html5jp_graphs 0.0.1
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- data/.gitigore +2 -0
- data/README.rdoc +82 -0
- data/Rakefile +22 -0
- data/html5jp_graphs.gemspec +17 -0
- data/lib/examples/sample_graph_circle_1.html +54 -0
- data/lib/examples/sample_graph_circle_2.html +61 -0
- data/lib/examples/sample_graph_line_1.html +44 -0
- data/lib/examples/sample_graph_line_2.html +53 -0
- data/lib/examples/sample_graph_radar_1.html +47 -0
- data/lib/examples/sample_graph_radar_2.html +52 -0
- data/lib/examples/sample_graph_vbar_1.html +51 -0
- data/lib/examples/sample_graph_vbar_2.html +52 -0
- data/lib/examples/sample_graph_vbar_3.html +52 -0
- data/lib/examples/sample_graph_vbar_4.html +52 -0
- data/lib/generators/html5jp_graphs/USAGE +8 -0
- data/lib/generators/html5jp_graphs/html5jp_graphs_generator.rb +12 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/AUTHORS +10 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/COPYING +202 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/README +22 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/examples/example1.html +93 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/examples/example2.html +513 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/examples/example3.html +284 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/examples/ff.jpg +0 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/excanvas-compressed.js +19 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/excanvas.js +785 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/testcases/arc.html +49 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/testcases/linewidth.html +47 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/testcases/overflow.html +37 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/testcases/quadraticcurve.html +74 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/testcases/resizing.html +65 -0
- data/lib/generators/html5jp_graphs/templates/graph/circle.js +407 -0
- data/lib/generators/html5jp_graphs/templates/graph/line.js +577 -0
- data/lib/generators/html5jp_graphs/templates/graph/radar.js +545 -0
- data/lib/generators/html5jp_graphs/templates/graph/vbar.js +1156 -0
- data/lib/html5jp_graphs.rb +1 -0
- data/lib/html5jp_graphs/version.rb +3 -0
- data/lib/html5jp_graphs_helper.rb +255 -0
- data/tasks/html5jp_graphs_tasks.rake +4 -0
- data/test/html5jp_graphs_test.rb +8 -0
- metadata +88 -0
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ExplorerCanvas
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Copyright 2006 Google Inc.
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-------------------------------------------------------------------------------
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DESCRIPTION
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Firefox, Safari and Opera 9 support the canvas tag to allow 2D command-based
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drawing operations. ExplorerCanvas brings the same functionality to Internet
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Explorer; web developers only need to include a single script tag in their
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existing canvas webpages to enable this support.
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-------------------------------------------------------------------------------
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INSTALLATION
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Include the ExplorerCanvas tag in the same directory as your HTML files, and
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add the following code to your page, preferably in the <head> tag.
