jsc3d-js-rails 1.6.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +7 -0
- data/.gitignore +17 -0
- data/Gemfile +4 -0
- data/LICENSE.txt +22 -0
- data/README.md +29 -0
- data/Rakefile +1 -0
- data/jsc3d-js-rails.gemspec +23 -0
- data/lib/jsc3d/js/rails.rb +10 -0
- data/lib/jsc3d/js/rails/version.rb +7 -0
- data/vendor/assets/javascripts/jsc3d.3ds.js +717 -0
- data/vendor/assets/javascripts/jsc3d.console.js +147 -0
- data/vendor/assets/javascripts/jsc3d.js +5474 -0
- data/vendor/assets/javascripts/jsc3d.touch.js +1459 -0
- data/vendor/assets/javascripts/jsc3d.webgl.js +1041 -0
- data/vendor/assets/javascripts/jsc3d_ie.js +4500 -0
- metadata +106 -0
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            /**
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            	@preserve Copyright (c) 2011~2013 Humu <humu2009@gmail.com>
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            	jsc3d is freely distributable under the terms of the MIT license.
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            	Permission is hereby granted, free of charge, to any person obtaining a copy
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            	of this software and associated documentation files (the "Software"), to deal
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            	in the Software without restriction, including without limitation the rights
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            	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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            	copies of the Software, and to permit persons to whom the Software is
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            	furnished to do so, subject to the following conditions:
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            	The above copyright notice and this permission notice shall be included in
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            	all copies or substantial portions of the Software.
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            	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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            	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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            	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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            	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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            	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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            	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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            	THE SOFTWARE.
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            **/
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            /**
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            	@namespace JSC3D
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             */
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            var JSC3D = JSC3D || {};
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            /**
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            	@class Viewer
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            	Viewer is the main class of JSC3D. It provides presentation of and interaction with a simple static 3D scene 
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            	which can either be given as the url of the scene file, or be manually constructed and passed in. It 
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            	also provides some settings to adjust the mode and quality of the rendering.<br /><br />
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            	Viewer should be constructed with an existing canvas object where to perform the rendering.<br /><br />
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            	Viewer provides 3 way to specify the scene:<br />
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            	1. Use setParameter() method before initilization and set 'SceneUrl' parameter with a valid url  
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            	   that describes where to load the scene. <br />
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            	2. Use replaceSceneFromUrl() method, passing in a valid url to load/replace scene at runtime.<br />
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            	3. Use replaceScene() method, passing in a manually constructed scene object to replace the current one 
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            	   at runtime.<br />
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             */
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            JSC3D.Viewer = function(canvas, parameters) {
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            	if(parameters)
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            		this.params = {
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            			SceneUrl:			parameters.SceneUrl || '', 
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            			InitRotationX:		parameters.InitRotationX || 0, 
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            			InitRotationY:		parameters.InitRotationY || 0, 
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            			InitRotationZ:		parameters.InitRotationZ || 0, 
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            			ModelColor:			parameters.ModelColor || '#caa618', 
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            			BackgroundColor1:	parameters.BackgroundColor1 || '#ffffff', 
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            			BackgroundColor2:	parameters.BackgroundColor2 || '#383840', 
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            			RenderMode:			parameters.RenderMode || 'flat', 
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            			Definition:			parameters.Definition || 'standard', 
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            			MipMapping:			parameters.MipMapping || 'off', 
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            			SphereMapUrl:		parameters.SphereMapUrl || ''
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            		};
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            	else
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            		this.params = {
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            			SceneUrl: '', 
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            			InitRotationX: 0, 
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            			InitRotationY: 0, 
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            			InitRotationZ: 0, 
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            			ModelColor: '#caa618', 
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            			BackgroundColor1: '#ffffff', 
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            			BackgroundColor2: '#383840', 
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            			RenderMode: 'flat', 
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            			Definition: 'standard', 
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            			MipMapping: 'off', 
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            			SphereMapUrl: ''
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            		};
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            	this.canvas = canvas;
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            	this.ctx = null;
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            	this.canvasData = null;
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            	this.bkgColorBuffer = null;
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            	this.colorBuffer = null;
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            	this.zBuffer = null;
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            	this.selectionBuffer = null;
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            	this.frameWidth = canvas.width;
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            	this.frameHeight = canvas.height;
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            	this.scene = null;
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            	this.defaultMaterial = null;
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            	this.sphereMap = null;
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            	this.isLoaded = false;
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            	this.isFailed = false;
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            	this.errorMsg = '';
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            	this.initRotX = 0;
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            	this.initRotY = 0;
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            	this.initRotZ = 0;
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            	this.zoomFactor = 1;
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            	this.rotMatrix = new JSC3D.Matrix3x4;
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            	this.transformMatrix = new JSC3D.Matrix3x4;
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            	this.sceneUrl = '';
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            	this.modelColor = 0xcaa618;
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            	this.bkgColor1 = 0xffffff;
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            	this.bkgColor2 = 0x383840;
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            	this.renderMode = 'flat';
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            	this.definition = 'standard';
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            	this.isMipMappingOn = false;
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            	this.sphereMapUrl = '';
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            	this.buttonStates = {};
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            	this.keyStates = {};
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            	this.mouseX = 0;
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            	this.mouseY = 0;
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            	this.onmousedown = null;
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            	this.onmouseup = null;
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            	this.onmousemove = null;
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            	this.beforeupdate = null;
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            	this.afterupdate = null;
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            	this.mouseUsage = 'default';
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            	this.isDefaultInputHandlerEnabled = true;
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            	// setup input handlers
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            	var self = this;
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            	canvas.attachEvent('onmousedown', function(e){self.mouseDownHandler(e);});
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            	canvas.attachEvent('onmouseup', function(e){self.mouseUpHandler(e);});
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            	canvas.attachEvent('onmousemove', function(e){self.mouseMoveHandler(e);});
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            	document.attachEvent('onkeydown', function(e){self.keyDownHandler(e);});
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            	document.attachEvent('onkeyup', function(e){self.keyUpHandler(e);});
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            };
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            /**
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            	Set the initial value for a parameter to parameterize viewer before initialization.<br />
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            	Available parameters are:<br />
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            	'<b>SceneUrl</b>':         url string that describes where to load the scene, default: '';<br />
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            	'<b>InitRotationX</b>':    initial rotation angle around x-axis for the whole scene, default: 0;<br />
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            	'<b>InitRotationY</b>':    initial rotation angle around y-axis for the whole scene, default: 0;<br />
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            	'<b>InitRotationZ</b>':    initial rotation angle around z-axis for the whole scene, default: 0;<br />
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            	'<b>ModelColor</b>':       fallback color for all meshes, default: '#caa618';<br />
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            	'<b>BackgroundColor1</b>': color at the top of the background, default: '#ffffff';<br />
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            	'<b>BackgroundColor2</b>': color at the bottom of the background, default: '#383840';<br />
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            	'<b>RenderMode</b>':       render mode, default: 'flat';<br />
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            	'<b>Definition</b>':       quality level of rendering, default: 'standard';<br />
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            	'<b>MipMapping</b>':       turn on/off mip-mapping, default: 'off';<br />
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            	'<b>SphereMapUrl</b>':     url string that describes where to load the image used for sphere mapping, default: ''.<br />
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            	@param {string} name name of the parameter to set.
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            	@param value new value for the parameter.
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             */
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            JSC3D.Viewer.prototype.setParameter = function(name, value) {
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            	this.params[name] = value;
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            };
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            /**
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            	Initialize viewer for rendering and interactions.
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             */
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            JSC3D.Viewer.prototype.init = function() {
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            	this.sceneUrl = this.params['SceneUrl'];
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            	this.initRotX = parseFloat(this.params['InitRotationX']);
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            	this.initRotY = parseFloat(this.params['InitRotationY']);
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            	this.initRotZ = parseFloat(this.params['InitRotationZ']);
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            	this.modelColor = parseInt('0x' + this.params['ModelColor'].substring(1));
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            	this.bkgColor1 = parseInt('0x' + this.params['BackgroundColor1'].substring(1));
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            	this.bkgColor2 = parseInt('0x' + this.params['BackgroundColor2'].substring(1));
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            	this.renderMode = this.params['RenderMode'].toLowerCase();
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            	this.definition = this.params['Definition'].toLowerCase();
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            	this.isMipMappingOn = this.params['MipMapping'].toLowerCase() == 'on';
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            	this.sphereMapUrl = this.params['SphereMapUrl'];
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            	try {
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            		this.ctx = this.canvas.getContext('2d');
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            		this.canvasData = this.ctx.getImageData(0, 0, this.canvas.width, this.canvas.height);
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            	}
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            	catch(e) {
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            		this.ctx = null;
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            		this.canvasData = null;
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            	}
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            +
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            	if(this.canvas.width <= 2 || this.canvas.height <= 2)
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            		this.definition = 'standard';
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            +
            	
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            	switch(this.definition) {
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            	case 'low':
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            		this.frameWidth = ~~((this.canvas.width + 1) / 2);
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            		this.frameHeight = ~~((this.canvas.height + 1) / 2);
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            		break;
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            	case 'high':
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            		this.frameWidth = this.canvas.width * 2;
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            		this.frameHeight = this.canvas.height * 2;
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            		break;
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            	case 'standard':
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            	default:
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            		this.frameWidth = this.canvas.width;
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            		this.frameHeight = this.canvas.height;
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            		break;
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            	}
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            	this.zoomFactor = 1;
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            	this.rotMatrix.identity();
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            	this.transformMatrix.identity();
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            	this.isLoaded = false;
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            	this.isFailed = false;
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            	this.errorMsg = '';
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            	this.scene = null;
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            	// allocate memory storage for frame buffers
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            	this.colorBuffer = new Array(this.frameWidth * this.frameHeight);
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            	this.zBuffer = new Array(this.frameWidth * this.frameHeight);
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            	this.selectionBuffer = new Array(this.frameWidth * this.frameHeight);
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            	this.bkgColorBuffer = new Array(this.frameWidth * this.frameHeight);
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            	this.generateBackground();
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            	// create a default material for rendring of meshes that don't have one
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            	this.defaultMaterial = new JSC3D.Material;
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            	this.defaultMaterial.ambientColor = 0;
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            	this.defaultMaterial.diffuseColor = this.modelColor;
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            	this.defaultMaterial.transparency = 0;
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            	this.defaultMaterial.simulateSpecular = true;
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            	this.drawBackground();
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            	// load scene if any
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            	this.loadScene();
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            +
            	
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            	// load sphere mapping image if any
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            	this.setSphereMapFromUrl(this.sphereMapUrl);
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            };
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            /**
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            	Ask viewer to render a new frame or just repaint last frame.
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            	@param {boolean} repaintOnly true to repaint last frame; false(default) to render a new frame.
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             */
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            JSC3D.Viewer.prototype.update = function(repaintOnly) {
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            	if(this.isFailed) {
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            		this.reportError(this.errorMsg);
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            		return;
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            	}
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            +
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            	if(this.beforeupdate != null && (typeof this.beforeupdate) == 'function')
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            		this.beforeupdate();
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            +
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            	if(this.scene) {
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            		if(!repaintOnly && this.colorBuffer != null) {
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            			this.beginScene();
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            			this.render();
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            			this.endScene();
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            		}
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            +
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            		this.paint();
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            	}
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            	else {
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            		this.drawBackground();
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            	}
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            +
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            	if(this.afterupdate != null && (typeof this.afterupdate) == 'function')
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            		this.afterupdate();
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            };
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            +
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            /**
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            	Rotate the scene with given angles around Cardinal axes.
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            	@param {float} rotX rotation angle around x-axis in degrees.
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            	@param {float} rotY rotation angle around y-axis in degrees.
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            	@param {float} rotZ rotation angle around z-axis in degrees.
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             */
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            JSC3D.Viewer.prototype.rotate = function(rotX, rotY, rotZ) {
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            	this.rotMatrix.rotateAboutXAxis(rotX);
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            	this.rotMatrix.rotateAboutYAxis(rotY);
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            	this.rotMatrix.rotateAboutZAxis(rotZ);
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            };
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            +
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            /**
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            	Set render mode.<br />
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            +
            	Available render modes are:<br />
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            +
            	'<b>point</b>':         render meshes as point clouds;<br />
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            +
            	'<b>wireframe</b>':     render meshes as wireframe;<br />
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            	'<b>flat</b>':          render meshes as solid objects using flat shading;<br />
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            +
            	'<b>smooth</b>':        render meshes as solid objects using smooth shading;<br />
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            	'<b>texture</b>':       render meshes as solid textured objects, no lighting will be apllied;<br />
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            	'<b>textureflat</b>':   render meshes as solid textured objects, lighting will be calculated per face;<br />
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            	'<b>texturesmooth</b>': render meshes as solid textured objects, lighting will be calculated per vertex and interpolated.<br />
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            +
            	@param {string} mode new render mode.
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            +
             */
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            +
            JSC3D.Viewer.prototype.setRenderMode = function(mode) {
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            +
            	this.params['RenderMode'] = mode;
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            +
            	this.renderMode = mode;
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            +
            };
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| 278 | 
            +
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| 279 | 
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            /**
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            +
            	Set quality level of rendering.<br />
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| 281 | 
            +
            	Available quality levels are:<br />
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            +
            	'<b>low</b>':      low-quality rendering will be applied, with highest performance;<br />
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| 283 | 
            +
            	'<b>standard</b>': normal-quality rendering will be applied, with modest performace;<br />
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            +
            	'<b>high</b>':     high-quality rendering will be applied, with lowest performace.<br />
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            +
            	@params {string} definition new quality level.
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            +
             */
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            +
            JSC3D.Viewer.prototype.setDefinition = function(definition) {
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| 288 | 
            +
            	if(this.canvas.width <= 2 || this.canvas.height <= 2)
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            +
            		definition = 'standard';
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| 290 | 
            +
             | 
| 291 | 
            +
            	if(definition == this.definition)
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            +
            		return;
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            +
            	
         | 
| 294 | 
            +
            	this.params['Definition'] = definition;
         | 
| 295 | 
            +
            	this.definition = definition;
         | 
| 296 | 
            +
             | 
| 297 | 
            +
            	var oldFrameWidth = this.frameWidth;
         | 
| 298 | 
            +
             | 
| 299 | 
            +
            	switch(this.definition) {
         | 
| 300 | 
            +
            	case 'low':
         | 
| 301 | 
            +
            		this.frameWidth = ~~((this.canvas.width + 1) / 2);
         | 
| 302 | 
            +
            		this.frameHeight = ~~((this.canvas.height + 1) / 2);
         | 
| 303 | 
            +
            		break;
         | 
| 304 | 
            +
            	case 'high':
         | 
| 305 | 
            +
            		this.frameWidth = this.canvas.width * 2;
         | 
| 306 | 
            +
            		this.frameHeight = this.canvas.height * 2;
         | 
| 307 | 
            +
            		break;
         | 
| 308 | 
            +
            	case 'standard':
         | 
| 309 | 
            +
            	default:
         | 
| 310 | 
            +
            		this.frameWidth = this.canvas.width;
         | 
| 311 | 
            +
            		this.frameHeight = this.canvas.height;
         | 
| 312 | 
            +
            		break;
         | 
| 313 | 
            +
            	}
         | 
| 314 | 
            +
             | 
| 315 | 
            +
            	var newSize = this.frameWidth * this.frameHeight;
         | 
| 316 | 
            +
            	if(this.colorBuffer.length < newSize)
         | 
| 317 | 
            +
            		this.colorBuffer = new Array(newSize);
         | 
| 318 | 
            +
             | 
| 319 | 
            +
            	if(this.zBuffer.length < newSize)
         | 
| 320 | 
            +
            		this.zBuffer = new Array(newSize);
         | 
| 321 | 
            +
             | 
| 322 | 
            +
            	if(this.selectionBuffer.length < newSize)
         | 
| 323 | 
            +
            		this.selectionBuffer = new Array(newSize);
         | 
| 324 | 
            +
             | 
| 325 | 
            +
            	if(this.bkgColorBuffer.length < newSize)
         | 
| 326 | 
            +
            		this.bkgColorBuffer = new Array(newSize);
         | 
| 327 | 
            +
             | 
| 328 | 
            +
            	this.generateBackground();
         | 
| 329 | 
            +
             | 
| 330 | 
            +
            	// zoom factor should be adjusted, 
         | 
| 331 | 
            +
            	// otherwise there would be an abrupt zoom-in or zoom-out on next frame
         | 
| 332 | 
            +
            	this.zoomFactor *= this.frameWidth / oldFrameWidth;
         | 
| 333 | 
            +
            };
         | 
| 334 | 
            +
             | 
| 335 | 
            +
            /**
         | 
| 336 | 
            +
            	Specify a new image from the given url which will be used for applying sphere mapping.
         | 
| 337 | 
            +
            	@param {string} sphereMapUrl url string that describes where to load the image.
         | 
| 338 | 
            +
             */
         | 
| 339 | 
            +
            JSC3D.Viewer.prototype.setSphereMapFromUrl = function(sphereMapUrl) {
         | 
| 340 | 
            +
            	if(sphereMapUrl == '') {
         | 
| 341 | 
            +
            		this.sphereMap = null;
         | 
| 342 | 
            +
            		return;
         | 
| 343 | 
            +
            	}
         | 
| 344 | 
            +
             | 
| 345 | 
            +
            	this.params['SphereMapUrl'] = sphereMapUrl;
         | 
| 346 | 
            +
            	this.sphereMapUrl = sphereMapUrl;
         | 
| 347 | 
            +
             | 
| 348 | 
            +
            	var self = this;
         | 
| 349 | 
            +
            	var newSphereMap = new JSC3D.Texture;
         | 
| 350 | 
            +
             | 
| 351 | 
            +
            	newSphereMap.onready = function() {
         | 
| 352 | 
            +
            		self.sphereMap = newSphereMap;
         | 
| 353 | 
            +
            		self.update();
         | 
| 354 | 
            +
            	};
         | 
| 355 | 
            +
             | 
| 356 | 
            +
            	newSphereMap.createFromUrl(this.sphereMapUrl);
         | 
| 357 | 
            +
            };
         | 
| 358 | 
            +
             | 
| 359 | 
            +
            /**
         | 
| 360 | 
            +
            	Enable/Disable the default mouse and key event handling routines.
         | 
| 361 | 
            +
            	@param {boolean} enabled true to enable the default handler; false to disable them.
         | 
| 362 | 
            +
             */
         | 
| 363 | 
            +
            JSC3D.Viewer.prototype.enableDefaultInputHandler = function(enabled) {
         | 
| 364 | 
            +
            	this.isDefaultInputHandlerEnabled = enabled;
         | 
| 365 | 
            +
            };
         | 
| 366 | 
            +
             | 
| 367 | 
            +
            /**
         | 
| 368 | 
            +
            	Set control of mouse pointer.
         | 
| 369 | 
            +
            	Available options are:<br />
         | 
| 370 | 
            +
            	'<b>default</b>':	default mouse control will be used;<br />
         | 
| 371 | 
            +
            	'<b>free</b>':		this tells {JSC3D.Viewer} a user-defined mouse control will be adopted. 
         | 
| 372 | 
            +
            						This is often used together with viewer.enableDefaultInputHandler(false) 
         | 
| 373 | 
            +
            						and viewer.onmousedown, viewer.onmouseup and/or viewer.onmousemove overridden.<br />
         | 
| 374 | 
            +
            	'<b>rotate</b>':	mouse will be used to rotate the scene;<br />
         | 
| 375 | 
            +
            	'<b>zoom</b>':		mouse will be used to do zooming.<br />
         | 
| 376 | 
            +
            	@param {String} usage control of mouse pointer to be set.
         | 
| 377 | 
            +
             */
         | 
| 378 | 
            +
            JSC3D.Viewer.prototype.setMouseUsage = function(usage) {
         | 
| 379 | 
            +
            	this.mouseUsage = usage;
         | 
| 380 | 
            +
            };
         | 
| 381 | 
            +
             | 
| 382 | 
            +
            /**
         | 
| 383 | 
            +
            	Load a new scene from the given url to replace the current scene.
         | 
| 384 | 
            +
            	@param {string} sceneUrl url string that describes where to load the new scene.
         | 
| 385 | 
            +
             */
         | 
| 386 | 
            +
            JSC3D.Viewer.prototype.replaceSceneFromUrl = function(sceneUrl) {
         | 
| 387 | 
            +
            	this.params['SceneUrl'] = sceneUrl;
         | 
| 388 | 
            +
            	this.sceneUrl = sceneUrl;
         | 
| 389 | 
            +
            	this.isFailed = this.isLoaded = false;
         | 
| 390 | 
            +
            	this.loadScene();
         | 
| 391 | 
            +
            };
         | 
| 392 | 
            +
             | 
| 393 | 
            +
            /**
         | 
| 394 | 
            +
            	Replace the current scene with a given scene.
         | 
| 395 | 
            +
            	@param {JSC3D.Scene} scene the given scene.
         | 
| 396 | 
            +
             */
         | 
| 397 | 
            +
            JSC3D.Viewer.prototype.replaceScene = function(scene) {
         | 
| 398 | 
            +
            	this.params['SceneUrl'] = '';
         | 
| 399 | 
            +
            	this.sceneUrl = '';
         | 
| 400 | 
            +
            	this.isFailed = false;
         | 
| 401 | 
            +
            	this.isLoaded = true;
         | 
| 402 | 
            +
            	this.errorMsg = '';
         | 
| 403 | 
            +
            	this.setupScene(scene);
         | 
| 404 | 
            +
            };
         | 
| 405 | 
            +
             | 
| 406 | 
            +
            /**
         | 
| 407 | 
            +
            	Reset the current scene to its initial state.
         | 
| 408 | 
            +
             */
         | 
| 409 | 
            +
            JSC3D.Viewer.prototype.resetScene = function() {
         | 
| 410 | 
            +
            	var d = (!this.scene || this.scene.isEmpty()) ? 0 : this.scene.aabb.lengthOfDiagonal();
         | 
| 411 | 
            +
            	this.zoomFactor = (d == 0) ? 1 : (this.frameWidth < this.frameHeight ? this.frameWidth : this.frameHeight) / d;
         | 
| 412 | 
            +
            	this.rotMatrix.identity();
         | 
| 413 | 
            +
            	this.rotMatrix.rotateAboutXAxis(this.initRotX);
         | 
| 414 | 
            +
            	this.rotMatrix.rotateAboutYAxis(this.initRotY);
         | 
| 415 | 
            +
            	this.rotMatrix.rotateAboutZAxis(this.initRotZ);
         | 
| 416 | 
            +
            };
         | 
| 417 | 
            +
             | 
| 418 | 
            +
            /**
         | 
| 419 | 
            +
            	Get the current scene.
         | 
| 420 | 
            +
            	@returns {JSC3D.Scene} the current scene.
         | 
| 421 | 
            +
             */
         | 
| 422 | 
            +
            JSC3D.Viewer.prototype.getScene = function() {
         | 
| 423 | 
            +
            	return this.scene;
         | 
| 424 | 
            +
            };
         | 
| 425 | 
            +
             | 
| 426 | 
            +
            /**
         | 
| 427 | 
            +
            	Query information at a given position on the canvas.
         | 
| 428 | 
            +
            	@param {float} clientX client x coordinate on the current page.
         | 
| 429 | 
            +
            	@param {float} clientY client y coordinate on the current page.
         | 
| 430 | 
            +
            	@returns {JSC3D.PickInfo} a PickInfo object which hold the result.
         | 
| 431 | 
            +
             */
         | 
| 432 | 
            +
            JSC3D.Viewer.prototype.pick = function(clientX, clientY) {
         | 
| 433 | 
            +
            	var pickInfo = new JSC3D.PickInfo;
         | 
| 434 | 
            +
             | 
| 435 | 
            +
            	var canvasRect = this.canvas.getBoundingClientRect();
         | 
| 436 | 
            +
            	var canvasX = clientX - canvasRect.left;
         | 
| 437 | 
            +
            	var canvasY = clientY - canvasRect.top;
         | 
| 438 | 
            +
            	
         | 
| 439 | 
            +
            	var frameX = canvasX;
         | 
| 440 | 
            +
            	var frameY = canvasY;
         | 
| 441 | 
            +
            	if( this.selectionBuffer != null && 
         | 
| 442 | 
            +
            		canvasX >= 0 && canvasX < this.canvas.width && 
         | 
| 443 | 
            +
            		canvasY >= 0 && canvasY < this.canvas.height ) {
         | 
| 444 | 
            +
            		switch(this.definition) {
         | 
| 445 | 
            +
            		case 'low':
         | 
| 446 | 
            +
            			frameX = ~~(frameX / 2);
         | 
| 447 | 
            +
            			frameY = ~~(frameY / 2);
         | 
| 448 | 
            +
            			break;
         | 
| 449 | 
            +
            		case 'high':
         | 
| 450 | 
            +
            			frameX *= 2;
         | 
| 451 | 
            +
            			frameY *= 2;
         | 
| 452 | 
            +
            			break;
         | 
| 453 | 
            +
            		case 'standard':
         | 
| 454 | 
            +
            		default:
         | 
| 455 | 
            +
            			break;
         | 
| 456 | 
            +
            		}
         | 
| 457 | 
            +
             | 
| 458 | 
            +
            		var pickedId = this.selectionBuffer[frameY * this.frameWidth + frameX];
         | 
| 459 | 
            +
            		if(pickedId > 0) {
         | 
| 460 | 
            +
            			var meshes = this.scene.getChildren();
         | 
| 461 | 
            +
            			for(var i=0; i<meshes.length; i++) {
         | 
| 462 | 
            +
            				if(meshes[i].internalId == pickedId) {
         | 
| 463 | 
            +
            					pickInfo.mesh = meshes[i];
         | 
| 464 | 
            +
            					break;
         | 
| 465 | 
            +
            				}
         | 
| 466 | 
            +
            			}
         | 
| 467 | 
            +
            		}
         | 
| 468 | 
            +
            	}
         | 
| 469 | 
            +
             | 
| 470 | 
            +
            	pickInfo.canvasX = canvasX;
         | 
| 471 | 
            +
            	pickInfo.canvasY = canvasY;
         | 
| 472 | 
            +
            	if(pickInfo.mesh)
         | 
| 473 | 
            +
            		pickInfo.depth = this.zBuffer[frameY * this.frameWidth + frameX];
         | 
| 474 | 
            +
             | 
| 475 | 
            +
            	return pickInfo;
         | 
| 476 | 
            +
            };
         | 
| 477 | 
            +
             | 
| 478 | 
            +
            /**
         | 
| 479 | 
            +
            	Paint onto canvas.
         | 
| 480 | 
            +
            	@private
         | 
| 481 | 
            +
             */
         | 
| 482 | 
            +
            JSC3D.Viewer.prototype.paint = function() {
         | 
| 483 | 
            +
            	if(!this.canvasData)
         | 
| 484 | 
            +
            		return;
         | 
| 485 | 
            +
             | 
| 486 | 
            +
            	this.ctx.putImageData(this.canvasData, 0, 0);
         | 
| 487 | 
            +
            };
         | 
| 488 | 
            +
             | 
| 489 | 
            +
            /**
         | 
| 490 | 
            +
            	The mouse-down event handling routine.
         | 
| 491 | 
            +
            	@private
         | 
| 492 | 
            +
             */
         | 
| 493 | 
            +
            JSC3D.Viewer.prototype.mouseDownHandler = function(e) {
         | 
| 494 | 
            +
            	if(this.onmousedown) {
         | 
| 495 | 
            +
            		var info = this.pick(e.clientX, e.clientY);
         | 
| 496 | 
            +
            		this.onmousedown(info.canvasX, info.canvasY, e.button, info.depth, info.mesh);
         | 
| 497 | 
            +
            	}
         | 
| 498 | 
            +
             | 
| 499 | 
            +
            	if(!this.isDefaultInputHandlerEnabled)
         | 
| 500 | 
            +
            		return;
         | 
| 501 | 
            +
             | 
| 502 | 
            +
            	this.buttonStates[e.button] = true;
         | 
| 503 | 
            +
            	this.mouseX = e.clientX;
         | 
| 504 | 
            +
            	this.mouseY = e.clientY;
         | 
| 505 | 
            +
            };
         | 
| 506 | 
            +
             | 
| 507 | 
            +
            /**
         | 
| 508 | 
            +
            	The mouse-up event handling routine.
         | 
| 509 | 
            +
            	@private
         | 
| 510 | 
            +
             */
         | 
| 511 | 
            +
            JSC3D.Viewer.prototype.mouseUpHandler = function(e) {
         | 
| 512 | 
            +
            	if(this.onmouseup) {
         | 
| 513 | 
            +
            		var info = this.pick(e.clientX, e.clientY);
         | 
| 514 | 
            +
            		this.onmouseup(info.canvasX, info.canvasY, e.button, info.depth, info.mesh);
         | 
| 515 | 
            +
            	}
         | 
| 516 | 
            +
             | 
| 517 | 
            +
            	if(!this.isDefaultInputHandlerEnabled)
         | 
| 518 | 
            +
            		return;
         | 
| 519 | 
            +
             | 
| 520 | 
            +
            	var isDragging = this.buttonStates[1] == true;
         | 
| 521 | 
            +
            	var isShiftDown = this.keyStates[16] == true;
         | 
| 522 | 
            +
            	if(isDragging) {
         | 
| 523 | 
            +
            		if(((isShiftDown && this.mouseUsage == 'default') || this.mouseUsage == 'zoom') && e.clientY != this.mouseY) {
         | 
| 524 | 
            +
            			this.zoomFactor *= this.mouseY < e.clientY ? 
         | 
| 525 | 
            +
            				Math.pow(1.11, ~~(1 + (e.clientY - this.mouseY) * 8 / this.canvas.height)) : 
         | 
| 526 | 
            +
            				Math.pow(0.9, ~~(1 + (this.mouseY - e.clientY) * 8 / this.canvas.height));
         | 
| 527 | 
            +
            		}
         | 
| 528 | 
            +
            		else if(this.mouseUsage == 'default' || this.mouseUsage == 'rotate') {
         | 
| 529 | 
            +
            			var rotX = (e.clientY - this.mouseY) * 180 / this.canvas.width;
         | 
| 530 | 
            +
            			var rotY = (e.clientX - this.mouseX) * 180 / this.canvas.height;
         | 
| 531 | 
            +
            			this.rotMatrix.rotateAboutXAxis(rotX);
         | 
| 532 | 
            +
            			this.rotMatrix.rotateAboutYAxis(rotY);
         | 
| 533 | 
            +
            		}
         | 
| 534 | 
            +
            		this.mouseX = e.clientX;
         | 
| 535 | 
            +
            		this.mouseY = e.clientY;
         | 
| 536 | 
            +
            		this.update();
         | 
| 537 | 
            +
            	}
         | 
| 538 | 
            +
             | 
| 539 | 
            +
            	this.buttonStates[e.button] = false;
         | 
| 540 | 
            +
            };
         | 
| 541 | 
            +
             | 
| 542 | 
            +
            /**
         | 
| 543 | 
            +
            	The mouse-move event handling routine.
         | 
| 544 | 
            +
            	@private
         | 
| 545 | 
            +
             */
         | 
| 546 | 
            +
            JSC3D.Viewer.prototype.mouseMoveHandler = function(e) {
         | 
| 547 | 
            +
            	if(this.onmousemove) {
         | 
| 548 | 
            +
            		var info = this.pick(e.clientX, e.clientY);
         | 
| 549 | 
            +
            		this.onmousemove(info.canvasX, info.canvasY, e.button, info.depth, info.mesh);
         | 
| 550 | 
            +
            	}
         | 
| 551 | 
            +
             | 
| 552 | 
            +
            	if(!this.isDefaultInputHandlerEnabled)
         | 
| 553 | 
            +
            		return;
         | 
| 554 | 
            +
             | 
| 555 | 
            +
            /*
         | 
| 556 | 
            +
            	var isDragging = this.buttonStates[1] == true;
         | 
| 557 | 
            +
            	var isShiftDown = this.keyStates[16] == true;
         | 
| 558 | 
            +
            	if(isDragging) {
         | 
| 559 | 
            +
            		if(isShiftDown) {
         | 
| 560 | 
            +
            			this.zoomFactor *= this.mouseY <= e.clientY ? 1.11 : 0.9;
         | 
| 561 | 
            +
            		}
         | 
| 562 | 
            +
            		else {
         | 
| 563 | 
            +
            			var rotX = (e.clientY - this.mouseY) * 360 / this.canvas.width;
         | 
| 564 | 
            +
            			var rotY = (e.clientX - this.mouseX) * 360 / this.canvas.height;
         | 
| 565 | 
            +
            			this.rotMatrix.rotateAboutXAxis(rotX);
         | 
| 566 | 
            +
            			this.rotMatrix.rotateAboutYAxis(rotY);
         | 
| 567 | 
            +
            		}
         | 
| 568 | 
            +
            		this.mouseX = e.clientX;
         | 
| 569 | 
            +
            		this.mouseY = e.clientY;
         | 
| 570 | 
            +
            		this.update();
         | 
| 571 | 
            +
            	}
         | 
| 572 | 
            +
            */
         | 
| 573 | 
            +
            };
         | 
| 574 | 
            +
             | 
| 575 | 
            +
            /**
         | 
| 576 | 
            +
            	The key-down event handling routine.
         | 
| 577 | 
            +
            	@private
         | 
| 578 | 
            +
             */
         | 
| 579 | 
            +
            JSC3D.Viewer.prototype.keyDownHandler = function(e) {
         | 
| 580 | 
            +
            	this.keyStates[e.keyCode] = true;
         | 
| 581 | 
            +
            };
         | 
| 582 | 
            +
             | 
| 583 | 
            +
            /**
         | 
| 584 | 
            +
            	The key-up event handling routine.
         | 
| 585 | 
            +
            	@private
         | 
| 586 | 
            +
             */
         | 
| 587 | 
            +
            JSC3D.Viewer.prototype.keyUpHandler = function(e) {
         | 
| 588 | 
            +
            	this.keyStates[e.keyCode] = false;
         | 
| 589 | 
            +
            };
         | 
| 590 | 
            +
             | 
| 591 | 
            +
            /**
         | 
| 592 | 
            +
            	Internally load a scene.
         | 
| 593 | 
            +
            	@private
         | 
| 594 | 
            +
             */
         | 
| 595 | 
            +
            JSC3D.Viewer.prototype.loadScene = function() {
         | 
| 596 | 
            +
            	this.scene = null;
         | 
| 597 | 
            +
            	this.isLoaded = false;
         | 
| 598 | 
            +
             | 
| 599 | 
            +
            	if(this.sceneUrl == '')
         | 
| 600 | 
            +
            		return false;
         | 
| 601 | 
            +
             | 
| 602 | 
            +
            	var lastSlashAt = this.sceneUrl.lastIndexOf('/');
         | 
| 603 | 
            +
            	if(lastSlashAt == -1)
         | 
| 604 | 
            +
            		lastSlashAt = this.sceneUrl.lastIndexOf('\\');
         | 
| 605 | 
            +
            	
         | 
| 606 | 
            +
            	var fileName = this.sceneUrl.substring(lastSlashAt + 1);
         | 
| 607 | 
            +
            	var lastDotAt = fileName.lastIndexOf('.');
         | 
| 608 | 
            +
            	if(lastDotAt == -1)
         | 
| 609 | 
            +
            		return false;
         | 
| 610 | 
            +
             | 
| 611 | 
            +
            	var fileExtName = fileName.substring(lastDotAt + 1);
         | 
| 612 | 
            +
            	var loader = JSC3D.LoaderSelector.getLoader(fileExtName);
         | 
| 613 | 
            +
            	if(!loader)
         | 
| 614 | 
            +
            		return false;
         | 
| 615 | 
            +
             | 
| 616 | 
            +
            	var self = this;
         | 
| 617 | 
            +
             | 
| 618 | 
            +
            	loader.onload = function(scene) {
         | 
| 619 | 
            +
            		self.setupScene(scene);
         | 
| 620 | 
            +
            	};
         | 
| 621 | 
            +
             | 
| 622 | 
            +
            	loader.onerror = function(errorMsg) {
         | 
| 623 | 
            +
            		self.scene = null;
         | 
| 624 | 
            +
            		self.isLoaded = false;
         | 
| 625 | 
            +
            		self.isFailed = true;
         | 
| 626 | 
            +
            		self.errorMsg = errorMsg;
         | 
| 627 | 
            +
            		self.update();
         | 
| 628 | 
            +
            	};
         | 
| 629 | 
            +
             | 
| 630 | 
            +
            	loader.onprogress = function(task, prog) {
         | 
| 631 | 
            +
            		self.reportProgress(task, prog);
         | 
| 632 | 
            +
            	};
         | 
| 633 | 
            +
             | 
| 634 | 
            +
            	loader.onresource = function(resource) {
         | 
| 635 | 
            +
            		if((resource instanceof JSC3D.Texture) && self.isMipMappingOn && !resource.hasMipmap())
         | 
| 636 | 
            +
            			resource.generateMipmaps();		
         | 
| 637 | 
            +
            		self.update();
         | 
| 638 | 
            +
            	};
         | 
| 639 | 
            +
             | 
| 640 | 
            +
            	loader.loadFromUrl(this.sceneUrl);
         | 
| 641 | 
            +
             | 
| 642 | 
            +
            	return true;
         | 
| 643 | 
            +
            };
         | 
| 644 | 
            +
             | 
| 645 | 
            +
            /**
         | 
| 646 | 
            +
            	Prepare for rendering of a new scene.
         | 
| 647 | 
            +
            	@private
         | 
| 648 | 
            +
             */
         | 
| 649 | 
            +
            JSC3D.Viewer.prototype.setupScene = function(scene) {
         | 
| 650 | 
            +
            	scene.init();
         | 
| 651 | 
            +
            	if(!scene.isEmpty()) {
         | 
| 652 | 
            +
            		var d = scene.aabb.lengthOfDiagonal();
         | 
| 653 | 
            +
            		var w = this.frameWidth;
         | 
| 654 | 
            +
            		var h = this.frameHeight;
         | 
| 655 | 
            +
            		this.zoomFactor = (d == 0) ? 1 : (w < h ? w : h) / d;
         | 
| 656 | 
            +
            	}
         | 
| 657 | 
            +
             | 
| 658 | 
            +
            	this.rotMatrix.identity();
         | 
| 659 | 
            +
            	this.rotMatrix.rotateAboutXAxis(this.initRotX);
         | 
| 660 | 
            +
            	this.rotMatrix.rotateAboutYAxis(this.initRotY);
         | 
| 661 | 
            +
            	this.rotMatrix.rotateAboutZAxis(this.initRotZ);
         | 
| 662 | 
            +
            	this.scene = scene;
         | 
| 663 | 
            +
            	this.isLoaded = true;
         | 
| 664 | 
            +
            	this.isFailed = false;
         | 
| 665 | 
            +
            	this.errorMsg = '';
         | 
| 666 | 
            +
            	this.update();
         | 
| 667 | 
            +
            };
         | 
| 668 | 
            +
             | 
| 669 | 
            +
            /**
         | 
| 670 | 
            +
            	Show progress and some informations about current time-cosuming task.
         | 
| 671 | 
            +
            	@param {string} task text information about current task.
         | 
| 672 | 
            +
            	@param {float} progress progress of current task. this should be a number between 0 and 1.
