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<!DOCTYPE html><html>
<style type="text/css">
.body {
color: black;
}
.text {
position:absolute;
width: 100%;
z-index: 1;
font-size: 200%;
font-family: consolas;
color: orange;
text-align:center;
}
</style>
<div id="upper" class="text" style="bottom:5%;"></div>
<body>
<!--script src="shared.js"></script>
<script src="heavy_min.js"></script>
<script src="quadtree_min.js"></script>
<script src="sim_min.js"></script>
<script src="map_min.js"></script>
<script src="textures_min.js"></script-->
<script>
'use strict';
// SHARED
function rnd(a, b)
{
if(!b){ b = a; a = 0; }
return (Math.random() * (b-a)) + a;
}
function rndi(a, b)
{
return parseInt(rnd(a, b));
}
function rndf(a, b)
{
return Math.floor(rnd(a, b)); // floored random
}
/*
function pingpong(input, min, max)
{
let range = max - min;
return min + Math.abs(((input + range) % (range * 2)) - range);
}
*/
/*
// random color: https://www.paulirish.com/2009/random-hex-color-code-snippets/
function rndc(m)
{
//return '#'+Math.floor(Math.random()*16777215).toString(16);
return '#' + rndi(1+m, 9) + rndi(1+m, 9) + rndi(1+m, 9);
}
*/
// another random color but this time as [0.1] ----[255,255,255,255]
function rndc()
{
return [rnd(0, 1), rnd(0, 1), rnd(0, 1), 1.0];
}
function rndc256()
{
return [rnd(0, 255), rnd(0, 255), rnd(0, 255), 1.0];
}
// returns a random element from array a
function rnda(a)
{
return a[Math.floor(Math.random()*a.length)];
}
function rgba(r, g, b, a)
{
return 'rgba(' + r + ',' + g + ',' + b + ',' + (a || 1.0) + ')';
}
// array to rgba
function argba(v)
{
//console.log("argba: ", v)
if(v.length == 1) return rgba(v[0], v[0], v[0], 1.0);
return rgba(v[0], v[1], v[2], v[3] || 1.0);
}
// I still wonder why there's no clamping method in Math
function clamp(a,b,c)
{
return Math.min(Math.max(a, b), c);
};
/*
// clamp between 0 and 1
function clamp01(v)
{
return Math.min(Math.max(0.0, 1.0), v);
}
*/
function lerp(a, b, v)
{
return a + v * (b - a);
}
// lerp from color 1 to color 2 (both are [r,g,b,a]); lerp by a amount. alpha always remains 1.0
function lerpc(c1, c2, a)
{
let ret =
[
lerp(c1[0], c2[0], a),
lerp(c1[1], c2[1], a),
lerp(c1[2], c2[2], a),
1.0
];
return ret;
}
/*
// TAKEN FROM TEXGEN.JS
// NOT BAD BUT NOT VERY USEFUL
function hashRNG( seed, x, y )
{
seed = ( Math.abs( seed % 2147483648 ) == 0 ) ? 1 : seed;
var a = ( ( seed * ( x + 1 ) * 777 ) ^ ( seed * ( y + 1 ) * 123 ) ) % 2147483647;
a = (a ^ 61) ^ (a >> 16);
a = a + (a << 3);
a = a ^ (a >> 4);
a = a * 0x27d4eb2d;
a = a ^ (a >> 15);
a = a / 2147483647;
return a;
};
*/
/*
// vec2 distance. check if we have distance in lightgl !!!!
