mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-27 05:45:57 +10:00
1433 lines
35 KiB
JavaScript
1433 lines
35 KiB
JavaScript
// http://ejohn.org/blog/simple-javascript-inheritance/
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// Inspired by base2 and Prototype
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(function(){
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var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/;
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// The base Class implementation (does nothing)
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this.Class = function(){};
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// Create a new Class that inherits from this class
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Class.extend = function(prop) {
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var _super = this.prototype;
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// Instantiate a base class (but only create the instance,
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// don't run the init constructor)
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initializing = true;
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var prototype = new this();
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initializing = false;
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// Copy the properties over onto the new prototype
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for (var name in prop) {
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// Check if we're overwriting an existing function
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prototype[name] = typeof prop[name] == "function" &&
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typeof _super[name] == "function" && fnTest.test(prop[name]) ?
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(function(name, fn){
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return function() {
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var tmp = this._super;
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// Add a new ._super() method that is the same method
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// but on the super-class
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this._super = _super[name];
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// The method only need to be bound temporarily, so we
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// remove it when we're done executing
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var ret = fn.apply(this, arguments);
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this._super = tmp;
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return ret;
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};
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})(name, prop[name]) :
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prop[name];
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}
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// The dummy class constructor
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function Class() {
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// All construction is actually done in the init method
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if ( !initializing && this.init )
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this.init.apply(this, arguments);
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}
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// Populate our constructed prototype object
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Class.prototype = prototype;
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// Enforce the constructor to be what we expect
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Class.constructor = Class;
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// And make this class extendable
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Class.extend = arguments.callee;
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return Class;
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};
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})();
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var Color = Class.extend
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({
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r: null, g: null, b: null, a: null,
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hex: null,
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styleString: null,
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init: function( hex )
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{
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this.setHex( hex ? hex : 0xff000000 );
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},
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setHex: function( hex )
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{
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this.hex = hex;
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this.updateRGBA();
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this.updateStyleString();
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},
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setRGBA: function( r, g, b, a )
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{
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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this.updateHex();
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this.updateStyleString();
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},
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updateHex: function()
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{
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this.hex = this.a << 24 | this.r << 16 | this.g << 8 | this.b;
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},
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updateRGBA: function()
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{
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this.r = this.hex >> 16 & 0xff;
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this.g = this.hex >> 8 & 0xff;
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this.b = this.hex & 0xff;
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this.a = this.hex >> 24 & 0xff;
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},
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updateStyleString: function()
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{
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this.styleString = 'rgba(' + this.r + ',' + this.g + ',' + this.b + ',' + (this.a / 255) + ')';
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},
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toString: function()
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{
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return 'Color ( r: ' + this.r + ', g: ' + this.g + ', b: ' + this.b + ', a: ' + this.a + ', hex: ' + this.hex + ', style: ' + this.styleString + ' )';
