Сообщения, созданные пользователем henrydf
20 ноября 2017 11:46
red marker is the ray test result.
green marker is the closest vertex in mesh.
it seems engine executes ray test with a bounding box which just like a cube. lose geometry information.
below is my blender file.
wshirt.blend
and my code in raytest.js
green marker is the closest vertex in mesh.
it seems engine executes ray test with a bounding box which just like a cube. lose geometry information.
below is my blender file.
wshirt.blend
and my code in raytest.js
"use strict";
b4w.register("RayTest", function(exports, require) {
var m_anim = require("animation");
var m_app = require("app");
var m_cam = require("camera");
var m_cfg = require("config");
var m_cont = require("container");
var m_cons = require("constraints");
var m_ctl = require("controls");
var m_data = require("data");
var m_math = require("math");
var m_obj = require("objects");
var m_phy = require("physics");
var m_quat = require("quat");
var m_scenes = require("scenes");
var m_trans = require("transform");
var m_tsr = require("tsr");
var m_util = require("util");
var m_vec3 = require("vec3");
var m_version = require("version");
var m_geometry= require("geometry");
var m_mat = require("material");
var DEBUG = (m_version.type() === "DEBUG");
var APP_ASSETS_PATH = m_cfg.get_assets_path("RayTest");
exports.init = function() {
m_app.init({
autoresize: true,
callback: init_cb,
canvas_container_id: "main_canvas_container",
physics_enabled: true,
show_fps: true,
assets_dds_available: !DEBUG,
assets_min50_available: !DEBUG,
console_verbose: true
});
}
function init_cb(canvas_elem, success) {
if (!success) {
console.log("b4w init failure");
return;
}
load();
}
function load() {
m_data.load(APP_ASSETS_PATH + "wcy.json", load_cb);
}
function load_cb(data_id) {
init_logic();
m_app.enable_camera_controls();
}
function init_logic() {
var from = new Float32Array(3);
var pline = m_math.create_pline();
var to = new Float32Array(3);
var decal_num = 0;
// var decal_src = m_scenes.get_object_by_name("Decal");
var decal = m_scenes.get_object_by_name('R');
var decalG = m_scenes.get_object_by_name('G');
var decal_tsr = m_tsr.create();
var obj_tsr = m_tsr.create();
var decal_rot = m_quat.create();
var decal_tsrG = m_tsr.create();
var obj_tsrG = m_tsr.create();
var decal_rotG = m_quat.create();
var ray_test_cb = function(id, hit_fract, obj_hit, hit_time, hit_pos, hit_norm) {
console.log(hit_pos);
var texture_array = m_geometry.extract_vertex_array(obj_hit, 'Material.003', 'param_GEOMETRY_UV_a_0');
// console.log(texture_array);
var position_array = m_geometry.extract_vertex_array(obj_hit, 'Material.003', 'a_position');
// console.log(position_array);
// var index_array = m_geometry.extract_index_array(obj_hit, 'Material.003');
// console.log(index_array);
var x1 = hit_pos[0];
var y1 = hit_pos[1];
var z1 = hit_pos[2];
var point_number = texture_array.length / 2;
var min_distance = 999999;
var min_distance_offset = -1;
for (let index = 0; index < point_number; index++) {
const offset = 3 * index;
var x2 = position_array[offset + 0];
var y2 = position_array[offset + 1];
var z2 = position_array[offset + 2];
var distance = Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2) + Math.pow(z1 - z2, 2));
if (distance < min_distance) {
min_distance = distance;
min_distance_offset = index;
}
}
if (min_distance_offset !== -1) {
var wanted_x = position_array[min_distance_offset * 3 + 0];
var wanted_y = position_array[min_distance_offset * 3 + 1];