         | 
| 673 | 
            +
             */
         | 
| 674 | 
            +
            JSC3D.Viewer.prototype.reportProgress = function(task, progress) {
         | 
| 675 | 
            +
            	if(!this.ctx)
         | 
| 676 | 
            +
            		return;
         | 
| 677 | 
            +
             | 
| 678 | 
            +
            	this.drawBackground();
         | 
| 679 | 
            +
             | 
| 680 | 
            +
            	this.ctx.save();
         | 
| 681 | 
            +
             | 
| 682 | 
            +
            	var r = 255 - ((this.bkgColor1 & 0xff0000) >> 16);
         | 
| 683 | 
            +
            	var g = 255 - ((this.bkgColor1 & 0xff00) >> 8);
         | 
| 684 | 
            +
            	var b = 255 - (this.bkgColor1 & 0xff);
         | 
| 685 | 
            +
            	var style = '#' + r.toString(16) + g.toString(16) + b.toString(16);
         | 
| 686 | 
            +
            	this.ctx.strokeStyle = style;
         | 
| 687 | 
            +
            	this.ctx.fillStyle = style;
         | 
| 688 | 
            +
             | 
| 689 | 
            +
            	var barX = 40;
         | 
| 690 | 
            +
            	var barY = this.canvas.height * 0.38;
         | 
| 691 | 
            +
            	var barWidth = this.canvas.width - barX * 2;
         | 
| 692 | 
            +
            	var barHeight = 20;
         | 
| 693 | 
            +
            	this.ctx.strokeRect(barX, barY, barWidth, barHeight);
         | 
| 694 | 
            +
            	this.ctx.fillRect(barX+2, barY+2, (barWidth-4)*progress, barHeight-4);
         | 
| 695 | 
            +
             | 
| 696 | 
            +
            	this.ctx.font = '12px Courier New';
         | 
| 697 | 
            +
            	this.ctx.textAlign = 'left';
         | 
| 698 | 
            +
            	this.ctx.fillText(task, barX, barY-4, barWidth);
         | 
| 699 | 
            +
             | 
| 700 | 
            +
            	this.ctx.restore();
         | 
| 701 | 
            +
            };
         | 
| 702 | 
            +
             | 
| 703 | 
            +
            /**
         | 
| 704 | 
            +
            	Show informations about a fatal error.
         | 
| 705 | 
            +
            	@param {string} message text information about this error.
         | 
| 706 | 
            +
             */
         | 
| 707 | 
            +
            JSC3D.Viewer.prototype.reportError = function(message) {
         | 
| 708 | 
            +
            	if(!this.ctx)
         | 
| 709 | 
            +
            		return;
         | 
| 710 | 
            +
             | 
| 711 | 
            +
            	this.drawBackground();
         | 
| 712 | 
            +
             | 
| 713 | 
            +
            	this.ctx.save();
         | 
| 714 | 
            +
             | 
| 715 | 
            +
            	var msgX = 40;
         | 
| 716 | 
            +
            	var msgY = this.canvas.height * 0.38 - 4;
         | 
| 717 | 
            +
            	var r = 255 - ((this.bkgColor1 & 0xff0000) >> 16);
         | 
| 718 | 
            +
            	var g = 255 - ((this.bkgColor1 & 0xff00) >> 8);
         | 
| 719 | 
            +
            	var b = 255 - (this.bkgColor1 & 0xff);
         | 
| 720 | 
            +
            	var style = '#' + r.toString(16) + g.toString(16) + b.toString(16);
         | 
| 721 | 
            +
            	this.ctx.fillStyle = style;
         | 
| 722 | 
            +
            	this.ctx.font = '16px Courier New';
         | 
| 723 | 
            +
            	this.ctx.textAlign = 'left';
         | 
| 724 | 
            +
            	this.ctx.fillText(message, msgX, msgY);
         | 
| 725 | 
            +
             | 
| 726 | 
            +
            	this.ctx.restore();
         | 
| 727 | 
            +
            };
         | 
| 728 | 
            +
             | 
| 729 | 
            +
            /**
         | 
| 730 | 
            +
            	Fill the background color buffer.
         | 
| 731 | 
            +
            	@private
         | 
| 732 | 
            +
             */
         | 
| 733 | 
            +
            JSC3D.Viewer.prototype.generateBackground = function() {
         | 
| 734 | 
            +
            	var w = this.frameWidth;
         | 
| 735 | 
            +
            	var h = this.frameHeight;
         | 
| 736 | 
            +
            	var pixels = this.bkgColorBuffer;
         | 
| 737 | 
            +
             | 
| 738 | 
            +
            	var r1 = (this.bkgColor1 & 0xff0000) >> 16;
         | 
| 739 | 
            +
            	var g1 = (this.bkgColor1 & 0xff00) >> 8;
         | 
| 740 | 
            +
            	var b1 = this.bkgColor1 & 0xff;
         | 
| 741 | 
            +
            	var r2 = (this.bkgColor2 & 0xff0000) >> 16;
         | 
| 742 | 
            +
            	var g2 = (this.bkgColor2 & 0xff00) >> 8;
         | 
| 743 | 
            +
            	var b2 = this.bkgColor2 & 0xff;
         | 
| 744 | 
            +
             | 
| 745 | 
            +
            	var pix = 0;
         | 
| 746 | 
            +
            	for(var i=0; i<h; i++) {
         | 
| 747 | 
            +
            		var r = (r1 + i * (r2 - r1) / h) & 0xff;
         | 
| 748 | 
            +
            		var g = (g1 + i * (g2 - g1) / h) & 0xff;
         | 
| 749 | 
            +
            		var b = (b1 + i * (b2 - b1) / h) & 0xff;
         | 
| 750 | 
            +
             | 
| 751 | 
            +
            		for(var j=0; j<w; j++) {
         | 
| 752 | 
            +
            			pixels[pix++] = r << 16 | g << 8 | b;
         | 
| 753 | 
            +
            		}
         | 
| 754 | 
            +
            	}
         | 
| 755 | 
            +
            };
         | 
| 756 | 
            +
             | 
| 757 | 
            +
            /**
         | 
| 758 | 
            +
            	Draw background onto canvas.
         | 
| 759 | 
            +
            	@private
         | 
| 760 | 
            +
             */
         | 
| 761 | 
            +
            JSC3D.Viewer.prototype.drawBackground = function() {
         | 
| 762 | 
            +
            	if(!this.canvasData)
         | 
| 763 | 
            +
            		return;
         | 
| 764 | 
            +
             | 
| 765 | 
            +
            	this.beginScene();
         | 
| 766 | 
            +
            	this.endScene();
         | 
| 767 | 
            +
             | 
| 768 | 
            +
            	this.paint();
         | 
| 769 | 
            +
            };
         | 
| 770 | 
            +
             | 
| 771 | 
            +
            /**
         | 
| 772 | 
            +
            	Begin to render a new frame.
         | 
| 773 | 
            +
            	@private
         | 
| 774 | 
            +
             */
         | 
| 775 | 
            +
            JSC3D.Viewer.prototype.beginScene = function() {
         | 
| 776 | 
            +
            	var cbuf = this.colorBuffer;
         | 
| 777 | 
            +
            	var zbuf = this.zBuffer;
         | 
| 778 | 
            +
            	var sbuf = this.selectionBuffer;
         | 
| 779 | 
            +
            	var bbuf = this.bkgColorBuffer;
         | 
| 780 | 
            +
            	var size = this.frameWidth * this.frameHeight;
         | 
| 781 | 
            +
            	var MIN_Z = -Number.MAX_VALUE;
         | 
| 782 | 
            +
             | 
| 783 | 
            +
            	for(var i=0; i<size; i++) {
         | 
| 784 | 
            +
            		cbuf[i] = bbuf[i];
         | 
| 785 | 
            +
            		zbuf[i] = MIN_Z;
         | 
| 786 | 
            +
            		sbuf[i] = 0;
         | 
| 787 | 
            +
            	}
         | 
| 788 | 
            +
            };
         | 
| 789 | 
            +
             | 
| 790 | 
            +
            /**
         | 
| 791 | 
            +
            	End for rendering of a frame.
         | 
| 792 | 
            +
            	@private
         | 
| 793 | 
            +
             */
         | 
| 794 | 
            +
            JSC3D.Viewer.prototype.endScene = function() {
         | 
| 795 | 
            +
            	var data = this.canvasData.data;
         | 
| 796 | 
            +
            	var width = this.canvas.width;
         | 
| 797 | 
            +
            	var height = this.canvas.height;
         | 
| 798 | 
            +
            	var cbuf = this.colorBuffer;
         | 
| 799 | 
            +
            	var cwidth = this.frameWidth;
         | 
| 800 | 
            +
            	var cheight = this.frameHeight;
         | 
| 801 | 
            +
            	var csize = cwidth * cheight;
         | 
| 802 | 
            +
             | 
| 803 | 
            +
            	switch(this.definition) {
         | 
| 804 | 
            +
            	case 'low':
         | 
| 805 | 
            +
            		var halfWidth = width >> 1;
         | 
| 806 | 
            +
            		var surplus = cwidth - halfWidth;
         | 
| 807 | 
            +
            		var src = 0, dest = 0;
         | 
| 808 | 
            +
            		for(var i=0; i<height; i++) {
         | 
| 809 | 
            +
            			for(var j=0; j<width; j++) {
         | 
| 810 | 
            +
            				var color = cbuf[src];
         | 
| 811 | 
            +
            				data[dest]     = (color & 0xff0000) >> 16;
         | 
| 812 | 
            +
            				data[dest + 1] = (color & 0xff00) >> 8;
         | 
| 813 | 
            +
            				data[dest + 2] = color & 0xff;
         | 
| 814 | 
            +
            				data[dest + 3] = 0xff;
         | 
| 815 | 
            +
            				src += (j & 1);
         | 
| 816 | 
            +
            				dest += 4;
         | 
| 817 | 
            +
            			}
         | 
| 818 | 
            +
            			src += (i & 1) ? surplus : -halfWidth;
         | 
| 819 | 
            +
            		}
         | 
| 820 | 
            +
            		break;
         | 
| 821 | 
            +
            	case 'high':
         | 
| 822 | 
            +
            		var src = 0, dest = 0;
         | 
| 823 | 
            +
            		for(var i=0; i<height; i++) {
         | 
| 824 | 
            +
            			for(var j=0; j<width; j++) {
         | 
| 825 | 
            +
            				var color0 = cbuf[src];
         | 
| 826 | 
            +
            				var color1 = cbuf[src + 1];
         | 
| 827 | 
            +
            				var color2 = cbuf[src + cwidth];
         | 
| 828 | 
            +
            				var color3 = cbuf[src + cwidth + 1];
         | 
| 829 | 
            +
            				data[dest]     = ((color0 & 0xff0000) + (color1 & 0xff0000) + (color2 & 0xff0000) + (color3 & 0xff0000)) >> 18;
         | 
| 830 | 
            +
            				data[dest + 1] = ((color0 & 0xff00) + (color1 & 0xff00) + (color2 & 0xff00) + (color3 & 0xff00)) >> 10;
         | 
| 831 | 
            +
            				data[dest + 2] = ((color0 & 0xff) + (color1 & 0xff) + (color2 & 0xff) + (color3 & 0xff)) >> 2;
         | 
| 832 | 
            +
            				data[dest + 3] = 0xff;
         | 
| 833 | 
            +
            				src += 2;
         | 
| 834 | 
            +
            				dest += 4;
         | 
| 835 | 
            +
            			}
         | 
| 836 | 
            +
            			src += cwidth;
         | 
| 837 | 
            +
            		}
         | 
| 838 | 
            +
            		break;
         | 
| 839 | 
            +
            	case 'standard':
         | 
| 840 | 
            +
            	default:
         | 
| 841 | 
            +
            		for(var src=0, dest=0; src<csize; src++, dest+=4) {
         | 
| 842 | 
            +
            			var color = cbuf[src];
         | 
| 843 | 
            +
            			data[dest]     = (color & 0xff0000) >> 16;
         | 
| 844 | 
            +
            			data[dest + 1] = (color & 0xff00) >> 8;
         | 
| 845 | 
            +
            			data[dest + 2] = color & 0xff;
         | 
| 846 | 
            +
            			data[dest + 3] = 0xff;
         | 
| 847 | 
            +
            		}
         | 
| 848 | 
            +
            		break;
         | 
| 849 | 
            +
            	}
         | 
| 850 | 
            +
            };
         | 
| 851 | 
            +
             | 
| 852 | 
            +
            /**
         | 
| 853 | 
            +
            	Render a new frame.
         | 
| 854 | 
            +
            	@private
         | 
| 855 | 
            +
             */
         | 
| 856 | 
            +
            JSC3D.Viewer.prototype.render = function() {
         | 
| 857 | 
            +
            	if(this.scene.isEmpty())
         | 
| 858 | 
            +
            		return;
         | 
| 859 | 
            +
             | 
| 860 | 
            +
            	var aabb = this.scene.aabb;
         | 
| 861 | 
            +
             | 
| 862 | 
            +
            	// calculate transformation matrix
         | 
| 863 | 
            +
            	this.transformMatrix.identity();
         | 
| 864 | 
            +
            	this.transformMatrix.translate(-(aabb.minX+aabb.maxX)/2, -(aabb.minY+aabb.maxY)/2, -(aabb.minZ+aabb.maxZ)/2);
         | 
| 865 | 
            +
            	this.transformMatrix.multiply(this.rotMatrix);
         | 
| 866 | 
            +
            	this.transformMatrix.scale(this.zoomFactor, -this.zoomFactor, this.zoomFactor);
         | 
| 867 | 
            +
            	this.transformMatrix.translate(this.frameWidth/2, this.frameHeight/2, 0);
         | 
| 868 | 
            +
             | 
| 869 | 
            +
            	// sort, transform and render the scene
         | 
| 870 | 
            +
            	var renderList = this.sortScene(this.transformMatrix);
         | 
| 871 | 
            +
            	for(var i=0; i<renderList.length; i++) {
         | 
| 872 | 
            +
            		var mesh = renderList[i];
         | 
| 873 | 
            +
             | 
| 874 | 
            +
            		if(!mesh.isTrivial()) {
         | 
| 875 | 
            +
            			JSC3D.Math3D.transformVectors(this.transformMatrix, mesh.vertexBuffer, mesh.transformedVertexBuffer);
         | 
| 876 | 
            +
             | 
| 877 | 
            +
            			if(mesh.visible) {
         | 
| 878 | 
            +
            				switch(this.renderMode) {
         | 
| 879 | 
            +
            				case 'point':
         | 
| 880 | 
            +
            					this.renderPoint(mesh);
         | 
| 881 | 
            +
            					break;
         | 
| 882 | 
            +
            				case 'wireframe':
         | 
| 883 | 
            +
            					this.renderWireframe(mesh);
         | 
| 884 | 
            +
            					break;
         | 
| 885 | 
            +
            				case 'flat':
         | 
| 886 | 
            +
            					this.renderSolidFlat(mesh);
         | 
| 887 | 
            +
            					break;
         | 
| 888 | 
            +
            				case 'smooth':
         | 
| 889 | 
            +
            					this.renderSolidSmooth(mesh);
         | 
| 890 | 
            +
            					break;
         | 
| 891 | 
            +
            				case 'texture':
         | 
| 892 | 
            +
            					if(mesh.hasTexture())
         | 
| 893 | 
            +
            						this.renderSolidTexture(mesh);
         | 
| 894 | 
            +
            					else
         | 
| 895 | 
            +
            						this.renderSolidFlat(mesh);
         | 
| 896 | 
            +
            					break;
         | 
| 897 | 
            +
            				case 'textureflat':
         | 
| 898 | 
            +
            					if(mesh.hasTexture())
         | 
| 899 | 
            +
            						this.renderTextureFlat(mesh);
         | 
| 900 | 
            +
            					else
         | 
| 901 | 
            +
            						this.renderSolidFlat(mesh);
         | 
| 902 | 
            +
            					break;
         | 
| 903 | 
            +
            				case 'texturesmooth':
         | 
| 904 | 
            +
            					if(mesh.isEnvironmentCast && this.sphereMap != null && this.sphereMap.hasData())
         | 
| 905 | 
            +
            						this.renderSolidSphereMapped(mesh);
         | 
| 906 | 
            +
            					else if(mesh.hasTexture())
         | 
| 907 | 
            +
            						this.renderTextureSmooth(mesh);
         | 
| 908 | 
            +
            					else
         | 
| 909 | 
            +
            						this.renderSolidSmooth(mesh);
         | 
| 910 | 
            +
            					break;
         | 
| 911 | 
            +
            				default:
         | 
| 912 | 
            +
            					this.renderSolidFlat(mesh);
         | 
| 913 | 
            +
            					break;
         | 
| 914 | 
            +
            				}
         | 
| 915 | 
            +
            			}
         | 
| 916 | 
            +
            		}
         | 
| 917 | 
            +
            	}
         | 
| 918 | 
            +
            };
         | 
| 919 | 
            +
             | 
| 920 | 
            +
            /**
         | 
| 921 | 
            +
            	Sort meshes inside the scene into a render list. The sorting criterion is a mixture of trnasparency and depth.
         | 
| 922 | 
            +
            	This routine is necessary to ensure a correct rendering order.
         | 
| 923 | 
            +
            	@private
         | 
| 924 | 
            +
             */
         | 
| 925 | 
            +
            JSC3D.Viewer.prototype.sortScene = function(mat) {
         | 
| 926 | 
            +
            	var renderList = [];
         | 
| 927 | 
            +
             | 
| 928 | 
            +
            	var meshes = this.scene.getChildren();
         | 
| 929 | 
            +
            	for(var i=0; i<meshes.length; i++) {
         | 
| 930 | 
            +
            		var mesh = meshes[i];
         | 
| 931 | 
            +
            		if(!mesh.isTrivial()) {
         | 
| 932 | 
            +
            			renderList.push(mesh);
         | 
| 933 | 
            +
            			var meshCenter = mesh.aabb.center();
         | 
| 934 | 
            +
            			JSC3D.Math3D.transformVectors(mat, meshCenter, meshCenter);
         | 
| 935 | 
            +
            			var meshMaterial = mesh.material ? mesh.material : this.defaultMaterial;
         | 
| 936 | 
            +
            			mesh.sortKey = { 
         | 
| 937 | 
            +
            				depth: meshCenter[2], 
         | 
| 938 | 
            +
            				isTransparnt: (meshMaterial.transparency > 0) || (mesh.hasTexture() ? mesh.texture.hasTransparency : false)
         | 
| 939 | 
            +
            			};
         | 
| 940 | 
            +
            		}
         | 
| 941 | 
            +
            	}
         | 
| 942 | 
            +
             | 
| 943 | 
            +
            	renderList.sort( 
         | 
| 944 | 
            +
            		function(mesh0, mesh1) {
         | 
| 945 | 
            +
            			// opaque meshes should always be prior to transparent ones to be rendered
         | 
| 946 | 
            +
            			if(!mesh0.sortKey.isTransparnt && mesh1.sortKey.isTransparnt)
         | 
| 947 | 
            +
            				return -1;
         | 
| 948 | 
            +
             | 
| 949 | 
            +
            			// opaque meshes should always be prior to transparent ones to be rendered
         | 
| 950 | 
            +
            			if(mesh0.sortKey.isTransparnt && !mesh1.sortKey.isTransparnt)
         | 
| 951 | 
            +
            				return 1;
         | 
| 952 | 
            +
             | 
| 953 | 
            +
            			// transparent meshes should be rendered from far to near
         | 
| 954 | 
            +
            			if(mesh0.sortKey.isTransparnt)
         | 
| 955 | 
            +
            				return mesh0.sortKey.depth - mesh1.sortKey.depth;
         | 
| 956 | 
            +
             | 
| 957 | 
            +
            			// opaque meshes should be rendered form near to far
         | 
| 958 | 
            +
            			return mesh1.sortKey.depth - mesh0.sortKey.depth;
         | 
| 959 | 
            +
            	} );
         | 
| 960 | 
            +
             | 
| 961 | 
            +
            	return renderList;
         | 
| 962 | 
            +
            };
         | 
| 963 | 
            +
             | 
| 964 | 
            +
            /**
         | 
| 965 | 
            +
            	Render the given mesh as points.
         | 
| 966 | 
            +
            	@private
         | 
| 967 | 
            +
             */
         | 
| 968 | 
            +
            JSC3D.Viewer.prototype.renderPoint = function(mesh) {
         | 
| 969 | 
            +
            	var w = this.frameWidth;
         | 
| 970 | 
            +
            	var h = this.frameHeight;
         | 
| 971 | 
            +
            	var xbound = w - 1;
         | 
| 972 | 
            +
            	var ybound = h - 1;
         | 
| 973 | 
            +
            	var ibuf = mesh.indexBuffer;
         | 
| 974 | 
            +
            	var vbuf = mesh.transformedVertexBuffer;
         | 
| 975 | 
            +
            	var nbuf = mesh.transformedVertexNormalZBuffer;
         | 
| 976 | 
            +
            	var cbuf = this.colorBuffer;
         | 
| 977 | 
            +
            	var zbuf = this.zBuffer;
         | 
| 978 | 
            +
            	var sbuf = this.selectionBuffer;
         | 
| 979 | 
            +
            	var numOfVertices = vbuf.length / 3;
         | 
| 980 | 
            +
            	var id = mesh.internalId;
         | 
| 981 | 
            +
            	var color = mesh.material ? mesh.material.diffuseColor : this.defaultMaterial.diffuseColor;
         | 
| 982 | 
            +
            	
         | 
| 983 | 
            +
            	if(!nbuf || nbuf.length < numOfVertices) {
         | 
| 984 | 
            +
            		mesh.transformedVertexNormalZBuffer = new Array(numOfVertices);
         | 
| 985 | 
            +
            		nbuf = mesh.transformedVertexNormalZBuffer;
         | 
| 986 | 
            +
            	}
         | 
| 987 | 
            +
             | 
| 988 | 
            +
            	JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.vertexNormalBuffer, nbuf);
         | 
| 989 | 
            +
             | 
| 990 | 
            +
            	for(var i=0, j=0; i<numOfVertices; i++, j+=3) {
         | 
| 991 | 
            +
            		var xformedNz = nbuf[i];
         | 
| 992 | 
            +
            		if(mesh.isDoubleSided)
         | 
| 993 | 
            +
            			xformedNz = xformedNz > 0 ? xformedNz : -xformedNz;
         | 
| 994 | 
            +
            		if(xformedNz > 0) {
         | 
| 995 | 
            +
            			var x = ~~(vbuf[j]     + 0.5);
         | 
| 996 | 
            +
            			var y = ~~(vbuf[j + 1] + 0.5);
         | 
| 997 | 
            +
            			var z = vbuf[j + 2];
         | 
| 998 | 
            +
            			if(x >=0 && x < xbound && y >=0 && y < ybound) {
         | 
| 999 | 
            +
            				var pix = y * w + x;
         | 
| 1000 | 
            +
            				if(z > zbuf[pix]) {
         | 
| 1001 | 
            +
            					zbuf[pix] = z;
         | 
| 1002 | 
            +
            					cbuf[pix] = color;
         | 
| 1003 | 
            +
            					sbuf[pix] = id;
         | 
| 1004 | 
            +
            				}
         | 
| 1005 | 
            +
            				pix++;
         | 
| 1006 | 
            +
            				if(z > zbuf[pix]) {
         | 
| 1007 | 
            +
            					zbuf[pix] = z;
         | 
| 1008 | 
            +
            					cbuf[pix] = color;
         | 
| 1009 | 
            +
            					sbuf[pix] = id;
         | 
| 1010 | 
            +
            				}
         | 
| 1011 | 
            +
            				pix += xbound;
         | 
| 1012 | 
            +
            				if(z > zbuf[pix]) {
         | 
| 1013 | 
            +
            					zbuf[pix] = z;
         | 
| 1014 | 
            +
            					cbuf[pix] = color;
         | 
| 1015 | 
            +
            					sbuf[pix] = id;
         | 
| 1016 | 
            +
            				}
         | 
| 1017 | 
            +
            				pix++;
         | 
| 1018 | 
            +
            				if(z > zbuf[pix]) {
         | 
| 1019 | 
            +
            					zbuf[pix] = z;
         | 
| 1020 | 
            +
            					cbuf[pix] = color;
         | 
| 1021 | 
            +
            					sbuf[pix] = id;
         | 
| 1022 | 
            +
            				}
         | 
| 1023 | 
            +
            			}
         | 
| 1024 | 
            +
            		}
         | 
| 1025 | 
            +
            	}
         | 
| 1026 | 
            +
            };
         | 
| 1027 | 
            +
             | 
| 1028 | 
            +
            /**
         | 
| 1029 | 
            +
            	Render the given mesh as wireframe.
         | 
| 1030 | 
            +
            	@private
         | 
| 1031 | 
            +
             */
         | 
| 1032 | 
            +
            JSC3D.Viewer.prototype.renderWireframe = function(mesh) {
         | 
| 1033 | 
            +
            	var w = this.frameWidth;
         | 
| 1034 | 
            +
            	var h = this.frameHeight;
         | 
| 1035 | 
            +
            	var xbound = w - 1;
         | 
| 1036 | 
            +
            	var ybound = h - 1;
         | 
| 1037 | 
            +
            	var ibuf = mesh.indexBuffer;
         | 
| 1038 | 
            +
            	var vbuf = mesh.transformedVertexBuffer;
         | 
| 1039 | 
            +
            	var nbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 1040 | 
            +
            	var cbuf = this.colorBuffer;
         | 
| 1041 | 
            +
            	var zbuf = this.zBuffer;
         | 
| 1042 | 
            +
            	var sbuf = this.selectionBuffer;
         | 
| 1043 | 
            +
            	var numOfFaces = mesh.faceCount;
         | 
| 1044 | 
            +
            	var id = mesh.internalId;
         | 
| 1045 | 
            +
            	var color = mesh.material ? mesh.material.diffuseColor : this.defaultMaterial.diffuseColor;
         | 
| 1046 | 
            +
             | 
| 1047 | 
            +
            	if(!nbuf || nbuf.length < numOfFaces) {
         | 
| 1048 | 
            +
            		mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
         | 
| 1049 | 
            +
            		nbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 1050 | 
            +
            	}
         | 
| 1051 | 
            +
             | 
| 1052 | 
            +
            	JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, nbuf);
         | 
| 1053 | 
            +
             | 
| 1054 | 
            +
            	var i = 0, j = 0;
         | 
| 1055 | 
            +
            	while(i < numOfFaces) {
         | 
| 1056 | 
            +
            		var xformedNz = nbuf[i++];
         | 
| 1057 | 
            +
            		if(mesh.isDoubleSided)
         | 
| 1058 | 
            +
            			xformedNz = xformedNz > 0 ? xformedNz : -xformedNz;
         | 
| 1059 | 
            +
            		if(xformedNz < 0) {
         | 
| 1060 | 
            +
            			do {
         | 
| 1061 | 
            +
            			} while (ibuf[j++] != -1);
         | 
| 1062 | 
            +
            		}
         | 
| 1063 | 
            +
            		else {
         | 
| 1064 | 
            +
            			var vStart, v0, v1;
         | 
| 1065 | 
            +
            			v0 = ibuf[j++] * 3;
         | 
| 1066 | 
            +
            			v1 = ibuf[j++] * 3;
         | 
| 1067 | 
            +
            			vStart = v0;
         | 
| 1068 | 
            +
             | 
| 1069 | 
            +
            			var isClosed = false;
         | 
| 1070 | 
            +
            			while(!isClosed) {
         | 
| 1071 | 
            +
            				var x0 = ~~(vbuf[v0]     + 0.5);
         | 
| 1072 | 
            +
            				var y0 = ~~(vbuf[v0 + 1] + 0.5);
         | 
| 1073 | 
            +
            				var z0 = vbuf[v0 + 2];
         | 
| 1074 | 
            +
            				var x1 = ~~(vbuf[v1]     + 0.5);
         | 
| 1075 | 
            +
            				var y1 = ~~(vbuf[v1 + 1] + 0.5);
         | 
| 1076 | 
            +
            				var z1 = vbuf[v1 + 2];
         | 
| 1077 | 
            +
             | 
| 1078 | 
            +
            				var dx = x1 - x0;
         | 
| 1079 | 
            +
            				var dy = y1 - y0;
         | 
| 1080 | 
            +
            				var dz = z1 - z0;
         | 
| 1081 | 
            +
             | 
| 1082 | 
            +
            				var dd;
         | 
| 1083 | 
            +
            				var xInc, yInc, zInc;
         | 
| 1084 | 
            +
            				if(Math.abs(dx) > Math.abs(dy)) {
         | 
| 1085 | 
            +
            					dd = dx;
         | 
| 1086 | 
            +
            					xInc = dx > 0 ? 1 : -1;
         | 
| 1087 | 
            +
            					yInc = dx != 0 ? xInc * dy / dx : 0;
         | 
| 1088 | 
            +
            					zInc = dx != 0 ? xInc * dz / dx : 0;
         | 
| 1089 | 
            +
            				}
         | 
| 1090 | 
            +
            				else {
         | 
| 1091 | 
            +
            					dd = dy;
         | 
| 1092 | 
            +
            					yInc = dy > 0 ? 1 : -1;
         | 
| 1093 | 
            +
            					xInc = dy != 0 ? yInc * dx / dy : 0;
         | 
| 1094 | 
            +
            					zInc = dy != 0 ? yInc * dz / dy : 0;
         | 
| 1095 | 
            +
            				}
         | 
| 1096 | 
            +
             | 
| 1097 | 
            +
            				var x = x0;
         | 
| 1098 | 
            +
            				var y = y0;
         | 
| 1099 | 
            +
            				var z = z0;
         | 
| 1100 | 
            +
             | 
| 1101 | 
            +
            				if(dd < 0) {
         | 
| 1102 | 
            +
            					x = x1;
         | 
| 1103 | 
            +
            					y = y1;
         | 
| 1104 | 
            +
            					z = z1;
         | 
| 1105 | 
            +
            					dd = -dd;
         | 
| 1106 | 
            +
            					xInc = -xInc;
         | 
| 1107 | 
            +
            					yInc = -yInc;
         | 
| 1108 | 
            +
            					zInc = -zInc;
         | 
| 1109 | 
            +
            				}
         | 
| 1110 | 
            +
             | 
| 1111 | 
            +
            				for(var k=0; k<dd; k++) {
         | 
| 1112 | 
            +
            					if(x >=0 && x < xbound && y >=0 && y < ybound) {
         | 
| 1113 | 
            +
            						var pix = (~~y) * w + (~~x);
         | 
| 1114 | 
            +
            						if(z > zbuf[pix]) {
         | 
| 1115 | 
            +
            							zbuf[pix] = z;
         | 
| 1116 | 
            +
            							cbuf[pix] = color;
         | 
| 1117 | 
            +
            							sbuf[pix] = id;
         | 
| 1118 | 
            +
            						}
         | 
| 1119 | 
            +
            					}
         | 
| 1120 | 
            +
             | 
| 1121 | 
            +
            					x += xInc;
         | 
| 1122 | 
            +
            					y += yInc;
         | 
| 1123 | 
            +
            					z += zInc;
         | 
| 1124 | 
            +
            				}
         | 
| 1125 | 
            +
             | 
| 1126 | 
            +
            				if(v1 == vStart) {
         | 
| 1127 | 
            +
            					isClosed = true;
         | 
| 1128 | 
            +
            				}
         | 
| 1129 | 
            +
            				else {
         | 
| 1130 | 
            +
            					v0 = v1;
         | 
| 1131 | 
            +
             | 
| 1132 | 
            +
            					if(ibuf[j] != -1) {
         | 
| 1133 | 
            +
            						v1 = ibuf[j++] * 3;
         | 
| 1134 | 
            +
            					}
         | 
| 1135 | 
            +
            					else {
         | 
| 1136 | 
            +
            						v1 = vStart;
         | 
| 1137 | 
            +
            					}
         | 
| 1138 | 
            +
            				}
         | 
| 1139 | 
            +
            			}
         | 
| 1140 | 
            +
             | 
| 1141 | 
            +
            			j++;
         | 
| 1142 | 
            +
            		}
         | 
| 1143 | 
            +
            	}
         | 
| 1144 | 
            +
            };
         | 
| 1145 | 
            +
             | 
| 1146 | 
            +
            /**
         | 
| 1147 | 
            +
            	Render the given mesh as solid object, using flat shading.
         | 
| 1148 | 
            +
            	@private
         | 
| 1149 | 
            +
             */
         | 
| 1150 | 
            +
            JSC3D.Viewer.prototype.renderSolidFlat = function(mesh) {
         | 
| 1151 | 
            +
            	var w = this.frameWidth;
         | 
| 1152 | 
            +
            	var h = this.frameHeight;
         | 
| 1153 | 
            +
            	var ibuf = mesh.indexBuffer;
         | 
| 1154 | 
            +
            	var vbuf = mesh.transformedVertexBuffer;
         | 
| 1155 | 
            +
            	var nbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 1156 | 
            +
            	var cbuf = this.colorBuffer;
         | 
| 1157 | 
            +
            	var zbuf = this.zBuffer;
         | 
| 1158 | 
            +
            	var sbuf = this.selectionBuffer;
         | 
| 1159 | 
            +
            	var numOfFaces = mesh.faceCount;
         | 
| 1160 | 
            +
            	var id = mesh.internalId;
         | 
| 1161 | 
            +
            	var material = mesh.material ? mesh.material : this.defaultMaterial;
         | 
| 1162 | 
            +
            	var palette = material.getPalette();
         | 
| 1163 | 
            +
            	var isOpaque = material.transparency == 0;
         | 
| 1164 | 
            +
            	var trans = material.transparency * 255;
         | 
| 1165 | 
            +
            	var opaci = 255 - trans;
         | 
| 1166 | 
            +
             | 
| 1167 | 
            +
            	// skip this mesh if it is completely transparent
         | 
| 1168 | 
            +
            	if(material.transparency == 1)
         | 
| 1169 | 
            +
            		return;
         | 
| 1170 | 
            +
             | 
| 1171 | 
            +
            	if(!nbuf || nbuf.length < numOfFaces) {
         | 
| 1172 | 
            +
            		mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
         | 
| 1173 | 
            +
            		nbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 1174 | 
            +
            	}
         | 
| 1175 | 
            +
             | 
| 1176 | 
            +
            	JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, nbuf);
         | 
| 1177 | 
            +
             | 
| 1178 | 
            +
            	var Xs = new Array(3);
         | 
| 1179 | 
            +
            	var Ys = new Array(3);
         | 
| 1180 | 
            +
            	var Zs = new Array(3);
         | 
| 1181 | 
            +
            	var i = 0, j = 0;
         | 
| 1182 | 
            +
            	while(i < numOfFaces) {
         | 
| 1183 | 
            +
            		var xformedNz = nbuf[i++];
         | 
| 1184 | 
            +
            		if(mesh.isDoubleSided)
         | 
| 1185 | 
            +
            			xformedNz = xformedNz > 0 ? xformedNz : -xformedNz;
         | 
| 1186 | 
            +
            		if(xformedNz < 0) {
         | 
| 1187 | 
            +
            			do {
         | 
| 1188 | 
            +
            			} while (ibuf[j++] != -1);
         | 
| 1189 | 
            +
            		}
         | 
| 1190 | 
            +
            		else {
         | 
| 1191 | 
            +
            			var color = palette[~~(xformedNz * 255)];
         | 
| 1192 | 
            +
             | 
| 1193 | 
            +
            			var v0, v1, v2;
         | 
| 1194 | 
            +
            			v0 = ibuf[j++] * 3;
         | 
| 1195 | 
            +
            			v1 = ibuf[j++] * 3;
         | 
| 1196 | 
            +
             | 
| 1197 | 
            +
            			do {
         | 
| 1198 | 
            +
            				v2 = ibuf[j++] * 3;
         | 
| 1199 | 
            +
             | 
| 1200 | 
            +
            				Xs[0] = ~~(vbuf[v0]     + 0.5);
         | 
| 1201 | 
            +
            				Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
         | 
| 1202 | 
            +
            				Zs[0] = vbuf[v0 + 2];
         | 
| 1203 | 
            +
            				Xs[1] = ~~(vbuf[v1]     + 0.5);
         | 
| 1204 | 
            +
            				Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
         | 
| 1205 | 
            +
            				Zs[1] = vbuf[v1 + 2];
         | 
| 1206 | 
            +
            				Xs[2] = ~~(vbuf[v2]     + 0.5);
         | 
| 1207 | 
            +
            				Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
         | 
| 1208 | 
            +
            				Zs[2] = vbuf[v2 + 2];
         | 
| 1209 | 
            +
             | 
| 1210 | 
            +
            				var high = Ys[0] < Ys[1] ? 0 : 1;
         | 
| 1211 | 
            +
            				high = Ys[high] < Ys[2] ? high : 2;
         | 
| 1212 | 
            +
            				var low = Ys[0] > Ys[1] ? 0 : 1;
         | 
| 1213 | 
            +
            				low = Ys[low] > Ys[2] ? low : 2;
         | 
| 1214 | 
            +
            				var mid = 3 - low - high;
         | 
| 1215 | 
            +
             | 
| 1216 | 
            +
            				if(high != low) {
         | 
| 1217 | 
            +
            					var x0 = Xs[low];
         | 
| 1218 | 
            +
            					var z0 = Zs[low];
         | 
| 1219 | 
            +
            					var dy0 = Ys[low] - Ys[high];
         | 
| 1220 | 
            +
            					dy0 = dy0 != 0 ? dy0 : 1;
         | 
| 1221 | 
            +
            					var xStep0 = (Xs[low] - Xs[high]) / dy0;
         | 
| 1222 | 
            +
            					var zStep0 = (Zs[low] - Zs[high]) / dy0;
         | 
| 1223 | 
            +
             | 
| 1224 | 
            +
            					var x1 = Xs[low];
         | 
| 1225 | 
            +
            					var z1 = Zs[low];
         | 
| 1226 | 
            +
            					var dy1 = Ys[low] - Ys[mid];
         | 
| 1227 | 
            +
            					dy1 = dy1 != 0 ? dy1 : 1;
         | 
| 1228 | 
            +
            					var xStep1 = (Xs[low] - Xs[mid]) / dy1;
         | 
| 1229 | 
            +
            					var zStep1 = (Zs[low] - Zs[mid]) / dy1;
         | 
| 1230 | 
            +
             | 
| 1231 | 
            +
            					var x2 = Xs[mid];
         | 
| 1232 | 
            +
            					var z2 = Zs[mid];
         | 
| 1233 | 
            +
            					var dy2 = Ys[mid] - Ys[high];
         | 
| 1234 | 
            +
            					dy2 = dy2 != 0 ? dy2 : 1;
         | 
| 1235 | 
            +
            					var xStep2 = (Xs[mid] - Xs[high]) / dy2;
         | 
| 1236 | 
            +
            					var zStep2 = (Zs[mid] - Zs[high]) / dy2;
         | 
| 1237 | 
            +
             | 
| 1238 | 
            +
            					var linebase = Ys[low] * w;
         | 
| 1239 | 
            +
            					for(var y=Ys[low]; y>Ys[high]; y--) {
         | 
| 1240 | 
            +
            						if(y >=0 && y < h) {
         | 
| 1241 | 
            +
            							var xLeft = ~~x0;
         | 
| 1242 | 
            +
            							var zLeft = z0;
         | 
| 1243 | 
            +
            							var xRight, zRight;
         | 
| 1244 | 
            +
            							if(y > Ys[mid]) {
         | 
| 1245 | 
            +
            								xRight = ~~x1;
         | 
| 1246 | 
            +
            								zRight = z1;
         | 
| 1247 | 
            +
            							}
         | 
| 1248 | 
            +
            							else {
         | 
| 1249 | 
            +
            								xRight = ~~x2;
         | 
| 1250 | 
            +
            								zRight = z2;
         | 
| 1251 | 
            +
            							}
         | 
| 1252 | 
            +
             | 
| 1253 | 
            +
            							if(xLeft > xRight) {
         | 
| 1254 | 
            +
            								var temp;
         | 
| 1255 | 
            +
            								temp = xLeft;
         | 
| 1256 | 
            +
            								xLeft = xRight;
         | 
| 1257 | 
            +
            								xRight = temp;
         | 
| 1258 | 
            +
            								temp = zLeft;
         | 
| 1259 | 
            +
            								zLeft = zRight;
         | 
| 1260 | 
            +
            								zRight = temp;
         | 
| 1261 | 
            +
            							}
         | 
| 1262 | 
            +
             | 
| 1263 | 
            +
            							if(xLeft < 0)
         | 
| 1264 | 
            +
            								xLeft = 0;
         | 
| 1265 | 
            +
            							if(xRight >= w)
         | 
| 1266 | 
            +
            								xRight = w - 1;
         | 
| 1267 | 
            +
             | 
| 1268 | 
            +
            							var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
         | 
| 1269 | 
            +
            							var pix = linebase + xLeft;
         | 
| 1270 | 
            +
            							if(isOpaque) {
         | 
| 1271 | 
            +
            								for(var x=xLeft, z=zLeft; x<=xRight; x++, z+=zInc) {
         | 
| 1272 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 1273 | 
            +
            										zbuf[pix] = z;
         | 
| 1274 | 
            +
            										cbuf[pix] = color;
         | 
| 1275 | 
            +
            										sbuf[pix] = id;
         | 
| 1276 | 
            +
            									}
         | 
| 1277 | 
            +
            									pix++;
         | 
| 1278 | 
            +
            								}
         | 
| 1279 | 
            +
            							}
         | 
| 1280 | 
            +
            							else {
         | 
| 1281 | 
            +
            								for(var x=xLeft, z=zLeft; x<xRight; x++, z+=zInc) {
         | 
| 1282 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 1283 | 
            +
            										var foreColor = color;
         | 
| 1284 | 
            +
            										var backColor = cbuf[pix];
         | 
| 1285 | 
            +
            										var rr = ((backColor & 0xff0000) * trans + (foreColor & 0xff0000) * opaci) >> 8;
         | 
| 1286 | 
            +
            										var gg = ((backColor & 0xff00) * trans + (foreColor & 0xff00) * opaci) >> 8;
         | 
| 1287 | 
            +
            										var bb = ((backColor & 0xff) * trans + (foreColor & 0xff) * opaci) >> 8;
         | 
| 1288 | 
            +
            										cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
         | 
| 1289 | 
            +
            										sbuf[pix] = id;
         | 
| 1290 | 
            +
            									}
         | 
| 1291 | 
            +
            									pix++;
         | 
| 1292 | 
            +
            								}
         | 
| 1293 | 
            +
            							}
         | 
| 1294 | 
            +
            						}
         | 
| 1295 | 
            +
             | 
| 1296 | 
            +
            						// step up to next scanline
         | 
| 1297 | 
            +
            						//
         | 
| 1298 | 
            +
            						x0 -= xStep0;
         | 
| 1299 | 
            +
            						z0 -= zStep0;
         | 
| 1300 | 
            +
            						if(y > Ys[mid]) {
         | 
| 1301 | 
            +
            							x1 -= xStep1;
         | 
| 1302 | 
            +
            							z1 -= zStep1;
         | 
| 1303 | 
            +
            						}
         | 
| 1304 | 
            +
            						else {
         | 
| 1305 | 
            +
            							x2 -= xStep2;
         | 
| 1306 | 
            +
            							z2 -= zStep2;
         | 
| 1307 | 
            +
            						}
         | 
| 1308 | 
            +
            						linebase -= w;
         | 
| 1309 | 
            +
            					}
         | 
| 1310 | 
            +
            				}
         | 
| 1311 | 
            +
             | 
| 1312 | 
            +
            				v1 = v2;
         | 
| 1313 | 
            +
            			} while (ibuf[j] != -1);
         | 
| 1314 | 
            +
             | 
| 1315 | 
            +
            			j++;
         | 
| 1316 | 
            +
            		}
         | 
| 1317 | 
            +
            	}
         | 
| 1318 | 
            +
            };
         | 
| 1319 | 
            +
             | 
| 1320 | 
            +
            /**
         | 
| 1321 | 
            +
            	Render the given mesh as solid object, using smooth shading.