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<!--[if IE]><script type="text/javascript" src="excanvas.js"></script><![endif]-->
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If you run into trouble, please look at the included example code to see how
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to best implement this
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<!--
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Copyright 2006 Google Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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-->
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<html>
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<head>
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<title>ExplorerCanvas Example 1</title>
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<!--[if IE]><script type="text/javascript" src="../excanvas.js"></script><![endif]-->
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<script type="text/javascript">
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var canvas, ctx;
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var particles = [];
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var NUM_PARTICLES = 20;
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function Particle() {
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this.x = Math.random() * canvas.width;
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this.y = Math.random() * canvas.height;
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this.xvel = Math.random() * 5 - 2.5;
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this.yvel = Math.random() * 5 - 2.5;
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}
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Particle.prototype.update = function() {
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this.x += this.xvel;
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this.y += this.yvel;
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this.yvel += 0.1;
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if (this.x > canvas.width || this.x < 0) {
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this.xvel = -this.xvel;
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}
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if (this.y > canvas.height || this.y < 0) {
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this.yvel = -this.yvel;
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}
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}
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function loop() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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for(var i = 0; i < NUM_PARTICLES; i++) {
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particles[i].update();
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ctx.beginPath();
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ctx.moveTo(particles[i].x, particles[i].y);
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ctx.lineTo(particles[i].x - particles[i].xvel,
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particles[i].y - particles[i].yvel);
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ctx.stroke();
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ctx.closePath();
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}
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setTimeout(loop, 10);
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}
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function load() {
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canvas = document.getElementById("cv");
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ctx = canvas.getContext("2d");
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for(var i = 0; i < NUM_PARTICLES; i++) {
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particles[i] = new Particle();
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}
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ctx.lineWidth = "2";
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ctx.strokeStyle = "rgb(255, 255, 255)";
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loop();
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}
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</script>
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<style>
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body {
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background-color:black;
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margin:50px;
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text-align:center;
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}
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canvas {
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border:1px solid #444;
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}
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</style>
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</head>
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<body onload="load();">
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<canvas id="cv" width="400" height="300"></canvas>
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</body>
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</html>
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<!--
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Copyright 2006 Google Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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-->
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<html>
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<head>
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<title>ExplorerCanvas Example 1</title>
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<!--[if IE]><script type="text/javascript" src="../excanvas.js"></script><![endif]-->
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<script type="text/javascript">
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/* -------------------------------------------------------------------- */
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var canvas, ctx;
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var canvasWidth, halfCanvasWidth;
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var canvasHeight, halfCanvasHeight;
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var space; // 3D Engine
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var scene; // 3D Scene
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/* -------------------------------------------------------------------- */
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/**
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* Space is a simple 3D system.
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*
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* Y+ = up
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* Z+ = into screen
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* X+ = right
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*/
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function Space() {
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this.m = this.createMatrixIdentity();
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this.mStack = [];
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}
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Space.prototype.createMatrixIdentity = function() {
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return [
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[1, 0, 0, 0],
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[0, 1, 0, 0],
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[0, 0, 1, 0],
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[0, 0, 0, 1]
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];
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}
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/**
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* Multiplies two 4x4 matricies together.
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*/
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Space.prototype.matrixMultiply = function(m1, m2) {
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var result = this.createMatrixIdentity();
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var width = m1[0].length;
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var height = m1.length;
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if (width != m2.length) {
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// error
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}
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for (var x = 0; x < width; x++) {
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for (var y = 0; y < height; y++) {
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var sum = 0;
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for (var z = 0; z < width; z++) {
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sum += m1[y][z] * m2[z][x];
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}
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result[y][x] = sum;
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}
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}
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return result;
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}
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/**
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* Transforms a coordinate using the current transformation
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* matrix, then flattens it using the projection matrix.
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*/
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Space.prototype.flatten = function(point) {
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var p = [[point.x, point.y, point.z, 1]];
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var pm = this.matrixMultiply(p, this.m);
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point.tx = pm[0][0];
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point.ty = pm[0][1];
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point.tz = pm[0][2];
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// lazy projection
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point.fx = halfCanvasWidth + (canvasWidth * point.tx / point.tz);
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point.fy = halfCanvasHeight -(canvasWidth * point.ty / point.tz);
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}
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/**
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* Translate (move) the current transformation matrix
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*/
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Space.prototype.translate = function(x, y, z) {
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var m = [
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[1, 0, 0, 0],
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[0, 1, 0, 0],
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[0, 0, 1, 0],
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[x, y, z, 1]
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];
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this.m = this.matrixMultiply(m, this.m);
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}
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/**
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* Rotate the current transformation matrix. Rotations are
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* world-oriented, and occur in y,x,z order.
