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everything omg!!

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Matt
Matt committed Jul 28, 2010
1 parent e1e29b7 commit fb9298d67e5dc2dd35396d93bcca7875ffab41c7
Showing with 3,723 additions and 548 deletions.
  1. +9 −11 c3dl-dev/demos/rts/source/main.js
  2. +0 −197 c3dl-dev/tests/frustum culling/box.dae
  3. +84 −12 c3dl-dev/tests/frustum culling/fc.js
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  29. +37 −3 c3dl-dev/tests/frustum culling/index.html
  30. +378 −0 c3dl-dev/tests/frustum culling/obj.dae
  31. +198 −0 c3dl-dev/tests/scene pause/duck.dae
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  33. +12 −0 c3dl-dev/tests/scene pause/scenepause.html
  34. +34 −0 c3dl-dev/tests/scene pause/scenepause.js
  35. +1 −0 c3dl-dev/tests/velocity/angvelocity.js
  36. +7 −6 c3dl/actors/actor.js
  37. +4 −4 c3dl/actors/line.js
  38. +2 −1 c3dl/c3dapi.js
  39. +169 −10 c3dl/collada/collada.js
  40. +19 −13 c3dl/collada/colladaloader.js
  41. +62 −60 c3dl/collada/geometry.js
  42. +39 −5 c3dl/collada/primitiveset.js
  43. +8 −1 c3dl/constants.js
  44. +202 −0 c3dl/enclosure/boundingbox.js
  45. +68 −28 c3dl/enclosure/boundingsphere.js
  46. +33 −10 c3dl/frustum_culling/frustum.js
  47. +1 −1 c3dl/frustum_culling/plane.js
  48. +29 −23 c3dl/interaction/picking.js
  49. +11 −11 c3dl/math/matrix.js
  50. +3 −3 c3dl/math/quaternion.js
  51. +5 −5 c3dl/math/vector.js
  52. +6 −6 c3dl/particle_system/particle.js
  53. +14 −14 c3dl/particle_system/particlesystem.js
  54. +13 −17 c3dl/renderer/rendererwebgl.js
  55. +88 −47 c3dl/scene.js
  56. +69 −60 c3dl/scenegraph/scenenode.js
  57. +198 −0 tutorials/tutorial2/duck.dae
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  77. +198 −0 tutorials/tutorial8/duck.dae
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  79. +141 −0 tutorials/tutorial8/teapot.dae
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  81. +10 −0 tutorials/tutorial8/tutorial8.html
  82. +71 −0 tutorials/tutorial8/tutorial8.js
  83. +10 −0 tutorials/tutorial8/tutorial8b.html
  84. +145 −0 tutorials/tutorial8/tutorial8b.js
@@ -51,24 +51,22 @@ function loadLevel(board) {
switch (board[z][x]) {
case 0:
{
var earth = new c3dl.Collada();
earth.init(PLANE_PATH);
// move down y to prevent z-fighting with planes
// under models
earth.scale([3,1,3]);
earth.translate([z*30,-0.5,x*30]);
//set the id for later use during picking
earth.id = i;
scn.addObjectToScene(earth);
var earth = new c3dl.Collada();
earth.init(PLANE_PATH);
// move down y to prevent z-fighting with planes
// under models
earth.scale([3,1,3]);
earth.translate([z*30,-0.5,x*30]);
//set the id for later use during picking
scn.addObjectToScene(earth);
}break;
case 1:
{
var townHall = new c3dl.Collada();
townHall.init(BARRACKS_PATH);
townHall.translate([z*10,0,x*10]);
scn.addObjectToScene(townHall);
var earth = new c3dl.Collada();
var earth = new c3dl.Collada();
earth.init(PLANE_PATH);
// move down y to prevent z-fighting with planes
// under models

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@@ -1,7 +1,28 @@
c3dl.addMainCallBack(canvasMain, "test");
c3dl.addModel("box.dae");
c3dl.addModel("obj.dae");
var timesincelastchange=0;
var box;
var obj;
var cam = [];
cam[0] = new c3dl.FreeCamera();
cam[1] = new c3dl.FreeCamera();
cam[2] = new c3dl.FreeCamera();
cam[3] = new c3dl.FreeCamera();
cam[4] = new c3dl.FreeCamera();
cam[5] = new c3dl.FreeCamera();
cam[0].setPosition([0, 0, 50]);
cam[0].setLookAtPoint([0.0, 0.0, 0.0]);
cam[1].setPosition([0, 0, -50]);
cam[1].setLookAtPoint([0.0, 0.0, 0.0]);
cam[2].setPosition([0, 50, 0]);
cam[2].setLookAtPoint([0.01, 0.0, 0.0]);
cam[3].setPosition([0, -50, 0]);
cam[3].setLookAtPoint([0.01, 0.0, 0.0]);