         | 
| 1322 | 
            +
            	@private
         | 
| 1323 | 
            +
             */
         | 
| 1324 | 
            +
            JSC3D.Viewer.prototype.renderSolidSmooth = function(mesh) {
         | 
| 1325 | 
            +
            	var w = this.frameWidth;
         | 
| 1326 | 
            +
            	var h = this.frameHeight;
         | 
| 1327 | 
            +
            	var ibuf = mesh.indexBuffer;
         | 
| 1328 | 
            +
            	var vbuf = mesh.transformedVertexBuffer;
         | 
| 1329 | 
            +
            	var vnbuf = mesh.transformedVertexNormalZBuffer;
         | 
| 1330 | 
            +
            	var fnbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 1331 | 
            +
            	var cbuf = this.colorBuffer;
         | 
| 1332 | 
            +
            	var zbuf = this.zBuffer;
         | 
| 1333 | 
            +
            	var sbuf = this.selectionBuffer;
         | 
| 1334 | 
            +
            	var numOfFaces = mesh.faceCount;
         | 
| 1335 | 
            +
            	var numOfVertices = vbuf.length / 3;
         | 
| 1336 | 
            +
            	var id = mesh.internalId;
         | 
| 1337 | 
            +
            	var material = mesh.material ? mesh.material : this.defaultMaterial;
         | 
| 1338 | 
            +
            	var palette = material.getPalette();
         | 
| 1339 | 
            +
            	var isOpaque = material.transparency == 0;
         | 
| 1340 | 
            +
            	var trans = material.transparency * 255;
         | 
| 1341 | 
            +
            	var opaci = 255 - trans;
         | 
| 1342 | 
            +
             | 
| 1343 | 
            +
            	// skip this mesh if it is completely transparent
         | 
| 1344 | 
            +
            	if(material.transparency == 1)
         | 
| 1345 | 
            +
            		return;
         | 
| 1346 | 
            +
             | 
| 1347 | 
            +
            	if(!vnbuf || vnbuf.length < numOfVertices) {
         | 
| 1348 | 
            +
            		mesh.transformedVertexNormalZBuffer = new Array(numOfVertices);
         | 
| 1349 | 
            +
            		vnbuf = mesh.transformedVertexNormalZBuffer;
         | 
| 1350 | 
            +
            	}
         | 
| 1351 | 
            +
             | 
| 1352 | 
            +
            	if(!fnbuf || fnbuf.length < numOfFaces) {
         | 
| 1353 | 
            +
            		mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
         | 
| 1354 | 
            +
            		fnbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 1355 | 
            +
            	}
         | 
| 1356 | 
            +
             | 
| 1357 | 
            +
            	JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.vertexNormalBuffer, vnbuf);
         | 
| 1358 | 
            +
            	JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, fnbuf);
         | 
| 1359 | 
            +
             | 
| 1360 | 
            +
            	var isDoubleSided = mesh.isDoubleSided;
         | 
| 1361 | 
            +
             | 
| 1362 | 
            +
            	var Xs = new Array(3);
         | 
| 1363 | 
            +
            	var Ys = new Array(3);
         | 
| 1364 | 
            +
            	var Zs = new Array(3);
         | 
| 1365 | 
            +
            	var Ns = new Array(3);
         | 
| 1366 | 
            +
            	var i = 0, j = 0;
         | 
| 1367 | 
            +
            	while(i < numOfFaces) {
         | 
| 1368 | 
            +
            		var xformedFNz = fnbuf[i++];
         | 
| 1369 | 
            +
            		if(isDoubleSided)
         | 
| 1370 | 
            +
            			xformedFNz = xformedFNz > 0 ? xformedFNz : -xformedFNz;
         | 
| 1371 | 
            +
            		if(xformedFNz < 0) {
         | 
| 1372 | 
            +
            			do {
         | 
| 1373 | 
            +
            			} while (ibuf[j++] != -1);
         | 
| 1374 | 
            +
            		}
         | 
| 1375 | 
            +
            		else {
         | 
| 1376 | 
            +
            			var i0, i1, i2;
         | 
| 1377 | 
            +
            			var v0, v1, v2;
         | 
| 1378 | 
            +
            			i0 = ibuf[j++];
         | 
| 1379 | 
            +
            			v0 = i0 * 3;
         | 
| 1380 | 
            +
            			i1 = ibuf[j++];
         | 
| 1381 | 
            +
            			v1 = i1 * 3;
         | 
| 1382 | 
            +
             | 
| 1383 | 
            +
            			do {
         | 
| 1384 | 
            +
            				i2 = ibuf[j++];
         | 
| 1385 | 
            +
            				v2 = i2 * 3;
         | 
| 1386 | 
            +
             | 
| 1387 | 
            +
            				Xs[0] = ~~(vbuf[v0]     + 0.5);
         | 
| 1388 | 
            +
            				Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
         | 
| 1389 | 
            +
            				Zs[0] = vbuf[v0 + 2];
         | 
| 1390 | 
            +
            				Xs[1] = ~~(vbuf[v1]     + 0.5);
         | 
| 1391 | 
            +
            				Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
         | 
| 1392 | 
            +
            				Zs[1] = vbuf[v1 + 2];
         | 
| 1393 | 
            +
            				Xs[2] = ~~(vbuf[v2]     + 0.5);
         | 
| 1394 | 
            +
            				Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
         | 
| 1395 | 
            +
            				Zs[2] = vbuf[v2 + 2];
         | 
| 1396 | 
            +
             | 
| 1397 | 
            +
            				Ns[0] = vnbuf[i0];
         | 
| 1398 | 
            +
            				Ns[1] = vnbuf[i1];
         | 
| 1399 | 
            +
            				Ns[2] = vnbuf[i2];
         | 
| 1400 | 
            +
            				if(isDoubleSided) {
         | 
| 1401 | 
            +
            					if(Ns[0] < 0)
         | 
| 1402 | 
            +
            						Ns[0] = -Ns[0];
         | 
| 1403 | 
            +
            					if(Ns[1] < 0)
         | 
| 1404 | 
            +
            						Ns[1] = -Ns[1];
         | 
| 1405 | 
            +
            					if(Ns[2] < 0)
         | 
| 1406 | 
            +
            						Ns[2] = -Ns[2];
         | 
| 1407 | 
            +
            				}
         | 
| 1408 | 
            +
             | 
| 1409 | 
            +
            				var high = Ys[0] < Ys[1] ? 0 : 1;
         | 
| 1410 | 
            +
            				high = Ys[high] < Ys[2] ? high : 2;
         | 
| 1411 | 
            +
            				var low = Ys[0] > Ys[1] ? 0 : 1;
         | 
| 1412 | 
            +
            				low = Ys[low] > Ys[2] ? low : 2;
         | 
| 1413 | 
            +
            				var mid = 3 - low - high;
         | 
| 1414 | 
            +
             | 
| 1415 | 
            +
            				if(high != low) {
         | 
| 1416 | 
            +
            					var x0 = Xs[low];
         | 
| 1417 | 
            +
            					var z0 = Zs[low];
         | 
| 1418 | 
            +
            					var n0 = Ns[low] * 255;
         | 
| 1419 | 
            +
            					var dy0 = Ys[low] - Ys[high];
         | 
| 1420 | 
            +
            					dy0 = dy0 != 0 ? dy0 : 1;
         | 
| 1421 | 
            +
            					var xStep0 = (Xs[low] - Xs[high]) / dy0;
         | 
| 1422 | 
            +
            					var zStep0 = (Zs[low] - Zs[high]) / dy0;
         | 
| 1423 | 
            +
            					var nStep0 = (Ns[low] - Ns[high]) * 255 / dy0;
         | 
| 1424 | 
            +
             | 
| 1425 | 
            +
            					var x1 = Xs[low];
         | 
| 1426 | 
            +
            					var z1 = Zs[low];
         | 
| 1427 | 
            +
            					var n1 = Ns[low] * 255;
         | 
| 1428 | 
            +
            					var dy1 = Ys[low] - Ys[mid];
         | 
| 1429 | 
            +
            					dy1 = dy1 != 0 ? dy1 : 1;
         | 
| 1430 | 
            +
            					var xStep1 = (Xs[low] - Xs[mid]) / dy1;
         | 
| 1431 | 
            +
            					var zStep1 = (Zs[low] - Zs[mid]) / dy1;
         | 
| 1432 | 
            +
            					var nStep1 = (Ns[low] - Ns[mid]) * 255 / dy1;
         | 
| 1433 | 
            +
             | 
| 1434 | 
            +
            					var x2 = Xs[mid];
         | 
| 1435 | 
            +
            					var z2 = Zs[mid];
         | 
| 1436 | 
            +
            					var n2 = Ns[mid] * 255;
         | 
| 1437 | 
            +
            					var dy2 = Ys[mid] - Ys[high];
         | 
| 1438 | 
            +
            					dy2 = dy2 != 0 ? dy2 : 1;
         | 
| 1439 | 
            +
            					var xStep2 = (Xs[mid] - Xs[high]) / dy2;
         | 
| 1440 | 
            +
            					var zStep2 = (Zs[mid] - Zs[high]) / dy2;
         | 
| 1441 | 
            +
            					var nStep2 = (Ns[mid] - Ns[high]) * 255 / dy2;
         | 
| 1442 | 
            +
             | 
| 1443 | 
            +
            					var linebase = Ys[low] * w;
         | 
| 1444 | 
            +
            					for(var y=Ys[low]; y>Ys[high]; y--) {
         | 
| 1445 | 
            +
            						if(y >=0 && y < h) {
         | 
| 1446 | 
            +
            							var xLeft = ~~x0;
         | 
| 1447 | 
            +
            							var zLeft = z0;
         | 
| 1448 | 
            +
            							var nLeft = n0;
         | 
| 1449 | 
            +
            							var xRight, zRight, nRight;
         | 
| 1450 | 
            +
            							if(y > Ys[mid]) {
         | 
| 1451 | 
            +
            								xRight = ~~x1;
         | 
| 1452 | 
            +
            								zRight = z1;
         | 
| 1453 | 
            +
            								nRight = n1;
         | 
| 1454 | 
            +
            							}
         | 
| 1455 | 
            +
            							else {
         | 
| 1456 | 
            +
            								xRight = ~~x2;
         | 
| 1457 | 
            +
            								zRight = z2;
         | 
| 1458 | 
            +
            								nRight = n2;
         | 
| 1459 | 
            +
            							}
         | 
| 1460 | 
            +
             | 
| 1461 | 
            +
            							if(xLeft > xRight) {
         | 
| 1462 | 
            +
            								var temp;
         | 
| 1463 | 
            +
            								temp = xLeft;
         | 
| 1464 | 
            +
            								xLeft = xRight;
         | 
| 1465 | 
            +
            								xRight = temp;
         | 
| 1466 | 
            +
            								temp = zLeft;
         | 
| 1467 | 
            +
            								zLeft = zRight;
         | 
| 1468 | 
            +
            								zRight = temp;
         | 
| 1469 | 
            +
            								temp = nLeft;
         | 
| 1470 | 
            +
            								nLeft = nRight;
         | 
| 1471 | 
            +
            								nRight = temp;
         | 
| 1472 | 
            +
            							}
         | 
| 1473 | 
            +
             | 
| 1474 | 
            +
            							var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
         | 
| 1475 | 
            +
            							var nInc = (xLeft != xRight) ? ((nRight - nLeft) / (xRight - xLeft)) : 1;
         | 
| 1476 | 
            +
            							if(xLeft < 0) {
         | 
| 1477 | 
            +
            								zLeft -= xLeft * zInc;
         | 
| 1478 | 
            +
            								nLeft -= xLeft * nInc;
         | 
| 1479 | 
            +
            								xLeft = 0;
         | 
| 1480 | 
            +
            							}
         | 
| 1481 | 
            +
            							if(xRight >= w) {
         | 
| 1482 | 
            +
            								xRight = w - 1;
         | 
| 1483 | 
            +
            							}
         | 
| 1484 | 
            +
            							var pix = linebase + xLeft;
         | 
| 1485 | 
            +
            							if(isOpaque) {
         | 
| 1486 | 
            +
            								for(var x=xLeft, z=zLeft, n=nLeft; x<=xRight; x++, z+=zInc, n+=nInc) {
         | 
| 1487 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 1488 | 
            +
            										zbuf[pix] = z;
         | 
| 1489 | 
            +
            										cbuf[pix] = palette[n > 0 ? (~~n) : 0];
         | 
| 1490 | 
            +
            										sbuf[pix] = id;
         | 
| 1491 | 
            +
            									}
         | 
| 1492 | 
            +
            									pix++;
         | 
| 1493 | 
            +
            								}
         | 
| 1494 | 
            +
            							}
         | 
| 1495 | 
            +
            							else {
         | 
| 1496 | 
            +
            								for(var x=xLeft, z=zLeft, n=nLeft; x<xRight; x++, z+=zInc, n+=nInc) {
         | 
| 1497 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 1498 | 
            +
            										var foreColor = palette[n > 0 ? (~~n) : 0];
         | 
| 1499 | 
            +
            										var backColor = cbuf[pix];
         | 
| 1500 | 
            +
            										var rr = ((backColor & 0xff0000) * trans + (foreColor & 0xff0000) * opaci) >> 8;
         | 
| 1501 | 
            +
            										var gg = ((backColor & 0xff00) * trans + (foreColor & 0xff00) * opaci) >> 8;
         | 
| 1502 | 
            +
            										var bb = ((backColor & 0xff) * trans + (foreColor & 0xff) * opaci) >> 8;
         | 
| 1503 | 
            +
            										cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
         | 
| 1504 | 
            +
            										sbuf[pix] = id;
         | 
| 1505 | 
            +
            									}
         | 
| 1506 | 
            +
            									pix++;
         | 
| 1507 | 
            +
            								}
         | 
| 1508 | 
            +
            							}
         | 
| 1509 | 
            +
            						}
         | 
| 1510 | 
            +
             | 
| 1511 | 
            +
            						// step up to next scanline
         | 
| 1512 | 
            +
            						//
         | 
| 1513 | 
            +
            						x0 -= xStep0;
         | 
| 1514 | 
            +
            						z0 -= zStep0;
         | 
| 1515 | 
            +
            						n0 -= nStep0;
         | 
| 1516 | 
            +
            						if(y > Ys[mid]) {
         | 
| 1517 | 
            +
            							x1 -= xStep1;
         | 
| 1518 | 
            +
            							z1 -= zStep1;
         | 
| 1519 | 
            +
            							n1 -= nStep1;
         | 
| 1520 | 
            +
            						}
         | 
| 1521 | 
            +
            						else {
         | 
| 1522 | 
            +
            							x2 -= xStep2;
         | 
| 1523 | 
            +
            							z2 -= zStep2;
         | 
| 1524 | 
            +
            							n2 -= nStep2;
         | 
| 1525 | 
            +
            						}
         | 
| 1526 | 
            +
            						linebase -= w;
         | 
| 1527 | 
            +
            					}
         | 
| 1528 | 
            +
            				}
         | 
| 1529 | 
            +
             | 
| 1530 | 
            +
            				v1 = v2;
         | 
| 1531 | 
            +
            				i1 = i2;
         | 
| 1532 | 
            +
            			} while (ibuf[j] != -1);
         | 
| 1533 | 
            +
             | 
| 1534 | 
            +
            			j++;
         | 
| 1535 | 
            +
            		}
         | 
| 1536 | 
            +
            	}
         | 
| 1537 | 
            +
            };
         | 
| 1538 | 
            +
             | 
| 1539 | 
            +
            /**
         | 
| 1540 | 
            +
            	Render the given mesh as textured object, with no lightings.
         | 
| 1541 | 
            +
            	@private
         | 
| 1542 | 
            +
             */
         | 
| 1543 | 
            +
            JSC3D.Viewer.prototype.renderSolidTexture = function(mesh) {
         | 
| 1544 | 
            +
            	var w = this.frameWidth;
         | 
| 1545 | 
            +
            	var h = this.frameHeight;
         | 
| 1546 | 
            +
            	var ibuf = mesh.indexBuffer;
         | 
| 1547 | 
            +
            	var vbuf = mesh.transformedVertexBuffer;
         | 
| 1548 | 
            +
            	var nbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 1549 | 
            +
            	var cbuf = this.colorBuffer;
         | 
| 1550 | 
            +
            	var zbuf = this.zBuffer;
         | 
| 1551 | 
            +
            	var sbuf = this.selectionBuffer;
         | 
| 1552 | 
            +
            	var numOfFaces = mesh.faceCount;
         | 
| 1553 | 
            +
            	var id = mesh.internalId;
         | 
| 1554 | 
            +
            	var texture = mesh.texture;
         | 
| 1555 | 
            +
            	var isOpaque = !texture.hasTransparency;
         | 
| 1556 | 
            +
            	var tbuf = mesh.texCoordBuffer;
         | 
| 1557 | 
            +
            	var tibuf = mesh.texCoordIndexBuffer;
         | 
| 1558 | 
            +
            	var tdata = texture.data;
         | 
| 1559 | 
            +
            	var tdim = texture.width;
         | 
| 1560 | 
            +
            	var tbound = tdim - 1;
         | 
| 1561 | 
            +
            	var mipmaps = texture.hasMipmap() ? texture.mipmaps : null;
         | 
| 1562 | 
            +
            	var mipentries = mipmaps ? texture.mipentries : null;
         | 
| 1563 | 
            +
             | 
| 1564 | 
            +
            	if(!nbuf || nbuf.length < numOfFaces) {
         | 
| 1565 | 
            +
            		mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
         | 
| 1566 | 
            +
            		nbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 1567 | 
            +
            	}
         | 
| 1568 | 
            +
             | 
| 1569 | 
            +
            	JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, nbuf);
         | 
| 1570 | 
            +
             | 
| 1571 | 
            +
            	var Xs = new Array(3);
         | 
| 1572 | 
            +
            	var Ys = new Array(3);
         | 
| 1573 | 
            +
            	var Zs = new Array(3);
         | 
| 1574 | 
            +
            	var THs = new Array(3);
         | 
| 1575 | 
            +
            	var TVs = new Array(3);
         | 
| 1576 | 
            +
            	var i = 0, j = 0;
         | 
| 1577 | 
            +
            	while(i < numOfFaces) {
         | 
| 1578 | 
            +
            		var xformedNz = nbuf[i++];
         | 
| 1579 | 
            +
            		if(mesh.isDoubleSided)
         | 
| 1580 | 
            +
            			xformedNz = xformedNz > 0 ? xformedNz : -xformedNz;
         | 
| 1581 | 
            +
            		if(xformedNz < 0) {
         | 
| 1582 | 
            +
            			do {
         | 
| 1583 | 
            +
            			} while (ibuf[j++] != -1);
         | 
| 1584 | 
            +
            		}
         | 
| 1585 | 
            +
            		else {
         | 
| 1586 | 
            +
            			var v0, v1, v2;
         | 
| 1587 | 
            +
            			var t0, t1, t2;
         | 
| 1588 | 
            +
            			v0 = ibuf[j] * 3;
         | 
| 1589 | 
            +
            			t0 = tibuf[j] * 2;
         | 
| 1590 | 
            +
            			j++;
         | 
| 1591 | 
            +
            			v1 = ibuf[j] * 3;
         | 
| 1592 | 
            +
            			t1 = tibuf[j] * 2;
         | 
| 1593 | 
            +
            			j++;
         | 
| 1594 | 
            +
             | 
| 1595 | 
            +
            			// select an appropriate mip-map level for texturing
         | 
| 1596 | 
            +
            			//
         | 
| 1597 | 
            +
            			if(mipmaps) {
         | 
| 1598 | 
            +
            				v2 = ibuf[j] * 3;
         | 
| 1599 | 
            +
            				t2 = tibuf[j] * 2;
         | 
| 1600 | 
            +
             | 
| 1601 | 
            +
            				tdim = texture.width;
         | 
| 1602 | 
            +
             | 
| 1603 | 
            +
            				Xs[0] = vbuf[v0];
         | 
| 1604 | 
            +
            				Ys[0] = vbuf[v0 + 1];
         | 
| 1605 | 
            +
            				Xs[1] = vbuf[v1];
         | 
| 1606 | 
            +
            				Ys[1] = vbuf[v1 + 1];
         | 
| 1607 | 
            +
            				Xs[2] = vbuf[v2];
         | 
| 1608 | 
            +
            				Ys[2] = vbuf[v2 + 1];
         | 
| 1609 | 
            +
             | 
| 1610 | 
            +
            				THs[0] = tbuf[t0] * tdim;
         | 
| 1611 | 
            +
            				TVs[0] = tbuf[t0 + 1] * tdim;
         | 
| 1612 | 
            +
            				THs[1] = tbuf[t1] * tdim;
         | 
| 1613 | 
            +
            				TVs[1] = tbuf[t1 + 1] * tdim;
         | 
| 1614 | 
            +
            				THs[2] = tbuf[t2] * tdim;
         | 
| 1615 | 
            +
            				TVs[2] = tbuf[t2 + 1] * tdim;
         | 
| 1616 | 
            +
             | 
| 1617 | 
            +
            				var faceArea = (Xs[1] - Xs[0]) * (Ys[2] - Ys[0]) - (Ys[1] - Ys[0]) * (Xs[2] - Xs[0]);
         | 
| 1618 | 
            +
            				if(faceArea < 0)
         | 
| 1619 | 
            +
            					faceArea = -faceArea;
         | 
| 1620 | 
            +
            				faceArea += 1;
         | 
| 1621 | 
            +
            				var texArea = (THs[1] - THs[0]) * (TVs[2] - TVs[0]) - (TVs[1] -  TVs[0]) * (THs[2] - THs[0]);
         | 
| 1622 | 
            +
            				if(texArea < 0)
         | 
| 1623 | 
            +
            					texArea = -texArea;
         | 
| 1624 | 
            +
            				var mipRatio = texArea / faceArea;
         | 
| 1625 | 
            +
             | 
| 1626 | 
            +
            				var level = 0;
         | 
| 1627 | 
            +
            				if(mipRatio < mipentries[1])
         | 
| 1628 | 
            +
            					level = 0;
         | 
| 1629 | 
            +
            				else if(mipRatio >= mipentries[mipentries.length - 1]) {
         | 
| 1630 | 
            +
            					level = mipentries.length - 1;
         | 
| 1631 | 
            +
            					tdim = 1;
         | 
| 1632 | 
            +
            				}
         | 
| 1633 | 
            +
            				else {
         | 
| 1634 | 
            +
            					while(mipRatio >= mipentries[level+1]) {
         | 
| 1635 | 
            +
            						level++;
         | 
| 1636 | 
            +
            						tdim /= 2;
         | 
| 1637 | 
            +
            					}
         | 
| 1638 | 
            +
            				}
         | 
| 1639 | 
            +
             | 
| 1640 | 
            +
            				tdata = mipmaps[level];
         | 
| 1641 | 
            +
            				tbound = tdim - 1;
         | 
| 1642 | 
            +
            			}
         | 
| 1643 | 
            +
             | 
| 1644 | 
            +
            			do {
         | 
| 1645 | 
            +
            				v2 = ibuf[j] * 3;
         | 
| 1646 | 
            +
            				t2 = tibuf[j] * 2;
         | 
| 1647 | 
            +
            				j++;
         | 
| 1648 | 
            +
             | 
| 1649 | 
            +
            				Xs[0] = ~~(vbuf[v0]     + 0.5);
         | 
| 1650 | 
            +
            				Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
         | 
| 1651 | 
            +
            				Zs[0] = vbuf[v0 + 2];
         | 
| 1652 | 
            +
            				Xs[1] = ~~(vbuf[v1]     + 0.5);
         | 
| 1653 | 
            +
            				Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
         | 
| 1654 | 
            +
            				Zs[1] = vbuf[v1 + 2];
         | 
| 1655 | 
            +
            				Xs[2] = ~~(vbuf[v2]     + 0.5);
         | 
| 1656 | 
            +
            				Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
         | 
| 1657 | 
            +
            				Zs[2] = vbuf[v2 + 2];
         | 
| 1658 | 
            +
             | 
| 1659 | 
            +
            				THs[0] = tbuf[t0] * tdim;
         | 
| 1660 | 
            +
            				TVs[0] = tbuf[t0 + 1] * tdim;
         | 
| 1661 | 
            +
            				THs[1] = tbuf[t1] * tdim;
         | 
| 1662 | 
            +
            				TVs[1] = tbuf[t1 + 1] * tdim;
         | 
| 1663 | 
            +
            				THs[2] = tbuf[t2] * tdim;
         | 
| 1664 | 
            +
            				TVs[2] = tbuf[t2 + 1] * tdim;
         | 
| 1665 | 
            +
             | 
| 1666 | 
            +
            				var high = Ys[0] < Ys[1] ? 0 : 1;
         | 
| 1667 | 
            +
            				high = Ys[high] < Ys[2] ? high : 2;
         | 
| 1668 | 
            +
            				var low = Ys[0] > Ys[1] ? 0 : 1;
         | 
| 1669 | 
            +
            				low = Ys[low] > Ys[2] ? low : 2;
         | 
| 1670 | 
            +
            				var mid = 3 - low - high;
         | 
| 1671 | 
            +
             | 
| 1672 | 
            +
            				if(high != low) {
         | 
| 1673 | 
            +
            					var x0 = Xs[low];
         | 
| 1674 | 
            +
            					var z0 = Zs[low];
         | 
| 1675 | 
            +
            					var th0 = THs[low];
         | 
| 1676 | 
            +
            					var tv0 = TVs[low];
         | 
| 1677 | 
            +
            					var dy0 = Ys[low] - Ys[high];
         | 
| 1678 | 
            +
            					dy0 = dy0 != 0 ? dy0 : 1;
         | 
| 1679 | 
            +
            					var xStep0 = (Xs[low] - Xs[high]) / dy0;
         | 
| 1680 | 
            +
            					var zStep0 = (Zs[low] - Zs[high]) / dy0;
         | 
| 1681 | 
            +
            					var thStep0 = (THs[low] - THs[high]) / dy0;
         | 
| 1682 | 
            +
            					var tvStep0 = (TVs[low] - TVs[high]) / dy0;
         | 
| 1683 | 
            +
             | 
| 1684 | 
            +
            					var x1 = Xs[low];
         | 
| 1685 | 
            +
            					var z1 = Zs[low];
         | 
| 1686 | 
            +
            					var th1 = THs[low];
         | 
| 1687 | 
            +
            					var tv1 = TVs[low];
         | 
| 1688 | 
            +
            					var dy1 = Ys[low] - Ys[mid];
         | 
| 1689 | 
            +
            					dy1 = dy1 != 0 ? dy1 : 1;
         | 
| 1690 | 
            +
            					var xStep1 = (Xs[low] - Xs[mid]) / dy1;
         | 
| 1691 | 
            +
            					var zStep1 = (Zs[low] - Zs[mid]) / dy1;
         | 
| 1692 | 
            +
            					var thStep1 = (THs[low] - THs[mid]) / dy1;
         | 
| 1693 | 
            +
            					var tvStep1 = (TVs[low] - TVs[mid]) / dy1;
         | 
| 1694 | 
            +
             | 
| 1695 | 
            +
            					var x2 = Xs[mid];
         | 
| 1696 | 
            +
            					var z2 = Zs[mid];
         | 
| 1697 | 
            +
            					var th2 = THs[mid];
         | 
| 1698 | 
            +
            					var tv2 = TVs[mid];
         | 
| 1699 | 
            +
            					var dy2 = Ys[mid] - Ys[high];
         | 
| 1700 | 
            +
            					dy2 = dy2 != 0 ? dy2 : 1;
         | 
| 1701 | 
            +
            					var xStep2 = (Xs[mid] - Xs[high]) / dy2;
         | 
| 1702 | 
            +
            					var zStep2 = (Zs[mid] - Zs[high]) / dy2;
         | 
| 1703 | 
            +
            					var thStep2 = (THs[mid] - THs[high]) / dy2;
         | 
| 1704 | 
            +
            					var tvStep2 = (TVs[mid] - TVs[high]) / dy2;
         | 
| 1705 | 
            +
             | 
| 1706 | 
            +
            					var linebase = Ys[low] * w;
         | 
| 1707 | 
            +
            					for(var y=Ys[low]; y>Ys[high]; y--) {
         | 
| 1708 | 
            +
            						if(y >=0 && y < h) {
         | 
| 1709 | 
            +
            							var xLeft = ~~x0;
         | 
| 1710 | 
            +
            							var zLeft = z0;
         | 
| 1711 | 
            +
            							var thLeft = th0;
         | 
| 1712 | 
            +
            							var tvLeft = tv0;
         | 
| 1713 | 
            +
            							var xRight, zRight, thRight, tvRight;
         | 
| 1714 | 
            +
            							if(y > Ys[mid]) {
         | 
| 1715 | 
            +
            								xRight = ~~x1;
         | 
| 1716 | 
            +
            								zRight = z1;
         | 
| 1717 | 
            +
            								thRight = th1;
         | 
| 1718 | 
            +
            								tvRight = tv1;
         | 
| 1719 | 
            +
            							}
         | 
| 1720 | 
            +
            							else {
         | 
| 1721 | 
            +
            								xRight = ~~x2;
         | 
| 1722 | 
            +
            								zRight = z2;
         | 
| 1723 | 
            +
            								thRight = th2;
         | 
| 1724 | 
            +
            								tvRight = tv2;
         | 
| 1725 | 
            +
            							}
         | 
| 1726 | 
            +
             | 
| 1727 | 
            +
            							if(xLeft > xRight) {
         | 
| 1728 | 
            +
            								var temp;
         | 
| 1729 | 
            +
            								temp = xLeft;
         | 
| 1730 | 
            +
            								xLeft = xRight;
         | 
| 1731 | 
            +
            								xRight = temp;
         | 
| 1732 | 
            +
            								temp = zLeft;
         | 
| 1733 | 
            +
            								zLeft = zRight;
         | 
| 1734 | 
            +
            								zRight = temp;
         | 
| 1735 | 
            +
            								temp = thLeft;
         | 
| 1736 | 
            +
            								thLeft = thRight;
         | 
| 1737 | 
            +
            								thRight = temp;
         | 
| 1738 | 
            +
            								temp = tvLeft;
         | 
| 1739 | 
            +
            								tvLeft = tvRight;
         | 
| 1740 | 
            +
            								tvRight = temp;
         | 
| 1741 | 
            +
            							}
         | 
| 1742 | 
            +
             | 
| 1743 | 
            +
            							var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
         | 
| 1744 | 
            +
            							var thInc = (xLeft != xRight) ? ((thRight - thLeft) / (xRight - xLeft)) : 1;
         | 
| 1745 | 
            +
            							var tvInc = (xLeft != xRight) ? ((tvRight - tvLeft) / (xRight - xLeft)) : 1;
         | 
| 1746 | 
            +
             | 
| 1747 | 
            +
            							if(xLeft < 0) {
         | 
| 1748 | 
            +
            								zLeft -= xLeft * zInc;
         | 
| 1749 | 
            +
            								thLeft -= xLeft * thInc;
         | 
| 1750 | 
            +
            								tvLeft -= xLeft * tvInc;
         | 
| 1751 | 
            +
            								xLeft = 0;
         | 
| 1752 | 
            +
            							}
         | 
| 1753 | 
            +
            							if(xRight >= w)
         | 
| 1754 | 
            +
            								xRight = w - 1;
         | 
| 1755 | 
            +
             | 
| 1756 | 
            +
            							var pix = linebase + xLeft;
         | 
| 1757 | 
            +
            							if(isOpaque) {
         | 
| 1758 | 
            +
            								for(var x=xLeft, z=zLeft, th=thLeft, tv=tvLeft; x<=xRight; x++, z+=zInc, th+=thInc, tv+=tvInc) {
         | 
| 1759 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 1760 | 
            +
            										zbuf[pix] = z;
         | 
| 1761 | 
            +
            										cbuf[pix] = tdata[(tv & tbound) * tdim + (th & tbound)];
         | 
| 1762 | 
            +
            										sbuf[pix] = id;
         | 
| 1763 | 
            +
            									}
         | 
| 1764 | 
            +
            									pix++;
         | 
| 1765 | 
            +
            								}
         | 
| 1766 | 
            +
            							}
         | 
| 1767 | 
            +
            							else {
         | 
| 1768 | 
            +
            								for(var x=xLeft, z=zLeft, th=thLeft, tv=tvLeft; x<xRight; x++, z+=zInc, th+=thInc, tv+=tvInc) {
         | 
| 1769 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 1770 | 
            +
            										var foreColor = tdata[(tv & tbound) * tdim + (th & tbound)];
         | 
| 1771 | 
            +
            										var backColor = cbuf[pix];
         | 
| 1772 | 
            +
            										var opaci = (foreColor >> 24) & 0xff;
         | 
| 1773 | 
            +
            										var trans = 255 - opaci;
         | 
| 1774 | 
            +
            										var rr = ((backColor & 0xff0000) * trans + (foreColor & 0xff0000) * opaci) >> 8;
         | 
| 1775 | 
            +
            										var gg = ((backColor & 0xff00) * trans + (foreColor & 0xff00) * opaci) >> 8;
         | 
| 1776 | 
            +
            										var bb = ((backColor & 0xff) * trans + (foreColor & 0xff) * opaci) >> 8;
         | 
| 1777 | 
            +
            										cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
         | 
| 1778 | 
            +
            										sbuf[pix] = id;
         | 
| 1779 | 
            +
            									}
         | 
| 1780 | 
            +
            									pix++;
         | 
| 1781 | 
            +
            								}
         | 
| 1782 | 
            +
            							}
         | 
| 1783 | 
            +
            						}
         | 
| 1784 | 
            +
             | 
| 1785 | 
            +
            						// step up to next scanline
         | 
| 1786 | 
            +
            						//
         | 
| 1787 | 
            +
            						x0 -= xStep0;
         | 
| 1788 | 
            +
            						z0 -= zStep0;
         | 
| 1789 | 
            +
            						th0 -= thStep0;
         | 
| 1790 | 
            +
            						tv0 -= tvStep0;
         | 
| 1791 | 
            +
            						if(y > Ys[mid]) {
         | 
| 1792 | 
            +
            							x1 -= xStep1;
         | 
| 1793 | 
            +
            							z1 -= zStep1;
         | 
| 1794 | 
            +
            							th1 -= thStep1;
         | 
| 1795 | 
            +
            							tv1 -= tvStep1;
         | 
| 1796 | 
            +
            						}
         | 
| 1797 | 
            +
            						else {
         | 
| 1798 | 
            +
            							x2 -= xStep2;
         | 
| 1799 | 
            +
            							z2 -= zStep2;
         | 
| 1800 | 
            +
            							th2 -= thStep2;
         | 
| 1801 | 
            +
            							tv2 -= tvStep2;
         | 
| 1802 | 
            +
            						}
         | 
| 1803 | 
            +
            						linebase -= w;
         | 
| 1804 | 
            +
            					}
         | 
| 1805 | 
            +
            				}
         | 
| 1806 | 
            +
             | 
| 1807 | 
            +
            				v1 = v2;
         | 
| 1808 | 
            +
            				t1 = t2;
         | 
| 1809 | 
            +
            			} while (ibuf[j] != -1);
         | 
| 1810 | 
            +
             | 
| 1811 | 
            +
            			j++;
         | 
| 1812 | 
            +
            		}
         | 
| 1813 | 
            +
            	}
         | 
| 1814 | 
            +
            };
         | 
| 1815 | 
            +
             | 
| 1816 | 
            +
            /**
         | 
| 1817 | 
            +
            	Render the given mesh as textured object. Lighting will be calculated per face.
