jax 0.0.0.1
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- data/.gitignore +12 -0
- data/.gitmodules +3 -0
- data/.rvmrc +7 -0
- data/Gemfile +4 -0
- data/README.rdoc +32 -0
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- data/src/jax/webgl/camera.js +526 -0
- data/src/jax/webgl/core.js +6 -0
- data/src/jax/webgl/core/buffer.js +161 -0
- data/src/jax/webgl/core/edge.js +6 -0
- data/src/jax/webgl/core/events.js +25 -0
- data/src/jax/webgl/core/face.js +8 -0
- data/src/jax/webgl/core/framebuffer.js +206 -0
- data/src/jax/webgl/material.js +375 -0
- data/src/jax/webgl/mesh.js +412 -0
- data/src/jax/webgl/scene.js +11 -0
- data/src/jax/webgl/scene/frustum.js +260 -0
- data/src/jax/webgl/scene/light_manager.js +112 -0
- data/src/jax/webgl/scene/light_source.js +248 -0
- data/src/jax/webgl/shader.js +282 -0
- data/src/jax/webgl/shader/delegator.js +13 -0
- data/src/jax/webgl/shader/delegator/attribute.js +53 -0
- data/src/jax/webgl/shader/delegator/uniform.js +71 -0
- data/src/jax/webgl/shader/manifest.js +64 -0
- data/src/jax/webgl/shader/program.js +140 -0
- data/src/jax/webgl/shader_chain.js +256 -0
- data/src/jax/webgl/texture.js +312 -0
- data/src/jax/webgl/world.js +119 -0
- data/vendor/ejs/.svn/all-wcprops +17 -0
- data/vendor/ejs/.svn/entries +114 -0
- data/vendor/ejs/.svn/text-base/Eratta.txt.svn-base +3 -0
- data/vendor/ejs/.svn/text-base/license.txt.svn-base +21 -0
- data/vendor/ejs/Eratta.txt +3 -0
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- data/vendor/ejs/example/.svn/text-base/example.css.svn-base +31 -0
- data/vendor/ejs/example/.svn/text-base/example.js.svn-base +88 -0
- data/vendor/ejs/example/demo.html +54 -0
- data/vendor/ejs/example/ejs.gif +0 -0
- data/vendor/ejs/example/example.css +31 -0
- data/vendor/ejs/example/example.js +88 -0
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- data/vendor/ejs/lib/.svn/entries +62 -0
- data/vendor/ejs/lib/.svn/text-base/ejs_fulljslint.js.svn-base +3774 -0
- data/vendor/ejs/lib/ejs_fulljslint.js +3774 -0
- data/vendor/ejs/license.txt +21 -0
- data/vendor/ejs/script/.svn/all-wcprops +17 -0
- data/vendor/ejs/script/.svn/entries +96 -0
- data/vendor/ejs/script/.svn/prop-base/yuicompressor-2.2.4.jar.svn-base +5 -0
- data/vendor/ejs/script/.svn/text-base/production.bat.svn-base +4 -0
- data/vendor/ejs/script/.svn/text-base/yuicompressor-2.2.4.jar.svn-base +0 -0
- data/vendor/ejs/script/production.bat +4 -0
- data/vendor/ejs/script/yuicompressor-2.2.4.jar +0 -0
- data/vendor/ejs/src/.svn/all-wcprops +17 -0
- data/vendor/ejs/src/.svn/entries +96 -0
- data/vendor/ejs/src/.svn/text-base/ejs.js.svn-base +505 -0
- data/vendor/ejs/src/.svn/text-base/view.js.svn-base +200 -0
- data/vendor/ejs/src/ejs.js +505 -0
- data/vendor/ejs/src/view.js +200 -0
- data/vendor/ejs/test/.svn/all-wcprops +23 -0
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- data/vendor/ejs/test/included/.svn/text-base/test.css.svn-base +44 -0
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- data/vendor/ejs/test/tests/.svn/text-base/views.js.svn-base +100 -0
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- data/vendor/ejs/test/tests/templating.js +43 -0
- data/vendor/ejs/test/tests/views.js +100 -0
- data/vendor/glmatrix/benchmark/js/CanvasMatrix.js +722 -0
- data/vendor/glmatrix/benchmark/js/EWGL_math.js +742 -0
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- data/vendor/glmatrix/glMatrix-min.js +32 -0
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- data/vendor/glmatrix/unit tests/qunit.css +119 -0
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- data/vendor/yuicompressor-2.4.2.jar +0 -0
- metadata +748 -0
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//= require "core"
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/**
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* class Jax.Mesh
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*
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* Example:
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*
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* var mesh = new Jax.Mesh({
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* init: function(vertices, colors, textureCoords, normals, indices) {
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* // all of the arguments are arrays. If you don't intend to use one,
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* // simply don't populate it with data. For instance, if your mesh
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* // does not use vertex indices, don't add any data to the indices
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* // array.
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*
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* // Colors will default to white if they are not populated.