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}
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});
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var Vector3 = Class.extend
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({
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x: null, y: null, z: null,
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// sx: null, sy: null, sz: null,
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// userData: null,
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dx: null, dy: null, dz: null,
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tx: null, ty: null, tz: null,
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// oll: null,
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init: function(x, y, z)
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{
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this.x = x ? x : 0;
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this.y = y ? y : 0;
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this.z = z ? z : 0;
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},
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copy: function(v)
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{
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this.x = v.x;
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this.y = v.y;
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this.z = v.z;
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},
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addSelf: function(v)
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{
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this.x += v.x;
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this.y += v.y;
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this.z += v.z;
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},
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add: function(v1, v2)
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{
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this.x = v1.x + v2.x;
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this.y = v1.y + v2.y;
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this.z = v1.z + v2.z;
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},
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subSelf: function(v)
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{
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this.x -= v.x;
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this.y -= v.y;
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this.z -= v.z;
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},
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sub: function(v1, v2)
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{
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this.x = v1.x - v2.x;
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this.y = v1.y - v2.y;
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this.z = v1.z - v2.z;
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},
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cross: function(v)
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{
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this.tx = this.x;
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this.ty = this.y;
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this.tz = this.z;
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this.x = this.ty * v.z - this.tz * v.y;
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this.y = this.tz * v.x - this.tx * v.z;
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this.z = this.tx * v.y - this.ty * v.x;
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},
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multiply: function(s)
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{
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this.x *= s;
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this.y *= s;
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this.z *= s;
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},
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distanceTo: function(v)
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{
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this.dx = this.x - v.x;
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this.dy = this.y - v.y;
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this.dz = this.z - v.z;
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return Math.sqrt(this.dx * this.dx + this.dy * this.dy + this.dz * this.dz);
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},
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distanceToSquared: function(v)
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{
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this.dx = this.x - v.x;
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this.dy = this.y - v.y;
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this.dz = this.z - v.z;
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return this.dx * this.dx + this.dy * this.dy + this.dz * this.dz;
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},
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length: function()
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{
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return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
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},
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lengthSq: function()
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{
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return this.x * this.x + this.y * this.y + this.z * this.z;
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},
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negate: function()
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{
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this.x = -this.x;
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this.y = -this.y;
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this.z = -this.z;
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},
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normalize: function()
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{
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if (this.length() > 0)
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this.ool = 1.0 / this.length();
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else
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this.ool = 0;
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this.x *= this.ool;
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this.y *= this.ool;
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this.z *= this.ool;
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return this;
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},
