From 9d3589feb0174c09d1c1bac405660f8900259c7d Mon Sep 17 00:00:00 2001 From: hwc487 Date: Wed, 22 Feb 2012 04:44:07 -0800 Subject: Adding bug fixes. --- js/helper-classes/RDGE/GLCircle.js | 10 +- js/helper-classes/RDGE/GLLine.js | 594 +++++++++++---------- js/helper-classes/RDGE/GLRectangle.js | 117 +--- js/helper-classes/RDGE/GLWorld.js | 45 +- .../RDGE/src/core/script/precompiled.js | 10 +- js/helper-classes/RDGE/src/core/script/runtime.js | 14 +- .../RDGE/src/core/script/scenegraphNodes.js | 8 +- .../RDGE/src/tools/compile-rdge-core.bat | 4 + .../RDGE/src/tools/compile-rdge-core.sh | 3 + js/helper-classes/RDGE/src/tools/compiler.jar | Bin 0 -> 4927265 bytes js/helper-classes/RDGE/src/tools/rdge-compiled.js | 454 ++++++++++++++++ 11 files changed, 824 insertions(+), 435 deletions(-) create mode 100644 js/helper-classes/RDGE/src/tools/compile-rdge-core.bat create mode 100644 js/helper-classes/RDGE/src/tools/compile-rdge-core.sh create mode 100644 js/helper-classes/RDGE/src/tools/compiler.jar create mode 100644 js/helper-classes/RDGE/src/tools/rdge-compiled.js (limited to 'js/helper-classes/RDGE') diff --git a/js/helper-classes/RDGE/GLCircle.js b/js/helper-classes/RDGE/GLCircle.js index 08057778..5b32547e 100755 --- a/js/helper-classes/RDGE/GLCircle.js +++ b/js/helper-classes/RDGE/GLCircle.js @@ -400,7 +400,10 @@ function GLCircle() ctx.lineWidth = 0; ctx.fillStyle = "#990000"; if (this._fillColor) - ctx.fillStyle = MathUtils.colorToHex( this._fillColor ); + { + var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")"; + ctx.fillStyle = c; + } // draw the fill ctx.beginPath(); @@ -460,7 +463,10 @@ function GLCircle() ctx.lineWidth = lineWidth; ctx.strokeStyle = "#0000ff"; if (this._strokeColor) - ctx.strokeStyle = MathUtils.colorToHex( this._strokeColor ); + { + var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")"; + ctx.strokeStyle = c; + } // draw the stroke p = MathUtils.transformPoint( bezPts[0], mat ); diff --git a/js/helper-classes/RDGE/GLLine.js b/js/helper-classes/RDGE/GLLine.js index 5ec51230..0d815145 100755 --- a/js/helper-classes/RDGE/GLLine.js +++ b/js/helper-classes/RDGE/GLLine.js @@ -11,74 +11,74 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot /////////////////////////////////////////////////////////////////////// function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, strokeColor, strokeMaterial, strokeStyle, xAdj, yAdj) { - /////////////////////////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////////////////////////// - this._width = 2.0; - this._height = 2.0; - this._xOffset = 0; - this._yOffset = 0; - - // If line doesn't fit in canvas world, we had to grow the canvas by this much on either side - this._xAdj = 0; - this._yAdj = 0; - - this._slope = 0; + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._width = 2.0; + this._height = 2.0; + this._xOffset = 0; + this._yOffset = 0; + + // If line doesn't fit in canvas world, we had to grow the canvas by this much on either side + this._xAdj = 0; + this._yAdj = 0; + + this._slope = 0; - this._strokeWidth = 0.25; + this._strokeWidth = 0.25; - this._strokeStyle = "Solid"; - this._scaleX = 1.0; - this._scaleY = 1.0; + this._strokeStyle = "Solid"; + this._scaleX = 1.0; + this._scaleY = 1.0; - if (arguments.length > 0) - { - this._width = width; - this._height = height; - this._xOffset = xOffset; - this._yOffset = yOffset; + if (arguments.length > 0) + { + this._width = width; + this._height = height; + this._xOffset = xOffset; + this._yOffset = yOffset; - this._xAdj = xAdj; - this._yAdj = yAdj; + this._xAdj = xAdj; + this._yAdj = yAdj; - this._slope = slope; - this._strokeWidth = strokeSize; - this._strokeColor = strokeColor; + this._slope = slope; + this._strokeWidth = strokeSize; + this._strokeColor = strokeColor; - this._strokeStyle = strokeStyle; - this._scaleX = (world.getViewportWidth())/(world.getViewportHeight()); - } + this._strokeStyle = strokeStyle; + this._scaleX = (world.getViewportWidth())/(world.getViewportHeight()); + } - this._strokeVerticesLen = 0; + this._strokeVerticesLen = 0; - this.m_world = world; + this.m_world = world; this._materialAmbient = [0.2, 0.2, 0.2, 1.0]; this._materialDiffuse = [0.4, 0.4, 0.4, 1.0]; this._materialSpecular = [0.4, 0.4, 0.4, 1.0]; - // initialize the inherited members - this.inheritedFrom = GLGeomObj; - this.inheritedFrom(); + // initialize the inherited members + this.inheritedFrom = GLGeomObj; + this.inheritedFrom(); - if(strokeMaterial) - { - this._strokeMaterial = strokeMaterial; - } + if(strokeMaterial) + { + this._strokeMaterial = strokeMaterial; + } - /////////////////////////////////////////////////////////////////////// - // Property Accessors - /////////////////////////////////////////////////////////////////////// + /////////////////////////////////////////////////////////////////////// + // Property Accessors + /////////////////////////////////////////////////////////////////////// this.getStrokeWidth = function() { return this._strokeWidth; } this.setStrokeWidth = function(w) { this._strokeWidth = w; } this.getStrokeMaterial = function() { return this._strokeMaterial; } this.setStrokeMaterial = function(m) { this._strokeMaterial = m; } - this.getStrokeColor = function() { return this._strokeColor; } + this.getStrokeColor = function() { return this._strokeColor; } //this.setStrokeColor = function(c) { this._strokeColor = c; } - this.getStrokeStyle = function() { return