beta.r3js.org
Theunis J. Botha 2016-09-30 14:21:53 +02:00
parent 675bf8e799
commit ff1a0ca980
2 changed files with 726 additions and 0 deletions

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@ -1,3 +1,7 @@
if (typeof require != 'undefined') {
var Maths3D = require('./maths3d');
}
function GameLib() {}
/**
@ -25,6 +29,17 @@ GameLib.D3 = function(
this.editorUrl = editorUrl || this.config.editor.url;
};
if (typeof require == 'undefined' &&
typeof Maths3D == 'undefined') {
console.warn("You need a proper Maths3D library in order to use this library");
}
GameLib.D3.Vector2 = Maths3D.Vector2;
GameLib.D3.Vector3 = Maths3D.Vector3;
GameLib.D3.Vector4 = Maths3D.Vector4;
GameLib.D3.Matrix4 = Maths3D.Matrix4;
GameLib.D3.Color = Maths3D.Color;
/**
* Texture Superset
* @param id

711
maths3d.js Normal file
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function Maths3D() {}
Maths3D.Vector2 = function(x, y) {
this.x = 0;
this.y = 0;
if (x) {
this.x = x;
}
if (y) {
this.y = y;
}
};
Maths3D.Vector3 = function(x, y, z) {
this.x = 0;
this.y = 0;
this.z = 0;
if (x) {
this.x = x;
}
if (y) {
this.y = y;
}
if (z) {
this.z = z;
}
};
Maths3D.Vector4 = function(x, y, z, w) {
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 0;
if (x) {
this.x = x;
}
if (y) {
this.y = y;
}
if (z) {
this.z = z;
}
if (w) {
this.w = w;
}
};
Maths3D.Matrix3 = function(
row0,
row1,
row2
) {
this.identity();
if (row0) {
this.rows[0] = row0;
}
if (row1) {
this.rows[1] = row1;
}
if (row2) {
this.rows[2] = row2;
}
};
Maths3D.Matrix4 = function(
row0,
row1,
row2,
row3
) {
this.identity();
if (row0) {
this.rows[0] = row0;
}
if (row1) {
this.rows[1] = row1;
}
if (row2) {
this.rows[2] = row2;
}
if (row3) {
this.rows[3] = row3;
}
};
Maths3D.Color = function(r, g, b, a) {
this.r = r;
this.g = g;
this.b = b;
this.a = a;
};
Maths3D.Vector2.prototype.copy = function() {
return new Maths3D.Vector2(
this.x,
this.y
);
};
Maths3D.Vector2.prototype.equals = function(v) {
return !!(((this.x == v.x) &&
(this.y == v.y)) ||
((this.y == v.x) &&
(this.x == v.y)));
};
Maths3D.Matrix4.prototype.rotationMatrixX = function (radians) {
this.identity();
this.rows[1] = new Maths3D.Vector4(0, Math.cos(radians), -1 * Math.sin(radians), 0);
this.rows[2] = new Maths3D.Vector4(0, Math.sin(radians), Math.cos(radians), 0);
return this;
};
Maths3D.Matrix4.prototype.rotationMatrixY = function (radians) {
this.identity();
this.rows[0] = new Maths3D.Vector4(
Math.cos(radians),
0,
Math.sin(radians),
0
);
this.rows[2] = new Maths3D.Vector4(
-1 * Math.sin(radians),
0,
Math.cos(radians),
0
);
return this;
};
Maths3D.Matrix4.prototype.rotationMatrixZ = function (radians) {
this.identity();
this.rows[0] = new Maths3D.Vector4(Math.cos(radians), -1 * Math.sin(radians), 0, 0);
this.rows[1] = new Maths3D.Vector4(Math.sin(radians), Math.cos(radians), 0, 0);
return this;
};
Maths3D.Matrix4.prototype.rotateX = function (radians, point) {
this.identity();
this.rotationMatrixX(radians);
return this.multiply(point);
};
Maths3D.Matrix4.prototype.rotateY = function (radians, point) {
this.identity();
this.rotationMatrixY(radians);
return this.multiply(point);
};
Maths3D.Matrix4.prototype.rotateZ = function (radians, point) {
this.identity();
this.rotationMatrixZ(radians);
return this.multiply(point);
};
Maths3D.Matrix4.prototype.multiply = function (mvp) {
if (mvp instanceof Maths3D.Vector4) {
return new Maths3D.Vector4(
this.rows[0].x * mvp.x + this.rows[0].y * mvp.y + this.rows[0].z * mvp.z + this.rows[0].w * mvp.w,
this.rows[1].x * mvp.x + this.rows[1].y * mvp.y + this.rows[1].z * mvp.z + this.rows[1].w * mvp.w,
this.rows[2].x * mvp.x + this.rows[2].y * mvp.y + this.rows[2].z * mvp.z + this.rows[2].w * mvp.w,