function dist(p1, p2)
{
var a = p1.x - p2.x,
b = p1.y - p2.y;
return Math.sqrt( a * a + b * b );
}
function dist2(x1, y1, x2, y2)
{
var a = x1 - x2,
b = y1 - y2;
return Math.sqrt( a * a + b * b );
}
// calculate distance from a vector to an array. useful for calculating the distance between a {x,y,z} and a [x,y,z]
function distVtoA(v, a)
{
return Math.sqrt
(
v.x * a[0] +
v.y * a[1] +
v.z * a[2]
);
}
*/
/*
function distanceVector( v1, v2 )
{
var dx = v1.x - v2.x;
var dy = v1.y - v2.y;
var dz = v1.z - v2.z;
return Math.sqrt( dx * dx + dy * dy + dz * dz );
}
*/
/*
function distv(v1, v2)
{
let dx = v1.x - v2.x,
dy = v1.y - v2.y,
dz = v1.z - v2.z;
return Math.sqrt( dx * dx + dy * dy + dz * dz );
}
function map(v, in_min, in_max, out_min, out_max)
{
return (v - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
*/
// HEAVY
//
// NEW LIGHT.GL JS CUSTOMIZED FOR HEAVY.JS
//
// STARTED WORK 29.10.2023
// TODO: this will now be called basically "heavy.js", and from now on will be known as "the engine"
// This was originally lightgl.js. Original link and license:
//
// http://github.com/evanw/lightgl.js/
// Copyright 2011 Evan Wallace
// Released under the MIT license
//
// This is a hand-made almost-minified version that contains only what I need.
//
// before GL
var GL = (function()
{
// The internal `gl` variable holds the current WebGL context.
var gl;
// A value to bitwise-or with new enums to make them distinguishable from the
// standard WebGL enums.
var ENUM = 0x12340000;
// src/matrix.js
// Represents a 4x4 matrix stored in row-major order that uses Float32Arrays
// when available. Matrix operations can either be done using convenient
// methods that return a new matrix for the result or optimized methods
// that store the result in an existing matrix to avoid generating garbage.
// assume we have Float32Array
//var hasFloat32Array = (typeof Float32Array != 'undefined');
// ### new GL.Matrix([elements])
//
// This constructor takes 16 arguments in row-major order, which can be passed
// individually, as a list, or even as four lists, one for each row. If the
// arguments are omitted then the identity matrix is constructed instead.
class Matrix
{
constructor()
{
var m = Array.prototype.concat.apply([], arguments);
if (!m.length)
{
m =
[
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
//this.m = hasFloat32Array ? new Float32Array(m) : m;
this.m = new Float32Array(m);
}
/*
// ### .inverse()
//
// Returns the matrix that when multiplied with this matrix results in the
// identity matrix.
inverse()
{
return Matrix.inverse(this, new Matrix());
}
// ### .transpose()
//
// Returns this matrix, exchanging columns for rows.
transpose()
{
return Matrix.transpose(this, new Matrix());
}
*/
// ### .multiply(matrix)
//
// Returns the concatenation of the transforms for this matrix and `matrix`.
// This emulates the OpenGL function `glMultMatrix()`.
multiply(matrix)
{
return Matrix.multiply(this, matrix, new Matrix());
}
/*
// ### .transformPoint(point)
//
// Transforms the vector as a point with a w coordinate of 1. This
// means translations will have an effect, for example.
transformPoint(v)
{
var m = this.m;
return new Vector(
m[0] * v.x + m[1] * v.y + m[2] * v.z + m[3],
m[4] * v.x + m[5] * v.y + m[6] * v.z + m[7],
m[8] * v.x + m[9] * v.y + m[10] * v.z + m[11]
).divide(m[12] * v.x + m[13] * v.y + m[14] * v.z + m[15]);
}
// ### .transformPoint(vector)
//
// Transforms the vector as a vector with a w coordinate of 0. This
// means translations will have no effect, for example.
transformVector(v)
{
var m = this.m;
return new Vector(
m[0] * v.x + m[1] * v.y + m[2] * v.z,
m[4] * v.x + m[5] * v.y + m[6] * v.z,
m[8] * v.x + m[9] * v.y + m[10] * v.z
);
}
*/
}
/*
// ### GL.Matrix.inverse(matrix[, result])
//
// Returns the matrix that when multiplied with `matrix` results in the
// identity matrix. You can optionally pass an existing matrix in `result`
// to avoid allocating a new matrix. This implementation is from the Mesa
// OpenGL function `__gluInvertMatrixd()` found in `project.c`.