this._strokeStyle; } + this.getStrokeStyle = function() { return this._strokeStyle; } this.setStrokeStyle = function(s) { this._strokeStyle = s; } this.getFillMaterial = function() { return null; } @@ -86,24 +86,24 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro this.setStrokeMaterial = function(m) { this._strokeMaterial = m; } this.getStrokeMaterial = function() { return this._strokeMaterial; } - this.getWidth = function() { return this._width; } + this.getWidth = function() { return this._width; } this.setWidth = function(w) { this._width = w; } this.getHeight = function() { return this._height; } this.setHeight = function(h) { this._height = h; } - this.getXAdj = function() { return this._xAdj; } + this.getXAdj = function() { return this._xAdj; } this.setXAdj = function(x) { this._xAdj = x; } - this.getYAdj = function() { return this._yAdj; } + this.getYAdj = function() { return this._yAdj; } this.setYAdj = function(y) { this._yAdj = y; } - this.getSlope = function() { return this._slope; } + this.getSlope = function() { return this._slope; } this.setSlope = function(m) { this._slope = m; } - this.geomType = function() { return this.GEOM_TYPE_LINE; } + this.geomType = function() { return this.GEOM_TYPE_LINE; } - /////////////////////////////////////////////////////////////////////// + /////////////////////////////////////////////////////////////////////// // Methods /////////////////////////////////////////////////////////////////////// this.export = function() @@ -137,14 +137,14 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro this._yOffset = Number( this.getPropertyFromString( "yoff: ", importStr ) ); this._width = Number( this.getPropertyFromString( "width: ", importStr ) ); this._height = Number( this.getPropertyFromString( "height: ", importStr ) ); - this._xAdj = Number( this.getPropertyFromString( "xAdj: ", importStr ) ); - this._yAdj = Number( this.getPropertyFromString( "yAdj: ", importStr ) ); + this._xAdj = Number( this.getPropertyFromString( "xAdj: ", importStr ) ); + this._yAdj = Number( this.getPropertyFromString( "yAdj: ", importStr ) ); this._strokeWidth = Number( this.getPropertyFromString( "strokeWidth: ", importStr ) ); var slope = this.getPropertyFromString( "slope: ", importStr ); - if(isNaN(Number(slope))) - this._slope = slope; - else - this._slope = Number(slope); + if(isNaN(Number(slope))) + this._slope = slope; + else + this._slope = Number(slope); var strokeMaterialName = this.getPropertyFromString( "strokeMat: ", importStr ); this._strokeStyle = this.getPropertyFromString( "strokeStyle: ", importStr ); @@ -160,28 +160,28 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro } - /////////////////////////////////////////////////////////////////////// - // Methods - /////////////////////////////////////////////////////////////////////// - this.buildBuffers = function() - { - // get the world - var world = this.getWorld(); - if (!world) throw( "null world in buildBuffers" ); + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + this.buildBuffers = function() + { + // get the world + var world = this.getWorld(); + if (!world) throw( "null world in buildBuffers" ); if (!world._useWebGL) return; // make sure RDGE has the correct context g_Engine.setContext( world.getCanvas().uuid ); - // create the gl buffer - var gl = world.getGLContext(); + // create the gl buffer + var gl = world.getGLContext(); - this._strokeVerticesLen = 0; + this._strokeVerticesLen = 0; - var strokeVertices = []; - var strokeTextures = []; - var strokeNormals = []; - var strokeColors = []; + var strokeVertices = []; + var strokeTextures = []; + var strokeNormals = []; + var strokeColors = []; // var scaleMat = Matrix.I(3); // scaleMat.elements[0][0] = this._scaleX; @@ -193,7 +193,7 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro var vpw = world.getViewportWidth(), vph = world.getViewportHeight(); var xNDC = 2*this._xOffset/vpw, yNDC = 2*this._yOffset/vph, xFillNDC = this._width/vpw, yFillNDC = this._height/vph, - xAdjNDC = this._xAdj/vpw, yAdjNDC = this._yAdj/vph, + xAdjNDC = this._xAdj/vpw, yAdjNDC = this._yAdj/vph, xStrokeNDC = this._strokeWidth/vpw, yStrokeNDC = this._strokeWidth/vph; var aspect = world.getAspect(); @@ -218,160 +218,180 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro var xStroke = -z*(r-l)/(2.0*zn)*xStrokeNDC, yStroke = -z*(t-b)/(2.0*zn)*yStrokeNDC; - // get the x & y adjustments size + // get the x & y adjustments size var xAdj = -z*(r-l)/(2.0*zn)*xAdjNDC*2, yAdj = -z*(t-b)/(2.0*zn)*yAdjNDC*2; - this._primArray = []; - this._materialArray = []; + this._primArray = []; + this._materialArray = []; this._materialTypeArray = []; - this._materialNodeArray = []; - - this._scaleX = (world._viewportWidth)/(world._viewportHeight); - - var innerX = xFill-xStroke; - var innerY = yFill-yStroke; - -// if( (this._strokeStyle === "Dashed") || (this._strokeStyle === "Dotted") ) -// { -// var sLen = this.createStippledStrokes(strokeVertices, this._strokeWidth, this._slope, this._strokeStyle, innerX, innerY); -// this._strokeVerticesLen += sLen; -// } -// else - { - if(this._slope === "vertical") - { - strokeVertices = [ - -xFill+x, yFill+y, 0.0, - xFill+x, yFill+y, 0.0, - -xFill+x, -yFill+y, 0.0, - - xFill+x, -yFill+y, 0.0, - -xFill+x, -yFill+y, 0.0, - xFill+x, yFill+y, 0.0 - ]; - } - else if(this._slope === "horizontal") - { - // right now, this is the same as vertical line because, - // our