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@@ -7,12 +7,16 @@ |
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function rnd() {
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if (!random_storage.length && use_random_storage) {
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try {
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var random_responce = $t.rpc({ method: "random", n: 512 });
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if (!random_responce.error)
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random_storage = random_responce.result.random.data;
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else use_random_storage = false;
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var random_response = $t.rpc({ method: "random", n: 512 });
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if (!random_response.error) {
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random_storage = random_response.result.random.data;
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}
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else {
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use_random_storage = false;
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}
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} catch (e) {
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use_random_storage = false;
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}
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catch (e) { use_random_storage = false }
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}
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return random_storage.length ? random_storage.pop() : Math.random();
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}
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@@ -42,14 +46,14 @@ |
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var aa = Math.PI * 2 / fl;
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for (var j = 0; j < fl - 2; ++j) {
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geom.faces.push(new THREE.Face3(ii[0], ii[j + 1], ii[j + 2], [geom.vertices[ii[0]],
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geom.vertices[ii[j + 1]], geom.vertices[ii[j + 2]]], 0, ii[fl] + 1));
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geom.vertices[ii[j + 1]], geom.vertices[ii[j + 2]]], 0, ii[fl] + 1));
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geom.faceVertexUvs[0].push([
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new THREE.Vector2((Math.cos(af) + 1 + tab) / 2 / (1 + tab),
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(Math.sin(af) + 1 + tab) / 2 / (1 + tab)),
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new THREE.Vector2((Math.cos(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab),
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(Math.sin(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab)),
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new THREE.Vector2((Math.cos(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab),
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(Math.sin(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab))]);
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new THREE.Vector2((Math.cos(af) + 1 + tab) / 2 / (1 + tab),
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(Math.sin(af) + 1 + tab) / 2 / (1 + tab)),
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new THREE.Vector2((Math.cos(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab),
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(Math.sin(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab)),
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new THREE.Vector2((Math.cos(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab),
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(Math.sin(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab))]);
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}
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}
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geom.computeFaceNormals();
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@@ -81,7 +85,7 @@ |
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for (var j = 0; j < fl; ++j) {
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var vv = chamfer_vectors[face[j]];
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vv.subVectors(vv, center_point);