         | 
| 1818 | 
            +
            	@private
         | 
| 1819 | 
            +
             */
         | 
| 1820 | 
            +
            JSC3D.Viewer.prototype.renderTextureFlat = function(mesh) {
         | 
| 1821 | 
            +
            	var w = this.frameWidth;
         | 
| 1822 | 
            +
            	var h = this.frameHeight;
         | 
| 1823 | 
            +
            	var ibuf = mesh.indexBuffer;
         | 
| 1824 | 
            +
            	var vbuf = mesh.transformedVertexBuffer;
         | 
| 1825 | 
            +
            	var nbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 1826 | 
            +
            	var cbuf = this.colorBuffer;
         | 
| 1827 | 
            +
            	var zbuf = this.zBuffer;
         | 
| 1828 | 
            +
            	var sbuf = this.selectionBuffer;
         | 
| 1829 | 
            +
            	var numOfFaces = mesh.faceCount;
         | 
| 1830 | 
            +
            	var id = mesh.internalId;
         | 
| 1831 | 
            +
            	var material = mesh.material ? mesh.material : this.defaultMaterial;
         | 
| 1832 | 
            +
            	var palette = material.getPalette();
         | 
| 1833 | 
            +
            	var texture = mesh.texture;
         | 
| 1834 | 
            +
            	var isOpaque = (material.transparency == 0) && !texture.hasTransparency;
         | 
| 1835 | 
            +
            	var matOpacity = ~~((1 - material.transparency) * 255);
         | 
| 1836 | 
            +
            	var tbuf = mesh.texCoordBuffer;
         | 
| 1837 | 
            +
            	var tibuf = mesh.texCoordIndexBuffer;
         | 
| 1838 | 
            +
            	var tdata = texture.data;
         | 
| 1839 | 
            +
            	var tdim = texture.width;
         | 
| 1840 | 
            +
            	var tbound = tdim - 1;
         | 
| 1841 | 
            +
            	var mipmaps = texture.hasMipmap() ? texture.mipmaps : null;
         | 
| 1842 | 
            +
            	var mipentries = mipmaps ? texture.mipentries : null;
         | 
| 1843 | 
            +
             | 
| 1844 | 
            +
            	// skip this mesh if it is completely transparent
         | 
| 1845 | 
            +
            	if(material.transparency == 1)
         | 
| 1846 | 
            +
            		return;
         | 
| 1847 | 
            +
             | 
| 1848 | 
            +
            	if(!nbuf || nbuf.length < numOfFaces) {
         | 
| 1849 | 
            +
            		mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
         | 
| 1850 | 
            +
            		nbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 1851 | 
            +
            	}
         | 
| 1852 | 
            +
             | 
| 1853 | 
            +
            	JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, nbuf);
         | 
| 1854 | 
            +
             | 
| 1855 | 
            +
            	var Xs = new Array(3);
         | 
| 1856 | 
            +
            	var Ys = new Array(3);
         | 
| 1857 | 
            +
            	var Zs = new Array(3);
         | 
| 1858 | 
            +
            	var THs = new Array(3);
         | 
| 1859 | 
            +
            	var TVs = new Array(3);
         | 
| 1860 | 
            +
            	var i = 0, j = 0;
         | 
| 1861 | 
            +
            	while(i < numOfFaces) {
         | 
| 1862 | 
            +
            		var xformedNz = nbuf[i++];
         | 
| 1863 | 
            +
            		if(mesh.isDoubleSided)
         | 
| 1864 | 
            +
            			xformedNz = xformedNz > 0 ? xformedNz : -xformedNz;
         | 
| 1865 | 
            +
            		if(xformedNz < 0) {
         | 
| 1866 | 
            +
            			do {
         | 
| 1867 | 
            +
            			} while (ibuf[j++] != -1);
         | 
| 1868 | 
            +
            		}
         | 
| 1869 | 
            +
            		else {
         | 
| 1870 | 
            +
            			var color = palette[~~(xformedNz * 255)];
         | 
| 1871 | 
            +
             | 
| 1872 | 
            +
            			var v0, v1, v2;
         | 
| 1873 | 
            +
            			var t0, t1, t2;
         | 
| 1874 | 
            +
            			v0 = ibuf[j] * 3;
         | 
| 1875 | 
            +
            			t0 = tibuf[j] * 2;
         | 
| 1876 | 
            +
            			j++;
         | 
| 1877 | 
            +
            			v1 = ibuf[j] * 3;
         | 
| 1878 | 
            +
            			t1 = tibuf[j] * 2;
         | 
| 1879 | 
            +
            			j++;
         | 
| 1880 | 
            +
             | 
| 1881 | 
            +
            			if(mipmaps) {
         | 
| 1882 | 
            +
            				v2 = ibuf[j] * 3;
         | 
| 1883 | 
            +
            				t2 = tibuf[j] * 2;
         | 
| 1884 | 
            +
             | 
| 1885 | 
            +
            				tdim = texture.width;
         | 
| 1886 | 
            +
             | 
| 1887 | 
            +
            				Xs[0] = vbuf[v0];
         | 
| 1888 | 
            +
            				Ys[0] = vbuf[v0 + 1];
         | 
| 1889 | 
            +
            				Xs[1] = vbuf[v1];
         | 
| 1890 | 
            +
            				Ys[1] = vbuf[v1 + 1];
         | 
| 1891 | 
            +
            				Xs[2] = vbuf[v2];
         | 
| 1892 | 
            +
            				Ys[2] = vbuf[v2 + 1];
         | 
| 1893 | 
            +
             | 
| 1894 | 
            +
            				THs[0] = tbuf[t0] * tdim;
         | 
| 1895 | 
            +
            				TVs[0] = tbuf[t0 + 1] * tdim;
         | 
| 1896 | 
            +
            				THs[1] = tbuf[t1] * tdim;
         | 
| 1897 | 
            +
            				TVs[1] = tbuf[t1 + 1] * tdim;
         | 
| 1898 | 
            +
            				THs[2] = tbuf[t2] * tdim;
         | 
| 1899 | 
            +
            				TVs[2] = tbuf[t2 + 1] * tdim;
         | 
| 1900 | 
            +
             | 
| 1901 | 
            +
            				var faceArea = (Xs[1] - Xs[0]) * (Ys[2] - Ys[0]) - (Ys[1] - Ys[0]) * (Xs[2] - Xs[0]);
         | 
| 1902 | 
            +
            				if(faceArea < 0)
         | 
| 1903 | 
            +
            					faceArea = -faceArea;
         | 
| 1904 | 
            +
            				faceArea += 1;
         | 
| 1905 | 
            +
            				var texArea = (THs[1] - THs[0]) * (TVs[2] - TVs[0]) - (TVs[1] -  TVs[0]) * (THs[2] - THs[0]);
         | 
| 1906 | 
            +
            				if(texArea < 0)
         | 
| 1907 | 
            +
            					texArea = -texArea;
         | 
| 1908 | 
            +
            				var mipRatio = texArea / faceArea;
         | 
| 1909 | 
            +
             | 
| 1910 | 
            +
            				var level = 0;
         | 
| 1911 | 
            +
            				if(mipRatio < mipentries[1])
         | 
| 1912 | 
            +
            					level = 0;
         | 
| 1913 | 
            +
            				else if(mipRatio >= mipentries[mipentries.length - 1]) {
         | 
| 1914 | 
            +
            					level = mipentries.length - 1;
         | 
| 1915 | 
            +
            					tdim = 1;
         | 
| 1916 | 
            +
            				}
         | 
| 1917 | 
            +
            				else {
         | 
| 1918 | 
            +
            					while(mipRatio >= mipentries[level+1]) {
         | 
| 1919 | 
            +
            						level++;
         | 
| 1920 | 
            +
            						tdim /= 2;
         | 
| 1921 | 
            +
            					}
         | 
| 1922 | 
            +
            				}
         | 
| 1923 | 
            +
             | 
| 1924 | 
            +
            				tdata = mipmaps[level];
         | 
| 1925 | 
            +
            				tbound = tdim - 1;
         | 
| 1926 | 
            +
            			}
         | 
| 1927 | 
            +
             | 
| 1928 | 
            +
            			do {
         | 
| 1929 | 
            +
            				v2 = ibuf[j] * 3;
         | 
| 1930 | 
            +
            				t2 = tibuf[j] * 2;
         | 
| 1931 | 
            +
            				j++;
         | 
| 1932 | 
            +
             | 
| 1933 | 
            +
            				Xs[0] = ~~(vbuf[v0]     + 0.5);
         | 
| 1934 | 
            +
            				Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
         | 
| 1935 | 
            +
            				Zs[0] = vbuf[v0 + 2];
         | 
| 1936 | 
            +
            				Xs[1] = ~~(vbuf[v1]     + 0.5);
         | 
| 1937 | 
            +
            				Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
         | 
| 1938 | 
            +
            				Zs[1] = vbuf[v1 + 2];
         | 
| 1939 | 
            +
            				Xs[2] = ~~(vbuf[v2]     + 0.5);
         | 
| 1940 | 
            +
            				Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
         | 
| 1941 | 
            +
            				Zs[2] = vbuf[v2 + 2];
         | 
| 1942 | 
            +
             | 
| 1943 | 
            +
            				THs[0] = tbuf[t0] * tdim;
         | 
| 1944 | 
            +
            				TVs[0] = tbuf[t0 + 1] * tdim;
         | 
| 1945 | 
            +
            				THs[1] = tbuf[t1] * tdim;
         | 
| 1946 | 
            +
            				TVs[1] = tbuf[t1 + 1] * tdim;
         | 
| 1947 | 
            +
            				THs[2] = tbuf[t2] * tdim;
         | 
| 1948 | 
            +
            				TVs[2] = tbuf[t2 + 1] * tdim;
         | 
| 1949 | 
            +
             | 
| 1950 | 
            +
            				var high = Ys[0] < Ys[1] ? 0 : 1;
         | 
| 1951 | 
            +
            				high = Ys[high] < Ys[2] ? high : 2;
         | 
| 1952 | 
            +
            				var low = Ys[0] > Ys[1] ? 0 : 1;
         | 
| 1953 | 
            +
            				low = Ys[low] > Ys[2] ? low : 2;
         | 
| 1954 | 
            +
            				var mid = 3 - low - high;
         | 
| 1955 | 
            +
             | 
| 1956 | 
            +
            				if(high != low) {
         | 
| 1957 | 
            +
            					var x0 = Xs[low];
         | 
| 1958 | 
            +
            					var z0 = Zs[low];
         | 
| 1959 | 
            +
            					var th0 = THs[low];
         | 
| 1960 | 
            +
            					var tv0 = TVs[low];
         | 
| 1961 | 
            +
            					var dy0 = Ys[low] - Ys[high];
         | 
| 1962 | 
            +
            					dy0 = dy0 != 0 ? dy0 : 1;
         | 
| 1963 | 
            +
            					var xStep0 = (Xs[low] - Xs[high]) / dy0;
         | 
| 1964 | 
            +
            					var zStep0 = (Zs[low] - Zs[high]) / dy0;
         | 
| 1965 | 
            +
            					var thStep0 = (THs[low] - THs[high]) / dy0;
         | 
| 1966 | 
            +
            					var tvStep0 = (TVs[low] - TVs[high]) / dy0;
         | 
| 1967 | 
            +
             | 
| 1968 | 
            +
            					var x1 = Xs[low];
         | 
| 1969 | 
            +
            					var z1 = Zs[low];
         | 
| 1970 | 
            +
            					var th1 = THs[low];
         | 
| 1971 | 
            +
            					var tv1 = TVs[low];
         | 
| 1972 | 
            +
            					var dy1 = Ys[low] - Ys[mid];
         | 
| 1973 | 
            +
            					dy1 = dy1 != 0 ? dy1 : 1;
         | 
| 1974 | 
            +
            					var xStep1 = (Xs[low] - Xs[mid]) / dy1;
         | 
| 1975 | 
            +
            					var zStep1 = (Zs[low] - Zs[mid]) / dy1;
         | 
| 1976 | 
            +
            					var thStep1 = (THs[low] - THs[mid]) / dy1;
         | 
| 1977 | 
            +
            					var tvStep1 = (TVs[low] - TVs[mid]) / dy1;
         | 
| 1978 | 
            +
             | 
| 1979 | 
            +
            					var x2 = Xs[mid];
         | 
| 1980 | 
            +
            					var z2 = Zs[mid];
         | 
| 1981 | 
            +
            					var th2 = THs[mid];
         | 
| 1982 | 
            +
            					var tv2 = TVs[mid];
         | 
| 1983 | 
            +
            					var dy2 = Ys[mid] - Ys[high];
         | 
| 1984 | 
            +
            					dy2 = dy2 != 0 ? dy2 : 1;
         | 
| 1985 | 
            +
            					var xStep2 = (Xs[mid] - Xs[high]) / dy2;
         | 
| 1986 | 
            +
            					var zStep2 = (Zs[mid] - Zs[high]) / dy2;
         | 
| 1987 | 
            +
            					var thStep2 = (THs[mid] - THs[high]) / dy2;
         | 
| 1988 | 
            +
            					var tvStep2 = (TVs[mid] - TVs[high]) / dy2;
         | 
| 1989 | 
            +
             | 
| 1990 | 
            +
            					var linebase = Ys[low] * w;
         | 
| 1991 | 
            +
            					for(var y=Ys[low]; y>Ys[high]; y--) {
         | 
| 1992 | 
            +
            						if(y >=0 && y < h) {
         | 
| 1993 | 
            +
            							var xLeft = ~~x0;
         | 
| 1994 | 
            +
            							var zLeft = z0;
         | 
| 1995 | 
            +
            							var thLeft = th0;
         | 
| 1996 | 
            +
            							var tvLeft = tv0;
         | 
| 1997 | 
            +
            							var xRight, zRight, thRight, tvRight;
         | 
| 1998 | 
            +
            							if(y > Ys[mid]) {
         | 
| 1999 | 
            +
            								xRight = ~~x1;
         | 
| 2000 | 
            +
            								zRight = z1;
         | 
| 2001 | 
            +
            								thRight = th1;
         | 
| 2002 | 
            +
            								tvRight = tv1;
         | 
| 2003 | 
            +
            							}
         | 
| 2004 | 
            +
            							else {
         | 
| 2005 | 
            +
            								xRight = ~~x2;
         | 
| 2006 | 
            +
            								zRight = z2;
         | 
| 2007 | 
            +
            								thRight = th2;
         | 
| 2008 | 
            +
            								tvRight = tv2;
         | 
| 2009 | 
            +
            							}
         | 
| 2010 | 
            +
             | 
| 2011 | 
            +
            							if(xLeft > xRight) {
         | 
| 2012 | 
            +
            								var temp;
         | 
| 2013 | 
            +
            								temp = xLeft;
         | 
| 2014 | 
            +
            								xLeft = xRight;
         | 
| 2015 | 
            +
            								xRight = temp;
         | 
| 2016 | 
            +
            								temp = zLeft;
         | 
| 2017 | 
            +
            								zLeft = zRight;
         | 
| 2018 | 
            +
            								zRight = temp;
         | 
| 2019 | 
            +
            								temp = thLeft;
         | 
| 2020 | 
            +
            								thLeft = thRight;
         | 
| 2021 | 
            +
            								thRight = temp;
         | 
| 2022 | 
            +
            								temp = tvLeft;
         | 
| 2023 | 
            +
            								tvLeft = tvRight;
         | 
| 2024 | 
            +
            								tvRight = temp;
         | 
| 2025 | 
            +
            							}
         | 
| 2026 | 
            +
             | 
| 2027 | 
            +
            							var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
         | 
| 2028 | 
            +
            							var thInc = (xLeft != xRight) ? ((thRight - thLeft) / (xRight - xLeft)) : 1;
         | 
| 2029 | 
            +
            							var tvInc = (xLeft != xRight) ? ((tvRight - tvLeft) / (xRight - xLeft)) : 1;
         | 
| 2030 | 
            +
             | 
| 2031 | 
            +
            							if(xLeft < 0) {
         | 
| 2032 | 
            +
            								zLeft -= xLeft * zInc;
         | 
| 2033 | 
            +
            								thLeft -= xLeft * thInc;
         | 
| 2034 | 
            +
            								tvLeft -= xLeft * tvInc;
         | 
| 2035 | 
            +
            								xLeft = 0;
         | 
| 2036 | 
            +
            							}
         | 
| 2037 | 
            +
            							if(xRight >= w)
         | 
| 2038 | 
            +
            								xRight = w - 1;
         | 
| 2039 | 
            +
             | 
| 2040 | 
            +
            							var pix = linebase + xLeft;
         | 
| 2041 | 
            +
            							if(isOpaque) {
         | 
| 2042 | 
            +
            								for(var x=xLeft, z=zLeft, th=thLeft, tv=tvLeft; x<=xRight; x++, z+=zInc, th+=thInc, tv+=tvInc) {
         | 
| 2043 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 2044 | 
            +
            										zbuf[pix] = z;
         | 
| 2045 | 
            +
            										var texel = tdata[(tv & tbound) * tdim + (th & tbound)];
         | 
| 2046 | 
            +
            										var rr = (((color & 0xff0000) >> 16) * ((texel & 0xff0000) >> 8));
         | 
| 2047 | 
            +
            										var gg = (((color & 0xff00) >> 8) * ((texel & 0xff00) >> 8));
         | 
| 2048 | 
            +
            										var bb = ((color & 0xff) * (texel & 0xff)) >> 8;
         | 
| 2049 | 
            +
            										cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
         | 
| 2050 | 
            +
            										sbuf[pix] = id;
         | 
| 2051 | 
            +
            									}
         | 
| 2052 | 
            +
            									pix++;
         | 
| 2053 | 
            +
            								}
         | 
| 2054 | 
            +
            							}
         | 
| 2055 | 
            +
            							else {
         | 
| 2056 | 
            +
            								for(var x=xLeft, z=zLeft, th=thLeft, tv=tvLeft; x<xRight; x++, z+=zInc, th+=thInc, tv+=tvInc) {
         | 
| 2057 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 2058 | 
            +
            										var foreColor = tdata[(tv & tbound) * tdim + (th & tbound)];
         | 
| 2059 | 
            +
            										var backColor = cbuf[pix];
         | 
| 2060 | 
            +
            										var opaci = (((foreColor >> 24) & 0xff) * (matOpacity & 0xff)) >> 8;
         | 
| 2061 | 
            +
            										var rr = (((color & 0xff0000) >> 16) * ((foreColor & 0xff0000) >> 8));
         | 
| 2062 | 
            +
            										var gg = (((color & 0xff00) >> 8) * ((foreColor & 0xff00) >> 8));
         | 
| 2063 | 
            +
            										var bb = ((color & 0xff) * (foreColor & 0xff)) >> 8;
         | 
| 2064 | 
            +
            										if(opaci > 250) {
         | 
| 2065 | 
            +
            											zbuf[pix] = z;
         | 
| 2066 | 
            +
            										}
         | 
| 2067 | 
            +
            										else {
         | 
| 2068 | 
            +
            											var trans = 255 - opaci;
         | 
| 2069 | 
            +
            											rr = (rr * opaci + (backColor & 0xff0000) * trans) >> 8;
         | 
| 2070 | 
            +
            											gg = (gg * opaci + (backColor & 0xff00) * trans) >> 8;
         | 
| 2071 | 
            +
            											bb = (bb * opaci + (backColor & 0xff) * trans) >> 8;
         | 
| 2072 | 
            +
            										}
         | 
| 2073 | 
            +
            										cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
         | 
| 2074 | 
            +
            										sbuf[pix] = id;
         | 
| 2075 | 
            +
            									}
         | 
| 2076 | 
            +
            									pix++;
         | 
| 2077 | 
            +
            								}
         | 
| 2078 | 
            +
            							}
         | 
| 2079 | 
            +
            						}
         | 
| 2080 | 
            +
             | 
| 2081 | 
            +
            						// step up to next scanline
         | 
| 2082 | 
            +
            						//
         | 
| 2083 | 
            +
            						x0 -= xStep0;
         | 
| 2084 | 
            +
            						z0 -= zStep0;
         | 
| 2085 | 
            +
            						th0 -= thStep0;
         | 
| 2086 | 
            +
            						tv0 -= tvStep0;
         | 
| 2087 | 
            +
            						if(y > Ys[mid]) {
         | 
| 2088 | 
            +
            							x1 -= xStep1;
         | 
| 2089 | 
            +
            							z1 -= zStep1;
         | 
| 2090 | 
            +
            							th1 -= thStep1;
         | 
| 2091 | 
            +
            							tv1 -= tvStep1;
         | 
| 2092 | 
            +
            						}
         | 
| 2093 | 
            +
            						else {
         | 
| 2094 | 
            +
            							x2 -= xStep2;
         | 
| 2095 | 
            +
            							z2 -= zStep2;
         | 
| 2096 | 
            +
            							th2 -= thStep2;
         | 
| 2097 | 
            +
            							tv2 -= tvStep2;
         | 
| 2098 | 
            +
            						}
         | 
| 2099 | 
            +
            						linebase -= w;
         | 
| 2100 | 
            +
            					}
         | 
| 2101 | 
            +
            				}
         | 
| 2102 | 
            +
             | 
| 2103 | 
            +
            				v1 = v2;
         | 
| 2104 | 
            +
            				t1 = t2;
         | 
| 2105 | 
            +
            			} while (ibuf[j] != -1);
         | 
| 2106 | 
            +
             | 
| 2107 | 
            +
            			j++;
         | 
| 2108 | 
            +
            		}
         | 
| 2109 | 
            +
            	}
         | 
| 2110 | 
            +
            };
         | 
| 2111 | 
            +
             | 
| 2112 | 
            +
            /**
         | 
| 2113 | 
            +
            	Render the given mesh as textured object. Lighting will be calculated per vertex and then inerpolated between and inside scanlines.
         | 
| 2114 | 
            +
            	@private
         | 
| 2115 | 
            +
             */
         | 
| 2116 | 
            +
            JSC3D.Viewer.prototype.renderTextureSmooth = function(mesh) {
         | 
| 2117 | 
            +
            	var w = this.frameWidth;
         | 
| 2118 | 
            +
            	var h = this.frameHeight;
         | 
| 2119 | 
            +
            	var ibuf = mesh.indexBuffer;
         | 
| 2120 | 
            +
            	var vbuf = mesh.transformedVertexBuffer;
         | 
| 2121 | 
            +
            	var vnbuf = mesh.transformedVertexNormalZBuffer;
         | 
| 2122 | 
            +
            	var fnbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 2123 | 
            +
            	var cbuf = this.colorBuffer;
         | 
| 2124 | 
            +
            	var zbuf = this.zBuffer;
         | 
| 2125 | 
            +
            	var sbuf = this.selectionBuffer;
         | 
| 2126 | 
            +
            	var numOfFaces = mesh.faceCount;
         | 
| 2127 | 
            +
            	var id = mesh.internalId;
         | 
| 2128 | 
            +
            	var numOfVertices = vbuf.length / 3;
         | 
| 2129 | 
            +
            	var material = mesh.material ? mesh.material : this.defaultMaterial;
         | 
| 2130 | 
            +
            	var palette = material.getPalette();
         | 
| 2131 | 
            +
            	var texture = mesh.texture;
         | 
| 2132 | 
            +
            	var isOpaque = (material.transparency == 0) && !texture.hasTransparency;
         | 
| 2133 | 
            +
            	var matOpacity = ~~((1 - material.transparency) * 255);
         | 
| 2134 | 
            +
            	var tbuf = mesh.texCoordBuffer;
         | 
| 2135 | 
            +
            	var tibuf = mesh.texCoordIndexBuffer;
         | 
| 2136 | 
            +
            	var tdata = texture.data;
         | 
| 2137 | 
            +
            	var tdim = texture.width;
         | 
| 2138 | 
            +
            	var tbound = tdim - 1;
         | 
| 2139 | 
            +
            	var mipmaps = texture.hasMipmap() ? texture.mipmaps : null;
         | 
| 2140 | 
            +
            	var mipentries = mipmaps ? texture.mipentries : null;
         | 
| 2141 | 
            +
             | 
| 2142 | 
            +
            	// skip this mesh if it is completely transparent
         | 
| 2143 | 
            +
            	if(material.transparency == 1)
         | 
| 2144 | 
            +
            		return;
         | 
| 2145 | 
            +
             | 
| 2146 | 
            +
            	if(!vnbuf || vnbuf.length < numOfVertices) {
         | 
| 2147 | 
            +
            		mesh.transformedVertexNormalZBuffer = new Array(numOfVertices);
         | 
| 2148 | 
            +
            		vnbuf = mesh.transformedVertexNormalZBuffer;
         | 
| 2149 | 
            +
            	}
         | 
| 2150 | 
            +
             | 
| 2151 | 
            +
            	if(!fnbuf || fnbuf.length < numOfFaces) {
         | 
| 2152 | 
            +
            		mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
         | 
| 2153 | 
            +
            		fnbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 2154 | 
            +
            	}
         | 
| 2155 | 
            +
             | 
| 2156 | 
            +
            	JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.vertexNormalBuffer, vnbuf);
         | 
| 2157 | 
            +
            	JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, fnbuf);
         | 
| 2158 | 
            +
             | 
| 2159 | 
            +
            	var isDoubleSided = mesh.isDoubleSided;
         | 
| 2160 | 
            +
             | 
| 2161 | 
            +
            	var Xs = new Array(3);
         | 
| 2162 | 
            +
            	var Ys = new Array(3);
         | 
| 2163 | 
            +
            	var Zs = new Array(3);
         | 
| 2164 | 
            +
            	var Ns = new Array(3);
         | 
| 2165 | 
            +
            	var THs = new Array(3);
         | 
| 2166 | 
            +
            	var TVs = new Array(3);
         | 
| 2167 | 
            +
            	var i = 0, j = 0;
         | 
| 2168 | 
            +
            	while(i < numOfFaces) {
         | 
| 2169 | 
            +
            		var xformedFNz = fnbuf[i++];
         | 
| 2170 | 
            +
            		if(isDoubleSided)
         | 
| 2171 | 
            +
            			xformedFNz = xformedFNz > 0 ? xformedFNz : -xformedFNz;
         | 
| 2172 | 
            +
            		if(xformedFNz < 0) {
         | 
| 2173 | 
            +
            			do {
         | 
| 2174 | 
            +
            			} while (ibuf[j++] != -1);
         | 
| 2175 | 
            +
            		}
         | 
| 2176 | 
            +
            		else {
         | 
| 2177 | 
            +
            			var i0, i1, i2;
         | 
| 2178 | 
            +
            			var v0, v1, v2;
         | 
| 2179 | 
            +
            			var t0, t1, t2;
         | 
| 2180 | 
            +
            			i0 = ibuf[j];
         | 
| 2181 | 
            +
            			v0 = i0 * 3;
         | 
| 2182 | 
            +
            			t0 = tibuf[j] * 2;
         | 
| 2183 | 
            +
            			j++;
         | 
| 2184 | 
            +
            			i1 = ibuf[j];
         | 
| 2185 | 
            +
            			v1 = i1 * 3;
         | 
| 2186 | 
            +
            			t1 = tibuf[j] * 2;
         | 
| 2187 | 
            +
            			j++;
         | 
| 2188 | 
            +
             | 
| 2189 | 
            +
            			if(mipmaps) {
         | 
| 2190 | 
            +
            				v2 = ibuf[j] * 3;
         | 
| 2191 | 
            +
            				t2 = tibuf[j] * 2;
         | 
| 2192 | 
            +
             | 
| 2193 | 
            +
            				tdim = texture.width;
         | 
| 2194 | 
            +
             | 
| 2195 | 
            +
            				Xs[0] = vbuf[v0];
         | 
| 2196 | 
            +
            				Ys[0] = vbuf[v0 + 1];
         | 
| 2197 | 
            +
            				Xs[1] = vbuf[v1];
         | 
| 2198 | 
            +
            				Ys[1] = vbuf[v1 + 1];
         | 
| 2199 | 
            +
            				Xs[2] = vbuf[v2];
         | 
| 2200 | 
            +
            				Ys[2] = vbuf[v2 + 1];
         | 
| 2201 | 
            +
             | 
| 2202 | 
            +
            				THs[0] = tbuf[t0] * tdim;
         | 
| 2203 | 
            +
            				TVs[0] = tbuf[t0 + 1] * tdim;
         | 
| 2204 | 
            +
            				THs[1] = tbuf[t1] * tdim;
         | 
| 2205 | 
            +
            				TVs[1] = tbuf[t1 + 1] * tdim;
         | 
| 2206 | 
            +
            				THs[2] = tbuf[t2] * tdim;
         | 
| 2207 | 
            +
            				TVs[2] = tbuf[t2 + 1] * tdim;
         | 
| 2208 | 
            +
             | 
| 2209 | 
            +
            				var faceArea = (Xs[1] - Xs[0]) * (Ys[2] - Ys[0]) - (Ys[1] - Ys[0]) * (Xs[2] - Xs[0]);
         | 
| 2210 | 
            +
            				if(faceArea < 0)
         | 
| 2211 | 
            +
            					faceArea = -faceArea;
         | 
| 2212 | 
            +
            				faceArea += 1;
         | 
| 2213 | 
            +
            				var texArea = (THs[1] - THs[0]) * (TVs[2] - TVs[0]) - (TVs[1] -  TVs[0]) * (THs[2] - THs[0]);
         | 
| 2214 | 
            +
            				if(texArea < 0)
         | 
| 2215 | 
            +
            					texArea = -texArea;
         | 
| 2216 | 
            +
            				var mipRatio = texArea / faceArea;
         | 
| 2217 | 
            +
             | 
| 2218 | 
            +
            				var level = 0;
         | 
| 2219 | 
            +
            				if(mipRatio < mipentries[1])
         | 
| 2220 | 
            +
            					level = 0;
         | 
| 2221 | 
            +
            				else if(mipRatio >= mipentries[mipentries.length - 1]) {
         | 
| 2222 | 
            +
            					level = mipentries.length - 1;
         | 
| 2223 | 
            +
            					tdim = 1;
         | 
| 2224 | 
            +
            				}
         | 
| 2225 | 
            +
            				else {
         | 
| 2226 | 
            +
            					while(mipRatio >= mipentries[level+1]) {
         | 
| 2227 | 
            +
            						level++;
         | 
| 2228 | 
            +
            						tdim /= 2;
         | 
| 2229 | 
            +
            					}
         | 
| 2230 | 
            +
            				}
         | 
| 2231 | 
            +
             | 
| 2232 | 
            +
            				tdata = mipmaps[level];
         | 
| 2233 | 
            +
            				tbound = tdim - 1;
         | 
| 2234 | 
            +
            			}
         | 
| 2235 | 
            +
            			
         | 
| 2236 | 
            +
            			do {
         | 
| 2237 | 
            +
            				i2 = ibuf[j];
         | 
| 2238 | 
            +
            				v2 = i2 * 3;
         | 
| 2239 | 
            +
            				t2 = tibuf[j] * 2;
         | 
| 2240 | 
            +
            				j++;
         | 
| 2241 | 
            +
             | 
| 2242 | 
            +
            				Xs[0] = ~~(vbuf[v0]     + 0.5);
         | 
| 2243 | 
            +
            				Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
         | 
| 2244 | 
            +
            				Zs[0] = vbuf[v0 + 2];
         | 
| 2245 | 
            +
            				Xs[1] = ~~(vbuf[v1]     + 0.5);
         | 
| 2246 | 
            +
            				Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
         | 
| 2247 | 
            +
            				Zs[1] = vbuf[v1 + 2];
         | 
| 2248 | 
            +
            				Xs[2] = ~~(vbuf[v2]     + 0.5);
         | 
| 2249 | 
            +
            				Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
         | 
| 2250 | 
            +
            				Zs[2] = vbuf[v2 + 2];
         | 
| 2251 | 
            +
             | 
| 2252 | 
            +
            				THs[0] = tbuf[t0] * tdim;
         | 
| 2253 | 
            +
            				TVs[0] = tbuf[t0 + 1] * tdim;
         | 
| 2254 | 
            +
            				THs[1] = tbuf[t1] * tdim;
         | 
| 2255 | 
            +
            				TVs[1] = tbuf[t1 + 1] * tdim;
         | 
| 2256 | 
            +
            				THs[2] = tbuf[t2] * tdim;
         | 
| 2257 | 
            +
            				TVs[2] = tbuf[t2 + 1] * tdim;
         | 
| 2258 | 
            +
             | 
| 2259 | 
            +
            				Ns[0] = vnbuf[i0];
         | 
| 2260 | 
            +
            				Ns[1] = vnbuf[i1];
         | 
| 2261 | 
            +
            				Ns[2] = vnbuf[i2];
         | 
| 2262 | 
            +
            				if(isDoubleSided) {
         | 
| 2263 | 
            +
            					if(Ns[0] < 0)
         | 
| 2264 | 
            +
            						Ns[0] = -Ns[0];
         | 
| 2265 | 
            +
            					if(Ns[1] < 0)
         | 
| 2266 | 
            +
            						Ns[1] = -Ns[1];
         | 
| 2267 | 
            +
            					if(Ns[2] < 0)
         | 
| 2268 | 
            +
            						Ns[2] = -Ns[2];
         | 
| 2269 | 
            +
            				}
         | 
| 2270 | 
            +
             | 
| 2271 | 
            +
            				var high = Ys[0] < Ys[1] ? 0 : 1;
         | 
| 2272 | 
            +
            				high = Ys[high] < Ys[2] ? high : 2;
         | 
| 2273 | 
            +
            				var low = Ys[0] > Ys[1] ? 0 : 1;
         | 
| 2274 | 
            +
            				low = Ys[low] > Ys[2] ? low : 2;
         | 
| 2275 | 
            +
            				var mid = 3 - low - high;
         | 
| 2276 | 
            +
             | 
| 2277 | 
            +
            				if(high != low) {
         | 
| 2278 | 
            +
            					var x0 = Xs[low];
         | 
| 2279 | 
            +
            					var z0 = Zs[low];
         | 
| 2280 | 
            +
            					var th0 = THs[low];
         | 
| 2281 | 
            +
            					var tv0 = TVs[low];
         | 
| 2282 | 
            +
            					var n0 = Ns[low] * 255;
         | 
| 2283 | 
            +
            					var dy0 = Ys[low] - Ys[high];
         | 
| 2284 | 
            +
            					dy0 = dy0 != 0 ? dy0 : 1;
         | 
| 2285 | 
            +
            					var xStep0 = (Xs[low] - Xs[high]) / dy0;
         | 
| 2286 | 
            +
            					var zStep0 = (Zs[low] - Zs[high]) / dy0;
         | 
| 2287 | 
            +
            					var thStep0 = (THs[low] - THs[high]) / dy0;
         | 
| 2288 | 
            +
            					var tvStep0 = (TVs[low] - TVs[high]) / dy0;
         | 
| 2289 | 
            +
            					var nStep0 = (Ns[low] - Ns[high]) * 255 / dy0;
         | 
| 2290 | 
            +
             | 
| 2291 | 
            +
            					var x1 = Xs[low];
         | 
| 2292 | 
            +
            					var z1 = Zs[low];
         | 
| 2293 | 
            +
            					var th1 = THs[low];
         | 
| 2294 | 
            +
            					var tv1 = TVs[low];
         | 
| 2295 | 
            +
            					var n1 = Ns[low] * 255;
         | 
| 2296 | 
            +
            					var dy1 = Ys[low] - Ys[mid];
         | 
| 2297 | 
            +
            					dy1 = dy1 != 0 ? dy1 : 1;
         | 
| 2298 | 
            +
            					var xStep1 = (Xs[low] - Xs[mid]) / dy1;
         | 
| 2299 | 
            +
            					var zStep1 = (Zs[low] - Zs[mid]) / dy1;
         | 
| 2300 | 
            +
            					var thStep1 = (THs[low] - THs[mid]) / dy1;
         | 
| 2301 | 
            +
            					var tvStep1 = (TVs[low] - TVs[mid]) / dy1;
         | 
| 2302 | 
            +
            					var nStep1 = (Ns[low] - Ns[mid]) * 255 / dy1;
         | 
| 2303 | 
            +
             | 
| 2304 | 
            +
            					var x2 = Xs[mid];
         | 
| 2305 | 
            +
            					var z2 = Zs[mid];
         | 
| 2306 | 
            +
            					var th2 = THs[mid];
         | 
| 2307 | 
            +
            					var tv2 = TVs[mid];
         | 
| 2308 | 
            +
            					var n2 = Ns[mid] * 255;
         | 
| 2309 | 
            +
            					var dy2 = Ys[mid] - Ys[high];
         | 
| 2310 | 
            +
            					dy2 = dy2 != 0 ? dy2 : 1;
         | 
| 2311 | 
            +
            					var xStep2 = (Xs[mid] - Xs[high]) / dy2;
         | 
| 2312 | 
            +
            					var zStep2 = (Zs[mid] - Zs[high]) / dy2;
         | 
| 2313 | 
            +
            					var thStep2 = (THs[mid] - THs[high]) / dy2;
         | 
| 2314 | 
            +
            					var tvStep2 = (TVs[mid] - TVs[high]) / dy2;
         | 
| 2315 | 
            +
            					var nStep2 = (Ns[mid] - Ns[high]) * 255 / dy2;
         | 
| 2316 | 
            +
             | 
| 2317 | 
            +
            					var linebase = Ys[low] * w;
         | 
| 2318 | 
            +
            					for(var y=Ys[low]; y>Ys[high]; y--) {
         | 
| 2319 | 
            +
            						if(y >=0 && y < h) {
         | 
| 2320 | 
            +
            							var xLeft = ~~x0;
         | 
| 2321 | 
            +
            							var zLeft = z0;
         | 
| 2322 | 
            +
            							var thLeft = th0;
         | 
| 2323 | 
            +
            							var tvLeft = tv0;
         | 
| 2324 | 
            +
            							var nLeft = n0;
         | 
| 2325 | 
            +
            							var xRight, zRight, thRight, tvRight, nRight;
         | 
| 2326 | 
            +
            							if(y > Ys[mid]) {
         | 
| 2327 | 
            +
            								xRight = ~~x1;
         | 
| 2328 | 
            +
            								zRight = z1;
         | 
| 2329 | 
            +
            								thRight = th1;
         | 
| 2330 | 
            +
            								tvRight = tv1;
         | 
| 2331 | 
            +
            								nRight = n1;
         | 
| 2332 | 
            +
            							}
         | 
| 2333 | 
            +
            							else {
         | 
| 2334 | 
            +
            								xRight = ~~x2;
         | 
| 2335 | 
            +
            								zRight = z2;
         | 
| 2336 | 
            +
            								thRight = th2;
         | 
| 2337 | 
            +
            								tvRight = tv2;
         | 
| 2338 | 
            +
            								nRight = n2;
         | 
| 2339 | 
            +
            							}
         | 
| 2340 | 
            +
             | 
| 2341 | 
            +
            							if(xLeft > xRight) {
         | 
| 2342 | 
            +
            								var temp;
         | 
| 2343 | 
            +
            								temp = xLeft;
         | 
| 2344 | 
            +
            								xLeft = xRight;
         | 
| 2345 | 
            +
            								xRight = temp;
         | 
| 2346 | 
            +
            								temp = zLeft;
         | 
| 2347 | 
            +
            								zLeft = zRight;
         | 
| 2348 | 
            +
            								zRight = temp;
         | 
| 2349 | 
            +
            								temp = thLeft;
         | 
| 2350 | 
            +
            								thLeft = thRight;
         | 
| 2351 | 
            +
            								thRight = temp;
         | 
| 2352 | 
            +
            								temp = tvLeft;
         | 
| 2353 | 
            +
            								tvLeft = tvRight;
         | 
| 2354 | 
            +
            								tvRight = temp;
         | 
| 2355 | 
            +
            								temp = nLeft;
         | 
| 2356 | 
            +
            								nLeft = nRight;
         | 
| 2357 | 
            +
            								nRight = temp;
         | 
| 2358 | 
            +
            							}
         | 
| 2359 | 
            +
             | 
| 2360 | 
            +
            							var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
         | 
| 2361 | 
            +
            							var thInc = (xLeft != xRight) ? ((thRight - thLeft) / (xRight - xLeft)) : 1;
         | 
| 2362 | 
            +
            							var tvInc = (xLeft != xRight) ? ((tvRight - tvLeft) / (xRight - xLeft)) : 1;
         | 
| 2363 | 
            +
            							var nInc = (xLeft != xRight) ? ((nRight - nLeft) / (xRight - xLeft)) : 0;
         | 
| 2364 | 
            +
             | 
| 2365 | 
            +
            							if(xLeft < 0) {
         | 
| 2366 | 
            +
            								zLeft -= xLeft * zInc;
         | 
| 2367 | 
            +
            								thLeft -= xLeft * thInc;
         | 
| 2368 | 
            +
            								tvLeft -= xLeft * tvInc;
         | 
| 2369 | 
            +
            								nLeft -= xLeft * nInc;
         | 
| 2370 | 
            +
            								xLeft = 0;
         | 
| 2371 | 
            +
            							}
         | 
| 2372 | 
            +
            							if(xRight >= w)
         | 
| 2373 | 
            +
            								xRight = w - 1;
         | 
| 2374 | 
            +
             | 
| 2375 | 
            +
            							var pix = linebase + xLeft;
         | 
| 2376 | 
            +
            							if(isOpaque) {
         | 
| 2377 | 
            +
            								for(var x=xLeft, z=zLeft, n=nLeft, th=thLeft, tv=tvLeft; x<=xRight; x++, z+=zInc, n+=nInc, th+=thInc, tv+=tvInc) {
         | 
| 2378 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 2379 | 
            +
            										zbuf[pix] = z;
         | 
| 2380 | 
            +
            										var color = palette[n > 0 ? (~~n) : 0];
         | 
| 2381 | 
            +
            										var texel = tdata[(tv & tbound) * tdim + (th & tbound)];
         | 
| 2382 | 
            +
            										var rr = (((color & 0xff0000) >> 16) * ((texel & 0xff0000) >> 8));
         | 
| 2383 | 
            +
            										var gg = (((color & 0xff00) >> 8) * ((texel & 0xff00) >> 8));
         | 
| 2384 | 
            +
            										var bb = ((color & 0xff) * (texel & 0xff)) >> 8;
         | 
| 2385 | 
            +
            										cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
         | 
| 2386 | 
            +
            										sbuf[pix] = id;
         | 
| 2387 | 
            +
            									}
         | 
| 2388 | 
            +
            									pix++;
         | 
| 2389 | 
            +
            								}
         | 
| 2390 | 
            +
            							}
         | 
| 2391 | 
            +
            							else {
         | 
| 2392 | 
            +
            								for(var x=xLeft, z=zLeft, n=nLeft, th=thLeft, tv=tvLeft; x<xRight; x++, z+=zInc, n+=nInc, th+=thInc, tv+=tvInc) {
         | 
| 2393 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 2394 | 
            +
            										var color = palette[n > 0 ? (~~n) : 0];
         | 
| 2395 | 
            +
            										var foreColor = tdata[(tv & tbound) * tdim + (th & tbound)];
         | 
| 2396 | 
            +
            										var backColor = cbuf[pix];
         | 
| 2397 | 
            +
            										var opaci = (((foreColor >> 24) & 0xff) * (matOpacity & 0xff)) >> 8;
         | 
| 2398 | 
            +
            										var rr = (((color & 0xff0000) >> 16) * ((foreColor & 0xff0000) >> 8));
         | 
| 2399 | 
            +
            										var gg = (((color & 0xff00) >> 8) * ((foreColor & 0xff00) >> 8));
         | 
| 2400 | 
            +
            										var bb = ((color & 0xff) * (foreColor & 0xff)) >> 8;
         | 
| 2401 | 
            +
            										if(opaci > 250) {
         | 
| 2402 | 
            +
            											zbuf[pix] = z;
         | 
| 2403 | 
            +
            										}
         | 
| 2404 | 
            +
            										else {
         | 
| 2405 | 
            +
            											var trans = 255 - opaci;
         | 
| 2406 | 
            +
            											rr = (rr * opaci + (backColor & 0xff0000) * trans) >> 8;
         | 
| 2407 | 
            +
            											gg = (gg * opaci + (backColor & 0xff00) * trans) >> 8;
         | 
| 2408 | 
            +
            											bb = (bb * opaci + (backColor & 0xff) * trans) >> 8;
         | 
| 2409 | 
            +
            										}
         | 
| 2410 | 
            +
            										cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
         | 
| 2411 | 
            +
            										sbuf[pix] = id;
         | 
| 2412 | 
            +
            									}
         | 
| 2413 | 
            +
            									pix++;
         | 
| 2414 | 
            +
            								}
         | 
| 2415 | 
            +
            							}
         | 
| 2416 | 
            +
            						}
         | 
| 2417 | 
            +
             | 
| 2418 | 
            +
            						// step up to next scanline
         | 
| 2419 | 
            +
            						//
         | 
| 2420 | 
            +
            						x0 -= xStep0;
         | 
| 2421 | 
            +
            						z0 -= zStep0;
         | 
| 2422 | 
            +
            						th0 -= thStep0;
         | 
| 2423 | 
            +
            						tv0 -= tvStep0;
         | 
| 2424 | 
            +
            						n0 -= nStep0;
         | 
| 2425 | 
            +
            						if(y > Ys[mid]) {
         | 
| 2426 | 
            +
            							x1 -= xStep1;
         | 
| 2427 | 
            +
            							z1 -= zStep1;
         | 
| 2428 | 
            +
            							th1 -= thStep1;
         | 
| 2429 | 
            +
            							tv1 -= tvStep1;
         | 
| 2430 | 
            +
            							n1 -= nStep1;
         | 
| 2431 | 
            +
            						}
         | 
| 2432 | 
            +
            						else {
         | 
| 2433 | 
            +
            							x2 -= xStep2;
         | 
| 2434 | 
            +
            							z2 -= zStep2;
         | 
| 2435 | 
            +
            							th2 -= thStep2;
         | 
| 2436 | 
            +
            							tv2 -= tvStep2;
         | 
| 2437 | 
            +
            							n2 -= nStep2;
         | 
| 2438 | 
            +
            						}
         | 
| 2439 | 
            +
            						linebase -= w;
         | 
| 2440 | 
            +
            					}
         | 
| 2441 | 
            +
            				}
         | 
| 2442 | 
            +
             | 
| 2443 | 
            +
            				i1 = i2;
         | 
| 2444 | 
            +
            				v1 = v2;
         | 
| 2445 | 
            +
            				t1 = t2;
         | 
| 2446 | 
            +
            			} while (ibuf[j] != -1);
         | 
| 2447 | 
            +
             | 
| 2448 | 
            +
            			j++;
         | 
| 2449 | 
            +
            		}
         | 
| 2450 | 
            +
            	}
         | 
| 2451 | 
            +
            };
         | 
| 2452 | 
            +
             | 
| 2453 | 
            +
            /**
         | 
| 2454 | 
            +
            	Render the given mesh as solid object with sphere mapping. Lighting will be calculated per vertex and then inerpolated between and inside scanlines.