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*/
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Space.prototype.rotate = function(x, y, z) {
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if (y) {
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var cosY = Math.cos(y);
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var sinY = Math.sin(y);
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var rotY = [
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[cosY, 0, sinY, 0],
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[0, 1, 0, 0],
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[-sinY, 0, cosY, 0],
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[0, 0, 0, 1]
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];
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this.m = this.matrixMultiply(this.m, rotY);
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}
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if (x) {
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var cosX = Math.cos(x);
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var sinX = Math.sin(x);
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var rotX = [
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[1, 0, 0, 0],
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[0, cosX, -sinX, 0],
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[0, sinX, cosX,0],
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[0, 0, 0, 1]
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];
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this.m = this.matrixMultiply(this.m, rotX);
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}
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if (z) {
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var cosZ = Math.cos(z);
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var sinZ = Math.sin(z);
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var rotZ = [
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[cosZ, -sinZ, 0, 0],
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[sinZ, cosZ, 0, 0],
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[0, 0, 1, 0],
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[0, 0, 0, 1]
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];
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this.m = this.matrixMultiply(this.m, rotZ);
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}
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}
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/**
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* Pushes the current transformation onto the stack
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*/
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Space.prototype.push = function() {
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this.mStack.push(this.m);
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this.m = [
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[this.m[0][0], this.m[0][1], this.m[0][2], this.m[0][3]],
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[this.m[1][0], this.m[1][1], this.m[1][2], this.m[1][3]],
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[this.m[2][0], this.m[2][1], this.m[2][2], this.m[2][3]],
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[this.m[3][0], this.m[3][1], this.m[3][2], this.m[3][3]]
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];
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}
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/**
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* Pops the end off the transformation stack
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*/
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Space.prototype.pop = function() {
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this.m = this.mStack.pop();
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}
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/* -------------------------------------------------------------------- */
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/**
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* A 3d coordinate
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*/
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function Point(x, y, z) {
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this.x = x;
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this.y = y;
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this.z = z;
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// Relative to camera coordinates
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this.tx;
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this.ty;
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this.tz;
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// Flattened coordinates
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this.fx;
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this.fy;
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}
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/**
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* A Shape is made up of polygons
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*/
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function Shape() {
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this.points = [];
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this.polygons = [];
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}
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/**
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* Draws the shape
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*/
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Shape.prototype.draw = function(drawlist) {
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for (var i = 0; i< this.points.length; i++) {
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space.flatten(this.points[i]);
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}
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for (var i = 0; i< this.polygons.length; i++) {
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var poly = this.polygons[i]; // convenience
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space.flatten(poly.origin);
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// lazy backface culling
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if (poly.normal && this.backface) {
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space.flatten(poly.normal);
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var originDist = Math.pow(poly.origin.tx, 2)
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+ Math.pow(poly.origin.ty, 2)
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+ Math.pow(poly.origin.tz, 2);
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var normalDist = Math.pow(poly.normal.tx, 2)
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+ Math.pow(poly.normal.ty, 2)
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+ Math.pow(poly.normal.tz, 2);
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if(originDist > normalDist) {
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drawlist.push(poly);
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}
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} else {
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drawlist.push(poly);
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}
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}
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}
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/**
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* A polygon is a connection of points in the shape object. You
|
240
|
+
* should probably try to make them coplanar.
|
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|
+
*/
|
242
|
+
function Polygon(points, normal, backface, type, color) {
|
243
|
+
this.points = points;
|
244
|
+
|
245
|
+
this.origin = new Point(0, 0, 0);
|
246
|
+
for(var i = 0; i < this.points.length; i++) {
|
247
|
+
this.origin.x += this.points[i].x;
|
248
|
+
this.origin.y += this.points[i].y;
|
249
|
+
this.origin.z += this.points[i].z;
|
250
|
+
}
|
251
|
+
|
252
|
+
this.origin.x /= this.points.length;
|
253
|
+
this.origin.y /= this.points.length;
|
254
|
+
this.origin.z /= this.points.length;
|
255
|
+
|
256
|
+
if (normal) {
|
257
|
+
this.normal = new Point(this.origin.x + normal.x,
|
258
|
+
this.origin.y + normal.y,
|
259
|
+
this.origin.z + normal.z);
|
260
|
+
} else {
|
261
|
+
this.normal = null;
|
262
|
+
}
|
263
|
+
|
264
|
+
this.backface = backface;
|
265
|
+
this.type = type;
|
266
|
+
this.color = color;
|
267
|
+
}
|
268
|
+
|
269
|
+
Polygon.SOLID = 0;
|
270
|
+
Polygon.WIRE = 1;
|
271
|
+
|
272
|
+
/**
|
273
|
+
* Draws the polygon. Assumes that the points have already been
|
274
|
+
* flattened.