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vv.multiplyScalar(that.chamfer);
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vv.multiplyScalar(chamfer);
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vv.addVectors(vv, center_point);
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}
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for (var j = 0; j < fl - 1; ++j) {
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@@ -100,14 +104,14 @@ |
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return geom;
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}
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this.standart_d20_dice_face_labels = [' ', '0', '1', '2', '3', '4', '5', '6', '7', '8',
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'9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'];
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this.standart_d100_dice_face_labels = [' ', '00', '10', '20', '30', '40', '50',
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'60', '70', '80', '90'];
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var standard_d20_dice_face_labels = [' ', '0', '1', '2', '3', '4', '5', '6', '7', '8',
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'9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'];
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var standard_d100_dice_face_labels = [' ', '00', '10', '20', '30', '40', '50',
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'60', '70', '80', '90'];
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this.create_dice_materials = function(face_labels, size, margin) {
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function create_dice_materials(face_labels, size, margin, labelColor, diceColor) {
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function create_text_texture(text, color, back_color) {
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if (text == undefined) return null;
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if (text === undefined) return null;
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var canvas = document.createElement("canvas");
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var context = canvas.getContext("2d");
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canvas.width = size + margin;
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@@ -127,13 +131,20 @@ |
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return texture;
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}
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var materials = [];
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for (var i = 0; i < face_labels.length; ++i)
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materials.push(new THREE.MeshPhongMaterial($t.copyto(this.material_options,
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{ map: create_text_texture(face_labels[i], this.label_color, this.dice_color) })));
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for (var i = 0; i < face_labels.length; ++i) {
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materials.push(
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new THREE.MeshPhongMaterial(
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$t.copyto(material_options,
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{map: create_text_texture(face_labels[i],
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labelColor,
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diceColor)})
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)
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);
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}
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return materials;
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}
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};
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this.create_d4_materials = function(size, margin) {
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function create_d4_materials(size, margin) {
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function create_d4_text(text, color, back_color) {
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var canvas = document.createElement("canvas");
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var context = canvas.getContext("2d");
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@@ -148,7 +159,7 @@ |
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context.translate(0, size / 10);