Matrix.inverse = function(matrix, result)
{
result = result || new Matrix();
var m = matrix.m, r = result.m;
r[0] = m[5]*m[10]*m[15] - m[5]*m[14]*m[11] - m[6]*m[9]*m[15] + m[6]*m[13]*m[11] + m[7]*m[9]*m[14] - m[7]*m[13]*m[10];
r[1] = -m[1]*m[10]*m[15] + m[1]*m[14]*m[11] + m[2]*m[9]*m[15] - m[2]*m[13]*m[11] - m[3]*m[9]*m[14] + m[3]*m[13]*m[10];
r[2] = m[1]*m[6]*m[15] - m[1]*m[14]*m[7] - m[2]*m[5]*m[15] + m[2]*m[13]*m[7] + m[3]*m[5]*m[14] - m[3]*m[13]*m[6];
r[3] = -m[1]*m[6]*m[11] + m[1]*m[10]*m[7] + m[2]*m[5]*m[11] - m[2]*m[9]*m[7] - m[3]*m[5]*m[10] + m[3]*m[9]*m[6];
r[4] = -m[4]*m[10]*m[15] + m[4]*m[14]*m[11] + m[6]*m[8]*m[15] - m[6]*m[12]*m[11] - m[7]*m[8]*m[14] + m[7]*m[12]*m[10];
r[5] = m[0]*m[10]*m[15] - m[0]*m[14]*m[11] - m[2]*m[8]*m[15] + m[2]*m[12]*m[11] + m[3]*m[8]*m[14] - m[3]*m[12]*m[10];
r[6] = -m[0]*m[6]*m[15] + m[0]*m[14]*m[7] + m[2]*m[4]*m[15] - m[2]*m[12]*m[7] - m[3]*m[4]*m[14] + m[3]*m[12]*m[6];
r[7] = m[0]*m[6]*m[11] - m[0]*m[10]*m[7] - m[2]*m[4]*m[11] + m[2]*m[8]*m[7] + m[3]*m[4]*m[10] - m[3]*m[8]*m[6];
r[8] = m[4]*m[9]*m[15] - m[4]*m[13]*m[11] - m[5]*m[8]*m[15] + m[5]*m[12]*m[11] + m[7]*m[8]*m[13] - m[7]*m[12]*m[9];
r[9] = -m[0]*m[9]*m[15] + m[0]*m[13]*m[11] + m[1]*m[8]*m[15] - m[1]*m[12]*m[11] - m[3]*m[8]*m[13] + m[3]*m[12]*m[9];
r[10] = m[0]*m[5]*m[15] - m[0]*m[13]*m[7] - m[1]*m[4]*m[15] + m[1]*m[12]*m[7] + m[3]*m[4]*m[13] - m[3]*m[12]*m[5];
r[11] = -m[0]*m[5]*m[11] + m[0]*m[9]*m[7] + m[1]*m[4]*m[11] - m[1]*m[8]*m[7] - m[3]*m[4]*m[9] + m[3]*m[8]*m[5];
r[12] = -m[4]*m[9]*m[14] + m[4]*m[13]*m[10] + m[5]*m[8]*m[14] - m[5]*m[12]*m[10] - m[6]*m[8]*m[13] + m[6]*m[12]*m[9];
r[13] = m[0]*m[9]*m[14] - m[0]*m[13]*m[10] - m[1]*m[8]*m[14] + m[1]*m[12]*m[10] + m[2]*m[8]*m[13] - m[2]*m[12]*m[9];
r[14] = -m[0]*m[5]*m[14] + m[0]*m[13]*m[6] + m[1]*m[4]*m[14] - m[1]*m[12]*m[6] - m[2]*m[4]*m[13] + m[2]*m[12]*m[5];
r[15] = m[0]*m[5]*m[10] - m[0]*m[9]*m[6] - m[1]*m[4]*m[10] + m[1]*m[8]*m[6] + m[2]*m[4]*m[9] - m[2]*m[8]*m[5];
var det = m[0]*r[0] + m[1]*r[4] + m[2]*r[8] + m[3]*r[12];
for (var i = 0; i < 16; i++) r[i] /= det;
return result;
};
// ### GL.Matrix.transpose(matrix[, result])
//
// Returns `matrix`, exchanging columns for rows. You can optionally pass an
// existing matrix in `result` to avoid allocating a new matrix.