canvas is the same size as us. - // But, we will need to use this when drawing in an existing GLWorld with other shapes - strokeVertices = [ - -xFill+x, yFill+y, 0.0, - xFill+x, yFill+y, 0.0, - -xFill+x, -yFill+y, 0.0, - - xFill+x, -yFill+y, 0.0, - -xFill+x, -yFill+y, 0.0, - xFill+x, yFill+y, 0.0 - ]; - } - else if(this._slope > 0) - { - // if slope is positive, draw a line from top-left to bottom-right - strokeVertices = [ - -xFill+x, yFill-2*yAdj+y, 0.0, - -xFill+2*xAdj+x, yFill+y, 0.0, - xFill-2*xAdj+x, -yFill+y, 0.0, - - xFill+x, -yFill+2*yAdj+y, 0.0, - xFill-2*xAdj+x, -yFill+y, 0.0, - -xFill+2*xAdj+x, yFill+y, 0.0 - ]; - } - else - { - // else slope is negative, draw a line from bottom-left to top-right - strokeVertices = [ - -xFill+x, -yFill+2*yAdj+y, 0.0, - -xFill+2*xAdj+x, -yFill+y, 0.0, - xFill-2*xAdj+x, yFill+y, 0.0, - - xFill+x, yFill-2*yAdj+y, 0.0, - xFill-2*xAdj+x, yFill+y, 0.0, - -xFill+2*xAdj+x, -yFill+y, 0.0 - ]; - } - } - - var z = 0; + this._materialNodeArray = []; + + this._scaleX = (world._viewportWidth)/(world._viewportHeight); + + var innerX = xFill-xStroke; + var innerY = yFill-yStroke; + + if(this._slope === "vertical") + { + strokeVertices = [ + -xFill+x, yFill+y, 0.0, + xFill+x, yFill+y, 0.0, + -xFill+x, -yFill+y, 0.0, + + xFill+x, -yFill+y, 0.0, + -xFill+x, -yFill+y, 0.0, + xFill+x, yFill+y, 0.0 + ]; + + strokeTextures = [ + 0, 1, + 1, 1, + 0, 0, + + 1, 0, + 0, 0, + 1, 1 + ]; + } + else if(this._slope === "horizontal") + { + // right now, this is the same as vertical line because, + // our canvas is the same size as us. + // But, we will need to use this when drawing in an existing GLWorld with other shapes + strokeVertices = [ + -xFill+x, yFill+y, 0.0, + xFill+x, yFill+y, 0.0, + -xFill+x, -yFill+y, 0.0, + + xFill+x, -yFill+y, 0.0, + -xFill+x, -yFill+y, 0.0, + xFill+x, yFill+y, 0.0 + ]; + + strokeTextures = [ + 0, 1, + 1, 1, + 0, 0, + + 1, 0, + 0, 0, + 1, 1 + ]; + } + else if(this._slope > 0) + { + // if slope is positive, draw a line from top-left to bottom-right + strokeVertices = [ + -xFill+x, yFill-2*yAdj+y, 0.0, + -xFill+2*xAdj+x, yFill+y, 0.0, + xFill-2*xAdj+x, -yFill+y, 0.0, + + xFill+x, -yFill+2*yAdj+y, 0.0, + xFill-2*xAdj+x, -yFill+y, 0.0, + -xFill+2*xAdj+x, yFill+y, 0.0 + ]; + + strokeTextures = [ + 0, 0, + 0, 1, + 1, 0, + + 1, 1, + 1, 0, + 0, 1 + ]; + } + else + { + // else slope is negative, draw a line from bottom-left to top-right + strokeVertices = [ + xFill-2*xAdj+x, yFill+y, 0.0, + -xFill+2*xAdj+x, -yFill+y, 0.0, + -xFill+x, -yFill+2*yAdj+y, 0.0, + + -xFill+2*xAdj+x, -yFill+y, 0.0, + xFill-2*xAdj+x, yFill+y, 0.0, + xFill+x, yFill-2*yAdj+y, 0.0 + ]; + + strokeTextures = [ + 1, 1, + 0, 0, + 0, 1, + + 0, 0, + 1, 1, + 1, 0 + ]; + } + + var z = 0; var indices = []; - var nVerts = strokeVertices.length/3; -// for(var i=0; i<nVerts; i++) -// { -// var vertex = Vector.create([strokeVertices[i], strokeVertices[i+1], strokeVertices[i+2]]); -// strokeTextures.push(vertex.e(1)*0.5 + 0.5); strokeTextures.push(vertex.e(2)*0.5 + 0.5); -// } - - strokeTextures = [ - 0, 1, - 1, 1, - 0, 0, - - 1, 1, - 0, 0, - 1, 0 - ]; - - // stroke normals + var nVerts = strokeVertices.length/3; + + // stroke normals var index = 0; - for (var i=0; i<nVerts; i++) - { - // push a normal for each vertex in the stroke - strokeNormals.push(0.0); strokeNormals.push(0.0); strokeNormals.push(1); + for (var i=0; i<nVerts; i++) + { + // push a normal for each vertex in the stroke + strokeNormals.push(0.0); strokeNormals.push(0.0); strokeNormals.push(1); indices.push( index ); index++; - } + } var prim = ShapePrimitive.create(strokeVertices, strokeNormals, strokeTextures, indices, g_Engine.getContext().renderer.TRIANGLES, indices.length); - var strokeMaterial = this.makeStrokeMaterial(); + var strokeMaterial = this.makeStrokeMaterial(); - this._primArray.push( prim ); - this._materialNodeArray.push( strokeMaterial.getMaterialNode() ); + this._primArray.push( prim ); + this._materialNodeArray.push( strokeMaterial.getMaterialNode() ); - world.updateObject(this); - } + world.updateObject(this); + } - this.render = function() - { - // get the world - var world = this.getWorld(); - if (!world) throw( "null world in rectangle render" ); + this.render = function() + { + // get the world + var world = this.getWorld(); + if (!world) throw( "null world in rectangle render" ); - // get the context + // get the context var ctx = world.get2DContext(); if (!ctx) return; - + // set up the stroke style var lineWidth = this._strokeWidth; ctx.beginPath(); ctx.lineWidth = lineWidth; ctx.strokeStyle = "#0000ff"; if (this._strokeColor) - ctx.strokeStyle = MathUtils.colorToHex( this._strokeColor ); + { + var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")"; + ctx.strokeStyle = c; + } // get the points var p0, p1; var w = this._width, h = this._height; if(this._slope === "vertical") - { + { p0 = [0.5*w, 0]; p1 = [0.5*w, h]; - } - else if(this._slope === "horizontal") - { + } + else if(this._slope === "horizontal") + { p0 = [0, 0.5*h]; p1 = [w, 0.5*h]; - } - else if(this._slope > 0) - { + } + else if(this._slope > 0) + { p0 = [this._xAdj, this._yAdj]; p1 = [w - this._xAdj, h - this._yAdj]; - } - else - { - p0 = [this._xAdj, h - this._yAdj]; + } + else + { + p0 = [this._xAdj, h - this._yAdj]; p1 = [w - this._xAdj, this._yAdj]; } @@ -383,105 +403,105 @@ function GLLine( world, xOffset, yOffset, width, height, slope, strokeSize, stro /* - // type is