Files
three.js/utils/temp.js
T
2010-05-01 13:17:38 +01:00

1433 lines
35 KiB
JavaScript

// http://ejohn.org/blog/simple-javascript-inheritance/
// Inspired by base2 and Prototype
(function(){
var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/;
// The base Class implementation (does nothing)
this.Class = function(){};
// Create a new Class that inherits from this class
Class.extend = function(prop) {
var _super = this.prototype;
// Instantiate a base class (but only create the instance,
// don't run the init constructor)
initializing = true;
var prototype = new this();
initializing = false;
// Copy the properties over onto the new prototype
for (var name in prop) {
// Check if we're overwriting an existing function
prototype[name] = typeof prop[name] == "function" &&
typeof _super[name] == "function" && fnTest.test(prop[name]) ?
(function(name, fn){
return function() {
var tmp = this._super;
// Add a new ._super() method that is the same method
// but on the super-class
this._super = _super[name];
// The method only need to be bound temporarily, so we
// remove it when we're done executing
var ret = fn.apply(this, arguments);
this._super = tmp;
return ret;
};
})(name, prop[name]) :
prop[name];
}
// The dummy class constructor
function Class() {
// All construction is actually done in the init method
if ( !initializing && this.init )
this.init.apply(this, arguments);
}
// Populate our constructed prototype object
Class.prototype = prototype;
// Enforce the constructor to be what we expect
Class.constructor = Class;
// And make this class extendable
Class.extend = arguments.callee;
return Class;
};
})();
var Color = Class.extend
({
r: null, g: null, b: null, a: null,
hex: null,
styleString: null,
init: function( hex )
{
this.setHex( hex ? hex : 0xff000000 );
},
setHex: function( hex )
{
this.hex = hex;
this.updateRGBA();
this.updateStyleString();
},
setRGBA: function( r, g, b, a )
{
this.r = r;
this.g = g;
this.b = b;
this.a = a;
this.updateHex();
this.updateStyleString();
},
updateHex: function()
{
this.hex = this.a << 24 | this.r << 16 | this.g << 8 | this.b;
},
updateRGBA: function()
{
this.r = this.hex >> 16 & 0xff;
this.g = this.hex >> 8 & 0xff;
this.b = this.hex & 0xff;
this.a = this.hex >> 24 & 0xff;
},
updateStyleString: function()
{
this.styleString = 'rgba(' + this.r + ',' + this.g + ',' + this.b + ',' + (this.a / 255) + ')';
},
toString: function()
{
return 'Color ( r: ' + this.r + ', g: ' + this.g + ', b: ' + this.b + ', a: ' + this.a + ', hex: ' + this.hex + ', style: ' + this.styleString + ' )';
}
});
var Vector3 = Class.extend
({
x: null, y: null, z: null,
// sx: null, sy: null, sz: null,
// userData: null,
dx: null, dy: null, dz: null,
tx: null, ty: null, tz: null,
// oll: null,
init: function(x, y, z)
{
this.x = x ? x : 0;
this.y = y ? y : 0;
this.z = z ? z : 0;
},
copy: function(v)
{
this.x = v.x;
this.y = v.y;
this.z = v.z;
},
addSelf: function(v)
{
this.x += v.x;
this.y += v.y;
this.z += v.z;
},
add: function(v1, v2)
{
this.x = v1.x + v2.x;
this.y = v1.y + v2.y;
this.z = v1.z + v2.z;
},
subSelf: function(v)
{
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
},
sub: function(v1, v2)
{
this.x = v1.x - v2.x;
this.y = v1.y - v2.y;
this.z = v1.z - v2.z;
},
cross: function(v)
{
this.tx = this.x;