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dot: function(v)
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{
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return this.x * v.x + this.y * v.y + this.z * v.z;
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},
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clone: function()
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{
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return new Vector3(this.x, this.y, this.z);
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},
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toVector4: function()
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{
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return new Vector4(this.x,this.y,this.z, 1.0);
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},
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toString: function()
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{
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return 'Vector3 (' + this.x + ', ' + this.y + ', ' + this.z + ')';
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}
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});
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Vector3.add = function(a, b)
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{
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return new Vector3( a.x + b.x, a.y + b.y, a.z + b.z );
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}
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Vector3.sub = function(a, b)
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{
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return new Vector3( a.x - b.x, a.y - b.y, a.z - b.z );
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}
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Vector3.multiply = function(a, s)
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{
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return new Vector3( a.x * s, a.y * s, a.z * s );
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}
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Vector3.cross = function(a, b)
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{
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return new Vector3( a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x );
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}
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Vector3.dot = function(a, b)
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{
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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var Vector4 = Class.extend
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({
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x: null, y: null, z: null, w: null,
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// sx: null, sy: null, sz: null,
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// userData: null,
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dx: null, dy: null, dz: null,
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tx: null, ty: null, tz: null,
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// oll: null,
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init: function(x, y, z, w)
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{
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this.x = x ? x : 0;
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this.y = y ? y : 0;
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this.z = z ? z : 0;
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this.w = w ? w : 1;
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},
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copy: function(v)
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{
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this.x = v.x;
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this.y = v.y;
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this.z = v.z;
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this.w = v.w;
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},
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addSelf: function(v)
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{
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this.x += v.x;
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this.y += v.y;
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this.z += v.z;
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this.w += v.w;
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},
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add: function(v1, v2)
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{
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this.x = v1.x + v2.x;
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this.y = v1.y + v2.y;
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this.z = v1.z + v2.z;
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this.w = v1.w + v2.w;
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},
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subSelf: function(v)
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{
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this.x -= v.x;
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this.y -= v.y;
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this.z -= v.z;
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this.w -= v.w;
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},
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sub: function(v1, v2)
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{
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this.x = v1.x - v2.x;
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this.y = v1.y - v2.y;
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this.z = v1.z - v2.z;
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this.w = v1.w - v2.w;
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},
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clone: function()
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{
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return new Vector4(this.x, this.y, this.z, this.w);
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},
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toString: function()
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{
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return 'Vector4 (' + this.x + ', ' + this.y + ', ' + this.z + ', ' + this.w + ')';
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},
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toVector3: function()
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{
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return new Vector3(this.x/this.w,this.y/this.w,this.z/this.w);
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}
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});
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Vector4.add = function(a, b)
