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Object.js
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Object.js
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/** @ignore Wrapper function to allow multifile or single file organization */
$W.initObject = function() {
/** @class Common state representation (position, rotation, scale).
* A position, rotation, and scale.
* @param {3 Array} pos Position.
* @param {3 Array} rot Rotation.
* @param {3 Array} scl Scale.
*/
$W.ObjectState = function(position, rotation, scale) {
if (arguments.length == 3) {
this.position = $V(position);
this.rotation = $V(rotation);
this.scale = $V(scale);
}else {
this.position = Vector.Zero(3);
this.rotation = Vector.Zero(3);
this.scale = $V([1,1,1]);
}
/** Checks the rotation and updates the quaternion representation if
* necessary
*/
this.recalculateQuaternion = function() {
// No need to calc for no rotation
if (this.rotation.eql(Vector.Zero(3))) {
this.q = new $W.Quaternion();
}else {
var qh = new $W.Quaternion(0, 1, 0, this.rotation.e(1));
var qp = new $W.Quaternion(1, 0, 0, this.rotation.e(2));
var qr = new $W.Quaternion(0, 0, 1, this.rotation.e(3));
this.q = (qr.multiply(qp)).multiply(qh);
}
}
this.recalculateQuaternion();
/** Set a new position.
* Takes (x,y,z) or (vector)
*/
this.setPosition = function(x, y, z) {
// Called as setPosition(x, y, z)
if (arguments.length == 3) {
this.position.elements = [x, y, z];
// Called as setPosition([x, y, z])
}else {
this.position.elements = arguments[0];
}
}
/** Set a new rotation.
* Takes (x,y,z) or (vector)
*/
this.setRotation = function() {
// Called as setRotation(x, y, z)
if (arguments.length == 3) {
this.rotation.elements = arguments;
// Called as setRotation([x, y, z])
}else {
this.rotation.elements = arguments[0];
}
this.recalculateQuaternion();
}
/** Set a new scale.
* Takes (x,y,z) or (vector)
*/
this.setScale = function(x, y, z){
this.scale.elements = [x, y, z];
}
/** Set the x y and z components of the object's scale to the given
* value.
* @param {Number} s New scale of the object.
*/
this.setScaleUniformly = function(s) {
this.scale = $V([s,s,s]);
};
this.equals = function(other) {
if ((other.scale !== undefined &&
other.position !== undefined &&
other.rotation !== undefined) && (
this.scale == other.scale &&
this.position == other.position &&
this.rotation == other.rotation )) {
return true;
}else {
return false;
}
};
};
/** @class Storage and handling of GL data arrays
* @param {String} name Attribute name data is for
*/
$W.ArrayBuffer = function(name, data) {
this.name = name;
this.data = data;
this.glData = new WebGLFloatArray(data);
this.glBuffer = $W.GL.createBuffer();
/**
* Specify data to store for on demand buffering.
*
* @param {Array} data Array of data
*/
this.setData = function ABUF_setData(data) {
this.data = data;
this.glData = new WebGLFloatArray(data);
this.buffer();
};
/** Append data to this buffer
* @param {Array} data Data to append
*/
this.append = function ABUF_append(data) {
this.setData(this.data.concat(data));
};
/**
* Buffer the stored data into its WebGL ARRAY_BUFFER
*/
this.buffer = function ABUF_buffer() {
try {
this.bind();
$W.GL.bufferData($W.GL.ARRAY_BUFFER, this.glData, $W.GL.STATIC_DRAW);
this.unbind();
}catch (e) {
console.error(e);
}
};
/**
* Associate this ArrayBuffer with a particular attribute.
*
* @param {$W.GLSL.Attribute} attrib The attribute this data will be be
* used for.
*/
this.associate = function ABUF_associate(attrib) {
try {
this.bind();
$W.GL.enableVertexAttribArray(attrib.location);
$W.GL.vertexAttribPointer(attrib.location, attrib.length,
$W.GL.FLOAT, false, 0, 0);
this.unbind();
}catch (e) {
console.error("Failed to associate array buffer `" + this.name +
"` with vertex attribute `" + attrib.name + "`");
console.dir(this, attrib);
console.error(e);
}
};
/** Bind this buffer
*/
this.bind = function ABUF_bind() {
$W.GL.bindBuffer($W.GL.ARRAY_BUFFER, this.glBuffer);
};
/** Unbind this buffer
*/
this.unbind = function ABUF_unbind() {
$W.GL.bindBuffer($W.GL.ARRAY_BUFFER, null);
};
};
$W.RENDERABLE = 1;
$W.PICKABLE = 2;
/** Utility function to help build objects from JSON
*
* @param params The paramaters object
*/
$W.createObject = function(params) {
obj = new $W.Object();
obj.setupFromParams(params);
return obj;
};
/** @class Contains pertinent render information for an individual renderable entity.