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for (var i in text) {
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context.fillText(text[i], canvas.width / 2,
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canvas.height / 2 - size - margin / 10);
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canvas.height / 2 - size - margin / 10);
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context.translate(canvas.width / 2, canvas.height / 2);
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context.rotate(Math.PI * 2 / 3);
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context.translate(-canvas.width / 2, -canvas.height / 2);
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@@ -160,8 +171,8 @@ |
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var materials = [];
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var labels = [[], [0, 0, 0], [2, 4, 3], [1, 3, 4], [2, 1, 4], [1, 2, 3]];
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for (var i = 0; i < labels.length; ++i)
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materials.push(new THREE.MeshPhongMaterial($t.copyto(this.material_options,
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{ map: create_d4_text(labels[i], this.label_color, this.dice_color) })));
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materials.push(new THREE.MeshPhongMaterial($t.copyto(material_options,
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{ map: create_d4_text(labels[i], labelColor, diceColor) })));
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return materials;
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}
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@@ -173,16 +184,16 @@ |
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this.create_d6_geometry = function(radius) {
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var vertices = [[-1, -1, -1], [1, -1, -1], [1, 1, -1], [-1, 1, -1],
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[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]];
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[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]];
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var faces = [[0, 3, 2, 1, 1], [1, 2, 6, 5, 2], [0, 1, 5, 4, 3],
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[3, 7, 6, 2, 4], [0, 4, 7, 3, 5], [4, 5, 6, 7, 6]];
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[3, 7, 6, 2, 4], [0, 4, 7, 3, 5], [4, 5, 6, 7, 6]];
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return create_geom(vertices, faces, radius, 0.1, Math.PI / 4);
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}
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this.create_d8_geometry = function(radius) {
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var vertices = [[1, 0, 0], [-1, 0, 0], [0, 1, 0], [0, -1, 0], [0, 0, 1], [0, 0, -1]];
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var faces = [[0, 2, 4, 1], [0, 4, 3, 2], [0, 3, 5, 3], [0, 5, 2, 4], [1, 3, 4, 5],
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[1, 4, 2, 6], [1, 2, 5, 7], [1, 5, 3, 8]];
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[1, 4, 2, 6], [1, 2, 5, 7], [1, 5, 3, 8]];
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return create_geom(vertices, faces, radius, 0, -Math.PI / 4 / 2);
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}
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@@ -193,100 +204,154 @@ |
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vertices.push([Math.cos(b), Math.sin(b), h * (i % 2 ? 1 : -1)]);
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vertices.push([0, 0, -1]); vertices.push([0, 0, 1]);
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var faces = [[5, 7, 11, 0], [4, 2, 10, 1], [1, 3, 11, 2], [0, 8, 10, 3], [7, 9, 11, 4],
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[8, 6, 10, 5], [9, 1, 11, 6], [2, 0, 10, 7], [3, 5, 11, 8], [6, 4, 10, 9],
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[1, 0, 2, v], [1, 2, 3, v], [3, 2, 4, v], [3, 4, 5, v], [5, 4, 6, v],
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[5, 6, 7, v], [7, 6, 8, v], [7, 8, 9, v], [9, 8, 0, v], [9, 0, 1, v]];
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[8, 6, 10, 5], [9, 1, 11, 6], [2, 0, 10, 7], [3, 5, 11, 8], [6, 4, 10, 9],
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[1, 0, 2, v], [1, 2, 3, v], [3, 2, 4, v], [3, 4, 5, v], [5, 4, 6, v],
