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lineprimitives.js
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lineprimitives.js
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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* @fileoverview This file contains various functions to help
* create line primitives for o3d applications.
*
* Note: This library is only a sample. It is not meant to be some official
* library. It is provided only as example code.
*
*/
o3djs.provide('o3djs.lineprimitives');
o3djs.require('o3djs.math');
o3djs.require('o3djs.primitives');
/**
* Defines a namespace for o3djs.lineprimitives.
* @namespace
*/
o3djs.lineprimitives = o3djs.lineprimitives || {};
/**
* A LineVertexInfo is a specialization of VertexInfoBase for line based
* geometry.
* @constructor
* @extends {o3djs.primitives.VertexInfoBase}
*/
o3djs.lineprimitives.LineVertexInfo = function() {
o3djs.primitives.VertexInfoBase.call(this);
}
o3djs.base.inherit(o3djs.lineprimitives.LineVertexInfo,
o3djs.primitives.VertexInfoBase);
/**
* Returns the number of lines represented by the LineVertexInfo.
* @return {number} The number of lines represented by LineVertexInfo.
*/
o3djs.lineprimitives.LineVertexInfo.prototype.numLines = function() {
return this.indices.length / 2;
};
/**
* Adds a line.
* @param {number} index1 The index of the first vertex of the line.
* @param {number} index2 The index of the second vertex of the line.
*/
o3djs.lineprimitives.LineVertexInfo.prototype.addLine = function(
index1, index2) {
this.indices.push(index1, index2);
};
/**
* Gets the vertex indices of the triangle at the given triangle index.
* @param {number} triangleIndex The index of the triangle.
* @return {!Array.<number>} An array of three triangle indices.
*/
o3djs.lineprimitives.LineVertexInfo.prototype.getLine = function(
triangleIndex) {
var indexIndex = triangleIndex * 3;
return [this.indices[indexIndex + 0],
this.indices[indexIndex + 1],
this.indices[indexIndex + 2]];
};
/**
* Sets the vertex indices of the line at the given line index.
* @param {number} lineIndex The index of the line.
* @param {number} index1 The index of the first vertex of the line.
* @param {number} index2 The index of the second vertex of the line.
*/
o3djs.lineprimitives.LineVertexInfo.prototype.setLine = function(
lineIndex, index1, index2) {
var indexIndex = lineIndex * 2;
this.indices[indexIndex + 0] = index1;
this.indices[indexIndex + 1] = index2;
};
/**
* Creates a shape from a LineVertexInfo
* @param {!o3d.Pack} pack Pack to create objects in.
* @param {!o3d.Material} material to use.
* @return {!o3d.Shape} The created shape.
*/
o3djs.lineprimitives.LineVertexInfo.prototype.createShape = function(
pack,
material) {
return this.createShapeByType(
pack, material, o3djs.base.o3d.Primitive.LINELIST);
};
/**
* Creates a new LineVertexInfo.
* @return {!o3djs.lineprimitives.LineVertexInfo} The new LineVertexInfo.
*/
o3djs.lineprimitives.createLineVertexInfo = function() {
return new o3djs.lineprimitives.LineVertexInfo();
};
/**
* Creates the vertices and indices for a cube of lines.
* The cube will be created around the origin (-size / 2, size / 2).
* The created cube has a position stream only and can therefore only be used
* with appropriate shaders.
*
* @param {number} size Width, height and depth of the cube.
* @param {!o3djs.math.Matrix4} opt_matrix A matrix by which to multiply all
* the vertices.
* @return {!o3djs.lineprimitives.LineVertexInfo} The created cube vertices.
