jsc3d-rails 1.0
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- data/.gitignore +8 -0
- data/Gemfile +4 -0
- data/LICENSE +21 -0
- data/README.md +33 -0
- data/jsc3d-rails.gemspec +23 -0
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- data/lib/jsc3d/rails/engine.rb +6 -0
- data/lib/jsc3d/rails/version.rb +6 -0
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- metadata +234 -0
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/**
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@preserve Copyright (c) 2012 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');
|
166
|
+
this.canvasData = this.ctx.getImageData(0, 0, this.canvas.width, this.canvas.height);
|
167
|
+
}
|
168
|
+
catch(e) {
|
169
|
+
this.ctx = null;
|
170
|
+
this.canvasData = null;
|
171
|
+
}
|
172
|
+
|
173
|
+
if(this.canvas.width <= 2 || this.canvas.height <= 2)
|
174
|
+
this.definition = 'standard';
|
175
|
+
|
176
|
+
switch(this.definition) {
|
177
|
+
case 'low':
|
178
|
+
this.frameWidth = ~~((this.canvas.width + 1) / 2);
|
179
|
+
this.frameHeight = ~~((this.canvas.height + 1) / 2);
|
180
|
+
break;
|
181
|
+
case 'high':
|
182
|
+
this.frameWidth = this.canvas.width * 2;
|
183
|
+
this.frameHeight = this.canvas.height * 2;
|
184
|
+
break;
|
185
|
+
case 'standard':
|
186
|
+
default:
|
187
|
+
this.frameWidth = this.canvas.width;
|
188
|
+
this.frameHeight = this.canvas.height;
|
189
|
+
break;
|
190
|
+
}
|
191
|
+
|
192
|
+
this.zoomFactor = 1;
|
193
|
+
this.rotMatrix.identity();
|
194
|
+
this.transformMatrix.identity();
|
195
|
+
this.isLoaded = false;
|
196
|
+
this.isFailed = false;
|
197
|
+
this.errorMsg = '';
|
198
|
+
this.scene = null;
|
199
|
+
// allocate memory storage for frame buffers
|
200
|
+
this.colorBuffer = new Array(this.frameWidth * this.frameHeight);
|
201
|
+
this.zBuffer = new Array(this.frameWidth * this.frameHeight);
|
202
|
+
this.selectionBuffer = new Array(this.frameWidth * this.frameHeight);
|
203
|
+
this.bkgColorBuffer = new Array(this.frameWidth * this.frameHeight);
|
204
|
+
this.generateBackground();
|
205
|
+
// create a default material for rendring of meshes that don't have one
|
206
|
+
this.defaultMaterial = new JSC3D.Material;
|
207
|
+
this.defaultMaterial.ambientColor = 0;
|
208
|
+
this.defaultMaterial.diffuseColor = this.modelColor;
|
209
|
+
this.defaultMaterial.transparency = 0;
|
210
|
+
this.defaultMaterial.simulateSpecular = true;
|
211
|
+
this.drawBackground();
|
212
|
+
|
213
|
+
// load scene if any
|
214
|
+
this.loadScene();
|
215
|
+
|
216
|
+
// load sphere mapping image if any
|
217
|
+
this.setSphereMapFromUrl(this.sphereMapUrl);
|
218
|
+
};
|
219
|
+
|
220
|
+
/**
|
221
|
+
Ask viewer to render a new frame or just repaint last frame.
|
222
|
+
@param {boolean} repaintOnly true to repaint last frame; false(default) to render a new frame.
|
223
|
+
*/
|
224
|
+
JSC3D.Viewer.prototype.update = function(repaintOnly) {
|
225
|
+
if(this.isFailed) {
|
226
|
+
this.reportError(this.errorMsg);
|
227
|
+
return;
|
228
|
+
}
|
229
|
+
|
230
|
+
if(this.beforeupdate != null && (typeof this.beforeupdate) == 'function')
|
231
|
+
this.beforeupdate();
|
232
|
+
|
233
|
+
if(this.scene) {
|
234
|
+
if(!repaintOnly && this.colorBuffer != null) {
|
235
|
+
this.beginScene();
|
236
|
+
this.render();
|
237
|
+
this.endScene();
|
238
|
+
}
|
239
|
+
|
240
|
+
this.paint();
|
241
|
+
}
|
242
|
+
else {
|
243
|
+
this.drawBackground();
|
244
|
+
}
|
245
|
+
|
246
|
+
if(this.afterupdate != null && (typeof this.afterupdate) == 'function')
|
247
|
+
this.afterupdate();
|
248
|
+
};
|
249
|
+
|
250
|
+
/**
|
251
|
+
Rotate the scene with given angles around Cardinal axes.
|
252
|
+
@param {float} rotX rotation angle around x-axis in degrees.
|
253
|
+
@param {float} rotY rotation angle around y-axis in degrees.
|
254
|
+
@param {float} rotZ rotation angle around z-axis in degrees.
|
255
|
+
*/
|
256
|
+
JSC3D.Viewer.prototype.rotate = function(rotX, rotY, rotZ) {
|
257
|
+
this.rotMatrix.rotateAboutXAxis(rotX);
|
258
|
+
this.rotMatrix.rotateAboutYAxis(rotY);
|
259
|
+
this.rotMatrix.rotateAboutZAxis(rotZ);
|
260
|
+
};
|
261
|
+
|
262
|
+
/**
|
263
|
+
Set render mode.<br />
|
264
|
+
Available render modes are:<br />
|
265
|
+
'<b>point</b>': render meshes as point clouds;<br />
|
266
|
+
'<b>wireframe</b>': render meshes as wireframe;<br />
|
267
|
+
'<b>flat</b>': render meshes as solid objects using flat shading;<br />
|
268
|
+
'<b>smooth</b>': render meshes as solid objects using smooth shading;<br />
|
269
|
+
'<b>texture</b>': render meshes as solid textured objects, no lighting will be apllied;<br />
|
270
|
+
'<b>textureflat</b>': render meshes as solid textured objects, lighting will be calculated per face;<br />
|
271
|
+
'<b>texturesmooth</b>': render meshes as solid textured objects, lighting will be calculated per vertex and interpolated.<br />
|
272
|
+
@param {string} mode new render mode.
|
273
|
+
*/
|
274
|
+
JSC3D.Viewer.prototype.setRenderMode = function(mode) {
|
275
|
+
this.params['RenderMode'] = mode;
|
276
|
+
this.renderMode = mode;
|
277
|
+
};
|
278
|
+
|
279
|
+
/**
|
280
|
+
Set quality level of rendering.<br />
|
281
|
+
Available quality levels are:<br />
|
282
|
+
'<b>low</b>': low-quality rendering will be applied, with highest performance;<br />
|
283
|
+
'<b>standard</b>': normal-quality rendering will be applied, with modest performace;<br />
|
284
|
+
'<b>high</b>': high-quality rendering will be applied, with lowest performace.<br />
|
285
|
+
@params {string} definition new quality level.
|
286
|
+
*/
|
287
|
+
JSC3D.Viewer.prototype.setDefinition = function(definition) {
|
288
|
+
if(this.canvas.width <= 2 || this.canvas.height <= 2)
|
289
|
+
definition = 'standard';
|
290
|
+
|
291
|
+
if(definition == this.definition)
|
292
|
+
return;
|
293
|
+
|
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
|
+
Get the current scene.
|
408
|
+
@returns {JSC3D.Scene} the current scene.
|
409
|
+
*/
|
410
|
+
JSC3D.Viewer.prototype.getScene = function() {
|
411
|
+
return this.scene;
|
412
|
+
};
|
413
|
+
|
414
|
+
/**
|
415
|
+
Query information at a given position on the canvas.
|
416
|
+
@param {float} clientX client x coordinate on the current page.
|
417
|
+
@param {float} clientY client y coordinate on the current page.
|
418
|
+
@returns {JSC3D.PickInfo} a PickInfo object which hold the result.
|
419
|
+
*/
|
420
|
+
JSC3D.Viewer.prototype.pick = function(clientX, clientY) {
|
421
|
+
var pickInfo = new JSC3D.PickInfo;
|
422
|
+
|
423
|
+
var canvasRect = this.canvas.getBoundingClientRect();
|
424
|
+
var canvasX = clientX - canvasRect.left;
|
425
|
+
var canvasY = clientY - canvasRect.top;
|
426
|
+
|
427
|
+
var frameX = canvasX;
|
428
|
+
var frameY = canvasY;
|
429
|
+
if( this.selectionBuffer != null &&
|
430
|
+
canvasX >= 0 && canvasX < this.canvas.width &&
|
431
|
+
canvasY >= 0 && canvasY < this.canvas.height ) {
|
432
|
+
switch(this.definition) {
|
433
|
+
case 'low':
|
434
|
+
frameX = ~~(frameX / 2);
|
435
|
+
frameY = ~~(frameY / 2);
|
436
|
+
break;
|
437
|
+
case 'high':
|
438
|
+
frameX *= 2;
|
439
|
+
frameY *= 2;
|
440
|
+
break;
|
441
|
+
case 'standard':
|
442
|
+
default:
|
443
|
+
break;
|
444
|
+
}
|
445
|
+
|
446
|
+
var pickedId = this.selectionBuffer[frameY * this.frameWidth + frameX];
|
447
|
+
if(pickedId > 0) {
|
448
|
+
var meshes = this.scene.getChildren();
|
449
|
+
for(var i=0; i<meshes.length; i++) {
|
450
|
+
if(meshes[i].internalId == pickedId) {
|
451
|
+
pickInfo.mesh = meshes[i];
|
452
|
+
break;
|
453
|
+
}
|
454
|
+
}
|
455
|
+
}
|
456
|
+
}
|
457
|
+
|
458
|
+
pickInfo.canvasX = canvasX;
|
459
|
+
pickInfo.canvasY = canvasY;
|
460
|
+
if(pickInfo.mesh)
|
461
|
+
pickInfo.depth = this.zBuffer[frameY * this.frameWidth + frameX];
|
462
|
+
|
463
|
+
return pickInfo;
|
464
|
+
};
|
465
|
+
|
466
|
+
/**
|
467
|
+
Paint onto canvas.
|
468
|
+
@private
|
469
|
+
*/
|
470
|
+
JSC3D.Viewer.prototype.paint = function() {
|
471
|
+
if(!this.canvasData)
|
472
|
+
return;
|
473
|
+
|
474
|
+
this.ctx.putImageData(this.canvasData, 0, 0);
|
475
|
+
};
|
476
|
+
|
477
|
+
/**
|
478
|
+
The mouse-down event handling routine.
|
479
|
+
@private
|
480
|
+
*/
|
481
|
+
JSC3D.Viewer.prototype.mouseDownHandler = function(e) {
|
482
|
+
if(this.onmousedown) {
|
483
|
+
var info = this.pick(e.clientX, e.clientY);
|
484
|
+
this.onmousedown(info.canvasX, info.canvasY, e.button, info.depth, info.mesh);
|
485
|
+
}
|
486
|
+
|
487
|
+
if(!this.isDefaultInputHandlerEnabled)
|
488
|
+
return;
|
489
|
+
|
490
|
+
this.buttonStates[e.button] = true;
|
491
|
+
this.mouseX = e.clientX;
|
492
|
+
this.mouseY = e.clientY;
|
493
|
+
};
|
494
|
+
|
495
|
+
/**
|
496
|
+
The mouse-up event handling routine.
|
497
|
+
@private
|
498
|
+
*/
|
499
|
+
JSC3D.Viewer.prototype.mouseUpHandler = function(e) {
|
500
|
+
if(this.onmouseup) {
|
501
|
+
var info = this.pick(e.clientX, e.clientY);
|
502
|
+
this.onmouseup(info.canvasX, info.canvasY, e.button, info.depth, info.mesh);
|
503
|
+
}
|
504
|
+
|
505
|
+
if(!this.isDefaultInputHandlerEnabled)
|
506
|
+
return;
|
507
|
+
|
508
|
+
var isDragging = this.buttonStates[1] == true;
|
509
|
+
var isShiftDown = this.keyStates[16] == true;
|
510
|
+
if(isDragging) {
|
511
|
+
if(((isShiftDown && this.mouseUsage == 'default') || this.mouseUsage == 'zoom') && e.clientY != this.mouseY) {
|
512
|
+
this.zoomFactor *= this.mouseY < e.clientY ?
|
513
|
+
Math.pow(1.11, ~~(1 + (e.clientY - this.mouseY) * 8 / this.canvas.height)) :
|
514
|
+
Math.pow(0.9, ~~(1 + (this.mouseY - e.clientY) * 8 / this.canvas.height));
|
515
|
+
}
|
516
|
+
else if(this.mouseUsage == 'default' || this.mouseUsage == 'rotate') {
|
517
|
+
var rotX = (e.clientY - this.mouseY) * 180 / this.canvas.width;
|
518
|
+
var rotY = (e.clientX - this.mouseX) * 180 / this.canvas.height;
|
519
|
+
this.rotMatrix.rotateAboutXAxis(rotX);
|
520
|
+
this.rotMatrix.rotateAboutYAxis(rotY);
|
521
|
+
}
|
522
|
+
this.mouseX = e.clientX;
|
523
|
+
this.mouseY = e.clientY;
|
524
|
+
this.update();
|
525
|
+
}
|
526
|
+
|
527
|
+
this.buttonStates[e.button] = false;
|
528
|
+
};
|
529
|
+
|
530
|
+
/**
|
531
|
+
The mouse-move event handling routine.
|
532
|
+
@private
|
533
|
+
*/
|
534
|
+
JSC3D.Viewer.prototype.mouseMoveHandler = function(e) {
|
535
|
+
if(this.onmousemove) {
|
536
|
+
var info = this.pick(e.clientX, e.clientY);
|
537
|
+
this.onmousemove(info.canvasX, info.canvasY, e.button, info.depth, info.mesh);
|
538
|
+
}
|
539
|
+
|
540
|
+
if(!this.isDefaultInputHandlerEnabled)
|
541
|
+
return;
|
542
|
+
|
543
|
+
/*
|
544
|
+
var isDragging = this.buttonStates[1] == true;
|
545
|
+
var isShiftDown = this.keyStates[16] == true;
|
546
|
+
if(isDragging) {
|
547
|
+
if(isShiftDown) {
|
548
|
+
this.zoomFactor *= this.mouseY <= e.clientY ? 1.11 : 0.9;
|
549
|
+
}
|
550
|
+
else {
|
551
|
+
var rotX = (e.clientY - this.mouseY) * 360 / this.canvas.width;
|
552
|
+
var rotY = (e.clientX - this.mouseX) * 360 / this.canvas.height;
|
553
|
+
this.rotMatrix.rotateAboutXAxis(rotX);
|
554
|
+
this.rotMatrix.rotateAboutYAxis(rotY);
|
555
|
+
}
|
556
|
+
this.mouseX = e.clientX;
|
557
|
+
this.mouseY = e.clientY;
|
558
|
+
this.update();
|
559
|
+
}
|
560
|
+
*/
|
561
|
+
};
|
562
|
+
|
563
|
+
/**
|
564
|
+
The key-down event handling routine.
|
565
|
+
@private
|
566
|
+
*/
|
567
|
+
JSC3D.Viewer.prototype.keyDownHandler = function(e) {
|
568
|
+
this.keyStates[e.keyCode] = true;
|
569
|
+
};
|
570
|
+
|
571
|
+
/**
|
572
|
+
The key-up event handling routine.
|
573
|
+
@private
|
574
|
+
*/
|
575
|
+
JSC3D.Viewer.prototype.keyUpHandler = function(e) {
|
576
|
+
this.keyStates[e.keyCode] = false;
|
577
|
+
};
|
578
|
+
|
579
|
+
/**
|
580
|
+
Internally load a scene.
|
581
|
+
@private
|
582
|
+
*/
|
583
|
+
JSC3D.Viewer.prototype.loadScene = function() {
|
584
|
+
this.scene = null;
|
585
|
+
this.isLoaded = false;
|
586
|
+
|
587
|
+
if(this.sceneUrl == '')
|
588
|
+
return false;
|
589
|
+
|
590
|
+
var lastSlashAt = this.sceneUrl.lastIndexOf('/');
|
591
|
+
if(lastSlashAt == -1)
|
592
|
+
lastSlashAt = this.sceneUrl.lastIndexOf('\\');
|
593
|
+
|
594
|
+
var fileName = this.sceneUrl.substring(lastSlashAt + 1);
|
595
|
+
var lastDotAt = fileName.lastIndexOf('.');
|
596
|
+
if(lastDotAt == -1)
|
597
|
+
return false;
|
598
|
+
|
599
|
+
var fileExtName = fileName.substring(lastDotAt + 1);
|
600
|
+
var loader = JSC3D.LoaderSelector.getLoader(fileExtName);
|
601
|
+
if(!loader)
|
602
|
+
return false;
|
603
|
+
|
604
|
+
var self = this;
|
605
|
+
|
606
|
+
loader.onload = function(scene) {
|
607
|
+
self.setupScene(scene);
|
608
|
+
};
|
609
|
+
|
610
|
+
loader.onerror = function(errorMsg) {
|
611
|
+
self.scene = null;
|
612
|
+
self.isLoaded = false;
|
613
|
+
self.isFailed = true;
|
614
|
+
self.errorMsg = errorMsg;
|
615
|
+
self.update();
|
616
|
+
};
|
617
|
+
|
618
|
+
loader.onprogress = function(task, prog) {
|
619
|
+
self.reportProgress(task, prog);
|
620
|
+
};
|
621
|
+
|
622
|
+
loader.onresource = function(resource) {
|
623
|
+
if((resource instanceof JSC3D.Texture) && self.isMipMappingOn && !resource.hasMipmap())
|
624
|
+
resource.generateMipmaps();
|
625
|
+
self.update();
|
626
|
+
};
|
627
|
+
|
628
|
+
loader.loadFromUrl(this.sceneUrl);
|
629
|
+
|
630
|
+
return true;
|
631
|
+
};
|
632
|
+
|
633
|
+
/**
|
634
|
+
Prepare for rendering of a new scene.
|
635
|
+
@private
|
636
|
+
*/
|
637
|
+
JSC3D.Viewer.prototype.setupScene = function(scene) {
|
638
|
+
scene.init();
|
639
|
+
if(!scene.isEmpty()) {
|
640
|
+
var d = scene.aabb.lengthOfDiagonal();
|
641
|
+
var w = this.frameWidth;
|
642
|
+
var h = this.frameHeight;
|
643
|
+
this.zoomFactor = (d == 0) ? 1 : (w < h ? w : h) / d;
|
644
|
+
}
|
645
|
+
|
646
|
+
this.rotMatrix.identity();
|
647
|
+
this.rotMatrix.rotateAboutXAxis(this.initRotX);
|
648
|
+
this.rotMatrix.rotateAboutYAxis(this.initRotY);
|
649
|
+
this.rotMatrix.rotateAboutZAxis(this.initRotZ);
|
650
|
+
this.scene = scene;
|
651
|
+
this.isLoaded = true;
|
652
|
+
this.isFailed = false;
|
653
|
+
this.errorMsg = '';
|
654
|
+
this.update();
|
655
|
+
};
|
656
|
+
|
657
|
+
/**
|
658
|
+
Show progress and some informations about current time-cosuming task.
|
659
|
+
@param {string} task text information about current task.
|
660
|
+
@param {float} progress progress of current task. this should be a number between 0 and 1.
|
661
|
+
*/
|
662
|
+
JSC3D.Viewer.prototype.reportProgress = function(task, progress) {
|
663
|
+
if(!this.ctx)
|
664
|
+
return;
|
665
|
+
|
666
|
+
this.drawBackground();
|
667
|
+
|
668
|
+
this.ctx.save();
|
669
|
+
|
670
|
+
var r = 255 - ((this.bkgColor1 & 0xff0000) >> 16);
|
671
|
+
var g = 255 - ((this.bkgColor1 & 0xff00) >> 8);
|
672
|
+
var b = 255 - (this.bkgColor1 & 0xff);
|
673
|
+
var style = '#' + r.toString(16) + g.toString(16) + b.toString(16);
|
674
|
+
this.ctx.strokeStyle = style;
|
675
|
+
this.ctx.fillStyle = style;
|
676
|
+
|
677
|
+
var barX = 40;
|
678
|
+
var barY = this.canvas.height * 0.38;
|
679
|
+
var barWidth = this.canvas.width - barX * 2;
|
680
|
+
var barHeight = 20;
|
681
|
+
this.ctx.strokeRect(barX, barY, barWidth, barHeight);
|
682
|
+
this.ctx.fillRect(barX+2, barY+2, (barWidth-4)*progress, barHeight-4);
|
683
|
+
|
684
|
+
this.ctx.font = '12px Courier New';
|
685
|
+
this.ctx.textAlign = 'left';
|
686
|
+
this.ctx.fillText(task, barX, barY-4, barWidth);
|
687
|
+
|
688
|
+
this.ctx.restore();
|
689
|
+
};
|
690
|
+
|
691
|
+
/**
|
692
|
+
Show informations about a fatal error.
|
693
|
+
@param {string} message text information about this error.
|
694
|
+
*/
|
695
|
+
JSC3D.Viewer.prototype.reportError = function(message) {
|
696
|
+
if(!this.ctx)
|
697
|
+
return;
|
698
|
+
|
699
|
+
this.drawBackground();
|
700
|
+
|
701
|
+
this.ctx.save();
|
702
|
+
|
703
|
+
var msgX = 40;
|
704
|
+
var msgY = this.canvas.height * 0.38 - 4;
|
705
|
+
var r = 255 - ((this.bkgColor1 & 0xff0000) >> 16);
|
706
|
+
var g = 255 - ((this.bkgColor1 & 0xff00) >> 8);
|
707
|
+
var b = 255 - (this.bkgColor1 & 0xff);
|
708
|
+
var style = '#' + r.toString(16) + g.toString(16) + b.toString(16);
|
709
|
+
this.ctx.fillStyle = style;
|
710
|
+
this.ctx.font = '16px Courier New';
|
711
|
+
this.ctx.textAlign = 'left';
|
712
|
+
this.ctx.fillText(message, msgX, msgY);
|
713
|
+
|
714
|
+
this.ctx.restore();
|
715
|
+
};
|
716
|
+
|
717
|
+
/**
|
718
|
+
Fill the background color buffer.
|
719
|
+
@private
|
720
|
+
*/
|
721
|
+
JSC3D.Viewer.prototype.generateBackground = function() {
|
722
|
+
var w = this.frameWidth;
|
723
|
+
var h = this.frameHeight;
|
724
|
+
var pixels = this.bkgColorBuffer;
|
725
|
+
|
726
|
+
var r1 = (this.bkgColor1 & 0xff0000) >> 16;
|
727
|
+
var g1 = (this.bkgColor1 & 0xff00) >> 8;
|
728
|
+
var b1 = this.bkgColor1 & 0xff;
|
729
|
+
var r2 = (this.bkgColor2 & 0xff0000) >> 16;
|
730
|
+
var g2 = (this.bkgColor2 & 0xff00) >> 8;
|
731
|
+
var b2 = this.bkgColor2 & 0xff;
|
732
|
+
|
733
|
+
var pix = 0;
|
734
|
+
for(var i=0; i<h; i++) {
|
735
|
+
var r = (r1 + i * (r2 - r1) / h) & 0xff;
|
736
|
+
var g = (g1 + i * (g2 - g1) / h) & 0xff;
|
737
|
+
var b = (b1 + i * (b2 - b1) / h) & 0xff;
|
738
|
+
|
739
|
+
for(var j=0; j<w; j++) {
|
740
|
+
pixels[pix++] = r << 16 | g << 8 | b;
|
741
|
+
}
|
742
|
+
}
|
743
|
+
};
|
744
|
+
|
745
|
+
/**
|
746
|
+
Draw background onto canvas.
|
747
|
+
@private
|
748
|
+
*/
|
749
|
+
JSC3D.Viewer.prototype.drawBackground = function() {
|
750
|
+
if(!this.canvasData)
|
751
|
+
return;
|
752
|
+
|
753
|
+
this.beginScene();
|
754
|
+
this.endScene();
|
755
|
+
|
756
|
+
this.paint();
|
757
|
+
};
|
758
|
+
|
759
|
+
/**
|
760
|
+
Begin to render a new frame.
|
761
|
+
@private
|
762
|
+
*/
|
763
|
+
JSC3D.Viewer.prototype.beginScene = function() {
|
764
|
+
var cbuf = this.colorBuffer;
|
765
|
+
var zbuf = this.zBuffer;
|
766
|
+
var sbuf = this.selectionBuffer;
|
767
|
+
var bbuf = this.bkgColorBuffer;
|
768
|
+
var size = this.frameWidth * this.frameHeight;
|
769
|
+
var MIN_Z = -Number.MAX_VALUE;
|
770
|
+
|
771
|
+
for(var i=0; i<size; i++) {
|
772
|
+
cbuf[i] = bbuf[i];
|
773
|
+
zbuf[i] = MIN_Z;
|
774
|
+
sbuf[i] = 0;
|
775
|
+
}
|
776
|
+
};
|
777
|
+
|
778
|
+
/**
|
779
|
+
End for rendering of a frame.
|
780
|
+
@private
|
781
|
+
*/
|
782
|
+
JSC3D.Viewer.prototype.endScene = function() {
|
783
|
+
var data = this.canvasData.data;
|
784
|
+
var width = this.canvas.width;
|
785
|
+
var height = this.canvas.height;
|
786
|
+
var cbuf = this.colorBuffer;
|
787
|
+
var cwidth = this.frameWidth;
|
788
|
+
var cheight = this.frameHeight;
|
789
|
+
var csize = cwidth * cheight;
|
790
|
+
|
791
|
+
switch(this.definition) {
|
792
|
+
case 'low':
|
793
|
+
var halfWidth = width >> 1;
|
794
|
+
var surplus = cwidth - halfWidth;
|
795
|
+
var src = 0, dest = 0;
|
796
|
+
for(var i=0; i<height; i++) {
|
797
|
+
for(var j=0; j<width; j++) {
|
798
|
+
var color = cbuf[src];
|
799
|
+
data[dest] = (color & 0xff0000) >> 16;
|
800
|
+
data[dest + 1] = (color & 0xff00) >> 8;
|
801
|
+
data[dest + 2] = color & 0xff;
|
802
|
+
data[dest + 3] = 0xff;
|
803
|
+
src += (j & 1);
|
804
|
+
dest += 4;
|
805
|
+
}
|
806
|
+
src += (i & 1) ? surplus : -halfWidth;
|
807
|
+
}
|
808
|
+
break;
|
809
|
+
case 'high':
|
810
|
+
var src = 0, dest = 0;
|
811
|
+
for(var i=0; i<height; i++) {
|
812
|
+
for(var j=0; j<width; j++) {
|
813
|
+
var color0 = cbuf[src];
|
814
|
+
var color1 = cbuf[src + 1];
|
815
|
+
var color2 = cbuf[src + cwidth];
|
816
|
+
var color3 = cbuf[src + cwidth + 1];
|
817
|
+
data[dest] = ((color0 & 0xff0000) + (color1 & 0xff0000) + (color2 & 0xff0000) + (color3 & 0xff0000)) >> 18;
|
818
|
+
data[dest + 1] = ((color0 & 0xff00) + (color1 & 0xff00) + (color2 & 0xff00) + (color3 & 0xff00)) >> 10;
|
819
|
+
data[dest + 2] = ((color0 & 0xff) + (color1 & 0xff) + (color2 & 0xff) + (color3 & 0xff)) >> 2;
|
820
|
+
data[dest + 3] = 0xff;
|
821
|
+
src += 2;
|
822
|
+
dest += 4;
|
823
|
+
}
|
824
|
+
src += cwidth;
|
825
|
+
}
|
826
|
+
break;
|
827
|
+
case 'standard':
|
828
|
+
default:
|
829
|
+
for(var src=0, dest=0; src<csize; src++, dest+=4) {
|
830
|
+
var color = cbuf[src];
|
831
|
+
data[dest] = (color & 0xff0000) >> 16;
|
832
|
+
data[dest + 1] = (color & 0xff00) >> 8;
|
833
|
+
data[dest + 2] = color & 0xff;
|
834
|
+
data[dest + 3] = 0xff;
|
835
|
+
}
|
836
|
+
break;
|
837
|
+
}
|
838
|
+
};
|
839
|
+
|
840
|
+
/**
|
841
|
+
Render a new frame.