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{
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return new Vector3( a.x + b.x, a.y + b.y, a.z + b.z , a.w + b.w );
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}
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Vector4.sub = function(a, b)
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{
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return new Vector3( a.x - b.x, a.y - b.y, a.z - b.z , a.w - b.w );
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}
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var Matrix4 = Class.extend
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({
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n11: null, n12: null, n13: null, n14: null,
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n21: null, n22: null, n23: null, n24: null,
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n31: null, n32: null, n33: null, n34: null,
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n41: null, n42: null, n43: null, n44: null,
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x: null, y: null, z: null,
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init: function()
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{
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this.identity();
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},
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identity: function()
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{
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this.n11 = 1; this.n12 = 0; this.n13 = 0; this.n14 = 0;
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this.n21 = 0; this.n22 = 1; this.n23 = 0; this.n24 = 0;
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this.n31 = 0; this.n32 = 0; this.n33 = 1; this.n34 = 0;
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this.n41 = 0; this.n42 = 0; this.n43 = 0; this.n44 = 1;
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this.x = new Vector3(0,0,0);
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this.y = new Vector3(0,0,0);
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this.z = new Vector3(0,0,0);
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},
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lookAt: function(eye, center, up)
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{
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this.z.sub(center, eye);
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this.z.normalize();
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this.z.negate();
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this.x.copy(this.z);
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this.x.cross(up);
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this.x.normalize();
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this.x.negate();
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this.y.copy(this.x);
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this.y.cross(this.z);
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this.y.normalize();
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//this.y.negate(); //
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this.n11 = this.x.x;
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this.n12 = this.x.y;
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this.n13 = this.x.z;
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this.n14 = -this.x.dot(eye);
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this.n21 = this.y.x;
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this.n22 = this.y.y;
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this.n23 = this.y.z;
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this.n24 = -this.y.dot(eye);
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this.n31 = this.z.x;
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this.n32 = this.z.y;
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this.n33 = this.z.z;
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this.n34 = -this.z.dot(eye);
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},
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transform: function(v)
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{
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var vx = v.x, vy = v.y, vz = v.z, vw = (v.w ? v.w : 1.0);
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v.x = this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 * vw;
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v.y = this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 * vw;
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v.z = this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 * vw;
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vw = this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 * vw;
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if(v.w)
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{
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v.w = vw;
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}
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else
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{
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v.x = v.x/vw;
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v.y = v.y/vw;
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v.z = v.z/vw;
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}
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},
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crossVector: function(a)
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{
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v = new Vector4();
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v.x = this.n11*a.x+n12*a.y+n13*a.z+n14*a.w;
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v.y = this.n21*a.x+n22*a.y+n23*a.z+n24*a.w;
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v.z = this.n31*a.x+n32*a.y+n33*a.z+n34*a.w;
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if (a.w)
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{
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v.w = this.n41*a.x+n42*a.y+n43*a.z+n44*a.w;
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}
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else
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{
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v.w = 1.0;
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}
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return v;
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},
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multiply: function(a, b)
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{
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this.n11 = a.n11 * b.n11 + a.n12 * b.n21 + a.n13 * b.n31 + a.n14 * b.n41;
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this.n12 = a.n11 * b.n12 + a.n12 * b.n22 + a.n13 * b.n32 + a.n14 * b.n42;