Matrix.transpose = function(matrix, result)
{
result = result || new Matrix();
var m = matrix.m, r = result.m;
r[0] = m[0]; r[1] = m[4]; r[2] = m[8]; r[3] = m[12];
r[4] = m[1]; r[5] = m[5]; r[6] = m[9]; r[7] = m[13];
r[8] = m[2]; r[9] = m[6]; r[10] = m[10]; r[11] = m[14];
r[12] = m[3]; r[13] = m[7]; r[14] = m[11]; r[15] = m[15];
return result;
};
*/
// ### GL.Matrix.multiply(left, right[, result])
//
// Returns the concatenation of the transforms for `left` and `right`. You can
// optionally pass an existing matrix in `result` to avoid allocating a new
// matrix. This emulates the OpenGL function `glMultMatrix()`.
Matrix.multiply = function(left, right, result)
{
result = result || new Matrix();
var a = left.m, b = right.m, r = result.m;
r[0] = a[0] * b[0] + a[1] * b[4] + a[2] * b[8] + a[3] * b[12];
r[1] = a[0] * b[1] + a[1] * b[5] + a[2] * b[9] + a[3] * b[13];
r[2] = a[0] * b[2] + a[1] * b[6] + a[2] * b[10] + a[3] * b[14];
r[3] = a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3] * b[15];
r[4] = a[4] * b[0] + a[5] * b[4] + a[6] * b[8] + a[7] * b[12];
r[5] = a[4] * b[1] + a[5] * b[5] + a[6] * b[9] + a[7] * b[13];
r[6] = a[4] * b[2] + a[5] * b[6] + a[6] * b[10] + a[7] * b[14];
r[7] = a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7] * b[15];
r[8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[8] + a[11] * b[12];
r[9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[9] + a[11] * b[13];
r[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10] + a[11] * b[14];
r[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11] * b[15];
r[12] = a[12] * b[0] + a[13] * b[4] + a[14] * b[8] + a[15] * b[12];
r[13] = a[12] * b[1] + a[13] * b[5] + a[14] * b[9] + a[15] * b[13];
r[14] = a[12] * b[2] + a[13] * b[6] + a[14] * b[10] + a[15] * b[14];
r[15] = a[12] * b[3] + a[13] * b[7] + a[14] * b[11] + a[15] * b[15];
return result;
};
// ### GL.Matrix.identity([result])
//
// Returns an identity matrix. You can optionally pass an existing matrix in
// `result` to avoid allocating a new matrix. This emulates the OpenGL function
// `glLoadIdentity()`.
Matrix.identity = function(result)
{
result = result || new Matrix();
var m = result.m;
m[0] = m[5] = m[10] = m[15] = 1;
m[1] = m[2] = m[3] = m[4] = m[6] = m[7] = m[8] = m[9] = m[11] = m[12] = m[13] = m[14] = 0;
return result;
};
// ### GL.Matrix.perspective(fov, aspect, near, far[, result])
//
// Returns a perspective transform matrix, which makes far away objects appear
// smaller than nearby objects. The `aspect` argument should be the width
// divided by the height of your viewport and `fov` is the top-to-bottom angle
// of the field of view in degrees. You can optionally pass an existing matrix
// in `result` to avoid allocating a new matrix. This emulates the OpenGL
// function `gluPerspective()`.
