html5jp_graphs 0.0.2 → 0.0.3
Sign up to get free protection for your applications and to get access to all the features.
- data/README.rdoc +4 -13
- data/lib/html5jp_graphs.rb +6 -0
- data/lib/html5jp_graphs/version.rb +1 -1
- data/vendor/assets/javascripts/html5jp_graphs.js +1 -0
- data/{lib/generators/html5jp_graphs/templates/graph → vendor/assets/javascripts/html5jp_graphs}/circle.js +0 -0
- data/{lib/generators/html5jp_graphs/templates/excanvas → vendor/assets/javascripts/html5jp_graphs}/excanvas-compressed.js +0 -0
- data/{lib/generators/html5jp_graphs/templates/excanvas → vendor/assets/javascripts/html5jp_graphs}/excanvas.js +0 -0
- data/{lib/generators/html5jp_graphs/templates/graph → vendor/assets/javascripts/html5jp_graphs}/line.js +0 -0
- data/{lib/generators/html5jp_graphs/templates/graph → vendor/assets/javascripts/html5jp_graphs}/radar.js +0 -0
- data/{lib/generators/html5jp_graphs/templates/graph → vendor/assets/javascripts/html5jp_graphs}/vbar.js +0 -0
- metadata +53 -44
- checksums.yaml +0 -15
- data/lib/generators/html5jp_graphs/USAGE +0 -8
- data/lib/generators/html5jp_graphs/html5jp_graphs_generator.rb +0 -12
- data/lib/generators/html5jp_graphs/templates/excanvas/AUTHORS +0 -10
- data/lib/generators/html5jp_graphs/templates/excanvas/COPYING +0 -202
- data/lib/generators/html5jp_graphs/templates/excanvas/README +0 -22
- data/lib/generators/html5jp_graphs/templates/excanvas/examples/example1.html +0 -93
- data/lib/generators/html5jp_graphs/templates/excanvas/examples/example2.html +0 -513
- data/lib/generators/html5jp_graphs/templates/excanvas/examples/example3.html +0 -284
- data/lib/generators/html5jp_graphs/templates/excanvas/examples/ff.jpg +0 -0
- data/lib/generators/html5jp_graphs/templates/excanvas/testcases/arc.html +0 -49
- data/lib/generators/html5jp_graphs/templates/excanvas/testcases/linewidth.html +0 -47
- data/lib/generators/html5jp_graphs/templates/excanvas/testcases/overflow.html +0 -37
- data/lib/generators/html5jp_graphs/templates/excanvas/testcases/quadraticcurve.html +0 -74
- data/lib/generators/html5jp_graphs/templates/excanvas/testcases/resizing.html +0 -65
@@ -1,93 +0,0 @@
|
|
1
|
-
<!--
|
2
|
-
Copyright 2006 Google Inc.
|
3
|
-
|
4
|
-
Licensed under the Apache License, Version 2.0 (the "License");
|
5
|
-
you may not use this file except in compliance with the License.
|
6
|
-
You may obtain a copy of the License at
|
7
|
-
|
8
|
-
http://www.apache.org/licenses/LICENSE-2.0
|
9
|
-
|
10
|
-
Unless required by applicable law or agreed to in writing, software
|
11
|
-
distributed under the License is distributed on an "AS IS" BASIS,
|
12
|
-
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
13
|
-
See the License for the specific language governing permissions and
|
14
|
-
limitations under the License.