|
842
|
+
@private
|
843
|
+
*/
|
844
|
+
JSC3D.Viewer.prototype.render = function() {
|
845
|
+
if(this.scene.isEmpty())
|
846
|
+
return;
|
847
|
+
|
848
|
+
var aabb = this.scene.aabb;
|
849
|
+
|
850
|
+
// calculate transformation matrix
|
851
|
+
this.transformMatrix.identity();
|
852
|
+
this.transformMatrix.translate(-(aabb.minX+aabb.maxX)/2, -(aabb.minY+aabb.maxY)/2, -(aabb.minZ+aabb.maxZ)/2);
|
853
|
+
this.transformMatrix.multiply(this.rotMatrix);
|
854
|
+
this.transformMatrix.scale(this.zoomFactor, -this.zoomFactor, this.zoomFactor);
|
855
|
+
this.transformMatrix.translate(this.frameWidth/2, this.frameHeight/2, 0);
|
856
|
+
|
857
|
+
// sort, transform and render the scene
|
858
|
+
var renderList = this.sortScene(this.transformMatrix);
|
859
|
+
for(var i=0; i<renderList.length; i++) {
|
860
|
+
var mesh = renderList[i];
|
861
|
+
|
862
|
+
if(!mesh.isTrivial()) {
|
863
|
+
JSC3D.Math3D.transformVectors(this.transformMatrix, mesh.vertexBuffer, mesh.transformedVertexBuffer);
|
864
|
+
|
865
|
+
if(mesh.visible) {
|
866
|
+
switch(this.renderMode) {
|
867
|
+
case 'point':
|
868
|
+
this.renderPoint(mesh);
|
869
|
+
break;
|
870
|
+
case 'wireframe':
|
871
|
+
this.renderWireframe(mesh);
|
872
|
+
break;
|
873
|
+
case 'flat':
|
874
|
+
this.renderSolidFlat(mesh);
|
875
|
+
break;
|
876
|
+
case 'smooth':
|
877
|
+
this.renderSolidSmooth(mesh);
|
878
|
+
break;
|
879
|
+
case 'texture':
|
880
|
+
if(mesh.hasTexture())
|
881
|
+
this.renderSolidTexture(mesh);
|
882
|
+
else
|
883
|
+
this.renderSolidFlat(mesh);
|
884
|
+
break;
|
885
|
+
case 'textureflat':
|
886
|
+
if(mesh.hasTexture())
|
887
|
+
this.renderTextureFlat(mesh);
|
888
|
+
else
|
889
|
+
this.renderSolidFlat(mesh);
|
890
|
+
break;
|
891
|
+
case 'texturesmooth':
|
892
|
+
if(mesh.isEnvironmentCast && this.sphereMap != null && this.sphereMap.hasData())
|
893
|
+
this.renderSolidSphereMapped(mesh);
|
894
|
+
else if(mesh.hasTexture())
|
895
|
+
this.renderTextureSmooth(mesh);
|
896
|
+
else
|
897
|
+
this.renderSolidSmooth(mesh);
|
898
|
+
break;
|
899
|
+
default:
|
900
|
+
this.renderSolidFlat(mesh);
|
901
|
+
break;
|
902
|
+
}
|
903
|
+
}
|
904
|
+
}
|
905
|
+
}
|
906
|
+
};
|
907
|
+
|
908
|
+
/**
|
909
|
+
Sort meshes inside the scene into a render list. The sorting criterion is a mixture of trnasparency and depth.
|
910
|
+
This routine is necessary to ensure a correct rendering order.
|
911
|
+
@private
|
912
|
+
*/
|
913
|
+
JSC3D.Viewer.prototype.sortScene = function(mat) {
|
914
|
+
var renderList = [];
|
915
|
+
|
916
|
+
var meshes = this.scene.getChildren();
|
917
|
+
for(var i=0; i<meshes.length; i++) {
|
918
|
+
var mesh = meshes[i];
|
919
|
+
if(!mesh.isTrivial()) {
|
920
|
+
renderList.push(mesh);
|
921
|
+
var meshCenter = mesh.aabb.center();
|
922
|
+
JSC3D.Math3D.transformVectors(mat, meshCenter, meshCenter);
|
923
|
+
var meshMaterial = mesh.material ? mesh.material : this.defaultMaterial;
|
924
|
+
mesh.sortKey = {
|
925
|
+
depth: meshCenter[2],
|
926
|
+
isTransparnt: (meshMaterial.transparency > 0) || (mesh.hasTexture() ? mesh.texture.hasTransparency : false)
|
927
|
+
};
|
928
|
+
}
|
929
|
+
}
|
930
|
+
|
931
|
+
renderList.sort(
|
932
|
+
function(mesh0, mesh1) {
|
933
|
+
// opaque meshes should always be prior to transparent ones to be rendered
|
934
|
+
if(!mesh0.sortKey.isTransparnt && mesh1.sortKey.isTransparnt)
|
935
|
+
return -1;
|
936
|
+
|
937
|
+
// opaque meshes should always be prior to transparent ones to be rendered
|
938
|
+
if(mesh0.sortKey.isTransparnt && !mesh1.sortKey.isTransparnt)
|
939
|
+
return 1;
|
940
|
+
|
941
|
+
// transparent meshes should be rendered from far to near
|
942
|
+
if(mesh0.sortKey.isTransparnt)
|
943
|
+
return mesh0.sortKey.depth - mesh1.sortKey.depth;
|
944
|
+
|
945
|
+
// opaque meshes should be rendered form near to far
|
946
|
+
return mesh1.sortKey.depth - mesh0.sortKey.depth;
|
947
|
+
} );
|
948
|
+
|
949
|
+
return renderList;
|
950
|
+
};
|
951
|
+
|
952
|
+
/**
|
953
|
+
Render the given mesh as points.
|
954
|
+
@private
|
955
|
+
*/
|
956
|
+
JSC3D.Viewer.prototype.renderPoint = function(mesh) {
|
957
|
+
var w = this.frameWidth;
|
958
|
+
var h = this.frameHeight;
|
959
|
+
var xbound = w - 1;
|
960
|
+
var ybound = h - 1;
|
961
|
+
var ibuf = mesh.indexBuffer;
|
962
|
+
var vbuf = mesh.transformedVertexBuffer;
|
963
|
+
var nbuf = mesh.transformedVertexNormalZBuffer;
|
964
|
+
var cbuf = this.colorBuffer;
|
965
|
+
var zbuf = this.zBuffer;
|
966
|
+
var sbuf = this.selectionBuffer;
|
967
|
+
var numOfVertices = vbuf.length / 3;
|
968
|
+
var id = mesh.internalId;
|
969
|
+
var color = mesh.material ? mesh.material.diffuseColor : this.defaultMaterial.diffuseColor;
|
970
|
+
|
971
|
+
if(!nbuf || nbuf.length < numOfVertices) {
|
972
|
+
mesh.transformedVertexNormalZBuffer = new Array(numOfVertices);
|
973
|
+
nbuf = mesh.transformedVertexNormalZBuffer;
|
974
|
+
}
|
975
|
+
|
976
|
+
JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.vertexNormalBuffer, nbuf);
|
977
|
+
|
978
|
+
for(var i=0, j=0; i<numOfVertices; i++, j+=3) {
|
979
|
+
var xformedNz = nbuf[i];
|
980
|
+
if(mesh.isDoubleSided)
|
981
|
+
xformedNz = xformedNz > 0 ? xformedNz : -xformedNz;
|
982
|
+
if(xformedNz > 0) {
|
983
|
+
var x = ~~(vbuf[j] + 0.5);
|
984
|
+
var y = ~~(vbuf[j + 1] + 0.5);
|
985
|
+
var z = vbuf[j + 2];
|
986
|
+
if(x >=0 && x < xbound && y >=0 && y < ybound) {
|
987
|
+
var pix = y * w + x;
|
988
|
+
if(z > zbuf[pix]) {
|
989
|
+
zbuf[pix] = z;
|
990
|
+
cbuf[pix] = color;
|
991
|
+
sbuf[pix] = id;
|
992
|
+
}
|
993
|
+
pix++;
|
994
|
+
if(z > zbuf[pix]) {
|
995
|
+
zbuf[pix] = z;
|
996
|
+
cbuf[pix] = color;
|
997
|
+
sbuf[pix] = id;
|
998
|
+
}
|
999
|
+
pix += xbound;
|
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
|
+
}
|
1012
|
+
}
|
1013
|
+
}
|
1014
|
+
};
|
1015
|
+
|
1016
|
+
/**
|
1017
|
+
Render the given mesh as wireframe.
|
1018
|
+
@private
|
1019
|
+
*/
|
1020
|
+
JSC3D.Viewer.prototype.renderWireframe = function(mesh) {
|
1021
|
+
var w = this.frameWidth;
|
1022
|
+
var h = this.frameHeight;
|
1023
|
+
var xbound = w - 1;
|
1024
|
+
var ybound = h - 1;
|
1025
|
+
var ibuf = mesh.indexBuffer;
|
1026
|
+
var vbuf = mesh.transformedVertexBuffer;
|
1027
|
+
var nbuf = mesh.transformedFaceNormalZBuffer;
|
1028
|
+
var cbuf = this.colorBuffer;
|
1029
|
+
var zbuf = this.zBuffer;
|
1030
|
+
var sbuf = this.selectionBuffer;
|
1031
|
+
var numOfFaces = mesh.faceCount;
|
1032
|
+
var id = mesh.internalId;
|
1033
|
+
var color = mesh.material ? mesh.material.diffuseColor : this.defaultMaterial.diffuseColor;
|
1034
|
+
|
1035
|
+
if(!nbuf || nbuf.length < numOfFaces) {
|
1036
|
+
mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
|
1037
|
+
nbuf = mesh.transformedFaceNormalZBuffer;
|
1038
|
+
}
|
1039
|
+
|
1040
|
+
JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, nbuf);
|
1041
|
+
|
1042
|
+
var i = 0, j = 0;
|
1043
|
+
while(i < numOfFaces) {
|
1044
|
+
var xformedNz = nbuf[i++];
|
1045
|
+
if(mesh.isDoubleSided)
|
1046
|
+
xformedNz = xformedNz > 0 ? xformedNz : -xformedNz;
|
1047
|
+
if(xformedNz < 0) {
|
1048
|
+
do {
|
1049
|
+
} while (ibuf[j++] != -1);
|
1050
|
+
}
|
1051
|
+
else {
|
1052
|
+
var vStart, v0, v1;
|
1053
|
+
v0 = ibuf[j++] * 3;
|
1054
|
+
v1 = ibuf[j++] * 3;
|
1055
|
+
vStart = v0;
|
1056
|
+
|
1057
|
+
var isClosed = false;
|
1058
|
+
while(!isClosed) {
|
1059
|
+
var x0 = ~~(vbuf[v0] + 0.5);
|
1060
|
+
var y0 = ~~(vbuf[v0 + 1] + 0.5);
|
1061
|
+
var z0 = vbuf[v0 + 2];
|
1062
|
+
var x1 = ~~(vbuf[v1] + 0.5);
|
1063
|
+
var y1 = ~~(vbuf[v1 + 1] + 0.5);
|
1064
|
+
var z1 = vbuf[v1 + 2];
|
1065
|
+
|
1066
|
+
var dx = x1 - x0;
|
1067
|
+
var dy = y1 - y0;
|
1068
|
+
var dz = z1 - z0;
|
1069
|
+
|
1070
|
+
var dd;
|
1071
|
+
var xInc, yInc, zInc;
|
1072
|
+
if(Math.abs(dx) > Math.abs(dy)) {
|
1073
|
+
dd = dx;
|
1074
|
+
xInc = dx > 0 ? 1 : -1;
|
1075
|
+
yInc = dx != 0 ? xInc * dy / dx : 0;
|
1076
|
+
zInc = dx != 0 ? xInc * dz / dx : 0;
|
1077
|
+
}
|
1078
|
+
else {
|
1079
|
+
dd = dy;
|
1080
|
+
yInc = dy > 0 ? 1 : -1;
|
1081
|
+
xInc = dy != 0 ? yInc * dx / dy : 0;
|
1082
|
+
zInc = dy != 0 ? yInc * dz / dy : 0;
|
1083
|
+
}
|
1084
|
+
|
1085
|
+
var x = x0;
|
1086
|
+
var y = y0;
|
1087
|
+
var z = z0;
|
1088
|
+
|
1089
|
+
if(dd < 0) {
|
1090
|
+
x = x1;
|
1091
|
+
y = y1;
|
1092
|
+
z = z1;
|
1093
|
+
dd = -dd;
|
1094
|
+
xInc = -xInc;
|
1095
|
+
yInc = -yInc;
|
1096
|
+
zInc = -zInc;
|
1097
|
+
}
|
1098
|
+
|
1099
|
+
for(var k=0; k<dd; k++) {
|
1100
|
+
if(x >=0 && x < xbound && y >=0 && y < ybound) {
|
1101
|
+
var pix = (~~y) * w + (~~x);
|
1102
|
+
if(z > zbuf[pix]) {
|
1103
|
+
zbuf[pix] = z;
|
1104
|
+
cbuf[pix] = color;
|
1105
|
+
sbuf[pix] = id;
|
1106
|
+
}
|
1107
|
+
}
|
1108
|
+
|
1109
|
+
x += xInc;
|
1110
|
+
y += yInc;
|
1111
|
+
z += zInc;
|
1112
|
+
}
|
1113
|
+
|
1114
|
+
if(v1 == vStart) {
|
1115
|
+
isClosed = true;
|
1116
|
+
}
|
1117
|
+
else {
|
1118
|
+
v0 = v1;
|
1119
|
+
|
1120
|
+
if(ibuf[j] != -1) {
|
1121
|
+
v1 = ibuf[j++] * 3;
|
1122
|
+
}
|
1123
|
+
else {
|
1124
|
+
v1 = vStart;
|
1125
|
+
}
|
1126
|
+
}
|
1127
|
+
}
|
1128
|
+
|
1129
|
+
j++;
|
1130
|
+
}
|
1131
|
+
}
|
1132
|
+
};
|
1133
|
+
|
1134
|
+
/**
|
1135
|
+
Render the given mesh as solid object, using flat shading.
|
1136
|
+
@private
|
1137
|
+
*/
|
1138
|
+
JSC3D.Viewer.prototype.renderSolidFlat = function(mesh) {
|
1139
|
+
var w = this.frameWidth;
|
1140
|
+
var h = this.frameHeight;
|
1141
|
+
var ibuf = mesh.indexBuffer;
|
1142
|
+
var vbuf = mesh.transformedVertexBuffer;
|
1143
|
+
var nbuf = mesh.transformedFaceNormalZBuffer;
|
1144
|
+
var cbuf = this.colorBuffer;
|
1145
|
+
var zbuf = this.zBuffer;
|
1146
|
+
var sbuf = this.selectionBuffer;
|
1147
|
+
var numOfFaces = mesh.faceCount;
|
1148
|
+
var id = mesh.internalId;
|
1149
|
+
var material = mesh.material ? mesh.material : this.defaultMaterial;
|
1150
|
+
var palette = material.getPalette();
|
1151
|
+
var isOpaque = material.transparency == 0;
|
1152
|
+
var trans = material.transparency * 255;
|
1153
|
+
var opaci = 255 - trans;
|
1154
|
+
|
1155
|
+
// skip this mesh if it is completely transparent
|
1156
|
+
if(material.transparency == 1)
|
1157
|
+
return;
|
1158
|
+
|
1159
|
+
if(!nbuf || nbuf.length < numOfFaces) {
|
1160
|
+
mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
|
1161
|
+
nbuf = mesh.transformedFaceNormalZBuffer;
|
1162
|
+
}
|
1163
|
+
|
1164
|
+
JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, nbuf);
|
1165
|
+
|
1166
|
+
var Xs = new Array(3);
|
1167
|
+
var Ys = new Array(3);
|
1168
|
+
var Zs = new Array(3);
|
1169
|
+
var i = 0, j = 0;
|
1170
|
+
while(i < numOfFaces) {
|
1171
|
+
var xformedNz = nbuf[i++];
|
1172
|
+
if(mesh.isDoubleSided)
|
1173
|
+
xformedNz = xformedNz > 0 ? xformedNz : -xformedNz;
|
1174
|
+
if(xformedNz < 0) {
|
1175
|
+
do {
|
1176
|
+
} while (ibuf[j++] != -1);
|
1177
|
+
}
|
1178
|
+
else {
|
1179
|
+
var color = palette[~~(xformedNz * 255)];
|
1180
|
+
|
1181
|
+
var v0, v1, v2;
|
1182
|
+
v0 = ibuf[j++] * 3;
|
1183
|
+
v1 = ibuf[j++] * 3;
|
1184
|
+
|
1185
|
+
do {
|
1186
|
+
v2 = ibuf[j++] * 3;
|
1187
|
+
|
1188
|
+
Xs[0] = ~~(vbuf[v0] + 0.5);
|
1189
|
+
Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
|
1190
|
+
Zs[0] = vbuf[v0 + 2];
|
1191
|
+
Xs[1] = ~~(vbuf[v1] + 0.5);
|
1192
|
+
Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
|
1193
|
+
Zs[1] = vbuf[v1 + 2];
|
1194
|
+
Xs[2] = ~~(vbuf[v2] + 0.5);
|
1195
|
+
Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
|
1196
|
+
Zs[2] = vbuf[v2 + 2];
|
1197
|
+
|
1198
|
+
var high = Ys[0] < Ys[1] ? 0 : 1;
|
1199
|
+
high = Ys[high] < Ys[2] ? high : 2;
|
1200
|
+
var low = Ys[0] > Ys[1] ? 0 : 1;
|
1201
|
+
low = Ys[low] > Ys[2] ? low : 2;
|
1202
|
+
var mid = 3 - low - high;
|
1203
|
+
|
1204
|
+
if(high != low) {
|
1205
|
+
var x0 = Xs[low];
|
1206
|
+
var z0 = Zs[low];
|
1207
|
+
var dy0 = Ys[low] - Ys[high];
|
1208
|
+
dy0 = dy0 != 0 ? dy0 : 1;
|
1209
|
+
var xStep0 = (Xs[low] - Xs[high]) / dy0;
|
1210
|
+
var zStep0 = (Zs[low] - Zs[high]) / dy0;
|
1211
|
+
|
1212
|
+
var x1 = Xs[low];
|
1213
|
+
var z1 = Zs[low];
|
1214
|
+
var dy1 = Ys[low] - Ys[mid];
|
1215
|
+
dy1 = dy1 != 0 ? dy1 : 1;
|
1216
|
+
var xStep1 = (Xs[low] - Xs[mid]) / dy1;
|
1217
|
+
var zStep1 = (Zs[low] - Zs[mid]) / dy1;
|
1218
|
+
|
1219
|
+
var x2 = Xs[mid];
|
1220
|
+
var z2 = Zs[mid];
|
1221
|
+
var dy2 = Ys[mid] - Ys[high];
|
1222
|
+
dy2 = dy2 != 0 ? dy2 : 1;
|
1223
|
+
var xStep2 = (Xs[mid] - Xs[high]) / dy2;
|
1224
|
+
var zStep2 = (Zs[mid] - Zs[high]) / dy2;
|
1225
|
+
|
1226
|
+
var linebase = Ys[low] * w;
|
1227
|
+
for(var y=Ys[low]; y>Ys[high]; y--) {
|
1228
|
+
if(y >=0 && y < h) {
|
1229
|
+
var xLeft = ~~x0;
|
1230
|
+
var zLeft = z0;
|
1231
|
+
var xRight, zRight;
|
1232
|
+
if(y > Ys[mid]) {
|
1233
|
+
xRight = ~~x1;
|
1234
|
+
zRight = z1;
|
1235
|
+
}
|
1236
|
+
else {
|
1237
|
+
xRight = ~~x2;
|
1238
|
+
zRight = z2;
|
1239
|
+
}
|
1240
|
+
|
1241
|
+
if(xLeft > xRight) {
|
1242
|
+
var temp;
|
1243
|
+
temp = xLeft;
|
1244
|
+
xLeft = xRight;
|
1245
|
+
xRight = temp;
|
1246
|
+
temp = zLeft;
|
1247
|
+
zLeft = zRight;
|
1248
|
+
zRight = temp;
|
1249
|
+
}
|
1250
|
+
|
1251
|
+
if(xLeft < 0)
|
1252
|
+
xLeft = 0;
|
1253
|
+
if(xRight >= w)
|
1254
|
+
xRight = w - 1;
|
1255
|
+
|
1256
|
+
var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
|
1257
|
+
var pix = linebase + xLeft;
|
1258
|
+
if(isOpaque) {
|
1259
|
+
for(var x=xLeft, z=zLeft; x<=xRight; x++, z+=zInc) {
|
1260
|
+
if(z > zbuf[pix]) {
|
1261
|
+
zbuf[pix] = z;
|
1262
|
+
cbuf[pix] = color;
|
1263
|
+
sbuf[pix] = id;
|
1264
|
+
}
|
1265
|
+
pix++;
|
1266
|
+
}
|
1267
|
+
}
|
1268
|
+
else {
|
1269
|
+
for(var x=xLeft, z=zLeft; x<xRight; x++, z+=zInc) {
|
1270
|
+
if(z > zbuf[pix]) {
|
1271
|
+
var foreColor = color;
|
1272
|
+
var backColor = cbuf[pix];
|
1273
|
+
var rr = ((backColor & 0xff0000) * trans + (foreColor & 0xff0000) * opaci) >> 8;
|
1274
|
+
var gg = ((backColor & 0xff00) * trans + (foreColor & 0xff00) * opaci) >> 8;
|
1275
|
+
var bb = ((backColor & 0xff) * trans + (foreColor & 0xff) * opaci) >> 8;
|
1276
|
+
cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
|
1277
|
+
sbuf[pix] = id;
|
1278
|
+
}
|
1279
|
+
pix++;
|
1280
|
+
}
|
1281
|
+
}
|
1282
|
+
}
|
1283
|
+
|
1284
|
+
// step up to next scanline
|
1285
|
+
//
|
1286
|
+
x0 -= xStep0;
|
1287
|
+
z0 -= zStep0;
|
1288
|
+
if(y > Ys[mid]) {
|
1289
|
+
x1 -= xStep1;
|
1290
|
+
z1 -= zStep1;
|
1291
|
+
}
|
1292
|
+
else {
|
1293
|
+
x2 -= xStep2;
|
1294
|
+
z2 -= zStep2;
|
1295
|
+
}
|
1296
|
+
linebase -= w;
|
1297
|
+
}
|
1298
|
+
}
|
1299
|
+
|
1300
|
+
v1 = v2;
|
1301
|
+
} while (ibuf[j] != -1);
|
1302
|
+
|
1303
|
+
j++;
|
1304
|
+
}
|
1305
|
+
}
|
1306
|
+
};
|
1307
|
+
|
1308
|
+
/**
|
1309
|
+
Render the given mesh as solid object, using smooth shading.