Matrix.perspective = function(fov, aspect, near, far, result)
{
var y = Math.tan(fov * Math.PI / 360) * near;
var x = y * aspect;
return Matrix.frustum(-x, x, -y, y, near, far, result);
};
// ### GL.Matrix.frustum(left, right, bottom, top, near, far[, result])
//
// Sets up a viewing frustum, which is shaped like a truncated pyramid with the
// camera where the point of the pyramid would be. You can optionally pass an
// existing matrix in `result` to avoid allocating a new matrix. This emulates
// the OpenGL function `glFrustum()`.
Matrix.frustum = function(l, r, b, t, n, f, result)
{
result = result || new Matrix();
var m = result.m;
m[0] = 2 * n / (r - l);
m[1] = 0;
m[2] = (r + l) / (r - l);
m[3] = 0;
m[4] = 0;
m[5] = 2 * n / (t - b);
m[6] = (t + b) / (t - b);
m[7] = 0;
m[8] = 0;
m[9] = 0;
m[10] = -(f + n) / (f - n);
m[11] = -2 * f * n / (f - n);
m[12] = 0;
m[13] = 0;
m[14] = -1;
m[15] = 0;
return result;
};
/*
// ### GL.Matrix.ortho(left, right, bottom, top, near, far[, result])
//
// Returns an orthographic projection, in which objects are the same size no
// matter how far away or nearby they are. You can optionally pass an existing
// matrix in `result` to avoid allocating a new matrix. This emulates the OpenGL
// function `glOrtho()`.
Matrix.ortho = function(l, r, b, t, n, f, result)
{
result = result || new Matrix();
var m = result.m;
m[0] = 2 / (r - l);
m[1] = 0;
m[2] = 0;
m[3] = -(r + l) / (r - l);
m[4] = 0;
m[5] = 2 / (t - b);
m[6] = 0;
m[7] = -(t + b) / (t - b);
m[8] = 0;
m[9] = 0;
m[10] = -2 / (f - n);
m[11] = -(f + n) / (f - n);
m[12] = 0;
m[13] = 0;
m[14] = 0;
m[15] = 1;
return result;
};
*/
// ### GL.Matrix.scale(x, y, z[, result])
//
// This emulates the OpenGL function `glScale()`. You can optionally pass an
// existing matrix in `result` to avoid allocating a new matrix.
Matrix.scale = function(x, y, z, result)
{
result = result || new Matrix();
var m = result.m;
m[0] = x; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = y; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = z; m[11] = 0;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return result;
};
// ### GL.Matrix.translate(x, y, z[, result])
//
// This emulates the OpenGL function `glTranslate()`. You can optionally pass
// an existing matrix in `result` to avoid allocating a new matrix.
Matrix.translate = function(x, y, z, result)
{
result = result || new Matrix();
var m = result.m;
m[0] = 1; m[1] = 0; m[2] = 0; m[3] = x;
m[4] = 0; m[5] = 1; m[6] = 0; m[7] = y;
m[8] = 0; m[9] = 0; m[10] = 1; m[11] = z;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return result;
};
// ### GL.Matrix.rotate(a, x, y, z[, result])
//
// Returns a matrix that rotates by `a` degrees around the vector `x, y, z`.
// You can optionally pass an existing matrix in `result` to avoid allocating
// a new matrix. This emulates the OpenGL function `glRotate()`.
Matrix.rotate = function(a, x, y, z, result)
{
if (!a || (!x && !y && !z))
{
return Matrix.identity(result);
}
result = result || new Matrix();
var m = result.m;
var d = Math.sqrt(x*x + y*y + z*z);
a *= Math.PI / 180; x /= d; y /= d; z /= d;
var c = Math.cos(a), s = Math.sin(a), t = 1 - c;
m[0] = x * x * t + c;
m[1] = x * y * t - z * s;
m[2] = x * z * t + y * s;
m[3] = 0;
m[4] = y * x * t + z * s;
m[5] = y * y * t + c;
m[6] = y * z * t - x * s;
m[7] = 0;
m[8] = z * x * t - y * s;
m[9] = z * y * t + x * s;
m[10] = z * z * t + c;
m[11] = 0;
m[12] = 0;
m[13] = 0;
m[14] = 0;
m[15] = 1;
return result;
};
/*
// ### GL.Matrix.lookAt(ex, ey, ez, cx, cy, cz, ux, uy, uz[, result])
//
// Returns a matrix that puts the camera at the eye point `ex, ey, ez` looking
// toward the center point `cx, cy, cz` with an up direction of `ux, uy, uz`.