var wanted_z = position_array[min_distance_offset * 3 + 2];
var wanted_u = texture_array[min_distance_offset * 2 + 0];
var wanted_v = texture_array[min_distance_offset * 2 + 1];
console.log(`find wanted point(${wanted_x}, ${wanted_y}, ${wanted_z}) with UV(${wanted_u}, ${wanted_v})`);
m_tsr.set_trans(new Float32Array([wanted_x, wanted_y, wanted_z]), decal_tsrG);
m_trans.set_tsr(decalG, decal_tsrG);
} else {
console.error('should have a closest point');
}
m_mat.set_nodemat_value(obj_hit, ['Material.003', 'OffsetU'], (0.5102689862251282 - wanted_u) * 2);
m_mat.set_nodemat_value(obj_hit, ['Material.003', 'OffsetV'], (0.4943990111351013 - wanted_v) * 2);
// var decal = m_obj.copy(decal_src, "decal" + String(++decal_num), false);
// m_scenes.append_object(decal);
m_tsr.set_trans(hit_pos, decal_tsr);
m_quat.rotationTo(m_util.AXIS_Z, hit_norm, decal_rot);
m_trans.set_rotation_v(decal, decal_rot);
m_tsr.set_quat(decal_rot, decal_tsr);
if (obj_hit && m_anim.is_animated(obj_hit)) {
m_trans.get_tsr(obj_hit, obj_tsr);
m_tsr.invert(obj_tsr, obj_tsr);
m_tsr.multiply(obj_tsr, decal_tsr, decal_tsr);
var offset = m_tsr.get_trans_view(decal_tsr);
var rot_offset = m_tsr.get_quat_view(decal_tsr);
m_cons.append_stiff(decal, obj_hit, offset, rot_offset);
}
m_trans.set_tsr(decal, decal_tsr);
}
var mouse_cb = function(e) {
var x = e.clientX;
var y = e.clientY;
m_cam.calc_ray(m_scenes.get_active_camera(), x, y, pline);
m_math.get_pline_directional_vec(pline, to);
// m_cam.get_translation(m_scenes.get_active_camera(), from);
m_vec3.scale(to, 100, to);
var obj_src = m_scenes.get_active_camera();
var id = m_phy.append_ray_test_ext(obj_src, from, to, "ANY",
ray_test_cb, true, false, true, true);
}
var cont = m_cont.get_container();
cont.addEventListener("mousedown", mouse_cb, false);
}
});
b4w.require("RayTest").init();
03 ноября 2017 09:09
02 ноября 2017 05:39
Reply to post of user Konstantin Khomyakov
Hello!
You can update Value and RGB nodes via JS. Please take a look at this code snippet
Thank you.
I know that, but my target is change location property in mapping node…
01 ноября 2017 04:59
31 октября 2017 06:07
31 октября 2017 05:09
30 октября 2017 13:01
I clone the code snipet by making project in demo page.
And I found something interesting.
I add a breakpoint in below codes.
Ray test instructions have been added in scene._physics.ray_tests.
But callbacks always been hang up…
Anyone can help?
And I found something interesting.
exports.append_ray_test = function(obj, from, to, collision_id, callback,
autoremove, calc_all_hits, calc_pos_norm, ign_src_rot) {
var id = get_unique_ray_test_id();
var test = {
id: id,
body_id: obj ? obj.physics.body_id : 0,
from: new Float32Array(from),
to: new Float32Array(to),
collision_id: collision_id,
collision_id_num: col_id_num(collision_id),
autoremove: autoremove,
calc_all_hits: calc_all_hits,
calc_pos_norm: calc_pos_norm,
ign_src_rot: ign_src_rot,
callback: callback
}
// NOTE: it's not possible to determine the worker in no obj specified
var worker = find_worker_by_body_id(test.body_id) || _workers[0];
var scene = find_scene_by_worker(worker);
var sphy = scene._physics;
sphy.ray_tests[id] = test;
sphy.ray_tests_arr.push(test);
m_ipc.post_msg(worker, m_ipc.OUT_APPEND_RAY_TEST, test.id, test.body_id, test.from,
test.to, test.collision_id_num, test.autoremove,
test.calc_all_hits, test.calc_pos_norm, test.ign_src_rot);
return id;
}
I add a breakpoint in below codes.
Ray test instructions have been added in scene._physics.ray_tests.
But callbacks always been hang up…
Anyone can help?