|
275
|
+
*/
|
276
|
+
Polygon.prototype.draw = function() {
|
277
|
+
ctx.beginPath();
|
278
|
+
ctx.moveTo(this.points[0].fx, this.points[0].fy);
|
279
|
+
|
280
|
+
for(var i = 0; i < this.points.length; i++) {
|
281
|
+
ctx.lineTo(this.points[i].fx, this.points[i].fy);
|
282
|
+
}
|
283
|
+
|
284
|
+
ctx.closePath();
|
285
|
+
|
286
|
+
var color = this.color;
|
287
|
+
|
288
|
+
/*
|
289
|
+
// Do lighting here
|
290
|
+
lightvector = Math.abs(this.normal.x + this.normal.y);
|
291
|
+
if(lightvector > 1) {
|
292
|
+
lightvector = 1;
|
293
|
+
}
|
294
|
+
|
295
|
+
color[0] = (color[0] * lightvector).toString();
|
296
|
+
color[1] = (color[1] * lightvector).toString();
|
297
|
+
color[2] = (color[2] * lightvector).toString();
|
298
|
+
*/
|
299
|
+
|
300
|
+
if (color.length > 3) {
|
301
|
+
var style = ["rgba(",
|
302
|
+
color[0], ",",
|
303
|
+
color[1], ",",
|
304
|
+
color[2], ",",
|
305
|
+
color[3], ")"].join("");
|
306
|
+
} else {
|
307
|
+
var style = ["rgb(",
|
308
|
+
color[0], ",",
|
309
|
+
color[1], ",",
|
310
|
+
color[2], ")"].join("");
|
311
|
+
}
|
312
|
+
|
313
|
+
if (this.type == Polygon.SOLID) {
|
314
|
+
ctx.fillStyle = style;
|
315
|
+
ctx.fill();
|
316
|
+
} else if (this.type == Polygon.WIRE) {
|
317
|
+
ctx.strokeStyle = style;
|
318
|
+
ctx.stroke();
|
319
|
+
}
|
320
|
+
}
|
321
|
+
|
322
|
+
/* -------------------------------------------------------------------- */
|
323
|
+
|
324
|
+
/**
|
325
|
+
* Scene describes the 3D environment
|
326
|
+
*/
|
327
|
+
function Scene() {
|
328
|
+
this.shapes = {};
|
329
|
+
this.camera = new Point(0, 0, 0);
|
330
|
+
this.cameraTarget = new Point(0, 0, 0);
|
331
|
+
this.cameraRotation = 0;
|
332
|
+
|
333
|
+
this.drawlist = [];
|
334
|
+
}
|
335
|
+
|
336
|
+
/**
|
337
|
+
* Draw the world
|
338
|
+
*/
|
339
|
+
Scene.prototype.draw = function() {
|
340
|
+
space.push();
|
341
|
+
|
342
|
+
// Camera transformation
|
343
|
+
space.translate(
|
344
|
+
-this.camera.x,
|
345
|
+
-this.camera.y,
|
346
|
+
-this.camera.z
|
347
|
+
);
|
348
|
+
|
349
|
+
// Camera rotation
|
350
|
+
var xdiff = this.cameraTarget.x - this.camera.x;
|
351
|
+
var ydiff = this.cameraTarget.y - this.camera.y;
|
352
|
+
var zdiff = this.cameraTarget.z - this.camera.z;
|
353
|
+
|
354
|
+
var xzdist = Math.sqrt(Math.pow(xdiff, 2) + Math.pow(zdiff, 2));
|
355
|
+
|
356
|
+
var xrot = -Math.atan2(ydiff, xzdist); // up/down rotation
|
357
|
+
var yrot = Math.atan2(xdiff, zdiff); // left/right rotation
|
358
|
+
|
359
|
+
space.rotate(xrot, yrot, this.cameraRotation);
|
360
|
+
|
361
|
+
// Drawing
|
362
|
+
this.drawlist = [];
|
363
|
+
|
364
|
+
for(var i in this.shapes) {
|
365
|
+
this.shapes[i].draw(this.drawlist);
|
366
|
+
}
|
367
|
+
|
368
|
+
// Depth sorting (warning: this is only enough to drive this demo - feel
|
369
|
+
// free to contribute a better system).