|
15
|
-
-->
|
16
|
-
<html>
|
17
|
-
<head>
|
18
|
-
<title>ExplorerCanvas Example 1</title>
|
19
|
-
<!--[if IE]><script type="text/javascript" src="../excanvas.js"></script><![endif]-->
|
20
|
-
<script type="text/javascript">
|
21
|
-
var canvas, ctx;
|
22
|
-
var particles = [];
|
23
|
-
var NUM_PARTICLES = 20;
|
24
|
-
|
25
|
-
function Particle() {
|
26
|
-
this.x = Math.random() * canvas.width;
|
27
|
-
this.y = Math.random() * canvas.height;
|
28
|
-
|
29
|
-
this.xvel = Math.random() * 5 - 2.5;
|
30
|
-
this.yvel = Math.random() * 5 - 2.5;
|
31
|
-
}
|
32
|
-
|
33
|
-
Particle.prototype.update = function() {
|
34
|
-
this.x += this.xvel;
|
35
|
-
this.y += this.yvel;
|
36
|
-
|
37
|
-
this.yvel += 0.1;
|
38
|
-
|
39
|
-
if (this.x > canvas.width || this.x < 0) {
|
40
|
-
this.xvel = -this.xvel;
|
41
|
-
}
|
42
|
-
|
43
|
-
if (this.y > canvas.height || this.y < 0) {
|
44
|
-
this.yvel = -this.yvel;
|
45
|
-
}
|
46
|
-
}
|
47
|
-
|
48
|
-
function loop() {
|
49
|
-
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
50
|
-
|
51
|
-
for(var i = 0; i < NUM_PARTICLES; i++) {
|
52
|
-
particles[i].update();
|
53
|
-
|
54
|
-
ctx.beginPath();
|
55
|
-
ctx.moveTo(particles[i].x, particles[i].y);
|
56
|
-
ctx.lineTo(particles[i].x - particles[i].xvel,
|
57
|
-
particles[i].y - particles[i].yvel);
|
58
|
-
ctx.stroke();
|
59
|
-
ctx.closePath();
|
60
|
-
}
|
61
|
-
|
62
|
-
setTimeout(loop, 10);
|
63
|
-
}
|
64
|
-
|
65
|
-
function load() {
|
66
|
-
canvas = document.getElementById("cv");
|
67
|
-
ctx = canvas.getContext("2d");
|
68
|
-
|
69
|
-
for(var i = 0; i < NUM_PARTICLES; i++) {
|
70
|
-
particles[i] = new Particle();
|
71
|
-
}
|
72
|
-
|
73
|
-
ctx.lineWidth = "2";
|
74
|
-
ctx.strokeStyle = "rgb(255, 255, 255)";
|
75
|
-
loop();
|
76
|
-
}
|
77
|
-
</script>
|
78
|
-
<style>
|
79
|
-
body {
|
80
|
-
background-color:black;
|
81
|
-
margin:50px;
|
82
|
-
text-align:center;
|
83
|
-
}
|
84
|
-
|
85
|
-
canvas {
|
86
|
-
border:1px solid #444;
|
87
|
-
}
|
88
|
-
</style>
|
89
|
-
</head>
|
90
|
-
<body onload="load();">
|
91
|
-
<canvas id="cv" width="400" height="300"></canvas>
|
92
|
-
</body>
|
93
|
-
</html>
|
@@ -1,513 +0,0 @@
|
|
1
|
-
<!--
|
2
|
-
Copyright 2006 Google Inc.
|
3
|
-
|
4
|
-
Licensed under the Apache License, Version 2.0 (the "License");
|
5
|
-
you may not use this file except in compliance with the License.
|
6
|
-
You may obtain a copy of the License at
|
7
|
-
|
8
|
-
http://www.apache.org/licenses/LICENSE-2.0
|
9
|
-
|
10
|
-
Unless required by applicable law or agreed to in writing, software
|
11
|
-
distributed under the License is distributed on an "AS IS" BASIS,
|
12
|
-
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
13
|
-
See the License for the specific language governing permissions and
|
14
|
-
limitations under the License.
|
15
|
-
-->
|
16
|
-
<html>
|
17
|
-
<head>
|
18
|
-
<title>ExplorerCanvas Example 1</title>
|
19
|
-
<!--[if IE]><script type="text/javascript" src="../excanvas.js"></script><![endif]-->
|
20
|
-
<script type="text/javascript">
|
21
|
-
/* -------------------------------------------------------------------- */
|
22
|
-
|
23
|
-
var canvas, ctx;
|
24
|
-
var canvasWidth, halfCanvasWidth;
|
25
|
-
var canvasHeight, halfCanvasHeight;
|
26
|
-
|
27
|
-
var space; // 3D Engine
|
28
|
-
var scene; // 3D Scene
|
29
|
-
|
30
|
-
/* -------------------------------------------------------------------- */
|
31
|
-
|
32
|
-
/**
|
33
|
-
* Space is a simple 3D system.