this.ty = this.y;
this.tz = this.z;
this.x = this.ty * v.z - this.tz * v.y;
this.y = this.tz * v.x - this.tx * v.z;
this.z = this.tx * v.y - this.ty * v.x;
},
multiply: function(s)
{
this.x *= s;
this.y *= s;
this.z *= s;
},
distanceTo: function(v)
{
this.dx = this.x - v.x;
this.dy = this.y - v.y;
this.dz = this.z - v.z;
return Math.sqrt(this.dx * this.dx + this.dy * this.dy + this.dz * this.dz);
},
distanceToSquared: function(v)
{
this.dx = this.x - v.x;
this.dy = this.y - v.y;
this.dz = this.z - v.z;
return this.dx * this.dx + this.dy * this.dy + this.dz * this.dz;
},
length: function()
{
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
},
lengthSq: function()
{
return this.x * this.x + this.y * this.y + this.z * this.z;
},
negate: function()
{
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
},
normalize: function()
{
if (this.length() > 0)
this.ool = 1.0 / this.length();
else
this.ool = 0;
this.x *= this.ool;
this.y *= this.ool;
this.z *= this.ool;
return this;
},
dot: function(v)
{
return this.x * v.x + this.y * v.y + this.z * v.z;
},
clone: function()
{
return new Vector3(this.x, this.y, this.z);
},
toVector4: function()
{
return new Vector4(this.x,this.y,this.z, 1.0);
},
toString: function()
{
return 'Vector3 (' + this.x + ', ' + this.y + ', ' + this.z + ')';
}
});
Vector3.add = function(a, b)
{
return new Vector3( a.x + b.x, a.y + b.y, a.z + b.z );
}
Vector3.sub = function(a, b)
{
return new Vector3( a.x - b.x, a.y - b.y, a.z - b.z );
}
Vector3.multiply = function(a, s)
{
return new Vector3( a.x * s, a.y * s, a.z * s );
}
Vector3.cross = function(a, b)
{
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 );
}
Vector3.dot = function(a, b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
var Vector4 = Class.extend
({
x: null, y: null, z: null, w: null,
// sx: null, sy: null, sz: null,
// userData: null,
dx: null, dy: null, dz: null,
tx: null, ty: null, tz: null,
// oll: null,
init: function(x, y, z, w)
{
this.x = x ? x : 0;
this.y = y ? y : 0;
this.z = z ? z : 0;
this.w = w ? w : 1;
},
copy: function(v)
{
this.x = v.x;
this.y = v.y;
this.z = v.z;
this.w = v.w;
},
addSelf: function(v)
{
this.x += v.x;
this.y += v.y;
this.z += v.z;
this.w += v.w;
},
add: function(v1, v2)
{
this.x = v1.x + v2.x;
this.y = v1.y + v2.y;
this.z = v1.z + v2.z;
this.w = v1.w + v2.w;
},
subSelf: function(v)
{
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
},
sub: function(v1, v2)
{
this.x = v1.x - v2.x;
this.y = v1.y - v2.y;
this.z = v1.z - v2.z;
this.w = v1.w - v2.w;
},
clone: function()
{
return new Vector4(this.x, this.y, this.z, this.w);
},
toString: function()
{
return 'Vector4 (' + this.x + ', ' + this.y + ', ' + this.z + ', ' + this.w + ')';
},
toVector3: function()
{
return new Vector3(this.x/this.w,this.y/this.w,this.z/this.w);
}
});
Vector4.add = function(a, b)
{
return new Vector3( a.x + b.x, a.y + b.y, a.z + b.z , a.w + b.w );
}
Vector4.sub = function(a, b)
{
return new Vector3( a.x - b.x, a.y - b.y, a.z - b.z , a.w - b.w );
}
var Matrix4 = Class.extend
({
n11: null, n12: null, n13: null, n14: null,
n21: null, n22: null, n23: null, n24: null,
n31: null, n32: null, n33: null, n34: null,
n41: null, n42: null, n43: null, n44: null,
x: null, y: null, z: null,
init: function()
{
this.identity();
},