|
1310
|
+
@private
|
1311
|
+
*/
|
1312
|
+
JSC3D.Viewer.prototype.renderSolidSmooth = function(mesh) {
|
1313
|
+
var w = this.frameWidth;
|
1314
|
+
var h = this.frameHeight;
|
1315
|
+
var ibuf = mesh.indexBuffer;
|
1316
|
+
var vbuf = mesh.transformedVertexBuffer;
|
1317
|
+
var vnbuf = mesh.transformedVertexNormalZBuffer;
|
1318
|
+
var fnbuf = mesh.transformedFaceNormalZBuffer;
|
1319
|
+
var cbuf = this.colorBuffer;
|
1320
|
+
var zbuf = this.zBuffer;
|
1321
|
+
var sbuf = this.selectionBuffer;
|
1322
|
+
var numOfFaces = mesh.faceCount;
|
1323
|
+
var numOfVertices = vbuf.length / 3;
|
1324
|
+
var id = mesh.internalId;
|
1325
|
+
var material = mesh.material ? mesh.material : this.defaultMaterial;
|
1326
|
+
var palette = material.getPalette();
|
1327
|
+
var isOpaque = material.transparency == 0;
|
1328
|
+
var trans = material.transparency * 255;
|
1329
|
+
var opaci = 255 - trans;
|
1330
|
+
|
1331
|
+
// skip this mesh if it is completely transparent
|
1332
|
+
if(material.transparency == 1)
|
1333
|
+
return;
|
1334
|
+
|
1335
|
+
if(!vnbuf || vnbuf.length < numOfVertices) {
|
1336
|
+
mesh.transformedVertexNormalZBuffer = new Array(numOfVertices);
|
1337
|
+
vnbuf = mesh.transformedVertexNormalZBuffer;
|
1338
|
+
}
|
1339
|
+
|
1340
|
+
if(!fnbuf || fnbuf.length < numOfFaces) {
|
1341
|
+
mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
|
1342
|
+
fnbuf = mesh.transformedFaceNormalZBuffer;
|
1343
|
+
}
|
1344
|
+
|
1345
|
+
JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.vertexNormalBuffer, vnbuf);
|
1346
|
+
JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, fnbuf);
|
1347
|
+
|
1348
|
+
var isDoubleSided = mesh.isDoubleSided;
|
1349
|
+
|
1350
|
+
var Xs = new Array(3);
|
1351
|
+
var Ys = new Array(3);
|
1352
|
+
var Zs = new Array(3);
|
1353
|
+
var Ns = new Array(3);
|
1354
|
+
var i = 0, j = 0;
|
1355
|
+
while(i < numOfFaces) {
|
1356
|
+
var xformedFNz = fnbuf[i++];
|
1357
|
+
if(isDoubleSided)
|
1358
|
+
xformedFNz = xformedFNz > 0 ? xformedFNz : -xformedFNz;
|
1359
|
+
if(xformedFNz < 0) {
|
1360
|
+
do {
|
1361
|
+
} while (ibuf[j++] != -1);
|
1362
|
+
}
|
1363
|
+
else {
|
1364
|
+
var i0, i1, i2;
|
1365
|
+
var v0, v1, v2;
|
1366
|
+
i0 = ibuf[j++];
|
1367
|
+
v0 = i0 * 3;
|
1368
|
+
i1 = ibuf[j++];
|
1369
|
+
v1 = i1 * 3;
|
1370
|
+
|
1371
|
+
do {
|
1372
|
+
i2 = ibuf[j++];
|
1373
|
+
v2 = i2 * 3;
|
1374
|
+
|
1375
|
+
Xs[0] = ~~(vbuf[v0] + 0.5);
|
1376
|
+
Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
|
1377
|
+
Zs[0] = vbuf[v0 + 2];
|
1378
|
+
Xs[1] = ~~(vbuf[v1] + 0.5);
|
1379
|
+
Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
|
1380
|
+
Zs[1] = vbuf[v1 + 2];
|
1381
|
+
Xs[2] = ~~(vbuf[v2] + 0.5);
|
1382
|
+
Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
|
1383
|
+
Zs[2] = vbuf[v2 + 2];
|
1384
|
+
|
1385
|
+
Ns[0] = vnbuf[i0];
|
1386
|
+
Ns[1] = vnbuf[i1];
|
1387
|
+
Ns[2] = vnbuf[i2];
|
1388
|
+
if(isDoubleSided) {
|
1389
|
+
if(Ns[0] < 0)
|
1390
|
+
Ns[0] = -Ns[0];
|
1391
|
+
if(Ns[1] < 0)
|
1392
|
+
Ns[1] = -Ns[1];
|
1393
|
+
if(Ns[2] < 0)
|
1394
|
+
Ns[2] = -Ns[2];
|
1395
|
+
}
|
1396
|
+
|
1397
|
+
var high = Ys[0] < Ys[1] ? 0 : 1;
|
1398
|
+
high = Ys[high] < Ys[2] ? high : 2;
|
1399
|
+
var low = Ys[0] > Ys[1] ? 0 : 1;
|
1400
|
+
low = Ys[low] > Ys[2] ? low : 2;
|
1401
|
+
var mid = 3 - low - high;
|
1402
|
+
|
1403
|
+
if(high != low) {
|
1404
|
+
var x0 = Xs[low];
|
1405
|
+
var z0 = Zs[low];
|
1406
|
+
var n0 = Ns[low] * 255;
|
1407
|
+
var dy0 = Ys[low] - Ys[high];
|
1408
|
+
dy0 = dy0 != 0 ? dy0 : 1;
|
1409
|
+
var xStep0 = (Xs[low] - Xs[high]) / dy0;
|
1410
|
+
var zStep0 = (Zs[low] - Zs[high]) / dy0;
|
1411
|
+
var nStep0 = (Ns[low] - Ns[high]) * 255 / dy0;
|
1412
|
+
|
1413
|
+
var x1 = Xs[low];
|
1414
|
+
var z1 = Zs[low];
|
1415
|
+
var n1 = Ns[low] * 255;
|
1416
|
+
var dy1 = Ys[low] - Ys[mid];
|
1417
|
+
dy1 = dy1 != 0 ? dy1 : 1;
|
1418
|
+
var xStep1 = (Xs[low] - Xs[mid]) / dy1;
|
1419
|
+
var zStep1 = (Zs[low] - Zs[mid]) / dy1;
|
1420
|
+
var nStep1 = (Ns[low] - Ns[mid]) * 255 / dy1;
|
1421
|
+
|
1422
|
+
var x2 = Xs[mid];
|
1423
|
+
var z2 = Zs[mid];
|
1424
|
+
var n2 = Ns[mid] * 255;
|
1425
|
+
var dy2 = Ys[mid] - Ys[high];
|
1426
|
+
dy2 = dy2 != 0 ? dy2 : 1;
|
1427
|
+
var xStep2 = (Xs[mid] - Xs[high]) / dy2;
|
1428
|
+
var zStep2 = (Zs[mid] - Zs[high]) / dy2;
|
1429
|
+
var nStep2 = (Ns[mid] - Ns[high]) * 255 / dy2;
|
1430
|
+
|
1431
|
+
var linebase = Ys[low] * w;
|
1432
|
+
for(var y=Ys[low]; y>Ys[high]; y--) {
|
1433
|
+
if(y >=0 && y < h) {
|
1434
|
+
var xLeft = ~~x0;
|
1435
|
+
var zLeft = z0;
|
1436
|
+
var nLeft = n0;
|
1437
|
+
var xRight, zRight, nRight;
|
1438
|
+
if(y > Ys[mid]) {
|
1439
|
+
xRight = ~~x1;
|
1440
|
+
zRight = z1;
|
1441
|
+
nRight = n1;
|
1442
|
+
}
|
1443
|
+
else {
|
1444
|
+
xRight = ~~x2;
|
1445
|
+
zRight = z2;
|
1446
|
+
nRight = n2;
|
1447
|
+
}
|
1448
|
+
|
1449
|
+
if(xLeft > xRight) {
|
1450
|
+
var temp;
|
1451
|
+
temp = xLeft;
|
1452
|
+
xLeft = xRight;
|
1453
|
+
xRight = temp;
|
1454
|
+
temp = zLeft;
|
1455
|
+
zLeft = zRight;
|
1456
|
+
zRight = temp;
|
1457
|
+
temp = nLeft;
|
1458
|
+
nLeft = nRight;
|
1459
|
+
nRight = temp;
|
1460
|
+
}
|
1461
|
+
|
1462
|
+
var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
|
1463
|
+
var nInc = (xLeft != xRight) ? ((nRight - nLeft) / (xRight - xLeft)) : 1;
|
1464
|
+
if(xLeft < 0) {
|
1465
|
+
zLeft -= xLeft * zInc;
|
1466
|
+
nLeft -= xLeft * nInc;
|
1467
|
+
xLeft = 0;
|
1468
|
+
}
|
1469
|
+
if(xRight >= w) {
|
1470
|
+
xRight = w - 1;
|
1471
|
+
}
|
1472
|
+
var pix = linebase + xLeft;
|
1473
|
+
if(isOpaque) {
|
1474
|
+
for(var x=xLeft, z=zLeft, n=nLeft; x<=xRight; x++, z+=zInc, n+=nInc) {
|
1475
|
+
if(z > zbuf[pix]) {
|
1476
|
+
zbuf[pix] = z;
|
1477
|
+
cbuf[pix] = palette[n > 0 ? (~~n) : 0];
|
1478
|
+
sbuf[pix] = id;
|
1479
|
+
}
|
1480
|
+
pix++;
|
1481
|
+
}
|
1482
|
+
}
|
1483
|
+
else {
|
1484
|
+
for(var x=xLeft, z=zLeft, n=nLeft; x<xRight; x++, z+=zInc, n+=nInc) {
|
1485
|
+
if(z > zbuf[pix]) {
|
1486
|
+
var foreColor = palette[n > 0 ? (~~n) : 0];
|
1487
|
+
var backColor = cbuf[pix];
|
1488
|
+
var rr = ((backColor & 0xff0000) * trans + (foreColor & 0xff0000) * opaci) >> 8;
|
1489
|
+
var gg = ((backColor & 0xff00) * trans + (foreColor & 0xff00) * opaci) >> 8;
|
1490
|
+
var bb = ((backColor & 0xff) * trans + (foreColor & 0xff) * opaci) >> 8;
|
1491
|
+
cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
|
1492
|
+
sbuf[pix] = id;
|
1493
|
+
}
|
1494
|
+
pix++;
|
1495
|
+
}
|
1496
|
+
}
|
1497
|
+
}
|
1498
|
+
|
1499
|
+
// step up to next scanline
|
1500
|
+
//
|
1501
|
+
x0 -= xStep0;
|
1502
|
+
z0 -= zStep0;
|
1503
|
+
n0 -= nStep0;
|
1504
|
+
if(y > Ys[mid]) {
|
1505
|
+
x1 -= xStep1;
|
1506
|
+
z1 -= zStep1;
|
1507
|
+
n1 -= nStep1;
|
1508
|
+
}
|
1509
|
+
else {
|
1510
|
+
x2 -= xStep2;
|
1511
|
+
z2 -= zStep2;
|
1512
|
+
n2 -= nStep2;
|
1513
|
+
}
|
1514
|
+
linebase -= w;
|
1515
|
+
}
|
1516
|
+
}
|
1517
|
+
|
1518
|
+
v1 = v2;
|
1519
|
+
i1 = i2;
|
1520
|
+
} while (ibuf[j] != -1);
|
1521
|
+
|
1522
|
+
j++;
|
1523
|
+
}
|
1524
|
+
}
|
1525
|
+
};
|
1526
|
+
|
1527
|
+
/**
|
1528
|
+
Render the given mesh as textured object, with no lightings.
|
1529
|
+
@private
|
1530
|
+
*/
|
1531
|
+
JSC3D.Viewer.prototype.renderSolidTexture = function(mesh) {
|
1532
|
+
var w = this.frameWidth;
|
1533
|
+
var h = this.frameHeight;
|
1534
|
+
var ibuf = mesh.indexBuffer;
|
1535
|
+
var vbuf = mesh.transformedVertexBuffer;
|
1536
|
+
var nbuf = mesh.transformedFaceNormalZBuffer;
|
1537
|
+
var cbuf = this.colorBuffer;
|
1538
|
+
var zbuf = this.zBuffer;
|
1539
|
+
var sbuf = this.selectionBuffer;
|
1540
|
+
var numOfFaces = mesh.faceCount;
|
1541
|
+
var id = mesh.internalId;
|
1542
|
+
var texture = mesh.texture;
|
1543
|
+
var isOpaque = !texture.hasTransparency;
|
1544
|
+
var tbuf = mesh.texCoordBuffer;
|
1545
|
+
var tibuf = mesh.texCoordIndexBuffer;
|
1546
|
+
var tdata = texture.data;
|
1547
|
+
var tdim = texture.width;
|
1548
|
+
var tbound = tdim - 1;
|
1549
|
+
var mipmaps = texture.hasMipmap() ? texture.mipmaps : null;
|
1550
|
+
var mipentries = mipmaps ? texture.mipentries : null;
|
1551
|
+
|
1552
|
+
if(!nbuf || nbuf.length < numOfFaces) {
|
1553
|
+
mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
|
1554
|
+
nbuf = mesh.transformedFaceNormalZBuffer;
|
1555
|
+
}
|
1556
|
+
|
1557
|
+
JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, nbuf);
|
1558
|
+
|
1559
|
+
var Xs = new Array(3);
|
1560
|
+
var Ys = new Array(3);
|
1561
|
+
var Zs = new Array(3);
|
1562
|
+
var THs = new Array(3);
|
1563
|
+
var TVs = new Array(3);
|
1564
|
+
var i = 0, j = 0;
|
1565
|
+
while(i < numOfFaces) {
|
1566
|
+
var xformedNz = nbuf[i++];
|
1567
|
+
if(mesh.isDoubleSided)
|
1568
|
+
xformedNz = xformedNz > 0 ? xformedNz : -xformedNz;
|
1569
|
+
if(xformedNz < 0) {
|
1570
|
+
do {
|
1571
|
+
} while (ibuf[j++] != -1);
|
1572
|
+
}
|
1573
|
+
else {
|
1574
|
+
var v0, v1, v2;
|
1575
|
+
var t0, t1, t2;
|
1576
|
+
v0 = ibuf[j] * 3;
|
1577
|
+
t0 = tibuf[j] * 2;
|
1578
|
+
j++;
|
1579
|
+
v1 = ibuf[j] * 3;
|
1580
|
+
t1 = tibuf[j] * 2;
|
1581
|
+
j++;
|
1582
|
+
|
1583
|
+
// select an appropriate mip-map level for texturing
|
1584
|
+
//
|
1585
|
+
if(mipmaps) {
|
1586
|
+
v2 = ibuf[j] * 3;
|
1587
|
+
t2 = tibuf[j] * 2;
|
1588
|
+
|
1589
|
+
tdim = texture.width;
|
1590
|
+
|
1591
|
+
Xs[0] = vbuf[v0];
|
1592
|
+
Ys[0] = vbuf[v0 + 1];
|
1593
|
+
Xs[1] = vbuf[v1];
|
1594
|
+
Ys[1] = vbuf[v1 + 1];
|
1595
|
+
Xs[2] = vbuf[v2];
|
1596
|
+
Ys[2] = vbuf[v2 + 1];
|
1597
|
+
|
1598
|
+
THs[0] = tbuf[t0] * tdim;
|
1599
|
+
TVs[0] = tbuf[t0 + 1] * tdim;
|
1600
|
+
THs[1] = tbuf[t1] * tdim;
|
1601
|
+
TVs[1] = tbuf[t1 + 1] * tdim;
|
1602
|
+
THs[2] = tbuf[t2] * tdim;
|
1603
|
+
TVs[2] = tbuf[t2 + 1] * tdim;
|
1604
|
+
|
1605
|
+
var faceArea = (Xs[1] - Xs[0]) * (Ys[2] - Ys[0]) - (Ys[1] - Ys[0]) * (Xs[2] - Xs[0]);
|
1606
|
+
if(faceArea < 0)
|
1607
|
+
faceArea = -faceArea;
|
1608
|
+
faceArea += 1;
|
1609
|
+
var texArea = (THs[1] - THs[0]) * (TVs[2] - TVs[0]) - (TVs[1] - TVs[0]) * (THs[2] - THs[0]);
|
1610
|
+
if(texArea < 0)
|
1611
|
+
texArea = -texArea;
|
1612
|
+
var mipRatio = texArea / faceArea;
|
1613
|
+
|
1614
|
+
var level = 0;
|
1615
|
+
if(mipRatio < mipentries[1])
|
1616
|
+
level = 0;
|
1617
|
+
else if(mipRatio >= mipentries[mipentries.length - 1]) {
|
1618
|
+
level = mipentries.length - 1;
|
1619
|
+
tdim = 1;
|
1620
|
+
}
|
1621
|
+
else {
|
1622
|
+
while(mipRatio >= mipentries[level+1]) {
|
1623
|
+
level++;
|
1624
|
+
tdim /= 2;
|
1625
|
+
}
|
1626
|
+
}
|
1627
|
+
|
1628
|
+
tdata = mipmaps[level];
|
1629
|
+
tbound = tdim - 1;
|
1630
|
+
}
|
1631
|
+
|
1632
|
+
do {
|
1633
|
+
v2 = ibuf[j] * 3;
|
1634
|
+
t2 = tibuf[j] * 2;
|
1635
|
+
j++;
|
1636
|
+
|
1637
|
+
Xs[0] = ~~(vbuf[v0] + 0.5);
|
1638
|
+
Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
|
1639
|
+
Zs[0] = vbuf[v0 + 2];
|
1640
|
+
Xs[1] = ~~(vbuf[v1] + 0.5);
|
1641
|
+
Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
|
1642
|
+
Zs[1] = vbuf[v1 + 2];
|
1643
|
+
Xs[2] = ~~(vbuf[v2] + 0.5);
|
1644
|
+
Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
|
1645
|
+
Zs[2] = vbuf[v2 + 2];
|
1646
|
+
|
1647
|
+
THs[0] = tbuf[t0] * tdim;
|
1648
|
+
TVs[0] = tbuf[t0 + 1] * tdim;
|
1649
|
+
THs[1] = tbuf[t1] * tdim;
|
1650
|
+
TVs[1] = tbuf[t1 + 1] * tdim;
|
1651
|
+
THs[2] = tbuf[t2] * tdim;
|
1652
|
+
TVs[2] = tbuf[t2 + 1] * tdim;
|
1653
|
+
|
1654
|
+
var high = Ys[0] < Ys[1] ? 0 : 1;
|
1655
|
+
high = Ys[high] < Ys[2] ? high : 2;
|
1656
|
+
var low = Ys[0] > Ys[1] ? 0 : 1;
|
1657
|
+
low = Ys[low] > Ys[2] ? low : 2;
|
1658
|
+
var mid = 3 - low - high;
|
1659
|
+
|
1660
|
+
if(high != low) {
|
1661
|
+
var x0 = Xs[low];
|
1662
|
+
var z0 = Zs[low];
|
1663
|
+
var th0 = THs[low];
|
1664
|
+
var tv0 = TVs[low];
|
1665
|
+
var dy0 = Ys[low] - Ys[high];
|
1666
|
+
dy0 = dy0 != 0 ? dy0 : 1;
|
1667
|
+
var xStep0 = (Xs[low] - Xs[high]) / dy0;
|
1668
|
+
var zStep0 = (Zs[low] - Zs[high]) / dy0;
|
1669
|
+
var thStep0 = (THs[low] - THs[high]) / dy0;
|
1670
|
+
var tvStep0 = (TVs[low] - TVs[high]) / dy0;
|
1671
|
+
|
1672
|
+
var x1 = Xs[low];
|
1673
|
+
var z1 = Zs[low];
|
1674
|
+
var th1 = THs[low];
|
1675
|
+
var tv1 = TVs[low];
|
1676
|
+
var dy1 = Ys[low] - Ys[mid];
|
1677
|
+
dy1 = dy1 != 0 ? dy1 : 1;
|
1678
|
+
var xStep1 = (Xs[low] - Xs[mid]) / dy1;
|
1679
|
+
var zStep1 = (Zs[low] - Zs[mid]) / dy1;
|
1680
|
+
var thStep1 = (THs[low] - THs[mid]) / dy1;
|
1681
|
+
var tvStep1 = (TVs[low] - TVs[mid]) / dy1;
|
1682
|
+
|
1683
|
+
var x2 = Xs[mid];
|
1684
|
+
var z2 = Zs[mid];
|
1685
|
+
var th2 = THs[mid];
|
1686
|
+
var tv2 = TVs[mid];
|
1687
|
+
var dy2 = Ys[mid] - Ys[high];
|
1688
|
+
dy2 = dy2 != 0 ? dy2 : 1;
|
1689
|
+
var xStep2 = (Xs[mid] - Xs[high]) / dy2;
|
1690
|
+
var zStep2 = (Zs[mid] - Zs[high]) / dy2;
|
1691
|
+
var thStep2 = (THs[mid] - THs[high]) / dy2;
|
1692
|
+
var tvStep2 = (TVs[mid] - TVs[high]) / dy2;
|
1693
|
+
|
1694
|
+
var linebase = Ys[low] * w;
|
1695
|
+
for(var y=Ys[low]; y>Ys[high]; y--) {
|
1696
|
+
if(y >=0 && y < h) {
|
1697
|
+
var xLeft = ~~x0;
|
1698
|
+
var zLeft = z0;
|
1699
|
+
var thLeft = th0;
|
1700
|
+
var tvLeft = tv0;
|
1701
|
+
var xRight, zRight, thRight, tvRight;
|
1702
|
+
if(y > Ys[mid]) {
|
1703
|
+
xRight = ~~x1;
|
1704
|
+
zRight = z1;
|
1705
|
+
thRight = th1;
|
1706
|
+
tvRight = tv1;
|
1707
|
+
}
|
1708
|
+
else {
|
1709
|
+
xRight = ~~x2;
|
1710
|
+
zRight = z2;
|
1711
|
+
thRight = th2;
|
1712
|
+
tvRight = tv2;
|
1713
|
+
}
|
1714
|
+
|
1715
|
+
if(xLeft > xRight) {
|
1716
|
+
var temp;
|
1717
|
+
temp = xLeft;
|
1718
|
+
xLeft = xRight;
|
1719
|
+
xRight = temp;
|
1720
|
+
temp = zLeft;
|
1721
|
+
zLeft = zRight;
|
1722
|
+
zRight = temp;
|
1723
|
+
temp = thLeft;
|
1724
|
+
thLeft = thRight;
|
1725
|
+
thRight = temp;
|
1726
|
+
temp = tvLeft;
|
1727
|
+
tvLeft = tvRight;
|
1728
|
+
tvRight = temp;
|
1729
|
+
}
|
1730
|
+
|
1731
|
+
var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
|
1732
|
+
var thInc = (xLeft != xRight) ? ((thRight - thLeft) / (xRight - xLeft)) : 1;
|
1733
|
+
var tvInc = (xLeft != xRight) ? ((tvRight - tvLeft) / (xRight - xLeft)) : 1;
|
1734
|
+
|
1735
|
+
if(xLeft < 0) {
|
1736
|
+
zLeft -= xLeft * zInc;
|
1737
|
+
thLeft -= xLeft * thInc;
|
1738
|
+
tvLeft -= xLeft * tvInc;
|
1739
|
+
xLeft = 0;
|
1740
|
+
}
|
1741
|
+
if(xRight >= w)
|
1742
|
+
xRight = w - 1;
|
1743
|
+
|
1744
|
+
var pix = linebase + xLeft;
|
1745
|
+
if(isOpaque) {
|
1746
|
+
for(var x=xLeft, z=zLeft, th=thLeft, tv=tvLeft; x<=xRight; x++, z+=zInc, th+=thInc, tv+=tvInc) {
|
1747
|
+
if(z > zbuf[pix]) {
|
1748
|
+
zbuf[pix] = z;
|
1749
|
+
cbuf[pix] = tdata[(tv & tbound) * tdim + (th & tbound)];
|
1750
|
+
sbuf[pix] = id;
|
1751
|
+
}
|
1752
|
+
pix++;
|
1753
|
+
}
|
1754
|
+
}
|
1755
|
+
else {
|
1756
|
+
for(var x=xLeft, z=zLeft, th=thLeft, tv=tvLeft; x<xRight; x++, z+=zInc, th+=thInc, tv+=tvInc) {
|
1757
|
+
if(z > zbuf[pix]) {
|
1758
|
+
var foreColor = tdata[(tv & tbound) * tdim + (th & tbound)];
|
1759
|
+
var backColor = cbuf[pix];
|
1760
|
+
var opaci = (foreColor >> 24) & 0xff;
|
1761
|
+
var trans = 255 - opaci;
|
1762
|
+
var rr = ((backColor & 0xff0000) * trans + (foreColor & 0xff0000) * opaci) >> 8;
|
1763
|
+
var gg = ((backColor & 0xff00) * trans + (foreColor & 0xff00) * opaci) >> 8;
|
1764
|
+
var bb = ((backColor & 0xff) * trans + (foreColor & 0xff) * opaci) >> 8;
|
1765
|
+
cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
|
1766
|
+
sbuf[pix] = id;
|
1767
|
+
}
|
1768
|
+
pix++;
|
1769
|
+
}
|
1770
|
+
}
|
1771
|
+
}
|
1772
|
+
|
1773
|
+
// step up to next scanline
|
1774
|
+
//
|
1775
|
+
x0 -= xStep0;
|
1776
|
+
z0 -= zStep0;
|
1777
|
+
th0 -= thStep0;
|
1778
|
+
tv0 -= tvStep0;
|
1779
|
+
if(y > Ys[mid]) {
|
1780
|
+
x1 -= xStep1;
|
1781
|
+
z1 -= zStep1;
|
1782
|
+
th1 -= thStep1;
|
1783
|
+
tv1 -= tvStep1;
|
1784
|
+
}
|
1785
|
+
else {
|
1786
|
+
x2 -= xStep2;
|
1787
|
+
z2 -= zStep2;
|
1788
|
+
th2 -= thStep2;
|
1789
|
+
tv2 -= tvStep2;
|
1790
|
+
}
|
1791
|
+
linebase -= w;
|
1792
|
+
}
|
1793
|
+
}
|
1794
|
+
|
1795
|
+
v1 = v2;
|
1796
|
+
t1 = t2;
|
1797
|
+
} while (ibuf[j] != -1);
|
1798
|
+
|
1799
|
+
j++;
|
1800
|
+
}
|
1801
|
+
}
|
1802
|
+
};
|
1803
|
+
|
1804
|
+
/**
|
1805
|
+
Render the given mesh as textured object. Lighting will be calculated per face.