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this.n13 = a.n11 * b.n13 + a.n12 * b.n23 + a.n13 * b.n33 + a.n14 * b.n43;
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this.n14 = a.n11 * b.n14 + a.n12 * b.n24 + a.n13 * b.n34 + a.n14 * b.n44;
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this.n21 = a.n21 * b.n11 + a.n22 * b.n21 + a.n23 * b.n31 + a.n24 * b.n41;
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this.n22 = a.n21 * b.n12 + a.n22 * b.n22 + a.n23 * b.n32 + a.n24 * b.n42;
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this.n23 = a.n21 * b.n13 + a.n22 * b.n23 + a.n23 * b.n33 + a.n24 * b.n34;
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this.n24 = a.n21 * b.n14 + a.n22 * b.n24 + a.n23 * b.n34 + a.n24 * b.n44;
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this.n31 = a.n31 * b.n11 + a.n32 * b.n21 + a.n33 * b.n31 + a.n34 * b.n41;
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this.n32 = a.n31 * b.n12 + a.n32 * b.n22 + a.n33 * b.n32 + a.n34 * b.n42;
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this.n33 = a.n31 * b.n13 + a.n32 * b.n23 + a.n33 * b.n33 + a.n34 * b.n43;
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this.n34 = a.n31 * b.n14 + a.n32 * b.n24 + a.n33 * b.n34 + a.n34 * b.n44;
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this.n41 = a.n41 * b.n11 + a.n42 * b.n21 + a.n43 * b.n31 + a.n44 * b.n41;
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this.n42 = a.n41 * b.n12 + a.n42 * b.n22 + a.n43 * b.n32 + a.n44 * b.n42;
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this.n43 = a.n41 * b.n13 + a.n42 * b.n23 + a.n43 * b.n33 + a.n44 * b.n43;
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this.n44 = a.n41 * b.n14 + a.n42 * b.n24 + a.n43 * b.n34 + a.n44 * b.n44;
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},
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multiplySelf: function(m)
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{
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var n11 = this.n11, n12 = this.n12, n13 = this.n13, n14 = this.n14;
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var n21 = this.n21, n22 = this.n22, n23 = this.n23, n24 = this.n24;
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var n31 = this.n31, n32 = this.n32, n33 = this.n33, n34 = this.n34;
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var n41 = this.n41, n42 = this.n42, n43 = this.n43, n44 = this.n44;
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this.n11 = n11 * m.n11 + n12 * m.n21 + n13 * m.n31 + n14 * m.n41;
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this.n12 = n11 * m.n12 + n12 * m.n22 + n13 * m.n32 + n14 * m.n42;
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this.n13 = n11 * m.n13 + n12 * m.n23 + n13 * m.n33 + n14 * m.n43;
|
|
this.n14 = n11 * m.n14 + n12 * m.n24 + n13 * m.n34 + n14 * m.n44;
|
|
|
|
this.n21 = n21 * m.n11 + n22 * m.n21 + n23 * m.n31 + n24 * m.n41;
|
|
this.n22 = n21 * m.n12 + n22 * m.n22 + n23 * m.n32 + n24 * m.n42;
|
|
this.n23 = n21 * m.n13 + n22 * m.n23 + n23 * m.n33 + n24 * m.n43;
|
|
this.n24 = n21 * m.n14 + n22 * m.n24 + n23 * m.n34 + n24 * m.n44;
|
|
|
|
this.n31 = n31 * m.n11 + n32 * m.n21 + n33 * m.n31 + n34 * m.n41;
|
|
this.n32 = n31 * m.n12 + n32 * m.n22 + n33 * m.n32 + n34 * m.n42;
|
|
this.n33 = n31 * m.n13 + n32 * m.n23 + n33 * m.n33 + n34 * m.n43;
|
|
this.n34 = n31 * m.n14 + n32 * m.n24 + n33 * m.n34 + n34 * m.n44;
|
|
|
|
this.n41 = n41 * m.n11 + n42 * m.n21 + n43 * m.n31 + n44 * m.n41;
|
|
this.n42 = n41 * m.n12 + n42 * m.n22 + n43 * m.n32 + n44 * m.n42;
|
|
this.n43 = n41 * m.n13 + n42 * m.n23 + n43 * m.n33 + n44 * m.n43;
|
|
this.n44 = n41 * m.n14 + n42 * m.n24 + n43 * m.n34 + n44 * m.n44;
|
|
},
|
|
|
|
clone: function()
|
|
{
|
|
var m = new Matrix4();
|
|
m.n11 = this.n11; m.n12 = this.n12; m.n13 = this.n13; m.n14 = this.n14;
|
|
m.n21 = this.n21; m.n22 = this.n22; m.n23 = this.n23; m.n24 = this.n24;
|
|
m.n31 = this.n31; m.n32 = this.n32; m.n33 = this.n33; m.n34 = this.n34;
|
|
m.n41 = this.n41; m.n42 = this.n42; m.n43 = this.n43; m.n44 = this.n44;
|
|
return m;
|
|
},
|
|
|
|
toString: function()
|
|
{
|
|
return "| " + this.n11 + " " + this.n12 + " " + this.n13 + " " + this.n14 + " |\n" +
|
|
"| " + this.n21 + " " + this.n22 + " " + this.n23 + " " + this.n24 + " |\n" +
|
|
"| " + this.n31 + " " + this.n32 + " " + this.n33 + " " + this.n34 + " |\n" +
|
|
"| " + this.n41 + " " + this.n42 + " " + this.n43 + " " + this.n44 + " |";
|
|
}
|
|
});
|
|
|
|
Matrix4.translationMatrix = function(x, y, z)
|
|
{
|
|
var m = new Matrix4();
|
|
|
|
m.n14 = x;
|
|
m.n24 = y;
|
|
m.n34 = z;
|
|
|
|
return m;
|
|
}
|
|
|
|
Matrix4.scaleMatrix = function(x, y, z)
|
|
{
|
|
var m = new Matrix4();
|
|
|
|
m.n11 = x;
|
|
m.n22 = y;
|
|
m.n33 = z;
|
|
|
|
return m;
|
|
}
|
|
|
|
Matrix4.rotationXMatrix = function(theta)
|
|
{
|
|
var rot = new Matrix4();
|
|
|
|
rot.n22 = rot.n33 = Math.cos(theta);
|
|
rot.n32 = Math.sin(theta);
|
|
rot.n23 = -rot.n32;
|
|
|
|
return rot;
|
|
}
|
|
|
|
Matrix4.rotationYMatrix = function(theta)
|
|
{
|
|
var rot = new Matrix4();
|
|
|
|
rot.n11 = rot.n33 = Math.cos(theta);
|
|
rot.n13 = Math.sin(theta);
|
|
rot.n31 = -rot.n13;
|
|
|
|
return rot;
|
|
}
|
|
|
|
Matrix4.rotationZMatrix = function(theta)
|
|
{
|
|
var rot = new Matrix4();
|
|
|
|
rot.n11 = rot.n22 = Math.cos(theta);
|
|
rot.n21 = Math.sin(theta);
|
|
rot.n12 = -rot.n21;
|
|
|
|
return rot;
|
|
}
|
|
|
|
Matrix4.makeFrustum = function(left,right,bottom,top,near,far)
|
|
{
|
|
var m = new Matrix4();
|
|
|
|
var x = 2*near/(right-left);
|
|
var y = 2*near/(top-bottom);
|
|
var a = (right+left)/(right-left);
|
|
var b = (top+bottom)/(top-bottom);
|
|
var c = -(far+near)/(far-near);
|
|
var d = -2*far*near/(far-near);
|
|
|
|
m.n11=x;
|
|
m.n13=a;
|
|
m.n22=y;
|
|
m.n23=b;
|
|
m.n33=c;
|
|
m.n34=d;
|
|
m.n43=-1;
|
|
m.n44=0;
|
|
|
|
return m;
|
|
}
|
|
|
|
Matrix4.makePerspective = function(fovy, aspect, near, far)
|
|
{
|
|
var ymax = near * Math.tan(fovy * 0.00872664625972);
|
|
var ymin = -ymax;
|
|
var xmin = ymin * aspect;
|
|
var xmax = ymax * aspect;
|
|
return Matrix4.makeFrustum(xmin, xmax, ymin, ymax, near, far);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
var Vertex = Vector3.extend
|
|
({
|
|
u: null, v: null,
|
|
screen: null,
|
|
normal : null,
|
|
visible: null,
|
|
|
|
init: function(x, y, z)
|
|
{
|
|
this._super(x, y, z);
|
|
this.screen = new Vector3();
|
|
},
|
|
|
|
toString: function()
|
|
{
|
|
return 'Vertex ( ' + this.x + ', ' + this.y + ', ' + this.z + ' )';
|
|
}
|
|
});
|
|
|
|
var Face3 = Vector3.extend
|
|
({
|
|
a: null, b: null, c: null,
|
|
screen: null,
|
|
uv: null,
|
|
normal: null,
|
|
color: null,
|
|
|
|
init: function(a, b, c, uv, normal, color)
|
|
{
|
|
this._super((a.x + b.x + c.x) / 3, (a.y + b.y + c.y) / 3, (a.z + b.z + c.z) / 3);
|
|
|
|
this.a = a;
|
|
this.b = b;
|
|
this.c = c;
|
|
|
|
this.screen = new Vector3();
|
|
|
|
this.uv = uv ? uv : [ [0, 0], [0, 0], [0, 0] ];
|
|
this.normal = normal ? normal : new Vector3();
|
|
|
|
this.color = color ? color : new Color();
|
|
},
|
|
|
|
toString: function()
|
|
{
|
|