|
370
|
+
this.drawlist.sort(function (poly1, poly2) {
|
371
|
+
return poly2.origin.tz - poly1.origin.tz;
|
372
|
+
});
|
373
|
+
|
374
|
+
for (var i = 0; i < this.drawlist.length; i++) {
|
375
|
+
this.drawlist[i].draw();
|
376
|
+
}
|
377
|
+
|
378
|
+
space.pop();
|
379
|
+
}
|
380
|
+
|
381
|
+
/* -------------------------------------------------------------------- */
|
382
|
+
|
383
|
+
var count = 0;
|
384
|
+
|
385
|
+
function loop() {
|
386
|
+
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
|
387
|
+
|
388
|
+
scene.camera.x = 70*Math.sin(count);
|
389
|
+
scene.camera.y = 70;
|
390
|
+
scene.camera.z = 70*Math.cos(count);
|
391
|
+
scene.cameraRotation = count / 10;
|
392
|
+
|
393
|
+
count += 0.01;
|
394
|
+
scene.draw();
|
395
|
+
}
|
396
|
+
|
397
|
+
function load() {
|
398
|
+
// Init drawing system
|
399
|
+
canvas = document.getElementById("cv");
|
400
|
+
ctx = canvas.getContext("2d");
|
401
|
+
|
402
|
+
canvasWidth = canvas.width;
|
403
|
+
canvasHeight = canvas.height;
|
404
|
+
halfCanvasWidth = canvasWidth * 0.5;
|
405
|
+
halfCanvasHeight = canvasHeight * 0.5;
|
406
|
+
|
407
|
+
// Init 3D components
|
408
|
+
space = new Space();
|
409
|
+
scene = new Scene();
|
410
|
+
|
411
|
+
// Create a box shape and add it to the scene
|
412
|
+
scene.shapes['box'] = new Shape();
|
413
|
+
var p = scene.shapes['box'].points; // for convenience
|
414
|
+
|
415
|
+
p[0] = new Point(-10, -10, -10); // left bottom front
|
416
|
+
p[1] = new Point(10, -10, -10); // right bottom front
|
417
|
+
p[2] = new Point(10, 10, -10); // right top front
|
418
|
+
p[3] = new Point(-10, 10, -10); // left top front
|
419
|
+
|
420
|
+
p[4] = new Point(-10, -10, 10); // left bottom back
|
421
|
+
p[5] = new Point(10, -10, 10); // right bottom back
|
422
|
+
p[6] = new Point(10, 10, 10); // right top back
|
423
|
+
p[7] = new Point(-10, 10, 10); // left top back
|
424
|
+
|
425
|
+
// Back
|
426
|
+
scene.shapes['box'].polygons.push(new Polygon(
|
427
|
+
[ p[0], p[1], p[2], p[3] ],
|
428
|
+
new Point(0, 0, -1),
|
429
|
+
true /* double-sided */,
|
430
|
+
Polygon.SOLID,
|
431
|
+
[255, 0, 0]
|
432
|
+
));
|
433
|
+
|
434
|
+
// Front
|
435
|
+
scene.shapes['box'].polygons.push(new Polygon(
|
436
|
+