|
1806
|
+
@private
|
1807
|
+
*/
|
1808
|
+
JSC3D.Viewer.prototype.renderTextureFlat = function(mesh) {
|
1809
|
+
var w = this.frameWidth;
|
1810
|
+
var h = this.frameHeight;
|
1811
|
+
var ibuf = mesh.indexBuffer;
|
1812
|
+
var vbuf = mesh.transformedVertexBuffer;
|
1813
|
+
var nbuf = mesh.transformedFaceNormalZBuffer;
|
1814
|
+
var cbuf = this.colorBuffer;
|
1815
|
+
var zbuf = this.zBuffer;
|
1816
|
+
var sbuf = this.selectionBuffer;
|
1817
|
+
var numOfFaces = mesh.faceCount;
|
1818
|
+
var id = mesh.internalId;
|
1819
|
+
var material = mesh.material ? mesh.material : this.defaultMaterial;
|
1820
|
+
var palette = material.getPalette();
|
1821
|
+
var texture = mesh.texture;
|
1822
|
+
var isOpaque = (material.transparency == 0) && !texture.hasTransparency;
|
1823
|
+
var matOpacity = ~~((1 - material.transparency) * 255);
|
1824
|
+
var tbuf = mesh.texCoordBuffer;
|
1825
|
+
var tibuf = mesh.texCoordIndexBuffer;
|
1826
|
+
var tdata = texture.data;
|
1827
|
+
var tdim = texture.width;
|
1828
|
+
var tbound = tdim - 1;
|
1829
|
+
var mipmaps = texture.hasMipmap() ? texture.mipmaps : null;
|
1830
|
+
var mipentries = mipmaps ? texture.mipentries : null;
|
1831
|
+
|
1832
|
+
// skip this mesh if it is completely transparent
|
1833
|
+
if(material.transparency == 1)
|
1834
|
+
return;
|
1835
|
+
|
1836
|
+
if(!nbuf || nbuf.length < numOfFaces) {
|
1837
|
+
mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
|
1838
|
+
nbuf = mesh.transformedFaceNormalZBuffer;
|
1839
|
+
}
|
1840
|
+
|
1841
|
+
JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, nbuf);
|
1842
|
+
|
1843
|
+
var Xs = new Array(3);
|
1844
|
+
var Ys = new Array(3);
|
1845
|
+
var Zs = new Array(3);
|
1846
|
+
var THs = new Array(3);
|
1847
|
+
var TVs = new Array(3);
|
1848
|
+
var i = 0, j = 0;
|
1849
|
+
while(i < numOfFaces) {
|
1850
|
+
var xformedNz = nbuf[i++];
|
1851
|
+
if(mesh.isDoubleSided)
|
1852
|
+
xformedNz = xformedNz > 0 ? xformedNz : -xformedNz;
|
1853
|
+
if(xformedNz < 0) {
|
1854
|
+
do {
|
1855
|
+
} while (ibuf[j++] != -1);
|
1856
|
+
}
|
1857
|
+
else {
|
1858
|
+
var color = palette[~~(xformedNz * 255)];
|
1859
|
+
|
1860
|
+
var v0, v1, v2;
|
1861
|
+
var t0, t1, t2;
|
1862
|
+
v0 = ibuf[j] * 3;
|
1863
|
+
t0 = tibuf[j] * 2;
|
1864
|
+
j++;
|
1865
|
+
v1 = ibuf[j] * 3;
|
1866
|
+
t1 = tibuf[j] * 2;
|
1867
|
+
j++;
|
1868
|
+
|
1869
|
+
if(mipmaps) {
|
1870
|
+
v2 = ibuf[j] * 3;
|
1871
|
+
t2 = tibuf[j] * 2;
|
1872
|
+
|
1873
|
+
tdim = texture.width;
|
1874
|
+
|
1875
|
+
Xs[0] = vbuf[v0];
|
1876
|
+
Ys[0] = vbuf[v0 + 1];
|
1877
|
+
Xs[1] = vbuf[v1];
|
1878
|
+
Ys[1] = vbuf[v1 + 1];
|
1879
|
+
Xs[2] = vbuf[v2];
|
1880
|
+
Ys[2] = vbuf[v2 + 1];
|
1881
|
+
|
1882
|
+
THs[0] = tbuf[t0] * tdim;
|
1883
|
+
TVs[0] = tbuf[t0 + 1] * tdim;
|
1884
|
+
THs[1] = tbuf[t1] * tdim;
|
1885
|
+
TVs[1] = tbuf[t1 + 1] * tdim;
|
1886
|
+
THs[2] = tbuf[t2] * tdim;
|
1887
|
+
TVs[2] = tbuf[t2 + 1] * tdim;
|
1888
|
+
|
1889
|
+
var faceArea = (Xs[1] - Xs[0]) * (Ys[2] - Ys[0]) - (Ys[1] - Ys[0]) * (Xs[2] - Xs[0]);
|
1890
|
+
if(faceArea < 0)
|
1891
|
+
faceArea = -faceArea;
|
1892
|
+
faceArea += 1;
|
1893
|
+
var texArea = (THs[1] - THs[0]) * (TVs[2] - TVs[0]) - (TVs[1] - TVs[0]) * (THs[2] - THs[0]);
|
1894
|
+
if(texArea < 0)
|
1895
|
+
texArea = -texArea;
|
1896
|
+
var mipRatio = texArea / faceArea;
|
1897
|
+
|
1898
|
+
var level = 0;
|
1899
|
+
if(mipRatio < mipentries[1])
|
1900
|
+
level = 0;
|
1901
|
+
else if(mipRatio >= mipentries[mipentries.length - 1]) {
|
1902
|
+
level = mipentries.length - 1;
|
1903
|
+
tdim = 1;
|
1904
|
+
}
|
1905
|
+
else {
|
1906
|
+
while(mipRatio >= mipentries[level+1]) {
|
1907
|
+
level++;
|
1908
|
+
tdim /= 2;
|
1909
|
+
}
|
1910
|
+
}
|
1911
|
+
|
1912
|
+
tdata = mipmaps[level];
|
1913
|
+
tbound = tdim - 1;
|
1914
|
+
}
|
1915
|
+
|
1916
|
+
do {
|
1917
|
+
v2 = ibuf[j] * 3;
|
1918
|
+
t2 = tibuf[j] * 2;
|
1919
|
+
j++;
|
1920
|
+
|
1921
|
+
Xs[0] = ~~(vbuf[v0] + 0.5);
|
1922
|
+
Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
|
1923
|
+
Zs[0] = vbuf[v0 + 2];
|
1924
|
+
Xs[1] = ~~(vbuf[v1] + 0.5);
|
1925
|
+
Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
|
1926
|
+
Zs[1] = vbuf[v1 + 2];
|
1927
|
+
Xs[2] = ~~(vbuf[v2] + 0.5);
|
1928
|
+
Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
|
1929
|
+
Zs[2] = vbuf[v2 + 2];
|
1930
|
+
|
1931
|
+
THs[0] = tbuf[t0] * tdim;
|
1932
|
+
TVs[0] = tbuf[t0 + 1] * tdim;
|
1933
|
+
THs[1] = tbuf[t1] * tdim;
|
1934
|
+
TVs[1] = tbuf[t1 + 1] * tdim;
|
1935
|
+
THs[2] = tbuf[t2] * tdim;
|
1936
|
+
TVs[2] = tbuf[t2 + 1] * tdim;
|
1937
|
+
|
1938
|
+
var high = Ys[0] < Ys[1] ? 0 : 1;
|
1939
|
+
high = Ys[high] < Ys[2] ? high : 2;
|
1940
|
+
var low = Ys[0] > Ys[1] ? 0 : 1;
|
1941
|
+
low = Ys[low] > Ys[2] ? low : 2;
|
1942
|
+
var mid = 3 - low - high;
|
1943
|
+
|
1944
|
+
if(high != low) {
|
1945
|
+
var x0 = Xs[low];
|
1946
|
+
var z0 = Zs[low];
|
1947
|
+
var th0 = THs[low];
|
1948
|
+
var tv0 = TVs[low];
|
1949
|
+
var dy0 = Ys[low] - Ys[high];
|
1950
|
+
dy0 = dy0 != 0 ? dy0 : 1;
|
1951
|
+
var xStep0 = (Xs[low] - Xs[high]) / dy0;
|
1952
|
+
var zStep0 = (Zs[low] - Zs[high]) / dy0;
|
1953
|
+
var thStep0 = (THs[low] - THs[high]) / dy0;
|
1954
|
+
var tvStep0 = (TVs[low] - TVs[high]) / dy0;
|
1955
|
+
|
1956
|
+
var x1 = Xs[low];
|
1957
|
+
var z1 = Zs[low];
|
1958
|
+
var th1 = THs[low];
|
1959
|
+
var tv1 = TVs[low];
|
1960
|
+
var dy1 = Ys[low] - Ys[mid];
|
1961
|
+
dy1 = dy1 != 0 ? dy1 : 1;
|
1962
|
+
var xStep1 = (Xs[low] - Xs[mid]) / dy1;
|
1963
|
+
var zStep1 = (Zs[low] - Zs[mid]) / dy1;
|
1964
|
+
var thStep1 = (THs[low] - THs[mid]) / dy1;
|
1965
|
+
var tvStep1 = (TVs[low] - TVs[mid]) / dy1;
|
1966
|
+
|
1967
|
+
var x2 = Xs[mid];
|
1968
|
+
var z2 = Zs[mid];
|
1969
|
+
var th2 = THs[mid];
|
1970
|
+
var tv2 = TVs[mid];
|
1971
|
+
var dy2 = Ys[mid] - Ys[high];
|
1972
|
+
dy2 = dy2 != 0 ? dy2 : 1;
|
1973
|
+
var xStep2 = (Xs[mid] - Xs[high]) / dy2;
|
1974
|
+
var zStep2 = (Zs[mid] - Zs[high]) / dy2;
|
1975
|
+
var thStep2 = (THs[mid] - THs[high]) / dy2;
|
1976
|
+
var tvStep2 = (TVs[mid] - TVs[high]) / dy2;
|
1977
|
+
|
1978
|
+
var linebase = Ys[low] * w;
|
1979
|
+
for(var y=Ys[low]; y>Ys[high]; y--) {
|
1980
|
+
if(y >=0 && y < h) {
|
1981
|
+
var xLeft = ~~x0;
|
1982
|
+
var zLeft = z0;
|
1983
|
+
var thLeft = th0;
|
1984
|
+
var tvLeft = tv0;
|
1985
|
+
var xRight, zRight, thRight, tvRight;
|
1986
|
+
if(y > Ys[mid]) {
|
1987
|
+
xRight = ~~x1;
|
1988
|
+
zRight = z1;
|
1989
|
+
thRight = th1;
|
1990
|
+
tvRight = tv1;
|
1991
|
+
}
|
1992
|
+
else {
|
1993
|
+
xRight = ~~x2;
|
1994
|
+
zRight = z2;
|
1995
|
+
thRight = th2;
|
1996
|
+
tvRight = tv2;
|
1997
|
+
}
|
1998
|
+
|
1999
|
+
if(xLeft > xRight) {
|
2000
|
+
var temp;
|
2001
|
+
temp = xLeft;
|
2002
|
+
xLeft = xRight;
|
2003
|
+
xRight = temp;
|
2004
|
+
temp = zLeft;
|
2005
|
+
zLeft = zRight;
|
2006
|
+
zRight = temp;
|
2007
|
+
temp = thLeft;
|
2008
|
+
thLeft = thRight;
|
2009
|
+
thRight = temp;
|
2010
|
+
temp = tvLeft;
|
2011
|
+
tvLeft = tvRight;
|
2012
|
+
tvRight = temp;
|
2013
|
+
}
|
2014
|
+
|
2015
|
+
var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
|
2016
|
+
var thInc = (xLeft != xRight) ? ((thRight - thLeft) / (xRight - xLeft)) : 1;
|
2017
|
+
var tvInc = (xLeft != xRight) ? ((tvRight - tvLeft) / (xRight - xLeft)) : 1;
|
2018
|
+
|
2019
|
+
if(xLeft < 0) {
|
2020
|
+
zLeft -= xLeft * zInc;
|
2021
|
+
thLeft -= xLeft * thInc;
|
2022
|
+
tvLeft -= xLeft * tvInc;
|
2023
|
+
xLeft = 0;
|
2024
|
+
}
|
2025
|
+
if(xRight >= w)
|
2026
|
+
xRight = w - 1;
|
2027
|
+
|
2028
|
+
var pix = linebase + xLeft;
|
2029
|
+
if(isOpaque) {
|
2030
|
+
for(var x=xLeft, z=zLeft, th=thLeft, tv=tvLeft; x<=xRight; x++, z+=zInc, th+=thInc, tv+=tvInc) {
|
2031
|
+
if(z > zbuf[pix]) {
|
2032
|
+
zbuf[pix] = z;
|
2033
|
+
var texel = tdata[(tv & tbound) * tdim + (th & tbound)];
|
2034
|
+
var rr = (((color & 0xff0000) >> 16) * ((texel & 0xff0000) >> 8));
|
2035
|
+
var gg = (((color & 0xff00) >> 8) * ((texel & 0xff00) >> 8));
|
2036
|
+
var bb = ((color & 0xff) * (texel & 0xff)) >> 8;
|
2037
|
+
cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
|
2038
|
+
sbuf[pix] = id;
|
2039
|
+
}
|
2040
|
+
pix++;
|
2041
|
+
}
|
2042
|
+
}
|
2043
|
+
else {
|
2044
|
+
for(var x=xLeft, z=zLeft, th=thLeft, tv=tvLeft; x<xRight; x++, z+=zInc, th+=thInc, tv+=tvInc) {
|
2045
|
+
if(z > zbuf[pix]) {
|
2046
|
+
var foreColor = tdata[(tv & tbound) * tdim + (th & tbound)];
|
2047
|
+
var backColor = cbuf[pix];
|
2048
|
+
var opaci = (((foreColor >> 24) & 0xff) * (matOpacity & 0xff)) >> 8;
|
2049
|
+
var rr = (((color & 0xff0000) >> 16) * ((foreColor & 0xff0000) >> 8));
|
2050
|
+
var gg = (((color & 0xff00) >> 8) * ((foreColor & 0xff00) >> 8));
|
2051
|
+
var bb = ((color & 0xff) * (foreColor & 0xff)) >> 8;
|
2052
|
+
if(opaci > 250) {
|
2053
|
+
zbuf[pix] = z;
|
2054
|
+
}
|
2055
|
+
else {
|
2056
|
+
var trans = 255 - opaci;
|
2057
|
+
rr = (rr * opaci + (backColor & 0xff0000) * trans) >> 8;
|
2058
|
+
gg = (gg * opaci + (backColor & 0xff00) * trans) >> 8;
|
2059
|
+
bb = (bb * opaci + (backColor & 0xff) * trans) >> 8;
|
2060
|
+
}
|
2061
|
+
cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
|
2062
|
+
sbuf[pix] = id;
|
2063
|
+
}
|
2064
|
+
pix++;
|
2065
|
+
}
|
2066
|
+
}
|
2067
|
+
}
|
2068
|
+
|
2069
|
+
// step up to next scanline
|
2070
|
+
//
|
2071
|
+
x0 -= xStep0;
|
2072
|
+
z0 -= zStep0;
|
2073
|
+
th0 -= thStep0;
|
2074
|
+
tv0 -= tvStep0;
|
2075
|
+
if(y > Ys[mid]) {
|
2076
|
+
x1 -= xStep1;
|
2077
|
+
z1 -= zStep1;
|
2078
|
+
th1 -= thStep1;
|
2079
|
+
tv1 -= tvStep1;
|
2080
|
+
}
|
2081
|
+
else {
|
2082
|
+
x2 -= xStep2;
|
2083
|
+
z2 -= zStep2;
|
2084
|
+
th2 -= thStep2;
|
2085
|
+
tv2 -= tvStep2;
|
2086
|
+
}
|
2087
|
+
linebase -= w;
|
2088
|
+
}
|
2089
|
+
}
|
2090
|
+
|
2091
|
+
v1 = v2;
|
2092
|
+
t1 = t2;
|
2093
|
+
} while (ibuf[j] != -1);
|
2094
|
+
|
2095
|
+
j++;
|
2096
|
+
}
|
2097
|
+
}
|
2098
|
+
};
|
2099
|
+
|
2100
|
+
/**
|
2101
|
+
Render the given mesh as textured object. Lighting will be calculated per vertex and then inerpolated between and inside scanlines.
|
2102
|
+
@private
|
2103
|
+
*/
|
2104
|
+
JSC3D.Viewer.prototype.renderTextureSmooth = function(mesh) {
|
2105
|
+
var w = this.frameWidth;
|
2106
|
+
var h = this.frameHeight;
|
2107
|
+
var ibuf = mesh.indexBuffer;
|
2108
|
+
var vbuf = mesh.transformedVertexBuffer;
|
2109
|
+
var vnbuf = mesh.transformedVertexNormalZBuffer;
|
2110
|
+
var fnbuf = mesh.transformedFaceNormalZBuffer;
|
2111
|
+
var cbuf = this.colorBuffer;
|
2112
|
+
var zbuf = this.zBuffer;
|
2113
|
+
var sbuf = this.selectionBuffer;
|
2114
|
+
var numOfFaces = mesh.faceCount;
|
2115
|
+
var id = mesh.internalId;
|
2116
|
+
var numOfVertices = vbuf.length / 3;
|
2117
|
+
var material = mesh.material ? mesh.material : this.defaultMaterial;
|
2118
|
+
var palette = material.getPalette();
|
2119
|
+
var texture = mesh.texture;
|
2120
|
+
var isOpaque = (material.transparency == 0) && !texture.hasTransparency;
|
2121
|
+
var matOpacity = ~~((1 - material.transparency) * 255);
|
2122
|
+
var tbuf = mesh.texCoordBuffer;
|
2123
|
+
var tibuf = mesh.texCoordIndexBuffer;
|
2124
|
+
var tdata = texture.data;
|
2125
|
+
var tdim = texture.width;
|
2126
|
+
var tbound = tdim - 1;
|
2127
|
+
var mipmaps = texture.hasMipmap() ? texture.mipmaps : null;
|
2128
|
+
var mipentries = mipmaps ? texture.mipentries : null;
|
2129
|
+
|
2130
|
+
// skip this mesh if it is completely transparent
|
2131
|
+
if(material.transparency == 1)
|
2132
|
+
return;
|
2133
|
+
|
2134
|
+
if(!vnbuf || vnbuf.length < numOfVertices) {
|
2135
|
+
mesh.transformedVertexNormalZBuffer = new Array(numOfVertices);
|
2136
|
+
vnbuf = mesh.transformedVertexNormalZBuffer;
|
2137
|
+
}
|
2138
|
+
|
2139
|
+
if(!fnbuf || fnbuf.length < numOfFaces) {
|
2140
|
+
mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
|
2141
|
+
fnbuf = mesh.transformedFaceNormalZBuffer;
|
2142
|
+
}
|
2143
|
+
|
2144
|
+
JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.vertexNormalBuffer, vnbuf);
|
2145
|
+
JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, fnbuf);
|
2146
|
+
|
2147
|
+
var isDoubleSided = mesh.isDoubleSided;
|
2148
|
+
|
2149
|
+
var Xs = new Array(3);
|
2150
|
+
var Ys = new Array(3);
|
2151
|
+
var Zs = new Array(3);
|
2152
|
+
var Ns = new Array(3);
|
2153
|
+
var THs = new Array(3);
|
2154
|
+
var TVs = new Array(3);
|
2155
|
+
var i = 0, j = 0;
|
2156
|
+
while(i < numOfFaces) {
|
2157
|
+
var xformedFNz = fnbuf[i++];
|
2158
|
+
if(isDoubleSided)
|
2159
|
+
xformedFNz = xformedFNz > 0 ? xformedFNz : -xformedFNz;
|
2160
|
+
if(xformedFNz < 0) {
|
2161
|
+
do {
|
2162
|
+
} while (ibuf[j++] != -1);
|
2163
|
+
}
|
2164
|
+
else {
|
2165
|
+
var i0, i1, i2;
|
2166
|
+
var v0, v1, v2;
|
2167
|
+
var t0, t1, t2;
|
2168
|
+
i0 = ibuf[j];
|
2169
|
+
v0 = i0 * 3;
|
2170
|
+
t0 = tibuf[j] * 2;
|
2171
|
+
j++;
|
2172
|
+
i1 = ibuf[j];
|
2173
|
+
v1 = i1 * 3;
|
2174
|
+
t1 = tibuf[j] * 2;
|
2175
|
+
j++;
|
2176
|
+
|
2177
|
+
if(mipmaps) {
|
2178
|
+
v2 = ibuf[j] * 3;
|
2179
|
+
t2 = tibuf[j] * 2;
|
2180
|
+
|
2181
|
+
tdim = texture.width;
|
2182
|
+
|
2183
|
+
Xs[0] = vbuf[v0];
|
2184
|
+
Ys[0] = vbuf[v0 + 1];
|
2185
|
+
Xs[1] = vbuf[v1];
|
2186
|
+
Ys[1] = vbuf[v1 + 1];
|
2187
|
+
Xs[2] = vbuf[v2];
|
2188
|
+
Ys[2] = vbuf[v2 + 1];
|
2189
|
+
|
2190
|
+
THs[0] = tbuf[t0] * tdim;
|
2191
|
+
TVs[0] = tbuf[t0 + 1] * tdim;
|
2192
|
+
THs[1] = tbuf[t1] * tdim;
|
2193
|
+
TVs[1] = tbuf[t1 + 1] * tdim;
|
2194
|
+
THs[2] = tbuf[t2] * tdim;
|
2195
|
+
TVs[2] = tbuf[t2 + 1] * tdim;
|
2196
|
+
|
2197
|
+
var faceArea = (Xs[1] - Xs[0]) * (Ys[2] - Ys[0]) - (Ys[1] - Ys[0]) * (Xs[2] - Xs[0]);
|
2198
|
+
if(faceArea < 0)
|
2199
|
+
faceArea = -faceArea;
|
2200
|
+
faceArea += 1;
|
2201
|
+
var texArea = (THs[1] - THs[0]) * (TVs[2] - TVs[0]) - (TVs[1] - TVs[0]) * (THs[2] - THs[0]);
|
2202
|
+
if(texArea < 0)
|
2203
|
+
texArea = -texArea;
|
2204
|
+
var mipRatio = texArea / faceArea;
|
2205
|
+
|
2206
|
+
var level = 0;
|
2207
|
+
if(mipRatio < mipentries[1])
|
2208
|
+
level = 0;
|
2209
|
+
else if(mipRatio >= mipentries[mipentries.length - 1]) {
|
2210
|
+
level = mipentries.length - 1;
|
2211
|
+
tdim = 1;
|
2212
|
+
}
|
2213
|
+
else {
|
2214
|
+
while(mipRatio >= mipentries[level+1]) {
|
2215
|
+
level++;
|
2216
|
+
tdim /= 2;
|
2217
|
+
}
|
2218
|
+
}
|
2219
|
+
|
2220
|
+
tdata = mipmaps[level];
|
2221
|
+
tbound = tdim - 1;
|
2222
|
+
}
|
2223
|
+
|
2224
|
+
do {
|
2225
|
+
i2 = ibuf[j];
|
2226
|
+
v2 = i2 * 3;
|
2227
|
+
t2 = tibuf[j] * 2;
|
2228
|
+
j++;
|
2229
|
+
|
2230
|
+
Xs[0] = ~~(vbuf[v0] + 0.5);
|
2231
|
+
Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
|
2232
|
+
Zs[0] = vbuf[v0 + 2];
|
2233
|
+
Xs[1] = ~~(vbuf[v1] + 0.5);
|
2234
|
+
Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
|
2235
|
+
Zs[1] = vbuf[v1 + 2];
|
2236
|
+
Xs[2] = ~~(vbuf[v2] + 0.5);
|
2237
|
+
Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
|
2238
|
+
Zs[2] = vbuf[v2 + 2];
|
2239
|
+
|
2240
|
+
THs[0] = tbuf[t0] * tdim;
|
2241
|
+
TVs[0] = tbuf[t0 + 1] * tdim;
|
2242
|
+
THs[1] = tbuf[t1] * tdim;
|
2243
|
+
TVs[1] = tbuf[t1 + 1] * tdim;
|
2244
|
+
THs[2] = tbuf[t2] * tdim;
|
2245
|
+
TVs[2] = tbuf[t2 + 1] * tdim;
|
2246
|
+
|
2247
|
+
Ns[0] = vnbuf[i0];
|
2248
|
+
Ns[1] = vnbuf[i1];
|
2249
|
+
Ns[2] = vnbuf[i2];
|
2250
|
+
if(isDoubleSided) {
|
2251
|
+
if(Ns[0] < 0)
|
2252
|
+
Ns[0] = -Ns[0];
|
2253
|
+
if(Ns[1] < 0)
|
2254
|
+
Ns[1] = -Ns[1];
|
2255
|
+
if(Ns[2] < 0)
|
2256
|
+
Ns[2] = -Ns[2];
|
2257
|
+
}
|
2258
|
+
|
2259
|
+
var high = Ys[0] < Ys[1] ? 0 : 1;
|
2260
|
+
high = Ys[high] < Ys[2] ? high : 2;
|
2261
|
+
var low = Ys[0] > Ys[1] ? 0 : 1;
|
2262
|
+
low = Ys[low] > Ys[2] ? low : 2;
|
2263
|
+
var mid = 3 - low - high;
|
2264
|
+
|
2265
|
+
if(high != low) {
|
2266
|
+
var x0 = Xs[low];
|
2267
|
+
var z0 = Zs[low];
|
2268
|
+
var th0 = THs[low];
|
2269
|
+
var tv0 = TVs[low];
|
2270
|
+
var n0 = Ns[low] * 255;
|
2271
|
+
var dy0 = Ys[low] - Ys[high];
|
2272
|
+
dy0 = dy0 != 0 ? dy0 : 1;
|
2273
|
+
var xStep0 = (Xs[low] - Xs[high]) / dy0;
|
2274
|
+
var zStep0 = (Zs[low] - Zs[high]) / dy0;
|
2275
|
+
var thStep0 = (THs[low] - THs[high]) / dy0;
|
2276
|
+
var tvStep0 = (TVs[low] - TVs[high]) / dy0;
|
2277
|
+
var nStep0 = (Ns[low] - Ns[high]) * 255 / dy0;
|
2278
|
+
|
2279
|
+
var x1 = Xs[low];
|
2280
|
+
var z1 = Zs[low];
|
2281
|
+
var th1 = THs[low];
|
2282
|
+
var tv1 = TVs[low];
|
2283
|
+
var n1 = Ns[low] * 255;
|
2284
|
+
var dy1 = Ys[low] - Ys[mid];
|
2285
|
+
dy1 = dy1 != 0 ? dy1 : 1;
|
2286
|
+
var xStep1 = (Xs[low] - Xs[mid]) / dy1;
|
2287
|
+
var zStep1 = (Zs[low] - Zs[mid]) / dy1;
|
2288
|
+
var thStep1 = (THs[low] - THs[mid]) / dy1;
|
2289
|
+
var tvStep1 = (TVs[low] - TVs[mid]) / dy1;
|
2290
|
+
var nStep1 = (Ns[low] - Ns[mid]) * 255 / dy1;
|
2291
|
+
|
2292
|
+
var x2 = Xs[mid];
|
2293
|
+
var z2 = Zs[mid];
|
2294
|
+
var th2 = THs[mid];
|
2295
|
+
var tv2 = TVs[mid];
|
2296
|
+
var n2 = Ns[mid] * 255;
|
2297
|
+
var dy2 = Ys[mid] - Ys[high];
|
2298
|
+
dy2 = dy2 != 0 ? dy2 : 1;
|
2299
|
+
var xStep2 = (Xs[mid] - Xs[high]) / dy2;
|
2300
|
+
var zStep2 = (Zs[mid] - Zs[high]) / dy2;
|
2301
|
+
var thStep2 = (THs[mid] - THs[high]) / dy2;
|
2302
|
+
var tvStep2 = (TVs[mid] - TVs[high]) / dy2;
|
2303
|
+
var nStep2 = (Ns[mid] - Ns[high]) * 255 / dy2;
|
2304
|
+
|
2305
|
+
var linebase = Ys[low] * w;
|
2306
|
+
for(var y=Ys[low]; y>Ys[high]; y--) {
|
2307
|
+
if(y >=0 && y < h) {
|
2308
|
+
var xLeft = ~~x0;
|
2309
|
+
var zLeft = z0;
|
2310
|
+
var thLeft = th0;
|
2311
|
+
var tvLeft = tv0;
|
2312
|
+
var nLeft = n0;
|
2313
|
+
var xRight, zRight, thRight, tvRight, nRight;
|
2314
|
+
if(y > Ys[mid]) {
|
2315
|
+
xRight = ~~x1;
|
2316
|
+
zRight = z1;
|
2317
|
+
thRight = th1;
|
2318
|
+
tvRight = tv1;
|
2319
|
+
nRight = n1;
|
2320
|
+
}
|
2321
|
+
else {
|
2322
|
+
xRight = ~~x2;
|
2323
|
+
zRight = z2;
|
2324
|
+
thRight = th2;
|
2325
|
+
tvRight = tv2;
|
2326
|
+
nRight = n2;
|
2327
|
+
}
|
2328
|
+
|
2329
|
+
if(xLeft > xRight) {
|
2330
|
+
var temp;
|
2331
|
+
temp = xLeft;
|
2332
|
+
xLeft = xRight;
|
2333
|
+
xRight = temp;
|
2334
|
+
temp = zLeft;
|
2335
|
+
zLeft = zRight;
|
2336
|
+
zRight = temp;
|
2337
|
+
temp = thLeft;
|
2338
|
+
thLeft = thRight;
|
2339
|
+
thRight = temp;
|
2340
|
+
temp = tvLeft;
|
2341
|
+
tvLeft = tvRight;
|
2342
|
+
tvRight = temp;
|
2343
|
+
temp = nLeft;
|
2344
|
+
nLeft = nRight;
|
2345
|
+
nRight = temp;
|
2346
|
+
}
|
2347
|
+
|
2348
|
+
var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
|
2349
|
+
var thInc = (xLeft != xRight) ? ((thRight - thLeft) / (xRight - xLeft)) : 1;
|
2350
|
+
var tvInc = (xLeft != xRight) ? ((tvRight - tvLeft) / (xRight - xLeft)) : 1;
|
2351
|
+
var nInc = (xLeft != xRight) ? ((nRight - nLeft) / (xRight - xLeft)) : 0;
|
2352
|
+
|
2353
|
+
if(xLeft < 0) {
|
2354
|
+
zLeft -= xLeft * zInc;
|
2355
|
+
thLeft -= xLeft * thInc;
|
2356
|
+
tvLeft -= xLeft * tvInc;
|
2357
|
+
nLeft -= xLeft * nInc;
|
2358
|
+
xLeft = 0;
|
2359
|
+
}
|
2360
|
+
if(xRight >= w)
|
2361
|
+
xRight = w - 1;
|
2362
|
+
|
2363
|
+
var pix = linebase + xLeft;
|
2364
|
+
if(isOpaque) {
|
2365
|
+
for(var x=xLeft, z=zLeft, n=nLeft, th=thLeft, tv=tvLeft; x<=xRight; x++, z+=zInc, n+=nInc, th+=thInc, tv+=tvInc) {
|
2366
|
+
if(z > zbuf[pix]) {
|
2367
|
+
zbuf[pix] = z;
|
2368
|
+
var color = palette[n > 0 ? (~~n) : 0];
|
2369
|
+
var texel = tdata[(tv & tbound) * tdim + (th & tbound)];
|
2370
|
+
var rr = (((color & 0xff0000) >> 16) * ((texel & 0xff0000) >> 8));
|
2371
|
+
var gg = (((color & 0xff00) >> 8) * ((texel & 0xff00) >> 8));
|
2372
|
+
var bb = ((color & 0xff) * (texel & 0xff)) >> 8;
|
2373
|
+
cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
|
2374
|
+
sbuf[pix] = id;
|
2375
|
+
}
|
2376
|
+
pix++;
|
2377
|
+
}
|
2378
|
+
}
|
2379
|
+
else {
|
2380
|
+
for(var x=xLeft, z=zLeft, n=nLeft, th=thLeft, tv=tvLeft; x<xRight; x++, z+=zInc, n+=nInc, th+=thInc, tv+=tvInc) {
|
2381
|
+
if(z > zbuf[pix]) {
|
2382
|
+
var color = palette[n > 0 ? (~~n) : 0];
|
2383
|
+
var foreColor = tdata[(tv & tbound) * tdim + (th & tbound)];
|
2384
|
+
var backColor = cbuf[pix];
|
2385
|
+
var opaci = (((foreColor >> 24) & 0xff) * (matOpacity & 0xff)) >> 8;
|
2386
|
+
var rr = (((color & 0xff0000) >> 16) * ((foreColor & 0xff0000) >> 8));
|
2387
|
+
var gg = (((color & 0xff00) >> 8) * ((foreColor & 0xff00) >> 8));
|
2388
|
+
var bb = ((color & 0xff) * (foreColor & 0xff)) >> 8;
|
2389
|
+
if(opaci > 250) {
|
2390
|
+
zbuf[pix] = z;
|
2391
|
+
}
|
2392
|
+
else {
|
2393
|
+
var trans = 255 - opaci;
|
2394
|
+
rr = (rr * opaci + (backColor & 0xff0000) * trans) >> 8;
|
2395
|
+
gg = (gg * opaci + (backColor & 0xff00) * trans) >> 8;
|
2396
|
+
bb = (bb * opaci + (backColor & 0xff) * trans) >> 8;
|
2397
|
+
}
|
2398
|
+
cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
|
2399
|
+
sbuf[pix] = id;
|
2400
|
+
}
|
2401
|
+
pix++;
|
2402
|
+
}
|
2403
|
+
}
|
2404
|
+
}
|
2405
|
+
|
2406
|
+
// step up to next scanline
|
2407
|
+
//
|
2408
|
+
x0 -= xStep0;
|
2409
|
+
z0 -= zStep0;
|
2410
|
+
th0 -= thStep0;
|
2411
|
+
tv0 -= tvStep0;
|
2412
|
+
n0 -= nStep0;
|
2413
|
+
if(y > Ys[mid]) {
|
2414
|
+
x1 -= xStep1;
|
2415
|
+
z1 -= zStep1;
|
2416
|
+
th1 -= thStep1;
|
2417
|
+
tv1 -= tvStep1;
|
2418
|
+
n1 -= nStep1;
|
2419
|
+
}
|
2420
|
+
else {
|
2421
|
+
x2 -= xStep2;
|
2422
|
+
z2 -= zStep2;
|
2423
|
+
th2 -= thStep2;
|
2424
|
+
tv2 -= tvStep2;
|
2425
|
+
n2 -= nStep2;
|
2426
|
+
}
|
2427
|
+
linebase -= w;
|
2428
|
+
}
|
2429
|
+
}
|
2430
|
+
|
2431
|
+
i1 = i2;
|
2432
|
+
v1 = v2;
|
2433
|
+
t1 = t2;
|
2434
|
+
} while (ibuf[j] != -1);
|
2435
|
+
|
2436
|
+
j++;
|
2437
|
+
}
|
2438
|
+
}
|
2439
|
+
};
|
2440
|
+
|
2441
|
+
/**
|
2442
|
+
Render the given mesh as solid object with sphere mapping. Lighting will be calculated per vertex and then inerpolated between and inside scanlines.