return 'Face3 ( ' + this.a + ', ' + this.b + ', ' + this.c + ' )';
|
|
}
|
|
});
|
|
|
|
var Face4 = Vector3.extend
|
|
({
|
|
a: null, b: null, c: null, d: null,
|
|
normal: null,
|
|
screen: null,
|
|
color: null,
|
|
|
|
init: function(a, b, c, d, uv, normal, color)
|
|
{
|
|
this._super((a.x + b.x + c.x + d.x) / 4, (a.y + b.y + c.y + d.y) / 4, (a.z + b.z + c.z + d.z) / 4);
|
|
|
|
this.a = a;
|
|
this.b = b;
|
|
this.c = c;
|
|
this.d = d;
|
|
|
|
this.screen = new Vector3();
|
|
|
|
this.color = color ? color : new Color();
|
|
},
|
|
|
|
toString: function()
|
|
{
|
|
return 'Face4 ( ' + this.a + ', ' + this.b + ', ' + this.c + ', ' + this.d + ' )';
|
|
}
|
|
});
|
|
|
|
var Geometry = Class.extend
|
|
({
|
|
vertices: null,
|
|
faces: null,
|
|
|
|
init: function()
|
|
{
|
|
this.vertices = new Array();
|
|
this.faces = new Array();
|
|
}
|
|
});
|
|
|
|
var Camera = Vector3.extend
|
|
({
|
|
up: null,
|
|
target: null,
|
|
zoom: null,
|
|
focus: null,
|
|
roll: null,
|
|
|
|
matrix: null,
|
|
projectionMatrix: null,
|
|
|
|
init: function(x, y, z)
|
|
{
|
|
this._super(x, y, z);
|
|
this.up = new Vector3( 0, 1, 0 );
|
|
this.target = new Vector3( 0, 0, 0 );
|
|
|
|
this.projectionMatrix = Matrix4.makePerspective(45, 1, 0.001, 1000);
|
|
|
|
this.matrix = new Matrix4();
|
|
this.updateMatrix();
|
|
},
|
|
|
|
updateMatrix: function()
|
|
{
|
|
this.matrix.lookAt( this, this.target, this.up );
|
|
},
|
|
|
|
setProjectionMatrix: function(matrix)
|
|
{
|
|
this.projectionMatrix=matrix;
|
|
},
|
|
|
|
toString: function()
|
|
{
|
|
return 'Camera ( ' + this.x + ', ' + this.y + ', ' + this.z + ' )';
|
|
}
|
|
});
|
|
var Object3D = Class.extend
|
|
({
|
|
position: null,
|
|
rotation: null,
|
|
scale: null,
|
|
|
|
matrix: null,
|
|
screen: null,
|
|
|
|
init: function()
|
|
{
|
|
this.position = new Vector3(0, 0, 0);
|
|
this.rotation = new Vector3(0, 0, 0);
|
|
this.scale = new Vector3(1, 1, 1);
|
|
|
|
this.matrix = new Matrix4();
|
|
this.screen = new Vector3(0, 0, 0);
|
|
},
|
|
|
|
updateMatrix: function()
|
|
{
|
|
this.matrix.identity();
|
|
|
|
this.matrix.multiplySelf( Matrix4.translationMatrix( this.position.x, this.position.y, this.position.z) );
|
|
this.matrix.multiplySelf( Matrix4.rotationXMatrix( this.rotation.x ) );
|
|
this.matrix.multiplySelf( Matrix4.rotationYMatrix( this.rotation.y ) );
|
|
this.matrix.multiplySelf( Matrix4.rotationZMatrix( this.rotation.z ) );
|
|
this.matrix.multiplySelf( Matrix4.scaleMatrix( this.scale.x, this.scale.y, this.scale.z ) );
|
|
}
|
|
});
|
|
|
|
var Mesh = Object3D.extend
|
|
({
|
|
geometry: null,
|
|
material: null,
|
|
|
|
doubleSide: null,
|
|
|
|
init: function( geometry, material )
|
|
{
|
|
this._super();
|
|
this.geometry = geometry;
|
|
this.material = material;
|
|
}
|
|
});
|
|
|
|
var Particle = Object3D.extend
|
|
({
|
|
size: 1,
|
|
material: null,
|
|
|
|
init: function( material )
|
|
{
|
|
this._super();
|
|
this.material = material;
|
|
}
|
|
});
|
|
|
|
var Plane = Geometry.extend
|
|
({
|
|
init: function( width, height )
|
|
{
|
|
this._super();
|
|
|
|
var width_half = width / 2;
|
|
var height_half = height / 2;
|
|
|
|
this.v( -width_half, height_half, 0 );
|
|
this.v( width_half, height_half, 0 );
|
|
this.v( width_half, -height_half, 0 );
|
|
this.v( -width_half, -height_half, 0 );
|
|
|
|
this.f4( 0, 1, 2, 3 );
|
|
},
|
|
|
|
v: function( x, y, z )
|
|
{
|
|
this.vertices.push( new Vertex( x, y, z ) );
|
|
},
|
|
|
|
f4: function( a, b, c, d )
|
|
{
|
|
this.faces.push( new Face4( this.vertices[a], this.vertices[b], this.vertices[c], this.vertices[d] ) );
|
|
}
|
|
});
|
|
|
|
var Cube = Geometry.extend
|
|
({
|
|
init: function( width, height, depth )
|
|
{
|
|
this._super();
|
|
|
|
var width_half = width / 2;
|
|
var height_half = height / 2;
|
|
var depth_half = depth / 2;
|
|
|
|
this.v( width_half, height_half, -depth_half );
|
|
this.v( width_half, -height_half, -depth_half );
|
|
this.v( -width_half, -height_half, -depth_half );
|
|
this.v( -width_half, height_half, -depth_half );
|
|
this.v( width_half, height_half, depth_half );
|
|
this.v( width_half, -height_half, depth_half );
|
|
this.v( -width_half, -height_half, depth_half );
|
|
this.v( -width_half, height_half, depth_half );
|
|
|
|
this.f4( 0, 1, 2, 3 );
|
|
this.f4( 4, 7, 6, 5 );
|
|
this.f4( 0, 4, 5, 1 );
|
|
this.f4( 1, 5, 6, 2 );
|
|
this.f4( 2, 6, 7, 3 );
|
|
this.f4( 4, 0, 3, 7 );
|
|
},
|
|
|
|
v: function( x, y, z )
|
|
{
|
|
this.vertices.push( new Vertex( x, y, z ) );
|
|
},
|
|
|
|
f4: function( a, b, c, d )
|
|
{
|
|
this.faces.push( new Face4( this.vertices[a], this.vertices[b], this.vertices[c], this.vertices[d] ) );
|
|
}
|
|
});
|
|
|
|
var ColorMaterial = Class.extend
|
|
({
|
|
color: null,
|
|
|
|
init: function( hex, opacity )
|
|
{
|
|
this.color = new Color( (opacity ? (opacity * 0xff) << 24 : 0xff000000) | hex );
|
|
}
|
|
});
|
|
|
|
var FaceColorMaterial = Class.extend
|
|
({
|
|
});
|
|
|
|
var Scene = Class.extend
|
|
({
|
|
objects: null,
|
|
|
|
init: function()
|
|
{
|
|
this.objects = new Array();
|
|
},
|
|
|
|
add: function( object )
|
|
{
|
|
this.objects.push( object );
|
|
},
|
|
|
|
remove: function( object )
|
|
{
|
|
for(var i = 0; i < this.objects.length; i++)
|
|
if(object == this.objects[i])
|
|
alert("yay");
|
|
},
|
|
|
|
toString: function()
|
|
{
|
|
return 'Scene ( ' + this.objects + ' )';
|
|
}
|
|
});
|
|
|
|
var Renderer = Class.extend
|
|
({
|
|
matrix: null,
|
|
|
|
viewport: null,
|
|
renderList: null,
|
|
|
|
face3Pool: null,
|
|
face4Pool: null,
|
|
|
|
width: null,
|
|
height: null,
|
|
widthHalf: null,
|
|
heightHalf: null,
|
|
|
|
init: function()
|
|
{
|
|
this.matrix = new Matrix4();
|
|
|
|
this.face3Pool = new Array();
|
|
this.face4Pool = new Array();
|
|
},
|
|
|
|
setSize: function( width, height )
|
|
{
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.widthHalf = this.width / 2;
|
|
this.heightHalf = this.height / 2;
|
|
},
|
|
|
|
sort: function(a, b)
|
|
{
|
|
return b.screen.z - a.screen.z;
|
|
},
|
|
|
|
render: function( scene, camera )
|
|
{
|
|
var vertex, face, object;
|
|
var face3count = 0, face4count = 0;
|
|
|
|
this.renderList = new Array();
|
|
|
|
for (var i = 0; i < scene.objects.length; i++)
|
|
{
|
|
object = scene.objects[i];
|
|
|
|
|
|
if (object instanceof Mesh)
|
|
{
|
|
|
|
this.matrix.multiply( camera.matrix, object.matrix );
|
|
|
|
// vertices
|
|
|
|
for (var j = 0; j < object.geometry.vertices.length; j++)
|
|
{
|
|
vertex = object.geometry.vertices[j];
|
|
|
|
vertex.screen.copy( vertex );
|
|
|
|
this.matrix.transform( vertex.screen );
|
|
camera.projectionMatrix.transform( vertex.screen );
|
|
|
|
vertex.visible = vertex.screen.z > 0 && object.screen.z < 1;
|
|
|
|
//convert to screen coords
|
|
vertex.screen.x *= this.widthHalf;
|
|
vertex.screen.y *= this.heightHalf;
|
|
}
|
|
|
|
// faces
|
|
|
|
for (j = 0; j < object.geometry.faces.length; j++)
|
|
{
|
|
face = object.geometry.faces[j];
|
|
|
|
// TODO: Use normals for culling
|
|
|
|
if (face instanceof Face3)
|
|
{
|
|