*
* Make sure to set vertexCount correctly
* Animations are clunky right now, I'm working on it.
*
* @extends $W.ObjectState
*
* @param type The type of rendering to use for this object, possible values
* are:<br>
* $W.GL.POINTS <br>
* $W.GL.LINES <br>
* $W.GL.LINE_LOOP <br>
* $W.GL.LINE_STRIP <br>
* $W.GL.TRIANGLES <br>
* $W.GL.TRIANGLE_STRIP <br>
* $W.GL.TRIANGLE_FAN <br>
* @param {Boolean} shouldAdd Set to false to not add this the the object
* list in case you want to handle rendering in a specific manner, e.g. as
* the child of another object.
*
* @property {Number} vertexCount Number of vertices in this object. Used
* when rendering with drawArrays.
*/
$W.Object = function (type, flags) {
//console.group("Creating object");
$W.ObjectState.call(this);
if (typeof(flags) === 'undefined' ||/*backcompat*/ flags === true) {
flags = $W.RENDERABLE | $W.PICKABLE;
}/*backcompat*/else if(flags === false) {
flags = $W.PICKABLE;
}
$W.objects.push(this);
this.setupFromParams = function(params) {
var has = function(param){
return typeof(param) !== 'undefined';
};
if(has(params.type)) {
this.type = params.type;
}
if (has(params.material)){
this.setMaterial(params.material);
}
if (has(params.model)){
this.fromModel(params.model);
}else if (has(params.data)){
this.fillArrays(params.data);
}
if (has(params.vertexCount)){
this.vertexCount = params.vertexCount;
}
};
if (flags & $W.RENDERABLE){
$W.renderables.push(this);
}
if (flags & $W.PICKABLE) {
$W.pickables.push(this);
}
this.vertexCount = 0;
this.id = $W.createdObjectCount++;
this.material = $W.materials['wglu_default'];
this.buffers = [];
this.children = [];
/** The animation for this object. */
this.animation = new $W.ProceduralAnimation();
// drawArrays by default
this._drawFunction = $W.renderer.drawArrays;
/** Add an object as a child to this object.
* @param {Object} obj The object to add as a child.
*/
this.addChild = function(obj) {
this.children.push(obj);
};
/** Set the indices for the elements of this object.
* Draws this object with drawElements unless set with
* false.
*
* @param {Array|Boolean} elements The array of indices of the
* elements or false, which disables drawElements rendering
* for this object.
*/
this.setElements = function(elements) {
// don't use drawElements
if (elements === false) {
this.buffers.wglu_internal_elements = undefined;
$W.GL.bindBuffer($W.GL.ELEMENT_ARRAY_BUFFER, null);
// use drawElements
}else {
this._drawFunction = $W.renderer.drawElements;
var elementAB = new $W.ArrayBuffer('wglu_internal_elements',
$W.util.flattenArray(elements));
$W.GL.bindBuffer($W.GL.ELEMENT_ARRAY_BUFFER, elementAB.glBuffer);
$W.GL.bufferData($W.GL.ELEMENT_ARRAY_BUFFER,
new WebGLUnsignedShortArray( elementAB.data),
$W.GL.STATIC_DRAW);
this.buffers.wglu_internal_elements = elementAB;
}
};
/** Set the material of this object to the indicated material
*
* @param material {String|Material} Either the name of an existing material
* or a Material object.
*/
this.setMaterial = function OBJ_setMaterial(material) {
if (typeof(material) === 'string') {
this.material = $W.materials[material];
}else {
this.material = material;
}
};
/** Fills the array of the given name, where name is a
* vertex attribute in the shader.
* Also creates a buffer to hold the data in WebGL.
* @param {String} name The attribute variable name in a shader
* attached to the shader program used by this object. (this is
* not verified for you)
* @param {Array} contents The data to pass to the attribute.
