParameters);
var physicsDeviceParameters = { };
var physicsDevice = TurbulenzEngine.createPhysicsDevice(physicsDeviceParameters);
var dynamicsWorldParameters = {
variableTimeSteps : true,
maxSubSteps : 2
};
var dynamicsWorld = physicsDevice.createDynamicsWorld(dynamicsWorldParameters);
var inputDeviceParameters = { };
var inputDevice = TurbulenzEngine.createInputDevice(inputDeviceParameters);
var requestHandlerParameters = { };
var requestHandler = RequestHandler.create(requestHandlerParameters);
var shaderManager = ShaderManager.create(graphicsDevice, requestHandler, null, errorCallback);
var physicsManager = PhysicsManager.create(mathDevice, physicsDevice, dynamicsWorld);
var debugMode = true;
// Renderer and assets for the scene.
var scene = Scene.create(mathDevice);
var sceneLoader = SceneLoader.create();
// Setup world space
var clearColor = mathDevice.v4Build(0.95, 0.95, 1.0, 1.0);
var loadingClearColor = mathDevice.v4Build(0.8, 0.8, 0.8, 1.0);
var worldUp = mathDevice.v3BuildYAxis();
// Setup a camera to view a close-up object
var camera = Camera.create(mathDevice);
camera.nearPlane = 0.05;
var cameraDefaultPos = mathDevice.v3Build(0, 8.0, 18.1);
var cameraDefaultLook = mathDevice.v3Build(0, -(camera.farPlane / 4), -camera.farPlane);
// The objects needed to draw the crosshair
var technique2d;
var shader2d;
var techniqueParameters2d;
var chSemantics = graphicsDevice.createSemantics(['POSITION']);
var chFormats = [graphicsDevice.VERTEXFORMAT_FLOAT3];
// Setup world floor
var floor = Floor.create(graphicsDevice, mathDevice);
var cameraController = CameraController.create(graphicsDevice, inputDevice, camera);
// Mouse forces
var dragMin = mathDevice.v3Build(-50, -50, -50);
var dragMax = mathDevice.v3Build(50, 50, 50);
var mouseForces = MouseForces.create(graphicsDevice, inputDevice, mathDevice,
physicsDevice, dragMin, dragMax);
mouseForces.clamp = 400;
// Control codes
var keyCodes = inputDevice.keyCodes;
var mouseCodes = inputDevice.mouseCodes;
// Dynamic physics objects
var physicsObjects = [];
var bowlObject;
// Configuration of demo.
// Bowl radius and height
var bowlRadius = 9;
var bowlHeight = 5;
// Number of radial points, and planes in bowl.
var radialN = 30;
var depthN = 10;
// Control approximate size of objects
var objectSize = 0.5;
// Radius to place objects at in spiral
// y-displacement between each object.
// And start y position.
var genRadius = bowlRadius - 4;
var genDeltaY = 1;
var genStartY = 50;
var genStartSpeed = 60;
// Number of objects
var genCount = 100;
// Determine a suitable angular displacement between each object.
var genTheta = Math.asin(0.5 * Math.sqrt(100 * objectSize * objectSize + genDeltaY * genDeltaY) / genRadius);
// Whether bowl is animated.
var animateBowl = false;
var animateBowlTime = 0;
var prevAnimationTime = 0;
var animatedBowlAxis = mathDevice.v3Build(0, 0, 1);
var animatedBowlTransform = mathDevice.m43BuildIdentity();
function reset()
{
// Reset camera
camera.lookAt(cameraDefaultLook, worldUp, cameraDefaultPos);
camera.updateViewMatrix();
// Reset physics object positions to new random values.
// We keep the physics objects that already exist to simplify things.