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*
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* // A simple, red, opaque quad:
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* vertices.push(-1, -1, 0); colors.push(1, 0, 0, 1);
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* vertices.push(-1, 1, 0); colors.push(1, 0, 0, 1);
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* vertices.push( 1, 1, 0); colors.push(1, 0, 0, 1);
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* vertices.push( 1, -1, 0); colors.push(1, 0, 0, 1);
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* }
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* });
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*
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* You can also subclass Mesh directly:
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*
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* var Quad = Jax.Class.create(Jax.Mesh, {
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* init: function(vertices, colors, textureCoords, normals, indices) {
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* // ...
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* }
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* });
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**/
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Jax.Mesh = (function() {
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function setColorCoords(self, count, color, coords) {
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var i, j;
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var num_colors = color.length;
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if (num_colors > 4) throw new Error("Color should have at most 4 components");
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for (i = 0; i < count*4; i += 4)
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{
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for (j = 0; j < num_colors; j++)
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coords[i+j] = color[j];
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for (j = num_colors; j < 4; j++) {
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coords[i+j] = 1;
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}
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}
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}
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function makeTangentBuffer(self) {
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var normals = self.getNormalBuffer();
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var vertices = self.getVertexBuffer();
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var texcoords = self.getTextureCoordsBuffer();
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var indices = self.getIndexBuffer();
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if (!normals || !vertices || !texcoords) return null;
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var tangentBuffer = self.buffers.tangent_buffer;
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normals = normals.js;
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vertices = vertices.js;
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texcoords = texcoords.js;
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if (indices) indices = indices.js;
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var tangents = tangentBuffer ? tangentBuffer.js : [];
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var tan1 = [], tan2 = [], a;
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var v1 = vec3.create(), v2 = vec3.create(), v3 = vec3.create();
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var w1 = [], w2 = [], w3 = [];
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var vertcount;
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var x1, x2, y1, y2, z1, z2, s1, s2, t1, t2, r;
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var dif = [];
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var sdir = vec3.create(), tdir = vec3.create();
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function setv(v, a) { v[0] = vertices[a*3]; v[1] = vertices[a*3+1]; v[2] = vertices[a*3+2]; }
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function setw(w, a) { w[0] = texcoords[a*2]; w[1] = texcoords[a*2+1]; }
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function sett1(a) { tan1[a] = tan1[a] || vec3.create(); vec3.add(tan1[a], sdir, tan1[a]); }
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function sett2(a) { tan2[a] = tan2[a] || vec3.create(); vec3.add(tan2[a], tdir, tan2[a]); }
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function findTangentVector(a1, a2, a3) {
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if (indices) { a1 = indices[a1]; a2 = indices[a2]; a3 = indices[a3]; }
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setv(v1, a1); setv(v2, a2); setv(v3, a3);
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setw(w1, a1); setw(w2, a2); setw(w3, a3);
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x1 = v2[0] - v1[0]; x2 = v3[0] - v1[0];
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y1 = v2[1] - v1[1]; y2 = v3[1] - v1[1];
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z1 = v2[2] - v1[2]; z2 = v3[2] - v1[2];
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s1 = w2[0] - w1[0]; s2 = w3[0] - w1[0];
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t1 = w2[1] - w1[1]; t2 = w3[1] - w1[1];
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r = 1.0 / (s1 * t2 - s2 * t1);
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sdir[0] = (t2 * x1 - t1 * x2) * r; sdir[1] = (t2 * y1 - t1 * y2) * r; sdir[2] = (t2 * z1 - t1 * z2) * r;
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tdir[0] = (s1 * x2 - s2 * x1) * r; tdir[1] = (s1 * y2 - s2 * y1) * r; tdir[2] = (s1 * z2 - s2 * z1) * r;
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if (isNaN(sdir[0]) || isNaN(sdir[1]) || isNaN(sdir[2]) ||
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isNaN(tdir[0]) || isNaN(tdir[1]) || isNaN(tdir[2]) )
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{
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// this only seems to happen when dealing with degenerate triangles
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// ...which seems to be fairly common. So, let's see what happens if
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// we just set the offending vectors to zero.