if (face.a.visible && face.b.visible && face.c.visible && (object.doubleSided ||
|
|
(face.c.screen.x - face.a.screen.x) * (face.b.screen.y - face.a.screen.y) -
|
|
(face.c.screen.y - face.a.screen.y) * (face.b.screen.x - face.a.screen.x) > 0) )
|
|
{
|
|
face.screen.z = (face.a.screen.z + face.b.screen.z + face.c.screen.z) * 0.3;
|
|
|
|
if (this.face3Pool[face3count] == null)
|
|
this.face3Pool[face3count] = new Face3(new Vertex(), new Vertex(), new Vertex());
|
|
|
|
this.face3Pool[face3count].a.screen.copy(face.a.screen);
|
|
this.face3Pool[face3count].b.screen.copy(face.b.screen);
|
|
this.face3Pool[face3count].c.screen.copy(face.c.screen);
|
|
this.face3Pool[face3count].screen.z = face.screen.z;
|
|
this.face3Pool[face3count].color = face.color;
|
|
this.face3Pool[face3count].material = object.material;
|
|
|
|
this.renderList.push( this.face3Pool[face3count] );
|
|
|
|
face3count++;
|
|
}
|
|
}
|
|
else if (face instanceof Face4)
|
|
{
|
|
if (face.a.visible && face.b.visible && face.c.visible && (object.doubleSided ||
|
|
((face.d.screen.x - face.a.screen.x) * (face.b.screen.y - face.a.screen.y) -
|
|
(face.d.screen.y - face.a.screen.y) * (face.b.screen.x - face.a.screen.x) > 0 ||
|
|
(face.b.screen.x - face.c.screen.x) * (face.d.screen.y - face.c.screen.y) -
|
|
(face.b.screen.y - face.c.screen.y) * (face.d.screen.x - face.c.screen.x) > 0)) )
|
|
{
|
|
face.screen.z = (face.a.screen.z + face.b.screen.z + face.c.screen.z + face.d.screen.z) * 0.25;
|
|
|
|
if (this.face4Pool[face4count] == null)
|
|
this.face4Pool[face4count] = new Face4(new Vertex(), new Vertex(), new Vertex(), new Vertex());
|
|
|
|
this.face4Pool[face4count].a.screen.copy(face.a.screen);
|
|
this.face4Pool[face4count].b.screen.copy(face.b.screen);
|
|
this.face4Pool[face4count].c.screen.copy(face.c.screen);
|
|
this.face4Pool[face4count].d.screen.copy(face.d.screen);
|
|
this.face4Pool[face4count].screen.z = face.screen.z;
|
|
this.face4Pool[face4count].color = face.color;
|
|
this.face4Pool[face4count].material = object.material;
|
|
|
|
this.renderList.push( this.face4Pool[face4count] );
|
|
|
|
face4count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (object instanceof Particle)
|
|
{
|
|
object.screen=object.position.toVector4();
|
|
camera.matrix.transform( object.screen );
|
|
camera.projectionMatrix.transform( object.screen );
|
|
|
|
var size=object.screen.x/object.screen.w-(object.screen.x+camera.projectionMatrix.n11)/(object.screen.w+camera.projectionMatrix.n14);
|
|
object.zsize=Math.abs(size)*object.size;
|
|
|
|
object.screen=object.screen.toVector3();
|
|
|
|
if (object.screen.z > 0 && object.screen.z < 1
|
|
&& object.screen.x+object.zsize > -1 && object.screen.x-object.zsize < 1
|
|
&& object.screen.y+object.zsize > -1 && object.screen.y-object.zsize < 1){
|
|
object.zsize *= this.widthHalf;
|
|
object.screen.x *= this.widthHalf;
|
|
object.screen.y *= this.heightHalf;
|
|
this.renderList.push( object );
|
|
}
|
|
}
|
|
}
|
|
|
|
this.renderList.sort(this.sort);
|
|
}
|
|
});
|
|
var CanvasRenderer = Renderer.extend
|
|
({
|
|
context: null,
|
|
|
|
init: function()
|
|
{
|
|
this._super();
|
|
|
|
this.viewport = document.createElement("canvas");
|
|
this.viewport.style.position = "absolute";
|
|
|
|
this.context = this.viewport.getContext("2d");
|
|
},
|
|
|
|
setSize: function( width, height )
|
|
{
|
|
this._super( width, height );
|
|
|
|
this.viewport.width = this.width;
|
|
this.viewport.height = this.height;
|
|
|
|
this.context.setTransform(1, 0, 0, 1, this.widthHalf, this.heightHalf);
|
|
},
|
|
|
|
render: function( scene, camera )
|
|
{
|
|
this._super( scene, camera );
|
|
|
|
var element , pi2 = Math.PI * 2;
|
|
|
|
this.context.clearRect (-this.widthHalf, -this.heightHalf, this.width, this.height);
|
|
|
|
for (j = 0; j < this.renderList.length; j++)
|
|
{
|
|
element = this.renderList[j];
|
|
|
|
if (element.material instanceof ColorMaterial)
|
|
{
|
|
this.context.fillStyle = element.material.color.styleString;
|
|
}
|
|
else if (element.material instanceof FaceColorMaterial)
|
|
{
|
|
this.context.fillStyle = element.color.styleString;
|
|
}
|
|
|
|
if (element instanceof Face3)
|
|
{
|
|
this.context.beginPath();
|
|
this.context.moveTo(element.a.screen.x, element.a.screen.y);
|
|
this.context.lineTo(element.b.screen.x, element.b.screen.y);
|
|
this.context.lineTo(element.c.screen.x, element.c.screen.y);
|
|
this.context.fill();
|
|
this.context.closePath();
|
|
}
|
|
else if (element instanceof Face4)
|
|
{
|
|
this.context.beginPath();
|
|
this.context.moveTo(element.a.screen.x, element.a.screen.y);
|
|
this.context.lineTo(element.b.screen.x, element.b.screen.y);
|
|
this.context.lineTo(element.c.screen.x, element.c.screen.y);
|
|
this.context.lineTo(element.d.screen.x, element.d.screen.y);
|
|
this.context.fill();
|
|
this.context.closePath();
|
|
}
|
|
else if (element instanceof Particle)
|
|
{
|
|
this.context.beginPath();
|
|
this.context.arc(element.screen.x, element.screen.y, element.zsize, 0, pi2, true);
|
|
this.context.fill();
|
|
this.context.closePath();
|
|
}
|
|
|
|
}
|
|
}
|
|
});
|
|
|
|
var SVGRenderer = Renderer.extend
|
|
({
|
|
svgPathPool: null,
|
|
svgCirclePool: null,
|
|
|
|
init: function()
|
|
{
|
|
this._super();
|
|
|
|
this.viewport = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
|
|
this.viewport.style.position = "absolute";
|
|
|
|
this.svgPathPool = new Array();
|
|
this.svgCirclePool = new Array();
|
|
},
|
|
|
|
setSize: function( width, height )
|
|
{
|
|
this.viewport.setAttribute('viewBox', (-width / 2) + ' ' + (-height / 2) + ' ' + width + ' ' + height );
|
|
this.viewport.setAttribute('width', width);
|
|
this.viewport.setAttribute('height', height);
|
|
},
|
|
|
|
render: function( scene, camera )
|
|
{
|
|
this._super( scene, camera );
|
|
|
|
while (this.viewport.childNodes.length > 0)
|
|
{
|
|
this.viewport.removeChild(this.viewport.childNodes[0]);
|
|
}
|
|
|
|
var pathCount = 0, circleCount = 0, svgNode;
|
|
|
|
for (j = 0; j < this.renderList.length; j++)
|
|
{
|
|
element = this.renderList[j];
|
|
|
|
if (element instanceof Face3)
|
|
{
|
|
svgNode = this.getPathNode(pathCount++);
|
|
svgNode.setAttribute('d', 'M ' + element.a.screen.x + ' ' + element.a.screen.y + ' L ' + element.b.screen.x + ' ' + element.b.screen.y + ' L ' + element.c.screen.x + ',' + element.c.screen.y + 'z');
|
|
}
|
|
else if (element instanceof Face4)
|
|
{
|
|
svgNode = this.getPathNode(pathCount++);
|
|
svgNode.setAttribute('d', 'M ' + element.a.screen.x + ' ' + element.a.screen.y + ' L ' + element.b.screen.x + ' ' + element.b.screen.y + ' L ' + element.c.screen.x + ',' + element.c.screen.y + ' L ' + element.d.screen.x + ',' + element.d.screen.y + 'z');
|
|
}
|
|
else if (element instanceof Particle)
|
|
{
|
|
svgNode = this.getCircleNode(circleCount++);
|
|
svgNode.setAttribute('cx', element.screen.x);
|
|
svgNode.setAttribute('cy', element.screen.y);
|
|
svgNode.setAttribute('r', element.zsize);
|
|
}
|
|
|
|
if (element.material instanceof ColorMaterial)
|
|
{
|
|
svgNode.setAttribute('style', 'fill: rgb(' + element.material.color.r + ',' + element.material.color.g + ',' + element.material.color.b + ')');