var n;
var maxN = physicsObjects.length;
for (n = 0; n < maxN; n += 1)
{
var body = physicsObjects[n];
dynamicsWorld.removeRigidBody(body);
var position = mathDevice.m43BuildTranslation(genRadius * Math.cos(n * genTheta),
genStartY + (genDeltaY * n) * 3,
genRadius * Math.sin(n * genTheta));
body.transform = position;
body.linearVelocity = mathDevice.v3Build(0, -genStartSpeed, 0);
body.angularVelocity = mathDevice.v3BuildZero();
body.active = true;
dynamicsWorld.addRigidBody(body);
}
}
var onMouseDown = function (button)
{
if (mouseCodes.BUTTON_0 === button || mouseCodes.BUTTON_1 === button)
{
mouseForces.onmousedown();
}
};
var onMouseUp = function (button)
{
if (mouseCodes.BUTTON_0 === button || mouseCodes.BUTTON_1 === button)
{
mouseForces.onmouseup();
}
};
var onKeyUp = function physicsOnkeyupFn(keynum)
{
if (keynum === keyCodes.R) // 'r' key
{
reset();
}
else
{
cameraController.onkeyup(keynum);
}
};
// Add event listeners
inputDevice.addEventListener("keyup", onKeyUp);
inputDevice.addEventListener("mousedown", onMouseDown);
inputDevice.addEventListener("mouseup", onMouseUp);
// Controls
var htmlControls = HTMLControls.create();
htmlControls.addCheckboxControl({
id: "checkbox01",
value: "debugMode",
isSelected: debugMode,
fn: function ()
{
debugMode = !debugMode;
return debugMode;
}
});
htmlControls.addCheckboxControl({
id: "checkbox02",
value: "animate",
isSelected: animateBowl,
fn: function ()
{
animateBowl = !animateBowl;
prevAnimationTime = TurbulenzEngine.time;
return animateBowl;
}
});
htmlControls.register();
function drawCrosshair()
{
if (!mouseForces.pickedBody)
{
graphicsDevice.setTechnique(technique2d);
var screenWidth = graphicsDevice.width;
var screenHeight = graphicsDevice.height;
techniqueParameters2d.clipSpace = mathDevice.v4Build(2.0 / screenWidth,
-2.0 / screenHeight,
-1.0,
1.0,
techniqueParameters2d.clipSpace);
graphicsDevice.setTechniqueParameters(techniqueParameters2d);
var writer = graphicsDevice.beginDraw(
graphicsDevice.PRIMITIVE_LINES, 4, chFormats, chSemantics);
if (writer)
{
var halfWidth = screenWidth * 0.5;
var halfHeight = screenHeight * 0.5;
writer(halfWidth - 10, halfHeight);
writer(halfWidth + 10, halfHeight);
writer(halfWidth, halfHeight - 10);
writer(halfWidth, halfHeight + 10);
graphicsDevice.endDraw(writer);
}
}
}
var nextUpdate = 0;
var fpsElement = document.getElementById("fpscounter");
var lastFPS = "";
var discreteElement = document.getElementById("discrete");
var preComputationsElement = document.getElementById("precomputations");
var physicsIterationsElement = document.getElementById("physicsiterations");
var continuousElement = document.getElementById("continuous");
var lastDiscreteText = "";
var lastPreComputationsText = "";
var lastPhysicsIterationsText = "";
var lastContinuousText = "";
var discreteVal = -1;
var preComputationsVal = -1;
var physicsIterationsVal = -1;
var continuousVal = -1;
var displayPerformance = function displayPerformanceFn()
{
if (TurbulenzEngine.canvas)
{
var data = dynamicsWorld.performanceData;
var preval = data.sleepComputation + data.prestepContacts + data.prestepConstraints +
data.integrateVelocities + data.warmstartContacts + data.warmstartConstraints;
var contval = data.integratePositions + data.continuous;
if (discreteVal === -1)
{
discreteVal = data.discrete;
preComputationsVal = preval;
physicsIterationsVal = data.physicsIterations;
continuousVal = contval;
}
else
{
discreteVal = (0.95 * discreteVal) + (0.05 * data.discrete);
preComputationsVal = (0.95 * preComputationsVal) + (0.05 * preval);
physicsIterationsVal = (0.95 * physicsIterationsVal) + (0.05 * data.physicsIterations);
continuousVal = (0.95 * continuousVal) + (0.05 * contval);
}
}
var currentTime = TurbulenzEngine.time;
if (nextUpdate < currentTime)
{
nextUpdate = (currentTime + 0.1);
// No fpsElement if we are running in standalone or
// directly via the .tzjs
if (fpsElement)
{
var fpsText = (graphicsDevice.fps).toFixed(2);
if (lastFPS !== fpsText)
{
lastFPS = fpsText;
fpsElement.innerHTML = fpsText + " fps";
}
}
if (TurbulenzEngine.canvas)
{
var discreteText = (1e3 * discreteVal).toFixed(2);
var preComputationsText = (1e3 * preComputationsVal).toFixed(2);
var physicsIterationsText =
(1e3 * physicsIterationsVal).toFixed(2);
var continuousText = (1e3 * continuousVal).toFixed(2);
if (discreteElement && lastDiscreteText !== discreteText)
{
lastDiscreteText = discreteText;
discreteElement.innerHTML = discreteText + " ms";
}
if (preComputationsElement &&
lastPreComputationsText !== preComputationsText)
{
lastPreComputationsText = preComputationsText;
preComputationsElement.innerHTML = preComputationsText +
" ms";
}
if (physicsIterationsElement &&
lastPhysicsIterationsText !== physicsIterationsText)
{
lastPhysicsIterationsText = physicsIterationsText;
physicsIterationsElement.innerHTML =
physicsIterationsText + " ms";
}
if (continuousElement && lastContinuousText !== continuousText)
{
lastContinuousText = continuousText;
continuousElement.innerHTML = continuousText + " ms";
}
discreteVal = -1;
preComputationsVal = -1;
physicsIterationsVal = -1;
continuousVal = -1;
}
}
};
// Functions to generate a physics object of a particular type.