|
2443
|
+
@private
|
2444
|
+
*/
|
2445
|
+
JSC3D.Viewer.prototype.renderSolidSphereMapped = function(mesh) {
|
2446
|
+
var w = this.frameWidth;
|
2447
|
+
var h = this.frameHeight;
|
2448
|
+
var ibuf = mesh.indexBuffer;
|
2449
|
+
var vbuf = mesh.transformedVertexBuffer;
|
2450
|
+
var vnbuf = mesh.transformedVertexNormalBuffer;
|
2451
|
+
var fnbuf = mesh.transformedFaceNormalZBuffer;
|
2452
|
+
var cbuf = this.colorBuffer;
|
2453
|
+
var zbuf = this.zBuffer;
|
2454
|
+
var sbuf = this.selectionBuffer;
|
2455
|
+
var numOfFaces = mesh.faceCount;
|
2456
|
+
var numOfVertices = vbuf.length / 3;
|
2457
|
+
var id = mesh.internalId;
|
2458
|
+
var material = mesh.material ? mesh.material : this.defaultMaterial;
|
2459
|
+
var palette = material.getPalette();
|
2460
|
+
var sphereMap = this.sphereMap;
|
2461
|
+
var sdata = sphereMap.data;
|
2462
|
+
var sdim = sphereMap.width;
|
2463
|
+
var sbound = sdim - 1;
|
2464
|
+
var isOpaque = material.transparency == 0;
|
2465
|
+
var trans = material.transparency * 255;
|
2466
|
+
var opaci = 255 - trans;
|
2467
|
+
|
2468
|
+
// skip this mesh if it is completely transparent
|
2469
|
+
if(material.transparency == 1)
|
2470
|
+
return;
|
2471
|
+
|
2472
|
+
if(!vnbuf || vnbuf.length < numOfVertices * 3) {
|
2473
|
+
mesh.transformedVertexNormalBuffer = new Array(numOfVertices * 3);
|
2474
|
+
vnbuf = mesh.transformedVertexNormalBuffer;
|
2475
|
+
}
|
2476
|
+
|
2477
|
+
if(!fnbuf || fnbuf.length < numOfFaces) {
|
2478
|
+
mesh.transformedFaceNormalZBuffer = new Array(numOfFaces);
|
2479
|
+
fnbuf = mesh.transformedFaceNormalZBuffer;
|
2480
|
+
}
|
2481
|
+
|
2482
|
+
JSC3D.Math3D.transformVectors(this.rotMatrix, mesh.vertexNormalBuffer, vnbuf);
|
2483
|
+
JSC3D.Math3D.transformVectorZs(this.rotMatrix, mesh.faceNormalBuffer, fnbuf);
|
2484
|
+
|
2485
|
+
var isDoubleSided = mesh.isDoubleSided;
|
2486
|
+
|
2487
|
+
var Xs = new Array(3);
|
2488
|
+
var Ys = new Array(3);
|
2489
|
+
var Zs = new Array(3);
|
2490
|
+
var NXs = new Array(3);
|
2491
|
+
var NYs = new Array(3);
|
2492
|
+
var NZs = new Array(3);
|
2493
|
+
var i = 0, j = 0;
|
2494
|
+
while(i < numOfFaces) {
|
2495
|
+
var xformedFNz = fnbuf[i++];
|
2496
|
+
if(isDoubleSided)
|
2497
|
+
xformedFNz = xformedFNz > 0 ? xformedFNz : -xformedFNz;
|
2498
|
+
if(xformedFNz < 0) {
|
2499
|
+
do {
|
2500
|
+
} while (ibuf[j++] != -1);
|
2501
|
+
}
|
2502
|
+
else {
|
2503
|
+
var v0, v1, v2;
|
2504
|
+
v0 = ibuf[j++] * 3;
|
2505
|
+
v1 = ibuf[j++] * 3;
|
2506
|
+
|
2507
|
+
do {
|
2508
|
+
v2 = ibuf[j++] * 3;
|
2509
|
+
|
2510
|
+
Xs[0] = ~~(vbuf[v0] + 0.5);
|
2511
|
+
Ys[0] = ~~(vbuf[v0 + 1] + 0.5);
|
2512
|
+
Zs[0] = vbuf[v0 + 2];
|
2513
|
+
Xs[1] = ~~(vbuf[v1] + 0.5);
|
2514
|
+
Ys[1] = ~~(vbuf[v1 + 1] + 0.5);
|
2515
|
+
Zs[1] = vbuf[v1 + 2];
|
2516
|
+
Xs[2] = ~~(vbuf[v2] + 0.5);
|
2517
|
+
Ys[2] = ~~(vbuf[v2 + 1] + 0.5);
|
2518
|
+
Zs[2] = vbuf[v2 + 2];
|
2519
|
+
|
2520
|
+
NXs[0] = vnbuf[v0];
|
2521
|
+
NYs[0] = vnbuf[v0 + 1];
|
2522
|
+
NZs[0] = vnbuf[v0 + 2];
|
2523
|
+
NXs[1] = vnbuf[v1];
|
2524
|
+
NYs[1] = vnbuf[v1 + 1];
|
2525
|
+
NZs[1] = vnbuf[v1 + 2];
|
2526
|
+
NXs[2] = vnbuf[v2];
|
2527
|
+
NYs[2] = vnbuf[v2 + 1];
|
2528
|
+
NZs[2] = vnbuf[v2 + 2];
|
2529
|
+
if(isDoubleSided) {
|
2530
|
+
if(NZs[0] < 0)
|
2531
|
+
NZs[0] = -NZs[0];
|
2532
|
+
if(NZs[1] < 0)
|
2533
|
+
NZs[1] = -NZs[1];
|
2534
|
+
if(NZs[2] < 0)
|
2535
|
+
NZs[2] = -NZs[2];
|
2536
|
+
}
|
2537
|
+
|
2538
|
+
var high = Ys[0] < Ys[1] ? 0 : 1;
|
2539
|
+
high = Ys[high] < Ys[2] ? high : 2;
|
2540
|
+
var low = Ys[0] > Ys[1] ? 0 : 1;
|
2541
|
+
low = Ys[low] > Ys[2] ? low : 2;
|
2542
|
+
var mid = 3 - low - high;
|
2543
|
+
|
2544
|
+
if(high != low) {
|
2545
|
+
var x0 = Xs[low];
|
2546
|
+
var z0 = Zs[low];
|
2547
|
+
var n0 = NZs[low] * 255;
|
2548
|
+
var sh0 = ((NXs[low] / 2 + 0.5) * sdim) & sbound;
|
2549
|
+
var sv0 = ((0.5 - NYs[low] / 2) * sdim) & sbound;
|
2550
|
+
var dy0 = Ys[low] - Ys[high];
|
2551
|
+
dy0 = dy0 != 0 ? dy0 : 1;
|
2552
|
+
var xStep0 = (Xs[low] - Xs[high]) / dy0;
|
2553
|
+
var zStep0 = (Zs[low] - Zs[high]) / dy0;
|
2554
|
+
var nStep0 = (NZs[low] - NZs[high]) * 255 / dy0;
|
2555
|
+
var shStep0 = (((NXs[low] - NXs[high]) / 2) * sdim) / dy0;
|
2556
|
+
var svStep0 = (((NYs[high] - NYs[low]) / 2) * sdim) / dy0;
|
2557
|
+
|
2558
|
+
var x1 = Xs[low];
|
2559
|
+
var z1 = Zs[low];
|
2560
|
+
var n1 = NZs[low] * 255;
|
2561
|
+
var sh1 = ((NXs[low] / 2 + 0.5) * sdim) & sbound;
|
2562
|
+
var sv1 = ((0.5 - NYs[low] / 2) * sdim) & sbound;
|
2563
|
+
var dy1 = Ys[low] - Ys[mid];
|
2564
|
+
dy1 = dy1 != 0 ? dy1 : 1;
|
2565
|
+
var xStep1 = (Xs[low] - Xs[mid]) / dy1;
|
2566
|
+
var zStep1 = (Zs[low] - Zs[mid]) / dy1;
|
2567
|
+
var nStep1 = (NZs[low] - NZs[mid]) * 255 / dy1;
|
2568
|
+
var shStep1 = (((NXs[low] - NXs[mid]) / 2) * sdim) / dy1;
|
2569
|
+
var svStep1 = (((NYs[mid] - NYs[low]) / 2) * sdim) / dy1;
|
2570
|
+
|
2571
|
+
var x2 = Xs[mid];
|
2572
|
+
var z2 = Zs[mid];
|
2573
|
+
var n2 = NZs[mid] * 255;
|
2574
|
+
var sh2 = ((NXs[mid] / 2 + 0.5) * sdim) & sbound;
|
2575
|
+
var sv2 = ((0.5 - NYs[mid] / 2) * sdim) & sbound;
|
2576
|
+
var dy2 = Ys[mid] - Ys[high];
|
2577
|
+
dy2 = dy2 != 0 ? dy2 : 1;
|
2578
|
+
var xStep2 = (Xs[mid] - Xs[high]) / dy2;
|
2579
|
+
var zStep2 = (Zs[mid] - Zs[high]) / dy2;
|
2580
|
+
var nStep2 = (NZs[mid] - NZs[high]) * 255 / dy2;
|
2581
|
+
var shStep2 = (((NXs[mid] - NXs[high]) / 2) * sdim) / dy2;
|
2582
|
+
var svStep2 = (((NYs[high] - NYs[mid]) / 2) * sdim) / dy2;
|
2583
|
+
|
2584
|
+
var linebase = Ys[low] * w;
|
2585
|
+
for(var y=Ys[low]; y>Ys[high]; y--) {
|
2586
|
+
if(y >=0 && y < h) {
|
2587
|
+
var xLeft = ~~x0;
|
2588
|
+
var zLeft = z0;
|
2589
|
+
var nLeft = n0;
|
2590
|
+
var shLeft = sh0;
|
2591
|
+
var svLeft = sv0;
|
2592
|
+
var xRight, zRight, nRight, shRight, svRight;
|
2593
|
+
if(y > Ys[mid]) {
|
2594
|
+
xRight = ~~x1;
|
2595
|
+
zRight = z1;
|
2596
|
+
nRight = n1;
|
2597
|
+
shRight = sh1;
|
2598
|
+
svRight = sv1;
|
2599
|
+
}
|
2600
|
+
else {
|
2601
|
+
xRight = ~~x2;
|
2602
|
+
zRight = z2;
|
2603
|
+
nRight = n2;
|
2604
|
+
shRight = sh2;
|
2605
|
+
svRight = sv2;
|
2606
|
+
}
|
2607
|
+
|
2608
|
+
if(xLeft > xRight) {
|
2609
|
+
var temp;
|
2610
|
+
temp = xLeft;
|
2611
|
+
xLeft = xRight;
|
2612
|
+
xRight = temp;
|
2613
|
+
temp = zLeft;
|
2614
|
+
zLeft = zRight;
|
2615
|
+
zRight = temp;
|
2616
|
+
temp = nLeft;
|
2617
|
+
nLeft = nRight;
|
2618
|
+
nRight = temp;
|
2619
|
+
temp = shLeft;
|
2620
|
+
shLeft = shRight;
|
2621
|
+
shRight = temp;
|
2622
|
+
temp = svLeft;
|
2623
|
+
svLeft = svRight;
|
2624
|
+
svRight = temp;
|
2625
|
+
}
|
2626
|
+
|
2627
|
+
var zInc = (xLeft != xRight) ? ((zRight - zLeft) / (xRight - xLeft)) : 1;
|
2628
|
+
var nInc = (xLeft != xRight) ? ((nRight - nLeft) / (xRight - xLeft)) : 1;
|
2629
|
+
var shInc = (xLeft != xRight) ? ((shRight - shLeft) / (xRight - xLeft)) : 1;
|
2630
|
+
var svInc = (xLeft != xRight) ? ((svRight - svLeft) / (xRight - xLeft)) : 1;
|
2631
|
+
if(xLeft < 0) {
|
2632
|
+
zLeft -= xLeft * zInc;
|
2633
|
+
nLeft -= xLeft * nInc;
|
2634
|
+
shLeft -= shLeft * shInc;
|
2635
|
+
svLeft -= svLeft * svInc;
|
2636
|
+
xLeft = 0;
|
2637
|
+
}
|
2638
|
+
if(xRight >= w) {
|
2639
|
+
xRight = w - 1;
|
2640
|
+
}
|
2641
|
+
var pix = linebase + xLeft;
|
2642
|
+
if(isOpaque) {
|
2643
|
+
for(var x=xLeft, z=zLeft, n=nLeft, sh=shLeft, sv=svLeft; x<=xRight; x++, z+=zInc, n+=nInc, sh+=shInc, sv+=svInc) {
|
2644
|
+
if(z > zbuf[pix]) {
|
2645
|
+
zbuf[pix] = z;
|
2646
|
+
var color = palette[n > 0 ? (~~n) : 0];
|
2647
|
+
var stexel = sdata[(sv & sbound) * sdim + (sh & sbound)];
|
2648
|
+
var rr = (((color & 0xff0000) >> 16) * ((stexel & 0xff0000) >> 8));
|
2649
|
+
var gg = (((color & 0xff00) >> 8) * ((stexel & 0xff00) >> 8));
|
2650
|
+
var bb = ((color & 0xff) * (stexel & 0xff)) >> 8;
|
2651
|
+
cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
|
2652
|
+
sbuf[pix] = id;
|
2653
|
+
}
|
2654
|
+
pix++;
|
2655
|
+
}
|
2656
|
+
}
|
2657
|
+
else {
|
2658
|
+
for(var x=xLeft, z=zLeft, n=nLeft, sh=shLeft, sv=svLeft; x<xRight; x++, z+=zInc, n+=nInc, sh+=shInc, sv+=svInc) {
|
2659
|
+
if(z > zbuf[pix]) {
|
2660
|
+
var color = palette[n > 0 ? (~~n) : 0];
|
2661
|
+
var foreColor = sdata[(sv & sbound) * sdim + (sh & sbound)];
|
2662
|
+
var backColor = cbuf[pix];
|
2663
|
+
var rr = (((color & 0xff0000) >> 16) * ((foreColor & 0xff0000) >> 8));
|
2664
|
+
var gg = (((color & 0xff00) >> 8) * ((foreColor & 0xff00) >> 8));
|
2665
|
+
var bb = ((color & 0xff) * (foreColor & 0xff)) >> 8;
|
2666
|
+
rr = (rr * opaci + (backColor & 0xff0000) * trans) >> 8;
|
2667
|
+
gg = (gg * opaci + (backColor & 0xff00) * trans) >> 8;
|
2668
|
+
bb = (bb * opaci + (backColor & 0xff) * trans) >> 8;
|
2669
|
+
cbuf[pix] = (rr & 0xff0000) | (gg & 0xff00) | (bb & 0xff);
|
2670
|
+
sbuf[pix] = id;
|
2671
|
+
}
|
2672
|
+
pix++;
|
2673
|
+
}
|
2674
|
+
}
|
2675
|
+
}
|
2676
|
+
|
2677
|
+
// step up to next scanline
|
2678
|
+
//
|
2679
|
+
x0 -= xStep0;
|
2680
|
+
z0 -= zStep0;
|
2681
|
+
n0 -= nStep0;
|
2682
|
+
sh0 -= shStep0;
|
2683
|
+
sv0 -= svStep0;
|
2684
|
+
if(y > Ys[mid]) {
|
2685
|
+
x1 -= xStep1;
|
2686
|
+
z1 -= zStep1;
|
2687
|
+
n1 -= nStep1;
|
2688
|
+
sh1 -= shStep1;
|
2689
|
+
sv1 -= svStep1;
|
2690
|
+
}
|
2691
|
+
else {
|
2692
|
+
x2 -= xStep2;
|
2693
|
+
z2 -= zStep2;
|
2694
|
+
n2 -= nStep2;
|
2695
|
+
sh2 -= shStep2;
|
2696
|
+
sv2 -= svStep2;
|
2697
|
+
}
|
2698
|
+
linebase -= w;
|
2699
|
+
}
|
2700
|
+
}
|
2701
|
+
|
2702
|
+
v1 = v2;
|
2703
|
+
} while (ibuf[j] != -1);
|
2704
|
+
|
2705
|
+
j++;
|
2706
|
+
}
|
2707
|
+
}
|
2708
|
+
};
|
2709
|
+
|
2710
|
+
JSC3D.Viewer.prototype.params = null;
|
2711
|
+
JSC3D.Viewer.prototype.canvas = null;
|
2712
|
+
JSC3D.Viewer.prototype.ctx = null;
|
2713
|
+
JSC3D.Viewer.prototype.canvasData = null;
|
2714
|
+
JSC3D.Viewer.prototype.bkgColorBuffer = null;
|
2715
|
+
JSC3D.Viewer.prototype.colorBuffer = null;
|
2716
|
+
JSC3D.Viewer.prototype.zBuffer = null;
|
2717
|
+
JSC3D.Viewer.prototype.selectionBuffer = null;
|
2718
|
+
JSC3D.Viewer.prototype.frameWidth = 0;
|
2719
|
+
JSC3D.Viewer.prototype.frameHeight = 0;
|
2720
|
+
JSC3D.Viewer.prototype.scene = null;
|
2721
|
+
JSC3D.Viewer.prototype.defaultMaterial = null;
|
2722
|
+
JSC3D.Viewer.prototype.sphereMap = null;
|
2723
|
+
JSC3D.Viewer.prototype.isLoaded = false;
|
2724
|
+
JSC3D.Viewer.prototype.isFailed = false;
|
2725
|
+
JSC3D.Viewer.prototype.errorMsg = '';
|
2726
|
+
JSC3D.Viewer.prototype.initRotX = 0;
|
2727
|
+
JSC3D.Viewer.prototype.initRotY = 0;
|
2728
|
+
JSC3D.Viewer.prototype.initRotZ = 0;
|
2729
|
+
JSC3D.Viewer.prototype.zoomFactor = 1;
|
2730
|
+
JSC3D.Viewer.prototype.rotMatrix = null;
|
2731
|
+
JSC3D.Viewer.prototype.transformMatrix = null;
|
2732
|
+
JSC3D.Viewer.prototype.sceneUrl = '';
|
2733
|
+
JSC3D.Viewer.prototype.modelColor = 0xcaa618;
|
2734
|
+
JSC3D.Viewer.prototype.bkgColor1 = 0xffffff;
|
2735
|
+
JSC3D.Viewer.prototype.bkgColor2 = 0xffff80;
|
2736
|
+
JSC3D.Viewer.prototype.renderMode = 'flat';
|
2737
|
+
JSC3D.Viewer.prototype.definition = 'standard';
|
2738
|
+
JSC3D.Viewer.prototype.isMipMappingOn = false;
|
2739
|
+
JSC3D.Viewer.prototype.sphereMapUrl = '';
|
2740
|
+
JSC3D.Viewer.prototype.buttonStates = null;
|
2741
|
+
JSC3D.Viewer.prototype.keyStates = null;
|
2742
|
+
JSC3D.Viewer.prototype.mouseX = 0;
|
2743
|
+
JSC3D.Viewer.prototype.mouseY = 0;
|
2744
|
+
JSC3D.Viewer.prototype.onmousedown = null;
|
2745
|
+
JSC3D.Viewer.prototype.onmouseup = null;
|
2746
|
+
JSC3D.Viewer.prototype.onmousemove = null;
|
2747
|
+
JSC3D.Viewer.prototype.beforeupdate = null;
|
2748
|
+
JSC3D.Viewer.prototype.afterupdate = null;
|
2749
|
+
JSC3D.Viewer.prototype.mouseUsage = 'default';
|
2750
|
+
JSC3D.Viewer.prototype.isDefaultInputHandlerEnabled = false;
|
2751
|
+
|
2752
|
+
|
2753
|
+
/**
|
2754
|
+
@class PickInfo
|
2755
|
+
|
2756
|
+
PickInfo is used as the return value of JSC3D.Viewer's pick() method, holding picking values at a given position
|
2757
|
+
on the canvas.
|
2758
|
+
*/
|
2759
|
+
JSC3D.PickInfo = function() {
|
2760
|
+
this.canvasX = 0;
|
2761
|
+
this.canvasY = 0;
|
2762
|
+
this.depth = -Infinity;
|
2763
|
+
this.mesh = null;
|
2764
|
+
};
|
2765
|
+
|
2766
|
+
|
2767
|
+
/**
|
2768
|
+
@class Scene
|
2769
|
+
|
2770
|
+
This class implements scene that contains a group of meshes that forms the world.
|
2771
|
+
*/
|
2772
|
+
JSC3D.Scene = function(name) {
|
2773
|
+
this.name = name || '';
|
2774
|
+
this.aabb = null;
|
2775
|
+
this.children = [];
|
2776
|
+
this.maxChildId = 1;
|
2777
|
+
};
|
2778
|
+
|
2779
|
+
/**
|
2780
|
+
Initialize the scene.
|
2781
|
+
*/
|
2782
|
+
JSC3D.Scene.prototype.init = function() {
|
2783
|
+
if(this.isEmpty())
|
2784
|
+
return;
|
2785
|
+
|
2786
|
+
for(var i=0; i<this.children.length; i++)
|
2787
|
+
this.children[i].init();
|
2788
|
+
|
2789
|
+
if(!this.aabb) {
|
2790
|
+
this.aabb = new JSC3D.AABB;
|
2791
|
+
this.calcAABB();
|
2792
|
+
}
|
2793
|
+
};
|
2794
|
+
|
2795
|
+
/**
|
2796
|
+
See if the scene is empty.
|
2797
|
+
@returns {boolean} true if it contains no meshes; false if it has any.
|
2798
|
+
*/
|
2799
|
+
JSC3D.Scene.prototype.isEmpty = function() {
|
2800
|
+
return (this.children.length == 0);
|
2801
|
+
};
|
2802
|
+
|
2803
|
+
/**
|
2804
|
+
Add a mesh to the scene.
|
2805
|
+
@param {JSC3D.Mesh} mesh the mesh to be added.
|
2806
|
+
*/
|
2807
|
+
JSC3D.Scene.prototype.addChild = function(mesh) {
|
2808
|
+
mesh.internalId = this.maxChildId++;
|
2809
|
+
this.children.push(mesh);
|
2810
|
+
};
|
2811
|
+
|
2812
|
+
/**
|
2813
|
+
Remove a mesh from the scene.
|
2814
|
+
@param {JSC3D.Mesh} mesh the mesh to be added.
|
2815
|
+
*/
|
2816
|
+
JSC3D.Scene.prototype.removeChild = function(mesh) {
|
2817
|
+
for(var i=0; i<this.children.length; i++) {
|
2818
|
+
if(this.children[i] == mesh) {
|
2819
|
+
this.children.splice(i, 1);
|
2820
|
+
break;
|
2821
|
+
}
|
2822
|
+
}
|
2823
|
+
};
|
2824
|
+
|
2825
|
+
/**
|
2826
|
+
Get all meshes in the scene.
|
2827
|
+
@returns {Array} meshes as an array.
|
2828
|
+
*/
|
2829
|
+
JSC3D.Scene.prototype.getChildren = function() {
|
2830
|
+
return this.children;
|
2831
|
+
};
|
2832
|
+
|
2833
|
+
/**
|
2834
|
+
Calculate AABB of the scene.
|
2835
|
+
@private
|
2836
|
+
*/
|
2837
|
+
JSC3D.Scene.prototype.calcAABB = function() {
|
2838
|
+
this.aabb.minX = this.aabb.minY = this.aabb.minZ = Number.MAX_VALUE;
|
2839
|
+
this.aabb.maxX = this.aabb.maxY = this.aabb.maxZ = -Number.MAX_VALUE;
|
2840
|
+
for(var i=0; i<this.children.length; i++) {
|
2841
|
+
var child = this.children[i];
|
2842
|
+
if(!child.isTrivial()) {
|
2843
|
+
var minX = child.aabb.minX;
|
2844
|
+
var minY = child.aabb.minY;
|
2845
|
+
var minZ = child.aabb.minZ;
|
2846
|
+
var maxX = child.aabb.maxX;
|
2847
|
+
var maxY = child.aabb.maxY;
|
2848
|
+
var maxZ = child.aabb.maxZ;
|
2849
|
+
if(this.aabb.minX > minX)
|
2850
|
+
this.aabb.minX = minX;
|
2851
|
+
if(this.aabb.minY > minY)
|
2852
|
+
this.aabb.minY = minY;
|
2853
|
+
if(this.aabb.minZ > minZ)
|
2854
|
+
this.aabb.minZ = minZ;
|
2855
|
+
if(this.aabb.maxX < maxX)
|
2856
|
+
this.aabb.maxX = maxX;
|
2857
|
+
if(this.aabb.maxY < maxY)
|
2858
|
+
this.aabb.maxY = maxY;
|
2859
|
+
if(this.aabb.maxZ < maxZ)
|
2860
|
+
this.aabb.maxZ = maxZ;
|
2861
|
+
}
|
2862
|
+
}
|
2863
|
+
};
|
2864
|
+
|
2865
|
+
JSC3D.Scene.prototype.name = '';
|
2866
|
+
JSC3D.Scene.prototype.aabb = null;
|
2867
|
+
JSC3D.Scene.prototype.children = null;
|
2868
|
+
JSC3D.Scene.prototype.maxChildId = 1;
|
2869
|
+
|
2870
|
+
|
2871
|
+
/**
|
2872
|
+
@class Mesh
|
2873
|
+
|
2874
|
+
This class implements mesh that is used as an expression of 3D object and the basic primitive for rendering. <br />
|
2875
|
+
A mesh basically consists of a sequence of faces, and optioanlly a material, a texture mapping and other attributes and metadata.<br />
|
2876
|
+
A face consists of 3 or more coplanary vertex that should be descript in counter-clockwise order.<br />
|
2877
|
+
A texture mapping includes a valid texture object with a sequence of texture coordinats specified per vertex.<br />
|
2878
|
+
*/
|
2879
|
+
JSC3D.Mesh = function(name, visible, material, texture, isDoubleSided, isEnvironmentCast, coordBuffer, indexBuffer, texCoordBuffer, texCoordIndexBuffer) {
|
2880
|
+
this.name = name || '';
|
2881
|
+
this.metadata = '';
|
2882
|
+
this.visible = (visible != undefined) ? visible : true;
|
2883
|
+
this.aabb = null;
|
2884
|
+
this.vertexBuffer = coordBuffer || null;
|
2885
|
+
this.indexBuffer = indexBuffer || null;
|
2886
|
+
this.vertexNormalBuffer = null;
|
2887
|
+
this.faceNormalBuffer = null;
|
2888
|
+
this.material = material || null;
|
2889
|
+
this.texture = texture || null;
|
2890
|
+
this.faceCount = 0;
|
2891
|
+
this.isDoubleSided = isDoubleSided || false;
|
2892
|
+
this.isEnvironmentCast = isEnvironmentCast || false;
|
2893
|
+
this.internalId = 0;
|
2894
|
+
this.texCoordBuffer = texCoordBuffer || null;
|
2895
|
+
this.texCoordIndexBuffer = texCoordIndexBuffer || null;
|
2896
|
+
this.transformedVertexBuffer = null;
|
2897
|
+
this.transformedVertexNormalZBuffer = null;
|
2898
|
+
this.transformedFaceNormalZBuffer = null;
|
2899
|
+
this.transformedVertexNormalBuffer = null;
|
2900
|
+
};
|
2901
|
+
|
2902
|
+
/**
|
2903
|
+
Initialize the mesh.