[ p[4], p[5], p[6], p[7] ],
|
437
|
+
new Point(0, 0, 1),
|
438
|
+
true /* double-sided */,
|
439
|
+
Polygon.SOLID,
|
440
|
+
[0, 0, 255]
|
441
|
+
));
|
442
|
+
|
443
|
+
// Top
|
444
|
+
scene.shapes['box'].polygons.push(new Polygon(
|
445
|
+
[ p[2], p[3], p[7], p[6] ],
|
446
|
+
new Point(0, 1, 0),
|
447
|
+
false /* single-sided */,
|
448
|
+
Polygon.WIRE,
|
449
|
+
[0, 255, 0]
|
450
|
+
));
|
451
|
+
|
452
|
+
// Transparent Top
|
453
|
+
scene.shapes['box'].polygons.push(new Polygon(
|
454
|
+
[ p[2], p[3], p[7], p[6] ],
|
455
|
+
new Point(0, 1, 0),
|
456
|
+
false /* single-sided */,
|
457
|
+
Polygon.SOLID,
|
458
|
+
[0, 255, 0, 0.4]
|
459
|
+
));
|
460
|
+
|
461
|
+
// Left
|
462
|
+
scene.shapes['box'].polygons.push(new Polygon(
|
463
|
+
[ p[0], p[4], p[7], p[3] ],
|
464
|
+
new Point(-1, 0, 0),
|
465
|
+
true /* double-sided */,
|
466
|
+
Polygon.SOLID,
|
467
|
+
[255, 255, 0]
|
468
|
+
));
|
469
|
+
|
470
|
+
// Right
|
471
|
+
scene.shapes['box'].polygons.push(new Polygon(
|
472
|
+
[ p[1], p[5], p[6], p[2] ],
|
473
|
+
new Point(1, 0, 0),
|
474
|
+
true /* double-sided */,
|
475
|
+
Polygon.SOLID,
|
476
|
+
[0, 255, 255]
|
477
|
+
));
|
478
|
+
|
479
|
+
// Create a floor shape and add it to the scene
|
480
|
+
scene.shapes['floor'] = new Shape();
|
481
|
+
var p = scene.shapes['floor'].points; // for convenience
|
482
|
+
|
483
|
+
p[0] = new Point(-40, -10, -40);
|
484
|
+
p[1] = new Point(-40, -10, 40);
|
485
|
+
p[2] = new Point( 40, -10, 40);
|
486
|
+
p[3] = new Point( 40, -10, -40);
|
487
|
+
|
488
|
+
// Floor
|
489
|
+
scene.shapes['floor'].polygons.push(new Polygon(
|
490
|
+
[ p[0], p[1], p[2], p[3] ],
|
491
|
+
new Point(0, 1, 0),
|
492
|
+
false /* single-sided */,
|
493
|
+
Polygon.SOLID,
|
494
|
+
[45, 45, 45]
|
495
|
+
));
|
496
|
+
|
497
|
+
setInterval('loop()', 20);
|
498
|
+
}
|
499
|
+
|
500
|
+
/* -------------------------------------------------------------------- */
|
501
|
+
</script>
|
502
|
+
<style>
|
503
|
+
body {
|
504
|
+
background-color:black;
|
505
|
+
margin:50px;
|
506
|
+
text-align:center;
|
507
|
+
}
|
508
|
+
</style>
|
509
|
+
</head>
|
510
|
+
<body onload="load();">
|
511
|
+
<canvas id="cv" width="400" height="300"></canvas>
|
512
|
+
</body>
|
513
|
+
</html>
|