var factories = [
// Create a random box primitive
function boxFactoryFn()
{
var width = objectSize + (Math.random() * objectSize);
var height = objectSize + (Math.random() * objectSize);
var depth = objectSize + (Math.random() * objectSize);
return physicsDevice.createBoxShape({
halfExtents : mathDevice.v3Build(width, height, depth),
margin : 0.001
});
},
// Create a random convex hull primitive
function convexHullFactoryFn()
{
var radius0 = (objectSize + (Math.random() * objectSize)) * 2.0;
var radius1 = (objectSize + (Math.random() * objectSize)) * 2.0;
var radius2 = (objectSize + (Math.random() * objectSize)) * 2.0;
var numPoints = Math.floor(5 + Math.random() * 30);
var positionsData = [];
var i;
for (i = 0; i < (numPoints * 3); i += 3)
{
var azimuth = Math.random() * Math.PI * 2;
var elevation = (Math.random() - 0.5) * Math.PI;
positionsData[i] = Math.sin(azimuth) * Math.cos(elevation) * radius0;
positionsData[i + 1] = Math.cos(azimuth) * radius2;
positionsData[i + 2] = Math.sin(azimuth) * Math.sin(elevation) * radius1;
}
return physicsDevice.createConvexHullShape({
points : positionsData,
margin : 0.001
});
},
// Create a random sphere primitive
function sphereFactoryFn()
{
return physicsDevice.createSphereShape({
radius : (objectSize + (Math.random() * objectSize)) * 1.5,
margin : 0.0
});
},
// Create a random capsule primitive
function capsuleFactoryFn()
{
return physicsDevice.createCapsuleShape({
radius : (objectSize + (Math.random() * objectSize)),
height : (objectSize + (Math.random() * objectSize)) * 2,
margin : 0.001
});
},
// Create a random cylinder primitive
function cylinderFactoryFn()
{
var radius = (objectSize + (Math.random() * objectSize));
var height = (objectSize + (Math.random() * objectSize));
return physicsDevice.createCylinderShape({
halfExtents : mathDevice.v3Build(radius, height, radius),
margin : 0.001
});
},
// Create a random cone primitive
function coneFactoryFn()
{
return physicsDevice.createConeShape({
radius : (objectSize + (Math.random() * objectSize)) * 1.5,
height : (objectSize + (Math.random() * objectSize)) * 3,
margin : 0.001
});
}
];
var skipFrame = true;
var deferredObjectCreation = function deferredObjectCreationFn()
{
var i = physicsObjects.length;
var shape = factories[Math.floor(factories.length * Math.random())]();
var position = mathDevice.m43BuildTranslation(genRadius * Math.cos(i * genTheta),
genStartY + (genDeltaY * i),
genRadius * Math.sin(i * genTheta));
var sceneNode = SceneNode.create({
name: "Phys" + i,
local: position,
dynamic: true,
disabled: false
});
var rigidBody = physicsDevice.createRigidBody({
shape: shape,
mass: 10.0,
inertia: mathDevice.v3ScalarMul(shape.inertia, 10.0),
transform: position,
friction: 0.8,
restitution: 0.2,
angularDamping: 0.4,
linearVelocity : mathDevice.v3Build(0, -genStartSpeed, 0)
});
var physicsNode = {
body: rigidBody,
target: sceneNode,
dynamic: true
};
scene.addRootNode(sceneNode);
sceneNode.physicsNodes = [physicsNode];
sceneNode.setDynamic();
physicsManager.physicsNodes.push(physicsNode);
physicsManager.dynamicPhysicsNodes.push(physicsNode);
physicsManager.enableHierarchy(sceneNode, true);
physicsObjects.push(rigidBody);
};
var renderFrame = function renderFrameFn()
{
// Update input and camera
inputDevice.update();
if (mouseForces.pickedBody)
{
// If we're dragging a body don't apply the movement to the camera
cameraController.pitch = 0;
cameraController.turn = 0;
cameraController.step = 0;
}
cameraController.update();
var deviceWidth = graphicsDevice.width;
var deviceHeight = graphicsDevice.height;
var aspectRatio = (deviceWidth / deviceHeight);
if (aspectRatio !== camera.aspectRatio)
{
camera.aspectRatio = aspectRatio;
camera.updateProjectionMatrix();
}
camera.updateViewProjectionMatrix();
// Generate new physics objects.