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sdir[0] = sdir[1] = sdir[2] = tdir[0] = tdir[1] = tdir[2] = 0;
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}
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sett1(a1); sett1(a2); sett1(a3);
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sett2(a1); sett2(a2); sett2(a3);
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}
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vertcount = indices ? indices.length : normals.length / 3;
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/* we need to pass the vertices into findTangentVector differently depending on draw mode */
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switch(self.draw_mode) {
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case GL_TRIANGLE_STRIP:
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for (a = 2; a < vertcount; a += 2) {
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findTangentVector(a-2, a-1, a);
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findTangentVector(a, a-1, a+1);
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}
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break;
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case GL_TRIANGLES:
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for (a = 0; a < vertcount; a += 3)
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findTangentVector(a, a+1, a+2);
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break;
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case GL_TRIANGLE_FAN:
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for (a = 2; a < vertcount; a++)
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findTangentVector(0, a-1, a);
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break;
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default:
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throw new Error("Cannot calculate tangent space for draw mode: "+Jax.Util.enumName(self.draw_mode));
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}
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var normal = vec3.create();
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// remove any tangents left over from earlier builds (this should be pretty rare)
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while (tangents.length > vertcount) tangents.pop();
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var b;
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for (b = 0; b < vertcount; b++) {
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if (indices) a = indices[b];
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else a = b;
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// Gram-Schmidt orthogonalize: (t - n * dot(n, t)).normalize()
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normal[0] = normals[a*3]; normal[1] = normals[a*3+1]; normal[2] = normals[a*3+2];
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vec3.scale(normal, vec3.dot(normal, tan1[a]), dif);
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vec3.subtract(tan1[a], dif, dif);
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vec3.normalize(dif);
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tangents[a*4] = dif[0];
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tangents[a*4+1] = dif[1];
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tangents[a*4+2] = dif[2];
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// calc handedness
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tangents[a*4+3] = (vec3.dot(vec3.cross(normal, tan1[a]), tan2[a])) < 0.0 ? -1.0 : 1.0;
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}
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if (tangentBuffer)
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self.buffers.tangent_buffer.refresh();
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else
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self.buffers.tangent_buffer = new Jax.NormalBuffer(tangents);
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return self.buffers.tangent_buffer;
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}
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function findMaterial(name_or_instance) {
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if (typeof(name_or_instance) == "string")
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return Jax.Material.find(name_or_instance);
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else if (name_or_instance.isKindOf && name_or_instance.isKindOf(Jax.Material))
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return name_or_instance;
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throw new Error("Material must be an instance of Jax.Material, or "+
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"a string representing a material in the Jax material registry");
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}
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function calculateBounds(self, vertices) {
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self.bounds = {left:null,right:null,top:null,bottom:null,front:null,back:null,width:null,height:null,depth:null};
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var i, v;
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for (i = 0; i < vertices.length; i++)
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{
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// x, i % 3 == 0
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v = vertices[i];
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if (self.bounds.left == null || v < self.bounds.left) self.bounds.left = v;
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if (self.bounds.right == null || v > self.bounds.right) self.bounds.right = v;
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// y, i % 3 == 1
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v = vertices[++i];
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if (self.bounds.bottom== null || v < self.bounds.bottom) self.bounds.bottom = v;
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if (self.bounds.top == null || v > self.bounds.top) self.bounds.top = v;
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// z, i % 3 == 2
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v = vertices[++i];
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if (self.bounds.front == null || v < self.bounds.front) self.bounds.front = v;
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if (self.bounds.back == null || v > self.bounds.back) self.bounds.back = v;
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}
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self.bounds.width = self.bounds.right - self.bounds.left;
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self.bounds.height= self.bounds.top - self.bounds.bottom;
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self.bounds.depth = self.bounds.front - self.bounds.back;
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}
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function ensureBuilt(self) {
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if (!self.isValid()) self.rebuild();
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}
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return Jax.Class.create({
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initialize: function(options) {
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this.buffers = {};
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/**
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* Jax.Mesh#material -> String | Jax.Material
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* This property represents the material that will be used to render this mesh. If
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* it is a string, Jax will find the material with this name in the material registry
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* using:
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*
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* Jax.Material.find(...).
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*
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* If not specified, Jax.Mesh#default_material will be used instead.
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**/
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/**
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* Jax.Mesh#default_material -> String | Jax.Material
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* This property represents the material that will be used to render this mesh if #material
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* isn't given a value and the render options don't override the material. If
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* it is a string, Jax will find the material with this name in the material registry
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* using:
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*
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* Jax.Material.find(...).
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*
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* This property can also be specified as a render option in order to specify a default
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* for a particular pass.
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**/
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this.default_material = "default";
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for (var i in options)
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this[i] = options[i];
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if (!this.draw_mode)
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this.draw_mode = GL_TRIANGLES;
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},
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/**
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* Jax.Mesh#dispose() -> undefined
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* Frees the various buffers used by this mesh.
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232
|
+
**/
|
233
|
+
dispose: function() {
|
234
|
+
while (this.faces && this.faces.length) this.faces.pop();
|
235
|
+
while (this.edges && this.edges.length) this.edges.pop();
|
236
|
+
for (var i in this.buffers) {
|
237
|
+
this.buffers[i].dispose();
|
238
|
+
delete this.buffers[i];
|
239
|
+
}
|
240
|
+
this.built = false;
|
241
|
+
},
|
242
|
+
|
243
|
+
/**
|
244
|
+
* Jax.Mesh#getFaceVertices(face) -> Array
|
245
|
+
* - face (Jax.Core.Face): the face whose vertices you wish to retrieve
|
246
|
+
*
|
247
|
+
* Returns the current vertex data for the specified face.