         | 
| 2455 | 
            +
            	@private
         | 
| 2456 | 
            +
             */
         | 
| 2457 | 
            +
            JSC3D.Viewer.prototype.renderSolidSphereMapped = function(mesh) {
         | 
| 2458 | 
            +
            	var w = this.frameWidth;
         | 
| 2459 | 
            +
            	var h = this.frameHeight;
         | 
| 2460 | 
            +
            	var ibuf = mesh.indexBuffer;
         | 
| 2461 | 
            +
            	var vbuf = mesh.transformedVertexBuffer;
         | 
| 2462 | 
            +
            	var vnbuf = mesh.transformedVertexNormalBuffer;
         | 
| 2463 | 
            +
            	var fnbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 2464 | 
            +
            	var cbuf = this.colorBuffer;
         | 
| 2465 | 
            +
            	var zbuf = this.zBuffer;
         | 
| 2466 | 
            +
            	var sbuf = this.selectionBuffer;
         | 
| 2467 | 
            +
            	var numOfFaces = mesh.faceCount;
         | 
| 2468 | 
            +
            	var numOfVertices = vbuf.length / 3;
         | 
| 2469 | 
            +
            	var id = mesh.internalId;
         | 
| 2470 | 
            +
            	var material = mesh.material ? mesh.material : this.defaultMaterial;
         | 
| 2471 | 
            +
            	var palette = material.getPalette();
         | 
| 2472 | 
            +
            	var sphereMap = this.sphereMap;
         | 
| 2473 | 
            +
            	var sdata = sphereMap.data;
         | 
| 2474 | 
            +
            	var sdim = sphereMap.width;
         | 
| 2475 | 
            +
            	var sbound = sdim - 1;
         | 
| 2476 | 
            +
            	var isOpaque = material.transparency == 0;
         | 
| 2477 | 
            +
            	var trans = material.transparency * 255;
         | 
| 2478 | 
            +
            	var opaci = 255 - trans;
         | 
| 2479 | 
            +
             | 
| 2480 | 
            +
            	// skip this mesh if it is completely transparent
         | 
| 2481 | 
            +
            	if(material.transparency == 1)
         | 
| 2482 | 
            +
            		return;
         | 
| 2483 | 
            +
             | 
| 2484 | 
            +
            	if(!vnbuf || vnbuf.length < numOfVertices * 3) {
         | 
| 2485 | 
            +
            		mesh.transformedVertexNormalBuffer = new Array(numOfVertices * 3);
         | 
| 2486 | 
            +
            		vnbuf = mesh.transformedVertexNormalBuffer;
         | 
| 2487 | 
            +
            	}
         | 
| 2488 | 
            +
             | 
| 2489 | 
            +
            	if(!fnbuf || fnbuf.length < numOfFaces) {
         | 
| 2490 | 
            +
            		mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
         | 
| 2491 | 
            +
            		fnbuf = mesh.transformedFaceNormalZBuffer;
         | 
| 2492 | 
            +
            	}
         | 
| 2493 | 
            +
             | 
| 2494 | 
            +
            	JSC3D.Math3D.transformVectors(this.rotMatrix, mesh.vertexNormalBuffer, vnbuf);
         | 
| 2495 | 
            +
            	JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, fnbuf);
         | 
| 2496 | 
            +
             | 
| 2497 | 
            +
            	var isDoubleSided = mesh.isDoubleSided;
         | 
| 2498 | 
            +
             | 
| 2499 | 
            +
            	var Xs = new Array(3);
         | 
| 2500 | 
            +
            	var Ys = new Array(3);
         | 
| 2501 | 
            +
            	var Zs = new Array(3);
         | 
| 2502 | 
            +
            	var NXs = new Array(3);
         | 
| 2503 | 
            +
            	var NYs = new Array(3);
         | 
| 2504 | 
            +
            	var NZs = new Array(3);
         | 
| 2505 | 
            +
            	var i = 0, j = 0;
         | 
| 2506 | 
            +
            	while(i < numOfFaces) {
         | 
| 2507 | 
            +
            		var xformedFNz = fnbuf[i++];
         | 
| 2508 | 
            +
            		if(isDoubleSided)
         | 
| 2509 | 
            +
            			xformedFNz = xformedFNz > 0 ? xformedFNz : -xformedFNz;
         | 
| 2510 | 
            +
            		if(xformedFNz < 0) {
         | 
| 2511 | 
            +
            			do {
         | 
| 2512 | 
            +
            			} while (ibuf[j++] != -1);
         | 
| 2513 | 
            +
            		}
         | 
| 2514 | 
            +
            		else {
         | 
| 2515 | 
            +
            			var v0, v1, v2;
         | 
| 2516 | 
            +
            			v0 = ibuf[j++] * 3;
         | 
| 2517 | 
            +
            			v1 = ibuf[j++] * 3;
         | 
| 2518 | 
            +
             | 
| 2519 | 
            +
            			do {
         | 
| 2520 | 
            +
            				v2 = ibuf[j++] * 3;
         | 
| 2521 | 
            +
             | 
| 2522 | 
            +
            				Xs[0] = ~~(vbuf[v0]     + 0.5);
         | 
| 2523 | 
            +
            				Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
         | 
| 2524 | 
            +
            				Zs[0] = vbuf[v0 + 2];
         | 
| 2525 | 
            +
            				Xs[1] = ~~(vbuf[v1]     + 0.5);
         | 
| 2526 | 
            +
            				Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
         | 
| 2527 | 
            +
            				Zs[1] = vbuf[v1 + 2];
         | 
| 2528 | 
            +
            				Xs[2] = ~~(vbuf[v2]     + 0.5);
         | 
| 2529 | 
            +
            				Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
         | 
| 2530 | 
            +
            				Zs[2] = vbuf[v2 + 2];
         | 
| 2531 | 
            +
             | 
| 2532 | 
            +
            				NXs[0] = vnbuf[v0];
         | 
| 2533 | 
            +
            				NYs[0] = vnbuf[v0 + 1];
         | 
| 2534 | 
            +
            				NZs[0] = vnbuf[v0 + 2];
         | 
| 2535 | 
            +
            				NXs[1] = vnbuf[v1];
         | 
| 2536 | 
            +
            				NYs[1] = vnbuf[v1 + 1];
         | 
| 2537 | 
            +
            				NZs[1] = vnbuf[v1 + 2];
         | 
| 2538 | 
            +
            				NXs[2] = vnbuf[v2];
         | 
| 2539 | 
            +
            				NYs[2] = vnbuf[v2 + 1];
         | 
| 2540 | 
            +
            				NZs[2] = vnbuf[v2 + 2];
         | 
| 2541 | 
            +
            				if(isDoubleSided) {
         | 
| 2542 | 
            +
            					if(NZs[0] < 0)
         | 
| 2543 | 
            +
            						NZs[0] = -NZs[0];
         | 
| 2544 | 
            +
            					if(NZs[1] < 0)
         | 
| 2545 | 
            +
            						NZs[1] = -NZs[1];
         | 
| 2546 | 
            +
            					if(NZs[2] < 0)
         | 
| 2547 | 
            +
            						NZs[2] = -NZs[2];
         | 
| 2548 | 
            +
            				}
         | 
| 2549 | 
            +
             | 
| 2550 | 
            +
            				var high = Ys[0] < Ys[1] ? 0 : 1;
         | 
| 2551 | 
            +
            				high = Ys[high] < Ys[2] ? high : 2;
         | 
| 2552 | 
            +
            				var low = Ys[0] > Ys[1] ? 0 : 1;
         | 
| 2553 | 
            +
            				low = Ys[low] > Ys[2] ? low : 2;
         | 
| 2554 | 
            +
            				var mid = 3 - low - high;
         | 
| 2555 | 
            +
             | 
| 2556 | 
            +
            				if(high != low) {
         | 
| 2557 | 
            +
            					var x0 = Xs[low];
         | 
| 2558 | 
            +
            					var z0 = Zs[low];
         | 
| 2559 | 
            +
            					var n0 = NZs[low] * 255;
         | 
| 2560 | 
            +
            					var sh0 = ((NXs[low] / 2 + 0.5) * sdim) & sbound;
         | 
| 2561 | 
            +
            					var sv0 = ((0.5 - NYs[low] / 2) * sdim) & sbound;
         | 
| 2562 | 
            +
            					var dy0 = Ys[low] - Ys[high];
         | 
| 2563 | 
            +
            					dy0 = dy0 != 0 ? dy0 : 1;
         | 
| 2564 | 
            +
            					var xStep0 = (Xs[low] - Xs[high]) / dy0;
         | 
| 2565 | 
            +
            					var zStep0 = (Zs[low] - Zs[high]) / dy0;
         | 
| 2566 | 
            +
            					var nStep0 = (NZs[low] - NZs[high]) * 255 / dy0;
         | 
| 2567 | 
            +
            					var shStep0 = (((NXs[low] - NXs[high]) / 2) * sdim) / dy0;
         | 
| 2568 | 
            +
            					var svStep0 = (((NYs[high] - NYs[low]) / 2) * sdim) / dy0;
         | 
| 2569 | 
            +
             | 
| 2570 | 
            +
            					var x1 = Xs[low];
         | 
| 2571 | 
            +
            					var z1 = Zs[low];
         | 
| 2572 | 
            +
            					var n1 = NZs[low] * 255;
         | 
| 2573 | 
            +
            					var sh1 = ((NXs[low] / 2 + 0.5) * sdim) & sbound;
         | 
| 2574 | 
            +
            					var sv1 = ((0.5 - NYs[low] / 2) * sdim) & sbound;
         | 
| 2575 | 
            +
            					var dy1 = Ys[low] - Ys[mid];
         | 
| 2576 | 
            +
            					dy1 = dy1 != 0 ? dy1 : 1;
         | 
| 2577 | 
            +
            					var xStep1 = (Xs[low] - Xs[mid]) / dy1;
         | 
| 2578 | 
            +
            					var zStep1 = (Zs[low] - Zs[mid]) / dy1;
         | 
| 2579 | 
            +
            					var nStep1 = (NZs[low] - NZs[mid]) * 255 / dy1;
         | 
| 2580 | 
            +
            					var shStep1 = (((NXs[low] - NXs[mid]) / 2) * sdim) / dy1;
         | 
| 2581 | 
            +
            					var svStep1 = (((NYs[mid] - NYs[low]) / 2) * sdim) / dy1;
         | 
| 2582 | 
            +
             | 
| 2583 | 
            +
            					var x2 = Xs[mid];
         | 
| 2584 | 
            +
            					var z2 = Zs[mid];
         | 
| 2585 | 
            +
            					var n2 = NZs[mid] * 255;
         | 
| 2586 | 
            +
            					var sh2 = ((NXs[mid] / 2 + 0.5) * sdim) & sbound;
         | 
| 2587 | 
            +
            					var sv2 = ((0.5 - NYs[mid] / 2) * sdim) & sbound;
         | 
| 2588 | 
            +
            					var dy2 = Ys[mid] - Ys[high];
         | 
| 2589 | 
            +
            					dy2 = dy2 != 0 ? dy2 : 1;
         | 
| 2590 | 
            +
            					var xStep2 = (Xs[mid] - Xs[high]) / dy2;
         | 
| 2591 | 
            +
            					var zStep2 = (Zs[mid] - Zs[high]) / dy2;
         | 
| 2592 | 
            +
            					var nStep2 = (NZs[mid] - NZs[high]) * 255 / dy2;
         | 
| 2593 | 
            +
            					var shStep2 = (((NXs[mid] - NXs[high]) / 2) * sdim) / dy2;
         | 
| 2594 | 
            +
            					var svStep2 = (((NYs[high] - NYs[mid]) / 2) * sdim) / dy2;
         | 
| 2595 | 
            +
             | 
| 2596 | 
            +
            					var linebase = Ys[low] * w;
         | 
| 2597 | 
            +
            					for(var y=Ys[low]; y>Ys[high]; y--) {
         | 
| 2598 | 
            +
            						if(y >=0 && y < h) {
         | 
| 2599 | 
            +
            							var xLeft = ~~x0;
         | 
| 2600 | 
            +
            							var zLeft = z0;
         | 
| 2601 | 
            +
            							var nLeft = n0;
         | 
| 2602 | 
            +
            							var shLeft = sh0;
         | 
| 2603 | 
            +
            							var svLeft = sv0;
         | 
| 2604 | 
            +
            							var xRight, zRight, nRight, shRight, svRight;
         | 
| 2605 | 
            +
            							if(y > Ys[mid]) {
         | 
| 2606 | 
            +
            								xRight = ~~x1;
         | 
| 2607 | 
            +
            								zRight = z1;
         | 
| 2608 | 
            +
            								nRight = n1;
         | 
| 2609 | 
            +
            								shRight = sh1;
         | 
| 2610 | 
            +
            								svRight = sv1;
         | 
| 2611 | 
            +
            							}
         | 
| 2612 | 
            +
            							else {
         | 
| 2613 | 
            +
            								xRight = ~~x2;
         | 
| 2614 | 
            +
            								zRight = z2;
         | 
| 2615 | 
            +
            								nRight = n2;
         | 
| 2616 | 
            +
            								shRight = sh2;
         | 
| 2617 | 
            +
            								svRight = sv2;
         | 
| 2618 | 
            +
            							}
         | 
| 2619 | 
            +
             | 
| 2620 | 
            +
            							if(xLeft > xRight) {
         | 
| 2621 | 
            +
            								var temp;
         | 
| 2622 | 
            +
            								temp = xLeft;
         | 
| 2623 | 
            +
            								xLeft = xRight;
         | 
| 2624 | 
            +
            								xRight = temp;
         | 
| 2625 | 
            +
            								temp = zLeft;
         | 
| 2626 | 
            +
            								zLeft = zRight;
         | 
| 2627 | 
            +
            								zRight = temp;
         | 
| 2628 | 
            +
            								temp = nLeft;
         | 
| 2629 | 
            +
            								nLeft = nRight;
         | 
| 2630 | 
            +
            								nRight = temp;
         | 
| 2631 | 
            +
            								temp = shLeft;
         | 
| 2632 | 
            +
            								shLeft = shRight;
         | 
| 2633 | 
            +
            								shRight = temp;
         | 
| 2634 | 
            +
            								temp = svLeft;
         | 
| 2635 | 
            +
            								svLeft = svRight;
         | 
| 2636 | 
            +
            								svRight = temp;
         | 
| 2637 | 
            +
            							}
         | 
| 2638 | 
            +
             | 
| 2639 | 
            +
            							var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
         | 
| 2640 | 
            +
            							var nInc = (xLeft != xRight) ? ((nRight - nLeft) / (xRight - xLeft)) : 1;
         | 
| 2641 | 
            +
            							var shInc = (xLeft != xRight) ? ((shRight - shLeft) / (xRight - xLeft)) : 1;
         | 
| 2642 | 
            +
            							var svInc = (xLeft != xRight) ? ((svRight - svLeft) / (xRight - xLeft)) : 1;
         | 
| 2643 | 
            +
            							if(xLeft < 0) {
         | 
| 2644 | 
            +
            								zLeft -= xLeft * zInc;
         | 
| 2645 | 
            +
            								nLeft -= xLeft * nInc;
         | 
| 2646 | 
            +
            								shLeft -= shLeft * shInc;
         | 
| 2647 | 
            +
            								svLeft -= svLeft * svInc;
         | 
| 2648 | 
            +
            								xLeft = 0;
         | 
| 2649 | 
            +
            							}
         | 
| 2650 | 
            +
            							if(xRight >= w) {
         | 
| 2651 | 
            +
            								xRight = w - 1;
         | 
| 2652 | 
            +
            							}
         | 
| 2653 | 
            +
            							var pix = linebase + xLeft;
         | 
| 2654 | 
            +
            							if(isOpaque) {
         | 
| 2655 | 
            +
            								for(var x=xLeft, z=zLeft, n=nLeft, sh=shLeft, sv=svLeft; x<=xRight; x++, z+=zInc, n+=nInc, sh+=shInc, sv+=svInc) {
         | 
| 2656 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 2657 | 
            +
            										zbuf[pix] = z;
         | 
| 2658 | 
            +
            										var color = palette[n > 0 ? (~~n) : 0];
         | 
| 2659 | 
            +
            										var stexel = sdata[(sv & sbound) * sdim + (sh & sbound)];
         | 
| 2660 | 
            +
            										var rr = (((color & 0xff0000) >> 16) * ((stexel & 0xff0000) >> 8));
         | 
| 2661 | 
            +
            										var gg = (((color & 0xff00) >> 8) * ((stexel & 0xff00) >> 8));
         | 
| 2662 | 
            +
            										var bb = ((color & 0xff) * (stexel & 0xff)) >> 8;
         | 
| 2663 | 
            +
            										cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
         | 
| 2664 | 
            +
            										sbuf[pix] = id;
         | 
| 2665 | 
            +
            									}
         | 
| 2666 | 
            +
            									pix++;
         | 
| 2667 | 
            +
            								}
         | 
| 2668 | 
            +
            							}
         | 
| 2669 | 
            +
            							else {
         | 
| 2670 | 
            +
            								for(var x=xLeft, z=zLeft, n=nLeft, sh=shLeft, sv=svLeft; x<xRight; x++, z+=zInc, n+=nInc, sh+=shInc, sv+=svInc) {
         | 
| 2671 | 
            +
            									if(z > zbuf[pix]) {
         | 
| 2672 | 
            +
            										var color = palette[n > 0 ? (~~n) : 0];
         | 
| 2673 | 
            +
            										var foreColor = sdata[(sv & sbound) * sdim + (sh & sbound)];
         | 
| 2674 | 
            +
            										var backColor = cbuf[pix];										
         | 
| 2675 | 
            +
            										var rr = (((color & 0xff0000) >> 16) * ((foreColor & 0xff0000) >> 8));
         | 
| 2676 | 
            +
            										var gg = (((color & 0xff00) >> 8) * ((foreColor & 0xff00) >> 8));
         | 
| 2677 | 
            +
            										var bb = ((color & 0xff) * (foreColor & 0xff)) >> 8;
         | 
| 2678 | 
            +
            										rr = (rr * opaci + (backColor & 0xff0000) * trans) >> 8;
         | 
| 2679 | 
            +
            										gg = (gg * opaci + (backColor & 0xff00) * trans) >> 8;
         | 
| 2680 | 
            +
            										bb = (bb * opaci + (backColor & 0xff) * trans) >> 8;
         | 
| 2681 | 
            +
            										cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
         | 
| 2682 | 
            +
            										sbuf[pix] = id;
         | 
| 2683 | 
            +
            									}
         | 
| 2684 | 
            +
            									pix++;
         | 
| 2685 | 
            +
            								}
         | 
| 2686 | 
            +
            							}
         | 
| 2687 | 
            +
            						}
         | 
| 2688 | 
            +
             | 
| 2689 | 
            +
            						// step up to next scanline
         | 
| 2690 | 
            +
            						//
         | 
| 2691 | 
            +
            						x0 -= xStep0;
         | 
| 2692 | 
            +
            						z0 -= zStep0;
         | 
| 2693 | 
            +
            						n0 -= nStep0;
         | 
| 2694 | 
            +
            						sh0 -= shStep0;
         | 
| 2695 | 
            +
            						sv0 -= svStep0;
         | 
| 2696 | 
            +
            						if(y > Ys[mid]) {
         | 
| 2697 | 
            +
            							x1 -= xStep1;
         | 
| 2698 | 
            +
            							z1 -= zStep1;
         | 
| 2699 | 
            +
            							n1 -= nStep1;
         | 
| 2700 | 
            +
            							sh1 -= shStep1;
         | 
| 2701 | 
            +
            							sv1 -= svStep1;
         | 
| 2702 | 
            +
            						}
         | 
| 2703 | 
            +
            						else {
         | 
| 2704 | 
            +
            							x2 -= xStep2;
         | 
| 2705 | 
            +
            							z2 -= zStep2;
         | 
| 2706 | 
            +
            							n2 -= nStep2;
         | 
| 2707 | 
            +
            							sh2 -= shStep2;
         | 
| 2708 | 
            +
            							sv2 -= svStep2;
         | 
| 2709 | 
            +
            						}
         | 
| 2710 | 
            +
            						linebase -= w;
         | 
| 2711 | 
            +
            					}
         | 
| 2712 | 
            +
            				}
         | 
| 2713 | 
            +
             | 
| 2714 | 
            +
            				v1 = v2;
         | 
| 2715 | 
            +
            			} while (ibuf[j] != -1);
         | 
| 2716 | 
            +
             | 
| 2717 | 
            +
            			j++;
         | 
| 2718 | 
            +
            		}
         | 
| 2719 | 
            +
            	}
         | 
| 2720 | 
            +
            };
         | 
| 2721 | 
            +
             | 
| 2722 | 
            +
            JSC3D.Viewer.prototype.params = null;
         | 
| 2723 | 
            +
            JSC3D.Viewer.prototype.canvas = null;
         | 
| 2724 | 
            +
            JSC3D.Viewer.prototype.ctx = null;
         | 
| 2725 | 
            +
            JSC3D.Viewer.prototype.canvasData = null;
         | 
| 2726 | 
            +
            JSC3D.Viewer.prototype.bkgColorBuffer = null;
         | 
| 2727 | 
            +
            JSC3D.Viewer.prototype.colorBuffer = null;
         | 
| 2728 | 
            +
            JSC3D.Viewer.prototype.zBuffer = null;
         | 
| 2729 | 
            +
            JSC3D.Viewer.prototype.selectionBuffer = null;
         | 
| 2730 | 
            +
            JSC3D.Viewer.prototype.frameWidth = 0;
         | 
| 2731 | 
            +
            JSC3D.Viewer.prototype.frameHeight = 0;
         | 
| 2732 | 
            +
            JSC3D.Viewer.prototype.scene = null;
         | 
| 2733 | 
            +
            JSC3D.Viewer.prototype.defaultMaterial = null;
         | 
| 2734 | 
            +
            JSC3D.Viewer.prototype.sphereMap = null;
         | 
| 2735 | 
            +
            JSC3D.Viewer.prototype.isLoaded = false;
         | 
| 2736 | 
            +
            JSC3D.Viewer.prototype.isFailed = false;
         | 
| 2737 | 
            +
            JSC3D.Viewer.prototype.errorMsg = '';
         | 
| 2738 | 
            +
            JSC3D.Viewer.prototype.initRotX = 0;
         | 
| 2739 | 
            +
            JSC3D.Viewer.prototype.initRotY = 0;
         | 
| 2740 | 
            +
            JSC3D.Viewer.prototype.initRotZ = 0;
         | 
| 2741 | 
            +
            JSC3D.Viewer.prototype.zoomFactor = 1;
         | 
| 2742 | 
            +
            JSC3D.Viewer.prototype.rotMatrix = null;
         | 
| 2743 | 
            +
            JSC3D.Viewer.prototype.transformMatrix = null;
         | 
| 2744 | 
            +
            JSC3D.Viewer.prototype.sceneUrl = '';
         | 
| 2745 | 
            +
            JSC3D.Viewer.prototype.modelColor = 0xcaa618;
         | 
| 2746 | 
            +
            JSC3D.Viewer.prototype.bkgColor1 = 0xffffff;
         | 
| 2747 | 
            +
            JSC3D.Viewer.prototype.bkgColor2 = 0xffff80;
         | 
| 2748 | 
            +
            JSC3D.Viewer.prototype.renderMode = 'flat';
         | 
| 2749 | 
            +
            JSC3D.Viewer.prototype.definition = 'standard';
         | 
| 2750 | 
            +
            JSC3D.Viewer.prototype.isMipMappingOn = false;
         | 
| 2751 | 
            +
            JSC3D.Viewer.prototype.sphereMapUrl = '';
         | 
| 2752 | 
            +
            JSC3D.Viewer.prototype.buttonStates = null;
         | 
| 2753 | 
            +
            JSC3D.Viewer.prototype.keyStates = null;
         | 
| 2754 | 
            +
            JSC3D.Viewer.prototype.mouseX = 0;
         | 
| 2755 | 
            +
            JSC3D.Viewer.prototype.mouseY = 0;
         | 
| 2756 | 
            +
            JSC3D.Viewer.prototype.onmousedown = null;
         | 
| 2757 | 
            +
            JSC3D.Viewer.prototype.onmouseup = null;
         | 
| 2758 | 
            +
            JSC3D.Viewer.prototype.onmousemove = null;
         | 
| 2759 | 
            +
            JSC3D.Viewer.prototype.beforeupdate = null;
         | 
| 2760 | 
            +
            JSC3D.Viewer.prototype.afterupdate = null;
         | 
| 2761 | 
            +
            JSC3D.Viewer.prototype.mouseUsage = 'default';
         | 
| 2762 | 
            +
            JSC3D.Viewer.prototype.isDefaultInputHandlerEnabled = false;
         | 
| 2763 | 
            +
             | 
| 2764 | 
            +
             | 
| 2765 | 
            +
            /**
         | 
| 2766 | 
            +
            	@class PickInfo
         | 
| 2767 | 
            +
             | 
| 2768 | 
            +
            	PickInfo is used as the return value of JSC3D.Viewer's pick() method, holding picking values at a given position
         | 
| 2769 | 
            +
            	on the canvas.
         | 
| 2770 | 
            +
             */
         | 
| 2771 | 
            +
            JSC3D.PickInfo = function() {
         | 
| 2772 | 
            +
            	this.canvasX = 0;
         | 
| 2773 | 
            +
            	this.canvasY = 0;
         | 
| 2774 | 
            +
            	this.depth = -Infinity;
         | 
| 2775 | 
            +
            	this.mesh = null;
         | 
| 2776 | 
            +
            };
         | 
| 2777 | 
            +
             | 
| 2778 | 
            +
             | 
| 2779 | 
            +
            /**
         | 
| 2780 | 
            +
            	@class Scene
         | 
| 2781 | 
            +
             | 
| 2782 | 
            +
            	This class implements scene that contains a group of meshes that forms the world. 
         | 
| 2783 | 
            +
             */
         | 
| 2784 | 
            +
            JSC3D.Scene = function(name) {
         | 
| 2785 | 
            +
            	this.name = name || '';
         | 
| 2786 | 
            +
            	this.aabb = null;
         | 
| 2787 | 
            +
            	this.children = [];
         | 
| 2788 | 
            +
            	this.maxChildId = 1;
         | 
| 2789 | 
            +
            };
         | 
| 2790 | 
            +
             | 
| 2791 | 
            +
            /**
         | 
| 2792 | 
            +
            	Initialize the scene.
         | 
| 2793 | 
            +
             */
         | 
| 2794 | 
            +
            JSC3D.Scene.prototype.init = function() {
         | 
| 2795 | 
            +
            	if(this.isEmpty())
         | 
| 2796 | 
            +
            		return;
         | 
| 2797 | 
            +
             | 
| 2798 | 
            +
            	for(var i=0; i<this.children.length; i++)
         | 
| 2799 | 
            +
            		this.children[i].init();
         | 
| 2800 | 
            +
             | 
| 2801 | 
            +
            	if(!this.aabb) {
         | 
| 2802 | 
            +
            		this.aabb = new JSC3D.AABB;
         | 
| 2803 | 
            +
            		this.calcAABB();
         | 
| 2804 | 
            +
            	}
         | 
| 2805 | 
            +
            };
         | 
| 2806 | 
            +
             | 
| 2807 | 
            +
            /**
         | 
| 2808 | 
            +
            	See if the scene is empty.
         | 
| 2809 | 
            +
            	@returns {boolean} true if it contains no meshes; false if it has any.
         | 
| 2810 | 
            +
             */
         | 
| 2811 | 
            +
            JSC3D.Scene.prototype.isEmpty = function() {
         | 
| 2812 | 
            +
            	return (this.children.length == 0);
         | 
| 2813 | 
            +
            };
         | 
| 2814 | 
            +
             | 
| 2815 | 
            +
            /**
         | 
| 2816 | 
            +
            	Add a mesh to the scene.
         | 
| 2817 | 
            +
            	@param {JSC3D.Mesh} mesh the mesh to be added.
         | 
| 2818 | 
            +
             */
         | 
| 2819 | 
            +
            JSC3D.Scene.prototype.addChild = function(mesh) {
         | 
| 2820 | 
            +
            	mesh.internalId = this.maxChildId++;
         | 
| 2821 | 
            +
            	this.children.push(mesh);
         | 
| 2822 | 
            +
            };
         | 
| 2823 | 
            +
             | 
| 2824 | 
            +
            /**
         | 
| 2825 | 
            +
            	Remove a mesh from the scene.
         | 
| 2826 | 
            +
            	@param {JSC3D.Mesh} mesh the mesh to be added.
         | 
| 2827 | 
            +
             */
         | 
| 2828 | 
            +
            JSC3D.Scene.prototype.removeChild = function(mesh) {
         | 
| 2829 | 
            +
            	for(var i=0; i<this.children.length; i++) {
         | 
| 2830 | 
            +
            		if(this.children[i] == mesh) {
         | 
| 2831 | 
            +
            			this.children.splice(i, 1);
         | 
| 2832 | 
            +
            			break;
         | 
| 2833 | 
            +
            		}
         | 
| 2834 | 
            +
            	}
         | 
| 2835 | 
            +
            };
         | 
| 2836 | 
            +
             | 
| 2837 | 
            +
            /**
         | 
| 2838 | 
            +
            	Get all meshes in the scene.
         | 
| 2839 | 
            +
            	@returns {Array} meshes as an array.
         | 
| 2840 | 
            +
             */
         | 
| 2841 | 
            +
            JSC3D.Scene.prototype.getChildren = function() {
         | 
| 2842 | 
            +
            	return this.children.slice(0);
         | 
| 2843 | 
            +
            };
         | 
| 2844 | 
            +
             | 
| 2845 | 
            +
            /**
         | 
| 2846 | 
            +
            	Traverse meshes in the scene, calling a given function on each of them.
         | 
| 2847 | 
            +
            	@param {Function} operator a function that will be called on each mesh.
         | 
| 2848 | 
            +
             */
         | 
| 2849 | 
            +
            JSC3D.Scene.prototype.forEachChild = function(operator) {
         | 
| 2850 | 
            +
            	if((typeof operator) != 'function')
         | 
| 2851 | 
            +
            		return;
         | 
| 2852 | 
            +
             | 
| 2853 | 
            +
            	for(var i=0; i<this.children.length; i++) {
         | 
| 2854 | 
            +
            		if(operator.call(null, this.children[i]))
         | 
| 2855 | 
            +
            			break;
         | 
| 2856 | 
            +
            	}
         | 
| 2857 | 
            +
            };
         | 
| 2858 | 
            +
             | 
| 2859 | 
            +
            /**
         | 
| 2860 | 
            +
            	Calculate AABB of the scene.