this.rows[3].x * mvp.x + this.rows[3].y * mvp.y + this.rows[3].z * mvp.z + this.rows[3].w * mvp.w
);
} else if (mvp instanceof Maths3D.Vector3) {
return new Maths3D.Vector3(
this.rows[0].x * mvp.x + this.rows[0].y * mvp.y + this.rows[0].z * mvp.z,
this.rows[1].x * mvp.x + this.rows[1].y * mvp.y + this.rows[1].z * mvp.z,
this.rows[2].x * mvp.x + this.rows[2].y * mvp.y + this.rows[2].z * mvp.z
);
}
};
Maths3D.Vector4.Points = function () {
this.vectors = [];
};
Maths3D.Vector4.Points.prototype.add = function (vector) {
if (vector instanceof Maths3D.Vector3) {
vector = new Maths3D.Vector4(
vector.x,
vector.y,
vector.z,
1
)
}
if (!vector instanceof Maths3D.Vector4) {
console.warn("Vector needs to be of type Vector4");
throw new Error("Vector needs to be of type Vector4");
}
this.vectors.push(vector);
return this;
};
Maths3D.Vector4.Points.prototype.copy = function () {
var vectors = [];
for (var i = 0; i < this.vectors.length; i++) {
vectors.push(this.vectors[i].copy());
}
return vectors;
};
Maths3D.Vector4.Points.prototype.maximizeXDistance = function (grain) {
// console.log("vectors (before): " + JSON.stringify(this.vectors, null, 2));
var multiplier = 0;
var rotationMatrixY = new Maths3D.Matrix4().rotationMatrixY(grain);
var totalRadians = 0;
var backupVectors = this.copy();
var maxXDistance = 0;
for (var i = 0; i < Math.PI * 2; i += grain) {
multiplier++;
for (var j = 0; j < this.vectors.length; j++) {
this.vectors[j] = rotationMatrixY.multiply(this.vectors[j]);
}
var distances = this.distances();
if (distances.x > maxXDistance) {
maxXDistance = distances.x;
totalRadians = multiplier * grain;
}
}
this.vectors = backupVectors;
// console.log("distance: " + maxXDistance + " radians : " + totalRadians);
var maxRotationMatrix = new Maths3D.Matrix4().rotationMatrixY(totalRadians);
for (var k = 0; k < this.vectors.length; k++) {
this.vectors[k] = maxRotationMatrix.multiply(this.vectors[k]);
}
// console.log("vectors (after): " + JSON.stringify(this.vectors, null, 2));
};
Maths3D.Vector4.Points.prototype.maximizeYDistance = function (grain) {
// console.log("vectors (before): " + JSON.stringify(this.vectors, null, 2));
var multiplier = 0;
var rotationMatrixX = new Maths3D.Matrix4().rotationMatrixX(grain);
var totalRadians = 0;
var backupVectors = this.copy();
var maxYDistance = 0;
for (var i = 0; i < Math.PI * 2; i += grain) {
multiplier++;
for (var j = 0; j < this.vectors.length; j++) {
this.vectors[j] = rotationMatrixX.multiply(this.vectors[j]);
}
var distances = this.distances();
if (distances.y > maxYDistance) {
maxYDistance = distances.y;
totalRadians = multiplier * grain;
}
}
this.vectors = backupVectors;
// console.log("distance: " + maxYDistance + " radians : " + totalRadians);
var maxRotationMatrix = new Maths3D.Matrix4().rotationMatrixX(totalRadians);
for (var k = 0; k < this.vectors.length; k++) {
this.vectors[k] = maxRotationMatrix.multiply(this.vectors[k]);
}
// console.log("vectors (after): " + JSON.stringify(this.vectors, null, 2));
};
Maths3D.Vector4.Points.prototype.lookAt = function (at, up) {
var polyCenter = this.average();
console.log("poly center : " + JSON.stringify(polyCenter));
var lookAtMatrix = new Maths3D.Matrix4().lookAt(polyCenter, at, up);
lookAtMatrix.rows[0] = new Maths3D.Vector4(1, 0, 0, 0);
lookAtMatrix.rows[1] = new Maths3D.Vector4(0, 0, 1, 0);
lookAtMatrix.rows[2] = new Maths3D.Vector4(0, 1, 0, 0);
console.log("look at matrix : " + JSON.stringify(lookAtMatrix, null, 2));
for (var i = 0; i < this.vectors.length; i++) {
console.log("vector " + i + " (before): " + JSON.stringify(this.vectors[i]));
this.vectors[i] = lookAtMatrix.multiply(this.vectors[i]);
console.log("vector " + i + " (after) : " + JSON.stringify(this.vectors[i]));