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[5, 6, 7, v], [7, 6, 8, v], [7, 8, 9, v], [9, 8, 0, v], [9, 0, 1, v]];
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return create_geom(vertices, faces, radius, 0, Math.PI * 6 / 5);
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}
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this.create_d12_geometry = function(radius) {
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var p = (1 + Math.sqrt(5)) / 2, q = 1 / p;
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var vertices = [[0, q, p], [0, q, -p], [0, -q, p], [0, -q, -p], [p, 0, q],
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[p, 0, -q], [-p, 0, q], [-p, 0, -q], [q, p, 0], [q, -p, 0], [-q, p, 0],
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[-q, -p, 0], [1, 1, 1], [1, 1, -1], [1, -1, 1], [1, -1, -1], [-1, 1, 1],
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[-1, 1, -1], [-1, -1, 1], [-1, -1, -1]];
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[p, 0, -q], [-p, 0, q], [-p, 0, -q], [q, p, 0], [q, -p, 0], [-q, p, 0],
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[-q, -p, 0], [1, 1, 1], [1, 1, -1], [1, -1, 1], [1, -1, -1], [-1, 1, 1],
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[-1, 1, -1], [-1, -1, 1], [-1, -1, -1]];
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var faces = [[2, 14, 4, 12, 0, 1], [15, 9, 11, 19, 3, 2], [16, 10, 17, 7, 6, 3], [6, 7, 19, 11, 18, 4],
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[6, 18, 2, 0, 16, 5], [18, 11, 9, 14, 2, 6], [1, 17, 10, 8, 13, 7], [1, 13, 5, 15, 3, 8],
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[13, 8, 12, 4, 5, 9], [5, 4, 14, 9, 15, 10], [0, 12, 8, 10, 16, 11], [3, 19, 7, 17, 1, 12]];
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[6, 18, 2, 0, 16, 5], [18, 11, 9, 14, 2, 6], [1, 17, 10, 8, 13, 7], [1, 13, 5, 15, 3, 8],
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[13, 8, 12, 4, 5, 9], [5, 4, 14, 9, 15, 10], [0, 12, 8, 10, 16, 11], [3, 19, 7, 17, 1, 12]];
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return create_geom(vertices, faces, radius, 0.2, -Math.PI / 4 / 2);
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}
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this.create_d20_geometry = function(radius) {
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var t = (1 + Math.sqrt(5)) / 2;
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var vertices = [[-1, t, 0], [1, t, 0 ], [-1, -t, 0], [1, -t, 0],
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[0, -1, t], [0, 1, t], [0, -1, -t], [0, 1, -t],
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[t, 0, -1], [t, 0, 1], [-t, 0, -1], [-t, 0, 1]];
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[0, -1, t], [0, 1, t], [0, -1, -t], [0, 1, -t],
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[t, 0, -1], [t, 0, 1], [-t, 0, -1], [-t, 0, 1]];
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var faces = [[0, 11, 5, 1], [0, 5, 1, 2], [0, 1, 7, 3], [0, 7, 10, 4], [0, 10, 11, 5],
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[1, 5, 9, 6], [5, 11, 4, 7], [11, 10, 2, 8], [10, 7, 6, 9], [7, 1, 8, 10],
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[3, 9, 4, 11], [3, 4, 2, 12], [3, 2, 6, 13], [3, 6, 8, 14], [3, 8, 9, 15],
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[4, 9, 5, 16], [2, 4, 11, 17], [6, 2, 10, 18], [8, 6, 7, 19], [9, 8, 1, 20]];
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[1, 5, 9, 6], [5, 11, 4, 7], [11, 10, 2, 8], [10, 7, 6, 9], [7, 1, 8, 10],
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[3, 9, 4, 11], [3, 4, 2, 12], [3, 2, 6, 13], [3, 6, 8, 14], [3, 8, 9, 15],
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[4, 9, 5, 16], [2, 4, 11, 17], [6, 2, 10, 18], [8, 6, 7, 19], [9, 8, 1, 20]];
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return create_geom(vertices, faces, radius, -0.2, -Math.PI / 4 / 2);
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}
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this.scale = 50;
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this.chamfer = 0.6;
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this.material_options = {
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var scale = 50;
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var chamfer = 0.6;
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var material_options = {
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specular: '#171d1f',