cam[4].setPosition([50, 0, 0]);
cam[4].setLookAtPoint([0.0, 0.0, 0.0]);
cam[5].setPosition([-50, 0, 0]);
cam[5].setLookAtPoint([0.0, 0.0, 0.0]);
var start = +new Date();
var currentCam = 0;
function canvasMain(canvasName){
scn = new c3dl.Scene();
scn.setCanvasTag(canvasName);
@@ -11,21 +32,72 @@ function canvasMain(canvasName){
scn.init(canvasName);
if(renderer.isReady() )
{
var now = new Date();
box = new c3dl.Collada();
box.init("box.dae");
box.setPosition(new Array(0.0, 0.0, 0));
box.setLinearVel(new Array(0.001, 0.0, 0.0));
scn.addObjectToScene(box);
var cam = new c3dl.FreeCamera();
cam.setPosition(new Array(10, 20, 30.0));
cam.setLookAtPoint(new Array(0.0, 0.0, 0.0));
scn.setCamera(cam);
obj = new c3dl.Collada();
obj.init("obj.dae");
obj.setPosition(new Array(0.0, 0.0, 0));
obj.scale([0.5,0.5,0.5]);
scn.addObjectToScene(obj);
scn.setCamera(cam[0]);
scn.setUpdateCallback(test);
scn.startScene();
}
}
function test(){
scn.setCamera(cam[currentCam]);
document.getElementById('fps').value = scn.getFPS();
var checker;
var camera = scn.getCamera();
camera.applyToWorld(scn.getCanvas().width / scn.getCanvas().height);
var projMatrix = camera.getProjectionMatrix();
var viewMatrix = camera.getViewMatrix();
var frustumMatrix = c3dl.multiplyMatrixByMatrix(projMatrix,viewMatrix);
var frustumCulling = new Frustum(frustumMatrix);
//Culling using spheres
var boundingSpheres = obj.getBoundingSpheres();
for (var j = 0; j < boundingSpheres.length; j++) {
checker = frustumCulling.sphereInFrustum(boundingSpheres[j]);
if (checker === "INSIDE") {
break;
}
}
document.getElementById('InOut').value = checker;
}
function nextCam() {
(currentCam === 5) ? currentCam = 0 : currentCam++;
}
function prevCam() {
(currentCam === 0) ? currentCam = 5 : currentCam--;
}
function blastOff() {
var velocity = [0,0,0];
if (document.getElementById('X').checked) {
if (document.getElementById('Xlist').value === "Xpos") {
velocity = [0.01, velocity[1],velocity[2]];
}
else {
velocity = [-0.01, velocity[1],velocity[2]];
}
}
if (document.getElementById('Y').checked) {
if (document.getElementById('Ylist').value === "Ypos") {
velocity = [velocity[0], 0.01,velocity[2]];
}
else {
velocity = [velocity[0], -0.01,velocity[2]];
}
}
if (document.getElementById('Z').checked) {
if (document.getElementById('Zlist').value === "Zpos") {
velocity = [velocity[0], velocity[1],0.01];
}
else {
velocity = [velocity[0], velocity[1],-1];
}
}
obj.setPosition(new Array(0.0, 0.0, 0));
obj.setLinearVel(velocity);
}
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@@ -5,8 +5,42 @@
<script type="application/javascript" src="fc.js"></script>
</head>
<body>
<canvas id="test" style="border: 2px solid blue" width="500" height="500"></canvas>
<input type="label" id="fps" value="">
<table>
<tr>
<td><canvas id="test" style="border: 2px solid blue" width="500" height="500"></canvas><td/>
<td>
<input type="button" id="NCam" value="Next Cam" onclick="nextCam();">
<input type="button" id="PCam" value="Previous Cam" onclick="prevCam();">
<br/>
Select Axis:
<br/>
<input type="checkbox" id="X" value=""> X
<SELECT id="Xlist">
<OPTION VALUE="Xpos"> Positive
<OPTION VALUE="Xneg"> Negative
</SELECT>
<br/>
<input type="checkbox" id="Y" value=""> Y
<SELECT id="Ylist">
<OPTION VALUE="Ypos"> Positive
<OPTION VALUE="Yneg"> Negative
</SELECT>
<br/>
<input type="checkbox" id="Z" value=""> Z
<SELECT id="Zlist">
<OPTION VALUE="Zpos"> Positive
<OPTION VALUE="Zneg"> Negative
</SELECT>
<br/>
<input type="button" id="fire" value="Fire!" onclick="blastOff();"/>
<br/>
Object:<input type="text" id="InOut" value="">
</td>
</tr>
<tr>
<td> FPS:<input type="text" id="fps" value=""><td/>
<td></td>
</tr>
<table>
</body>
</html>
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