*/
o3djs.lineprimitives.createLineCubeVertices = function(size, opt_matrix) {
var k = size / 2;
var vertices = [
[-k, -k, -k],
[+k, -k, -k],
[-k, +k, -k],
[+k, +k, -k],
[-k, -k, +k],
[+k, -k, +k],
[-k, +k, +k],
[+k, +k, +k]
];
var indices = [
[0, 1],
[1, 3],
[3, 2],
[2, 0],
[4, 5],
[5, 7],
[7, 6],
[6, 4],
[0, 4],
[1, 5],
[2, 6],
[3, 7]
];
var vertexInfo = o3djs.lineprimitives.createLineVertexInfo();
var positionStream = vertexInfo.addStream(
3, o3djs.base.o3d.Stream.POSITION);
for (var v = 0; v < vertices.length; ++v) {
positionStream.addElementVector(vertices[v]);
}
for (var i = 0; i < indices.length; ++i) {
vertexInfo.addLine(indices[i][0], indices[i][1]);
}
if (opt_matrix) {
vertexInfo.reorient(opt_matrix);
}
return vertexInfo;
};
/**
* Creates a cube of lines.
* The cube will be created around the origin (-size / 2, size / 2).
* The created cube has a position stream only and can therefore only be used
* with appropriate shaders.
*
* @param {!o3d.Pack} pack Pack to create cube elements in.
* @param {!o3d.Material} material Material to use.
* @param {number} size Width, height and depth of the cube.
* @param {!o3djs.math.Matrix4} opt_matrix A matrix by which to multiply all
* the vertices.
* @return {!o3d.Shape} The created cube.
*/
o3djs.lineprimitives.createLineCube = function(
pack,
material,
size,
opt_matrix) {
var vertexInfo =
o3djs.lineprimitives.createLineCubeVertices(size, opt_matrix);
return vertexInfo.createShape(pack, material);
};
/**
* Creates sphere vertices.
* The created sphere has a position stream only and can therefore only be
* used with appropriate shaders.
*
* @param {number} radius radius of the sphere.
* @param {number} subdivisionsAxis number of steps around the sphere.
* @param {number} subdivisionsHeight number of steps vertically on the sphere.
* @param {!o3djs.math.Matrix4} opt_matrix A matrix by which to multiply all
* the vertices.
* @return {!o3djs.lineprimitives.LineVertexInfo} The created sphere vertices.
*/
o3djs.lineprimitives.createLineSphereVertices = function(
radius,
subdivisionsAxis,
subdivisionsHeight,
opt_matrix) {
if (subdivisionsAxis <= 0 || subdivisionsHeight <= 0) {
throw Error('subdivisionAxis and subdivisionHeight must be > 0');
}
// We are going to generate our sphere by iterating through its
// spherical coordinates and generating 1 quad for each quad on a
// ring of the sphere.
var vertexInfo = o3djs.lineprimitives.createLineVertexInfo();
var positionStream = vertexInfo.addStream(
3, o3djs.base.o3d.Stream.POSITION);
// Generate the individual vertices in our vertex buffer.
for (var y = 0; y <= subdivisionsHeight; y++) {
for (var x = 0; x <= subdivisionsAxis; x++) {
// Generate a vertex based on its spherical coordinates
var u = x / subdivisionsAxis
var v = y / subdivisionsHeight;
var theta = 2 * Math.PI * u;
var phi = Math.PI * v;
var sinTheta = Math.sin(theta);
var cosTheta = Math.cos(theta);
var sinPhi = Math.sin(phi);
var cosPhi = Math.cos(phi);
var ux = cosTheta * sinPhi;
var uy = cosPhi;
var uz = sinTheta * sinPhi;
positionStream.addElement(radius * ux, radius * uy, radius * uz);
}
}
var numVertsAround = subdivisionsAxis + 1;
for (var x = 0; x < subdivisionsAxis; x++) {
for (var y = 0; y < subdivisionsHeight; y++) {
// Make 2 lines per quad.
vertexInfo.addLine(
(y + 0) * numVertsAround + x,
(y + 0) * numVertsAround + x + 1);
vertexInfo.addLine(
(y + 0) * numVertsAround + x,
(y + 1) * numVertsAround + x);
}
}
if (opt_matrix) {
vertexInfo.reorient(opt_matrix);
}
return vertexInfo;
};
/**
* Creates a sphere.