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color: '#ffffff',
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emissive: '#000000',
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shininess: 70,
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shading: THREE.FlatShading,
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};
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this.label_color = '#aaaaaa';
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this.dice_color = '#202020';
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this.known_types = ['d4', 'd6', 'd8', 'd10', 'd12', 'd20', 'd100'];
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this.dice_mass = { 'd4': 300, 'd6': 300, 'd8': 340, 'd10': 350, 'd12': 380, 'd20': 400, 'd100': 350 };
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this.dice_inertia = { 'd4': 5, 'd6': 13, 'd8': 10, 'd10': 9, 'd12': 8, 'd20': 6, 'd100': 9 };
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var labelColor = '#aaaaaa';
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var diceColor = '#202020';
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var d4MaterialCache, d100MaterialCache;
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var known_types = ['d4', 'd6', 'd8', 'd10', 'd12', 'd20', 'd100'];
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var dice_mass = { 'd4': 300, 'd6': 300, 'd8': 340, 'd10': 350, 'd12': 380, 'd20': 400, 'd100': 350 };
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var dice_inertia = { 'd4': 5, 'd6': 13, 'd8': 10, 'd10': 9, 'd12': 8, 'd20': 6, 'd100': 9 };
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var diceInfo = {
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d4: {mass: 300, inertia: 5, scaleMultiplier: 1.2},
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d6: {mass: 300, inertia: 13, scaleMultiplier: 0.9},
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d8: {mass: 340, inertia: 10, scaleMultiplier: 1},
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d10: {mass: 340, inertia: 10, scaleMultiplier: 0.9},
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d12: {mass: 340, inertia: 10, scaleMultiplier: 0.9},
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d20: {mass: 340, inertia: 10, scaleMultiplier: 1},
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d100: {mass: 340, inertia: 10, scaleMultiplier: 0.9},
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};
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var diceMaterialCache = {}, diceGeometryCache = {};
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this.create_d4 = function() {
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if (!this.d4_geometry) this.d4_geometry = this.create_d4_geometry(this.scale * 1.2);
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if (!this.d4_material) this.d4_material = new THREE.MeshFaceMaterial(
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this.create_d4_materials(this.scale / 2, this.scale * 2));
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return new THREE.Mesh(this.d4_geometry, this.d4_material);
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}
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if (!diceGeometryCache.d4) {
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diceGeometryCache.d4 = this.create_d4_geometry(scale * diceInfo.d4.scaleMultiplier);
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}
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if (!diceMaterialCache.d4) {
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diceMaterialCache.d4 = new THREE.MeshFaceMaterial(
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create_d4_materials(scale / 2, scale * 2)
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);
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}
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return new THREE.Mesh(diceGeometryCache.d4, diceMaterialCache.d4);
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};
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this.create_d6 = function() {
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if (!this.d6_geometry) this.d6_geometry = this.create_d6_geometry(this.scale * 0.9);
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if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
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this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, this.scale));