|
248
|
+
**/
|
249
|
+
getFaceVertices: function(face) {
|
250
|
+
return [
|
251
|
+
[this.getVertexBuffer().js[face.vertexIndices[0]*3+0],
|
252
|
+
this.getVertexBuffer().js[face.vertexIndices[0]*3+1],
|
253
|
+
this.getVertexBuffer().js[face.vertexIndices[0]*3+2]
|
254
|
+
],
|
255
|
+
[this.getVertexBuffer().js[face.vertexIndices[1]*3+0],
|
256
|
+
this.getVertexBuffer().js[face.vertexIndices[1]*3+1],
|
257
|
+
this.getVertexBuffer().js[face.vertexIndices[1]*3+2]
|
258
|
+
],
|
259
|
+
[this.getVertexBuffer().js[face.vertexIndices[2]*3+0],
|
260
|
+
this.getVertexBuffer().js[face.vertexIndices[2]*3+1],
|
261
|
+
this.getVertexBuffer().js[face.vertexIndices[2]*3+2]
|
262
|
+
]
|
263
|
+
];
|
264
|
+
},
|
265
|
+
|
266
|
+
/**
|
267
|
+
* Jax.Mesh#getEdgeVertices(edge) -> Array
|
268
|
+
* - edge (Jax.Core.Edge): the edge whose vertices you wish to retrieve
|
269
|
+
*
|
270
|
+
* Returns the current vertex data for the specified edge.
|
271
|
+
**/
|
272
|
+
getEdgeVertices: function(edge) {
|
273
|
+
return [
|
274
|
+
[this.getVertexBuffer().js[edge.vertexIndices[0]*3+0],
|
275
|
+
this.getVertexBuffer().js[edge.vertexIndices[0]*3+1],
|
276
|
+
this.getVertexBuffer().js[edge.vertexIndices[0]*3+2]
|
277
|
+
],
|
278
|
+
[this.getVertexBuffer().js[edge.vertexIndices[1]*3+0],
|
279
|
+
this.getVertexBuffer().js[edge.vertexIndices[1]*3+1],
|
280
|
+
this.getVertexBuffer().js[edge.vertexIndices[1]*3+2]
|
281
|
+
]
|
282
|
+
];
|
283
|
+
},
|
284
|
+
|
285
|
+
/**
|
286
|
+
* Jax.Mesh#render(context[, options]) -> undefined
|
287
|
+
* - context (Jax.Context): the Jax context to render this object to
|
288
|
+
* - options (Object): a set of custom render options to override the defaults for this Mesh.
|
289
|
+
*
|
290
|
+
* Options include:
|
291
|
+
* * *draw_mode* : a GL rendering enum, such as GL_TRIANGLES or GL_LINE_STRIP.
|
292
|
+
* * *material* : an instance of Jax.Material, or the name of a registered Jax material, to override
|
293
|
+
* the material associated with this mesh.
|
294
|
+
**/
|
295
|
+
render: function(context, options) {
|
296
|
+
if (!this.isValid()) this.rebuild();
|
297
|
+
options = this.getNormalizedRenderOptions(options);
|
298
|
+
options.material.render(context, this, options);
|
299
|
+
},
|
300
|
+
|
301
|
+
getNormalizedRenderOptions: function(options) {
|
302
|
+
var result = Jax.Util.normalizeOptions(options, {
|
303
|
+
material: this.material,
|
304
|
+
default_material: this.default_material,
|
305
|
+
// default_shader: this.default_shader,
|
306
|
+
// shader: this.shader,
|
307
|
+
draw_mode: this.draw_mode || GL_TRIANGLES
|
308
|
+
});
|
309
|
+
|
310
|
+
if (!result.material) result.material = result.default_material;
|
311
|
+
// if (!result.shader) result.shader = result.default_shader;
|
312
|
+
|
313
|
+
result.material = findMaterial(result.material);
|
314
|
+
|
315
|
+
return result;
|
316
|
+
},
|
317
|
+
|
318
|
+
/**
|
319
|
+
* Jax.Mesh#getVertexBuffer() -> Jax.VertexBuffer
|
320
|
+
**/
|
321
|
+
getVertexBuffer: function() { ensureBuilt(this); return this.buffers.vertex_buffer; },
|
322
|
+
/**
|
323
|
+
* Jax.Mesh#getColorBuffer() -> Jax.ColorBuffer
|
324
|
+
**/
|
325
|
+
getColorBuffer: function() { ensureBuilt(this); return this.buffers.color_buffer; },
|
326
|
+
/**
|
327
|
+
* Jax.Mesh#getIndexBuffer() -> Jax.ElementArrayBuffer
|
328
|
+
**/
|
329
|
+
getIndexBuffer: function() { ensureBuilt(this); return this.buffers.index_buffer; },
|
330
|
+
/**
|
331
|
+
* Jax.Mesh#getNormalBuffer() -> Jax.NormalBuffer
|
332
|
+
**/
|
333
|
+
getNormalBuffer: function() { ensureBuilt(this); return this.buffers.normal_buffer; },
|
334
|
+
/**
|
335
|
+
* Jax.Mesh#getTextureCoordsBuffer() -> Jax.TextureCoordsBuffer
|
336
|
+
**/
|
337
|
+
getTextureCoordsBuffer: function() { ensureBuilt(this); return this.buffers.texture_coords; },
|
338
|
+
/**
|
339
|
+
* Jax.Mesh#getTangentBuffer() -> Jax.NormalBuffer
|
340
|
+
* Returns tangent normals for each normal in this Mesh. Used for normal / bump mapping.