Dotted or Dashed - this.createStippledStrokes = function(strokeVertices, strokeSize, slope, type, innerX, innerY) - { - var stippleLength = strokeSize; - - if (type === "Dotted") - { - stippleLength = this.DOT_LENGTH; - } - else if(type === "Dashed") - { - stippleLength = this.DASH_LENGTH; - } - - var numStrokes = 0; - var startPos = -innerX; - var endPos = innerX; - - var gap = this.GAP_LENGTH; - if(slope === "horizontal") - { - gap *= this._scaleX; - stippleLength *= this._scaleX; - } - else if(slope === "vertical") - { - startPos = -innerY; - endPos = innerY; - } - else - { - if(this._scaleX < 1) - { - startPos = -innerY; - endPos = innerY; - strokeSize = (strokeSize*this._scaleX)/2; + // type is Dotted or Dashed + this.createStippledStrokes = function(strokeVertices, strokeSize, slope, type, innerX, innerY) + { + var stippleLength = strokeSize; + + if (type === "Dotted") + { + stippleLength = this.DOT_LENGTH; + } + else if(type === "Dashed") + { + stippleLength = this.DASH_LENGTH; + } + + var numStrokes = 0; + var startPos = -innerX; + var endPos = innerX; + + var gap = this.GAP_LENGTH; + if(slope === "horizontal") + { + gap *= this._scaleX; + stippleLength *= this._scaleX; + } + else if(slope === "vertical") + { + startPos = -innerY; + endPos = innerY; + } + else + { + if(this._scaleX < 1) + { + startPos = -innerY; + endPos = innerY; + strokeSize = (strokeSize*this._scaleX)/2; // strokeSize *= this._scaleX; - stippleLength *= this._scaleX; - } - else - { - strokeSize = strokeSize/2; - gap *= this._scaleX; - stippleLength *= this._scaleX; - } - - } - - while(startPos + stippleLength < endPos) - { - if(slope === "horizontal") - { - strokeVertices.push(startPos); strokeVertices.push(-strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos); strokeVertices.push(strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push(-strokeSize); strokeVertices.push(0); - - strokeVertices.push(startPos); strokeVertices.push(strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push(-strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push(strokeSize); strokeVertices.push(0); - } - else if(slope === "vertical") - { - strokeVertices.push(-strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); - strokeVertices.push(strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); - strokeVertices.push(-strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); - - strokeVertices.push(strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); - strokeVertices.push(-strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); - strokeVertices.push(strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); - } - else - { - strokeVertices.push(startPos); strokeVertices.push(startPos*-slope-strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos); strokeVertices.push(startPos*-slope+strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope-strokeSize); strokeVertices.push(0); - - strokeVertices.push(startPos); strokeVertices.push(startPos*-slope+strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope-strokeSize); strokeVertices.push(0); - strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope+strokeSize); strokeVertices.push(0); - } - - numStrokes += 6; - - startPos += (stippleLength+gap); - } + stippleLength *= this._scaleX; + } + else + { + strokeSize = strokeSize/2; + gap *= this._scaleX; + stippleLength *= this._scaleX; + } + + } + + while(startPos + stippleLength < endPos) + { + if(slope === "horizontal") + { + strokeVertices.push(startPos); strokeVertices.push(-strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos); strokeVertices.push(strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push(-strokeSize); strokeVertices.push(0); + + strokeVertices.push(startPos); strokeVertices.push(strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push(-strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push(strokeSize); strokeVertices.push(0); + } + else if(slope === "vertical") + { + strokeVertices.push(-strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); + strokeVertices.push(strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); + strokeVertices.push(-strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); + + strokeVertices.push(strokeSize); strokeVertices.push(startPos); strokeVertices.push(0); + strokeVertices.push(-strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); + strokeVertices.push(strokeSize); strokeVertices.push(startPos+stippleLength); strokeVertices.push(0); + } + else + { + strokeVertices.push(startPos); strokeVertices.push(startPos*-slope-strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos); strokeVertices.push(startPos*-slope+strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope-strokeSize); strokeVertices.push(0); + + strokeVertices.push(startPos); strokeVertices.push(startPos*-slope+strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope-strokeSize); strokeVertices.push(0); + strokeVertices.push(startPos+stippleLength); strokeVertices.push((startPos+stippleLength)*-slope+strokeSize); strokeVertices.push(0); + } + + numStrokes += 6; + + startPos += (stippleLength+gap); + } // - return numStrokes; - } + return numStrokes; + } */ - this.collidesWithPoint = function( x, y ) - { - if(x < this._xOffset) return false; - if(x > (this._xOffset + this._width)) return false; - if(y < this._yOffset) return false; - if(y > (this._yOffset + this._height)) return