|
34
|
-
*
|
35
|
-
* Y+ = up
|
36
|
-
* Z+ = into screen
|
37
|
-
* X+ = right
|
38
|
-
*/
|
39
|
-
function Space() {
|
40
|
-
this.m = this.createMatrixIdentity();
|
41
|
-
this.mStack = [];
|
42
|
-
}
|
43
|
-
|
44
|
-
Space.prototype.createMatrixIdentity = function() {
|
45
|
-
return [
|
46
|
-
[1, 0, 0, 0],
|
47
|
-
[0, 1, 0, 0],
|
48
|
-
[0, 0, 1, 0],
|
49
|
-
[0, 0, 0, 1]
|
50
|
-
];
|
51
|
-
}
|
52
|
-
|
53
|
-
/**
|
54
|
-
* Multiplies two 4x4 matricies together.
|
55
|
-
*/
|
56
|
-
Space.prototype.matrixMultiply = function(m1, m2) {
|
57
|
-
var result = this.createMatrixIdentity();
|
58
|
-
|
59
|
-
var width = m1[0].length;
|
60
|
-
var height = m1.length;
|
61
|
-
|
62
|
-
if (width != m2.length) {
|
63
|
-
// error
|
64
|
-
}
|
65
|
-
|
66
|
-
for (var x = 0; x < width; x++) {
|
67
|
-
for (var y = 0; y < height; y++) {
|
68
|
-
var sum = 0;
|
69
|
-
|
70
|
-
for (var z = 0; z < width; z++) {
|
71
|
-
sum += m1[y][z] * m2[z][x];
|
72
|
-
}
|
73
|
-
|
74
|
-
result[y][x] = sum;
|
75
|
-
}
|
76
|
-
}
|
77
|
-
|
78
|
-
return result;
|
79
|
-
}
|
80
|
-
|
81
|
-
/**
|
82
|
-
* Transforms a coordinate using the current transformation
|
83
|
-
* matrix, then flattens it using the projection matrix.
|
84
|
-
*/
|
85
|
-
Space.prototype.flatten = function(point) {
|
86
|
-
var p = [[point.x, point.y, point.z, 1]];
|
87
|
-
var pm = this.matrixMultiply(p, this.m);
|
88
|
-
|
89
|
-
point.tx = pm[0][0];
|
90
|
-
point.ty = pm[0][1];
|
91
|
-
point.tz = pm[0][2];
|
92
|
-
|
93
|
-
// lazy projection
|
94
|
-
point.fx = halfCanvasWidth + (canvasWidth * point.tx / point.tz);
|
95
|
-
point.fy = halfCanvasHeight -(canvasWidth * point.ty / point.tz);
|
96
|
-
}
|
97
|
-
|
98
|
-
/**
|
99
|
-
* Translate (move) the current transformation matrix
|
100
|
-
*/
|
101
|
-
Space.prototype.translate = function(x, y, z) {
|
102
|
-
var m = [
|
103
|
-
[1, 0, 0, 0],
|
104
|
-
[0, 1, 0, 0],
|
105
|
-
[0, 0, 1, 0],
|
106
|
-
[x, y, z, 1]
|
107
|
-
];
|
108
|
-
|
109
|
-
this.m = this.matrixMultiply(m, this.m);
|
110
|
-
}
|
111
|
-
|
112
|
-
/**
|
113
|
-
* Rotate the current transformation matrix. Rotations are
|
114
|
-
* world-oriented, and occur in y,x,z order.