|
341
|
+
**/
|
342
|
+
getTangentBuffer: function() {
|
343
|
+
if (this.buffers.tangent_buffer) return this.buffers.tangent_buffer;
|
344
|
+
return makeTangentBuffer(this);
|
345
|
+
},
|
346
|
+
|
347
|
+
/**
|
348
|
+
* Jax.Mesh#rebuildTangentBuffer() -> Jax.NormalBuffer
|
349
|
+
* Forces an immediate rebuild of the tangent buffer for this Mesh. Use this if you've changed
|
350
|
+
* the vertex, normal or texture information to update the tangent vectors. If this step is
|
351
|
+
* skipped, you'll notice strange artifacts when using bump mapping (because the tangents will
|
352
|
+
* be pointing in the wrong direction).
|
353
|
+
**/
|
354
|
+
rebuildTangentBuffer: function() {
|
355
|
+
return makeTangentBuffer(this);
|
356
|
+
},
|
357
|
+
|
358
|
+
/**
|
359
|
+
* Jax.Mesh#isValid() -> Boolean
|
360
|
+
*
|
361
|
+
* Returns true if this mesh is valid. If the mesh is invalid, it will be rebuilt during the next call to
|
362
|
+
* Jax.Mesh#render().
|
363
|
+
**/
|
364
|
+
isValid: function() { return !!this.built; },
|
365
|
+
|
366
|
+
/**
|
367
|
+
* Jax.Mesh#rebuild() -> undefined
|
368
|
+
*
|
369
|
+
* Forces Jax to rebuild this mesh immediately. This will dispose of any WebGL buffers
|
370
|
+
* and reinitialize them with a new call to this mesh's data init method. Note that this
|
371
|
+
* is a very expensive operation and is *usually not* what you want.
|
372
|
+
*
|
373
|
+
* If, for instance, you want to update the mesh with new vertex positions (say, for animation)
|
374
|
+
* then you'd be much better off doing something like this:
|
375
|
+
*
|
376
|
+
* var vbuf = mesh.getVertexBuffer();
|
377
|
+
* vbuf.js.clear();
|
378
|
+
* for (var i = 0; i < newVertexData.length; i++)
|
379
|
+
* vbuf.push(newVertexData[i]);
|
380
|
+
* vbuf.refresh();
|
381
|
+
*
|
382
|
+
**/
|
383
|
+
rebuild: function() {
|
384
|
+
this.dispose();
|
385
|
+
|
386
|
+
var vertices = [], colors = [], textureCoords = [], normals = [], indices = [];
|
387
|
+
if (this.init)
|
388
|
+
this.init(vertices, colors, textureCoords, normals, indices);
|
389
|
+
|
390
|
+
if (this.color)
|
391
|
+
setColorCoords(this, vertices.length / 3, this.color, colors);
|
392
|
+
|
393
|
+
if (colors.length == 0) // still no colors?? default to white
|
394
|
+
setColorCoords(this, vertices.length / 3, [1,1,1,1], colors);
|
395
|
+
|
396
|
+
if (vertices.length > 0)
|
397
|
+
{
|
398
|
+
this.buffers.vertex_buffer = new Jax.VertexBuffer(vertices);
|
399
|
+
calculateBounds(this, vertices);
|
400
|
+
}
|
401
|
+
|
402
|
+
if (colors.length > 0) this.buffers.color_buffer = new Jax.ColorBuffer(colors);
|
403
|
+
if (indices.length> 0) this.buffers.index_buffer = new Jax.ElementArrayBuffer(indices);
|
404
|
+
if (normals.length> 0) this.buffers.normal_buffer= new Jax.NormalBuffer(normals);
|
405
|
+
if (textureCoords.length > 0) this.buffers.texture_coords = new Jax.TextureCoordsBuffer(textureCoords);
|
406
|
+
|
407
|
+
this.built = true;
|
408
|
+
|
409
|
+
if (this.after_initialize) this.after_initialize();
|
410
|
+
}
|
411
|
+
});
|
412
|
+
})();
|
@@ -0,0 +1,11 @@
|
|
1
|
+
Jax.Scene = {};
|
2
|
+
|
3
|
+
/* used by some shaders to determine what kind of shading is to be done.
|
4
|
+
* This is stored in context.world.current_pass.