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return new THREE.Mesh(this.d6_geometry, this.dice_material);
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}
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this.create_d8 = function() {
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if (!this.d8_geometry) this.d8_geometry = this.create_d8_geometry(this.scale);
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if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
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this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2,
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this.scale * 1.2));
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return new THREE.Mesh(this.d8_geometry, this.dice_material);
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}
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this.create_d10 = function() {
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if (!this.d10_geometry) this.d10_geometry = this.create_d10_geometry(this.scale * 0.9);
|
|
|
|
if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
|
|
|
|
this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, this.scale));
|
|
|
|
return new THREE.Mesh(this.d10_geometry, this.dice_material);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.create_d12 = function() {
|
|
|
|
if (!this.d12_geometry) this.d12_geometry = this.create_d12_geometry(this.scale * 0.9);
|
|
|
|
if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
|
|
|
|
this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, this.scale));
|
|
|
|
return new THREE.Mesh(this.d12_geometry, this.dice_material);
|
|
|
|
if (!this.d6_geometry) this.d6_geometry = this.create_d6_geometry(scale * 0.9);
|
|
|
|
if (!diceMaterialCache[labelColor + diceColor]) {
|
|
|
|
diceMaterialCache[labelColor + diceColor] = new THREE.MeshFaceMaterial(
|
|
|
|
create_dice_materials(standard_d20_dice_face_labels,
|
|
|
|
scale / 2,
|
|
|
|
scale,
|
|
|
|
diceColor,
|
|
|
|
labelColor)
|
|
|
|
);
|
|
|
|
}
|
|
|
|
return new THREE.Mesh(this.d6_geometry, diceMaterialCache[labelColor + diceColor]);
|
|
|
|
};
|
|
|
|
|
|
|
|
this.create_d8 = function(/*labelColor, diceColor*/) {
|
|
|
|
if (!this.d8_geometry) {
|
|
|
|
this.d8_geometry = this.create_d8_geometry(scale);
|
|
|
|
}
|
|
|
|
if (!diceMaterialCache[labelColor + diceColor]) {
|
|
|
|
diceMaterialCache[labelColor + diceColor] = new THREE.MeshFaceMaterial(
|
|
|
|
create_dice_materials(standard_d20_dice_face_labels,
|
|
|
|
scale / 2,
|
|
|
|
scale,
|
|
|
|
labelColor,
|
|
|
|
diceColor));
|
|
|
|
}
|
|
|
|
return new THREE.Mesh(this.d8_geometry, diceMaterialCache[labelColor + diceColor]);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.create_d10 = function() {
|
|
|
|
if (!this.d10_geometry) this.d10_geometry = this.create_d10_geometry(scale * 0.9);
|
|
|
|
if (!diceMaterialCache[labelColor + diceColor]) {
|
|
|
|
diceMaterialCache[labelColor + diceColor] = new THREE.MeshFaceMaterial(
|
|
|
|
create_dice_materials(standard_d20_dice_face_labels,
|
|
|
|
scale / 2,
|
|
|
|
scale,
|
|
|
|
labelColor,
|
|
|
|
diceColor));
|
|
|
|
}
|
|
|
|
return new THREE.Mesh(this.d10_geometry, diceMaterialCache[labelColor + diceColor]);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.create_d12 = function() {
|
|
|
|
if (!this.d12_geometry) this.d12_geometry = this.create_d12_geometry(scale * 0.9);
|
|
|
|
if (!diceMaterialCache[labelColor + diceColor]) {
|
|
|
|
diceMaterialCache[labelColor + diceColor] = new THREE.MeshFaceMaterial(
|
|
|
|
create_dice_materials(standard_d20_dice_face_labels,
|
|
|
|
scale / 2,
|
|
|
|
scale,
|
|
|
|
labelColor,
|
|
|
|
diceColor));
|
|
|
|
}
|
|
|
|
return new THREE.Mesh(this.d12_geometry, diceMaterialCache[labelColor + diceColor]);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.create_d20 = function() {
|
|
|
|
if (!this.d20_geometry) this.d20_geometry = this.create_d20_geometry(this.scale);
|
|
|
|
if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
|
|
|
|
this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, this.scale));
|
|
|
|
return new THREE.Mesh(this.d20_geometry, this.dice_material);
|
|
|
|
if (!this.d20_geometry) this.d20_geometry = this.create_d20_geometry(scale);
|
|
|
|
if (!diceMaterialCache[labelColor + diceColor]) {
|
|
|
|
diceMaterialCache[labelColor + diceColor] = new THREE.MeshFaceMaterial(
|
|
|
|
create_dice_materials(standard_d20_dice_face_labels,
|
|
|
|
scale / 2,
|
|
|
|
scale,
|
|
|
|
