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- // 3D Cube Rotation
- // http://www.speich.net/computer/moztesting/3d.htm
- // Created by Simon Speich
- var Q = new Array();
- var MTrans = new Array(); // transformation matrix
- var MQube = new Array(); // position information of qube
- var I = new Array(); // entity matrix
- var Origin = new Object();
- var Testing = new Object();
- var LoopTimer;
- var validation = {
- 20: 2889.0000000000045,
- 40: 2889.0000000000055,
- 80: 2889.000000000005,
- 160: 2889.0000000000055
- };
- var DisplArea = new Object();
- DisplArea.Width = 300;
- DisplArea.Height = 300;
- function DrawLine(From, To) {
- var x1 = From.V[0];
- var x2 = To.V[0];
- var y1 = From.V[1];
- var y2 = To.V[1];
- var dx = Math.abs(x2 - x1);
- var dy = Math.abs(y2 - y1);
- var x = x1;
- var y = y1;
- var IncX1, IncY1;
- var IncX2, IncY2;
- var Den;
- var Num;
- var NumAdd;
- var NumPix;
- if (x2 >= x1) { IncX1 = 1; IncX2 = 1; }
- else { IncX1 = -1; IncX2 = -1; }
- if (y2 >= y1) { IncY1 = 1; IncY2 = 1; }
- else { IncY1 = -1; IncY2 = -1; }
- if (dx >= dy) {
- IncX1 = 0;
- IncY2 = 0;
- Den = dx;
- Num = dx / 2;
- NumAdd = dy;
- NumPix = dx;
- }
- else {
- IncX2 = 0;
- IncY1 = 0;
- Den = dy;
- Num = dy / 2;
- NumAdd = dx;
- NumPix = dy;
- }
- NumPix = Math.round(Q.LastPx + NumPix);
- var i = Q.LastPx;
- for (; i < NumPix; i++) {
- Num += NumAdd;
- if (Num >= Den) {
- Num -= Den;
- x += IncX1;
- y += IncY1;
- }
- x += IncX2;
- y += IncY2;
- }
- Q.LastPx = NumPix;
- }
- function CalcCross(V0, V1) {
- var Cross = new Array();
- Cross[0] = V0[1]*V1[2] - V0[2]*V1[1];
- Cross[1] = V0[2]*V1[0] - V0[0]*V1[2];
- Cross[2] = V0[0]*V1[1] - V0[1]*V1[0];
- return Cross;
- }
- function CalcNormal(V0, V1, V2) {
- var A = new Array(); var B = new Array();
- for (var i = 0; i < 3; i++) {
- A[i] = V0[i] - V1[i];
- B[i] = V2[i] - V1[i];
- }
- A = CalcCross(A, B);
- var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]);
- for (var i = 0; i < 3; i++) A[i] = A[i] / Length;
- A[3] = 1;
- return A;
- }
- function CreateP(X,Y,Z) {
- this.V = [X,Y,Z,1];
- }
- // multiplies two matrices
- function MMulti(M1, M2) {
- var M = [[],[],[],[]];
- var i = 0;
- var j = 0;
- for (; i < 4; i++) {
- j = 0;
- for (; j < 4; j++) M[i][j] = M1[i][0] * M2[0][j] + M1[i][1] * M2[1][j] + M1[i][2] * M2[2][j] + M1[i][3] * M2[3][j];
- }
- return M;
- }
- //multiplies matrix with vector
- function VMulti(M, V) {
- var Vect = new Array();
- var i = 0;
- for (;i < 4; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2] + M[i][3] * V[3];
- return Vect;
- }
- function VMulti2(M, V) {
- var Vect = new Array();
- var i = 0;
- for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2];
- return Vect;
- }
- // add to matrices
- function MAdd(M1, M2) {
- var M = [[],[],[],[]];
- var i = 0;
- var j = 0;
- for (; i < 4; i++) {
- j = 0;
- for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j];
- }
- return M;
- }
- function Translate(M, Dx, Dy, Dz) {
- var T = [
- [1,0,0,Dx],
- [0,1,0,Dy],
- [0,0,1,Dz],
- [0,0,0,1]
- ];
- return MMulti(T, M);
- }
- function RotateX(M, Phi) {
- var a = Phi;
- a *= Math.PI / 180;
- var Cos = Math.cos(a);
- var Sin = Math.sin(a);
- var R = [
- [1,0,0,0],
- [0,Cos,-Sin,0],
- [0,Sin,Cos,0],
- [0,0,0,1]
- ];
- return MMulti(R, M);
- }
- function RotateY(M, Phi) {
- var a = Phi;
- a *= Math.PI / 180;
- var Cos = Math.cos(a);
- var Sin = Math.sin(a);
- var R = [
- [Cos,0,Sin,0],
- [0,1,0,0],
- [-Sin,0,Cos,0],
- [0,0,0,1]
- ];
- return MMulti(R, M);
- }
- function RotateZ(M, Phi) {
- var a = Phi;
- a *= Math.PI / 180;
- var Cos = Math.cos(a);
- var Sin = Math.sin(a);
- var R = [
- [Cos,-Sin,0,0],
- [Sin,Cos,0,0],
- [0,0,1,0],
- [0,0,0,1]
- ];
- return MMulti(R, M);
- }
- function DrawQube() {
- // calc current normals
- var CurN = new Array();
- var i = 5;
- Q.LastPx = 0;
- for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]);
- if (CurN[0][2] < 0) {
- if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; };
- if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; };
- if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; };
- if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; };
- }
- if (CurN[1][2] < 0) {
- if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; };
