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Feature/inflatable rigid bodies #176

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merged 11 commits into from
Apr 12, 2018
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InfiniteLee
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Duck interactables updated to use shape components.
Most of the work to support this is in: n5ro/aframe-physics-system#90
Note: the interactables will be moved into dynamically loaded gltf bundles soon. Additionally, the environments will make use of shape components soon as well.

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The _isInteractable check is a bit concerning to me, and I want to make sure the .meta file is actually intentionally checked in. Other than that lgtm.

@@ -0,0 +1 @@
{"asset":{"generator":"FBX2glTF","version":"2.0"},"scene":0,"buffers":[{"byteLength":18600,"uri":"buffer.bin"}],"bufferViews":[{"buffer":0,"byteLength":3336,"byteOffset":0,"target":34963},{"buffer":0,"byteLength":5724,"byteOffset":3336,"target":34962},{"buffer":0,"byteLength":5724,"byteOffset":9060,"target":34962},{"buffer":0,"byteLength":3816,"byteOffset":14784,"target":34962}],"scenes":[{"name":"Root Scene","nodes":[0]}],"accessors":[{"componentType":5123,"type":"SCALAR","count":1668,"bufferView":0,"byteOffset":0},{"componentType":5126,"type":"VEC3","count":477,"bufferView":1,"byteOffset":0,"min":[-0.0587991699576378,0.0129461474716663,-0.0740185976028442],"max":[0.0618169121444225,0.173104390501976,0.104356855154037]},{"componentType":5126,"type":"VEC3","count":477,"bufferView":2,"byteOffset":0},{"componentType":5126,"type":"VEC2","count":477,"bufferView":3,"byteOffset":0}],"images":[{"name":"DuckyMesh.fbm/Ducky.jpg","uri":"DuckyMesh.fbm/Ducky.jpg"}],"samplers":[{}],"textures":[{"name":"file4","sampler":0,"source":0}],"materials":[{"name":"lambert2","alphaMode":"OPAQUE","extras":{"fromFBX":{"shadingModel":"Lambert","isTruePBR":false}},"pbrMetallicRoughness":{"baseColorTexture":{"index":0,"texCoord":0},"baseColorFactor":[0.800000011920929,0.800000011920929,0.800000011920929,1],"metallicFactor":0.200000002980232,"roughnessFactor":0.800000011920929}}],"meshes":[{"name":"Ducky","primitives":[{"material":0,"mode":4,"attributes":{"NORMAL":2,"POSITION":1,"TEXCOORD_0":3},"indices":0}]}],"nodes":[{"name":"RootNode","translation":[0,0,0],"rotation":[0,0,0,1],"scale":[1,1,1],"children":[1]},{"name":"Ducky","translation":[0,0,0],"rotation":[0,0,0,1],"scale":[1,1,1],"mesh":0}]}
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Whats this .meta file?

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I have no idea. It got generated when I exported the .gltf model. Are those not just part of the gltf? I can delete it.

},
{
"shape": "cylinder",
"radiusTop": 0.02,
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Weird that Cannon cylinders have both a top and bottom radius.. but I guess that lets you make some interesting shapes.

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Only way to get a cone

return true;
}

if (el.parentNode && el.parentNode != el.sceneEl) {
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Hmm, walking up the tree like this every frame is a bit concerning. Also I would inline this recursion. Shouldn't the raycaster be handling this filtering for you anyway?

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The issue is that the raycaster is set to check against .interactable and .collideable but only when hitting a .interactable do I want to do run this logic. That might go away once the cursor draws on top of everything (.collideable is only really used for that purpose), although a similar problem will reappear once we start using this cursor for the HUD.

scale="2 2 2"
class="interactable"
super-networked-interactable="counter: #counter; mass: 5;"
body="type: dynamic; mass: 5; shape: box;"
body="type: dynamic; shape: none; mass: 5;"
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ooh lighter ducks 🦆

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nah the ducks still weigh 5lbs, they just have a more interesting shape now.

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2 participants