|
2904
|
+
*/
|
2905
|
+
JSC3D.Mesh.prototype.init = function() {
|
2906
|
+
if(this.isTrivial()) {
|
2907
|
+
return;
|
2908
|
+
}
|
2909
|
+
|
2910
|
+
if(this.faceCount == 0) {
|
2911
|
+
this.calcFaceCount();
|
2912
|
+
if(this.faceCount == 0)
|
2913
|
+
return;
|
2914
|
+
}
|
2915
|
+
|
2916
|
+
if(!this.aabb) {
|
2917
|
+
this.aabb = new JSC3D.AABB;
|
2918
|
+
this.calcAABB();
|
2919
|
+
}
|
2920
|
+
|
2921
|
+
if(!this.faceNormalBuffer) {
|
2922
|
+
this.faceNormalBuffer = new Array(this.faceCount * 3);
|
2923
|
+
this.calcFaceNormals();
|
2924
|
+
}
|
2925
|
+
|
2926
|
+
if(!this.vertexNormalBuffer) {
|
2927
|
+
this.vertexNormalBuffer = new Array(this.vertexBuffer.length);
|
2928
|
+
this.calcVertexNormals();
|
2929
|
+
}
|
2930
|
+
|
2931
|
+
this.normalizeFaceNormals();
|
2932
|
+
|
2933
|
+
this.transformedVertexBuffer = new Array(this.vertexBuffer.length);
|
2934
|
+
};
|
2935
|
+
|
2936
|
+
/**
|
2937
|
+
See if the mesh is a trivial mesh. A trivial mesh should be omited in any calculations and rendering.
|
2938
|
+
@returns {boolean} true if it is trivial; false if not.
|
2939
|
+
*/
|
2940
|
+
JSC3D.Mesh.prototype.isTrivial = function() {
|
2941
|
+
return ( !this.vertexBuffer || this.vertexBuffer.length < 3 ||
|
2942
|
+
!this.indexBuffer || this.indexBuffer.length < 3 );
|
2943
|
+
};
|
2944
|
+
|
2945
|
+
/**
|
2946
|
+
Set material for the mesh.
|
2947
|
+
@param {JSC3D.Material} material the material object.
|
2948
|
+
*/
|
2949
|
+
JSC3D.Mesh.prototype.setMaterial = function(material) {
|
2950
|
+
this.material = material;
|
2951
|
+
};
|
2952
|
+
|
2953
|
+
/**
|
2954
|
+
Set texture for the mesh.
|
2955
|
+
@param {JSC3D.Texture} texture the texture object.
|
2956
|
+
*/
|
2957
|
+
JSC3D.Mesh.prototype.setTexture = function(texture) {
|
2958
|
+
this.texture = texture;
|
2959
|
+
};
|
2960
|
+
|
2961
|
+
/**
|
2962
|
+
See if the mesh has valid texture mapping.
|
2963
|
+
@returns {boolean} true if it has valid texture mapping; false if not.
|
2964
|
+
*/
|
2965
|
+
JSC3D.Mesh.prototype.hasTexture = function() {
|
2966
|
+
return ( (this.texCoordBuffer != null) && (this.texCoordBuffer.length >= 2) &&
|
2967
|
+
(this.texCoordIndexBuffer != null) && (this.texCoordIndexBuffer.length >= 3) &&
|
2968
|
+
(this.texCoordIndexBuffer.length >= this.indexBuffer.length) &&
|
2969
|
+
(this.texture != null) && this.texture.hasData() );
|
2970
|
+
};
|
2971
|
+
|
2972
|
+
/**
|
2973
|
+
Calculate count of faces.
|
2974
|
+
@private
|
2975
|
+
*/
|
2976
|
+
JSC3D.Mesh.prototype.calcFaceCount = function() {
|
2977
|
+
this.faceCount = 0;
|
2978
|
+
|
2979
|
+
var ibuf = this.indexBuffer;
|
2980
|
+
if(ibuf[ibuf.length - 1] != -1)
|
2981
|
+
ibuf.push(-1);
|
2982
|
+
|
2983
|
+
for(var i=0; i<ibuf.length; i++) {
|
2984
|
+
if(ibuf[i] == -1)
|
2985
|
+
this.faceCount++;
|
2986
|
+
}
|
2987
|
+
};
|
2988
|
+
|
2989
|
+
/**
|
2990
|
+
Calculate AABB of the mesh.
|
2991
|
+
@private
|
2992
|
+
*/
|
2993
|
+
JSC3D.Mesh.prototype.calcAABB = function() {
|
2994
|
+
var minX = minY = minZ = Number.MAX_VALUE;
|
2995
|
+
var maxX = maxY = maxZ = -Number.MAX_VALUE;
|
2996
|
+
|
2997
|
+
var vbuf = this.vertexBuffer;
|
2998
|
+
for(var i=0; i<vbuf.length; i+=3) {
|
2999
|
+
var x = vbuf[i];
|
3000
|
+
var y = vbuf[i + 1];
|
3001
|
+
var z = vbuf[i + 2];
|
3002
|
+
|
3003
|
+
if(x < minX)
|
3004
|
+
minX = x;
|
3005
|
+
if(x > maxX)
|
3006
|
+
maxX = x;
|
3007
|
+
if(y < minY)
|
3008
|
+
minY = y;
|
3009
|
+
if(y > maxY)
|
3010
|
+
maxY = y;
|
3011
|
+
if(z < minZ)
|
3012
|
+
minZ = z;
|
3013
|
+
if(z > maxZ)
|
3014
|
+
maxZ = z;
|
3015
|
+
}
|
3016
|
+
|
3017
|
+
this.aabb.minX = minX;
|
3018
|
+
this.aabb.minY = minY;
|
3019
|
+
this.aabb.minZ = minZ;
|
3020
|
+
this.aabb.maxX = maxX;
|
3021
|
+
this.aabb.maxY = maxY;
|
3022
|
+
this.aabb.maxZ = maxZ;
|
3023
|
+
};
|
3024
|
+
|
3025
|
+
/**
|
3026
|
+
Calculate per face normals. The reault remain un-normalized for later vertex normal calculations.
|
3027
|
+
@private
|
3028
|
+
*/
|
3029
|
+
JSC3D.Mesh.prototype.calcFaceNormals = function() {
|
3030
|
+
var vbuf = this.vertexBuffer;
|
3031
|
+
var ibuf = this.indexBuffer;
|
3032
|
+
var nbuf = this.faceNormalBuffer;
|
3033
|
+
var i = 0, j = 0;
|
3034
|
+
while(i < ibuf.length) {
|
3035
|
+
var index = ibuf[i++] * 3;
|
3036
|
+
var x0 = vbuf[index];
|
3037
|
+
var y0 = vbuf[index + 1];
|
3038
|
+
var z0 = vbuf[index + 2];
|
3039
|
+
|
3040
|
+
index = ibuf[i++] * 3;
|
3041
|
+
var x1 = vbuf[index];
|
3042
|
+
var y1 = vbuf[index + 1];
|
3043
|
+
var z1 = vbuf[index + 2];
|
3044
|
+
|
3045
|
+
index = ibuf[i++] * 3;
|
3046
|
+
var x2 = vbuf[index];
|
3047
|
+
var y2 = vbuf[index + 1];
|
3048
|
+
var z2 = vbuf[index + 2];
|
3049
|
+
|
3050
|
+
var dx1 = x1 - x0;
|
3051
|
+
var dy1 = y1 - y0;
|
3052
|
+
var dz1 = z1 - z0;
|
3053
|
+
var dx2 = x2 - x0;
|
3054
|
+
var dy2 = y2 - y0;
|
3055
|
+
var dz2 = z2 - z0;
|
3056
|
+
|
3057
|
+
var nx = dy1 * dz2 - dz1 * dy2;
|
3058
|
+
var ny = dz1 * dx2 - dx1 * dz2;
|
3059
|
+
var nz = dx1 * dy2 - dy1 * dx2;
|
3060
|
+
|
3061
|
+
nbuf[j++] = nx;
|
3062
|
+
nbuf[j++] = ny;
|
3063
|
+
nbuf[j++] = nz;
|
3064
|
+
|
3065
|
+
do {
|
3066
|
+
} while (ibuf[i++] != -1);
|
3067
|
+
}
|
3068
|
+
};
|
3069
|
+
|
3070
|
+
/**
|
3071
|
+
Calculate per vertex normals.
|
3072
|
+
@private
|
3073
|
+
*/
|
3074
|
+
JSC3D.Mesh.prototype.calcVertexNormals = function() {
|
3075
|
+
if(!this.faceNormalBuffer) {
|
3076
|
+
this.faceNormalBuffer = new Array(this.faceCount * 3);
|
3077
|
+
this.calcFaceNormals();
|
3078
|
+
}
|
3079
|
+
|
3080
|
+
var vbuf = this.vertexBuffer;
|
3081
|
+
var ibuf = this.indexBuffer;
|
3082
|
+
var fnbuf = this.faceNormalBuffer;
|
3083
|
+
var vnbuf = this.vertexNormalBuffer;
|
3084
|
+
for(var i=0; i<vnbuf.length; i++) {
|
3085
|
+
vnbuf[i] = 0;
|
3086
|
+
}
|
3087
|
+
|
3088
|
+
var numOfVertices = vbuf.length / 3;
|
3089
|
+
|
3090
|
+
var i = 0, j = 0, k = 0;
|
3091
|
+
while(i < ibuf.length) {
|
3092
|
+
k = ibuf[i++];
|
3093
|
+
if(k == -1) {
|
3094
|
+
j += 3;
|
3095
|
+
}
|
3096
|
+
else {
|
3097
|
+
var index = k * 3;
|
3098
|
+
vnbuf[index ] += fnbuf[j];
|
3099
|
+
vnbuf[index + 1] += fnbuf[j + 1];
|
3100
|
+
vnbuf[index + 2] += fnbuf[j + 2];
|
3101
|
+
}
|
3102
|
+
}
|
3103
|
+
|
3104
|
+
for(var i=0, j=0; i<vnbuf.length; i+=3, j++) {
|
3105
|
+
var nx = vnbuf[i];
|
3106
|
+
var ny = vnbuf[i + 1];
|
3107
|
+
var nz = vnbuf[i + 2];
|
3108
|
+
var len = Math.sqrt(nx * nx + ny * ny + nz * nz);
|
3109
|
+
if(len > 0) {
|
3110
|
+
nx /= len;
|
3111
|
+
ny /= len;
|
3112
|
+
nz /= len;
|
3113
|
+
}
|
3114
|
+
|
3115
|
+
vnbuf[i ] = nx;
|
3116
|
+
vnbuf[i + 1] = ny;
|
3117
|
+
vnbuf[i + 2] = nz;
|
3118
|
+
}
|
3119
|
+
};
|
3120
|
+
|
3121
|
+
/**
|
3122
|
+
Normalize face normals.
|
3123
|
+
@private
|
3124
|
+
*/
|
3125
|
+
JSC3D.Mesh.prototype.normalizeFaceNormals = function() {
|
3126
|
+
var nbuf = this.faceNormalBuffer;
|
3127
|
+
|
3128
|
+
for(var i=0; i<nbuf.length; i+=3) {
|
3129
|
+
var nx = nbuf[i];
|
3130
|
+
var ny = nbuf[i + 1];
|
3131
|
+
var nz = nbuf[i + 2];
|
3132
|
+
var len = Math.sqrt(nx * nx + ny * ny + nz * nz);
|
3133
|
+
if(len > 0) {
|
3134
|
+
nx /= len;
|
3135
|
+
ny /= len;
|
3136
|
+
nz /= len;
|
3137
|
+
}
|
3138
|
+
|
3139
|
+
nbuf[i ] = nx;
|
3140
|
+
nbuf[i + 1] = ny;
|
3141
|
+
nbuf[i + 2] = nz;
|
3142
|
+
}
|
3143
|
+
};
|
3144
|
+
|
3145
|
+
JSC3D.Mesh.prototype.checkValid = function() {
|
3146
|
+
//TODO: not implemented yet
|
3147
|
+
};
|
3148
|
+
|
3149
|
+
JSC3D.Mesh.prototype.name = '';
|
3150
|
+
JSC3D.Mesh.prototype.metadata = '';
|
3151
|
+
JSC3D.Mesh.prototype.visible = false;
|
3152
|
+
JSC3D.Mesh.prototype.aabb = null;
|
3153
|
+
JSC3D.Mesh.prototype.vertexBuffer = null;
|
3154
|
+
JSC3D.Mesh.prototype.indexBuffer = null;
|
3155
|
+
JSC3D.Mesh.prototype.vertexNormalBuffer = null;
|
3156
|
+
JSC3D.Mesh.prototype.faceNormalBuffer = null;
|
3157
|
+
JSC3D.Mesh.prototype.texCoordBuffer = null;
|
3158
|
+
JSC3D.Mesh.prototype.texCoordIndexBuffer = null;
|
3159
|
+
JSC3D.Mesh.prototype.material = null;
|
3160
|
+
JSC3D.Mesh.prototype.texture = null;
|
3161
|
+
JSC3D.Mesh.prototype.faceCount = 0;
|
3162
|
+
JSC3D.Mesh.prototype.isDoubleSided = false;
|
3163
|
+
JSC3D.Mesh.prototype.isEnvironmentCast = false;
|
3164
|
+
JSC3D.Mesh.prototype.internalId = 0;
|
3165
|
+
JSC3D.Mesh.prototype.transformedVertexBuffer = null;
|
3166
|
+
JSC3D.Mesh.prototype.transformedVertexNormalZBuffer = null;
|
3167
|
+
JSC3D.Mesh.prototype.transformedFaceNormalZBuffer = null;
|
3168
|
+
JSC3D.Mesh.prototype.transformedVertexNormalBuffer = null;
|
3169
|
+
|
3170
|
+
|
3171
|
+
/**
|
3172
|
+
@class Material
|
3173
|
+
|
3174
|
+
This class implements material which describes the feel and look of a mesh.
|
3175
|
+
*/
|
3176
|
+
JSC3D.Material = function(name, ambientColor, diffuseColor, transparency, simulateSpecular) {
|
3177
|
+
this.name = name || '';
|
3178
|
+
this.ambientColor = ambientColor || 0;
|
3179
|
+
this.diffuseColor = diffuseColor || 0x7f7f7f;
|
3180
|
+
this.transparency = transparency || 0;
|
3181
|
+
this.simulateSpecular = simulateSpecular || false;
|
3182
|
+
this.palette = null;
|
3183
|
+
};
|
3184
|
+
|
3185
|
+
/**
|
3186
|
+
Get the palette of the material used for shadings.
|
3187
|
+
@return {Array} palette of the material as an array.
|
3188
|
+
*/
|
3189
|
+
JSC3D.Material.prototype.getPalette = function() {
|
3190
|
+
if(!this.palette) {
|
3191
|
+
this.palette = new Array(256);
|
3192
|
+
this.generatePalette();
|
3193
|
+
}
|
3194
|
+
|
3195
|
+
return this.palette;
|
3196
|
+
};
|
3197
|
+
|
3198
|
+
/**
|
3199
|
+
@private
|
3200
|
+
*/
|
3201
|
+
JSC3D.Material.prototype.generatePalette = function() {
|
3202
|
+
var ambientR = (this.ambientColor & 0xff0000) >> 16;
|
3203
|
+
var ambientG = (this.ambientColor & 0xff00) >> 8;
|
3204
|
+
var ambientB = this.ambientColor & 0xff;
|
3205
|
+
var diffuseR = (this.diffuseColor & 0xff0000) >> 16;
|
3206
|
+
var diffuseG = (this.diffuseColor & 0xff00) >> 8;
|
3207
|
+
var diffuseB = this.diffuseColor & 0xff;
|
3208
|
+
|
3209
|
+
if(this.simulateSpecular) {
|
3210
|
+
var i = 0;
|
3211
|
+
while(i < 204) {
|
3212
|
+
var r = ambientR + i * diffuseR / 204;
|
3213
|
+
var g = ambientG + i * diffuseG / 204;
|
3214
|
+
var b = ambientB + i * diffuseB / 204;
|
3215
|
+
if(r > 255)
|
3216
|
+
r = 255;
|
3217
|
+
if(g > 255)
|
3218
|
+
g = 255;
|
3219
|
+
if(b > 255)
|
3220
|
+
b = 255;
|
3221
|
+
|
3222
|
+
this.palette[i++] = r << 16 | g << 8 | b;
|
3223
|
+
}
|
3224
|
+
|
3225
|
+
while(i < 256) {
|
3226
|
+
var r = ambientR + diffuseR + (i - 204) * (255 - diffuseR) / 82;
|
3227
|
+
var g = ambientG + diffuseG + (i - 204) * (255 - diffuseG) / 82;
|
3228
|
+
var b = ambientB + diffuseB + (i - 204) * (255 - diffuseB) / 82;
|
3229
|
+
if(r > 255)
|
3230
|
+
r = 255;
|
3231
|
+
if(g > 255)
|
3232
|
+
g = 255;
|
3233
|
+
if(b > 255)
|
3234
|
+
b = 255;
|
3235
|
+
|
3236
|
+
this.palette[i++] = r << 16 | g << 8 | b;
|
3237
|
+
}
|
3238
|
+
}
|
3239
|
+
else {
|
3240
|
+
var i = 0;
|
3241
|
+
while(i < 256) {
|
3242
|
+
var r = ambientR + i * diffuseR / 256;
|
3243
|
+
var g = ambientG + i * diffuseG / 256;
|
3244
|
+
var b = ambientB + i * diffuseB / 256;
|
3245
|
+
if(r > 255)
|
3246
|
+
r = 255;
|
3247
|
+
if(g > 255)
|
3248
|
+
g = 255;
|
3249
|
+
if(b > 255)
|
3250
|
+
b = 255;
|
3251
|
+
|
3252
|
+
this.palette[i++] = r << 16 | g << 8 | b;
|
3253
|
+
}
|
3254
|
+
}
|
3255
|
+
};
|
3256
|
+
|
3257
|
+
JSC3D.Material.prototype.name = '';
|
3258
|
+
JSC3D.Material.prototype.ambientColor = 0;
|
3259
|
+
JSC3D.Material.prototype.diffuseColor = 0x7f7f7f;
|
3260
|
+
JSC3D.Material.prototype.transparency = 0;
|
3261
|
+
JSC3D.Material.prototype.simulateSpecular = false;
|
3262
|
+
JSC3D.Material.prototype.palette = null;
|
3263
|
+
|
3264
|
+
|
3265
|
+
/**
|
3266
|
+
@class Texture
|
3267
|
+
|
3268
|
+
This class implements texture which describes the surface details for a mesh.
|
3269
|
+
*/
|
3270
|
+
JSC3D.Texture = function(name, onready) {
|
3271
|
+
this.name = name || '';
|
3272
|
+
this.width = 0;
|
3273
|
+
this.height = 0;
|
3274
|
+
this.data = null;
|
3275
|
+
this.mipmaps = null;
|
3276
|
+
this.mipentries = null;
|
3277
|
+
this.hasTransparency = false;
|
3278
|
+
this.srcUrl = '';
|
3279
|
+
this.onready = (onready && typeof(onready) == 'function') ? onready : null;
|
3280
|
+
};
|
3281
|
+
|
3282
|
+
/**
|
3283
|
+
Load an image and extract texture data from it.
|
3284
|
+
@param {string} imageUrl where to load the image.
|
3285
|
+
@param {boolean} useMipmap set true to generate mip-maps; false(default) not to generate mip-maps.
|
3286
|
+
*/
|
3287
|
+
JSC3D.Texture.prototype.createFromUrl = function(imageUrl, useMipmap) {
|
3288
|
+
var self = this;
|
3289
|
+
var img = new Image;
|
3290
|
+
|
3291
|
+
img.onload = function() {
|
3292
|
+
self.data = null;
|
3293
|
+
self.mipmaps = null;
|
3294
|
+
self.mipentries = null;
|
3295
|
+
self.width = 0;
|
3296
|
+
self.height = 0;
|
3297
|
+
self.hasTransparency = false;
|
3298
|
+
self.srcUrl = '';
|
3299
|
+
self.createFromImage(this, useMipmap);
|
3300
|
+
};
|
3301
|
+
|
3302
|
+
img.onerror = function() {
|
3303
|
+
self.data = null;
|
3304
|
+
self.mipmaps = null;
|
3305
|
+
self.mipentries = null;
|
3306
|
+
self.width = 0;
|
3307
|
+
self.height = 0;
|
3308
|
+
self.hasTransparency = false;
|
3309
|
+
self.srcUrl = '';
|
3310
|
+
};
|
3311
|
+
|
3312
|
+
img.src = imageUrl;
|
3313
|
+
};
|
3314
|
+
|
3315
|
+
/**
|
3316
|
+
Extract texture data from an exsisting image.
|
3317
|
+
@param {Image} image image as datasource of the texture.
|
3318
|
+
@param {boolean} useMipmap set true to generate mip-maps; false(default) not to generate mip-maps.
|
3319
|
+
*/
|
3320
|
+
JSC3D.Texture.prototype.createFromImage = function(image, useMipmap) {
|
3321
|
+
if(image.width <=0 || image.height <=0)
|
3322
|
+
return;
|
3323
|
+
|
3324
|
+
if(JSC3D.Texture.cv_is_locked) {
|
3325
|
+
var self = this;
|
3326
|
+
setTimeout( function() {
|
3327
|
+
self.createFromImage(image);
|
3328
|
+
}, JSC3D.Texture.cv_lock_cycle );
|
3329
|
+
|
3330
|
+
return;
|
3331
|
+
}
|
3332
|
+
|
3333
|
+
var cv = JSC3D.Texture.cv;
|
3334
|
+
if(!cv) {
|
3335
|
+
try {
|
3336
|
+
cv = document.createElement('canvas');
|
3337
|
+
JSC3D.Texture.cv = cv;
|
3338
|
+
}
|
3339
|
+
catch(e) {
|
3340
|
+
return;
|
3341
|
+
}
|
3342
|
+
}
|
3343
|
+
|
3344
|
+
var dim = image.width > image.height ? image.width : image.height;
|
3345
|
+
if(dim <= 32)
|
3346
|
+
dim = 32;
|
3347
|
+
else if(dim <= 64)
|
3348
|
+
dim = 64;
|
3349
|
+
else if(dim <= 128)
|
3350
|
+
dim = 128;
|
3351
|
+
//else if(dim <= 256)
|
3352
|
+
// dim = 256;
|
3353
|
+
//else
|
3354
|
+
// dim = 512;
|
3355
|
+
else
|
3356
|
+
dim = 256;
|
3357
|
+
|
3358
|
+
try {
|
3359
|
+
JSC3D.Texture.cv_is_locked = true;
|
3360
|
+
|
3361
|
+
var self = this;
|
3362
|
+
|
3363
|
+
if(cv.width != dim || cv.height != dim)
|
3364
|
+
cv.width = cv.height = dim;
|
3365
|
+
|
3366
|
+
setTimeout( function() {
|
3367
|
+
var ctx = cv.getContext('2d');
|
3368
|
+
ctx.drawImage(image, 0, 0, dim, dim);
|
3369
|
+
|
3370
|
+
setTimeout( function() {
|
3371
|
+
var imgData = ctx.getImageData(0, 0, dim, dim);
|
3372
|
+
var data = imgData.data;
|
3373
|
+
|
3374
|
+
var size = data.length / 4;
|
3375
|
+
self.data = new Array(size);
|
3376
|
+
var alpha;
|
3377
|
+
for(var i=0, j=0; i<size; i++, j+=4) {
|
3378
|
+
alpha = data[j + 3];
|
3379
|
+
self.data[i] = alpha << 24 | data[j] << 16 | data[j+1] << 8 | data[j+2];
|
3380
|
+
if(alpha < 250)
|
3381
|
+
self.hasTransparency = true;
|
3382
|
+
}
|
3383
|
+
|
3384
|
+
self.width = dim;
|
3385
|
+
self.height = dim;
|
3386
|
+
|
3387
|
+
cv.width = 1;
|
3388
|
+
cv.height = 1;
|
3389
|
+
|
3390
|
+
JSC3D.Texture.cv_is_locked = false;
|
3391
|
+
|
3392
|
+
self.mipmaps = null;
|
3393
|
+
if(useMipmap)
|
3394
|
+
self.generateMipmaps();
|
3395
|
+
|
3396
|
+
self.srcUrl = image.src;
|
3397
|
+
|
3398
|
+
if(self.onready != null && (typeof self.onready) == 'function')
|
3399
|
+
self.onready();
|
3400
|
+
|
3401
|
+
}, JSC3D.Texture.cv_lock_cycle );
|
3402
|
+
|
3403
|
+
}, JSC3D.Texture.cv_lock_cycle );
|
3404
|
+
}
|
3405
|
+
catch(e) {
|
3406
|
+
JSC3D.Texture.cv_is_locked = false;
|
3407
|
+
return;
|
3408
|
+
}
|
3409
|
+
};
|
3410
|
+
|
3411
|
+
/**
|
3412
|
+
See if this texture contains texel data.
|
3413
|
+
@returns {boolean} true if it has texel data; false if not.
|
3414
|
+
*/
|
3415
|
+
JSC3D.Texture.prototype.hasData = function() {
|
3416
|
+
return (this.data != null);
|
3417
|
+
};
|
3418
|
+
|
3419
|
+
/**
|
3420
|
+
Generate mip-maps for the texture.
|
3421
|
+
*/
|
3422
|
+
JSC3D.Texture.prototype.generateMipmaps = function() {
|
3423
|
+
if(this.width <= 1 || this.data == null || this.mipmaps != null)
|
3424
|
+
return;
|
3425
|
+
|
3426
|
+
this.mipmaps = [this.data];
|
3427
|
+
this.mipentries = [1];
|
3428
|
+
|
3429
|
+
var numOfMipLevels = 1 + ~~(0.1 + Math.log(this.width) * Math.LOG2E);
|
3430
|
+
var dim = this.width >> 1;
|
3431
|
+
for(var level=1; level<numOfMipLevels; level++) {
|
3432
|
+
var map = new Array(dim * dim);
|
3433
|
+
var uppermap = this.mipmaps[level - 1];
|
3434
|
+
var upperdim = dim << 1;
|
3435
|
+
|
3436
|
+
var src = 0, dest = 0;
|
3437
|
+
for(var i=0; i<dim; i++) {
|
3438
|
+
for(var j=0; j<dim; j++) {
|
3439
|
+
var texel0 = uppermap[src];
|
3440
|
+
var texel1 = uppermap[src + 1];
|
3441
|
+
var texel2 = uppermap[src + upperdim];
|
3442
|
+
var texel3 = uppermap[src + upperdim + 1];
|
3443
|
+
var a = ( ((texel0 & 0xff000000) >>> 2) + ((texel1 & 0xff000000) >>> 2) + ((texel2 & 0xff000000) >>> 2) + ((texel3 & 0xff000000) >>> 2) ) & 0xff000000;
|
3444
|
+
var r = ( ((texel0 & 0xff0000) + (texel1 & 0xff0000) + (texel2 & 0xff0000) + (texel3 & 0xff0000)) >> 2 ) & 0xff0000;
|
3445
|
+
var g = ( ((texel0 & 0xff00) + (texel1 & 0xff00) + (texel2 & 0xff00) + (texel3 & 0xff00)) >> 2 ) & 0xff00;
|
3446
|
+
var b = ( ((texel0 & 0xff) + (texel1 & 0xff) + (texel2 & 0xff) + (texel3 & 0xff)) >> 2 ) & 0xff;
|
3447
|
+
map[dest] = a + r + g + b;
|
3448
|
+
src += 2;
|
3449
|
+
dest++;
|
3450
|
+
}
|
3451
|
+
src += upperdim;
|
3452
|
+
}
|
3453
|
+
|
3454
|
+
this.mipmaps.push(map);
|
3455
|
+
this.mipentries.push(Math.pow(4, level));
|
3456
|
+
dim = dim >> 1;
|
3457
|
+
}
|
3458
|
+
};
|
3459
|
+
|
3460
|
+
/**
|
3461
|
+
See if this texture has mip-maps.