labelColor,
|
|
|
|
diceColor));
|
|
|
|
}
|
|
|
|
return new THREE.Mesh(this.d20_geometry, diceMaterialCache[labelColor + diceColor]);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.create_d100 = function() {
|
|
|
|
if (!this.d10_geometry) this.d10_geometry = this.create_d10_geometry(this.scale * 0.9);
|
|
|
|
if (!this.d100_material) this.d100_material = new THREE.MeshFaceMaterial(
|
|
|
|
this.create_dice_materials(this.standart_d100_dice_face_labels,
|
|
|
|
this.scale / 2, this.scale * 1.5));
|
|
|
|
return new THREE.Mesh(this.d10_geometry, this.d100_material);
|
|
|
|
if (!this.d10_geometry) this.d10_geometry = this.create_d10_geometry(scale * 0.9);
|
|
|
|
if (!d100MaterialCache) {
|
|
|
|
d100MaterialCache = new THREE.MeshFaceMaterial(
|
|
|
|
create_dice_materials(standard_d100_dice_face_labels,
|
|
|
|
scale / 2,
|
|
|
|
scale * 1.5,
|
|
|
|
labelColor,
|
|
|
|
diceColor));
|
|
|
|
}
|
|
|
|
return new THREE.Mesh(this.d10_geometry, d100MaterialCache);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.parse_notation = function(notation) {
|
|
|
@@ -298,7 +363,7 @@ |
|
|
|
var count = parseInt(res[1]);
|
|
|
|
if (res[1] == '') count = 1;
|
|
|
|
var type = 'd' + res[3];
|
|
|
|
if (this.known_types.indexOf(type) == -1) continue;
|
|
|
|
if (known_types.indexOf(type) == -1) continue;
|
|
|
|
while (count--) ret.set.push(type);
|
|
|
|
if (res[5]) ret.constant += parseInt(res[5]);
|
|
|
|
}
|
|
|
@@ -331,12 +396,12 @@ |
|
|
|
this.h = this.ch;
|
|
|
|
}
|
|
|
|
this.aspect = Math.min(this.cw / this.w, this.ch / this.h);
|
|
|
|
that.scale = Math.sqrt(this.w * this.w + this.h * this.h) / 13;
|
|
|
|
scale = Math.sqrt(this.w * this.w + this.h * this.h) / 13;
|
|
|
|
this.use_adapvite_timestep = true;
|
|
|
|
|
|
|
|
this.renderer = window.WebGLRenderingContext
|
|
|
|
? new THREE.WebGLRenderer({ antialias: true })
|
|
|
|
: new THREE.CanvasRenderer({ antialias: true });
|
|
|
|
: new THREE.CanvasRenderer({ antialias: true });
|
|
|
|
this.renderer.setSize(this.cw * 2, this.ch * 2);
|
|
|
|
this.renderer.shadowMapEnabled = true;
|
|
|
|
this.renderer.shadowMapSoft = true;
|
|
|
@@ -359,8 +424,8 @@ |
|
|
|
var ambientLight = new THREE.AmbientLight(0xf0f0f0);
|
|
|
|
this.scene.add(ambientLight);
|
|
|
|
var mw = Math.max(this.w, this.h);
|
|
|
|
var light = new THREE.SpotLight(0xffffff);
|
|
|
|
light.position.set(-mw / 2, mw / 2, mw * 2);
|
|
|
|
var light = new THREE.SpotLight(0xf0f0f0);
|
|
|
|
light.position.set(-mw * 2, mw / 2, mw * 2);
|
|
|
|
light.target.position.set(0, 0, 0);
|
|
|
|
light.castShadow = true;
|
|
|
|
light.shadowCameraNear = mw / 10;
|
|
|
@@ -376,14 +441,14 @@ |
|
|
|
var desk_body_material = new CANNON.Material();
|
|
|
|
var barrier_body_material = new CANNON.Material();
|
|
|
|
this.world.addContactMaterial(new CANNON.ContactMaterial(
|
|
|
|
desk_body_material, this.dice_body_material, 0.01, 0.5));
|
|
|
|
desk_body_material, this.dice_body_material, 0.01, 0.5));
|
|
|
|
this.world.addContactMaterial(new CANNON.ContactMaterial(
|
|
|
|
barrier_body_material, this.dice_body_material, 0, 1.0));
|
|
|
|
barrier_body_material, this.dice_body_material, 0, 1.0));
|
|
|
|
this.world.addContactMaterial(new CANNON.ContactMaterial(
|
|
|
|
this.dice_body_material, this.dice_body_material, 0, 0.5));
|
|
|
|
this.dice_body_material, this.dice_body_material, 0, 0.5));
|
|
|
|
|
|
|
|
this.desk = new THREE.Mesh(new THREE.PlaneGeometry(this.w * 2, this.h * 2, 1, 1),
|
|
|
|
new THREE.MeshLambertMaterial({ color: 0xffffff }));
|
|
|
|
new THREE.MeshLambertMaterial({ color: 0xffffff }));
|
|
|
|
this.desk.receiveShadow = true;
|
|
|
|
this.scene.add(this.desk);
|
|
|
|
|
|
|
@@ -419,8 +484,8 @@ |
|
|
|
var dice = that['create_' + type]();
|
|
|
|
dice.castShadow = true;
|
|
|
|
dice.dice_type = type;
|
|
|
|
dice.body = new CANNON.RigidBody(that.dice_mass[type],
|
|
|
|
dice.geometry.cannon_shape, this.dice_body_material);
|
|
|
|
dice.body = new CANNON.RigidBody(dice_mass[type],
|
|
|
|
dice.geometry.cannon_shape, this.dice_body_material);
|
|
|
|
dice.body.position.set(pos.x, pos.y, pos.z);
|
|
|
|
dice.body.quaternion.setFromAxisAngle(new CANNON.Vec3(axis.x, axis.y, axis.z), axis.a * Math.PI * 2);
|
|
|
|
dice.body.angularVelocity.set(angle.x, angle.y, angle.z);
|
|
|
@@ -442,7 +507,7 @@ |
|
|
|
if (dice.dice_stopped == true) continue;
|
|
|
|
var a = dice.body.angularVelocity, v = dice.body.velocity;
|
|
|
|
if (Math.abs(a.x) < e && Math.abs(a.y) < e && Math.abs(a.z) < e &&
|
|
|
|