         | 
| 2861 | 
            +
            	@private
         | 
| 2862 | 
            +
             */
         | 
| 2863 | 
            +
            JSC3D.Scene.prototype.calcAABB = function() {
         | 
| 2864 | 
            +
            	this.aabb.minX = this.aabb.minY = this.aabb.minZ = Number.MAX_VALUE;
         | 
| 2865 | 
            +
            	this.aabb.maxX = this.aabb.maxY = this.aabb.maxZ = -Number.MAX_VALUE;
         | 
| 2866 | 
            +
            	for(var i=0; i<this.children.length; i++) {
         | 
| 2867 | 
            +
            		var child = this.children[i];
         | 
| 2868 | 
            +
            		if(!child.isTrivial()) {
         | 
| 2869 | 
            +
            			var minX = child.aabb.minX;
         | 
| 2870 | 
            +
            			var minY = child.aabb.minY;
         | 
| 2871 | 
            +
            			var minZ = child.aabb.minZ;
         | 
| 2872 | 
            +
            			var maxX = child.aabb.maxX;
         | 
| 2873 | 
            +
            			var maxY = child.aabb.maxY;
         | 
| 2874 | 
            +
            			var maxZ = child.aabb.maxZ;
         | 
| 2875 | 
            +
            			if(this.aabb.minX > minX)
         | 
| 2876 | 
            +
            				this.aabb.minX = minX;
         | 
| 2877 | 
            +
            			if(this.aabb.minY > minY)
         | 
| 2878 | 
            +
            				this.aabb.minY = minY;
         | 
| 2879 | 
            +
            			if(this.aabb.minZ > minZ)
         | 
| 2880 | 
            +
            				this.aabb.minZ = minZ;
         | 
| 2881 | 
            +
            			if(this.aabb.maxX < maxX)
         | 
| 2882 | 
            +
            				this.aabb.maxX = maxX;
         | 
| 2883 | 
            +
            			if(this.aabb.maxY < maxY)
         | 
| 2884 | 
            +
            				this.aabb.maxY = maxY;
         | 
| 2885 | 
            +
            			if(this.aabb.maxZ < maxZ)
         | 
| 2886 | 
            +
            				this.aabb.maxZ = maxZ;
         | 
| 2887 | 
            +
            		}
         | 
| 2888 | 
            +
            	}
         | 
| 2889 | 
            +
            };
         | 
| 2890 | 
            +
             | 
| 2891 | 
            +
            JSC3D.Scene.prototype.name = '';
         | 
| 2892 | 
            +
            JSC3D.Scene.prototype.aabb = null;
         | 
| 2893 | 
            +
            JSC3D.Scene.prototype.children = null;
         | 
| 2894 | 
            +
            JSC3D.Scene.prototype.maxChildId = 1;
         | 
| 2895 | 
            +
             | 
| 2896 | 
            +
             | 
| 2897 | 
            +
            /**
         | 
| 2898 | 
            +
            	@class Mesh
         | 
| 2899 | 
            +
             | 
| 2900 | 
            +
            	This class implements mesh that is used as an expression of 3D object and the basic primitive for rendering. <br />
         | 
| 2901 | 
            +
            	A mesh basically consists of a sequence of faces, and optioanlly a material, a texture mapping and other attributes and metadata.<br />
         | 
| 2902 | 
            +
            	A face consists of 3 or more coplanary vertex that should be descript in counter-clockwise order.<br />
         | 
| 2903 | 
            +
            	A texture mapping includes a valid texture object with a sequence of texture coordinats specified per vertex.<br />
         | 
| 2904 | 
            +
             */
         | 
| 2905 | 
            +
            JSC3D.Mesh = function(name, visible, material, texture, isDoubleSided, isEnvironmentCast, coordBuffer, indexBuffer, texCoordBuffer, texCoordIndexBuffer) {
         | 
| 2906 | 
            +
            	this.name = name || '';
         | 
| 2907 | 
            +
            	this.metadata = '';
         | 
| 2908 | 
            +
            	this.visible = (visible != undefined) ? visible : true;
         | 
| 2909 | 
            +
            	this.aabb = null;
         | 
| 2910 | 
            +
            	this.vertexBuffer = coordBuffer || null;
         | 
| 2911 | 
            +
            	this.indexBuffer = indexBuffer || null;
         | 
| 2912 | 
            +
            	this.vertexNormalBuffer = null;
         | 
| 2913 | 
            +
            	this.faceNormalBuffer = null;
         | 
| 2914 | 
            +
            	this.material = material || null;
         | 
| 2915 | 
            +
            	this.texture = texture || null;
         | 
| 2916 | 
            +
            	this.faceCount = 0;
         | 
| 2917 | 
            +
            	this.isDoubleSided = isDoubleSided || false;
         | 
| 2918 | 
            +
            	this.isEnvironmentCast = isEnvironmentCast || false;
         | 
| 2919 | 
            +
            	this.internalId = 0;
         | 
| 2920 | 
            +
            	this.texCoordBuffer = texCoordBuffer || null;
         | 
| 2921 | 
            +
            	this.texCoordIndexBuffer = texCoordIndexBuffer || null;
         | 
| 2922 | 
            +
            	this.transformedVertexBuffer = null;
         | 
| 2923 | 
            +
            	this.transformedVertexNormalZBuffer = null;
         | 
| 2924 | 
            +
            	this.transformedFaceNormalZBuffer = null;
         | 
| 2925 | 
            +
            	this.transformedVertexNormalBuffer = null;
         | 
| 2926 | 
            +
            };
         | 
| 2927 | 
            +
             | 
| 2928 | 
            +
            /**
         | 
| 2929 | 
            +
            	Initialize the mesh.
         | 
| 2930 | 
            +
             */
         | 
| 2931 | 
            +
            JSC3D.Mesh.prototype.init = function() {
         | 
| 2932 | 
            +
            	if(this.isTrivial()) {
         | 
| 2933 | 
            +
            		return;
         | 
| 2934 | 
            +
            	}
         | 
| 2935 | 
            +
             | 
| 2936 | 
            +
            	if(this.faceCount == 0) {
         | 
| 2937 | 
            +
            		this.calcFaceCount();
         | 
| 2938 | 
            +
            		if(this.faceCount == 0)
         | 
| 2939 | 
            +
            			return;
         | 
| 2940 | 
            +
            	}
         | 
| 2941 | 
            +
             | 
| 2942 | 
            +
            	if(!this.aabb) {
         | 
| 2943 | 
            +
            		this.aabb = new JSC3D.AABB;
         | 
| 2944 | 
            +
            		this.calcAABB();
         | 
| 2945 | 
            +
            	}
         | 
| 2946 | 
            +
             | 
| 2947 | 
            +
            	if(!this.faceNormalBuffer) {
         | 
| 2948 | 
            +
            		this.faceNormalBuffer = new Array(this.faceCount * 3);
         | 
| 2949 | 
            +
            		this.calcFaceNormals();
         | 
| 2950 | 
            +
            	}
         | 
| 2951 | 
            +
             | 
| 2952 | 
            +
            	if(!this.vertexNormalBuffer) {
         | 
| 2953 | 
            +
            		this.vertexNormalBuffer = new Array(this.vertexBuffer.length);
         | 
| 2954 | 
            +
            		this.calcVertexNormals();
         | 
| 2955 | 
            +
            	}
         | 
| 2956 | 
            +
             | 
| 2957 | 
            +
            	this.normalizeFaceNormals();
         | 
| 2958 | 
            +
             | 
| 2959 | 
            +
            	this.transformedVertexBuffer = new Array(this.vertexBuffer.length);
         | 
| 2960 | 
            +
            };
         | 
| 2961 | 
            +
             | 
| 2962 | 
            +
            /**
         | 
| 2963 | 
            +
            	See if the mesh is a trivial mesh. A trivial mesh should be omited in any calculations and rendering.
         | 
| 2964 | 
            +
            	@returns {boolean} true if it is trivial; false if not.
         | 
| 2965 | 
            +
             */
         | 
| 2966 | 
            +
            JSC3D.Mesh.prototype.isTrivial = function() {
         | 
| 2967 | 
            +
            	return ( !this.vertexBuffer || this.vertexBuffer.length < 3 || 
         | 
| 2968 | 
            +
            			 !this.indexBuffer || this.indexBuffer.length < 3 );
         | 
| 2969 | 
            +
            };
         | 
| 2970 | 
            +
             | 
| 2971 | 
            +
            /**
         | 
| 2972 | 
            +
            	Set material for the mesh.
         | 
| 2973 | 
            +
            	@param {JSC3D.Material} material the material object.
         | 
| 2974 | 
            +
             */
         | 
| 2975 | 
            +
            JSC3D.Mesh.prototype.setMaterial = function(material) {
         | 
| 2976 | 
            +
            	this.material = material;
         | 
| 2977 | 
            +
            };
         | 
| 2978 | 
            +
             | 
| 2979 | 
            +
            /**
         | 
| 2980 | 
            +
            	Set texture for the mesh.
         | 
| 2981 | 
            +
            	@param {JSC3D.Texture} texture the texture object.
         | 
| 2982 | 
            +
             */
         | 
| 2983 | 
            +
            JSC3D.Mesh.prototype.setTexture = function(texture) {
         | 
| 2984 | 
            +
            	this.texture = texture;
         | 
| 2985 | 
            +
            };
         | 
| 2986 | 
            +
             | 
| 2987 | 
            +
            /**
         | 
| 2988 | 
            +
            	See if the mesh has valid texture mapping.
         | 
| 2989 | 
            +
            	@returns {boolean} true if it has valid texture mapping; false if not.
         | 
| 2990 | 
            +
             */
         | 
| 2991 | 
            +
            JSC3D.Mesh.prototype.hasTexture = function() {
         | 
| 2992 | 
            +
            	return ( (this.texCoordBuffer != null) && (this.texCoordBuffer.length >= 2) && 
         | 
| 2993 | 
            +
            			 (this.texCoordIndexBuffer != null) && (this.texCoordIndexBuffer.length >= 3) && 
         | 
| 2994 | 
            +
            			 (this.texCoordIndexBuffer.length >= this.indexBuffer.length) && 
         | 
| 2995 | 
            +
            			 (this.texture != null) && this.texture.hasData() );
         | 
| 2996 | 
            +
            };
         | 
| 2997 | 
            +
             | 
| 2998 | 
            +
            /**
         | 
| 2999 | 
            +
            	Calculate count of faces.
         | 
| 3000 | 
            +
            	@private
         | 
| 3001 | 
            +
             */
         | 
| 3002 | 
            +
            JSC3D.Mesh.prototype.calcFaceCount = function() {
         | 
| 3003 | 
            +
            	this.faceCount = 0;
         | 
| 3004 | 
            +
             | 
| 3005 | 
            +
            	var ibuf = this.indexBuffer;
         | 
| 3006 | 
            +
            	if(ibuf[ibuf.length - 1] != -1)
         | 
| 3007 | 
            +
            		ibuf.push(-1);
         | 
| 3008 | 
            +
             | 
| 3009 | 
            +
            	for(var i=0; i<ibuf.length; i++) {
         | 
| 3010 | 
            +
            		if(ibuf[i] == -1)
         | 
| 3011 | 
            +
            			this.faceCount++;
         | 
| 3012 | 
            +
            	}
         | 
| 3013 | 
            +
            };
         | 
| 3014 | 
            +
             | 
| 3015 | 
            +
            /**
         | 
| 3016 | 
            +
            	Calculate AABB of the mesh.
         | 
| 3017 | 
            +
            	@private
         | 
| 3018 | 
            +
             */
         | 
| 3019 | 
            +
            JSC3D.Mesh.prototype.calcAABB = function() {
         | 
| 3020 | 
            +
            	var minX = minY = minZ = Number.MAX_VALUE;
         | 
| 3021 | 
            +
            	var maxX = maxY = maxZ = -Number.MAX_VALUE;
         | 
| 3022 | 
            +
             | 
| 3023 | 
            +
            	var vbuf = this.vertexBuffer;
         | 
| 3024 | 
            +
            	for(var i=0; i<vbuf.length; i+=3) {
         | 
| 3025 | 
            +
            		var x = vbuf[i];
         | 
| 3026 | 
            +
            		var y = vbuf[i + 1];
         | 
| 3027 | 
            +
            		var z = vbuf[i + 2];
         | 
| 3028 | 
            +
             | 
| 3029 | 
            +
            		if(x < minX)
         | 
| 3030 | 
            +
            			minX = x;
         | 
| 3031 | 
            +
            		if(x > maxX)
         | 
| 3032 | 
            +
            			maxX = x;
         | 
| 3033 | 
            +
            		if(y < minY)
         | 
| 3034 | 
            +
            			minY = y;
         | 
| 3035 | 
            +
            		if(y > maxY)
         | 
| 3036 | 
            +
            			maxY = y;
         | 
| 3037 | 
            +
            		if(z < minZ)
         | 
| 3038 | 
            +
            			minZ = z;
         | 
| 3039 | 
            +
            		if(z > maxZ)
         | 
| 3040 | 
            +
            			maxZ = z;
         | 
| 3041 | 
            +
            	}
         | 
| 3042 | 
            +
             | 
| 3043 | 
            +
            	this.aabb.minX = minX;
         | 
| 3044 | 
            +
            	this.aabb.minY = minY;
         | 
| 3045 | 
            +
            	this.aabb.minZ = minZ;
         | 
| 3046 | 
            +
            	this.aabb.maxX = maxX;
         | 
| 3047 | 
            +
            	this.aabb.maxY = maxY;
         | 
| 3048 | 
            +
            	this.aabb.maxZ = maxZ;
         | 
| 3049 | 
            +
            };
         | 
| 3050 | 
            +
             | 
| 3051 | 
            +
            /**
         | 
| 3052 | 
            +
            	Calculate per face normals. The reault remain un-normalized for later vertex normal calculations.
         | 
| 3053 | 
            +
            	@private
         | 
| 3054 | 
            +
             */
         | 
| 3055 | 
            +
            JSC3D.Mesh.prototype.calcFaceNormals = function() {
         | 
| 3056 | 
            +
            	var vbuf = this.vertexBuffer;
         | 
| 3057 | 
            +
            	var ibuf = this.indexBuffer;
         | 
| 3058 | 
            +
            	var nbuf = this.faceNormalBuffer;
         | 
| 3059 | 
            +
            	var i = 0, j = 0;
         | 
| 3060 | 
            +
            	while(i < ibuf.length) {
         | 
| 3061 | 
            +
            		var index = ibuf[i++] * 3;
         | 
| 3062 | 
            +
            		var x0 = vbuf[index];
         | 
| 3063 | 
            +
            		var y0 = vbuf[index + 1];
         | 
| 3064 | 
            +
            		var z0 = vbuf[index + 2];
         | 
| 3065 | 
            +
             | 
| 3066 | 
            +
            		index = ibuf[i++] * 3;
         | 
| 3067 | 
            +
            		var x1 = vbuf[index];
         | 
| 3068 | 
            +
            		var y1 = vbuf[index + 1];
         | 
| 3069 | 
            +
            		var z1 = vbuf[index + 2];
         | 
| 3070 | 
            +
             | 
| 3071 | 
            +
            		index = ibuf[i++] * 3;
         | 
| 3072 | 
            +
            		var x2 = vbuf[index];
         | 
| 3073 | 
            +
            		var y2 = vbuf[index + 1];
         | 
| 3074 | 
            +
            		var z2 = vbuf[index + 2];
         | 
| 3075 | 
            +
             | 
| 3076 | 
            +
            		var dx1 = x1 - x0;
         | 
| 3077 | 
            +
            		var dy1 = y1 - y0;
         | 
| 3078 | 
            +
            		var dz1 = z1 - z0;
         | 
| 3079 | 
            +
            		var dx2 = x2 - x0;
         | 
| 3080 | 
            +
            		var dy2 = y2 - y0;
         | 
| 3081 | 
            +
            		var dz2 = z2 - z0;
         | 
| 3082 | 
            +
             | 
| 3083 | 
            +
            		var nx = dy1 * dz2 - dz1 * dy2;
         | 
| 3084 | 
            +
            		var ny = dz1 * dx2 - dx1 * dz2;
         | 
| 3085 | 
            +
            		var nz = dx1 * dy2 - dy1 * dx2;
         | 
| 3086 | 
            +
             | 
| 3087 | 
            +
            		nbuf[j++] = nx;
         | 
| 3088 | 
            +
            		nbuf[j++] = ny;
         | 
| 3089 | 
            +
            		nbuf[j++] = nz;
         | 
| 3090 | 
            +
             | 
| 3091 | 
            +
            		do {
         | 
| 3092 | 
            +
            		} while (ibuf[i++] != -1);
         | 
| 3093 | 
            +
            	}
         | 
| 3094 | 
            +
            };
         | 
| 3095 | 
            +
             | 
| 3096 | 
            +
            /**
         | 
| 3097 | 
            +
            	Calculate per vertex normals.
         | 
| 3098 | 
            +
            	@private
         | 
| 3099 | 
            +
             */
         | 
| 3100 | 
            +
            JSC3D.Mesh.prototype.calcVertexNormals = function() {
         | 
| 3101 | 
            +
            	if(!this.faceNormalBuffer) {
         | 
| 3102 | 
            +
            		this.faceNormalBuffer = new Array(this.faceCount * 3);
         | 
| 3103 | 
            +
            		this.calcFaceNormals();
         | 
| 3104 | 
            +
            	}
         | 
| 3105 | 
            +
             | 
| 3106 | 
            +
            	var vbuf = this.vertexBuffer;
         | 
| 3107 | 
            +
            	var ibuf = this.indexBuffer;
         | 
| 3108 | 
            +
            	var fnbuf = this.faceNormalBuffer;
         | 
| 3109 | 
            +
            	var vnbuf = this.vertexNormalBuffer;
         | 
| 3110 | 
            +
            	for(var i=0; i<vnbuf.length; i++) {
         | 
| 3111 | 
            +
            		vnbuf[i] = 0;
         | 
| 3112 | 
            +
            	}
         | 
| 3113 | 
            +
             | 
| 3114 | 
            +
            	var numOfVertices = vbuf.length / 3;
         | 
| 3115 | 
            +
             | 
| 3116 | 
            +
            	var i = 0, j = 0, k = 0;
         | 
| 3117 | 
            +
            	while(i < ibuf.length) {
         | 
| 3118 | 
            +
            		k = ibuf[i++];
         | 
| 3119 | 
            +
            		if(k == -1) {
         | 
| 3120 | 
            +
            			j += 3;
         | 
| 3121 | 
            +
            		}
         | 
| 3122 | 
            +
            		else {
         | 
| 3123 | 
            +
            			var index = k * 3;
         | 
| 3124 | 
            +
            			vnbuf[index    ] += fnbuf[j];
         | 
| 3125 | 
            +
            			vnbuf[index + 1] += fnbuf[j + 1];
         | 
| 3126 | 
            +
            			vnbuf[index + 2] += fnbuf[j + 2];
         | 
| 3127 | 
            +
            		}
         | 
| 3128 | 
            +
            	}
         | 
| 3129 | 
            +
             | 
| 3130 | 
            +
            	for(var i=0, j=0; i<vnbuf.length; i+=3, j++) {
         | 
| 3131 | 
            +
            		var nx = vnbuf[i];
         | 
| 3132 | 
            +
            		var ny = vnbuf[i + 1];
         | 
| 3133 | 
            +
            		var nz = vnbuf[i + 2];
         | 
| 3134 | 
            +
            		var len = Math.sqrt(nx * nx + ny * ny + nz * nz);
         | 
| 3135 | 
            +
            		if(len > 0) {
         | 
| 3136 | 
            +
            			nx /= len;
         | 
| 3137 | 
            +
            			ny /= len;
         | 
| 3138 | 
            +
            			nz /= len;
         | 
| 3139 | 
            +
            		}
         | 
| 3140 | 
            +
             | 
| 3141 | 
            +
            		vnbuf[i    ] = nx;
         | 
| 3142 | 
            +
            		vnbuf[i + 1] = ny;
         | 
| 3143 | 
            +
            		vnbuf[i + 2] = nz;
         | 
| 3144 | 
            +
            	}
         | 
| 3145 | 
            +
            };
         | 
| 3146 | 
            +
             | 
| 3147 | 
            +
            /**
         | 
| 3148 | 
            +
            	Normalize face normals.
         | 
| 3149 | 
            +
            	@private
         | 
| 3150 | 
            +
             */
         | 
| 3151 | 
            +
            JSC3D.Mesh.prototype.normalizeFaceNormals = function() {
         | 
| 3152 | 
            +
            	var nbuf = this.faceNormalBuffer;
         | 
| 3153 | 
            +
             | 
| 3154 | 
            +
            	for(var i=0; i<nbuf.length; i+=3) {
         | 
| 3155 | 
            +
            		var nx = nbuf[i];
         | 
| 3156 | 
            +
            		var ny = nbuf[i + 1];
         | 
| 3157 | 
            +
            		var nz = nbuf[i + 2];
         | 
| 3158 | 
            +
            		var len = Math.sqrt(nx * nx + ny * ny + nz * nz);
         | 
| 3159 | 
            +
            		if(len > 0) {
         | 
| 3160 | 
            +
            			nx /= len;
         | 
| 3161 | 
            +
            			ny /= len;
         | 
| 3162 | 
            +
            			nz /= len;
         | 
| 3163 | 
            +
            		}
         | 
| 3164 | 
            +
             | 
| 3165 | 
            +
            		nbuf[i    ] = nx;
         | 
| 3166 | 
            +
            		nbuf[i + 1] = ny;
         | 
| 3167 | 
            +
            		nbuf[i + 2] = nz;
         | 
| 3168 | 
            +
            	}
         | 
| 3169 | 
            +
            };
         | 
| 3170 | 
            +
             | 
| 3171 | 
            +
            JSC3D.Mesh.prototype.checkValid = function() {
         | 
| 3172 | 
            +
            	//TODO: not implemented yet
         | 
| 3173 | 
            +
            };
         | 
| 3174 | 
            +
             | 
| 3175 | 
            +
            JSC3D.Mesh.prototype.name = '';
         | 
| 3176 | 
            +
            JSC3D.Mesh.prototype.metadata = '';
         | 
| 3177 | 
            +
            JSC3D.Mesh.prototype.visible = false;
         | 
| 3178 | 
            +
            JSC3D.Mesh.prototype.aabb = null;
         | 
| 3179 | 
            +
            JSC3D.Mesh.prototype.vertexBuffer = null;
         | 
| 3180 | 
            +
            JSC3D.Mesh.prototype.indexBuffer = null;
         | 
| 3181 | 
            +
            JSC3D.Mesh.prototype.vertexNormalBuffer = null;
         | 
| 3182 | 
            +
            JSC3D.Mesh.prototype.faceNormalBuffer = null;
         | 
| 3183 | 
            +
            JSC3D.Mesh.prototype.texCoordBuffer = null;
         | 
| 3184 | 
            +
            JSC3D.Mesh.prototype.texCoordIndexBuffer = null;
         | 
| 3185 | 
            +
            JSC3D.Mesh.prototype.material = null;
         | 
| 3186 | 
            +
            JSC3D.Mesh.prototype.texture = null;
         | 
| 3187 | 
            +
            JSC3D.Mesh.prototype.faceCount = 0;
         | 
| 3188 | 
            +
            JSC3D.Mesh.prototype.isDoubleSided = false;
         | 
| 3189 | 
            +
            JSC3D.Mesh.prototype.isEnvironmentCast = false;
         | 
| 3190 | 
            +
            JSC3D.Mesh.prototype.internalId = 0;
         | 
| 3191 | 
            +
            JSC3D.Mesh.prototype.transformedVertexBuffer = null;
         | 
| 3192 | 
            +
            JSC3D.Mesh.prototype.transformedVertexNormalZBuffer = null;
         | 
| 3193 | 
            +
            JSC3D.Mesh.prototype.transformedFaceNormalZBuffer = null;
         | 
| 3194 | 
            +
            JSC3D.Mesh.prototype.transformedVertexNormalBuffer = null;
         | 
| 3195 | 
            +
             | 
| 3196 | 
            +
             | 
| 3197 | 
            +
            /**
         | 
| 3198 | 
            +
            	@class Material
         | 
| 3199 | 
            +
             | 
| 3200 | 
            +
            	This class implements material which describes the feel and look of a mesh.
         | 
| 3201 | 
            +
             */
         | 
| 3202 | 
            +
            JSC3D.Material = function(name, ambientColor, diffuseColor, transparency, simulateSpecular) {
         | 
| 3203 | 
            +
            	this.name = name || '';
         | 
| 3204 | 
            +
            	this.ambientColor = ambientColor || 0;
         | 
| 3205 | 
            +
            	this.diffuseColor = diffuseColor || 0x7f7f7f;
         | 
| 3206 | 
            +
            	this.transparency = transparency || 0;
         | 
| 3207 | 
            +
            	this.simulateSpecular = simulateSpecular || false;
         | 
| 3208 | 
            +
            	this.palette = null;
         | 
| 3209 | 
            +
            };
         | 
| 3210 | 
            +
             | 
| 3211 | 
            +
            /**
         | 
| 3212 | 
            +
            	Get the palette of the material used for shadings.
         | 
| 3213 | 
            +
            	@return {Array} palette of the material as an array.
         | 
| 3214 | 
            +
             */
         | 
| 3215 | 
            +
            JSC3D.Material.prototype.getPalette = function() {
         | 
| 3216 | 
            +
            	if(!this.palette) {
         | 
| 3217 | 
            +
            		this.palette = new Array(256);
         | 
| 3218 | 
            +
            		this.generatePalette();
         | 
| 3219 | 
            +
            	}
         | 
| 3220 | 
            +
             | 
| 3221 | 
            +
            	return this.palette;
         | 
| 3222 | 
            +
            };
         | 
| 3223 | 
            +
             | 
| 3224 | 
            +
            /**
         | 
| 3225 | 
            +
            	@private
         | 
| 3226 | 
            +
             */
         | 
| 3227 | 
            +
            JSC3D.Material.prototype.generatePalette = function() {
         | 
| 3228 | 
            +
            	var ambientR = (this.ambientColor & 0xff0000) >> 16;
         | 
| 3229 | 
            +
            	var ambientG = (this.ambientColor & 0xff00) >> 8;
         | 
| 3230 | 
            +
            	var ambientB = this.ambientColor & 0xff;
         | 
| 3231 | 
            +
            	var diffuseR = (this.diffuseColor & 0xff0000) >> 16;
         | 
| 3232 | 
            +
            	var diffuseG = (this.diffuseColor & 0xff00) >> 8;
         | 
| 3233 | 
            +
            	var diffuseB = this.diffuseColor & 0xff;
         | 
| 3234 | 
            +
             | 
| 3235 | 
            +
            	if(this.simulateSpecular) {
         | 
| 3236 | 
            +
            		var i = 0;
         | 
| 3237 | 
            +
            		while(i < 204) {
         | 
| 3238 | 
            +
            			var r = ambientR + i * diffuseR / 204;
         | 
| 3239 | 
            +
            			var g = ambientG + i * diffuseG / 204;
         | 
| 3240 | 
            +
            			var b = ambientB + i * diffuseB / 204;
         | 
| 3241 | 
            +
            			if(r > 255)
         | 
| 3242 | 
            +
            				r = 255;
         | 
| 3243 | 
            +
            			if(g > 255)
         | 
| 3244 | 
            +
            				g = 255;
         | 
| 3245 | 
            +
            			if(b > 255)
         | 
| 3246 | 
            +
            				b = 255;
         | 
| 3247 | 
            +
             | 
| 3248 | 
            +
            			this.palette[i++] = r << 16 | g << 8 | b;
         | 
| 3249 | 
            +
            		}
         | 
| 3250 | 
            +
             | 
| 3251 | 
            +
            		while(i < 256) {
         | 
| 3252 | 
            +
            			var r = ambientR + diffuseR + (i - 204) * (255 - diffuseR) / 82;
         | 
| 3253 | 
            +
            			var g = ambientG + diffuseG + (i - 204) * (255 - diffuseG) / 82;
         | 
| 3254 | 
            +
            			var b = ambientB + diffuseB + (i - 204) * (255 - diffuseB) / 82;
         | 
| 3255 | 
            +
            			if(r > 255)
         | 
| 3256 | 
            +
            				r = 255;
         | 
| 3257 | 
            +
            			if(g > 255)
         | 
| 3258 | 
            +
            				g = 255;
         | 
| 3259 | 
            +
            			if(b > 255)
         | 
| 3260 | 
            +
            				b = 255;
         | 
| 3261 | 
            +
             | 
| 3262 | 
            +
            			this.palette[i++] = r << 16 | g << 8 | b;
         | 
| 3263 | 
            +
            		}
         | 
| 3264 | 
            +
            	}
         | 
| 3265 | 
            +
            	else {
         | 
| 3266 | 
            +
            		var i = 0;
         | 
| 3267 | 
            +
            		while(i < 256) {
         | 
| 3268 | 
            +
            			var r = ambientR + i * diffuseR / 256;
         | 
| 3269 | 
            +
            			var g = ambientG + i * diffuseG / 256;
         | 
| 3270 | 
            +
            			var b = ambientB + i * diffuseB / 256;
         | 
| 3271 | 
            +
            			if(r > 255)
         | 
| 3272 | 
            +
            				r = 255;
         | 
| 3273 | 
            +
            			if(g > 255)
         | 
| 3274 | 
            +
            				g = 255;
         | 
| 3275 | 
            +
            			if(b > 255)
         | 
| 3276 | 
            +
            				b = 255;
         | 
| 3277 | 
            +
             | 
| 3278 | 
            +
            			this.palette[i++] = r << 16 | g << 8 | b;
         | 
| 3279 | 
            +
            		}
         | 
| 3280 | 
            +
            	}
         | 
| 3281 | 
            +
            };
         | 
| 3282 | 
            +
             | 
| 3283 | 
            +
            JSC3D.Material.prototype.name = '';
         | 
| 3284 | 
            +
            JSC3D.Material.prototype.ambientColor = 0;
         | 
| 3285 | 
            +
            JSC3D.Material.prototype.diffuseColor = 0x7f7f7f;
         | 
| 3286 | 
            +
            JSC3D.Material.prototype.transparency = 0;
         | 
| 3287 | 
            +
            JSC3D.Material.prototype.simulateSpecular = false;
         | 
| 3288 | 
            +
            JSC3D.Material.prototype.palette = null;
         | 
| 3289 | 
            +
             | 
| 3290 | 
            +
             | 
| 3291 | 
            +
            /**
         | 
| 3292 | 
            +
            	@class Texture
         | 
| 3293 | 
            +
             | 
| 3294 | 
            +
            	This class implements texture which describes the surface details for a mesh.
         | 
| 3295 | 
            +
             */
         | 
| 3296 | 
            +
            JSC3D.Texture = function(name, onready) {
         | 
| 3297 | 
            +
            	this.name = name || '';
         | 
| 3298 | 
            +
            	this.width = 0;
         | 
| 3299 | 
            +
            	this.height = 0;
         | 
| 3300 | 
            +
            	this.data = null;
         | 
| 3301 | 
            +
            	this.mipmaps = null;
         | 
| 3302 | 
            +
            	this.mipentries = null;
         | 
| 3303 | 
            +
            	this.hasTransparency = false;
         | 
| 3304 | 
            +
            	this.srcUrl = '';
         | 
| 3305 | 
            +
            	this.onready = (onready && typeof(onready) == 'function') ? onready : null;
         | 
| 3306 | 
            +
            };
         | 
| 3307 | 
            +
             | 
| 3308 | 
            +
            /**
         | 
| 3309 | 
            +
            	Load an image and extract texture data from it.
         | 
| 3310 | 
            +
            	@param {string} imageUrl where to load the image.
         | 
| 3311 | 
            +
            	@param {boolean} useMipmap set true to generate mip-maps; false(default) not to generate mip-maps.
         | 
| 3312 | 
            +
             */
         | 
| 3313 | 
            +
            JSC3D.Texture.prototype.createFromUrl = function(imageUrl, useMipmap) {
         | 
| 3314 | 
            +
            	var self = this;
         | 
| 3315 | 
            +
            	var img = new Image;
         | 
| 3316 | 
            +
             | 
| 3317 | 
            +
            	img.onload = function() {
         | 
| 3318 | 
            +
            		self.data = null;
         | 
| 3319 | 
            +
            		self.mipmaps = null;
         | 
| 3320 | 
            +
            		self.mipentries = null;
         | 
| 3321 | 
            +
            		self.width = 0;
         | 
| 3322 | 
            +
            		self.height = 0;
         | 
| 3323 | 
            +
            		self.hasTransparency = false;
         | 
| 3324 | 
            +
            		self.srcUrl = '';
         | 
| 3325 | 
            +
            		self.createFromImage(this, useMipmap);
         | 
| 3326 | 
            +
            	};
         | 
| 3327 | 
            +
             | 
| 3328 | 
            +
            	img.onerror = function() {
         | 
| 3329 | 
            +
            		self.data = null;
         | 
| 3330 | 
            +
            		self.mipmaps = null;
         | 
| 3331 | 
            +
            		self.mipentries = null;
         | 
| 3332 | 
            +
            		self.width = 0;
         | 
| 3333 | 
            +
            		self.height = 0;
         | 
| 3334 | 
            +
            		self.hasTransparency = false;
         | 
| 3335 | 
            +
            		self.srcUrl = '';
         | 
| 3336 | 
            +
            	};
         | 
| 3337 | 
            +
             | 
| 3338 | 
            +
            	img.src = imageUrl;
         | 
| 3339 | 
            +
            };
         | 
| 3340 | 
            +
             | 
| 3341 | 
            +
            /**
         | 
| 3342 | 
            +
            	Extract texture data from an exsisting image.
         | 
| 3343 | 
            +
            	@param {Image} image image as datasource of the texture.
         | 
| 3344 | 
            +
            	@param {boolean} useMipmap set true to generate mip-maps; false(default) not to generate mip-maps.
         | 
| 3345 | 
            +
             */
         | 
| 3346 | 
            +
            JSC3D.Texture.prototype.createFromImage = function(image, useMipmap) {
         | 
| 3347 | 
            +
            	if(image.width <=0 || image.height <=0)
         | 
| 3348 | 
            +
            		return;
         | 
| 3349 | 
            +
             | 
| 3350 | 
            +
            	if(JSC3D.Texture.cv_is_locked) {
         | 
| 3351 | 
            +
            		var self = this;
         | 
| 3352 | 
            +
            		setTimeout( function() {
         | 
| 3353 | 
            +
            			self.createFromImage(image);
         | 
| 3354 | 
            +
            		}, JSC3D.Texture.cv_lock_cycle );
         | 
| 3355 | 
            +
             | 
| 3356 | 
            +
            		return;
         | 
| 3357 | 
            +
            	}
         | 
| 3358 | 
            +
             | 
| 3359 | 
            +
            	var cv = JSC3D.Texture.cv;
         | 
| 3360 | 
            +
            	if(!cv) {
         | 
| 3361 | 
            +
            		try {
         | 
| 3362 | 
            +
            			cv = document.createElement('canvas');
         | 
| 3363 | 
            +
            			JSC3D.Texture.cv = cv;
         | 
| 3364 | 
            +
            		}
         | 
| 3365 | 
            +
            		catch(e) {
         | 
| 3366 | 
            +
            			return;
         | 
| 3367 | 
            +
            		}
         | 
| 3368 | 
            +
            	}
         | 
| 3369 | 
            +
             | 
| 3370 | 
            +
            	var dim = image.width > image.height ? image.width : image.height;
         | 
| 3371 | 
            +
            	if(dim <= 32)
         | 
| 3372 | 
            +
            		dim = 32;
         | 
| 3373 | 
            +
            	else if(dim <= 64)
         | 
| 3374 | 
            +
            		dim = 64;
         | 
| 3375 | 
            +
            	else if(dim <= 128)
         | 
| 3376 | 
            +
            		dim = 128;
         | 
| 3377 | 
            +
            	//else if(dim <= 256)
         | 
| 3378 | 
            +
            	//	dim = 256;
         | 
| 3379 | 
            +
            	//else
         | 
| 3380 | 
            +
            	//	dim = 512;
         | 
| 3381 | 
            +
            	else
         | 
| 3382 | 
            +
            		dim = 256;
         | 
| 3383 | 
            +
             | 
| 3384 | 
            +
            	try {
         | 
| 3385 | 
            +
            		JSC3D.Texture.cv_is_locked = true;
         | 
| 3386 | 
            +
             | 
| 3387 | 
            +
            		var self = this;
         | 
| 3388 | 
            +
            		
         | 
| 3389 | 
            +
            		if(cv.width != dim || cv.height != dim)
         | 
| 3390 | 
            +
            			cv.width = cv.height = dim;
         | 
| 3391 | 
            +
             | 
| 3392 | 
            +
            		setTimeout( function() {
         | 
| 3393 | 
            +
            			var ctx = cv.getContext('2d');
         | 
| 3394 | 
            +
            			ctx.drawImage(image, 0, 0, dim, dim);
         | 
| 3395 | 
            +
             | 
| 3396 | 
            +
            			setTimeout( function() {
         | 
| 3397 | 
            +
            				var imgData = ctx.getImageData(0, 0, dim, dim);
         | 
| 3398 | 
            +
            				var data = imgData.data;
         | 
| 3399 | 
            +
             | 
| 3400 | 
            +
            				var size = data.length / 4;
         | 
| 3401 | 
            +
            				self.data = new Array(size);
         | 
| 3402 | 
            +
            				var alpha;
         | 
| 3403 | 
            +
            				for(var i=0, j=0; i<size; i++, j+=4) {
         | 
| 3404 | 
            +
            					alpha = data[j + 3];
         | 
| 3405 | 
            +
            					self.data[i] = alpha << 24 | data[j] << 16 | data[j+1] << 8 | data[j+2];
         | 
| 3406 | 
            +
            					if(alpha < 250)
         | 
| 3407 | 
            +
            						self.hasTransparency = true;
         | 
| 3408 | 
            +
            				}
         | 
| 3409 | 
            +
             | 
| 3410 | 
            +
            				self.width = dim;
         | 
| 3411 | 
            +
            				self.height = dim;
         | 
| 3412 | 
            +
             | 
| 3413 | 
            +
            				cv.width = 1;
         | 
| 3414 | 
            +
            				cv.height = 1;
         | 
| 3415 | 
            +
             | 
| 3416 | 
            +
            				JSC3D.Texture.cv_is_locked = false;
         | 
| 3417 | 
            +
             | 
| 3418 | 
            +
            				self.mipmaps = null;
         | 
| 3419 | 
            +
            				if(useMipmap)
         | 
| 3420 | 
            +
            					self.generateMipmaps();
         | 
| 3421 | 
            +
             | 
| 3422 | 
            +
            				self.srcUrl = image.src;
         | 
| 3423 | 
            +
             | 
| 3424 | 
            +
            				if(self.onready != null && (typeof self.onready) == 'function')
         | 
| 3425 | 
            +
            					self.onready();
         | 
| 3426 | 
            +
             | 
| 3427 | 
            +
            			}, JSC3D.Texture.cv_lock_cycle );
         | 
| 3428 | 
            +
             | 
| 3429 | 
            +
            		}, JSC3D.Texture.cv_lock_cycle );
         | 
| 3430 | 
            +
            	}
         | 
| 3431 | 
            +
            	catch(e) {
         | 
| 3432 | 
            +
            		JSC3D.Texture.cv_is_locked = false;
         | 
| 3433 | 
            +
            		return;
         | 
| 3434 | 
            +
            	}
         | 
| 3435 | 
            +
            };
         | 
| 3436 | 
            +
             | 
| 3437 | 
            +
            /**
         | 
| 3438 | 
            +
            	See if this texture contains texel data.