false; + this.collidesWithPoint = function( x, y ) + { + if(x < this._xOffset) return false; + if(x > (this._xOffset + this._width)) return false; + if(y < this._yOffset) return false; + if(y > (this._yOffset + this._height)) return false; - return true; - } + return true; + } } diff --git a/js/helper-classes/RDGE/GLRectangle.js b/js/helper-classes/RDGE/GLRectangle.js index 4216fe53..5b6ff94f 100755 --- a/js/helper-classes/RDGE/GLRectangle.js +++ b/js/helper-classes/RDGE/GLRectangle.js @@ -404,12 +404,18 @@ function GLRectangle() ctx.beginPath(); ctx.fillStyle = "#990000"; if (this._fillColor) - ctx.fillStyle = MathUtils.colorToHex( this._fillColor ); + { + var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")"; + ctx.fillStyle = c; + } // set the stroke ctx.strokeStyle = "#0000ff"; if (this._strokeColor) - ctx.strokeStyle = MathUtils.colorToHex( this._strokeColor ); + { + var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")"; + ctx.strokeStyle = c; + } ctx.lineWidth = lw; var inset = Math.ceil( 0.5*lw ) + 0.5; @@ -1051,13 +1057,12 @@ RectangleStroke.create = function( rectCtr, width, height, strokeWidth, tlRad, { var paramRange = material.getVertexDeformationRange(); var tolerance = material.getVertexDeformationTolerance(); - nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); + //nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); } } // create the RDGE primitive var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.TRIANGLES, nVertices); - //var prim = ShapePrimitive.create(this.vertices, this.normals, this.uvs, this.indices, g_Engine.getContext().renderer.LINES, nVertices); return prim; } @@ -1145,7 +1150,7 @@ RectangleGeometry.create = function( ctr, width, height, material ) { var paramRange = material.getVertexDeformationRange(); var tolerance = material.getVertexDeformationTolerance(); - nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); + //nVertices = ShapePrimitive.refineMesh( this.vertices, this.normals, this.uvs, this.indices, nVertices, paramRange, tolerance ); } } @@ -1223,108 +1228,6 @@ ShapePrimitive.create = function(coords, normals, uvs, indices, primType, ver } -ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, paramRange, tolerance ) -{ - // get the param range - var pUMin = paramRange[0], pVMin = paramRange[1], - pUMax = paramRange[2], pVMax = paramRange[3]; - var iTriangle = 0; - var nTriangles = indices.length/3; - var index = 0; - while (iTriangle < nTriangles) - { - // get the indices of the 3 vertices - var i0 = indices[index], - i1 = indices[index+1], - i2 = indices[index+2]; - - // get the uv values - //var vrtIndex = 3*iTriangle; - var iuv0 = 2 * i0, - iuv1 = 2 * i1, - iuv2 = 2 * i2; - var u0 = uvs[iuv0], v0 = uvs[iuv0+1], - u1 = uvs[iuv1], v1 = uvs[iuv1+1], - u2 = uvs[iuv2], v2 = uvs[iuv2+1]; - - // find the u and v range - var uMin = u0, vMin = v0; - if (u1 < uMin) uMin = u1; if (v1 < vMin) vMin = v1; - if (u2 < uMin) uMin = u2; if (v2 < vMin) vMin = v2; - var uMax = u0, vMax = v0; - if (u1 > uMax) uMax = u1; if (v1 > vMax) vMax = v1; - if (u2 > uMax) uMax = u2; if (v2 > vMax) vMax = v2; - - // if the parameter range of the triangle is outside the - // desired parameter range, advance to the next polygon and continue - if ((uMin > pUMax) || (uMax < pUMin) || (vMin > pVMax) || (vMax < pVMin)) - { - // go to the next triangle - iTriangle++; - index += 3; - } - else - { - // check thesize of the triangle in uv space. If small enough, advance - // to the next triangle. If not small enough, split the triangle into 3; - var du = uMax - uMin, dv = vMax - vMin; - if ((du < tolerance) && (dv < tolerance)) - { - iTriangle++; - index += 3; - } - else // split the triangle into 4 parts - { - //calculate the position of the new vertex - var iPt0 = 3 * i0, - iPt1 = 3 * i1, - iPt2 = 3 * i2; - var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2], - x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2], - x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2]; - - // calculate the midpoints of the edges - var xA = (x0 + x1)/2.0, yA = (y0 + y1)/2.0, zA = (z0 + z1)/2.0, - xB = (x1 + x2)/2.0, yB = (y1 + y2)/2.0, zB = (z1 + z2)/2.0, - xC = (x2 + x0)/2.0, yC = (y2 + y0)/2.0, zC = (z2 + z0)/2.0; - - // calculate the uv values of the new coordinates - var uA = (u0 + u1)/2.0, vA = (v0 + v1)/2.0, - uB = (u1 + u2)/2.0, vB = (v1 + v2)/2.0, - uC = (u2 + u0)/2.0, vC = (v2 + v0)/2.0; - - // calculate the normals for the new points - var nx0 = norms[iPt0], ny0 = norms[iPt0+1], nz0 = norms[iPt0+2], - nx1 = norms[iPt1], ny1 = norms[iPt1+1], nz1 = norms[iPt1+2], - nx2 = norms[iPt2], ny2 = norms[iPt2+1], nz2 = norms[iPt2+2]; - var nxA = (nx0 + nx1), nyA = (ny0 + ny1), nzA = (nz0 + nz1); var nrmA = VecUtils.vecNormalize(3, [nxA, nyA, nzA], 1.0 ), - nxB = (nx1 + nx2), nyB = (ny1 + ny2), nzB = (nz1 + nz2); var nrmB = VecUtils.vecNormalize(3, [nxB, nyB, nzB], 1.0 ), - nxC = (nx2 + nx0), nyC = (ny2 + ny0), nzC = (nz2 + nz0); var nrmC = VecUtils.vecNormalize(3, [nxC, nyC, nzC], 1.0 ); - - // push everything - verts.push(xA); verts.push(yA); verts.push(zA); - verts.push(xB); verts.push(yB); verts.push(zB); - verts.push(xC); verts.push(yC); verts.push(zC); - uvs.push(uA), uvs.push(vA); - uvs.push(uB), uvs.push(vB); - uvs.push(uC), uvs.push(vC); - norms.push(nrmA[0]); norms.push(nrmA[1]); norms.push(nrmA[2]); - norms.push(nrmB[0]); norms.push(nrmB[1]); norms.push(nrmB[2]); - norms.push(nrmC[0]); norms.push(nrmC[1]); norms.push(nrmC[2]); - - // split