Math.abs(v.x) < e && Math.abs(v.y) < e && Math.abs(v.z) < e) {
|
|
|
|
Math.abs(v.x) < e && Math.abs(v.y) < e && Math.abs(v.z) < e) {
|
|
|
|
if (dice.dice_stopped) {
|
|
|
|
if (time - dice.dice_stopped > 50) {
|
|
|
|
dice.dice_stopped = true;
|
|
|
@@ -465,8 +530,8 @@ |
|
|
|
for (var i in this.dices) {
|
|
|
|
var dice = this.dices[i], invert = dice.dice_type == 'd4' ? -1 : 1;
|
|
|
|
var intersects = (new THREE.Raycaster(
|
|
|
|
new THREE.Vector3(dice.position.x, dice.position.y, 200 * invert),
|
|
|
|
new THREE.Vector3(0, 0, -1 * invert))).intersectObjects([dice]);
|
|
|
|
new THREE.Vector3(dice.position.x, dice.position.y, 200 * invert),
|
|
|
|
new THREE.Vector3(0, 0, -1 * invert))).intersectObjects([dice]);
|
|
|
|
var matindex = intersects[0].face.materialIndex - 1;
|
|
|
|
if (dice.dice_type == 'd100') matindex *= 10;
|
|
|
|
values.push(matindex);
|
|
|
@@ -517,18 +582,18 @@ |
|
|
|
this.renderer.render(this.scene, this.camera);
|
|
|
|
}
|
|
|
|
|
|
|
|
function make_random_vector(vector) {
|
|
|
|
var random_angle = rnd() * Math.PI / 5 - Math.PI / 5 / 2;
|
|
|
|
var vec = {
|
|
|
|
x: vector.x * Math.cos(random_angle) - vector.y * Math.sin(random_angle),
|
|
|
|
y: vector.x * Math.sin(random_angle) + vector.y * Math.cos(random_angle)
|
|
|
|
};
|
|
|
|
if (vec.x == 0) vec.x = 0.01;
|
|
|
|
if (vec.y == 0) vec.y = 0.01;
|
|
|
|
return vec;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.dice_box.prototype.generate_vectors = function(notation, vector, boost) {
|
|
|
|
function make_random_vector(vector) {
|
|
|
|
var random_angle = rnd() * Math.PI / 5 - Math.PI / 5 / 2;
|
|
|
|
var vec = {
|
|
|
|
x: vector.x * Math.cos(random_angle) - vector.y * Math.sin(random_angle),
|
|
|
|
y: vector.x * Math.sin(random_angle) + vector.y * Math.cos(random_angle)
|
|
|
|
};
|
|
|
|
if (vec.x == 0) vec.x = 0.01;
|
|
|
|
if (vec.y == 0) vec.y = 0.01;
|
|
|
|
return vec;
|
|
|
|
}
|
|
|
|
|
|
|
|
var vectors = [];
|
|
|
|
for (var i in notation.set) {
|
|
|
|
var vec = make_random_vector(vector);
|
|
|
@@ -541,7 +606,7 @@ |
|
|
|
if (projector > 1.0) pos.y /= projector; else pos.x *= projector;
|
|
|
|
var velvec = make_random_vector(vector);
|
|
|
|
var velocity = { x: velvec.x * boost, y: velvec.y * boost, z: -10 };
|
|
|
|
var inertia = that.dice_inertia[notation.set[i]];
|
|
|
|
var inertia = dice_inertia[notation.set[i]];
|
|
|
|
var angle = {
|
|
|
|
x: -(rnd() * vec.y * 5 + inertia * vec.y),
|
|
|
|
y: rnd() * vec.x * 5 + inertia * vec.x,
|
|
|
@@ -557,7 +622,7 @@ |
|
|
|
this.clear();
|
|
|
|
for (var i in vectors) {
|
|
|
|
this.create_dice(vectors[i].set, vectors[i].pos, vectors[i].velocity,
|
|
|
|
vectors[i].angle, vectors[i].axis);
|
|
|
|
vectors[i].angle, vectors[i].axis);
|
|
|
|
}
|
|
|
|
this.callback = callback;
|
|
|
|
this.running = (new Date()).getTime();
|
|
|
@@ -588,9 +653,9 @@ |
|
|
|
|
|
|
|
this.dice_box.prototype.search_dice_by_mouse = function(ev) {
|
|
|
|
var intersects = (new THREE.Raycaster(this.camera.position,
|
|
|
|
(new THREE.Vector3((ev.clientX - this.cw) / this.aspect,
|
|
|
|
(ev.clientY - this.ch) / this.aspect, this.w / 9))
|
|
|
|
.sub(this.camera.position).normalize())).intersectObjects(this.dices);
|
|
|
|
(new THREE.Vector3((ev.clientX - this.cw) / this.aspect,
|
|
|
|
(ev.clientY - this.ch) / this.aspect, this.w / 9))
|
|
|
|
.sub(this.camera.position).normalize())).intersectObjects(this.dices);
|
|
|
|
if (intersects.length) return intersects[0].object.userData;
|
|
|
|
}
|
|
|
|
|
|
|
@@ -598,18 +663,18 @@ |
|
|
|
this.clear();
|
|
|
|
var step = this.w / 4.5;
|
|
|
|
this.pane = new THREE.Mesh(new THREE.PlaneGeometry(this.cw * 20, this.ch * 20, 1, 1),
|
|
|
|
new THREE.MeshPhongMaterial({ color: 0, ambient: 0xfbfbfb, emissive: 0 }));
|
|
|
|
new THREE.MeshPhongMaterial({ color: 0, ambient: 0xfbfbfb, emissive: 0 }));
|
|
|
|
this.pane.receiveShadow = true;
|
|
|
|
this.pane.position.set(0, 0, 1);
|
|
|
|
this.scene.add(this.pane);
|
|
|
|
|
|
|
|
var mouse_captured = false;
|
|
|
|
|
|
|
|
for (var i = 0, pos = -3; i < that.known_types.length; ++i, ++pos) {
|
|
|
|
var dice = $t.dice['create_' + that.known_types[i]]();
|
|
|
|
for (var i = 0, pos = -3; i < known_types.length; ++i, ++pos) {
|
|
|
|
var dice = $t.dice['create_' + known_types[i]]();
|
|
|
|
dice.position.set(pos * step, 0, step * 0.5);
|
|
|
|
dice.castShadow = true;
|
|
|
|
dice.userData = that.known_types[i];
|
|
|
|
dice.userData = known_types[i];
|
|
|
|
this.dices.push(dice); this.scene.add(dice);
|
|
|
|
}
|
|
|
|
|
|
|
|