|
5
|
+
*/
|
6
|
+
Jax.Scene.ILLUMINATION_PASS = 1;
|
7
|
+
Jax.Scene.AMBIENT_PASS = 2;
|
8
|
+
Jax.Scene.SHADOWMAP_PASS = 3;
|
9
|
+
|
10
|
+
//= require "scene/frustum"
|
11
|
+
//= require "scene/light_manager"
|
@@ -0,0 +1,260 @@
|
|
1
|
+
//= require "../../geometry"
|
2
|
+
|
3
|
+
Jax.Scene.Frustum = (function() {
|
4
|
+
var RIGHT = 0, LEFT = 1, BOTTOM = 2, TOP = 3, FAR = 4, NEAR = 5;
|
5
|
+
var OUTSIDE = Jax.Geometry.Plane.BACK, INTERSECT = Jax.Geometry.Plane.INTERSECT, INSIDE = Jax.Geometry.Plane.FRONT;
|
6
|
+
|
7
|
+
function extents(self)
|
8
|
+
{
|
9
|
+
/* TODO see how this can be combined with Camera#unproject */
|
10
|
+
function extent(x, y, z)
|
11
|
+
{
|
12
|
+
var inf = [];
|
13
|
+
var mm = self.mv, pm = self.p;
|
14
|
+
|
15
|
+
//Calculation for inverting a matrix, compute projection x modelview; then compute the inverse
|
16
|
+
var m = mat4.set(mm, mat4.create());
|
17
|
+
|
18
|
+
mat4.inverse(m, m); // WHY do I have to do this? --see Jax.Context#reloadMatrices
|
19
|
+
mat4.multiply(pm, m, m);
|
20
|
+
mat4.inverse(m, m);
|
21
|
+
|
22
|
+
// Transformation of normalized coordinates between -1 and 1
|
23
|
+
inf[0]=x;//*2.0-1.0; /* x*2-1 translates x from 0..1 to -1..1 */
|
24
|
+
inf[1]=y;//*2.0-1.0;
|
25
|
+
inf[2]=z;//*2.0-1.0;
|
26
|
+
inf[3]=1.0;
|
27
|
+
|
28
|
+
//Objects coordinates
|
29
|
+
var out = mat4.multiplyVec4(m, inf);
|
30
|
+
if(out[3]==0.0)
|
31
|
+
return [0,0,0];//null;
|
32
|
+
|
33
|
+
out[3]=1.0/out[3];
|
34
|
+
return [out[0]*out[3], out[1]*out[3], out[2]*out[3]];
|
35
|
+
}
|
36
|
+
|
37
|
+
var ntl = extent(-1,1,-1), ntr = extent(1,1,-1), nbl = extent(-1,-1,-1), nbr = extent(1,-1,-1),
|
38
|
+
ftl = extent(-1,1,1), ftr = extent(1,1,1), fbl = extent(-1,-1,1), fbr = extent(1,-1,1);
|
39
|
+
|
40
|
+
return {ntl:ntl, ntr:ntr, nbl:nbl, nbr:nbr, ftl:ftl, ftr:ftr, fbl:fbl, fbr:fbr};
|
41
|
+
}
|
42
|
+
|
43
|
+
function varcube(self, position, w, h, d)
|
44
|
+
{
|
45
|
+
if (!self.mv || !self.p) return INSIDE;
|
46
|
+
var p, c, c2 = 0, plane;
|
47
|
+
|
48
|
+
w = w / 2.0;
|
49
|
+
h = h / 2.0;
|
50
|
+
d = d / 2.0;
|
51
|
+
|
52
|
+
var xp = position[0]+w, xm=position[0]-w, yp=position[1]+h, ym=position[1]-h, zp=position[2]+d, zm=position[2]-d;
|
53
|
+
|
54
|
+
for (p in self.planes)
|
55
|
+
{
|
56
|
+
plane = self.planes[p];
|
57
|
+
c = 0;
|
58
|
+
if (plane.distance(xp, yp, zp) > 0) c++;
|
59
|
+
if (plane.distance(xm, yp, zp) > 0) c++;
|
60
|
+
if (plane.distance(xp, ym, zp) > 0) c++;
|
61
|
+
if (plane.distance(xm, ym, zp) > 0) c++;
|
62
|
+
if (plane.distance(xp, yp, zm) > 0) c++;
|
63
|
+
if (plane.distance(xm, yp, zm) > 0) c++;
|
64
|
+
if (plane.distance(xp, ym, zm) > 0) c++;
|
65
|
+
if (plane.distance(xm, ym, zm) > 0) c++;
|
66
|
+
if (c == 0) return OUTSIDE;
|
67
|
+
if (c == 8) c2++;
|
68
|
+
}
|
69
|
+
|
70
|
+
return (c2 == 6) ? INSIDE : INTERSECT;
|
71
|
+
}
|
72
|
+
|
73
|
+
function extractFrustum(self)
|
74
|
+
{
|
75
|
+
var frustum = self.planes;
|
76
|
+
var e = extents(self);
|
77
|
+
|
78
|
+
frustum[TOP].set(e.ntr, e.ntl, e.ftl);
|
79
|
+
frustum[BOTTOM].set(e.nbl,e.nbr,e.fbr);
|
80
|
+
frustum[LEFT].set(e.ntl,e.nbl,e.fbl);
|
81
|
+
frustum[RIGHT].set(e.nbr,e.ntr,e.fbr);
|
82
|
+
frustum[NEAR].set(e.ntl,e.ntr,e.nbr);