}
};
Maths3D.Vector4.Points.prototype.distances = function () {
var minX = this.vectors[0].x;
var minY = this.vectors[0].y;
var minZ = this.vectors[0].z;
var maxX = this.vectors[0].x;
var maxY = this.vectors[0].y;
var maxZ = this.vectors[0].z;
for (var i = 0; i < this.vectors.length; i++) {
if (this.vectors[i].x < minX) {
minX = this.vectors[i].x;
}
if (this.vectors[i].y < minY) {
minY = this.vectors[i].y;
}
if (this.vectors[i].z < minZ) {
minZ = this.vectors[i].z;
}
if (this.vectors[i].x > maxX) {
maxX = this.vectors[i].x;
}
if (this.vectors[i].y > maxY) {
maxY = this.vectors[i].y;
}
if (this.vectors[i].z > maxZ) {
maxZ = this.vectors[i].z;
}
}
return new Maths3D.Vector3(
Math.abs(maxX - minX),
Math.abs(maxY - minY),
Math.abs(maxY - minZ)
)
};
Maths3D.Vector4.Points.prototype.average = function () {
var averageX = 0;
var averageY = 0;
var averageZ = 0;
for (var i = 0; i < this.vectors.length; i++) {
averageX += this.vectors[i].x;
averageY += this.vectors[i].y;
averageZ += this.vectors[i].z;
}
return new Maths3D.Vector3(
averageX / this.vectors.length,
averageY / this.vectors.length,
averageZ / this.vectors.length
);
};
Maths3D.Vector4.Points.prototype.negative = function () {
for (var i = 0; i < this.vectors.length; i++) {
this.vectors[i].x *= -1;
this.vectors[i].y *= -1;
this.vectors[i].z *= -1;
}
return this;
};
Maths3D.Vector4.Points.prototype.toOrigin = function () {
var distanceFromOrigin = this.average().negative();
for (var i = 0; i < this.vectors.length; i++) {
this.vectors[i].translate(distanceFromOrigin);
}
};
Maths3D.Vector3.clockwise = function (u, v, w, viewPoint) {
var normal = Maths3D.Vector3.normal(u, v, w);
var uv = u.copy();
var winding = normal.dot(uv.subtract(viewPoint));
return (winding > 0);
};
Maths3D.Vector3.normal = function (u, v, w) {
var vv = v.copy();
var wv = w.copy();
return vv.subtract(u).cross(wv.subtract(u));
};
Maths3D.Vector3.prototype.lookAt = function (at, up) {
var lookAtMatrix = Maths3D.Matrix4.lookAt(this, at, up);
this.multiply(lookAtMatrix);
};
Maths3D.Vector3.prototype.translate = function (v) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
};
Maths3D.Vector4.prototype.translate = function (v) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
};
Maths3D.Vector3.prototype.squared = function () {
return this.x * this.x + this.y * this.y + this.z * this.z;
};
Maths3D.Vector3.prototype.copy = function () {
return new Maths3D.Vector3(
this.x,
this.y,
this.z
);
};
Maths3D.Vector4.prototype.copy = function () {
return new Maths3D.Vector4(
this.x,
this.y,
this.z,
this.w
);
};
Maths3D.Vector3.prototype.multiply = function (s) {
if (s instanceof Maths3D.Vector3) {
this.x *= s.x;
this.y *= s.y;
this.z *= s.z;
} else if (s instanceof Maths3D.Matrix4) {
var x = s.rows[0].x * this.x + s.rows[0].y * this.y + s.rows[0].z * this.z;
var y = s.rows[1].x * this.x + s.rows[1].y * this.y + s.rows[1].z * this.z;
var z = s.rows[2].x * this.x + s.rows[2].y * this.y + s.rows[2].z * this.z;
this.x = x;
this.y = y;
this.z = z;
} else {
console.log("functionality not implemented - please do this");
throw new Error("not implemented");
}
return this;
};
Maths3D.Vector4.prototype.multiply = function (s) {
if (s instanceof Maths3D.Vector3) {
this.x *= s.x;
this.y *= s.y;
this.z *= s.z;
} else if (s instanceof Maths3D.Matrix4) {
var x = s.rows[0].x * this.x + s.rows[0].y * this.y + s.rows[0].z * this.z + s.rows[0].w * this.w;
var y = s.rows[1].x * this.x + s.rows[1].y * this.y + s.rows[1].z * this.z + s.rows[1].w * this.w;
var z = s.rows[2].x * this.x + s.rows[2].y * this.y + s.rows[2].z * this.z + s.rows[2].w * this.w;
var w = s.rows[3].x * this.x + s.rows[3].y * this.y + s.rows[3].z * this.z + s.rows[3].w * this.w;