// You can optionally pass an existing matrix in `result` to avoid allocating
// a new matrix. This emulates the OpenGL function `gluLookAt()`.
Matrix.lookAt = function(ex, ey, ez, cx, cy, cz, ux, uy, uz, result)
{
result = result || new Matrix();
var m = result.m;
var e = new Vector(ex, ey, ez);
var c = new Vector(cx, cy, cz);
var u = new Vector(ux, uy, uz);
var f = e.subtract(c).unit();
var s = u.cross(f).unit();
var t = f.cross(s).unit();
m[0] = s.x;
m[1] = s.y;
m[2] = s.z;
m[3] = -s.dot(e);
m[4] = t.x;
m[5] = t.y;
m[6] = t.z;
m[7] = -t.dot(e);
m[8] = f.x;
m[9] = f.y;
m[10] = f.z;
m[11] = -f.dot(e);
m[12] = 0;
m[13] = 0;
m[14] = 0;
m[15] = 1;
return result;
};
*/
/*
// ### new GL.Indexer()
//
// Generates indices into a list of unique objects from a stream of objects
// that may contain duplicates. This is useful for generating compact indexed
// meshes from unindexed data.
class Indexer
{
constructor()
{
this.unique = [];
this.indices = [];
this.map = {};
}
// ### .add(v)
//
// Adds the object `obj` to `unique` if it hasn't already been added. Returns
// the index of `obj` in `unique`.
add(obj)
{
var key = JSON.stringify(obj);
if (!(key in this.map))
{
this.map[key] = this.unique.length;
this.unique.push(obj);
}
return this.map[key];
}
}
*/
// ### new GL.Buffer(target, type)
//
// Provides a simple method of uploading data to a GPU buffer. Example usage:
//
// var vertices = new GL.Buffer(gl.ARRAY_BUFFER, Float32Array);
// var indices = new GL.Buffer(gl.ELEMENT_ARRAY_BUFFER, Uint16Array);
// vertices.data = [[0, 0, 0], [1, 0, 0], [0, 1, 0], [1, 1, 0]];
// indices.data = [[0, 1, 2], [2, 1, 3]];
// vertices.compile();
// indices.compile();
//
// let see if we can make a class out of this
class Buffer
{
constructor(target, type)
{
this.buffer = null;
this.target = target;
this.type = type;
this.data = [];
}
// ### .compile(type)
//
// Upload the contents of `data` to the GPU in preparation for rendering. The
// data must be a list of lists where each inner list has the same length. For
// example, each element of data for vertex normals would be a list of length three.
// This will remember the data length and element length for later use by shaders.
// The type can be either `gl.STATIC_DRAW` or `gl.DYNAMIC_DRAW`, and defaults to
// `gl.STATIC_DRAW`.
//
// This could have used `[].concat.apply([], this.data)` to flatten
// the array but Google Chrome has a maximum number of arguments so the
// concatenations are chunked to avoid that limit.
compile(type)
{
var data = [];
for (var i = 0, chunk = 10000; i < this.data.length; i += chunk)
{
data = Array.prototype.concat.apply(data, this.data.slice(i, i + chunk));
}
var spacing = this.data.length ? data.length / this.data.length : 0;
if (spacing != Math.round(spacing))
throw new Error('buffer elements not of consistent size, average size is ' + spacing);
this.buffer = this.buffer || gl.createBuffer();
this.buffer.length = data.length;
this.buffer.spacing = spacing;
gl.bindBuffer(this.target, this.buffer);
gl.bufferData(this.target, new this.type(data), type || 35044 /*gl.STATIC_DRAW*/);
}
}
// Represents indexed triangle geometry with arbitrary additional attributes.