//
// To deal with JIT slow-down on start up in canvas, we continously add new objects
// every other frame to prevent massive initial slow down.
if (physicsObjects.length !== genCount && !skipFrame)
{
deferredObjectCreation();
}
skipFrame = !skipFrame;
if (animateBowl)
{
animateBowlTime += (TurbulenzEngine.time - prevAnimationTime);
prevAnimationTime = TurbulenzEngine.time;
mathDevice.m43FromAxisRotation(animatedBowlAxis, 0.5 * Math.sin(animateBowlTime), animatedBowlTransform);
animatedBowlTransform[10] = Math.abs(7 * 0.5 * Math.sin(Math.sin(animateBowlTime)));
bowlObject.transform = animatedBowlTransform;
}
// Update the physics
mouseForces.update(dynamicsWorld, camera, 0.1);
dynamicsWorld.update();
physicsManager.update();
scene.update();
scene.updateVisibleNodes(camera);
if (graphicsDevice.beginFrame())
{
graphicsDevice.clear(clearColor, 1.0, 0);
floor.render(graphicsDevice, camera);
if (debugMode)
{
scene.drawPhysicsGeometry(graphicsDevice, shaderManager, camera, physicsManager);
}
drawCrosshair();
graphicsDevice.endFrame();
}
displayPerformance();
};
var intervalID;
var loadingCompleted = false;
var loadingLoop = function loadingLoopFn()
{
if (graphicsDevice.beginFrame())
{
graphicsDevice.clear(loadingClearColor);
graphicsDevice.endFrame();
}
if (loadingCompleted)
{
TurbulenzEngine.clearInterval(intervalID);
camera.lookAt(cameraDefaultLook, worldUp, cameraDefaultPos);
camera.updateViewMatrix();
shader2d = shaderManager.get("shaders/generic2D.cgfx");
technique2d = shader2d.getTechnique("constantColor2D");
techniqueParameters2d = graphicsDevice.createTechniqueParameters({
clipSpace : mathDevice.v4BuildOne(),
constantColor : mathDevice.v4Build(0, 0, 0, 1)
});
intervalID = TurbulenzEngine.setInterval(renderFrame, 1000 / 60);
}
};
intervalID = TurbulenzEngine.setInterval(loadingLoop, 1000 / 10);
// Change the clear color before we start loading assets
loadingLoop();
var postLoad = function postLoadFn()
{
// Floor is represented by a plane shape
var floorShape = physicsDevice.createPlaneShape({
normal : mathDevice.v3Build(0, 1, 0),
distance : 0,
margin : 0.001
});
var floorObject = physicsDevice.createCollisionObject({
shape : floorShape,
transform : mathDevice.m43BuildIdentity(),
friction : 0.8,
restitution : 0.1,
group: physicsDevice.FILTER_STATIC,
mask: physicsDevice.FILTER_ALL
});
// Adds the floor collision object to the world
dynamicsWorld.addCollisionObject(floorObject);
// Bowl is represented by a triangle mesh shape.