|
83
|
+
frustum[FAR].set(e.ftr,e.ftl,e.fbl);
|
84
|
+
}
|
85
|
+
|
86
|
+
var klass = Jax.Class.create({
|
87
|
+
initialize: function(modelview, projection) {
|
88
|
+
this.listeners = {update:[]};
|
89
|
+
this.callbacks = this.listeners;
|
90
|
+
this.planes = {};
|
91
|
+
for (var i = 0; i < 6; i++) this.planes[i] = new Jax.Geometry.Plane();
|
92
|
+
this.setMatrices(modelview, projection);
|
93
|
+
},
|
94
|
+
|
95
|
+
update: function() { if (this.mv && this.p) { extractFrustum(this); this.fireListeners('update'); } },
|
96
|
+
setModelviewMatrix: function(mv) { this.setMatrices(mv, this.p); },
|
97
|
+
setProjectionMatrix: function(p) { this.setMatrices(this.mv, p); },
|
98
|
+
|
99
|
+
setMatrices: function(mv, p) {
|
100
|
+
this.mv = mv;
|
101
|
+
this.p = p;
|
102
|
+
this.update();
|
103
|
+
},
|
104
|
+
|
105
|
+
point: function(point) {
|
106
|
+
if (!this.mv || !this.p) return INSIDE;
|
107
|
+
if (arguments.length == 3) point = [arguments[0], arguments[1], arguments[2]];
|
108
|
+
|
109
|
+
for(var i=0; i < 6; i++)
|
110
|
+
{
|
111
|
+
if (this.planes[i].distance(point) < 0)
|
112
|
+
return OUTSIDE;
|
113
|
+
}
|
114
|
+
return INSIDE;
|
115
|
+
},
|
116
|
+
|
117
|
+
sphere: function(center, radius)
|
118
|
+
{
|
119
|
+
if (!this.mv || !this.p) return INSIDE;
|
120
|
+
if (arguments.length == 4) { center = [arguments[0], arguments[1], arguments[2]]; radius = arguments[3]; }
|
121
|
+
|
122
|
+
var result = INSIDE, distance;
|
123
|
+
for (var i = 0; i < 6; i++)
|
124
|
+
{
|
125
|
+
distance = this.planes[i].distance(center);
|
126
|
+
if (distance < -radius) return OUTSIDE;
|
127
|
+
else if (distance < radius) result = INTERSECT;
|
128
|
+
}
|
129
|
+
return result;
|
130
|
+
},
|
131
|
+
|
132
|
+
/* Arguments can either be an array of indices, or a position array [x,y,z] followed by width, height and depth.
|
133
|
+
Examples:
|
134
|
+
var cube = new Cube(...);
|
135
|
+
frustum.cube(cube.getCorners());
|
136
|
+
frustub.cube(cube.orientation.getPosition(), 1);
|
137
|
+
frustub.cube(cube.orientation.getPosition(), 1, 2, 3);
|
138
|
+
*/
|
139
|
+
cube: function(corners)
|
140
|
+
{
|
141
|
+
if (arguments.length == 2) { return varcube(this, arguments[0], arguments[1], arguments[1], arguments[1]); }
|
142
|
+
if (arguments.length == 4) { return varcube(this, arguments[0], arguments[1], arguments[2], arguments[3]); }
|
143
|
+
|
144
|
+
if (!this.mv || !this.p) return INSIDE;
|
145
|
+
if (arguments.length > 1) { corners = arguments; }
|
146
|
+
var p, c, c2 = 0, i, num_corners = corners.length, plane;
|
147
|
+
for (p in this.planes)
|
148
|
+
{
|
149
|
+
plane = this.planes[p];
|
150
|
+
c = 0;
|
151
|
+
for (i = 0; i < num_corners; i++)
|
152
|
+
if (plane.distance(corners[i]) > 0)
|
153
|
+
c++;
|
154
|
+
if (c == 0) return OUTSIDE;
|
155
|
+
if (c == num_corners) c2++;
|
156
|
+
}
|
157
|
+
|
158
|
+
return (c2 == 6) ? INSIDE : INTERSECT;
|
159
|
+
},
|
160
|
+
|
161
|
+
addUpdateListener: function(callback) { this.listeners.update.push(callback); },
|
162
|
+
sphereVisible: function(center, radius) { return this.sphere.apply(this, arguments) != OUTSIDE; },
|
163
|
+
pointVisible: function(center) { return this.point.apply(this, arguments) != OUTSIDE; },