* The created sphere has a position stream only and can therefore only be
* used with appropriate shaders.
*
* @param {!o3d.Pack} pack Pack to create sphere elements in.
* @param {!o3d.Material} material Material to use.
* @param {number} radius radius of the sphere.
* @param {number} subdivisionsAxis number of steps around the sphere.
* @param {number} subdivisionsHeight number of steps vertically on the sphere.
* @param {!o3djs.math.Matrix4} opt_matrix A matrix by which to multiply all
* the vertices.
* @return {!o3d.Shape} The created sphere.
*
* @see o3d.Pack
* @see o3d.Shape
*/
o3djs.lineprimitives.createLineSphere = function(
pack,
material,
radius,
subdivisionsAxis,
subdivisionsHeight,
opt_matrix) {
var vertexInfo = o3djs.lineprimitives.createLineSphereVertices(
radius,
subdivisionsAxis,
subdivisionsHeight,
opt_matrix);
return vertexInfo.createShape(pack, material);
};
/**
* Creates ring vertices.
* The ring is a circle in the XZ plane, centered at the origin.
* The created ring has position, normal, and 1-D texcoord streams.
* The normals point outwards from the center of the ring.
* The texture coordinates are based on angle about the center.
*
* @param {number} radius Radius of the ring.
* @param {number} subdivisions Number of steps around the ring.
* @param {number} maxTexCoord 1-D texture coordinates will range from 0 to
* this value, based on angle about the center.
* @param {!o3djs.math.Matrix4} opt_matrix A matrix by which to multiply all
* the vertices.
* @return {!o3djs.lineprimitives.LineVertexInfo} The created ring vertices.
*/
o3djs.lineprimitives.createLineRingVertices = function(
radius,
subdivisions,
maxTexCoord,
opt_matrix) {
if (subdivisions < 3) {
throw Error('subdivisions must be >= 3');
}
var vertexInfo = o3djs.lineprimitives.createLineVertexInfo();
var positionStream = vertexInfo.addStream(
3, o3djs.base.o3d.Stream.POSITION);
var normalStream = vertexInfo.addStream(
3, o3djs.base.o3d.Stream.NORMAL);
var texCoordStream = vertexInfo.addStream(
1, o3djs.base.o3d.Stream.TEXCOORD, 0);
// Generate the individual vertices in our vertex buffer.
for (var i = 0; i <= subdivisions; i++) {
var theta = 2 * Math.PI * i / subdivisions;
positionStream.addElement(radius * Math.cos(theta), 0,
radius * Math.sin(theta));
normalStream.addElement(Math.cos(theta), 0, Math.sin(theta));
texCoordStream.addElement(maxTexCoord * i / subdivisions);
}
// Connect the vertices by simple lines.
for (var i = 0; i < subdivisions; i++) {
vertexInfo.addLine(i, i+1);
}
if (opt_matrix) {
vertexInfo.reorient(opt_matrix);
}
return vertexInfo;
};
/**
* Creates a ring.
* The ring is a circle in the XZ plane, centered at the origin.
* The created ring has position, normal, and 1-D texcoord streams.
* The normals point outwards from the center of the ring.
* The texture coordinates are based on angle about the center.
*
* @param {!o3d.Pack} pack Pack to create ring elements in.
* @param {!o3d.Material} material Material to use.
* @param {number} radius Radius of the ring.
* @param {number} subdivisions Number of steps around the ring.
* @param {number} maxTexCoord 1-D texture coordinates will range from 0 to
* this value, based on angle about the center.
* @param {!o3djs.math.Matrix4} opt_matrix A matrix by which to multiply all
* the vertices.
* @return {!o3d.Shape} The created ring.
*/
o3djs.lineprimitives.createLineRing = function(
pack,
material,
radius,
subdivisions,
maxTexCoord,
opt_matrix) {
var vertexInfo = o3djs.lineprimitives.createLineRingVertices(
radius,
subdivisions,
maxTexCoord,
opt_matrix);
return vertexInfo.createShape(pack, material);
};