|
|
}
|
|
else if (element.material instanceof FaceColorMaterial)
|
|
{
|
|
svgNode.setAttribute('style', 'fill: rgb(' + element.color.r + ',' + element.color.g + ',' + element.color.b + ')');
|
|
}
|
|
|
|
this.viewport.appendChild(svgNode);
|
|
}
|
|
},
|
|
|
|
getPathNode: function( id )
|
|
{
|
|
if (this.svgPathPool[id] == null)
|
|
{
|
|
this.svgPathPool[id] = document.createElementNS('http://www.w3.org/2000/svg', 'path');
|
|
// this.svgPathPool[id].setAttribute('shape-rendering', 'crispEdges'); //optimizeSpeed
|
|
return this.svgPathPool[id];
|
|
}
|
|
|
|
return this.svgPathPool[id];
|
|
},
|
|
|
|
getCircleNode: function( id )
|
|
{
|
|
if (this.svgCirclePool[id] == null)
|
|
{
|
|
this.svgCirclePool[id] = document.createElementNS('http://www.w3.org/2000/svg', 'circle');
|
|
// this.svgCirclePool[id].setAttribute('shape-rendering', 'crispEdges'); //optimizeSpeed
|
|
this.svgCirclePool[id].setAttribute('fill', 'red');
|
|
return this.svgCirclePool[id];
|
|
}
|
|
|
|
return this.svgCirclePool[id];
|
|
}
|
|
});
|
|
|
|
var GLRenderer = Renderer.extend
|
|
({
|
|
|
|
init: function()
|
|
{
|
|
this._super();
|
|
|
|
this.viewport = document.createElement("canvas");
|
|
this.viewport.style.position = "absolute";
|
|
|
|
try {
|
|
this.gl = this.viewport.getContext("experimental-webgl");
|
|
} catch(e) {}
|
|
|
|
if (!this.gl) {
|
|
alert("WebGL not supported");
|
|
throw "cannot create webgl context";
|
|
}
|
|
|
|
this.gl.enable(this.gl.DEPTH_TEST);
|
|
|
|
this.createProgram();
|
|
},
|
|
|
|
createProgram: function()
|
|
{
|
|
var gl=this.gl;
|
|
|
|
var vtxShader=[
|
|
"attribute vec3 position;",
|
|
"attribute vec4 color;",
|
|
"uniform mat4 mvMatrix;",
|
|
"uniform mat4 pMatrix;",
|
|
"varying vec4 vcolor;",
|
|
"void main(){",
|
|
"vcolor=color;",
|
|
"gl_Position = pMatrix*mvMatrix*vec4(position,1.0);",
|
|
"}"
|
|
].join("");
|
|
|
|
frgShader=[
|
|
"varying vec4 vcolor;",
|
|
"void main(){",
|
|
"gl_FragColor=vcolor;",
|
|
"}"
|
|
].join("");
|
|
|
|
var vertexShader=gl.createShader(gl.VERTEX_SHADER);
|
|
var fragmentShader=gl.createShader(gl.FRAGMENT_SHADER);
|
|
|
|
gl.shaderSource(vertexShader, vtxShader);
|
|
|
|
gl.shaderSource(fragmentShader,frgShader);
|
|
gl.compileShader(fragmentShader);
|
|
|
|
this.program = gl.createProgram();
|
|
gl.attachShader(this.program, vertexShader);
|
|
gl.attachShader(this.program, fragmentShader);
|
|
gl.linkProgram(this.program);
|
|
|
|
this.program.mvMatrix=gl.getUniformLocation(this.program, "mvMatrix");
|
|
this.program.pMatrix=gl.getUniformLocation(this.program, "pMatrix");
|
|
this.program.position=gl.getAttribLocation(this.program, "position");
|
|
this.program.color=gl.getAttribLocation(this.program, "color");
|
|
|
|
this.program.mvMatrixArray=new WebGLFloatArray(16);
|
|
this.program.pMatrixArray=new WebGLFloatArray(16);
|
|
},
|
|
|
|
matrix2Array: function( matrix, array )
|
|
{
|
|
array[0]=matrix.n11;
|
|
array[1]=matrix.n12;
|
|
array[3]=matrix.n13;
|
|
array[4]=matrix.n14;
|
|
array[5]=matrix.n21;
|
|
array[6]=matrix.n22;
|
|
array[7]=matrix.n23;
|
|
array[8]=matrix.n24;
|
|
array[9]=matrix.n31;
|
|
array[10]=matrix.n32;
|
|
array[11]=matrix.n33;
|
|
array[12]=matrix.n34;
|
|
array[13]=matrix.n41;
|
|
array[14]=matrix.n42;
|
|
array[15]=matrix.n43;
|
|
array[16]=matrix.n44;
|
|
},
|
|
|
|
render: function( scene, camera )
|
|
{
|
|
var gl=this.gl;
|
|
|
|
gl.viewport(0,0,this.width,this.height);
|
|
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
|
|
|
for (var i = 0; i < scene.objects.length; i++)
|
|
{
|
|
object = scene.objects[i];
|
|
|
|
if (object instanceof Mesh)
|
|
{
|
|
// Very inefficient but easiest way initially
|
|
var vertexArray = [];
|
|
var faceArray = [];
|
|
var colorArray = [];
|
|
var vertexIndex = 0;
|
|
var color;
|
|
|
|
for (j = 0; j < object.geometry.faces.length; j++)
|
|
{
|
|
face = object.geometry.faces[j];
|
|
color = face.color;
|
|
|
|
if (face instanceof Face3){
|
|
vertexArray.push( face.a.x, face.a.y, face.a.z );
|
|
vertexArray.push( face.b.x, face.b.y, face.b.z );
|
|
vertexArray.push( face.c.x, face.c.y, face.c.z );
|
|
colorArray.push( color.r, color.g, color.b, color.a );
|
|
colorArray.push( color.r, color.g, color.b, color.a );
|
|
colorArray.push( color.r, color.g, color.b, color.a );
|
|
faceArray.push( vertexIndex, vertexIndex+1, vertexIndex+2 );
|
|
vertexIndex += 3;
|
|
}
|
|
else if (face instanceof Face4)
|
|
{
|
|
vertexArray.push( face.a.x, face.a.y, face.a.z );
|
|
vertexArray.push( face.b.x, face.b.y, face.b.z );
|
|
vertexArray.push( face.c.x, face.c.y, face.c.z );
|
|
vertexArray.push( face.d.x, face.d.y, face.d.z );
|
|
colorArray.push( color.r, color.g, color.b, color.a );
|
|
colorArray.push( color.r, color.g, color.b, color.a );
|
|
colorArray.push( color.r, color.g, color.b, color.a );
|
|
colorArray.push( color.r, color.g, color.b, color.a );
|
|
faceArray.push( vertexIndex, vertexIndex+1, vertexIndex+2 );
|
|
faceArray.push( vertexIndex, vertexIndex+3, vertexIndex+3 );
|
|
vertexIndex += 4;
|
|
}
|
|
}
|
|
|
|
|
|
var vertexArray = new WebGLFloatArray(vertexArray);
|
|
var colorArray = new WebGLFloatArray(colorArray);
|
|
var faceArray = new WebGLUnsignedShortArray(faceArray);
|
|
|
|
if (!object.WebGLVertexBuffer) object.WebGLVertexBuffer = gl.createBuffer();
|
|
gl.bindBuffer( gl.ARRAY_BUFFER, object.WebGLVertexBuffer );
|
|
gl.bufferData( gl.ARRAY_BUFFER, vertexArray, gl.DYNAMIC_DRAW );
|
|
|
|
if (!object.WebGLColorBuffer) object.WebGLColorBuffer = gl.createBuffer();
|
|
gl.bindBuffer( gl.ARRAY_BUFFER, object.WebGLColorBuffer );
|
|
gl.bufferData( gl.ARRAY_BUFFER, vertexArray, gl.DYNAMIC_DRAW );
|
|
|
|
if(!object.WebGLFaceBuffer) object.WebGLFaceBuffer = gl.createBuffer();
|
|
|
|
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, object.WebGLFaceBuffer );
|
|
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faceArray, gl.DYNAMIC_DRAW );
|
|
|
|
|
|
gl.useProgram(this.program);
|
|
|
|
this.matrix.multiply( camera.matrix, object.matrix );
|
|
|
|
this.matrix2Array( this.matrix, this.program.mvMatrixArray );
|
|
this.matrix2Array( camera.projectionMatrix, this.program.pMatrixArray );
|
|
|
|
gl.uniformMatrix4fv(this.program.pMatrix, true, this.program.pMatrixArray);
|
|
gl.uniformMatrix4fv(this.program.mvMatrix, true, this.program.mvMatrixArray);
|
|
|
|
for(var i=0; i<8; i++) gl.disableVertexAttribArray(i);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, object.WebGLVertexBuffer);
|
|
gl.enableVertexAttribArray(this.program.position);
|
|
gl.vertexAttribPointer(this.program.position, 3, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindBuffer(gl.ARRAY_BUFFER, object.WebGLColorBuffer);
|
|
gl.enableVertexAttribArray(this.program.color);
|
|
gl.vertexAttribPointer(this.program.color, 4, gl.FLOAT, false, 0, 0);
|
|
|
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, object.WebGLFaceBuffer);
|
|
alert(faceArray.length);
|
|
gl.drawElements(gl.TRIANGLES,faceArray.length, gl.UNSIGNED_SHORT, 0);
|
|
}
|
|
//TODO Particles!!
|
|
}
|
|
}
|
|
});
|
|
|
|
|
|
|