// We create the triangle mesh simply and manually.
var positionsData = [];
var indicesData = [];
// Compute bowl vertices.
var i, j, offset;
for (i = 0; i < depthN; i += 1)
{
var elevation = (Math.PI * 0.75) * ((i + 1) / (depthN + 2));
for (j = 0; j < radialN; j += 1)
{
var azimuth = (Math.PI * 2) * (j / radialN);
offset = ((i * radialN) + j) * 3;
positionsData[offset] = Math.sin(elevation) * Math.cos(azimuth) * bowlRadius;
positionsData[offset + 1] = (1 - Math.cos(elevation)) * bowlHeight;
positionsData[offset + 2] = Math.sin(elevation) * Math.sin(azimuth) * bowlRadius;
}
}
offset = (depthN * radialN) * 3;
positionsData[offset] = 0;
positionsData[offset + 1] = 0;
positionsData[offset + 2] = 0;
// Compute bowl triangle indices
for (i = 0; i < (depthN - 1); i += 1)
{
for (j = 0; j < radialN; j += 1)
{
offset = ((i * radialN) + j) * 3 * 2;
indicesData[offset] = (i * radialN) + j;
indicesData[offset + 1] = (i * radialN) + ((j + 1) % radialN);
indicesData[offset + 2] = ((i + 1) * radialN) + j;
indicesData[offset + 3] = ((i + 1) * radialN) + j;
indicesData[offset + 4] = (i * radialN) + ((j + 1) % radialN);
indicesData[offset + 5] = ((i + 1) * radialN) + ((j + 1) % radialN);
}
}
for (i = 0; i < radialN; i += 1)
{
offset = (((depthN - 1) * radialN) * 3 * 2) + (i * 3);
indicesData[offset] = i;
indicesData[offset + 1] = (depthN * radialN);
indicesData[offset + 2] = ((i + 1) % radialN);
}
// Create triangle array for bowl
var bowlTriangleArray = physicsDevice.createTriangleArray({
vertices : positionsData,
indices : indicesData
});
// Create bowl physics shape and object.
var bowlShape = physicsDevice.createTriangleMeshShape({
triangleArray : bowlTriangleArray,
margin : 0.001
});
bowlObject = physicsDevice.createCollisionObject({
shape : bowlShape,
transform : mathDevice.m43BuildIdentity(),
friction : 0.8,
restitution : 0.1,
group: physicsDevice.FILTER_STATIC,
mask: physicsDevice.FILTER_ALL,
kinematic : true
});
// Create SceneNode for bowl, and add to scene.
var bowlSceneNode = SceneNode.create({
name: "Bowl",
local: bowlObject.transform,
dynamic: false,
disabled: false
});
var bowlPhysicsNode : PhysicsNode = {
body : bowlObject,
target : bowlSceneNode,
dynamic : false,
triangleArray : bowlTriangleArray
};
scene.addRootNode(bowlSceneNode);
bowlSceneNode.physicsNodes = [bowlPhysicsNode];
// TODO: should be setStatic? setDynamic takes no args.
//bowlSceneNode.setDynamic(false);
bowlSceneNode.setDynamic();
physicsManager.physicsNodes.push(bowlPhysicsNode);
physicsManager.enableHierarchy(bowlSceneNode, true);
};
var numShadersToLoad = 2;
var shadersLoaded = function shadersLoadedFn(/* shader */)
{
numShadersToLoad -= 1;
if (0 === numShadersToLoad)
{
postLoad();
loadingCompleted = true;
}
};
var loadAssets = function loadAssetsFn()
{
shaderManager.load("shaders/debug.cgfx", shadersLoaded);
shaderManager.load("shaders/generic2D.cgfx", shadersLoaded);
};
var mappingTableReceived = function mappingTableReceivedFn(mappingTable)
{
shaderManager.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
sceneLoader.setPathRemapping(mappingTable.urlMapping, mappingTable.assetPrefix);
loadAssets();
};
var gameSessionCreated = function gameSessionCreatedFn(gameSession)
{
TurbulenzServices.createMappingTable(requestHandler,
gameSession,
mappingTableReceived);
};
var gameSessionFailed = function gameSessionFailedFn(reason)
{
gameSessionCreated(null);
}
var gameSession = TurbulenzServices.createGameSession(requestHandler, gameSessionCreated);
// Create a scene destroy callback to run when the window is closed
function destroyScene()
{
gameSession.destroy();
TurbulenzEngine.clearInterval(intervalID);
clearColor = null;
if (scene)
{
scene.destroy();
scene = null;
}
requestHandler = null;
camera = null;
techniqueParameters2d = null;
technique2d = null;
shader2d = null;
chSemantics = null;
chFormats = null;
if (shaderManager)
{
shaderManager.destroy();
shaderManager = null;
}
TurbulenzEngine.flush();
graphicsDevice = null;
mathDevice = null;
physicsDevice = null;
physicsManager = null;
dynamicsWorld = null;
mouseCodes = null;
keyCodes = null;
inputDevice = null;
cameraController = null;
floor = null;
}
TurbulenzEngine.onunload = destroyScene;
};