// You need a shader to draw a mesh; meshes can't draw themselves.
//
// A mesh is a collection of `GL.Buffer` objects which are either vertex buffers
// (holding per-vertex attributes) or index buffers (holding the order in which
// vertices are rendered). By default, a mesh has a position vertex buffer called
// `vertices` and a triangle index buffer called `triangles`. New buffers can be
// added using `addVertexBuffer()` and `addIndexBuffer()`. Two strings are
// required when adding a new vertex buffer, the name of the data array on the
// mesh instance and the name of the GLSL attribute in the vertex shader.
//
// Example usage:
//
// var mesh = new GL.Mesh({ coords: true, lines: true });
//
// // Default attribute "vertices", available as "gl_Vertex" in
// // the vertex shader
// mesh.vertices = [[0, 0, 0], [1, 0, 0], [0, 1, 0], [1, 1, 0]];
//
// // Optional attribute "coords" enabled in constructor,
// // available as "gl_TexCoord" in the vertex shader
// mesh.coords = [[0, 0], [1, 0], [0, 1], [1, 1]];
//
// // Custom attribute "weights", available as "weight" in the
// // vertex shader
// mesh.addVertexBuffer('weights', 'weight');
// mesh.weights = [1, 0, 0, 1];
//
// // Default index buffer "triangles"
// mesh.triangles = [[0, 1, 2], [2, 1, 3]];
//
// // Optional index buffer "lines" enabled in constructor
// mesh.lines = [[0, 1], [0, 2], [1, 3], [2, 3]];
//
// // Upload provided data to GPU memory
// mesh.compile();
// TODO: TEST WHAT HAPPENS FOR EMPTY MESHES AND WORK ON COMPRESSED MESHES (PLUS "LOADING" THE MESH LATER!)
// ### new GL.Mesh([options])
//
// Represents a collection of vertex buffers and index buffers. Each vertex
// buffer maps to one attribute in GLSL and has a corresponding property set
// on the Mesh instance. There is one vertex buffer by default: `vertices`,
// which maps to `gl_Vertex`. The `coords`, `normals`, and `colors` vertex
// buffers map to `gl_TexCoord`, `gl_Normal`, and `gl_Color` respectively,
// and can be enabled by setting the corresponding options to true. There are
// two index buffers, `triangles` and `lines`, which are used for rendering
// `gl.TRIANGLES` and `gl.LINES`, respectively. Only `triangles` is enabled by
// default, although `computeWireframe()` will add a normal buffer if it wasn't
// initially enabled.
class Mesh
{
constructor(options)
{
options = options || {};
this.vertexBuffers = {};
this.indexBuffers = {};
this.addVertexBuffer('vertices', 'gl_Vertex');
if (options.coords) this.addVertexBuffer('coords', 'gl_TexCoord');
if (options.normals) this.addVertexBuffer('normals', 'gl_Normal');
if (options.colors) this.addVertexBuffer('colors', 'gl_Color');
if (!('triangles' in options) || options.triangles) this.addIndexBuffer('triangles');
if (options.lines) this.addIndexBuffer('lines');
}
// ### .addVertexBuffer(name, attribute)
//
// Add a new vertex buffer with a list as a property called `name` on this object
// and map it to the attribute called `attribute` in all shaders that draw this mesh.
addVertexBuffer(name, attribute)
{
var buffer = this.vertexBuffers[attribute] = new Buffer(34962 /*gl.ARRAY_BUFFER*/, Float32Array);
buffer.name = name;
this[name] = [];
}
// ### .addIndexBuffer(name)
//
// Add a new index buffer with a list as a property called `name` on this object.