*/
this.fillArray = function OBJ_fillArray(name, data) {
data = $W.util.flattenArray(data);
if (typeof(this.buffers[name]) === 'undefined') {
this.buffers[name] = new $W.ArrayBuffer(name, data);
}else {
this.buffers[name].setData(data);
}
this.buffers[name].buffer();
};
/** Passes several sets of attribute data to $W.Object.fillArray at once
*
* @param {Array} arrays Arrays of the format ["attribute", [0,0,0,...]]
* corresponding to the arguments of $W.Object.fillArray
*/
this.fillArrays = function OBJ_fillArrays(arrays) {
for (var i = 0; i < arrays.length; i++) {
var arr = arrays[i];
if (arr[0] === 'wglu_elements') {
this.setElements(arr[1]);
}else {
this.fillArray(arr[0], arr[1]);
}
}
};
/** Uses an object of the format
* {
* vertices: [...],
* normals: [...],
* texCoords: [...],
* indices: [...]
* }
* to fill the vertex, normal, texCoord and
* wglu_elements arrays.
*/
this.fromModel = function OBJ_fromModel(model) {
this.fillArrays([['vertex', model.vertices],
['normal', model.normals],
['texCoord', model.texCoords],
['wglu_elements', model.indices]]);
};
/** draw this object at the given postion, rotation, and scale
* @param {3 Element Array} pos Position array.
* @param {Matrix} rot Rotation matrix.
* @param {3 Element Array} scale Scaling array.
*/
this.drawAt = function OBJ_drawAt(pos, rot, scale) {
$W.modelview.push();
$W.modelview.translate(pos);
$W.modelview.multiply(rot);
$W.modelview.scale(scale);
for (var i = 0; i < this.children.length; i++) {
this.children[i].draw();
}
$W.renderer.renderObject(this, this.material, this._drawFunction);
$W.modelview.pop();
$W.GL.bindTexture($W.GL.TEXTURE_2D, null);
};
/**
* Draw the children of this object with a particular transform applied
* @param {3 Element Array} pos Position array.
* @param {Matrix} rot Rotation matrix.
* @param {3 Element Array} scale Scaling array.
*/
this.drawChildrenAt = function(pos, rot, scale) {
$W.modelview.pushMatrix();
$W.modelview.translate(pos);
$W.modelview.multMatrix(rot);
$W.modelview.scale(scale);
for (var i = 0; i < this.children.length; i++) {
this.children[i].draw();
}
$W.modelview.popMatrix();
};
/** draw this object at its internally stored position, rotation, and
* scale, INCLUDING its current animation state.
*/
this.draw = function OBJ_draw() {
this.drawAt(
this.animatedPosition().elements,
this.animatedRotation().matrix(),
this.animatedScale().elements
);
};
/** Draw the children of this object using this object's current state
*/
this.drawChildren = function() {
this.drawChildrenAt(
this.animatedPosition().elements,
this.animatedRotation().matrix(),
this.animatedScale().elements
);
};
/** Update this object's animation state.
* @param {Number} dt The delta time since the previous call to
* update.
*/
this.update = function(dt) {
this.animation.update(dt);
for (var i = 0; i < this.children.length; i++) {
this.children[i].update(dt);
}
};
/** @returns {Vector} The sum of the object's base position and its
* animation.
*/
this.animatedPosition = function() {
return this.position.add(this.animation.position);
};
/** @returns {Vector} The sum of the object's base rotation and its
* animation.
*/
this.animatedRotation = function() {
//return this.rotation.add(this.animation.rotation);
return this.q.multiply(this.animation.q);
};
/** @returns {Matrix} The current rotation matrix
*/
this.rotationMatrix = function OBJ_rotationMatrix() {
return this.animatedRotation().matrix();
};
/** @returns {Vector} The product of the object's base scale and its
* animation.
*/
this.animatedScale = function() {
return $V([
this.scale.e(1) * this.animation.scale.e(1),
this.scale.e(2) * this.animation.scale.e(2),
this.scale.e(3) * this.animation.scale.e(3)
]);
};
/* The type of rendering to use for this object */
if (typeof(type) === 'object') {
this.setupFromParams(type);
}else {
this.type = type;
}
//console.groupEnd();
};
};
/** @author Benjamin DeLillo */
/*
* Copyright (c) 2009-2010 Benjamin P. DeLillo
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/