         | 
| 3439 | 
            +
            	@returns {boolean} true if it has texel data; false if not.
         | 
| 3440 | 
            +
             */
         | 
| 3441 | 
            +
            JSC3D.Texture.prototype.hasData = function() {
         | 
| 3442 | 
            +
            	return (this.data != null);
         | 
| 3443 | 
            +
            };
         | 
| 3444 | 
            +
             | 
| 3445 | 
            +
            /**
         | 
| 3446 | 
            +
            	Generate mip-maps for the texture.
         | 
| 3447 | 
            +
             */
         | 
| 3448 | 
            +
            JSC3D.Texture.prototype.generateMipmaps = function() {
         | 
| 3449 | 
            +
            	if(this.width <= 1 || this.data == null || this.mipmaps != null)
         | 
| 3450 | 
            +
            		return;
         | 
| 3451 | 
            +
             | 
| 3452 | 
            +
            	this.mipmaps = [this.data];
         | 
| 3453 | 
            +
            	this.mipentries = [1];
         | 
| 3454 | 
            +
            	
         | 
| 3455 | 
            +
            	var numOfMipLevels = 1 + ~~(0.1 + Math.log(this.width) * Math.LOG2E);
         | 
| 3456 | 
            +
            	var dim = this.width >> 1;
         | 
| 3457 | 
            +
            	for(var level=1; level<numOfMipLevels; level++) {
         | 
| 3458 | 
            +
            		var map = new Array(dim * dim);
         | 
| 3459 | 
            +
            		var uppermap = this.mipmaps[level - 1];
         | 
| 3460 | 
            +
            		var upperdim = dim << 1;
         | 
| 3461 | 
            +
             | 
| 3462 | 
            +
            		var src = 0, dest = 0;
         | 
| 3463 | 
            +
            		for(var i=0; i<dim; i++) {
         | 
| 3464 | 
            +
            			for(var j=0; j<dim; j++) {
         | 
| 3465 | 
            +
            				var texel0 = uppermap[src];
         | 
| 3466 | 
            +
            				var texel1 = uppermap[src + 1];
         | 
| 3467 | 
            +
            				var texel2 = uppermap[src + upperdim];
         | 
| 3468 | 
            +
            				var texel3 = uppermap[src + upperdim + 1];
         | 
| 3469 | 
            +
            				var a = ( ((texel0 & 0xff000000) >>> 2) + ((texel1 & 0xff000000) >>> 2) + ((texel2 & 0xff000000) >>> 2) + ((texel3 & 0xff000000) >>> 2) ) & 0xff000000;
         | 
| 3470 | 
            +
            				var r = ( ((texel0 & 0xff0000) + (texel1 & 0xff0000) + (texel2 & 0xff0000) + (texel3 & 0xff0000)) >> 2 ) & 0xff0000;
         | 
| 3471 | 
            +
            				var g = ( ((texel0 & 0xff00) + (texel1 & 0xff00) + (texel2 & 0xff00) + (texel3 & 0xff00)) >> 2 ) & 0xff00;
         | 
| 3472 | 
            +
            				var b = ( ((texel0 & 0xff) + (texel1 & 0xff) + (texel2 & 0xff) + (texel3 & 0xff)) >> 2 ) & 0xff;
         | 
| 3473 | 
            +
            				map[dest] = a + r + g + b;
         | 
| 3474 | 
            +
            				src += 2;
         | 
| 3475 | 
            +
            				dest++;
         | 
| 3476 | 
            +
            			}
         | 
| 3477 | 
            +
            			src += upperdim;
         | 
| 3478 | 
            +
            		}
         | 
| 3479 | 
            +
             | 
| 3480 | 
            +
            		this.mipmaps.push(map);
         | 
| 3481 | 
            +
            		this.mipentries.push(Math.pow(4, level));
         | 
| 3482 | 
            +
            		dim = dim >> 1;
         | 
| 3483 | 
            +
            	}
         | 
| 3484 | 
            +
            };
         | 
| 3485 | 
            +
             | 
| 3486 | 
            +
            /**
         | 
| 3487 | 
            +
            	See if this texture has mip-maps.
         | 
| 3488 | 
            +
            	@returns {boolean} true if it has mip-maps; false if not.
         | 
| 3489 | 
            +
             */
         | 
| 3490 | 
            +
            JSC3D.Texture.prototype.hasMipmap = function() {
         | 
| 3491 | 
            +
            	return (this.mipmaps != null);
         | 
| 3492 | 
            +
            };
         | 
| 3493 | 
            +
             | 
| 3494 | 
            +
            JSC3D.Texture.prototype.name = '';
         | 
| 3495 | 
            +
            JSC3D.Texture.prototype.data = null;
         | 
| 3496 | 
            +
            JSC3D.Texture.prototype.mipmaps = null;
         | 
| 3497 | 
            +
            JSC3D.Texture.prototype.mipentries = null;
         | 
| 3498 | 
            +
            JSC3D.Texture.prototype.width = 0;
         | 
| 3499 | 
            +
            JSC3D.Texture.prototype.height = 0;
         | 
| 3500 | 
            +
            JSC3D.Texture.prototype.hasTransparency = false;
         | 
| 3501 | 
            +
            JSC3D.Texture.prototype.srcUrl = '';
         | 
| 3502 | 
            +
            JSC3D.Texture.prototype.onready = null;
         | 
| 3503 | 
            +
            JSC3D.Texture.cv = null;
         | 
| 3504 | 
            +
            JSC3D.Texture.cv_is_locked = false;
         | 
| 3505 | 
            +
            JSC3D.Texture.cv_lock_cycle = 100; // milliseconds
         | 
| 3506 | 
            +
             | 
| 3507 | 
            +
             | 
| 3508 | 
            +
            /**
         | 
| 3509 | 
            +
            	@class AABB
         | 
| 3510 | 
            +
             | 
| 3511 | 
            +
            	This class implements the Axis-Aligned Bounding Box to measure spacial enclosure.
         | 
| 3512 | 
            +
             */
         | 
| 3513 | 
            +
            JSC3D.AABB = function() {
         | 
| 3514 | 
            +
            	this.minX = this.maxX = 0;
         | 
| 3515 | 
            +
            	this.minY = this.maxY = 0;
         | 
| 3516 | 
            +
            	this.minZ = this.maxZ = 0;
         | 
| 3517 | 
            +
            };
         | 
| 3518 | 
            +
             | 
| 3519 | 
            +
            /**
         | 
| 3520 | 
            +
            	Get the center coordinates of the AABB.
         | 
| 3521 | 
            +
            	@returns {Array} center coordinates as an array.
         | 
| 3522 | 
            +
             */
         | 
| 3523 | 
            +
            JSC3D.AABB.prototype.center = function() {
         | 
| 3524 | 
            +
            	return [(this.minX + this.maxX) / 2, (this.minY + this.maxY) / 2, (this.minZ + this.maxZ) / 2];
         | 
| 3525 | 
            +
            };
         | 
| 3526 | 
            +
             | 
| 3527 | 
            +
            /**
         | 
| 3528 | 
            +
            	Get the length of the diagonal of the AABB.
         | 
| 3529 | 
            +
            	@returns {float} length of the diagonal.
         | 
| 3530 | 
            +
             */
         | 
| 3531 | 
            +
            JSC3D.AABB.prototype.lengthOfDiagonal = function() {
         | 
| 3532 | 
            +
            	var xx = this.maxX - this.minX;
         | 
| 3533 | 
            +
            	var yy = this.maxY - this.minY;
         | 
| 3534 | 
            +
            	var zz = this.maxZ - this.minZ;
         | 
| 3535 | 
            +
            	return Math.sqrt(xx * xx + yy * yy + zz * zz);
         | 
| 3536 | 
            +
            };
         | 
| 3537 | 
            +
             | 
| 3538 | 
            +
             | 
| 3539 | 
            +
            /**
         | 
| 3540 | 
            +
            	@class Matrix3x4
         | 
| 3541 | 
            +
             | 
| 3542 | 
            +
            	This class implements 3x4 matrix and mass operations for 3D transformations.
         | 
| 3543 | 
            +
             */
         | 
| 3544 | 
            +
            JSC3D.Matrix3x4 = function() {
         | 
| 3545 | 
            +
            	this.m00 = 1; this.m01 = 0; this.m02 = 0; this.m03 = 0;
         | 
| 3546 | 
            +
            	this.m10 = 0; this.m11 = 1; this.m12 = 0; this.m13 = 0;
         | 
| 3547 | 
            +
            	this.m20 = 0; this.m21 = 0; this.m22 = 1; this.m23 = 0;
         | 
| 3548 | 
            +
            };
         | 
| 3549 | 
            +
             | 
| 3550 | 
            +
            /**
         | 
| 3551 | 
            +
            	Make the matrix an identical matrix.
         | 
| 3552 | 
            +
             */
         | 
| 3553 | 
            +
            JSC3D.Matrix3x4.prototype.identity = function() {
         | 
| 3554 | 
            +
            	this.m00 = 1; this.m01 = 0; this.m02 = 0; this.m03 = 0;
         | 
| 3555 | 
            +
            	this.m10 = 0; this.m11 = 1; this.m12 = 0; this.m13 = 0;
         | 
| 3556 | 
            +
            	this.m20 = 0; this.m21 = 0; this.m22 = 1; this.m23 = 0;
         | 
| 3557 | 
            +
            };
         | 
| 3558 | 
            +
             | 
| 3559 | 
            +
            /**
         | 
| 3560 | 
            +
            	Scale the matrix using scaling factors on each axial directions.
         | 
| 3561 | 
            +
            	@param {float} sx scaling factors on x-axis.
         | 
| 3562 | 
            +
            	@param {float} sy scaling factors on y-axis.
         | 
| 3563 | 
            +
            	@param {float} sz scaling factors on z-axis.
         | 
| 3564 | 
            +
             */
         | 
| 3565 | 
            +
            JSC3D.Matrix3x4.prototype.scale = function(sx, sy, sz) {
         | 
| 3566 | 
            +
            	this.m00 *= sx; this.m01 *= sx; this.m02 *= sx; this.m03 *= sx;
         | 
| 3567 | 
            +
            	this.m10 *= sy; this.m11 *= sy; this.m12 *= sy; this.m13 *= sy;
         | 
| 3568 | 
            +
            	this.m20 *= sz; this.m21 *= sz; this.m22 *= sz; this.m23 *= sz;
         | 
| 3569 | 
            +
            };
         | 
| 3570 | 
            +
             | 
| 3571 | 
            +
            /**
         | 
| 3572 | 
            +
            	Translate the matrix using translations on each axial directions.
         | 
| 3573 | 
            +
            	@param {float} tx translations on x-axis.
         | 
| 3574 | 
            +
            	@param {float} ty translations on y-axis.
         | 
| 3575 | 
            +
            	@param {float} tz translations on z-axis.
         | 
| 3576 | 
            +
             */
         | 
| 3577 | 
            +
            JSC3D.Matrix3x4.prototype.translate = function(tx, ty, tz) {
         | 
| 3578 | 
            +
            	this.m03 += tx;
         | 
| 3579 | 
            +
            	this.m13 += ty;
         | 
| 3580 | 
            +
            	this.m23 += tz;
         | 
| 3581 | 
            +
            };
         | 
| 3582 | 
            +
             | 
| 3583 | 
            +
            /**
         | 
| 3584 | 
            +
            	Rotate the matrix an arbitrary angle about the x-axis.
         | 
| 3585 | 
            +
            	@param {float} angle rotation angle in degrees.
         | 
| 3586 | 
            +
             */
         | 
| 3587 | 
            +
            JSC3D.Matrix3x4.prototype.rotateAboutXAxis = function(angle) {
         | 
| 3588 | 
            +
            	if(angle != 0) {
         | 
| 3589 | 
            +
            		angle *= Math.PI / 180;
         | 
| 3590 | 
            +
            		var cosA = Math.cos(angle);
         | 
| 3591 | 
            +
            		var sinA = Math.sin(angle);
         | 
| 3592 | 
            +
             | 
| 3593 | 
            +
            		var m10 = cosA * this.m10 - sinA * this.m20;
         | 
| 3594 | 
            +
            		var m11 = cosA * this.m11 - sinA * this.m21;
         | 
| 3595 | 
            +
            		var m12 = cosA * this.m12 - sinA * this.m22;
         | 
| 3596 | 
            +
            		var m13 = cosA * this.m13 - sinA * this.m23;
         | 
| 3597 | 
            +
            		var m20 = cosA * this.m20 + sinA * this.m10;
         | 
| 3598 | 
            +
            		var m21 = cosA * this.m21 + sinA * this.m11;
         | 
| 3599 | 
            +
            		var m22 = cosA * this.m22 + sinA * this.m12;
         | 
| 3600 | 
            +
            		var m23 = cosA * this.m23 + sinA * this.m13;
         | 
| 3601 | 
            +
             | 
| 3602 | 
            +
            		this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
         | 
| 3603 | 
            +
            		this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
         | 
| 3604 | 
            +
            	}
         | 
| 3605 | 
            +
            };
         | 
| 3606 | 
            +
             | 
| 3607 | 
            +
            /**
         | 
| 3608 | 
            +
            	Rotate the matrix an arbitrary angle about the y-axis.
         | 
| 3609 | 
            +
            	@param {float} angle rotation angle in degrees.
         | 
| 3610 | 
            +
             */
         | 
| 3611 | 
            +
            JSC3D.Matrix3x4.prototype.rotateAboutYAxis = function(angle) {
         | 
| 3612 | 
            +
            	if(angle != 0) {
         | 
| 3613 | 
            +
            		angle *= Math.PI / 180;
         | 
| 3614 | 
            +
            		var cosA = Math.cos(angle);
         | 
| 3615 | 
            +
            		var sinA = Math.sin(angle);
         | 
| 3616 | 
            +
             | 
| 3617 | 
            +
            		var m00 = cosA * this.m00 + sinA * this.m20;
         | 
| 3618 | 
            +
            		var m01 = cosA * this.m01 + sinA * this.m21;
         | 
| 3619 | 
            +
            		var m02 = cosA * this.m02 + sinA * this.m22;
         | 
| 3620 | 
            +
            		var m03 = cosA * this.m03 + sinA * this.m23;
         | 
| 3621 | 
            +
            		var m20 = cosA * this.m20 - sinA * this.m00;
         | 
| 3622 | 
            +
            		var m21 = cosA * this.m21 - sinA * this.m01;
         | 
| 3623 | 
            +
            		var m22 = cosA * this.m22 - sinA * this.m02;
         | 
| 3624 | 
            +
            		var m23 = cosA * this.m23 - sinA * this.m03;
         | 
| 3625 | 
            +
             | 
| 3626 | 
            +
            		this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
         | 
| 3627 | 
            +
            		this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
         | 
| 3628 | 
            +
            	}
         | 
| 3629 | 
            +
            };
         | 
| 3630 | 
            +
             | 
| 3631 | 
            +
            /**
         | 
| 3632 | 
            +
            	Rotate the matrix an arbitrary angle about the z-axis.
         | 
| 3633 | 
            +
            	@param {float} angle rotation angle in degrees.
         | 
| 3634 | 
            +
             */
         | 
| 3635 | 
            +
            JSC3D.Matrix3x4.prototype.rotateAboutZAxis = function(angle) {
         | 
| 3636 | 
            +
            	if(angle != 0) {
         | 
| 3637 | 
            +
            		angle *= Math.PI / 180;
         | 
| 3638 | 
            +
            		var cosA = Math.cos(angle);
         | 
| 3639 | 
            +
            		var sinA = Math.sin(angle);
         | 
| 3640 | 
            +
             | 
| 3641 | 
            +
            		var m10 = cosA * this.m10 + sinA * this.m00;
         | 
| 3642 | 
            +
            		var m11 = cosA * this.m11 + sinA * this.m01;
         | 
| 3643 | 
            +
            		var m12 = cosA * this.m12 + sinA * this.m02;
         | 
| 3644 | 
            +
            		var m13 = cosA * this.m13 + sinA * this.m03;
         | 
| 3645 | 
            +
            		var m00 = cosA * this.m00 - sinA * this.m10;
         | 
| 3646 | 
            +
            		var m01 = cosA * this.m01 - sinA * this.m11;
         | 
| 3647 | 
            +
            		var m02 = cosA * this.m02 - sinA * this.m12;
         | 
| 3648 | 
            +
            		var m03 = cosA * this.m03 - sinA * this.m13;
         | 
| 3649 | 
            +
             | 
| 3650 | 
            +
            		this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
         | 
| 3651 | 
            +
            		this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
         | 
| 3652 | 
            +
            	}
         | 
| 3653 | 
            +
            };
         | 
| 3654 | 
            +
             | 
| 3655 | 
            +
            /**
         | 
| 3656 | 
            +
            	Multiply the matrix by another matrix.
         | 
| 3657 | 
            +
            	@param {JSC3D.Matrix3x4} mult another matrix to be multiplied on this.
         | 
| 3658 | 
            +
             */
         | 
| 3659 | 
            +
            JSC3D.Matrix3x4.prototype.multiply = function(mult) {
         | 
| 3660 | 
            +
            	var m00 = mult.m00 * this.m00 + mult.m01 * this.m10 + mult.m02 * this.m20;
         | 
| 3661 | 
            +
            	var m01 = mult.m00 * this.m01 + mult.m01 * this.m11 + mult.m02 * this.m21;
         | 
| 3662 | 
            +
            	var m02 = mult.m00 * this.m02 + mult.m01 * this.m12 + mult.m02 * this.m22;
         | 
| 3663 | 
            +
            	var m03 = mult.m00 * this.m03 + mult.m01 * this.m13 + mult.m02 * this.m23 + mult.m03;
         | 
| 3664 | 
            +
            	var m10 = mult.m10 * this.m00 + mult.m11 * this.m10 + mult.m12 * this.m20;
         | 
| 3665 | 
            +
            	var m11 = mult.m10 * this.m01 + mult.m11 * this.m11 + mult.m12 * this.m21;
         | 
| 3666 | 
            +
            	var m12 = mult.m10 * this.m02 + mult.m11 * this.m12 + mult.m12 * this.m22;
         | 
| 3667 | 
            +
            	var m13 = mult.m10 * this.m03 + mult.m11 * this.m13 + mult.m12 * this.m23 + mult.m13;
         | 
| 3668 | 
            +
            	var m20 = mult.m20 * this.m00 + mult.m21 * this.m10 + mult.m22 * this.m20;
         | 
| 3669 | 
            +
            	var m21 = mult.m20 * this.m01 + mult.m21 * this.m11 + mult.m22 * this.m21;
         | 
| 3670 | 
            +
            	var m22 = mult.m20 * this.m02 + mult.m21 * this.m12 + mult.m22 * this.m22;
         | 
| 3671 | 
            +
            	var m23 = mult.m20 * this.m03 + mult.m21 * this.m13 + mult.m22 * this.m23 + mult.m23;
         | 
| 3672 | 
            +
             | 
| 3673 | 
            +
            	this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
         | 
| 3674 | 
            +
            	this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
         | 
| 3675 | 
            +
            	this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
         | 
| 3676 | 
            +
            };
         | 
| 3677 | 
            +
             | 
| 3678 | 
            +
             | 
| 3679 | 
            +
            /**
         | 
| 3680 | 
            +
            	@class Math3D
         | 
| 3681 | 
            +
             | 
| 3682 | 
            +
            	This class provides some utility methods for 3D mathematics.
         | 
| 3683 | 
            +
             */
         | 
| 3684 | 
            +
            JSC3D.Math3D = {
         | 
| 3685 | 
            +
             | 
| 3686 | 
            +
            	/**
         | 
| 3687 | 
            +
            		Transform vectors using the given matrix.
         | 
| 3688 | 
            +
            		@param {JSC3D.Matrix3x4} mat the transformation matrix.
         | 
| 3689 | 
            +
            		@param {Array} vecs a batch of vectors to be transform.
         | 
| 3690 | 
            +
            		@param {Array} xfvecs holds the transformed vetors.
         | 
| 3691 | 
            +
            	 */
         | 
| 3692 | 
            +
            	transformVectors: function(mat, vecs, xfvecs) {
         | 
| 3693 | 
            +
            		for(var i=0; i<vecs.length; i+=3) {
         | 
| 3694 | 
            +
            			var x = vecs[i];
         | 
| 3695 | 
            +
            			var y = vecs[i + 1];
         | 
| 3696 | 
            +
            			var z = vecs[i + 2];
         | 
| 3697 | 
            +
            			xfvecs[i]     = mat.m00 * x + mat.m01 * y + mat.m02 * z + mat.m03;
         | 
| 3698 | 
            +
            			xfvecs[i + 1] = mat.m10 * x + mat.m11 * y + mat.m12 * z + mat.m13;
         | 
| 3699 | 
            +
            			xfvecs[i + 2] = mat.m20 * x + mat.m21 * y + mat.m22 * z + mat.m23;
         | 
| 3700 | 
            +
            		}
         | 
| 3701 | 
            +
            	},
         | 
| 3702 | 
            +
             | 
| 3703 | 
            +
            	/**
         | 
| 3704 | 
            +
            		Transform vectors' z components using the given matrix.
         | 
| 3705 | 
            +
            		@param {JSC3D.Matrix3x4} mat the transformation matrix.
         | 
| 3706 | 
            +
            		@param {Array} vecs a batch of vectors to be transform.
         | 
| 3707 | 
            +
            		@param {Array} xfveczs holds the transformed z components of the input vectors.
         | 
| 3708 | 
            +
            	 */
         | 
| 3709 | 
            +
            	transformVectorZs: function(mat, vecs, xfveczs) {
         | 
| 3710 | 
            +
            		var num = vecs.length / 3;
         | 
| 3711 | 
            +
            		var i = 0, j = 0
         | 
| 3712 | 
            +
            		while(i < num) {
         | 
| 3713 | 
            +
            			xfveczs[i] = mat.m20 * vecs[j] + mat.m21 * vecs[j + 1] + mat.m22 * vecs[j + 2] + mat.m23;
         | 
| 3714 | 
            +
            			i++;
         | 
| 3715 | 
            +
            			j += 3;
         | 
| 3716 | 
            +
            		}
         | 
| 3717 | 
            +
            	}
         | 
| 3718 | 
            +
            };
         | 
| 3719 | 
            +
             | 
| 3720 | 
            +
             | 
| 3721 | 
            +
            /**
         | 
| 3722 | 
            +
            	@class LoaderSelector
         | 
| 3723 | 
            +
             */
         | 
| 3724 | 
            +
            JSC3D.LoaderSelector = {
         | 
| 3725 | 
            +
             | 
| 3726 | 
            +
            	/**
         | 
| 3727 | 
            +
            		Register a scene loader for a specific file format, using the file extesion name for lookup.
         | 
| 3728 | 
            +
            		@param {string} fileExtName extension name for the specific file format.
         | 
| 3729 | 
            +
            		@param {Function} loaderCtor constructor of the loader class.
         | 
| 3730 | 
            +
            	 */
         | 
| 3731 | 
            +
            	registerLoader: function(fileExtName, loaderCtor) {
         | 
| 3732 | 
            +
            		if((typeof loaderCtor) == 'function') {
         | 
| 3733 | 
            +
            			JSC3D.LoaderSelector.loaderTable[fileExtName] = loaderCtor;
         | 
| 3734 | 
            +
            		}
         | 
| 3735 | 
            +
            	},
         | 
| 3736 | 
            +
             | 
| 3737 | 
            +
            	/**
         | 
| 3738 | 
            +
            		Get the proper loader for a target file format using the file extension name.
         | 
| 3739 | 
            +
            		@param {string} fileExtName file extension name for the specific format.
         | 
| 3740 | 
            +
            		@returns {object} loader object for the specific format; null if not found.
         | 
| 3741 | 
            +
            	 */
         | 
| 3742 | 
            +
            	getLoader: function(fileExtName) {
         | 
| 3743 | 
            +
            		var loaderCtor = JSC3D.LoaderSelector.loaderTable[fileExtName.toLowerCase()];
         | 
| 3744 | 
            +
            		if(!loaderCtor)
         | 
| 3745 | 
            +
            			return null;
         | 
| 3746 | 
            +
             | 
| 3747 | 
            +
            		var loaderInst;
         | 
| 3748 | 
            +
            		try {
         | 
| 3749 | 
            +
            			loaderInst = new loaderCtor();
         | 
| 3750 | 
            +
            		}
         | 
| 3751 | 
            +
            		catch(e) {
         | 
| 3752 | 
            +
            			loaderInst = null; 
         | 
| 3753 | 
            +
            		}
         | 
| 3754 | 
            +
             | 
| 3755 | 
            +
            		return loaderInst;
         | 
| 3756 | 
            +
            	},
         | 
| 3757 | 
            +
             | 
| 3758 | 
            +
            	loaderTable: {}
         | 
| 3759 | 
            +
            };
         | 
| 3760 | 
            +
             | 
| 3761 | 
            +
             | 
| 3762 | 
            +
            /**
         | 
| 3763 | 
            +
            	@class ObjLoader
         | 
| 3764 | 
            +
             | 
| 3765 | 
            +
            	This class implements a scene loader from a wavefront obj file. 
         | 
| 3766 | 
            +
             */
         | 
| 3767 | 
            +
            JSC3D.ObjLoader = function(onload, onerror, onprogress, onresource) {
         | 
| 3768 | 
            +
            	this.onload = (onload && typeof(onload) == 'function') ? onload : null;
         | 
| 3769 | 
            +
            	this.onerror = (onerror && typeof(onerror) == 'function') ? onerror : null;
         | 
| 3770 | 
            +
            	this.onprogress = (onprogress && typeof(onprogress) == 'function') ? onprogress : null;
         | 
| 3771 | 
            +
            	this.onresource = (onresource && typeof(onresource) == 'function') ? onresource : null;
         | 
| 3772 | 
            +
            	this.requestCount = 0;
         | 
| 3773 | 
            +
            };
         | 
| 3774 | 
            +
             | 
| 3775 | 
            +
            /**
         | 
| 3776 | 
            +
            	Load scene from a given obj file.
         | 
| 3777 | 
            +
            	@param {string} urlName a string that specifies where to fetch the obj file.
         | 
| 3778 | 
            +
             */
         | 
| 3779 | 
            +
            JSC3D.ObjLoader.prototype.loadFromUrl = function(urlName) {
         | 
| 3780 | 
            +
            	var urlPath = '';
         | 
| 3781 | 
            +
            	var fileName = urlName;
         | 
| 3782 | 
            +
             | 
| 3783 | 
            +
            	var lastSlashAt = urlName.lastIndexOf('/');
         | 
| 3784 | 
            +
            	if(lastSlashAt == -1)
         | 
| 3785 | 
            +
            		lastSlashAt = urlName.lastIndexOf('\\');
         | 
| 3786 | 
            +
            	if(lastSlashAt != -1) {
         | 
| 3787 | 
            +
            		urlPath = urlName.substring(0, lastSlashAt+1);
         | 
| 3788 | 
            +
            		fileName = urlName.substring(lastSlashAt+1);
         | 
| 3789 | 
            +
            	}
         | 
| 3790 | 
            +
             | 
| 3791 | 
            +
            	this.requestCount = 0;
         | 
| 3792 | 
            +
            	this.loadObjFile(urlPath, fileName);
         | 
| 3793 | 
            +
            };
         | 
| 3794 | 
            +
             | 
| 3795 | 
            +
            /**
         | 
| 3796 | 
            +
            	Load scene from the obj file using the given url path and file name.
         | 
| 3797 | 
            +
            	@private
         | 
| 3798 | 
            +
             */
         | 
| 3799 | 
            +
            JSC3D.ObjLoader.prototype.loadObjFile = function(urlPath, fileName) {
         | 
| 3800 | 
            +
            	var urlName = urlPath + fileName;
         | 
| 3801 | 
            +
            	var self = this;
         | 
| 3802 | 
            +
            	var xhr = window.XMLHttpRequest ? new XMLHttpRequest : new ActiveXObject('MSXML2.XMLHTTP.3.0');
         | 
| 3803 | 
            +
            	xhr.open('GET', urlName, true);
         | 
| 3804 | 
            +
             | 
| 3805 | 
            +
            	xhr.onreadystatechange = function() {
         | 
| 3806 | 
            +
            		if(this.readyState == 4) {
         | 
| 3807 | 
            +
            			if(this.status == 200 || this.status == 0) {
         | 
| 3808 | 
            +
            				if(self.onload) {
         | 
| 3809 | 
            +
            					if(self.onprogress)
         | 
| 3810 | 
            +
            						self.onprogress('Loading obj file ...', 1);
         | 
| 3811 | 
            +
            					var scene = new JSC3D.Scene;
         | 
| 3812 | 
            +
            					var mtllibs = self.parseObj(scene, this.responseText);
         | 
| 3813 | 
            +
            					if(mtllibs.length > 0) {
         | 
| 3814 | 
            +
            						for(var i=0; i<mtllibs.length; i++)
         | 
| 3815 | 
            +
            							self.loadMtlFile(scene, urlPath, mtllibs[i]);
         | 
| 3816 | 
            +
            					}
         | 
| 3817 | 
            +
            					if(--self.requestCount == 0)
         | 
| 3818 | 
            +
            						self.onload(scene);
         | 
| 3819 | 
            +
            				}
         | 
| 3820 | 
            +
            			}
         | 
| 3821 | 
            +
            			else if(self.onerror) {
         | 
| 3822 | 
            +
            				self.requestCount--;
         | 
| 3823 | 
            +
            				self.onerror('Failed to load obj file \'' + urlName + '\'.');
         | 
| 3824 | 
            +
            			}
         | 
| 3825 | 
            +
            		}
         | 
| 3826 | 
            +
            	};
         | 
| 3827 | 
            +
             | 
| 3828 | 
            +
            	if(this.onprogress && xhr.onprogress) {
         | 
| 3829 | 
            +
            		this.onprogress('Loading obj file ...', 0);
         | 
| 3830 | 
            +
            		xhr.onprogress = function(event) {
         | 
| 3831 | 
            +
            			self.onprogress('Loading obj file ...', event.position / event.totalSize);
         | 
| 3832 | 
            +
            		};
         | 
| 3833 | 
            +
            	}
         | 
| 3834 | 
            +
             | 
| 3835 | 
            +
            	this.requestCount++;
         | 
| 3836 | 
            +
            	xhr.send();
         | 
| 3837 | 
            +
            };
         | 
| 3838 | 
            +
             | 
| 3839 | 
            +
            /**
         | 
| 3840 | 
            +
            	Load materials and textures from an mtl file and set them to corresponding meshes.
         | 
| 3841 | 
            +
            	@private
         | 
| 3842 | 
            +
             */
         | 
| 3843 | 
            +
            JSC3D.ObjLoader.prototype.loadMtlFile = function(scene, urlPath, fileName) {
         | 
| 3844 | 
            +
            	var urlName = urlPath + fileName;
         | 
| 3845 | 
            +
            	var self = this;
         | 
| 3846 | 
            +
            	var xhr = window.XMLHttpRequest ? new XMLHttpRequest : new ActiveXObject('MSXML2.XMLHTTP.3.0');
         | 
| 3847 | 
            +
            	xhr.open('GET', urlName, true);
         | 
| 3848 | 
            +
             | 
| 3849 | 
            +
            	xhr.onreadystatechange = function() {
         | 
| 3850 | 
            +
            		if(this.readyState == 4) {
         | 
| 3851 | 
            +
            			if(this.status == 200 || this.status == 0) {
         | 
| 3852 | 
            +
            				if(self.onprogress)
         | 
| 3853 | 
            +
            					self.onprogress('Loading mtl file ...', 1);
         | 
| 3854 | 
            +
            				var mtls = self.parseMtl(this.responseText);
         | 
| 3855 | 
            +
            				var textures = {};
         | 
| 3856 | 
            +
            				var meshes = scene.getChildren();
         | 
| 3857 | 
            +
            				for(var i=0; i<meshes.length; i++) {
         | 
| 3858 | 
            +
            					var mesh = meshes[i];
         | 
| 3859 | 
            +
            					if(mesh.mtl != null && mesh.mtllib != null && mesh.mtllib == fileName) {
         | 
| 3860 | 
            +
            						var mtl = mtls[mesh.mtl];
         | 
| 3861 | 
            +
            						if(mtl != null) {
         | 
| 3862 | 
            +
            							if(mtl.material != null)
         | 
| 3863 | 
            +
            								mesh.setMaterial(mtl.material);
         | 
| 3864 | 
            +
            							if(mtl.textureFileName != '') {
         | 
| 3865 | 
            +
            								if(!textures[mtl.textureFileName])
         | 
| 3866 | 
            +
            									textures[mtl.textureFileName] = [mesh];
         | 
| 3867 | 
            +
            								else
         | 
| 3868 | 
            +
            									textures[mtl.textureFileName].push(mesh);
         | 
| 3869 | 
            +
            							}
         | 
| 3870 | 
            +
            						}
         | 
| 3871 | 
            +
            					}
         | 
| 3872 | 
            +
            				}
         | 
| 3873 | 
            +
            				for(var textureFileName in textures)
         | 
| 3874 | 
            +
            					self.setupTexture(textures[textureFileName], urlPath + textureFileName);
         | 
| 3875 | 
            +
            			}
         | 
| 3876 | 
            +
            			else {
         | 
| 3877 | 
            +
            				//TODO: when failed to load an mtl file ...
         | 
| 3878 | 
            +
            			}
         | 
| 3879 | 
            +
            			if(--self.requestCount == 0)
         | 
| 3880 | 
            +
            				self.onload(scene);
         | 
| 3881 | 
            +
            		}
         | 
| 3882 | 
            +
            	};
         | 
| 3883 | 
            +
             | 
| 3884 | 
            +
            	if(this.onprogress && xhr.onprogress) {
         | 
| 3885 | 
            +
            		this.onprogress('Loading mtl file ...', 0);
         | 
| 3886 | 
            +
            		xhr.onprogress = function(event) {
         | 
| 3887 | 
            +
            			self.onprogress('Loading mtl file ...', event.position / event.totalSize);
         | 
| 3888 | 
            +
            		};
         | 
| 3889 | 
            +
            	}
         | 
| 3890 | 
            +
             | 
| 3891 | 
            +
            	this.requestCount++;
         | 
| 3892 | 
            +
            	xhr.send();
         | 
| 3893 | 
            +
            };
         | 
| 3894 | 
            +
             | 
| 3895 | 
            +
            /**
         | 
| 3896 | 
            +
            	Parse contents of the obj file, generating the scene and returning all required mtllibs. 
         | 
| 3897 | 
            +
            	@private
         | 
| 3898 | 
            +
             */
         | 
| 3899 | 
            +
            JSC3D.ObjLoader.prototype.parseObj = function(scene, data) {
         | 
| 3900 | 
            +
            	var meshes = {};
         | 
| 3901 | 
            +
            	var mtllibs = [];
         | 
| 3902 | 
            +
            	var namePrefix = 'obj-';
         | 
| 3903 | 
            +
            	var meshIndex = 0;
         | 
| 3904 | 
            +
            	var curMesh = null;
         | 
| 3905 | 
            +
            	var curMtllibName = '';
         | 
| 3906 | 
            +
            	var curMtlName = '';
         | 
| 3907 | 
            +
             | 
| 3908 | 
            +
            	var tempVertexBuffer = [];		// temporary buffer as container for all vertices
         | 
| 3909 | 
            +
            	var tempTexCoordBuffer = [];	// temporary buffer as container for all vertex texture coords
         | 
| 3910 | 
            +
             | 
| 3911 | 
            +
            	// create a default mesh to hold all faces that are not associated with any mtl.