|
3462
|
+
@returns {boolean} true if it has mip-maps; false if not.
|
3463
|
+
*/
|
3464
|
+
JSC3D.Texture.prototype.hasMipmap = function() {
|
3465
|
+
return (this.mipmaps != null);
|
3466
|
+
};
|
3467
|
+
|
3468
|
+
JSC3D.Texture.prototype.name = '';
|
3469
|
+
JSC3D.Texture.prototype.data = null;
|
3470
|
+
JSC3D.Texture.prototype.mipmaps = null;
|
3471
|
+
JSC3D.Texture.prototype.mipentries = null;
|
3472
|
+
JSC3D.Texture.prototype.width = 0;
|
3473
|
+
JSC3D.Texture.prototype.height = 0;
|
3474
|
+
JSC3D.Texture.prototype.hasTransparency = false;
|
3475
|
+
JSC3D.Texture.prototype.srcUrl = '';
|
3476
|
+
JSC3D.Texture.prototype.onready = null;
|
3477
|
+
JSC3D.Texture.cv = null;
|
3478
|
+
JSC3D.Texture.cv_is_locked = false;
|
3479
|
+
JSC3D.Texture.cv_lock_cycle = 100; // milliseconds
|
3480
|
+
|
3481
|
+
|
3482
|
+
/**
|
3483
|
+
@class AABB
|
3484
|
+
|
3485
|
+
This class implements the Axis-Aligned Bounding Box to measure spacial enclosure.
|
3486
|
+
*/
|
3487
|
+
JSC3D.AABB = function() {
|
3488
|
+
this.minX = this.maxX = 0;
|
3489
|
+
this.minY = this.maxY = 0;
|
3490
|
+
this.minZ = this.maxZ = 0;
|
3491
|
+
};
|
3492
|
+
|
3493
|
+
/**
|
3494
|
+
Get the center coordinates of the AABB.
|
3495
|
+
@returns {Array} center coordinates as an array.
|
3496
|
+
*/
|
3497
|
+
JSC3D.AABB.prototype.center = function() {
|
3498
|
+
return [(this.minX + this.maxX) / 2, (this.minY + this.maxY) / 2, (this.minZ + this.maxZ) / 2];
|
3499
|
+
};
|
3500
|
+
|
3501
|
+
/**
|
3502
|
+
Get the length of the diagonal of the AABB.
|
3503
|
+
@returns {float} length of the diagonal.
|
3504
|
+
*/
|
3505
|
+
JSC3D.AABB.prototype.lengthOfDiagonal = function() {
|
3506
|
+
var xx = this.maxX - this.minX;
|
3507
|
+
var yy = this.maxY - this.minY;
|
3508
|
+
var zz = this.maxZ - this.minZ;
|
3509
|
+
return Math.sqrt(xx * xx + yy * yy + zz * zz);
|
3510
|
+
};
|
3511
|
+
|
3512
|
+
|
3513
|
+
/**
|
3514
|
+
@class Matrix3x4
|
3515
|
+
|
3516
|
+
This class implements 3x4 matrix and mass operations for 3D transformations.
|
3517
|
+
*/
|
3518
|
+
JSC3D.Matrix3x4 = function() {
|
3519
|
+
this.m00 = 1; this.m01 = 0; this.m02 = 0; this.m03 = 0;
|
3520
|
+
this.m10 = 0; this.m11 = 1; this.m12 = 0; this.m13 = 0;
|
3521
|
+
this.m20 = 0; this.m21 = 0; this.m22 = 1; this.m23 = 0;
|
3522
|
+
};
|
3523
|
+
|
3524
|
+
/**
|
3525
|
+
Make the matrix an identical matrix.
|
3526
|
+
*/
|
3527
|
+
JSC3D.Matrix3x4.prototype.identity = function() {
|
3528
|
+
this.m00 = 1; this.m01 = 0; this.m02 = 0; this.m03 = 0;
|
3529
|
+
this.m10 = 0; this.m11 = 1; this.m12 = 0; this.m13 = 0;
|
3530
|
+
this.m20 = 0; this.m21 = 0; this.m22 = 1; this.m23 = 0;
|
3531
|
+
};
|
3532
|
+
|
3533
|
+
/**
|
3534
|
+
Scale the matrix using scaling factors on each axial directions.
|
3535
|
+
@param {float} sx scaling factors on x-axis.
|
3536
|
+
@param {float} sy scaling factors on y-axis.
|
3537
|
+
@param {float} sz scaling factors on z-axis.
|
3538
|
+
*/
|
3539
|
+
JSC3D.Matrix3x4.prototype.scale = function(sx, sy, sz) {
|
3540
|
+
this.m00 *= sx; this.m01 *= sx; this.m02 *= sx; this.m03 *= sx;
|
3541
|
+
this.m10 *= sy; this.m11 *= sy; this.m12 *= sy; this.m13 *= sy;
|
3542
|
+
this.m20 *= sz; this.m21 *= sz; this.m22 *= sz; this.m23 *= sz;
|
3543
|
+
};
|
3544
|
+
|
3545
|
+
/**
|
3546
|
+
Translate the matrix using translations on each axial directions.
|
3547
|
+
@param {float} tx translations on x-axis.
|
3548
|
+
@param {float} ty translations on y-axis.
|
3549
|
+
@param {float} tz translations on z-axis.
|
3550
|
+
*/
|
3551
|
+
JSC3D.Matrix3x4.prototype.translate = function(tx, ty, tz) {
|
3552
|
+
this.m03 += tx;
|
3553
|
+
this.m13 += ty;
|
3554
|
+
this.m23 += tz;
|
3555
|
+
};
|
3556
|
+
|
3557
|
+
/**
|
3558
|
+
Rotate the matrix an arbitrary angle about the x-axis.
|
3559
|
+
@param {float} angle rotation angle in degrees.
|
3560
|
+
*/
|
3561
|
+
JSC3D.Matrix3x4.prototype.rotateAboutXAxis = function(angle) {
|
3562
|
+
if(angle != 0) {
|
3563
|
+
angle *= Math.PI / 180;
|
3564
|
+
var cosA = Math.cos(angle);
|
3565
|
+
var sinA = Math.sin(angle);
|
3566
|
+
|
3567
|
+
var m10 = cosA * this.m10 - sinA * this.m20;
|
3568
|
+
var m11 = cosA * this.m11 - sinA * this.m21;
|
3569
|
+
var m12 = cosA * this.m12 - sinA * this.m22;
|
3570
|
+
var m13 = cosA * this.m13 - sinA * this.m23;
|
3571
|
+
var m20 = cosA * this.m20 + sinA * this.m10;
|
3572
|
+
var m21 = cosA * this.m21 + sinA * this.m11;
|
3573
|
+
var m22 = cosA * this.m22 + sinA * this.m12;
|
3574
|
+
var m23 = cosA * this.m23 + sinA * this.m13;
|
3575
|
+
|
3576
|
+
this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
|
3577
|
+
this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
|
3578
|
+
}
|
3579
|
+
};
|
3580
|
+
|
3581
|
+
/**
|
3582
|
+
Rotate the matrix an arbitrary angle about the y-axis.
|
3583
|
+
@param {float} angle rotation angle in degrees.
|
3584
|
+
*/
|
3585
|
+
JSC3D.Matrix3x4.prototype.rotateAboutYAxis = function(angle) {
|
3586
|
+
if(angle != 0) {
|
3587
|
+
angle *= Math.PI / 180;
|
3588
|
+
var cosA = Math.cos(angle);
|
3589
|
+
var sinA = Math.sin(angle);
|
3590
|
+
|
3591
|
+
var m00 = cosA * this.m00 + sinA * this.m20;
|
3592
|
+
var m01 = cosA * this.m01 + sinA * this.m21;
|
3593
|
+
var m02 = cosA * this.m02 + sinA * this.m22;
|
3594
|
+
var m03 = cosA * this.m03 + sinA * this.m23;
|
3595
|
+
var m20 = cosA * this.m20 - sinA * this.m00;
|
3596
|
+
var m21 = cosA * this.m21 - sinA * this.m01;
|
3597
|
+
var m22 = cosA * this.m22 - sinA * this.m02;
|
3598
|
+
var m23 = cosA * this.m23 - sinA * this.m03;
|
3599
|
+
|
3600
|
+
this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
|
3601
|
+
this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
|
3602
|
+
}
|
3603
|
+
};
|
3604
|
+
|
3605
|
+
/**
|
3606
|
+
Rotate the matrix an arbitrary angle about the z-axis.
|
3607
|
+
@param {float} angle rotation angle in degrees.
|
3608
|
+
*/
|
3609
|
+
JSC3D.Matrix3x4.prototype.rotateAboutZAxis = function(angle) {
|
3610
|
+
if(angle != 0) {
|
3611
|
+
angle *= Math.PI / 180;
|
3612
|
+
var cosA = Math.cos(angle);
|
3613
|
+
var sinA = Math.sin(angle);
|
3614
|
+
|
3615
|
+
var m10 = cosA * this.m10 + sinA * this.m00;
|
3616
|
+
var m11 = cosA * this.m11 + sinA * this.m01;
|
3617
|
+
var m12 = cosA * this.m12 + sinA * this.m02;
|
3618
|
+
var m13 = cosA * this.m13 + sinA * this.m03;
|
3619
|
+
var m00 = cosA * this.m00 - sinA * this.m10;
|
3620
|
+
var m01 = cosA * this.m01 - sinA * this.m11;
|
3621
|
+
var m02 = cosA * this.m02 - sinA * this.m12;
|
3622
|
+
var m03 = cosA * this.m03 - sinA * this.m13;
|
3623
|
+
|
3624
|
+
this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
|
3625
|
+
this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
|
3626
|
+
}
|
3627
|
+
};
|
3628
|
+
|
3629
|
+
/**
|
3630
|
+
Multiply the matrix by another matrix.
|
3631
|
+
@param {JSC3D.Matrix3x4} mult another matrix to be multiplied on this.
|
3632
|
+
*/
|
3633
|
+
JSC3D.Matrix3x4.prototype.multiply = function(mult) {
|
3634
|
+
var m00 = mult.m00 * this.m00 + mult.m01 * this.m10 + mult.m02 * this.m20;
|
3635
|
+
var m01 = mult.m00 * this.m01 + mult.m01 * this.m11 + mult.m02 * this.m21;
|
3636
|
+
var m02 = mult.m00 * this.m02 + mult.m01 * this.m12 + mult.m02 * this.m22;
|
3637
|
+
var m03 = mult.m00 * this.m03 + mult.m01 * this.m13 + mult.m02 * this.m23 + mult.m03;
|
3638
|
+
var m10 = mult.m10 * this.m00 + mult.m11 * this.m10 + mult.m12 * this.m20;
|
3639
|
+
var m11 = mult.m10 * this.m01 + mult.m11 * this.m11 + mult.m12 * this.m21;
|
3640
|
+
var m12 = mult.m10 * this.m02 + mult.m11 * this.m12 + mult.m12 * this.m22;
|
3641
|
+
var m13 = mult.m10 * this.m03 + mult.m11 * this.m13 + mult.m12 * this.m23 + mult.m13;
|
3642
|
+
var m20 = mult.m20 * this.m00 + mult.m21 * this.m10 + mult.m22 * this.m20;
|
3643
|
+
var m21 = mult.m20 * this.m01 + mult.m21 * this.m11 + mult.m22 * this.m21;
|
3644
|
+
var m22 = mult.m20 * this.m02 + mult.m21 * this.m12 + mult.m22 * this.m22;
|
3645
|
+
var m23 = mult.m20 * this.m03 + mult.m21 * this.m13 + mult.m22 * this.m23 + mult.m23;
|
3646
|
+
|
3647
|
+
this.m00 = m00; this.m01 = m01; this.m02 = m02; this.m03 = m03;
|
3648
|
+
this.m10 = m10; this.m11 = m11; this.m12 = m12; this.m13 = m13;
|
3649
|
+
this.m20 = m20; this.m21 = m21; this.m22 = m22; this.m23 = m23;
|
3650
|
+
};
|
3651
|
+
|
3652
|
+
|
3653
|
+
/**
|
3654
|
+
@class Math3D
|
3655
|
+
|
3656
|
+
This class provides some utility methods for 3D mathematics.
|
3657
|
+
*/
|
3658
|
+
JSC3D.Math3D = {
|
3659
|
+
|
3660
|
+
/**
|
3661
|
+
Transform vectors using the given matrix.
|
3662
|
+
@param {JSC3D.Matrix3x4} mat the transformation matrix.
|
3663
|
+
@param {Array} vecs a batch of vectors to be transform.
|
3664
|
+
@param {Array} xfvecs holds the transformed vetors.
|
3665
|
+
*/
|
3666
|
+
transformVectors: function(mat, vecs, xfvecs) {
|
3667
|
+
for(var i=0; i<vecs.length; i+=3) {
|
3668
|
+
var x = vecs[i];
|
3669
|
+
var y = vecs[i + 1];
|
3670
|
+
var z = vecs[i + 2];
|
3671
|
+
xfvecs[i] = mat.m00 * x + mat.m01 * y + mat.m02 * z + mat.m03;
|
3672
|
+
xfvecs[i + 1] = mat.m10 * x + mat.m11 * y + mat.m12 * z + mat.m13;
|
3673
|
+
xfvecs[i + 2] = mat.m20 * x + mat.m21 * y + mat.m22 * z + mat.m23;
|
3674
|
+
}
|
3675
|
+
},
|
3676
|
+
|
3677
|
+
/**
|
3678
|
+
Transform vectors' z components using the given matrix.
|
3679
|
+
@param {JSC3D.Matrix3x4} mat the transformation matrix.
|
3680
|
+
@param {Array} vecs a batch of vectors to be transform.
|
3681
|
+
@param {Array} xfveczs holds the transformed z components of the input vectors.
|
3682
|
+
*/
|
3683
|
+
transformVectorZs: function(mat, vecs, xfveczs) {
|
3684
|
+
var num = vecs.length / 3;
|
3685
|
+
var i = 0, j = 0
|
3686
|
+
while(i < num) {
|
3687
|
+
xfveczs[i] = mat.m20 * vecs[j] + mat.m21 * vecs[j + 1] + mat.m22 * vecs[j + 2] + mat.m23;
|
3688
|
+
i++;
|
3689
|
+
j += 3;
|
3690
|
+
}
|
3691
|
+
}
|
3692
|
+
};
|
3693
|
+
|
3694
|
+
|
3695
|
+
/**
|
3696
|
+
@class LoaderSelector
|
3697
|
+
*/
|
3698
|
+
JSC3D.LoaderSelector = {
|
3699
|
+
|
3700
|
+
/**
|
3701
|
+
Register a scene loader for a specific file format, using the file extesion name for lookup.
|
3702
|
+
@param {string} fileExtName extension name for the specific file format.
|
3703
|
+
@param {Function} loaderCtor constructor of the loader class.
|
3704
|
+
*/
|
3705
|
+
registerLoader: function(fileExtName, loaderCtor) {
|
3706
|
+
if((typeof loaderCtor) == 'function') {
|
3707
|
+
JSC3D.LoaderSelector.loaderTable[fileExtName] = loaderCtor;
|
3708
|
+
}
|
3709
|
+
},
|
3710
|
+
|
3711
|
+
/**
|
3712
|
+
Get the proper loader for a target file format using the file extension name.
|
3713
|
+
@param {string} fileExtName file extension name for the specific format.
|
3714
|
+
@returns {object} loader object for the specific format; null if not found.
|
3715
|
+
*/
|
3716
|
+
getLoader: function(fileExtName) {
|
3717
|
+
var loaderCtor = JSC3D.LoaderSelector.loaderTable[fileExtName.toLowerCase()];
|
3718
|
+
if(!loaderCtor)
|
3719
|
+
return null;
|
3720
|
+
|
3721
|
+
var loaderInst;
|
3722
|
+
try {
|
3723
|
+
loaderInst = new loaderCtor();
|
3724
|
+
}
|
3725
|
+
catch(e) {
|
3726
|
+
loaderInst = null;
|
3727
|
+
}
|
3728
|
+
|
3729
|
+
return loaderInst;
|
3730
|
+
},
|
3731
|
+
|
3732
|
+
loaderTable: {}
|
3733
|
+
};
|
3734
|
+
|
3735
|
+
|
3736
|
+
/**
|
3737
|
+
@class ObjLoader
|
3738
|
+
|
3739
|
+
This class implements a scene loader from a wavefront obj file.
|
3740
|
+
*/
|
3741
|
+
JSC3D.ObjLoader = function(onload, onerror, onprogress, onresource) {
|
3742
|
+
this.onload = (onload && typeof(onload) == 'function') ? onload : null;
|
3743
|
+
this.onerror = (onerror && typeof(onerror) == 'function') ? onerror : null;
|
3744
|
+
this.onprogress = (onprogress && typeof(onprogress) == 'function') ? onprogress : null;
|
3745
|
+
this.onresource = (onresource && typeof(onresource) == 'function') ? onresource : null;
|
3746
|
+
this.requestCount = 0;
|
3747
|
+
};
|
3748
|
+
|
3749
|
+
/**
|
3750
|
+
Load scene from a given obj file.
|
3751
|
+
@param {string} urlName a string that specifies where to fetch the obj file.
|
3752
|
+
*/
|
3753
|
+
JSC3D.ObjLoader.prototype.loadFromUrl = function(urlName) {
|
3754
|
+
var urlPath = '';
|
3755
|
+
var fileName = urlName;
|
3756
|
+
|
3757
|
+
var lastSlashAt = urlName.lastIndexOf('/');
|
3758
|
+
if(lastSlashAt == -1)
|
3759
|
+
lastSlashAt = urlName.lastIndexOf('\\');
|
3760
|
+
if(lastSlashAt != -1) {
|
3761
|
+
urlPath = urlName.substring(0, lastSlashAt+1);
|
3762
|
+
fileName = urlName.substring(lastSlashAt+1);
|
3763
|
+
}
|
3764
|
+
|
3765
|
+
this.requestCount = 0;
|
3766
|
+
this.loadObjFile(urlPath, fileName);
|
3767
|
+
};
|
3768
|
+
|
3769
|
+
/**
|
3770
|
+
Load scene from the obj file using the given url path and file name.
|
3771
|
+
@private
|
3772
|
+
*/
|
3773
|
+
JSC3D.ObjLoader.prototype.loadObjFile = function(urlPath, fileName) {
|
3774
|
+
var urlName = urlPath + fileName;
|
3775
|
+
var self = this;
|
3776
|
+
var xhr = window.XMLHttpRequest ? new XMLHttpRequest : new ActiveXObject('MSXML2.XMLHTTP.3.0');
|
3777
|
+
xhr.open('GET', urlName, true);
|
3778
|
+
|
3779
|
+
xhr.onreadystatechange = function() {
|
3780
|
+
if(this.readyState == 4) {
|
3781
|
+
if(this.status == 200 || this.status == 0) {
|
3782
|
+
if(self.onload) {
|
3783
|
+
if(self.onprogress)
|
3784
|
+
self.onprogress('Loading obj file ...', 1);
|
3785
|
+
var scene = new JSC3D.Scene;
|
3786
|
+
var mtllibs = self.parseObj(scene, this.responseText);
|
3787
|
+
if(mtllibs.length > 0) {
|
3788
|
+
for(var i=0; i<mtllibs.length; i++)
|
3789
|
+
self.loadMtlFile(scene, urlPath, mtllibs[i]);
|
3790
|
+
}
|
3791
|
+
if(--self.requestCount == 0)
|
3792
|
+
self.onload(scene);
|
3793
|
+
}
|
3794
|
+
}
|
3795
|
+
else if(self.onerror) {
|
3796
|
+
self.requestCount--;
|
3797
|
+
self.onerror('Failed to load obj file \'' + urlName + '\'.');
|
3798
|
+
}
|
3799
|
+
}
|
3800
|
+
};
|
3801
|
+
|
3802
|
+
if(this.onprogress && xhr.onprogress) {
|
3803
|
+
this.onprogress('Loading obj file ...', 0);
|
3804
|
+
xhr.onprogress = function(event) {
|
3805
|
+
self.onprogress('Loading obj file ...', event.position / event.totalSize);
|
3806
|
+
};
|
3807
|
+
}
|
3808
|
+
|
3809
|
+
this.requestCount++;
|
3810
|
+
xhr.send();
|
3811
|
+
};
|
3812
|
+
|
3813
|
+
/**
|
3814
|
+
Load materials and textures from an mtl file and set them to corresponding meshes.
|
3815
|
+
@private
|
3816
|
+
*/
|
3817
|
+
JSC3D.ObjLoader.prototype.loadMtlFile = function(scene, urlPath, fileName) {
|
3818
|
+
var urlName = urlPath + fileName;
|
3819
|
+
var self = this;
|
3820
|
+
var xhr = window.XMLHttpRequest ? new XMLHttpRequest : new ActiveXObject('MSXML2.XMLHTTP.3.0');
|
3821
|
+
xhr.open('GET', urlName, true);
|
3822
|
+
|
3823
|
+
xhr.onreadystatechange = function() {
|
3824
|
+
if(this.readyState == 4) {
|
3825
|
+
if(this.status == 200 || this.status == 0) {
|
3826
|
+
if(self.onprogress)
|
3827
|
+
self.onprogress('Loading mtl file ...', 1);
|
3828
|
+
var mtls = self.parseMtl(this.responseText);
|
3829
|
+
var textures = {};
|
3830
|
+
var meshes = scene.getChildren();
|
3831
|
+
for(var i=0; i<meshes.length; i++) {
|
3832
|
+
var mesh = meshes[i];
|
3833
|
+
if(mesh.mtl != null && mesh.mtllib != null && mesh.mtllib == fileName) {
|
3834
|
+
var mtl = mtls[mesh.mtl];
|
3835
|
+
if(mtl != null) {
|
3836
|
+
if(mtl.material != null)
|
3837
|
+
mesh.setMaterial(mtl.material);
|
3838
|
+
if(mtl.textureFileName != '') {
|
3839
|
+
if(!textures[mtl.textureFileName])
|
3840
|
+
textures[mtl.textureFileName] = [mesh];
|
3841
|
+
else
|
3842
|
+
textures[mtl.textureFileName].push(mesh);
|
3843
|
+
}
|
3844
|
+
}
|
3845
|
+
}
|
3846
|
+
}
|
3847
|
+
for(var textureFileName in textures)
|
3848
|
+
self.setupTexture(textures[textureFileName], urlPath + textureFileName);
|
3849
|
+
}
|
3850
|
+
else {
|
3851
|
+
//TODO: when failed to load an mtl file ...
|
3852
|
+
}
|
3853
|
+
if(--self.requestCount == 0)
|
3854
|
+
self.onload(scene);
|
3855
|
+
}
|
3856
|
+
};
|
3857
|
+
|
3858
|
+
if(this.onprogress && xhr.onprogress) {
|
3859
|
+
this.onprogress('Loading mtl file ...', 0);
|
3860
|
+
xhr.onprogress = function(event) {
|
3861
|
+
self.onprogress('Loading mtl file ...', event.position / event.totalSize);
|
3862
|
+
};
|
3863
|
+
}
|
3864
|
+
|
3865
|
+
this.requestCount++;
|
3866
|
+
xhr.send();
|
3867
|
+
};
|
3868
|
+
|
3869
|
+
/**
|
3870
|
+
Parse contents of the obj file, generating the scene and returning all required mtllibs.
|
3871
|
+
@private
|
3872
|
+
*/
|
3873
|
+
JSC3D.ObjLoader.prototype.parseObj = function(scene, data) {
|
3874
|
+
var meshes = {};
|
3875
|
+
var mtllibs = [];
|
3876
|
+
var namePrefix = 'obj-';
|
3877
|
+
var meshIndex = 0;
|
3878
|
+
var curMesh = null;
|
3879
|
+
var curMtllibName = '';
|
3880
|
+
var curMtlName = '';
|
3881
|
+
|
3882
|
+
var tempVertexBuffer = []; // temporary buffer as container for all vertices
|
3883
|
+
var tempTexCoordBuffer = []; // temporary buffer as container for all vertex texture coords
|
3884
|
+
|
3885
|
+
// create a default mesh to hold all faces that are not associated with any mtl.
