Ver código fonte

First refactoring step

master
pai
commit
9a3d75947b
1 arquivos alterados com 190 adições e 125 exclusões
  1. +190
    -125
      dice/dice.js

+ 190
- 125
dice/dice.js Ver arquivo

@@ -7,12 +7,16 @@
function rnd() {
if (!random_storage.length && use_random_storage) {
try {
var random_responce = $t.rpc({ method: "random", n: 512 });
if (!random_responce.error)
random_storage = random_responce.result.random.data;
else use_random_storage = false;
var random_response = $t.rpc({ method: "random", n: 512 });
if (!random_response.error) {
random_storage = random_response.result.random.data;
}
else {
use_random_storage = false;
}
} catch (e) {
use_random_storage = false;
}
catch (e) { use_random_storage = false }
}
return random_storage.length ? random_storage.pop() : Math.random();
}
@@ -42,14 +46,14 @@
var aa = Math.PI * 2 / fl;
for (var j = 0; j < fl - 2; ++j) {
geom.faces.push(new THREE.Face3(ii[0], ii[j + 1], ii[j + 2], [geom.vertices[ii[0]],
geom.vertices[ii[j + 1]], geom.vertices[ii[j + 2]]], 0, ii[fl] + 1));
geom.vertices[ii[j + 1]], geom.vertices[ii[j + 2]]], 0, ii[fl] + 1));
geom.faceVertexUvs[0].push([
new THREE.Vector2((Math.cos(af) + 1 + tab) / 2 / (1 + tab),
(Math.sin(af) + 1 + tab) / 2 / (1 + tab)),
new THREE.Vector2((Math.cos(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab),
(Math.sin(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab)),
new THREE.Vector2((Math.cos(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab),
(Math.sin(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab))]);
new THREE.Vector2((Math.cos(af) + 1 + tab) / 2 / (1 + tab),
(Math.sin(af) + 1 + tab) / 2 / (1 + tab)),
new THREE.Vector2((Math.cos(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab),
(Math.sin(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab)),
new THREE.Vector2((Math.cos(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab),
(Math.sin(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab))]);
}
}
geom.computeFaceNormals();
@@ -81,7 +85,7 @@
for (var j = 0; j < fl; ++j) {
var vv = chamfer_vectors[face[j]];
vv.subVectors(vv, center_point);
vv.multiplyScalar(that.chamfer);
vv.multiplyScalar(chamfer);
vv.addVectors(vv, center_point);
}
for (var j = 0; j < fl - 1; ++j) {
@@ -100,14 +104,14 @@
return geom;
}
this.standart_d20_dice_face_labels = [' ', '0', '1', '2', '3', '4', '5', '6', '7', '8',
'9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'];
this.standart_d100_dice_face_labels = [' ', '00', '10', '20', '30', '40', '50',
'60', '70', '80', '90'];
var standard_d20_dice_face_labels = [' ', '0', '1', '2', '3', '4', '5', '6', '7', '8',
'9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'];
var standard_d100_dice_face_labels = [' ', '00', '10', '20', '30', '40', '50',
'60', '70', '80', '90'];
this.create_dice_materials = function(face_labels, size, margin) {
function create_dice_materials(face_labels, size, margin, labelColor, diceColor) {
function create_text_texture(text, color, back_color) {
if (text == undefined) return null;
if (text === undefined) return null;
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
canvas.width = size + margin;
@@ -127,13 +131,20 @@
return texture;
}
var materials = [];
for (var i = 0; i < face_labels.length; ++i)
materials.push(new THREE.MeshPhongMaterial($t.copyto(this.material_options,
{ map: create_text_texture(face_labels[i], this.label_color, this.dice_color) })));
for (var i = 0; i < face_labels.length; ++i) {
materials.push(
new THREE.MeshPhongMaterial(
$t.copyto(material_options,
{map: create_text_texture(face_labels[i],