|
115
|
-
*/
|
116
|
-
Space.prototype.rotate = function(x, y, z) {
|
117
|
-
if (y) {
|
118
|
-
var cosY = Math.cos(y);
|
119
|
-
var sinY = Math.sin(y);
|
120
|
-
var rotY = [
|
121
|
-
[cosY, 0, sinY, 0],
|
122
|
-
[0, 1, 0, 0],
|
123
|
-
[-sinY, 0, cosY, 0],
|
124
|
-
[0, 0, 0, 1]
|
125
|
-
];
|
126
|
-
|
127
|
-
this.m = this.matrixMultiply(this.m, rotY);
|
128
|
-
}
|
129
|
-
|
130
|
-
if (x) {
|
131
|
-
var cosX = Math.cos(x);
|
132
|
-
var sinX = Math.sin(x);
|
133
|
-
var rotX = [
|
134
|
-
[1, 0, 0, 0],
|
135
|
-
[0, cosX, -sinX, 0],
|
136
|
-
[0, sinX, cosX,0],
|
137
|
-
[0, 0, 0, 1]
|
138
|
-
];
|
139
|
-
this.m = this.matrixMultiply(this.m, rotX);
|
140
|
-
}
|
141
|
-
|
142
|
-
if (z) {
|
143
|
-
var cosZ = Math.cos(z);
|
144
|
-
var sinZ = Math.sin(z);
|
145
|
-
var rotZ = [
|
146
|
-
[cosZ, -sinZ, 0, 0],
|
147
|
-
[sinZ, cosZ, 0, 0],
|
148
|
-
[0, 0, 1, 0],
|
149
|
-
[0, 0, 0, 1]
|
150
|
-
];
|
151
|
-
|
152
|
-
this.m = this.matrixMultiply(this.m, rotZ);
|
153
|
-
}
|
154
|
-
}
|
155
|
-
|
156
|
-
/**
|
157
|
-
* Pushes the current transformation onto the stack
|
158
|
-
*/
|
159
|
-
Space.prototype.push = function() {
|
160
|
-
this.mStack.push(this.m);
|
161
|
-
this.m = [
|
162
|
-
[this.m[0][0], this.m[0][1], this.m[0][2], this.m[0][3]],
|
163
|
-
[this.m[1][0], this.m[1][1], this.m[1][2], this.m[1][3]],
|
164
|
-
[this.m[2][0], this.m[2][1], this.m[2][2], this.m[2][3]],
|
165
|
-
[this.m[3][0], this.m[3][1], this.m[3][2], this.m[3][3]]
|
166
|
-
];
|
167
|
-
}
|
168
|
-
|
169
|
-
/**
|
170
|
-
* Pops the end off the transformation stack
|
171
|
-
*/
|
172
|
-
Space.prototype.pop = function() {
|
173
|
-
this.m = this.mStack.pop();
|
174
|
-
}
|
175
|
-
|
176
|
-
/* -------------------------------------------------------------------- */
|
177
|
-
|
178
|
-
/**
|
179
|
-
* A 3d coordinate
|
180
|
-
*/
|
181
|
-
function Point(x, y, z) {
|
182
|
-
this.x = x;
|
183
|
-
this.y = y;
|
184
|
-
this.z = z;
|
185
|
-
|
186
|
-
// Relative to camera coordinates
|
187
|
-
this.tx;
|
188
|
-
this.ty;
|
189
|
-
this.tz;
|
190
|
-
|
191
|
-
// Flattened coordinates
|
192
|
-
this.fx;
|
193
|
-
this.fy;
|
194
|
-
}
|
195
|
-
|
196
|
-
/**
|
197
|
-
* A Shape is made up of polygons
|
198
|
-
*/
|
199
|
-
function Shape() {
|
200
|
-
this.points = [];
|
201
|
-
this.polygons = [];
|
202
|
-
}
|
203
|
-
|
204
|
-
/**
|
205
|
-
* Draws the shape
|
206
|
-
*/
|
207
|
-
Shape.prototype.draw = function(drawlist) {
|
208
|
-
for (var i = 0; i< this.points.length; i++) {
|
209
|
-
space.flatten(this.points[i]);
|
210
|
-
}
|
211
|
-
|
212
|
-
for (var i = 0; i< this.polygons.length; i++) {
|
213
|
-
var poly = this.polygons[i]; // convenience
|
214
|
-
|
215
|
-
space.flatten(poly.origin);
|
216
|
-
|
217
|
-
// lazy backface culling
|
218
|
-
if (poly.normal && this.backface) {
|
219
|
-
space.flatten(poly.normal);
|
220
|
-
|
221
|
-
var originDist = Math.pow(poly.origin.tx, 2)
|
222
|
-
+ Math.pow(poly.origin.ty, 2)
|
223
|
-
+ Math.pow(poly.origin.tz, 2);
|
224
|
-
|
225
|
-
var normalDist = Math.pow(poly.normal.tx, 2)
|
226
|
-
+ Math.pow(poly.normal.ty, 2)
|
227
|
-
+ Math.pow(poly.normal.tz, 2);
|
228
|
-
|
229
|
-
if(originDist > normalDist) {
|
230
|
-
drawlist.push(poly);
|
231
|
-
}
|
232
|
-
} else {
|
233
|
-
drawlist.push(poly);
|
234
|
-
}
|
235
|
-
}
|
236
|
-
}
|
237
|
-
|
238
|
-
/**
|
239
|
-
* A polygon is a connection of points in the shape object. You
|
240
|
-
* should probably try to make them coplanar.
|
241
|
-
*/
|
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>
|