|
3886
|
+
var defaultMeshName = namePrefix + meshIndex++;
|
3887
|
+
var defaultMesh = new JSC3D.Mesh;
|
3888
|
+
defaultMesh.name = defaultMeshName;
|
3889
|
+
defaultMesh.indexBuffer = [];
|
3890
|
+
meshes['nomtl'] = defaultMesh;
|
3891
|
+
curMesh = defaultMesh;
|
3892
|
+
|
3893
|
+
var lines = data.split("\n");
|
3894
|
+
for(var i=0; i<lines.length; i++) {
|
3895
|
+
var line = lines[i];
|
3896
|
+
var tokens = line.split(/[ \t]+/);
|
3897
|
+
if(tokens.length > 0) {
|
3898
|
+
var keyword = tokens[0];
|
3899
|
+
switch(keyword) {
|
3900
|
+
case 'v':
|
3901
|
+
if(tokens.length > 3) {
|
3902
|
+
for(var j=1; j<4; j++) {
|
3903
|
+
tempVertexBuffer.push( parseFloat(tokens[j]) );
|
3904
|
+
}
|
3905
|
+
}
|
3906
|
+
break;
|
3907
|
+
case 'vn':
|
3908
|
+
// ignore vertex normals
|
3909
|
+
break;
|
3910
|
+
case 'vt':
|
3911
|
+
if(tokens.length > 2) {
|
3912
|
+
tempTexCoordBuffer.push( parseFloat(tokens[1]) );
|
3913
|
+
tempTexCoordBuffer.push( 1 - parseFloat(tokens[2]) );
|
3914
|
+
}
|
3915
|
+
break;
|
3916
|
+
case 'f':
|
3917
|
+
if(tokens.length > 3) {
|
3918
|
+
for(var j=1; j<tokens.length; j++) {
|
3919
|
+
var refs = tokens[j].split('/');
|
3920
|
+
curMesh.indexBuffer.push( parseInt(refs[0]) - 1 );
|
3921
|
+
if(refs.length > 1 && refs[1] != '') {
|
3922
|
+
if(!curMesh.texCoordIndexBuffer)
|
3923
|
+
curMesh.texCoordIndexBuffer = [];
|
3924
|
+
curMesh.texCoordIndexBuffer.push( parseInt(refs[1]) - 1 );
|
3925
|
+
}
|
3926
|
+
}
|
3927
|
+
curMesh.indexBuffer.push(-1); // mark the end of vertex index sequence for the face
|
3928
|
+
if(curMesh.texCoordIndexBuffer)
|
3929
|
+
curMesh.texCoordIndexBuffer.push(-1); // mark the end of vertex tex coord index sequence for the face
|
3930
|
+
}
|
3931
|
+
break;
|
3932
|
+
case 'mtllib':
|
3933
|
+
if(tokens.length > 1) {
|
3934
|
+
curMtllibName = tokens[1];
|
3935
|
+
mtllibs.push(curMtllibName);
|
3936
|
+
}
|
3937
|
+
else
|
3938
|
+
curMtllibName = '';
|
3939
|
+
break;
|
3940
|
+
case 'usemtl':
|
3941
|
+
if(tokens.length > 1 && tokens[1] != '' && curMtllibName != '') {
|
3942
|
+
curMtlName = tokens[1];
|
3943
|
+
var meshid = curMtllibName + '-' + curMtlName;
|
3944
|
+
var mesh = meshes[meshid];
|
3945
|
+
if(!mesh) {
|
3946
|
+
// create a new mesh to hold faces using the same mtl
|
3947
|
+
mesh = new JSC3D.Mesh;
|
3948
|
+
mesh.name = namePrefix + meshIndex++;
|
3949
|
+
mesh.indexBuffer = [];
|
3950
|
+
mesh.mtllib = curMtllibName;
|
3951
|
+
mesh.mtl = curMtlName;
|
3952
|
+
meshes[meshid] = mesh;
|
3953
|
+
}
|
3954
|
+
curMesh = mesh;
|
3955
|
+
}
|
3956
|
+
else {
|
3957
|
+
curMtlName = '';
|
3958
|
+
curMesh = defaultMesh;
|
3959
|
+
}
|
3960
|
+
break;
|
3961
|
+
case '#':
|
3962
|
+
// ignore comments
|
3963
|
+
default:
|
3964
|
+
break;
|
3965
|
+
}
|
3966
|
+
}
|
3967
|
+
}
|
3968
|
+
|
3969
|
+
var viBuffer = tempVertexBuffer.length >= 3 ? (new Array(tempVertexBuffer.length / 3)) : null;
|
3970
|
+
var tiBuffer = tempTexCoordBuffer.length >= 2 ? (new Array(tempTexCoordBuffer.length / 2)) : null;
|
3971
|
+
|
3972
|
+
for(var id in meshes) {
|
3973
|
+
var mesh = meshes[id];
|
3974
|
+
|
3975
|
+
// split vertices into the mesh, the indices are also re-calculated
|
3976
|
+
if(tempVertexBuffer.length >= 3 && mesh.indexBuffer.length > 0) {
|
3977
|
+
for(var i=0; i<viBuffer.length; i++)
|
3978
|
+
viBuffer[i] = -1;
|
3979
|
+
|
3980
|
+
mesh.vertexBuffer = [];
|
3981
|
+
var oldVI = 0, newVI = 0;
|
3982
|
+
for(var i=0; i<mesh.indexBuffer.length; i++) {
|
3983
|
+
oldVI = mesh.indexBuffer[i];
|
3984
|
+
if(oldVI != -1) {
|
3985
|
+
if(viBuffer[oldVI] == -1) {
|
3986
|
+
var v = oldVI * 3;
|
3987
|
+
mesh.vertexBuffer.push(tempVertexBuffer[v]);
|
3988
|
+
mesh.vertexBuffer.push(tempVertexBuffer[v + 1]);
|
3989
|
+
mesh.vertexBuffer.push(tempVertexBuffer[v + 2]);
|
3990
|
+
mesh.indexBuffer[i] = newVI;
|
3991
|
+
viBuffer[oldVI] = newVI;
|
3992
|
+
newVI++;
|
3993
|
+
}
|
3994
|
+
else {
|
3995
|
+
mesh.indexBuffer[i] = viBuffer[oldVI];
|
3996
|
+
}
|
3997
|
+
}
|
3998
|
+
}
|
3999
|
+
}
|
4000
|
+
|
4001
|
+
// split vertex texture coords into the mesh, the indices for tex coords are re-calculated as well
|
4002
|
+
if(tempTexCoordBuffer.length >= 2 && mesh.texCoordIndexBuffer != null && mesh.texCoordIndexBuffer.length > 0) {
|
4003
|
+
for(var i=0; i<tiBuffer.length; i++)
|
4004
|
+
tiBuffer[i] = -1;
|
4005
|
+
|
4006
|
+
mesh.texCoordBuffer = [];
|
4007
|
+
var oldTI = 0, newTI = 0;
|
4008
|
+
for(var i=0; i<mesh.texCoordIndexBuffer.length; i++) {
|
4009
|
+
oldTI = mesh.texCoordIndexBuffer[i];
|
4010
|
+
if(oldTI != -1) {
|
4011
|
+
if(tiBuffer[oldTI] == -1) {
|
4012
|
+
var t = oldTI * 2;
|
4013
|
+
mesh.texCoordBuffer.push(tempTexCoordBuffer[t]);
|
4014
|
+
mesh.texCoordBuffer.push(tempTexCoordBuffer[t + 1]);
|
4015
|
+
mesh.texCoordIndexBuffer[i] = newTI;
|
4016
|
+
tiBuffer[oldTI] = newTI;
|
4017
|
+
newTI++;
|
4018
|
+
}
|
4019
|
+
else {
|
4020
|
+
mesh.texCoordIndexBuffer[i] = tiBuffer[oldTI];
|
4021
|
+
}
|
4022
|
+
}
|
4023
|
+
}
|
4024
|
+
}
|
4025
|
+
|
4026
|
+
// add mesh to scene
|
4027
|
+
if(!mesh.isTrivial())
|
4028
|
+
scene.addChild(mesh);
|
4029
|
+
}
|
4030
|
+
|
4031
|
+
return mtllibs;
|
4032
|
+
};
|
4033
|
+
|
4034
|
+
/**
|
4035
|
+
Parse contents of an mtl file, returning all materials and textures defined in it.
|
4036
|
+
@private
|
4037
|
+
*/
|
4038
|
+
JSC3D.ObjLoader.prototype.parseMtl = function(data) {
|
4039
|
+
var mtls = {};
|
4040
|
+
var curMtlName = '';
|
4041
|
+
|
4042
|
+
var lines = data.split("\n");
|
4043
|
+
for(var i=0; i<lines.length; i++) {
|
4044
|
+
var line = lines[i];
|
4045
|
+
var tokens = line.split(/[ \t]+/);
|
4046
|
+
if(tokens.length > 0) {
|
4047
|
+
var keyword = tokens[0];
|
4048
|
+
switch(keyword) {
|
4049
|
+
case 'newmtl':
|
4050
|
+
curMtlName = tokens[1];
|
4051
|
+
var mtl = {};
|
4052
|
+
mtl.material = new JSC3D.Material;
|
4053
|
+
mtl.textureFileName = '';
|
4054
|
+
mtls[curMtlName] = mtl;
|
4055
|
+
break;
|
4056
|
+
case 'Ka':
|
4057
|
+
/*
|
4058
|
+
if(tokens.length == 4 && !isNaN(tokens[1])) {
|
4059
|
+
var ambientR = (parseFloat(tokens[1]) * 255) & 0xff;
|
4060
|
+
var ambientG = (parseFloat(tokens[2]) * 255) & 0xff;
|
4061
|
+
var ambientB = (parseFloat(tokens[3]) * 255) & 0xff;
|
4062
|
+
var mtl = mtls[curMtlName];
|
4063
|
+
if(mtl != null)
|
4064
|
+
mtl.material.ambientColor = (ambientR << 16) | (ambientG << 8) | ambientB;
|
4065
|
+
}
|
4066
|
+
*/
|
4067
|
+
break;
|
4068
|
+
case 'Kd':
|
4069
|
+
if(tokens.length == 4 && !isNaN(tokens[1])) {
|
4070
|
+
var diffuseR = (parseFloat(tokens[1]) * 255) & 0xff;
|
4071
|
+
var diffuseG = (parseFloat(tokens[2]) * 255) & 0xff;
|
4072
|
+
var diffuseB = (parseFloat(tokens[3]) * 255) & 0xff;
|
4073
|
+
var mtl = mtls[curMtlName];
|
4074
|
+
if(mtl != null)
|
4075
|
+
mtl.material.diffuseColor = (diffuseR << 16) | (diffuseG << 8) | diffuseB;
|
4076
|
+
}
|
4077
|
+
break;
|
4078
|
+
case 'Ks':
|
4079
|
+
// ignore specular reflectivity definition
|
4080
|
+
break;
|
4081
|
+
case 'd':
|
4082
|
+
if(tokens.length == 2 && !isNaN(tokens[1])) {
|
4083
|
+
var opacity = parseFloat(tokens[1]);
|
4084
|
+
var mtl = mtls[curMtlName];
|
4085
|
+
if(mtl != null)
|
4086
|
+
mtl.material.transparency = 1 - opacity;
|
4087
|
+
}
|
4088
|
+
break;
|
4089
|
+
case 'illum':
|
4090
|
+
/*
|
4091
|
+
if(tokens.length == 2 && tokens[1] == '2') {
|
4092
|
+
var mtl = mtls[curMtlName];
|
4093
|
+
if(mtl != null)
|
4094
|
+
mtl.material.simulateSpecular = true;
|
4095
|
+
}
|
4096
|
+
*/
|
4097
|
+
break;
|
4098
|
+
case 'map_Kd':
|
4099
|
+
if(tokens.length == 2) {
|
4100
|
+
var texFileName = tokens[1];
|
4101
|
+
var mtl = mtls[curMtlName];
|
4102
|
+
if(mtl != null)
|
4103
|
+
mtl.textureFileName = texFileName;
|
4104
|
+
}
|
4105
|
+
break;
|
4106
|
+
case '#':
|
4107
|
+
// ignore any comments
|
4108
|
+
default:
|
4109
|
+
break;
|
4110
|
+
}
|
4111
|
+
}
|
4112
|
+
}
|
4113
|
+
|
4114
|
+
return mtls;
|
4115
|
+
};
|
4116
|
+
|
4117
|
+
/**
|
4118
|
+
Asynchronously load a texture from a given url and set it to corresponding meshes when done.
|
4119
|
+
@private
|
4120
|
+
*/
|
4121
|
+
JSC3D.ObjLoader.prototype.setupTexture = function(meshList, textureUrlName) {
|
4122
|
+
var self = this;
|
4123
|
+
var texture = new JSC3D.Texture;
|
4124
|
+
|
4125
|
+
texture.onready = function() {
|
4126
|
+
for(var i=0; i<meshList.length; i++)
|
4127
|
+
meshList[i].setTexture(this);
|
4128
|
+
if(self.onresource)
|
4129
|
+
self.onresource(this);
|
4130
|
+
};
|
4131
|
+
|
4132
|
+
texture.createFromUrl(textureUrlName);
|
4133
|
+
};
|
4134
|
+
|
4135
|
+
JSC3D.ObjLoader.prototype.onload = null;
|
4136
|
+
JSC3D.ObjLoader.prototype.onerror = null;
|
4137
|
+
JSC3D.ObjLoader.prototype.onprogress = null;
|
4138
|
+
JSC3D.ObjLoader.prototype.onresource = null;
|
4139
|
+
JSC3D.ObjLoader.prototype.requestCount = 0;
|
4140
|
+
|
4141
|
+
JSC3D.LoaderSelector.registerLoader('obj', JSC3D.ObjLoader);
|
4142
|
+
|
4143
|
+
|
4144
|
+
/**
|
4145
|
+
@class StlLoader
|
4146
|
+
|
4147
|
+
This class implements a scene loader from an STL file. Both binary and ASCII STL files are supported.
|
4148
|
+
*/
|
4149
|
+
JSC3D.StlLoader = function(onload, onerror, onprogress, onresource) {
|
4150
|
+
this.onload = (onload && typeof(onload) == 'function') ? onload : null;
|
4151
|
+
this.onerror = (onerror && typeof(onerror) == 'function') ? onerror : null;
|
4152
|
+
this.onprogress = (onprogress && typeof(onprogress) == 'function') ? onprogress : null;
|
4153
|
+
this.onresource = (onresource && typeof(onresource) == 'function') ? onresource : null;
|
4154
|
+
this.decimalPrecision = 3;
|
4155
|
+
};
|
4156
|
+
|
4157
|
+
/**
|
4158
|
+
Load scene from a given STL file.
|
4159
|
+
@param {string} urlName a string that specifies where to fetch the STL file.
|
4160
|
+
*/
|
4161
|
+
JSC3D.StlLoader.prototype.loadFromUrl = function(urlName) {
|
4162
|
+
/*
|
4163
|
+
we assume this is an ASCII STL file and load it in that manner.
|
4164
|
+
if it is not, we load the same file a second time and treat it as a binary stream.
|
4165
|
+
*/
|
4166
|
+
|
4167
|
+
var self = this;
|
4168
|
+
var xhr = window.XMLHttpRequest ? new XMLHttpRequest : new ActiveXObject('MSXML2.XMLHTTP.3.0');
|
4169
|
+
xhr.open('GET', urlName, true);
|
4170
|
+
|
4171
|
+
xhr.onreadystatechange = function() {
|
4172
|
+
if(this.readyState == 4) {
|
4173
|
+
if(this.status == 200 || this.status == 0) {
|
4174
|
+
if(self.onload) {
|
4175
|
+
if(self.onprogress)
|
4176
|
+
self.onprogress('Loading stl file ...', 1);
|
4177
|
+
if(this.responseText.substring(0, 5).toLowerCase() == 'solid') {
|
4178
|
+
var scene = new JSC3D.Scene;
|
4179
|
+
self.parseStlAscii(scene, this.responseText);
|
4180
|
+
self.onload(scene);
|
4181
|
+
}
|
4182
|
+
else {
|
4183
|
+
// this is not an ASCII STL file, reload it as a binary STL file
|
4184
|
+
self.loadBinaryFromUrl(urlName);
|
4185
|
+
}
|
4186
|
+
}
|
4187
|
+
}
|
4188
|
+
else if(self.onerror) {
|
4189
|
+
self.onerror('Failed to load stl file \'' + urlName + '\'.');
|
4190
|
+
}
|
4191
|
+
}
|
4192
|
+
};
|
4193
|
+
|
4194
|
+
if(this.onprogress && xhr.onprogress) {
|
4195
|
+
this.onprogress('Loading stl file ...', 0);
|
4196
|
+
xhr.onprogress = function(event) {
|
4197
|
+
self.onprogress('Loading stl file ...', event.position / event.totalSize);
|
4198
|
+
};
|
4199
|
+
}
|
4200
|
+
|
4201
|
+
xhr.send();
|
4202
|
+
};
|
4203
|
+
|
4204
|
+
/**
|
4205
|
+
Load scene from a given binary STL file.
|
4206
|
+
@private
|
4207
|
+
*/
|
4208
|
+
JSC3D.StlLoader.prototype.loadBinaryFromUrl = function(urlName) {
|
4209
|
+
var self = this;
|
4210
|
+
var xhr = window.XMLHttpRequest ? new XMLHttpRequest : new ActiveXObject('MSXML2.XMLHTTP.3.0');
|
4211
|
+
xhr.open('GET', urlName, true);
|
4212
|
+
xhr.setRequestHeader("Accept-Charset", "x-user-defined");
|
4213
|
+
|
4214
|
+
xhr.onreadystatechange = function() {
|
4215
|
+
if(this.readyState == 4) {
|
4216
|
+
if(this.status == 200 || this.status == 0) {
|
4217
|
+
if(self.onload) {
|
4218
|
+
if(self.onprogress)
|
4219
|
+
self.onprogress('Loading binary stl file ...', 1);
|
4220
|
+
var scene = new JSC3D.Scene;
|
4221
|
+
// Hack !!!!!!
|
4222
|
+
// As javascript cannot access contents of the XHR's responseBody property which hold the raw binary data returned by the request,
|
4223
|
+
// we need to generate and execute a vbscript function to extract those data to a javascript array before we can parse them.
|
4224
|
+
var data_convert_function =
|
4225
|
+
'Function BinaryToArray(Binary)\n' +
|
4226
|
+
' Dim length\n' +
|
4227
|
+
' length = LenB(Binary)\n' +
|
4228
|
+
' ReDim byteArray(length)\n' +
|
4229
|
+
' Dim i\n' +
|
4230
|
+
' For i = 1 To length\n' +
|
4231
|
+
' byteArray(i-1) = AscB(MidB(Binary, i, 1))\n' +
|
4232
|
+
' Next\n' +
|
4233
|
+
' BinaryToArray = byteArray\n' +
|
4234
|
+
'End Function';
|
4235
|
+
try {
|
4236
|
+
execScript(data_convert_function, 'vbscript');
|
4237
|
+
self.parseStlBinary(scene, BinaryToArray(this.responseBody).toArray());
|
4238
|
+
} catch(e) {}
|
4239
|
+
self.onload(scene);
|
4240
|
+
}
|
4241
|
+
}
|
4242
|
+
else if(self.onerror) {
|
4243
|
+
self.onerror('Failed to load binary stl file \'' + urlName + '\'.');
|
4244
|
+
}
|
4245
|
+
}
|
4246
|
+
};
|
4247
|
+
|
4248
|
+
if(this.onprogress && xhr.onprogress) {
|
4249
|
+
this.onprogress('Loading binary stl file ...', 0);
|
4250
|
+
xhr.onprogress = function(event) {
|
4251
|
+
self.onprogress('Loading binary stl file ...', event.position / event.totalSize);
|
4252
|
+
};
|
4253
|
+
}
|
4254
|
+
|
4255
|
+
xhr.send();
|
4256
|
+
};
|
4257
|
+
|
4258
|
+
/**
|
4259
|
+
Set decimal precision that defines the threshold to detect and weld vertices that coincide.
|
4260
|
+
@param {number} precision the decimal preciison.
|
4261
|
+
*/
|
4262
|
+
JSC3D.StlLoader.prototype.setDecimalPrecision = function(precision) {
|
4263
|
+
this.decimalPrecision = precision;
|
4264
|
+
};
|
4265
|
+
|
4266
|
+
/**
|
4267
|
+
Parse contents of an ASCII STL file and generate the scene.
|
4268
|
+
Submitted by Triffid Hunter.
|
4269
|
+
@private
|
4270
|
+
*/
|
4271
|
+
JSC3D.StlLoader.prototype.parseStlAscii = function(scene, data) {
|
4272
|
+
var mesh = new JSC3D.Mesh;
|
4273
|
+
mesh.vertexBuffer = [];
|
4274
|
+
mesh.indexBuffer = [];
|
4275
|
+
mesh.faceNormalBuffer = [];
|
4276
|
+
|
4277
|
+
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+' +
|
4278
|
+
'outer\\s+loop\\s+' +
|
4279
|
+
'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+' +
|
4280
|
+
'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+' +
|
4281
|
+
'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+' +
|
4282
|
+
'endloop\\s+' +
|
4283
|
+
'endfacet';
|
4284
|
+
var faceRegExp = new RegExp(facePattern, 'ig');
|
4285
|
+
var matches = data.match(faceRegExp);
|
4286
|
+
|
4287
|
+
if(matches) {
|
4288
|
+
var numOfFaces = matches.length;
|
4289
|
+
|
4290
|
+
mesh.faceCount = numOfFaces;
|
4291
|
+
var v2i = {};
|
4292
|
+
|
4293
|
+
// reset regexp for vertex extraction
|
4294
|
+
faceRegExp.lastIndex = 0;
|
4295
|
+
faceRegExp.global = false;
|
4296
|
+
|
4297
|
+
// read faces
|
4298
|
+
for (var r = faceRegExp.exec(data); r != null; r = faceRegExp.exec(data)) {
|
4299
|
+
mesh.faceNormalBuffer.push(parseFloat(r[1]), parseFloat(r[2]), parseFloat(r[3]));
|
4300
|
+
|
4301
|
+
for (var i = 0; i < 3; i++) {
|
4302
|
+
var x = parseFloat(r[4 + (i * 3)]);
|
4303
|
+
var y = parseFloat(r[5 + (i * 3)]);
|
4304
|
+
var z = parseFloat(r[6 + (i * 3)]);
|
4305
|
+
|
4306
|
+
// weld vertices by the given decimal precision
|
4307
|
+
var vertKey = x.toFixed(this.decimalPrecision) + '-' + y.toFixed(this.decimalPrecision) + '-' + z.toFixed(this.decimalPrecision);
|
4308
|
+
var vi = v2i[vertKey];
|
4309
|
+
if(vi == undefined) {
|
4310
|
+
vi = mesh.vertexBuffer.length / 3;
|
4311
|
+
v2i[vertKey] = vi;
|
4312
|
+
mesh.vertexBuffer.push(x);
|
4313
|
+
mesh.vertexBuffer.push(y);
|
4314
|
+
mesh.vertexBuffer.push(z);
|
4315
|
+
}
|
4316
|
+
mesh.indexBuffer.push(vi);
|
4317
|
+
}
|
4318
|
+
|
4319
|
+
// mark the end of the indices of a face
|
4320
|
+
mesh.indexBuffer.push(-1);
|
4321
|
+
}
|
4322
|
+
}
|
4323
|
+
|
4324
|
+
// add mesh to scene
|
4325
|
+
if(!mesh.isTrivial())
|
4326
|
+
scene.addChild(mesh);
|
4327
|
+
};
|
4328
|
+
|
4329
|
+
/**
|
4330
|
+
Parse contents of a binary STL file and generate the scene.
|
4331
|
+
@private
|
4332
|
+
*/
|
4333
|
+
JSC3D.StlLoader.prototype.parseStlBinary = function(scene, data) {
|
4334
|
+
var UINT16_BYTES = 2;
|
4335
|
+
var UINT32_BYTES = 4;
|
4336
|
+
var FLOAT_BYTES = 4;
|
4337
|
+
var HEADER_BYTES = 80;
|
4338
|
+
var FACE_COUNT_BYTES = UINT32_BYTES;
|
4339
|
+
var FACE_NORMAL_BYTES = FLOAT_BYTES * 3;
|
4340
|
+
var FACE_VERTICES = 3;
|
4341
|
+
var VERTEX_BYTES = FLOAT_BYTES * 3;
|
4342
|
+
var ATTRIB_BYTE_COUNT_BYTES = UINT16_BYTES;
|
4343
|
+
|
4344
|
+
// 84 is the minimun length of a valid binary stl file
|
4345
|
+
if(data.length < HEADER_BYTES + FACE_COUNT_BYTES)
|
4346
|
+
return;
|
4347
|
+
|
4348
|
+
var cur = 0;
|
4349
|
+
|
4350
|
+
// skip 80-byte's stl file header
|
4351
|
+
cur += HEADER_BYTES;
|
4352
|
+
|
4353
|
+
// read face count
|
4354
|
+
var numOfFaces = this.readUInt32LittleEndian(data, cur);
|
4355
|
+
cur += UINT32_BYTES;
|
4356
|
+
|
4357
|
+
var expectedLen = HEADER_BYTES + FACE_COUNT_BYTES +
|
4358
|
+
(FACE_NORMAL_BYTES + VERTEX_BYTES * FACE_VERTICES + ATTRIB_BYTE_COUNT_BYTES) * numOfFaces;
|
4359
|
+
|
4360
|
+
// file is not complete
|
4361
|
+
if(data.length < expectedLen)
|
4362
|
+
return;
|
4363
|
+
|
4364
|
+
var mesh = new JSC3D.Mesh;
|
4365
|
+
mesh.faceCount = numOfFaces;
|
4366
|
+
mesh.vertexBuffer = [];
|
4367
|
+
mesh.indexBuffer = [];
|
4368
|
+
mesh.faceNormalBuffer = [];
|
4369
|
+
var v2i = {};
|
4370
|
+
|
4371
|
+
// read faces
|
4372
|
+
for(var i=0; i<numOfFaces; i++) {
|
4373
|
+
// read normal vector of a face
|
4374
|
+
mesh.faceNormalBuffer.push(this.readFloatLittleEndian(data, cur));
|
4375
|
+
cur += FLOAT_BYTES;
|
4376
|
+
mesh.faceNormalBuffer.push(this.readFloatLittleEndian(data, cur));
|
4377
|
+
cur += FLOAT_BYTES;
|
4378
|
+
mesh.faceNormalBuffer.push(this.readFloatLittleEndian(data, cur));
|
4379
|
+
cur += FLOAT_BYTES;
|
4380
|
+
|
4381
|
+
// read all 3 vertices of a face
|
4382
|
+
for(var j=0; j<FACE_VERTICES; j++) {
|
4383
|
+
// read coords of a vertex
|
4384
|
+
var x, y, z;
|
4385
|
+
x = this.readFloatLittleEndian(data, cur);
|
4386
|
+
cur += FLOAT_BYTES;
|
4387
|
+
y = this.readFloatLittleEndian(data, cur);
|
4388
|
+
cur += FLOAT_BYTES;
|
4389
|
+
z = this.readFloatLittleEndian(data, cur);
|
4390
|
+
cur += FLOAT_BYTES;
|
4391
|
+
|
4392
|
+
// weld vertices by the given decimal precision
|
4393
|
+
var vertKey = x.toFixed(this.decimalPrecision) + '-' + y.toFixed(this.decimalPrecision) + '-' + z.toFixed(this.decimalPrecision);
|
4394
|
+
var vi = v2i[vertKey];
|
4395
|
+
if(vi != undefined) {
|
4396
|
+
mesh.indexBuffer.push(vi);
|
4397
|
+
}
|
4398
|
+
else {
|
4399
|
+
vi = mesh.vertexBuffer.length / 3;
|
4400
|
+
v2i[vertKey] = vi;
|
4401
|
+
mesh.vertexBuffer.push(x);
|
4402
|
+
mesh.vertexBuffer.push(y);
|
4403
|
+
mesh.vertexBuffer.push(z);
|
4404
|
+
mesh.indexBuffer.push(vi);
|
4405
|
+
}
|
4406
|
+
}
|
4407
|
+
|
4408
|
+
// mark the end of the indices of a face
|
4409
|
+
mesh.indexBuffer.push(-1);
|
4410
|
+
|
4411
|
+
// skip 2-bytes' 'attribute byte count' field, since we do not deal with any additional attribs
|
4412
|
+
cur += ATTRIB_BYTE_COUNT_BYTES;
|
4413
|
+
|
4414
|
+
}
|
4415
|
+
|
4416
|
+
// add mesh to scene
|
4417
|
+
if(!mesh.isTrivial())
|
4418
|
+
scene.addChild(mesh);
|
4419
|
+
};
|
4420
|
+
|
4421
|
+
/**
|
4422
|
+
@private
|
4423
|
+
*/
|
4424
|
+
JSC3D.StlLoader.prototype.readUInt32LittleEndian = function(data, start) {
|
4425
|
+
var rv = 0, f = 1;
|
4426
|
+
for (var i=0; i<4; i++) {
|
4427
|
+
rv += (data[start + i] * f);
|
4428
|
+
f *= 256;
|
4429
|
+
}
|
4430
|
+
|
4431
|
+
return rv;
|
4432
|
+
};
|
4433
|
+
|
4434
|
+
/**
|
4435
|
+
@private
|
4436
|
+
*/
|
4437
|
+
JSC3D.StlLoader.prototype.readFloatLittleEndian = function(data, start) {
|
4438
|
+
var mLen = 23;
|
4439
|
+
var eLen = 8; // 4 * 8 - 23 - 1
|
4440
|
+
var eMax = 255; // (1 << eLen) - 1;
|
4441
|
+
var eBias = 127; // eMax >> 1;
|
4442
|
+
|
4443
|
+
var i = 3;
|
4444
|
+
var d = -1;
|
4445
|
+
var s = data[start + i];
|
4446
|
+
i += d;
|
4447
|
+
var bits = -7;
|
4448
|
+
var e = s & ((1 << (-bits)) - 1);
|
4449
|
+
s >>= -bits;
|
4450
|
+
bits += eLen
|
4451
|
+
while(bits > 0) {
|
4452
|
+
e = e * 256 + data[start + i];
|
4453
|
+
i += d;
|
4454
|
+
bits -= 8;
|
4455
|
+
}
|
4456
|
+
|
4457
|
+
var m = e & ((1 << (-bits)) - 1);
|
4458
|
+
e >>= -bits;
|
4459
|
+
bits += mLen;
|
4460
|
+
while(bits > 0) {
|
4461
|
+
m = m * 256 + data[start + i];
|
4462
|
+
i += d;
|
4463
|
+
bits -= 8;
|
4464
|
+
}
|
4465
|
+
|
4466
|
+
switch(e) {
|
4467
|
+
case 0: // 0 or denormalized number
|
4468
|
+
e = 1 - eBias;
|
4469
|
+
break;
|
4470
|
+
case eMax: // NaN or +/-Infinity
|
4471
|
+
return m ? NaN : ((s ? -1 : 1) * Infinity);
|
4472
|
+
default: // normalized number
|
4473
|
+
m = m + Math.pow(2, mLen);
|
4474
|
+
e = e - eBias;
|
4475
|
+
break;
|
4476
|
+
}
|
4477
|
+
|
4478
|
+
return (s ? -1 : 1) * m * Math.pow(2, e - mLen);
|
4479
|
+
};
|
4480
|
+
|
4481
|
+
JSC3D.StlLoader.prototype.onload = null;
|
4482
|
+
JSC3D.StlLoader.prototype.onerror = null;
|
4483
|
+
JSC3D.StlLoader.prototype.onprogress = null;
|
4484
|
+
JSC3D.StlLoader.prototype.onresource = null;
|
4485
|
+
JSC3D.StlLoader.prototype.decimalPrecision = 3;
|
4486
|
+
|
4487
|
+
JSC3D.LoaderSelector.registerLoader('stl', JSC3D.StlLoader);
|