the current triangle into 4 - indices[index+1] = nVertices; indices[index+2] = nVertices+2; - indices.push(nVertices); indices.push(i1); indices.push(nVertices+1); nTriangles++; - indices.push(nVertices+1); indices.push(i2); indices.push(nVertices+2); nTriangles++; - indices.push(nVertices); indices.push(nVertices+1); indices.push(nVertices+2); nTriangles++; - nVertices += 3; - - // by not advancing 'index', we examine the first of the 3 triangles generated above - } - } - } - return nVertices; -} diff --git a/js/helper-classes/RDGE/GLWorld.js b/js/helper-classes/RDGE/GLWorld.js index c8327064..1edd5cff 100755 --- a/js/helper-classes/RDGE/GLWorld.js +++ b/js/helper-classes/RDGE/GLWorld.js @@ -163,7 +163,7 @@ function GLWorld( canvas, use3D ) this.renderer.cameraManager().setActiveCamera(cam); // change clear color - this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); + //this.renderer.setClearFlags(g_Engine.getContext().DEPTH_BUFFER_BIT); this.renderer.setClearColor([1.0, 1.0, 1.0, 0.0]); //this.renderer.NinjaWorld = this; @@ -206,6 +206,7 @@ function GLWorld( canvas, use3D ) { if (!dt) dt = 0.2; + dt = 0.01; // use our own internal throttle this.elapsed += dt; if (this._useWebGL) @@ -232,39 +233,35 @@ function GLWorld( canvas, use3D ) { g_Engine.setContext( this._canvas.uuid ); var ctx = g_Engine.getContext(); - var ctx1 = g_Engine.ctxMan.handleToObject(this._canvas.rdgeCtxHandle); - if (ctx1 != ctx) - console.log( "***** different contexts (2) *****" ); - var aRenderer = ctx1.renderer; var renderer = ctx.renderer; - if (renderer != aRenderer) - { - console.log( "***** DIFFERENT RENDERERS *****" ); - renderer = aRenderer; - } - if (renderer.unloadedTextureCount <= 0) { renderer.disableCulling(); //console.log( "GLWorld.draw " + renderer._world._worldCount ); + renderer._clear(); this.myScene.render(); if (this._firstRender) { - this._firstRender = false; - - if (!this.hasAnimatedMaterials()) + if (this._canvas.task) { - //this.myScene.render(); - this._canvas.task.stop(); - //this._renderCount = 10; + this._firstRender = false; + + if (!this.hasAnimatedMaterials()) + { + this._canvas.task.stop(); + //this._renderCount = 10; + } } } else if (this._renderCount >= 0) { - this._renderCount--; - if (this._renderCount <= 0) - this._canvas.task.stop(); + if (this._canvas.task) + { + this._renderCount--; + if (this._renderCount <= 0) + this._canvas.task.stop(); + } } } } @@ -394,11 +391,9 @@ function GLWorld( canvas, use3D ) if (this._useWebGL) { rdgeStarted = true; - - this._canvas.rdgeid = this._canvas.uuid; - - g_Engine.registerCanvas(this._canvas, this); - RDGEStart( this._canvas ); + this._canvas.rdgeid = this._canvas.uuid; + g_Engine.registerCanvas(this._canvas, this); + RDGEStart( this._canvas ); //this._canvas.fpsTracker = new fpsTracker( '0' ); //this._canvas.task = new RDGETask(this._canvas, false); diff --git a/js/helper-classes/RDGE/src/core/script/precompiled.js b/js/helper-classes/RDGE/src/core/script/precompiled.js index 7fd1a425..bed94e4e 100755 --- a/js/helper-classes/RDGE/src/core/script/precompiled.js +++ b/js/helper-classes/RDGE/src/core/script/precompiled.js @@ -48,11 +48,11 @@ rdgeGlobalParameters = "u_light3Amb": {'type': 'vec4', 'data': [0.5, 0.5, 0.5, 1.0]}, "u_light3Spec": {'type': 'vec4', 'data': [1.0, 1.0, 1.0, 1.0]}}, "colMap": {'type': 'tex2d', 'data': "assets/images/white.png"}, - "envMap": {'type': 'tex2d', 'data': null}, - "normalMap": {'type': 'tex2d', 'data': null}, - "glowMap": {'type': 'tex2d', 'data': "assets/images/black.png"}, - "u_shadowDepthMap": {'type': 'tex2d', 'data': null}, - "u_depthMap": {'type': 'tex2d', 'data': null}, + //"envMap": {'type': 'tex2d', 'data': null}, + //"normalMap": {'type': 'tex2d', 'data': null}, + //"glowMap": {'type': 'tex2d', 'data': "assets/images/black.png"}, + //"u_shadowDepthMap": {'type': 'tex2d', 'data': null}, + //"u_depthMap": {'type': 'tex2d', 'data': null}, "u_matAmbient": {'type': 'vec4', 'data': [1.00,1.00,1.00, 1]}, "u_matDiffuse": {'type': 'vec4', 'data': [1.0, 1.0, 1.0, 1.0]}, "u_matSpecular": {'type': 'vec4', 'data': [1.0, 1.0, 1.0, 1.0]}, diff --git a/js/helper-classes/RDGE/src/core/script/runtime.js b/js/helper-classes/RDGE/src/core/script/runtime.js index 18b9b223..3d824faf 100755 --- a/js/helper-classes/RDGE/src/core/script/runtime.js +++ b/js/helper-classes/RDGE/src/core/script/runtime.js @@ -206,11 +206,15 @@ RDGETask = (function() { self.lastTime = self.currTime; } - this.start = function() { - this.running = true; - this.currTime = new Date().getTime(); - this.lastTime = this.currTime; - tasks[this.id](); + this.start = function() + { + if (!this.running) + { + this.running = true; + this.currTime = new Date().getTime(); + this.lastTime = this.currTime; + tasks[this.id](); + } } this.stop = function() { diff --git a/js/helper-classes/RDGE/src/core/script/scenegraphNodes.js b/js/helper-classes/RDGE/src/core/script/scenegraphNodes.js index 48f0aab9..e80a14fb 100755 --- a/js/helper-classes/RDGE/src/core/script/scenegraphNodes.js +++ b/js/helper-classes/RDGE/src/core/script/scenegraphNodes.js @@ -321,10 +321,10 @@ materialNodeTemplate = function(matNode) var renderer = g_Engine.getContext().renderer; matNode.textureList = [ - {'name':"colMap", 'handle':renderer.getTextureByName("assets/images/white"), 'unit': TEX_DIF, "type":UNIFORMTYPE.TEXTURE2D}, - {'name':"envMap", 