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utils.js
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utils.js
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/* Javascript Object3D utility functions
*
* Copyright (C) 2010 Nicolas Bonnel (nicolas.bonnel@gmail.com)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
var rand = Math.random;
var cosinus = Math.cos;
var sinus = Math.sin;
var pi = Math.PI;
var xpInc = 2;
var aptiNames = ['constitution','strength','intelligence','dexterity','melee','ranged','cast','run','block','enchant','hex','traps','stealth',
'slash','pierce','blunt','shield','fire','water','earth','air','light','dark','aoe','dot'];
var damageNames = ['slash','pierce','blunt','fire','water','earth','air'];
var equipSlots = ['weapon','shield','helmet','pauldrons','gloves','pants','boots','armor'];
var melee, constitution, strength, intelligence, dexterity, melee, ranged, cast, run, block, enchant, hex, traps, stealth, slash, pierce, blunt, shield, fire, water, earth, air, light, dark, aoe, dot;
var weapon;
var items = {};
var models = {};
var animations = {};
var projectiles = {};
var particles = {};
var skills = {};
var areas = {};
var creatures = {};
var powers = {};
var mvMatrix = mat4.create();
var mvMatrixStack = [];
var pMatrix = mat4.create();
var mouseX;
var mouseY;
var DEBUG = true;
function mvPushMatrix() {
var copy = mat4.create();
mat4.set(mvMatrix, copy);
mvMatrixStack.push(copy);
}
function mvPopMatrix() {
if (mvMatrixStack.length == 0)
throw "Invalid popMatrix!";
mvMatrix = mvMatrixStack.pop();
}
function setMatrixUniforms(shaderProgram) {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
function degToRad(degrees) {
return degrees * Math.PI / 180;
}
function setAptitudeVars(creature){
for (var i in aptiNames)
eval(aptiNames[i]+'=creature.'+aptiNames[i]+'.level');
weapon = creature.equipment['weapon'].item;
}
function minDamage(dmgList){
var minD = 0.0;
for (var i in dmgList)
minD += dmgList[i].value*(1-dmgList[i].range);
return Math.round(10*minD)/10;
}
function maxDamage(dmgList){
var maxD = 0.0;
for (var i in dmgList)
maxD += dmgList[i].value*(1+dmgList[i].range);
return Math.round(10*maxD)/10;
}
function ranDamage(dmgList){
var ranD = 0.0;
for (var i in dmgList)
ranD += dmgList[i].value*(1+(1.0-2.0*rand())*dmgList[i].range);
return ranD;
}
function randomPosInRect(w,h){
var ret = new Object();
ret.x = w*(1.0-2*rand());
ret.y = h*(1.0-2*rand());
return ret;
}
function randomPosInCircle(r){
var ret = new Object();
do{
ret.x = r*(1.0-2*rand());
ret.y = r*(1.0-2*rand());
}while(ret.x*ret.x+ret.y*ret.y>r*r);
return ret;
}
function closeTab(tabName){
document.getElementById(tabName).style.visibility = 'hidden';
}
function dist(o1,o2){
return Math.sqrt((o1.x-o2.x)*(o1.x-o2.x)+(o1.y-o2.y)*(o1.y-o2.y));
}
function contains(arr,elem){
for(var i=0; i<arr.length; i++)
if(arr[i] == elem)
return true;
return false;
}
function faceNorm(vertices,s1,s2,s3){
var v1 = new Object();
var v2 = new Object();
v1.x = vertices[3*s1]-vertices[3*s2];
v1.y = vertices[3*s1+1]-vertices[3*s2+1];
v1.z = vertices[3*s1+2]-vertices[3*s2+2];
v2.x = vertices[3*s1]-vertices[3*s3]
v2.y = vertices[3*s1+1]-vertices[3*s3+1]
v2.z = vertices[3*s1+2]-vertices[3*s3+2]
var n = new Object();
n.x = v1.y*v2.z-v1.z*v2.y;
n.y = v1.z*v2.x-v1.x*v2.z;
n.z = v1.x*v2.y-v1.y*v2.x;
var norm = Math.sqrt(n.x*n.x+n.y*n.y+n.z*n.z);
n.x = n.x / norm;
n.y = n.y / norm;
n.z = n.z / norm;
return n;
}
function handleLoadedTexture(texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.image);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
if (texture.image.width==texture.image.height){
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
}else{
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
gl.bindTexture(gl.TEXTURE_2D, null);
}
function initTexture (fileName) {
var texture = gl.createTexture();
texture.image = new Image();
texture.image.src = fileName;
texture.image.onload = function() {
handleLoadedTexture(texture);
//debug('Init texture '+fileName+', size : '+texture.image.width+" x "+texture.image.height);
}
return texture;
}
function loadMd5Mesh (modelName){
var reqMesh = new XMLHttpRequest();
reqMesh.open('GET', 'data/md5/'+modelName+'.mesh', true);
reqMesh.onreadystatechange = function() {
if(reqMesh.readyState == 4)
if (reqMesh.responseText.length>0){
models[modelName].mesh = parseMesh(reqMesh.responseText);
}
}
reqMesh.send(null);
}
function loadMd5Anim (modelName){
var reqAnim = new XMLHttpRequest();
reqAnim.open('GET', 'data/md5/'+modelName+'.anim', true);
reqAnim.onreadystatechange = function() {
if(reqAnim.readyState == 4)
if (reqAnim.responseText.length>0){
animations[modelName].anim = parseAnim(reqAnim.responseText,modelName);
}
}
reqAnim.send(null);
}
function loadObj (modelName,recenter){
var reqMesh = new XMLHttpRequest();
reqMesh.open('GET', 'data/obj/'+modelName+'/'+modelName+'.obj', true);
reqMesh.onreadystatechange = function() {
if(reqMesh.readyState == 4)
if (reqMesh.responseText.length>0){
models[modelName].mesh = parseObj(reqMesh.responseText, 'data/obj/'+modelName+'/',recenter);
}
}
reqMesh.send(null);
}
function clearConsole(){
console = document.getElementById("console");
while(console.hasChildNodes())
console.removeChild(console.firstChild);
}
function info(msg){
var m = document.createElement("div");
m.innerHTML = "[INFO] " +msg;
document.getElementById("console").appendChild(m);
}
function debug(msg){
if(DEBUG){
var m = document.createElement("div");
m.innerHTML = "[DEBUG] " +msg;
document.getElementById("console").appendChild(m);
}
}
function warning(msg){
var m = document.createElement("div");
m.innerHTML = "[WARNING] " +msg;
document.getElementById("console").appendChild(m);
}
function error(msg){
var m = document.createElement("div");
m.innerHTML = "[ERROR] " +msg;
document.getElementById("console").appendChild(m);
}