addIndexBuffer(name)
{
var buffer = this.indexBuffers[name] = new Buffer(34963 /*gl.ELEMENT_ARRAY_BUFFER*/, Uint16Array);
this[name] = [];
}
// ### .compile()
//
// Upload all attached buffers to the GPU in preparation for rendering. This
// doesn't need to be called every frame, only needs to be done when the data
// changes.
compile()
{
for (var attribute in this.vertexBuffers)
{
var buffer = this.vertexBuffers[attribute];
buffer.data = this[buffer.name];
buffer.compile();
}
for (var name in this.indexBuffers)
{
var buffer = this.indexBuffers[name];
buffer.data = this[name];
buffer.compile();
}
}
/*
// ### .transform(matrix)
//
// Transform all vertices by `matrix` and all normals by the inverse transpose
// of `matrix`.
transform(matrix)
{
this.vertices = this.vertices.map(function(v)
{
return matrix.transformPoint(Vector.fromArray(v)).toArray();
});
if (this.normals)
{
var invTrans = matrix.inverse().transpose();
this.normals = this.normals.map(function(n)
{
return invTrans.transformVector(Vector.fromArray(n)).unit().toArray();
});
}
this.compile();
return this;
}
*/
// ### .computeNormals()
//
// Computes a new normal for each vertex from the average normal of the
// neighboring triangles. This means adjacent triangles must share vertices
// for the resulting normals to be smooth.
computeNormals()
{
if (!this.normals) this.addVertexBuffer('normals', 'gl_Normal');
for (var i = 0; i < this.vertices.length; i++)
{
this.normals[i] = new Vector();
}
for (var i = 0; i < this.triangles.length; i++)
{
var t = this.triangles[i];
var a = Vector.fromArray(this.vertices[t[0]]);
var b = Vector.fromArray(this.vertices[t[1]]);
var c = Vector.fromArray(this.vertices[t[2]]);
var normal = b.subtract(a).cross(c.subtract(a)).unit();
this.normals[t[0]] = this.normals[t[0]].add(normal);
this.normals[t[1]] = this.normals[t[1]].add(normal);
this.normals[t[2]] = this.normals[t[2]].add(normal);
}
for (var i = 0; i < this.vertices.length; i++)
{
this.normals[i] = this.normals[i].unit().toArray();
}
this.compile();
return this;
}
/*
// ### .computeWireframe()
//
// Populate the `lines` index buffer from the `triangles` index buffer.
computeWireframe()
{
var indexer = new Indexer();
for (var i = 0; i < this.triangles.length; i++)
{
var t = this.triangles[i];
for (var j = 0; j < t.length; j++)
{
var a = t[j], b = t[(j + 1) % t.length];
indexer.add([Math.min(a, b), Math.max(a, b)]);
}
}
if (!this.lines) this.addIndexBuffer('lines');
this.lines = indexer.unique;
this.compile();
return this;
}
// ### .getAABB()
//
// Computes the axis-aligned bounding box, which is an object whose `min` and
// `max` properties contain the minimum and maximum coordinates of all vertices.
getAABB()
{
var aabb = { min: new Vector(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE) };
aabb.max = aabb.min.negative();
for (var i = 0; i < this.vertices.length; i++)
{
var v = Vector.fromArray(this.vertices[i]);
aabb.min = Vector.min(aabb.min, v);
aabb.max = Vector.max(aabb.max, v);
}
return aabb;
}
// ### .getBoundingSphere()
//
// Computes a sphere that contains all vertices (not necessarily the smallest
// sphere). The returned object has two properties, `center` and `radius`.
getBoundingSphere()
{
var aabb = this.getAABB();
var sphere = { center: aabb.min.add(aabb.max).divide(2), radius: 0 };
for (var i = 0; i < this.vertices.length; i++)
{
sphere.radius = Math.max(sphere.radius,
Vector.fromArray(this.vertices[i]).subtract(sphere.center).length());
}
return sphere;
}
*/
}