'handle':renderer.getTextureByName("assets/images/material_paint"),'unit': TEX_SPEC, "type":UNIFORMTYPE.TEXTURE2D}, - {'name':"normalMap",'handle':renderer.getTextureByName("assets/images/blue"), 'unit': TEX_NORM, "type":UNIFORMTYPE.TEXTURE2D}, - {'name':"glowMap", 'handle':renderer.getTextureByName("assets/images/black"), 'unit': TEX_GLOW, "type":UNIFORMTYPE.TEXTURE2D} +// {'name':"colMap", 'handle':renderer.getTextureByName("assets/images/white"), 'unit': TEX_DIF, "type":UNIFORMTYPE.TEXTURE2D}, +// {'name':"envMap", 'handle':renderer.getTextureByName("assets/images/material_paint"),'unit': TEX_SPEC, "type":UNIFORMTYPE.TEXTURE2D}, +// {'name':"normalMap",'handle':renderer.getTextureByName("assets/images/blue"), 'unit': TEX_NORM, "type":UNIFORMTYPE.TEXTURE2D}, +// {'name':"glowMap", 'handle':renderer.getTextureByName("assets/images/black"), 'unit': TEX_GLOW, "type":UNIFORMTYPE.TEXTURE2D} ]; } diff --git a/js/helper-classes/RDGE/src/tools/compile-rdge-core.bat b/js/helper-classes/RDGE/src/tools/compile-rdge-core.bat new file mode 100644 index 00000000..b2933fa9 --- /dev/null +++ b/js/helper-classes/RDGE/src/tools/compile-rdge-core.bat @@ -0,0 +1,4 @@ +java -jar ./compiler.jar --compilation_level SIMPLE_OPTIMIZATIONS --manage_closure_dependencies --js ../core/script/math/vec2.js --js ../core/script/math/vec3.js --js ../core/script/math/vec4.js --js ../core/script/math/mat4.js --js ../core/script/math/quat.js --js ../core/script/util/statTracker.js --js ../core/script/util/fpsTracker.js --js ../core/script/objectManager.js --js ../core/script/precompiled.js --js ../core/script/renderer.js --js ../core/script/renderUtils.js --js ../core/script/jshader.js --js ../core/script/jpass.js --js ../core/script/RenderProcs.js --js ../core/script/RenderInitProcs.js --js ../core/script/MeshManager.js --js ../core/script/TextureManager.js --js ../core/script/ShaderManager.js --js ../core/script/fx/blur.js --js ../core/script/fx/ssao.js --js ../core/script/ScreenQuad.js --js ../core/script/box.js --js ../core/script/camera.js --js ../core/script/shadowLight.js --js ../core/script/utilities.js --js ../core/script/input.js --js ../core/script/engine.js --js ../core/script/scenegraphNodes.js --js ../core/script/scenegraph.js --js ../core/script/lightmanager.js --js ../core/script/rendercontext.js --js ../core/script/animation.js --js ../core/script/particle.js --js ../core/script/run_state.js --js ../core/script/init_state.js --js ../core/script/runtime.js --js ../core/script/util/dbgpanel.js --js_output_file rdge-compiled.js +cd ../core/script +type precompiled.js >> ../../tools/rdge-compiled.js +pause diff --git a/js/helper-classes/RDGE/src/tools/compile-rdge-core.sh b/js/helper-classes/RDGE/src/tools/compile-rdge-core.sh new file mode 100644 index 00000000..1a2c4676 --- /dev/null +++ b/js/helper-classes/RDGE/src/tools/compile-rdge-core.sh @@ -0,0 +1,3 @@ +java -jar ./compiler.jar --compilation_level SIMPLE_OPTIMIZATIONS --manage_closure_dependencies --js ../core/script/math/vec2.js --js ../core/script/math/vec3.js --js ../core/script/math/vec4.js --js ../core/script/math/mat4.js --js ../core/script/math/quat.js --js ../core/script/util/statTracker.js --js ../core/script/util/fpsTracker.js --js ../core/script/objectManager.js --js ../core/script/precompiled.js --js ../core/script/renderer.js --js ../core/script/renderUtils.js --js ../core/script/jshader.js --js ../core/script/jpass.js --js ../core/script/RenderProcs.js --js ../core/script/RenderInitProcs.js --js ../core/script/MeshManager.js --js ../core/script/TextureManager.js --js ../core/script/ShaderManager.js --js ../core/script/fx/blur.js --js ../core/script/fx/ssao.js --js ../core/script/ScreenQuad.js --js ../core/script/box.js --js ../core/script/camera.js --js ../core/script/shadowLight.js --js ../core/script/utilities.js --js ../core/script/input.js --js ../core/script/engine.js --js ../core/script/scenegraphNodes.js --js ../core/script/scenegraph.js --js ../core/script/lightmanager.js --js ../core/script/rendercontext.js --js ../core/script/animation.js --js ../core/script/particle.js --js ../core/script/run_state.js --js ../core/script/init_state.js --js ../core/script/runtime.js --js ../core/script/util/dbgpanel.js --js ../core/script/ubershader.js --js_output_file rdge-compiled.js + +cat ../core/script/precompiled.js >> ./rdge-compiled.js diff --git a/js/helper-classes/RDGE/src/tools/compiler.jar b/js/helper-classes/RDGE/src/tools/compiler.jar new file mode 100644 index 00000000..f361e9cd Binary files /dev/null and b/js/helper-classes/RDGE/src/tools/compiler.jar differ diff --git a/js/helper-classes/RDGE/src/tools/rdge-compiled.js b/js/helper-classes/RDGE/src/tools/rdge-compiled.js new file mode 100644 index 00000000..4301200f --- /dev/null +++ b/js/helper-classes/RDGE/src/tools/rdge-compiled.js @@ -0,0 +1,454 @@ +vec2={string:function(a){return"{ "+a[0]+", "+a[1]+" }"},verify:function(a){return a==void 0||a.length==void 0||a.length<2?!1:typeof a[0]!="number"||typeof a[1]!="number"?!1:!0},copy:function(a){return a.length==void 0?[a,a]:[a[0],a[1]]},inplace_copy:function(a,b){a[0]=b[0];a[1]=b[1]},zero:function(){return[0,0]},up:function(){return[0,1]},right:function(){return[1,0]},add:function(a,b){return[a[0]+b[0],a[1]+b[1]]},sub:function(a,b){return[a[0]-b[0],a[1]-b[1]]},mul:function(a,b){return[a[0]*b[0], +a[1]*b[1]]},addMul:function(a,b,f){return f.length!=void 0&&f.length>=2?