identity: function()
{
this.n11 = 1; this.n12 = 0; this.n13 = 0; this.n14 = 0;
this.n21 = 0; this.n22 = 1; this.n23 = 0; this.n24 = 0;
this.n31 = 0; this.n32 = 0; this.n33 = 1; this.n34 = 0;
this.n41 = 0; this.n42 = 0; this.n43 = 0; this.n44 = 1;
this.x = new Vector3(0,0,0);
this.y = new Vector3(0,0,0);
this.z = new Vector3(0,0,0);
},
lookAt: function(eye, center, up)
{
this.z.sub(center, eye);
this.z.normalize();
this.z.negate();
this.x.copy(this.z);
this.x.cross(up);
this.x.normalize();
this.x.negate();
this.y.copy(this.x);
this.y.cross(this.z);
this.y.normalize();
//this.y.negate(); //
this.n11 = this.x.x;
this.n12 = this.x.y;
this.n13 = this.x.z;
this.n14 = -this.x.dot(eye);
this.n21 = this.y.x;
this.n22 = this.y.y;
this.n23 = this.y.z;
this.n24 = -this.y.dot(eye);
this.n31 = this.z.x;
this.n32 = this.z.y;
this.n33 = this.z.z;
this.n34 = -this.z.dot(eye);
},
transform: function(v)
{
var vx = v.x, vy = v.y, vz = v.z, vw = (v.w ? v.w : 1.0);
v.x = this.n11 * vx + this.n12 * vy + this.n13 * vz + this.n14 * vw;
v.y = this.n21 * vx + this.n22 * vy + this.n23 * vz + this.n24 * vw;
v.z = this.n31 * vx + this.n32 * vy + this.n33 * vz + this.n34 * vw;
vw = this.n41 * vx + this.n42 * vy + this.n43 * vz + this.n44 * vw;
if(v.w)
{
v.w = vw;
}
else
{
v.x = v.x/vw;
v.y = v.y/vw;
v.z = v.z/vw;
}
},
crossVector: function(a)
{
v = new Vector4();
v.x = this.n11*a.x+n12*a.y+n13*a.z+n14*a.w;
v.y = this.n21*a.x+n22*a.y+n23*a.z+n24*a.w;
v.z = this.n31*a.x+n32*a.y+n33*a.z+n34*a.w;
if (a.w)
{
v.w = this.n41*a.x+n42*a.y+n43*a.z+n44*a.w;
}
else
{
v.w = 1.0;
}
return v;
},
multiply: function(a, b)
{
this.n11 = a.n11 * b.n11 + a.n12 * b.n21 + a.n13 * b.n31 + a.n14 * b.n41;
this.n12 = a.n11 * b.n12 + a.n12 * b.n22 + a.n13 * b.n32 + a.n14 * b.n42;
this.n13 = a.n11 * b.n13 + a.n12 * b.n23 + a.n13 * b.n33 + a.n14 * b.n43;
this.n14 = a.n11 * b.n14 + a.n12 * b.n24 + a.n13 * b.n34 + a.n14 * b.n44;
this.n21 = a.n21 * b.n11 + a.n22 * b.n21 + a.n23 * b.n31 + a.n24 * b.n41;
this.n22 = a.n21 * b.n12 + a.n22 * b.n22 + a.n23 * b.n32 + a.n24 * b.n42;
this.n23 = a.n21 * b.n13 + a.n22 * b.n23 + a.n23 * b.n33 + a.n24 * b.n34;
this.n24 = a.n21 * b.n14 + a.n22 * b.n24 + a.n23 * b.n34 + a.n24 * b.n44;
this.n31 = a.n31 * b.n11 + a.n32 * b.n21 + a.n33 * b.n31 + a.n34 * b.n41;
this.n32 = a.n31 * b.n12 + a.n32 * b.n22 + a.n33 * b.n32 + a.n34 * b.n42;
this.n33 = a.n31 * b.n13 + a.n32 * b.n23 + a.n33 * b.n33 + a.n34 * b.n43;
this.n34 = a.n31 * b.n14 + a.n32 * b.n24 + a.n33 * b.n34 + a.n34 * b.n44;
this.n41 = a.n41 * b.n11 + a.n42 * b.n21 + a.n43 * b.n31 + a.n44 * b.n41;
this.n42 = a.n41 * b.n12 + a.n42 * b.n22 + a.n43 * b.n32 + a.n44 * b.n42;
this.n43 = a.n41 * b.n13 + a.n42 * b.n23 + a.n43 * b.n33 + a.n44 * b.n43;
this.n44 = a.n41 * b.n14 + a.n42 * b.n24 + a.n43 * b.n34 + a.n44 * b.n44;
},
multiplySelf: function(m)
{
var n11 = this.n11, n12 = this.n12, n13 = this.n13, n14 = this.n14;
var n21 = this.n21, n22 = this.n22, n23 = this.n23, n24 = this.n24;
var n31 = this.n31, n32 = this.n32, n33 = this.n33, n34 = this.n34;
var n41 = this.n41, n42 = this.n42, n43 = this.n43, n44 = this.n44;
this.n11 = n11 * m.n11 + n12 * m.n21 + n13 * m.n31 + n14 * m.n41;
this.n12 = n11 * m.n12 + n12 * m.n22 + n13 * m.n32 + n14 * m.n42;
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!!
}
}
});