|
164
|
+
cubeVisible: function(corners) { return this.cube.apply(this, arguments) != OUTSIDE; },
|
165
|
+
|
166
|
+
fireListeners: function(name) {
|
167
|
+
for (var i = 0; i < this.listeners[name].length; i++)
|
168
|
+
this.listeners[name][i]();
|
169
|
+
},
|
170
|
+
|
171
|
+
isValid: function() { return this.p && this.mv; },
|
172
|
+
|
173
|
+
getRenderable: function()
|
174
|
+
{
|
175
|
+
if (this.renderable) return this.renderable;
|
176
|
+
|
177
|
+
var renderable = this.renderable = new Jax.Model({mesh: new Jax.Mesh()});
|
178
|
+
renderable.upToDate = false;
|
179
|
+
var frustum = this;
|
180
|
+
|
181
|
+
function addVertices(e, vertices)
|
182
|
+
{
|
183
|
+
// near quad
|
184
|
+
vertices.push(e.ntl[0], e.ntl[1], e.ntl[2]);
|
185
|
+
vertices.push(e.ntr[0], e.ntr[1], e.ntr[2]);
|
186
|
+
|
187
|
+
vertices.push(e.ntr[0], e.ntr[1], e.ntr[2]);
|
188
|
+
vertices.push(e.nbr[0], e.nbr[1], e.nbr[2]);
|
189
|
+
|
190
|
+
vertices.push(e.nbr[0], e.nbr[1], e.nbr[2]);
|
191
|
+
vertices.push(e.nbl[0], e.nbl[1], e.nbl[2]);
|
192
|
+
|
193
|
+
vertices.push(e.nbl[0], e.nbl[1], e.nbl[2]);
|
194
|
+
vertices.push(e.ntl[0], e.ntl[1], e.ntl[2]);
|
195
|
+
|
196
|
+
// far quad
|
197
|
+
vertices.push(e.ftl[0], e.ftl[1], e.ftl[2]);
|
198
|
+
vertices.push(e.ftr[0], e.ftr[1], e.ftr[2]);
|
199
|
+
|
200
|
+
vertices.push(e.ftr[0], e.ftr[1], e.ftr[2]);
|
201
|
+
vertices.push(e.fbr[0], e.fbr[1], e.fbr[2]);
|
202
|
+
|
203
|
+
vertices.push(e.fbr[0], e.fbr[1], e.fbr[2]);
|
204
|
+
vertices.push(e.fbl[0], e.fbl[1], e.fbl[2]);
|
205
|
+
|
206
|
+
vertices.push(e.fbl[0], e.fbl[1], e.fbl[2]);
|
207
|
+
vertices.push(e.ftl[0], e.ftl[1], e.ftl[2]);
|
208
|
+
|
209
|
+
// left side
|
210
|
+
vertices.push(e.ntl[0], e.ntl[1], e.ntl[2]);
|
211
|
+
vertices.push(e.ftl[0], e.ftl[1], e.ftl[2]);
|
212
|
+
|
213
|
+
vertices.push(e.nbl[0], e.nbl[1], e.nbl[2]);
|
214
|
+
vertices.push(e.fbl[0], e.fbl[1], e.fbl[2]);
|
215
|
+
|
216
|
+
// right side
|
217
|
+
vertices.push(e.ntr[0], e.ntr[1], e.ntr[2]);
|
218
|
+
vertices.push(e.ftr[0], e.ftr[1], e.ftr[2]);
|
219
|
+
|
220
|
+
vertices.push(e.nbr[0], e.nbr[1], e.nbr[2]);
|
221
|
+
vertices.push(e.fbr[0], e.fbr[1], e.fbr[2]);
|
222
|
+
}
|
223
|
+
|
224
|
+
renderable.mesh.init = function(vertices, colors) {
|
225
|
+
this.draw_mode = GL_LINES;
|
226
|
+
|
227
|
+
for (var i = 0; i < 24; i++)
|
228
|
+
{
|
229
|
+
vertices.push(0,0,0);
|
230
|
+
colors.push(1,1,0,1);
|
231
|
+
}
|
232
|
+
};
|
233
|
+
|
234
|
+
renderable.update = null;
|
235
|
+
|
236
|
+
frustum.addUpdateListener(function() {
|
237
|
+
if (!frustum.isValid()) { return; }
|
238
|
+
|
239
|
+
renderable.upToDate = true;
|
240
|
+
var buf = renderable.mesh.getVertexBuffer();
|
241
|
+
if (!buf) return;
|
242
|
+
var vertices = buf.js;
|
243
|
+
vertices.clear();
|
244
|
+
var e = extents(frustum);//{ntl:ntl, ntr:ntr, nbl:nbl, nbr:nbr, ftl:ftl, ftr:ftr, fbl:fbl, fbr:fbr};
|
245
|
+
|
246
|
+
addVertices(e, vertices);
|
247
|
+
|
248
|
+
buf.refresh();
|
249
|
+
});
|
250
|
+
|
251
|
+
return renderable;
|
252
|
+
}
|
253
|
+
});
|
254
|
+
|
255
|
+
klass.INSIDE = INSIDE;
|
256
|
+
klass.OUTSIDE = OUTSIDE;
|
257
|
+
klass.INTERSECT = INTERSECT;
|
258
|
+
|
259
|
+
return klass;
|
260
|
+
})();
|