         | 
| 3912 | 
            +
            	var defaultMeshName = namePrefix + meshIndex++;
         | 
| 3913 | 
            +
            	var defaultMesh = new JSC3D.Mesh;
         | 
| 3914 | 
            +
            	defaultMesh.name = defaultMeshName;
         | 
| 3915 | 
            +
            	defaultMesh.indexBuffer = [];
         | 
| 3916 | 
            +
            	meshes['nomtl'] = defaultMesh;
         | 
| 3917 | 
            +
            	curMesh = defaultMesh;
         | 
| 3918 | 
            +
             | 
| 3919 | 
            +
            	var lines = data.split(/[ \t]*\r?\n[ \t]*/);
         | 
| 3920 | 
            +
            	for(var i=0; i<lines.length; i++) {
         | 
| 3921 | 
            +
            		var line = lines[i];
         | 
| 3922 | 
            +
            		var tokens = line.split(/[ \t]+/);
         | 
| 3923 | 
            +
            		if(tokens.length > 0) {
         | 
| 3924 | 
            +
            			var keyword = tokens[0];
         | 
| 3925 | 
            +
            			switch(keyword) {
         | 
| 3926 | 
            +
            			case 'v':
         | 
| 3927 | 
            +
            				if(tokens.length > 3) {
         | 
| 3928 | 
            +
            					for(var j=1; j<4; j++) {
         | 
| 3929 | 
            +
            						tempVertexBuffer.push( parseFloat(tokens[j]) );
         | 
| 3930 | 
            +
            					}
         | 
| 3931 | 
            +
            				}
         | 
| 3932 | 
            +
            				break;
         | 
| 3933 | 
            +
            			case 'vn':
         | 
| 3934 | 
            +
            				// ignore vertex normals
         | 
| 3935 | 
            +
            				break;
         | 
| 3936 | 
            +
            			case 'vt':
         | 
| 3937 | 
            +
            				if(tokens.length > 2) {
         | 
| 3938 | 
            +
            					tempTexCoordBuffer.push( parseFloat(tokens[1]) );
         | 
| 3939 | 
            +
            					tempTexCoordBuffer.push( 1 - parseFloat(tokens[2]) );
         | 
| 3940 | 
            +
            				}
         | 
| 3941 | 
            +
            				break;
         | 
| 3942 | 
            +
            			case 'f':
         | 
| 3943 | 
            +
            				if(tokens.length > 3) {
         | 
| 3944 | 
            +
            					for(var j=1; j<tokens.length; j++) {
         | 
| 3945 | 
            +
            						var refs = tokens[j].split('/');
         | 
| 3946 | 
            +
            						curMesh.indexBuffer.push( parseInt(refs[0]) - 1 );
         | 
| 3947 | 
            +
            						if(refs.length > 1 && refs[1] != '') {
         | 
| 3948 | 
            +
            							if(!curMesh.texCoordIndexBuffer)
         | 
| 3949 | 
            +
            								curMesh.texCoordIndexBuffer = [];
         | 
| 3950 | 
            +
            							curMesh.texCoordIndexBuffer.push( parseInt(refs[1]) - 1 );
         | 
| 3951 | 
            +
            						}
         | 
| 3952 | 
            +
            					}
         | 
| 3953 | 
            +
            					curMesh.indexBuffer.push(-1);				// mark the end of vertex index sequence for the face
         | 
| 3954 | 
            +
            					if(curMesh.texCoordIndexBuffer)
         | 
| 3955 | 
            +
            						curMesh.texCoordIndexBuffer.push(-1);	// mark the end of vertex tex coord index sequence for the face
         | 
| 3956 | 
            +
            				}
         | 
| 3957 | 
            +
            				break;
         | 
| 3958 | 
            +
            			case 'mtllib':
         | 
| 3959 | 
            +
            				if(tokens.length > 1) {
         | 
| 3960 | 
            +
            					curMtllibName = tokens[1];
         | 
| 3961 | 
            +
            					mtllibs.push(curMtllibName);
         | 
| 3962 | 
            +
            				}
         | 
| 3963 | 
            +
            				else
         | 
| 3964 | 
            +
            					curMtllibName = '';
         | 
| 3965 | 
            +
            				break;
         | 
| 3966 | 
            +
            			case 'usemtl':
         | 
| 3967 | 
            +
            				if(tokens.length > 1 && tokens[1] != '' && curMtllibName != '') {
         | 
| 3968 | 
            +
            					curMtlName = tokens[1];
         | 
| 3969 | 
            +
            					var meshid = curMtllibName + '-' + curMtlName;
         | 
| 3970 | 
            +
            					var mesh = meshes[meshid];
         | 
| 3971 | 
            +
            					if(!mesh) {
         | 
| 3972 | 
            +
            						// create a new mesh to hold faces using the same mtl
         | 
| 3973 | 
            +
            						mesh = new JSC3D.Mesh;
         | 
| 3974 | 
            +
            						mesh.name = namePrefix + meshIndex++;
         | 
| 3975 | 
            +
            						mesh.indexBuffer = [];
         | 
| 3976 | 
            +
            						mesh.mtllib = curMtllibName;
         | 
| 3977 | 
            +
            						mesh.mtl = curMtlName;
         | 
| 3978 | 
            +
            						meshes[meshid] = mesh;
         | 
| 3979 | 
            +
            					}
         | 
| 3980 | 
            +
            					curMesh = mesh;
         | 
| 3981 | 
            +
            				}
         | 
| 3982 | 
            +
            				else {
         | 
| 3983 | 
            +
            					curMtlName = '';
         | 
| 3984 | 
            +
            					curMesh = defaultMesh;
         | 
| 3985 | 
            +
            				}
         | 
| 3986 | 
            +
            				break;
         | 
| 3987 | 
            +
            			case '#':
         | 
| 3988 | 
            +
            				// ignore comments
         | 
| 3989 | 
            +
            			default:
         | 
| 3990 | 
            +
            				break;
         | 
| 3991 | 
            +
            			}
         | 
| 3992 | 
            +
            		}
         | 
| 3993 | 
            +
            	}
         | 
| 3994 | 
            +
             | 
| 3995 | 
            +
            	var viBuffer = tempVertexBuffer.length >= 3 ? (new Array(tempVertexBuffer.length / 3)) : null;
         | 
| 3996 | 
            +
            	var tiBuffer = tempTexCoordBuffer.length >= 2 ? (new Array(tempTexCoordBuffer.length / 2)) : null;
         | 
| 3997 | 
            +
             | 
| 3998 | 
            +
            	for(var id in meshes) {
         | 
| 3999 | 
            +
            		var mesh = meshes[id];
         | 
| 4000 | 
            +
             | 
| 4001 | 
            +
            		// split vertices into the mesh, the indices are also re-calculated
         | 
| 4002 | 
            +
            		if(tempVertexBuffer.length >= 3 && mesh.indexBuffer.length > 0) {
         | 
| 4003 | 
            +
            			for(var i=0; i<viBuffer.length; i++)
         | 
| 4004 | 
            +
            				viBuffer[i] = -1;
         | 
| 4005 | 
            +
             | 
| 4006 | 
            +
            			mesh.vertexBuffer = [];
         | 
| 4007 | 
            +
            			var oldVI = 0, newVI = 0;
         | 
| 4008 | 
            +
            			for(var i=0; i<mesh.indexBuffer.length; i++) {
         | 
| 4009 | 
            +
            				oldVI = mesh.indexBuffer[i];
         | 
| 4010 | 
            +
            				if(oldVI != -1) {
         | 
| 4011 | 
            +
            					if(viBuffer[oldVI] == -1) {
         | 
| 4012 | 
            +
            						var v = oldVI * 3;
         | 
| 4013 | 
            +
            						mesh.vertexBuffer.push(tempVertexBuffer[v]);
         | 
| 4014 | 
            +
            						mesh.vertexBuffer.push(tempVertexBuffer[v + 1]);
         | 
| 4015 | 
            +
            						mesh.vertexBuffer.push(tempVertexBuffer[v + 2]);
         | 
| 4016 | 
            +
            						mesh.indexBuffer[i] = newVI;
         | 
| 4017 | 
            +
            						viBuffer[oldVI] = newVI;
         | 
| 4018 | 
            +
            						newVI++;
         | 
| 4019 | 
            +
            					}
         | 
| 4020 | 
            +
            					else {
         | 
| 4021 | 
            +
            						mesh.indexBuffer[i] = viBuffer[oldVI];
         | 
| 4022 | 
            +
            					}
         | 
| 4023 | 
            +
            				}
         | 
| 4024 | 
            +
            			}
         | 
| 4025 | 
            +
            		}
         | 
| 4026 | 
            +
             | 
| 4027 | 
            +
            		// split vertex texture coords into the mesh, the indices for tex coords are re-calculated as well
         | 
| 4028 | 
            +
            		if(tempTexCoordBuffer.length >= 2 && mesh.texCoordIndexBuffer != null && mesh.texCoordIndexBuffer.length > 0) {
         | 
| 4029 | 
            +
            			for(var i=0; i<tiBuffer.length; i++)
         | 
| 4030 | 
            +
            				tiBuffer[i] = -1;
         | 
| 4031 | 
            +
             | 
| 4032 | 
            +
            			mesh.texCoordBuffer = [];
         | 
| 4033 | 
            +
            			var oldTI = 0, newTI = 0;
         | 
| 4034 | 
            +
            			for(var i=0; i<mesh.texCoordIndexBuffer.length; i++) {
         | 
| 4035 | 
            +
            				oldTI = mesh.texCoordIndexBuffer[i];
         | 
| 4036 | 
            +
            				if(oldTI != -1) {
         | 
| 4037 | 
            +
            					if(tiBuffer[oldTI] == -1) {
         | 
| 4038 | 
            +
            						var t = oldTI * 2;
         | 
| 4039 | 
            +
            						mesh.texCoordBuffer.push(tempTexCoordBuffer[t]);
         | 
| 4040 | 
            +
            						mesh.texCoordBuffer.push(tempTexCoordBuffer[t + 1]);
         | 
| 4041 | 
            +
            						mesh.texCoordIndexBuffer[i] = newTI;
         | 
| 4042 | 
            +
            						tiBuffer[oldTI] = newTI;
         | 
| 4043 | 
            +
            						newTI++;
         | 
| 4044 | 
            +
            					}
         | 
| 4045 | 
            +
            					else {
         | 
| 4046 | 
            +
            						mesh.texCoordIndexBuffer[i] = tiBuffer[oldTI];
         | 
| 4047 | 
            +
            					}
         | 
| 4048 | 
            +
            				}
         | 
| 4049 | 
            +
            			}
         | 
| 4050 | 
            +
            		}
         | 
| 4051 | 
            +
             | 
| 4052 | 
            +
            		// add mesh to scene
         | 
| 4053 | 
            +
            		if(!mesh.isTrivial())
         | 
| 4054 | 
            +
            			scene.addChild(mesh);
         | 
| 4055 | 
            +
            	}
         | 
| 4056 | 
            +
             | 
| 4057 | 
            +
            	return mtllibs;
         | 
| 4058 | 
            +
            };
         | 
| 4059 | 
            +
             | 
| 4060 | 
            +
            /**
         | 
| 4061 | 
            +
            	Parse contents of an mtl file, returning all materials and textures defined in it.
         | 
| 4062 | 
            +
            	@private
         | 
| 4063 | 
            +
             */
         | 
| 4064 | 
            +
            JSC3D.ObjLoader.prototype.parseMtl = function(data) {
         | 
| 4065 | 
            +
            	var mtls = {};
         | 
| 4066 | 
            +
            	var curMtlName = '';
         | 
| 4067 | 
            +
             | 
| 4068 | 
            +
            	var lines = data.split(/[ \t]*\r?\n[ \t]*/);
         | 
| 4069 | 
            +
            	for(var i=0; i<lines.length; i++) {
         | 
| 4070 | 
            +
            		var line = lines[i];
         | 
| 4071 | 
            +
            		var tokens = line.split(/[ \t]+/);
         | 
| 4072 | 
            +
            		if(tokens.length > 0) {
         | 
| 4073 | 
            +
            			var keyword = tokens[0];
         | 
| 4074 | 
            +
            			switch(keyword) {
         | 
| 4075 | 
            +
            			case 'newmtl':
         | 
| 4076 | 
            +
            				curMtlName = tokens[1];
         | 
| 4077 | 
            +
            				var mtl = {};
         | 
| 4078 | 
            +
            				mtl.material = new JSC3D.Material;
         | 
| 4079 | 
            +
            				mtl.textureFileName = '';
         | 
| 4080 | 
            +
            				mtls[curMtlName] = mtl;
         | 
| 4081 | 
            +
            				break;
         | 
| 4082 | 
            +
            			case 'Ka':
         | 
| 4083 | 
            +
            				/*
         | 
| 4084 | 
            +
            				if(tokens.length == 4 && !isNaN(tokens[1])) {
         | 
| 4085 | 
            +
            					var ambientR = (parseFloat(tokens[1]) * 255) & 0xff;
         | 
| 4086 | 
            +
            					var ambientG = (parseFloat(tokens[2]) * 255) & 0xff;
         | 
| 4087 | 
            +
            					var ambientB = (parseFloat(tokens[3]) * 255) & 0xff;
         | 
| 4088 | 
            +
            					var mtl = mtls[curMtlName];
         | 
| 4089 | 
            +
            					if(mtl != null)
         | 
| 4090 | 
            +
            						mtl.material.ambientColor = (ambientR << 16) | (ambientG << 8) | ambientB;
         | 
| 4091 | 
            +
            				}
         | 
| 4092 | 
            +
            				*/
         | 
| 4093 | 
            +
            				break;
         | 
| 4094 | 
            +
            			case 'Kd':
         | 
| 4095 | 
            +
            				if(tokens.length == 4 && !isNaN(tokens[1])) {
         | 
| 4096 | 
            +
            					var diffuseR = (parseFloat(tokens[1]) * 255) & 0xff;
         | 
| 4097 | 
            +
            					var diffuseG = (parseFloat(tokens[2]) * 255) & 0xff;
         | 
| 4098 | 
            +
            					var diffuseB = (parseFloat(tokens[3]) * 255) & 0xff;
         | 
| 4099 | 
            +
            					var mtl = mtls[curMtlName];
         | 
| 4100 | 
            +
            					if(mtl != null)
         | 
| 4101 | 
            +
            						mtl.material.diffuseColor = (diffuseR << 16) | (diffuseG << 8) | diffuseB;
         | 
| 4102 | 
            +
            				}
         | 
| 4103 | 
            +
            				break;
         | 
| 4104 | 
            +
            			case 'Ks':
         | 
| 4105 | 
            +
            				// ignore specular reflectivity definition
         | 
| 4106 | 
            +
            				break;
         | 
| 4107 | 
            +
            			case 'd':
         | 
| 4108 | 
            +
            				if(tokens.length == 2 && !isNaN(tokens[1])) {
         | 
| 4109 | 
            +
            					var opacity = parseFloat(tokens[1]);
         | 
| 4110 | 
            +
            					var mtl = mtls[curMtlName];
         | 
| 4111 | 
            +
            					if(mtl != null)
         | 
| 4112 | 
            +
            						mtl.material.transparency = 1 - opacity;
         | 
| 4113 | 
            +
            				}
         | 
| 4114 | 
            +
            				break;
         | 
| 4115 | 
            +
            			case 'illum':
         | 
| 4116 | 
            +
            				/*
         | 
| 4117 | 
            +
            				if(tokens.length == 2 && tokens[1] == '2') {
         | 
| 4118 | 
            +
            					var mtl = mtls[curMtlName];
         | 
| 4119 | 
            +
            					if(mtl != null)
         | 
| 4120 | 
            +
            						mtl.material.simulateSpecular = true;
         | 
| 4121 | 
            +
            				}
         | 
| 4122 | 
            +
            				*/
         | 
| 4123 | 
            +
            				break;
         | 
| 4124 | 
            +
            			case 'map_Kd':
         | 
| 4125 | 
            +
            				if(tokens.length == 2) {
         | 
| 4126 | 
            +
            					var texFileName = tokens[1];
         | 
| 4127 | 
            +
            					var mtl = mtls[curMtlName];
         | 
| 4128 | 
            +
            					if(mtl != null)
         | 
| 4129 | 
            +
            						mtl.textureFileName = texFileName;
         | 
| 4130 | 
            +
            				}
         | 
| 4131 | 
            +
            				break;
         | 
| 4132 | 
            +
            			case '#':
         | 
| 4133 | 
            +
            				// ignore any comments
         | 
| 4134 | 
            +
            			default:
         | 
| 4135 | 
            +
            				break;
         | 
| 4136 | 
            +
            			}
         | 
| 4137 | 
            +
            		}
         | 
| 4138 | 
            +
            	}
         | 
| 4139 | 
            +
             | 
| 4140 | 
            +
            	return mtls;
         | 
| 4141 | 
            +
            };
         | 
| 4142 | 
            +
             | 
| 4143 | 
            +
            /**
         | 
| 4144 | 
            +
            	Asynchronously load a texture from a given url and set it to corresponding meshes when done.
         | 
| 4145 | 
            +
            	@private
         | 
| 4146 | 
            +
             */
         | 
| 4147 | 
            +
            JSC3D.ObjLoader.prototype.setupTexture = function(meshList, textureUrlName) {
         | 
| 4148 | 
            +
            	var self = this;
         | 
| 4149 | 
            +
            	var texture = new JSC3D.Texture;
         | 
| 4150 | 
            +
             | 
| 4151 | 
            +
            	texture.onready = function() {
         | 
| 4152 | 
            +
            		for(var i=0; i<meshList.length; i++)
         | 
| 4153 | 
            +
            			meshList[i].setTexture(this);
         | 
| 4154 | 
            +
            		if(self.onresource)
         | 
| 4155 | 
            +
            			self.onresource(this);
         | 
| 4156 | 
            +
            	};
         | 
| 4157 | 
            +
             | 
| 4158 | 
            +
            	texture.createFromUrl(textureUrlName);
         | 
| 4159 | 
            +
            };
         | 
| 4160 | 
            +
             | 
| 4161 | 
            +
            JSC3D.ObjLoader.prototype.onload = null;
         | 
| 4162 | 
            +
            JSC3D.ObjLoader.prototype.onerror = null;
         | 
| 4163 | 
            +
            JSC3D.ObjLoader.prototype.onprogress = null;
         | 
| 4164 | 
            +
            JSC3D.ObjLoader.prototype.onresource = null;
         | 
| 4165 | 
            +
            JSC3D.ObjLoader.prototype.requestCount = 0;
         | 
| 4166 | 
            +
             | 
| 4167 | 
            +
            JSC3D.LoaderSelector.registerLoader('obj', JSC3D.ObjLoader);
         | 
| 4168 | 
            +
             | 
| 4169 | 
            +
             | 
| 4170 | 
            +
            /**
         | 
| 4171 | 
            +
            	@class StlLoader
         | 
| 4172 | 
            +
             | 
| 4173 | 
            +
            	This class implements a scene loader from an STL file. Both binary and ASCII STL files are supported.
         | 
| 4174 | 
            +
             */
         | 
| 4175 | 
            +
            JSC3D.StlLoader = function(onload, onerror, onprogress, onresource) {
         | 
| 4176 | 
            +
            	this.onload = (onload && typeof(onload) == 'function') ? onload : null;
         | 
| 4177 | 
            +
            	this.onerror = (onerror && typeof(onerror) == 'function') ? onerror : null;
         | 
| 4178 | 
            +
            	this.onprogress = (onprogress && typeof(onprogress) == 'function') ? onprogress : null;
         | 
| 4179 | 
            +
            	this.onresource = (onresource && typeof(onresource) == 'function') ? onresource : null;
         | 
| 4180 | 
            +
            	this.decimalPrecision = 3;
         | 
| 4181 | 
            +
            };
         | 
| 4182 | 
            +
             | 
| 4183 | 
            +
            /**
         | 
| 4184 | 
            +
            	Load scene from a given STL file.
         | 
| 4185 | 
            +
            	@param {string} urlName a string that specifies where to fetch the STL file.
         | 
| 4186 | 
            +
             */
         | 
| 4187 | 
            +
            JSC3D.StlLoader.prototype.loadFromUrl = function(urlName) {
         | 
| 4188 | 
            +
            	/*
         | 
| 4189 | 
            +
            		we assume this is an ASCII STL file and load it in that manner. 
         | 
| 4190 | 
            +
            		if it is not, we load the same file a second time and treat it as a binary stream.
         | 
| 4191 | 
            +
            	*/
         | 
| 4192 | 
            +
             | 
| 4193 | 
            +
            	var self = this;
         | 
| 4194 | 
            +
            	var xhr = window.XMLHttpRequest ? new XMLHttpRequest : new ActiveXObject('MSXML2.XMLHTTP.3.0');
         | 
| 4195 | 
            +
            	xhr.open('GET', urlName, true);
         | 
| 4196 | 
            +
             | 
| 4197 | 
            +
            	xhr.onreadystatechange = function() {
         | 
| 4198 | 
            +
            		if(this.readyState == 4) {
         | 
| 4199 | 
            +
            			if(this.status == 200 || this.status == 0) {
         | 
| 4200 | 
            +
            				if(self.onload) {
         | 
| 4201 | 
            +
            					if(self.onprogress)
         | 
| 4202 | 
            +
            						self.onprogress('Loading stl file ...', 1);
         | 
| 4203 | 
            +
            					if(this.responseText.substring(0, 5).toLowerCase() == 'solid') {
         | 
| 4204 | 
            +
            						var scene = new JSC3D.Scene;
         | 
| 4205 | 
            +
            						self.parseStlAscii(scene, this.responseText);
         | 
| 4206 | 
            +
            						self.onload(scene);
         | 
| 4207 | 
            +
            					}
         | 
| 4208 | 
            +
            					else {
         | 
| 4209 | 
            +
            						// this is not an ASCII STL file, reload it as a binary STL file
         | 
| 4210 | 
            +
            						self.loadBinaryFromUrl(urlName);
         | 
| 4211 | 
            +
            					}
         | 
| 4212 | 
            +
            				}
         | 
| 4213 | 
            +
            			}
         | 
| 4214 | 
            +
            			else if(self.onerror) {
         | 
| 4215 | 
            +
            				self.onerror('Failed to load stl file \'' + urlName + '\'.');
         | 
| 4216 | 
            +
            			}
         | 
| 4217 | 
            +
            		}
         | 
| 4218 | 
            +
            	};
         | 
| 4219 | 
            +
             | 
| 4220 | 
            +
            	if(this.onprogress && xhr.onprogress) {
         | 
| 4221 | 
            +
            		this.onprogress('Loading stl file ...', 0);
         | 
| 4222 | 
            +
            		xhr.onprogress = function(event) {
         | 
| 4223 | 
            +
            			self.onprogress('Loading stl file ...', event.position / event.totalSize);
         | 
| 4224 | 
            +
            		};
         | 
| 4225 | 
            +
            	}
         | 
| 4226 | 
            +
             | 
| 4227 | 
            +
            	xhr.send();
         | 
| 4228 | 
            +
            };
         | 
| 4229 | 
            +
             | 
| 4230 | 
            +
            /**
         | 
| 4231 | 
            +
            	Load scene from a given binary STL file.
         | 
| 4232 | 
            +
            	@private
         | 
| 4233 | 
            +
             */
         | 
| 4234 | 
            +
            JSC3D.StlLoader.prototype.loadBinaryFromUrl = function(urlName) {
         | 
| 4235 | 
            +
            	var self = this;
         | 
| 4236 | 
            +
            	var xhr = window.XMLHttpRequest ? new XMLHttpRequest : new ActiveXObject('MSXML2.XMLHTTP.3.0');
         | 
| 4237 | 
            +
            	xhr.open('GET', urlName, true);
         | 
| 4238 | 
            +
            	xhr.setRequestHeader("Accept-Charset", "x-user-defined");
         | 
| 4239 | 
            +
             | 
| 4240 | 
            +
            	xhr.onreadystatechange = function() {
         | 
| 4241 | 
            +
            		if(this.readyState == 4) {
         | 
| 4242 | 
            +
            			if(this.status == 200 || this.status == 0) {
         | 
| 4243 | 
            +
            				if(self.onload) {
         | 
| 4244 | 
            +
            					if(self.onprogress)
         | 
| 4245 | 
            +
            						self.onprogress('Loading binary stl file ...', 1);
         | 
| 4246 | 
            +
            					var scene = new JSC3D.Scene;
         | 
| 4247 | 
            +
            					// As javascript cannot access contents of the XHR's responseBody property which hold the raw binary data 
         | 
| 4248 | 
            +
            					// returned by the request, we need to extract those data to a javascript array before we can parse them.
         | 
| 4249 | 
            +
            					try {
         | 
| 4250 | 
            +
            						self.parseStlBinary(scene, (new VBArray(this.responseBody)).toArray());
         | 
| 4251 | 
            +
            					} catch(e) {}
         | 
| 4252 | 
            +
            					self.onload(scene);
         | 
| 4253 | 
            +
            				}
         | 
| 4254 | 
            +
            			}
         | 
| 4255 | 
            +
            			else if(self.onerror) {
         | 
| 4256 | 
            +
            				self.onerror('Failed to load binary stl file \'' + urlName + '\'.');
         | 
| 4257 | 
            +
            			}
         | 
| 4258 | 
            +
            		}
         | 
| 4259 | 
            +
            	};
         | 
| 4260 | 
            +
             | 
| 4261 | 
            +
            	if(this.onprogress && xhr.onprogress) {
         | 
| 4262 | 
            +
            		this.onprogress('Loading binary stl file ...', 0);
         | 
| 4263 | 
            +
            		xhr.onprogress = function(event) {
         | 
| 4264 | 
            +
            			self.onprogress('Loading binary stl file ...', event.position / event.totalSize);
         | 
| 4265 | 
            +
            		};
         | 
| 4266 | 
            +
            	}
         | 
| 4267 | 
            +
             | 
| 4268 | 
            +
            	xhr.send();
         | 
| 4269 | 
            +
            };
         | 
| 4270 | 
            +
             | 
| 4271 | 
            +
            /**
         | 
| 4272 | 
            +
            	Set decimal precision that defines the threshold to detect and weld vertices that coincide.
         | 
| 4273 | 
            +
            	@param {number} precision the decimal preciison.
         | 
| 4274 | 
            +
             */
         | 
| 4275 | 
            +
            JSC3D.StlLoader.prototype.setDecimalPrecision = function(precision) {
         | 
| 4276 | 
            +
            	this.decimalPrecision = precision;
         | 
| 4277 | 
            +
            };
         | 
| 4278 | 
            +
             | 
| 4279 | 
            +
            /**
         | 
| 4280 | 
            +
            	Parse contents of an ASCII STL file and generate the scene.
         | 
| 4281 | 
            +
            	Submitted by Triffid Hunter.
         | 
| 4282 | 
            +
            	@private
         | 
| 4283 | 
            +
             */
         | 
| 4284 | 
            +
            JSC3D.StlLoader.prototype.parseStlAscii = function(scene, data) {
         | 
| 4285 | 
            +
            	var mesh = new JSC3D.Mesh;
         | 
| 4286 | 
            +
            	mesh.vertexBuffer = [];
         | 
| 4287 | 
            +
            	mesh.indexBuffer = [];
         | 
| 4288 | 
            +
            	mesh.faceNormalBuffer = [];
         | 
| 4289 | 
            +
             | 
| 4290 | 
            +
            	var facePattern =	'facet\\s+normal\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+' + 
         | 
| 4291 | 
            +
            							'outer\\s+loop\\s+' + 
         | 
| 4292 | 
            +
            								'vertex\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+' + 
         | 
| 4293 | 
            +
            								'vertex\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+' + 
         | 
| 4294 | 
            +
            								'vertex\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+([-+]?\\b(?:[0-9]*\\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\\b)\\s+' + 
         | 
| 4295 | 
            +
            							'endloop\\s+' + 
         | 
| 4296 | 
            +
            						'endfacet';
         | 
| 4297 | 
            +
            	var faceRegExp = new RegExp(facePattern, 'ig');
         | 
| 4298 | 
            +
            	var matches = data.match(faceRegExp);
         | 
| 4299 | 
            +
             | 
| 4300 | 
            +
            	if(matches) {		
         | 
| 4301 | 
            +
            		var numOfFaces = matches.length;
         | 
| 4302 | 
            +
             | 
| 4303 | 
            +
            		mesh.faceCount = numOfFaces;
         | 
| 4304 | 
            +
            		var v2i = {};
         | 
| 4305 | 
            +
            		
         | 
| 4306 | 
            +
            		// reset regexp for vertex extraction
         | 
| 4307 | 
            +
            		faceRegExp.lastIndex = 0;
         | 
| 4308 | 
            +
            		faceRegExp.global = false;
         | 
| 4309 | 
            +
             | 
| 4310 | 
            +
            		// read faces
         | 
| 4311 | 
            +
            		for (var r = faceRegExp.exec(data); r != null; r = faceRegExp.exec(data)) {
         | 
| 4312 | 
            +
            			mesh.faceNormalBuffer.push(parseFloat(r[1]), parseFloat(r[2]), parseFloat(r[3]));
         | 
| 4313 | 
            +
             | 
| 4314 | 
            +
            			for (var i = 0; i < 3; i++) {
         | 
| 4315 | 
            +
            				var x = parseFloat(r[4 + (i * 3)]);
         | 
| 4316 | 
            +
            				var y = parseFloat(r[5 + (i * 3)]);
         | 
| 4317 | 
            +
            				var z = parseFloat(r[6 + (i * 3)]);
         | 
| 4318 | 
            +
            				
         | 
| 4319 | 
            +
            				// weld vertices by the given decimal precision
         | 
| 4320 | 
            +
            				var vertKey = x.toFixed(this.decimalPrecision) + '-' + y.toFixed(this.decimalPrecision) + '-' + z.toFixed(this.decimalPrecision);
         | 
| 4321 | 
            +
            				var vi = v2i[vertKey];
         | 
| 4322 | 
            +
            				if(vi == undefined) {
         | 
| 4323 | 
            +
            					vi = mesh.vertexBuffer.length / 3;
         | 
| 4324 | 
            +
            					v2i[vertKey] = vi;
         | 
| 4325 | 
            +
            					mesh.vertexBuffer.push(x);
         | 
| 4326 | 
            +
            					mesh.vertexBuffer.push(y);
         | 
| 4327 | 
            +
            					mesh.vertexBuffer.push(z);
         | 
| 4328 | 
            +
            				}
         | 
| 4329 | 
            +
            				mesh.indexBuffer.push(vi);
         | 
| 4330 | 
            +
            			}
         | 
| 4331 | 
            +
            			
         | 
| 4332 | 
            +
            			// mark the end of the indices of a face
         | 
| 4333 | 
            +
            			mesh.indexBuffer.push(-1);
         | 
| 4334 | 
            +
            		}
         | 
| 4335 | 
            +
            	}
         | 
| 4336 | 
            +
             | 
| 4337 | 
            +
            	// add mesh to scene
         | 
| 4338 | 
            +
            	if(!mesh.isTrivial())
         | 
| 4339 | 
            +
            		scene.addChild(mesh);
         | 
| 4340 | 
            +
            };
         | 
| 4341 | 
            +
             | 
| 4342 | 
            +
            /**
         | 
| 4343 | 
            +
            	Parse contents of a binary STL file and generate the scene.
         | 
| 4344 | 
            +
            	@private
         | 
| 4345 | 
            +
             */
         | 
| 4346 | 
            +
            JSC3D.StlLoader.prototype.parseStlBinary = function(scene, data) {
         | 
| 4347 | 
            +
            	var UINT16_BYTES = 2;
         | 
| 4348 | 
            +
            	var UINT32_BYTES = 4;
         | 
| 4349 | 
            +
            	var FLOAT_BYTES = 4;
         | 
| 4350 | 
            +
            	var HEADER_BYTES = 80;
         | 
| 4351 | 
            +
            	var FACE_COUNT_BYTES = UINT32_BYTES;
         | 
| 4352 | 
            +
            	var FACE_NORMAL_BYTES = FLOAT_BYTES * 3;
         | 
| 4353 | 
            +
            	var FACE_VERTICES = 3;
         | 
| 4354 | 
            +
            	var VERTEX_BYTES = FLOAT_BYTES * 3;
         | 
| 4355 | 
            +
            	var ATTRIB_BYTE_COUNT_BYTES = UINT16_BYTES;
         | 
| 4356 | 
            +
             | 
| 4357 | 
            +
            	// 84 is the minimun length of a valid binary stl file
         | 
| 4358 | 
            +
            	if(data.length < HEADER_BYTES + FACE_COUNT_BYTES)
         | 
| 4359 | 
            +
            		return;
         | 
| 4360 | 
            +
             | 
| 4361 | 
            +
            	var cur = 0;
         | 
| 4362 | 
            +
             | 
| 4363 | 
            +
            	// skip 80-byte's stl file header
         | 
| 4364 | 
            +
            	cur += HEADER_BYTES;
         | 
| 4365 | 
            +
             | 
| 4366 | 
            +
            	// read face count
         | 
| 4367 | 
            +
            	var numOfFaces = this.readUInt32LittleEndian(data, cur);
         | 
| 4368 | 
            +
            	cur += UINT32_BYTES;
         | 
| 4369 | 
            +
             | 
| 4370 | 
            +
            	var expectedLen = HEADER_BYTES + FACE_COUNT_BYTES + 
         | 
| 4371 | 
            +
            						(FACE_NORMAL_BYTES + VERTEX_BYTES * FACE_VERTICES + ATTRIB_BYTE_COUNT_BYTES) * numOfFaces;
         | 
| 4372 | 
            +
            	
         | 
| 4373 | 
            +
            	// file is not complete
         | 
| 4374 | 
            +
            	if(data.length < expectedLen)
         | 
| 4375 | 
            +
            		return;
         | 
| 4376 | 
            +
             | 
| 4377 | 
            +
            	var mesh = new JSC3D.Mesh;
         | 
| 4378 | 
            +
            	mesh.faceCount = numOfFaces;
         | 
| 4379 | 
            +
            	mesh.vertexBuffer = [];
         | 
| 4380 | 
            +
            	mesh.indexBuffer = [];
         | 
| 4381 | 
            +
            	mesh.faceNormalBuffer = [];
         | 
| 4382 | 
            +
            	var v2i = {};
         | 
| 4383 | 
            +
             | 
| 4384 | 
            +
            	// read faces
         | 
| 4385 | 
            +
            	for(var i=0; i<numOfFaces; i++) {
         | 
| 4386 | 
            +
            		// read normal vector of a face
         | 
| 4387 | 
            +
            		mesh.faceNormalBuffer.push(this.readFloatLittleEndian(data, cur));
         | 
| 4388 | 
            +
            		cur += FLOAT_BYTES;
         | 
| 4389 | 
            +
            		mesh.faceNormalBuffer.push(this.readFloatLittleEndian(data, cur));
         | 
| 4390 | 
            +
            		cur += FLOAT_BYTES;
         | 
| 4391 | 
            +
            		mesh.faceNormalBuffer.push(this.readFloatLittleEndian(data, cur));
         | 
| 4392 | 
            +
            		cur += FLOAT_BYTES;
         | 
| 4393 | 
            +
             | 
| 4394 | 
            +
            		// read all 3 vertices of a face
         | 
| 4395 | 
            +
            		for(var j=0; j<FACE_VERTICES; j++) {
         | 
| 4396 | 
            +
            			// read coords of a vertex
         | 
| 4397 | 
            +
            			var x, y, z;
         | 
| 4398 | 
            +
            			x = this.readFloatLittleEndian(data, cur);
         | 
| 4399 | 
            +
            			cur += FLOAT_BYTES;
         | 
| 4400 | 
            +
            			y = this.readFloatLittleEndian(data, cur);
         | 
| 4401 | 
            +
            			cur += FLOAT_BYTES;
         | 
| 4402 | 
            +
            			z = this.readFloatLittleEndian(data, cur);
         | 
| 4403 | 
            +
            			cur += FLOAT_BYTES;
         | 
| 4404 | 
            +
             | 
| 4405 | 
            +
            			// weld vertices by the given decimal precision
         | 
| 4406 | 
            +
            			var vertKey = x.toFixed(this.decimalPrecision) + '-' + y.toFixed(this.decimalPrecision) + '-' + z.toFixed(this.decimalPrecision);
         | 
| 4407 | 
            +
            			var vi = v2i[vertKey];
         | 
| 4408 | 
            +
            			if(vi != undefined) {
         | 
| 4409 | 
            +
            				mesh.indexBuffer.push(vi);
         | 
| 4410 | 
            +
            			}
         | 
| 4411 | 
            +
            			else {
         | 
| 4412 | 
            +
            				vi = mesh.vertexBuffer.length / 3;
         | 
| 4413 | 
            +
            				v2i[vertKey] = vi;
         | 
| 4414 | 
            +
            				mesh.vertexBuffer.push(x);
         | 
| 4415 | 
            +
            				mesh.vertexBuffer.push(y);
         | 
| 4416 | 
            +
            				mesh.vertexBuffer.push(z);
         | 
| 4417 | 
            +
            				mesh.indexBuffer.push(vi);
         | 
| 4418 | 
            +
            			}
         | 
| 4419 | 
            +
            		}
         | 
| 4420 | 
            +
             | 
| 4421 | 
            +
            		// mark the end of the indices of a face
         | 
| 4422 | 
            +
            		mesh.indexBuffer.push(-1);
         | 
| 4423 | 
            +
             | 
| 4424 | 
            +
            		// skip 2-bytes' 'attribute byte count' field, since we do not deal with any additional attribs
         | 
| 4425 | 
            +
            		cur += ATTRIB_BYTE_COUNT_BYTES;
         | 
| 4426 | 
            +
            		
         | 
| 4427 | 
            +
            	}
         | 
| 4428 | 
            +
             | 
| 4429 | 
            +
            	// add mesh to scene
         | 
| 4430 | 
            +
            	if(!mesh.isTrivial())
         | 
| 4431 | 
            +
            		scene.addChild(mesh);
         | 
| 4432 | 
            +
            };
         | 
| 4433 | 
            +
             | 
| 4434 | 
            +
            /**
         | 
| 4435 | 
            +
            	@private
         | 
| 4436 | 
            +
             */
         | 
| 4437 | 
            +
            JSC3D.StlLoader.prototype.readUInt32LittleEndian = function(data, start) {
         | 
| 4438 | 
            +
            	var rv = 0, f = 1;
         | 
| 4439 | 
            +
            	for (var i=0; i<4; i++) {
         | 
| 4440 | 
            +
            		rv += (data[start + i] * f);
         | 
| 4441 | 
            +
            		f *= 256;
         | 
| 4442 | 
            +
            	}
         | 
| 4443 | 
            +
             | 
| 4444 | 
            +
            	return rv;
         | 
| 4445 | 
            +
            };
         | 
| 4446 | 
            +
             | 
| 4447 | 
            +
            /**
         | 
| 4448 | 
            +
            	@private
         | 
| 4449 | 
            +
             */
         | 
| 4450 | 
            +
            JSC3D.StlLoader.prototype.readFloatLittleEndian = function(data, start) {
         | 
| 4451 | 
            +
            	var mLen = 23;
         | 
| 4452 | 
            +
            	var eLen = 8;		// 4 * 8 - 23 - 1
         | 
| 4453 | 
            +
            	var eMax = 255;		// (1 << eLen) - 1;
         | 
| 4454 | 
            +
            	var eBias = 127;	// eMax >> 1;
         | 
| 4455 | 
            +
             | 
| 4456 | 
            +
            	var i = 3; 
         | 
| 4457 | 
            +
            	var d = -1; 
         | 
| 4458 | 
            +
            	var s = data[start + i]; 
         | 
| 4459 | 
            +
            	i += d; 
         | 
| 4460 | 
            +
            	var bits = -7;
         | 
| 4461 | 
            +
            	var e = s & ((1 << (-bits)) - 1);
         | 
| 4462 | 
            +
            	s >>= -bits;
         | 
| 4463 | 
            +
            	bits += eLen
         | 
| 4464 | 
            +
            	while(bits > 0) {
         | 
| 4465 | 
            +
            		e = e * 256 + data[start + i];
         | 
| 4466 | 
            +
            		i += d;
         | 
| 4467 | 
            +
            		bits -= 8;
         | 
| 4468 | 
            +
            	}
         | 
| 4469 | 
            +
             | 
| 4470 | 
            +
            	var m = e & ((1 << (-bits)) - 1);
         | 
| 4471 | 
            +
            	e >>= -bits;
         | 
| 4472 | 
            +
            	bits += mLen;
         | 
| 4473 | 
            +
            	while(bits > 0) {
         | 
| 4474 | 
            +
            		 m = m * 256 + data[start + i];
         | 
| 4475 | 
            +
            		 i += d;
         | 
| 4476 | 
            +
            		 bits -= 8;
         | 
| 4477 | 
            +
            	}
         | 
| 4478 | 
            +
             | 
| 4479 | 
            +
            	switch(e) {
         | 
| 4480 | 
            +
            		case 0:		// 0 or denormalized number
         | 
| 4481 | 
            +
            			e = 1 - eBias;
         | 
| 4482 | 
            +
            			break;
         | 
| 4483 | 
            +
            		case eMax:	// NaN or +/-Infinity
         | 
| 4484 | 
            +
            			return m ? NaN : ((s ? -1 : 1) * Infinity);
         | 
| 4485 | 
            +
            		default:	// normalized number
         | 
| 4486 | 
            +
            			m = m + Math.pow(2, mLen);
         | 
| 4487 | 
            +
            			e = e - eBias;
         | 
| 4488 | 
            +
            			break;
         | 
| 4489 | 
            +
            	}
         | 
| 4490 | 
            +
             | 
| 4491 | 
            +
            	return (s ? -1 : 1) * m * Math.pow(2, e - mLen);
         | 
| 4492 | 
            +
            };
         | 
| 4493 | 
            +
             | 
| 4494 | 
            +
            JSC3D.StlLoader.prototype.onload = null;
         | 
| 4495 | 
            +
            JSC3D.StlLoader.prototype.onerror = null;
         | 
| 4496 | 
            +
            JSC3D.StlLoader.prototype.onprogress = null;
         | 
| 4497 | 
            +
            JSC3D.StlLoader.prototype.onresource = null;
         | 
| 4498 | 
            +
            JSC3D.StlLoader.prototype.decimalPrecision = 3;
         | 
| 4499 | 
            +
             | 
| 4500 | 
            +
            JSC3D.LoaderSelector.registerLoader('stl', JSC3D.StlLoader);
         |