this.x = x;
this.y = y;
this.z = z;
this.w = w;
} else {
console.log("functionality not implemented - please do this");
throw new Error("not implemented");
}
};
Maths3D.Vector3.prototype.dot = function (v) {
return (this.x * v.x) + (this.y * v.y) + (this.z * v.z);
};
Maths3D.Vector3.prototype.normalize = function () {
var EPSILON = 0.000001;
var v2 = this.squared();
if (v2 < EPSILON) {
return this; //do nothing for zero vector
}
var invLength = 1 / Math.sqrt(v2);
this.x *= invLength;
this.y *= invLength;
this.z *= invLength;
return this;
};
Maths3D.Vector4.prototype.normalize = function () {
// note - leave w untouched
var EPSILON = 0.000001;
var v2 = this.x * this.x + this.y * this.y + this.z * this.z;
if (v2 < EPSILON) {
return this; //do nothing for zero vector
}
var invLength = 1 / Math.sqrt(v2);
this.x *= invLength;
this.y *= invLength;
this.z *= invLength;
return this;
};
Maths3D.Matrix3.prototype.identity = function () {
this.rows = [
new Maths3D.Vector4(1, 0, 0),
new Maths3D.Vector4(0, 1, 0),
new Maths3D.Vector4(0, 0, 1)
];
};
Maths3D.Matrix4.prototype.identity = function () {
this.rows = [
new Maths3D.Vector4(1, 0, 0, 0),
new Maths3D.Vector4(0, 1, 0, 0),
new Maths3D.Vector4(0, 0, 1, 0),
new Maths3D.Vector4(0, 0, 0, 1)
];
};
Maths3D.Matrix4.prototype.lookAt = function (position, target, up) {
var pv = new Maths3D.Vector3(position.x, position.y, position.z);
var z = pv.subtract(target).normalize();
if (z.squared() === 0) {
z.z = 1;
}
var x = up.cross(z).normalize();
if (x.squared() === 0) {
z.x += 0.0001;
x = up.cross(z).normalize();
}
var y = z.cross(x);
this.rows[0].x = x.x;
this.rows[0].y = x.y;
this.rows[0].z = x.z;
this.rows[1].x = y.x;
this.rows[1].y = y.y;
this.rows[1].z = y.z;
this.rows[2].x = z.x;
this.rows[2].y = z.y;
this.rows[2].z = z.z;
return this;
// te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
// te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
// te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
// var matrix4 = new Matrix4();
//
// matrix4.rows[0] = side.negative();
// matrix4.rows[1] = _up;
// matrix4.rows[2] = forward;
//
// matrix4.setColumn(0, side.negative());
// matrix4.setColumn(1, _up);
// matrix4.setColumn(2, forward);
//return matrix4;
// return new Matrix4(
// new Vector4(
// side.x,
// side.y,
// side.z,
// side.negative().dot(position)
// ),
// new Vector4(
// _up.x,
// _up.y,
// _up.z,
// _up.negative().dot(position)
// ),
// new Vector4(
// forward.negative().x,
// forward.negative().y,
// forward.negative().z,
// forward.dot(position)
// )
// )
};
Maths3D.Vector3.prototype.negative = function () {
this.x *= -1;
this.y *= -1;
this.z *= -1;
return this;
};
Maths3D.Vector3.prototype.magnitude = function () {
return this.x + this.y + this.z;
};
Maths3D.Vector4.prototype.subtract = function (v) {
if (v instanceof Maths3D.Vector3) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
}
if (v instanceof Maths3D.Vector4) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
}
return this;
};
Maths3D.Vector3.prototype.subtract = function (v) {
if (v instanceof Maths3D.Vector3) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
}
if (v instanceof Maths3D.Vector4) {
console.warn("trying to subtract vector of bigger length (4 vs 3))");
}
return this;
};
Maths3D.Vector3.prototype.cross = function (v) {
return new Maths3D.Vector3(
this.y * v.z - this.z * v.y,
this.z * v.x - this.x * v.z,
this.x * v.y - this.y * v.x
);
};
if (typeof module !== 'undefined') {
module.exports = {
Vector2: Maths3D.Vector2,
Vector3: Maths3D.Vector3,
Vector4: Maths3D.Vector4,
Matrix3: Maths3D.Matrix3,
Matrix4: Maths3D.Matrix4,
Color: Maths3D.Color
};
}