[a[0]+b[0]*f[0],a[1]+b[1]*f[1]]:[a[0]+b[0]*f,a[1]+b[1]*f]},scale:function(a,b){return b.length!=void 0&&b.length>=2?[a[0]*b[0],a[1]*b[1]]:[a[0]*b,a[1]*b]},negate:function(a){return[-a[0],-a[1]]},normalize:function(a){var b=Math.sqrt(a[0]*a[0],a[1]*a[1]);return Math.abs(1-b)>1.0E-4?(b=1/b,[a[0]*b,a[1]*b]):a},dot:function(a,b){return a[0]*b[0]+a[1]*b[1]},perp:function(a){return[a[1],-a[0]]},lengthSq:function(a){return a[0]*a[0]+ +a[1]*a[1]},length:function(a){return Math.sqrt(a[0]*a[0]+a[1]*a[1])},min:function(a,b){return[Math.min(a[0],b[0]),Math.min(a[1],b[1])]},max:function(a,b){return[Math.max(a[0],b[0]),Math.max(a[1],b[1])]}};vec2.clamp=function(a,b,f){return vec2.min(f,vec2.max(a,b))};vec3={string:function(a){return"{ "+a[0]+", "+a[1]+", "+a[2]+" }"},verify:function(a){return a==void 0||a.length==void 0||a.length<3?!1:typeof a[0]!="number"||typeof a[1]!="number"||typeof a[2]!="number"?!1:!0},inplace_copy:function(a,b){a[0]=b[0];a[1]=b[1];a[2]=b[2]},copy:function(a){return a.length==void 0?[a,a,a]:[a[0],a[1],a[2]]},translation:function(a){return[a[12],a[13],a[14]]},basisX:function(a){return[a[0],a[1],a[2]]},basisY:function(a){return[a[4],a[5],a[6]]},basisZ:function(a){return[a[8], +a[9],a[10]]},zero:function(){return[0,0,0]},up:function(){return[0,1,0]},forward:function(){return[0,0,1]},right:function(){return[1,0,0]},random:function(a,b){return[a[0]+(b[0]-a[0])*Math.random(),a[1]+(b[1]-a[1])*Math.random(),a[2]+(b[2]-a[2])*Math.random()]},xy:function(a){return[a[0],a[1]]},xz:function(a){return[a[0],a[2]]},add:function(a,b){return[a[0]+b[0],a[1]+b[1],a[2]+b[2]]},plusEqual:function(a,b){a[0]+=b[0];a[1]+=b[1];a[2]+=b[2]},sub:function(a,b){return[a[0]-b[0],a[1]-b[1],a[2]-b[2]]}, +mul:function(a,b){return[a[0]*b[0],a[1]*b[1],a[2]*b[2]]},addMul:function(a,b,f){return f.length!=void 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a=Math.tan(a*Math.PI/360)*f,h=-a;return mat4.frustum(b*h,b*a,h,a,f,g)};mat4.orthographic=function(a,b,f,g,h,l){var n=(a+b)/(a-b),o=(f+g)/(f-g),p=(l+h)/(l-h),q=mat4.zero();q[0]=2/(a-b);q[5]=2/(f-g);q[10]=-2/(l-h);q[12]=n;q[13]=o;q[14]=p;q[15]=1;return q}; +mat4.mul=function(a,b){var f=a[0],g=a[1],h=a[2],l=a[3],n=a[4],o=a[5],p=a[6],q=a[7],r=a[8],s=a[9],u=a[10],v=a[11],x=a[12],w=a[13],y=a[14],z=a[15],A=b[0],C=b[1],D=b[2],B=b[3],E=b[4],F=b[5],G=b[6],H=b[7],I=b[8],J=b[9],K=b[10],L=b[11],M=b[12],N=b[13],O=b[14],P=b[15];return[f*A+g*E+h*I+l*M,f*C+g*F+h*J+l*N,f*D+g*G+h*K+l*O,f*B+g*H+h*L+l*P,n*A+o*E+p*I+q*M,n*C+o*F+p*J+q*N,n*D+o*G+p*K+q*O,n*B+o*H+p*L+q*P,r*A+s*E+u*I+v*M,r*C+s*F+u*J+v*N,r*D+s*G+u*K+v*O,r*B+s*H+u*L+v*P,x*A+w*E+y*I+z*M,x*C+w*F+y*J+z*N,x*D+w*G+ +y*K+z*O,x*B+w*H+y*L+z*P]};mat4.mul4x3=function(a,b){var f=a[0],g=a[1],h=a[2],l=a[4],n=a[5],o=a[6],p=a[8],q=a[9],r=a[10],s=a[12],u=a[13],v=a[14],x=b[0],w=b[1],y=b[2],z=b[4],A=b[5],C=b[6],D=b[8],B=b[9],E=b[10];return[f*x+g*z+h*D,f*w+g*A+h*B,f*y+g*C+h*E,0,l*x+n*z+o*D,l*w+n*A+o*B,l*y+n*C+o*E,0,p*x+q*z+r*D,p*w+q*A+r*B,p*y+q*C+r*E,0,s*x+u*z+v*D+b[12],s*w+u*A+v*B+b[13],s*y+u*C+v*E+b[14],1]};mat4._det2x2=function(a,b,f,g){return a*g-b*f}; +mat4._det3x3=function(a,b,f,g,h,l,n,o,p){return a*mat4._det2x2(h,l,o,p)-g*mat4._det2x2(b,f,o,p)+n*mat4._det2x2(b,f,h,l)};mat4._det4x4=function(a){var b=a[1],f=a[2],g=a[3],h=a[4],l=a[5],n=a[6],o=a[7],p=a[8],q=a[9],r=a[10],s=a[11],u=a[12],v=a[13],x=a[14],w=a[15];return a[0]*mat4._det3x3(l,q,v,n,r,x,o,s,w)-b*mat4._det3x3(h,p,u,n,r,x,o,s,w)+f*mat4._det3x3(h,p,u,l,q,v,o,s,w)-g*mat4._det3x3(h,p,u,l,q,v,n,r,x)}; +mat4._adjoint=function(a){var b=a[0],f=a[1],g=a[2],h=a[3],l=a[4],n=a[5],o=a[6],p=a[7],q=a[8],r=a[9],s=a[10],u=a[11],v=a[12],x=a[13],w=a[14],a=a[15];return[mat4._det3x3(n,r,x,o,s,w,p,u,a),-mat4._det3x3(f,r,x,g,s,w,h,u,a),mat4._det3x3(f,n,x,g,o,w,h,p,a),-mat4._det3x3(f,n,r,g,o,s,h,p,u),-mat4._det3x3(l,q,v,o,s,w,p,u,a),mat4._det3x3(b,q,v,g,s,w,h,u,a),-mat4._det3x3(b,l,v,g,o,w,h,p,a),mat4._det3x3(b,l,q,g,o,s,h,p,u),mat4._det3x3(l,q,v,n,r,x,p,u,a),-mat4._det3x3(b,q,v,f,r,x,h,u,a),mat4._det3x3(b,l,v,f, +n,x,h,p,a),-mat4._det3x3(b,l,q,f,n,r,h,p,u),-mat4._det3x3(l,q,v,n,r,x,o,s,w),mat4._det3x3(b,q,v,f,r,x,g,s,w),-mat4._det3x3(b,l,v,f,n,x,g,o,w),mat4._det3x3(b,l,q,f,n,r,g,o,s)]};mat4.inverse=function(a){var b=mat4._det4x4(a);if(Math.abs(b)<1.0E-8)return null;a=mat4._adjoint(a);b=1/b;return[a[0]*b,a[1]*b,a[2]*b,a[3]*b,a[4]*b,a[5]*b,a[6]*b,a[7]*b,a[8]*b,a[9]*b,a[10]*b,a[11]*b,a[12]*b,a[13]*b,a[14]*b,a[15]*b]}; 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f=b[0],g=b[1],h=b[2];return[a[0]*f+a[4]*g+a[8]*h+a[12],a[1]*f+a[5]*g+a[9]*h+a[13],a[2]*f+a[6]*g+a[10]*h+a[14],1]};mat4.transformVector4x3=function(a,b){var a=mat4.inverse(a),f=b[0],g=b[1],h=b[2];return[a[0]*f+a[1]*g+a[2]*h,a[4]*f+a[5]*g+a[6]*h,a[8]*f+a[9]*g+a[10]*h,0]};mat4.getRow=function(a,b){b*=4;return[a[b],a[b+1],a[b+2],a[b+3]]};mat4.getCol=function(a,b){return[a[b],a[b+4],a[b+8],a[b+12]]}; +mat4.setRow=function(a,b,f){b*=4;a[b+0]=f[0];a[b+1]=f[1];a[b+2]=f[2];f.length>=4&&(a[b+3]=f[3]);return a};mat4.setCol=function(a,b,f){a[b+0]=f[0];a[b+4]=f[1];a[b+8]=f[2];f.length>=4&&(a[b+12]=f[3]);return a};mat4.rotate=function(a,b,f){return mat4.mul(a,mat4.angleAxis(b,f))};mat4.rotateX=function(a,b){return mat4.mul(a,mat4.angleAxis(b,vec3.basisX(a)))};mat4.rotateY=function(a,b){return mat4.mul(a,mat4.angleAxis(b,vec3.basisY(a)))};mat4.rotateZ=function(a,b){return mat4.mul(a,mat4.angleAxis(b,vec3.basisZ(a)))}; +mat4.scale=function(a,b){var f=mat4.identity();b.length==void 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