- if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; };
- if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
- if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; };
- }
- if (CurN[2][2] < 0) {
- if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
- if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
- if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
- if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
- }
- if (CurN[3][2] < 0) {
- if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
- if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; };
- if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; };
- if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; };
- }
- if (CurN[4][2] < 0) {
- if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; };
- if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; };
- if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; };
- if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
- }
- if (CurN[5][2] < 0) {
- if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; };
- if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
- if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; };
- if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; };
- }
- Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
- Q.LastPx = 0;
- }
- function Loop() {
- if (Testing.LoopCount > Testing.LoopMax) return;
- var TestingStr = String(Testing.LoopCount);
- while (TestingStr.length < 3) TestingStr = "0" + TestingStr;
- MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]);
- MTrans = RotateX(MTrans, 1);
- MTrans = RotateY(MTrans, 3);
- MTrans = RotateZ(MTrans, 5);
- MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]);
- MQube = MMulti(MTrans, MQube);
- var i = 8;
- for (; i > -1; i--) {
- Q[i].V = VMulti(MTrans, Q[i].V);
- }
- DrawQube();
- Testing.LoopCount++;
- Loop();
- }
- function Init(CubeSize) {
- // init/reset vars
- Origin.V = [150,150,20,1];
- Testing.LoopCount = 0;
- Testing.LoopMax = 50;
- Testing.TimeMax = 0;
- Testing.TimeAvg = 0;
- Testing.TimeMin = 0;
- Testing.TimeTemp = 0;
- Testing.TimeTotal = 0;
- Testing.Init = false;
- // transformation matrix
- MTrans = [
- [1,0,0,0],
- [0,1,0,0],
- [0,0,1,0],
- [0,0,0,1]
- ];
-
- // position information of qube
- MQube = [
- [1,0,0,0],
- [0,1,0,0],
- [0,0,1,0],
- [0,0,0,1]
- ];
-
- // entity matrix
- I = [
- [1,0,0,0],
- [0,1,0,0],
- [0,0,1,0],
- [0,0,0,1]
- ];
-
- // create qube
- Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize);
- Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize);
- Q[2] = new CreateP( CubeSize, CubeSize, CubeSize);
- Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize);
- Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize);
- Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize);
- Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize);
- Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize);
-
- // center of gravity
- Q[8] = new CreateP(0, 0, 0);
-
- // anti-clockwise edge check
- Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]];
-
- // calculate squad normals
- Q.Normal = new Array();
- for (var i = 0; i < Q.Edge.length; i++) Q.Normal[i] = CalcNormal(Q[Q.Edge[i][0]].V, Q[Q.Edge[i][1]].V, Q[Q.Edge[i][2]].V);
-
- // line drawn ?
- Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
-
- // create line pixels
- Q.NumPx = 9 * 2 * CubeSize;
- for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0);
-
- MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]);
- MQube = MMulti(MTrans, MQube);
- var i = 0;
- for (; i < 9; i++) {
- Q[i].V = VMulti(MTrans, Q[i].V);
- }
- DrawQube();
- Testing.Init = true;
- Loop();
-
- // Perform a simple sum-based verification.
- var sum = 0;
- for (var i = 0; i < Q.length; ++i) {
- var vector = Q[i].V;
- for (var j = 0; j < vector.length; ++j)
- sum += vector[j];
- }
- if (sum != validation[CubeSize])
- throw "Error: bad vector sum for CubeSize = " + CubeSize + "; expected " + validation[CubeSize] + " but got " + sum;
- }
- for ( var i = 20; i <= 160; i *= 2 ) {
- Init(i);
- }
- Q = null;
- MTrans = null;
- MQube = null;
- I = null;
- Origin = null;
- Testing = null;
- LoopTime = null;
- DisplArea = null;
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