labelColor,
diceColor)})
)
);
}
return materials;
}
};
this.create_d4_materials = function(size, margin) {
function create_d4_materials(size, margin) {
function create_d4_text(text, color, back_color) {
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
@@ -148,7 +159,7 @@
context.translate(0, size / 10);
for (var i in text) {
context.fillText(text[i], canvas.width / 2,
canvas.height / 2 - size - margin / 10);
canvas.height / 2 - size - margin / 10);
context.translate(canvas.width / 2, canvas.height / 2);
context.rotate(Math.PI * 2 / 3);
context.translate(-canvas.width / 2, -canvas.height / 2);
@@ -160,8 +171,8 @@
var materials = [];
var labels = [[], [0, 0, 0], [2, 4, 3], [1, 3, 4], [2, 1, 4], [1, 2, 3]];
for (var i = 0; i < labels.length; ++i)
materials.push(new THREE.MeshPhongMaterial($t.copyto(this.material_options,
{ map: create_d4_text(labels[i], this.label_color, this.dice_color) })));
materials.push(new THREE.MeshPhongMaterial($t.copyto(material_options,
{ map: create_d4_text(labels[i], labelColor, diceColor) })));
return materials;
}
@@ -173,16 +184,16 @@
this.create_d6_geometry = function(radius) {
var vertices = [[-1, -1, -1], [1, -1, -1], [1, 1, -1], [-1, 1, -1],
[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]];
[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]];
var faces = [[0, 3, 2, 1, 1], [1, 2, 6, 5, 2], [0, 1, 5, 4, 3],
[3, 7, 6, 2, 4], [0, 4, 7, 3, 5], [4, 5, 6, 7, 6]];
[3, 7, 6, 2, 4], [0, 4, 7, 3, 5], [4, 5, 6, 7, 6]];
return create_geom(vertices, faces, radius, 0.1, Math.PI / 4);
}
this.create_d8_geometry = function(radius) {
var vertices = [[1, 0, 0], [-1, 0, 0], [0, 1, 0], [0, -1, 0], [0, 0, 1], [0, 0, -1]];
var faces = [[0, 2, 4, 1], [0, 4, 3, 2], [0, 3, 5, 3], [0, 5, 2, 4], [1, 3, 4, 5],
[1, 4, 2, 6], [1, 2, 5, 7], [1, 5, 3, 8]];
[1, 4, 2, 6], [1, 2, 5, 7], [1, 5, 3, 8]];
return create_geom(vertices, faces, radius, 0, -Math.PI / 4 / 2);
}
@@ -193,100 +204,154 @@
vertices.push([Math.cos(b), Math.sin(b), h * (i % 2 ? 1 : -1)]);
vertices.push([0, 0, -1]); vertices.push([0, 0, 1]);
var faces = [[5, 7, 11, 0], [4, 2, 10, 1], [1, 3, 11, 2], [0, 8, 10, 3], [7, 9, 11, 4],
[8, 6, 10, 5], [9, 1, 11, 6], [2, 0, 10, 7], [3, 5, 11, 8], [6, 4, 10, 9],
[1, 0, 2, v], [1, 2, 3, v], [3, 2, 4, v], [3, 4, 5, v], [5, 4, 6, v],
[5, 6, 7, v], [7, 6, 8, v], [7, 8, 9, v], [9, 8, 0, v], [9, 0, 1, v]];
[8, 6, 10, 5], [9, 1, 11, 6], [2, 0, 10, 7], [3, 5, 11, 8], [6, 4, 10, 9],
[1, 0, 2, v], [1, 2, 3, v], [3, 2, 4, v], [3, 4, 5, v], [5, 4, 6, v],
[5, 6, 7, v], [7, 6, 8, v], [7, 8, 9, v], [9, 8, 0, v], [9, 0, 1, v]];
return create_geom(vertices, faces, radius, 0, Math.PI * 6 / 5);
}
this.create_d12_geometry = function(radius) {
var p = (1 + Math.sqrt(5)) / 2, q = 1 / p;
var vertices = [[0, q, p], [0, q, -p], [0, -q, p], [0, -q, -p], [p, 0, q],
[p, 0, -q], [-p, 0, q], [-p, 0, -q], [q, p, 0], [q, -p, 0], [-q, p, 0],
[-q, -p, 0], [1, 1, 1], [1, 1, -1], [1, -1, 1], [1, -1, -1], [-1, 1, 1],
[-1, 1, -1], [-1, -1, 1], [-1, -1, -1]];
[p, 0, -q], [-p, 0, q], [-p, 0, -q], [q, p, 0], [q, -p, 0], [-q, p, 0],
[-q, -p, 0], [1, 1, 1], [1, 1, -1], [1, -1, 1], [1, -1, -1], [-1, 1, 1],
[-1, 1, -1], [-1, -1, 1], [-1, -1, -1]];
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],
[6, 18, 2, 0, 16, 5], [18, 11, 9, 14, 2, 6], [1, 17, 10, 8, 13, 7], [1, 13, 5, 15, 3, 8],
[13, 8, 12, 4, 5, 9], [5, 4, 14, 9, 15, 10], [0, 12, 8, 10, 16, 11], [3, 19, 7, 17, 1, 12]];
[6, 18, 2, 0, 16, 5], [18, 11, 9, 14, 2, 6], [1, 17, 10, 8, 13, 7], [1, 13, 5, 15, 3, 8],
[13, 8, 12, 4, 5, 9], [5, 4, 14, 9, 15, 10], [0, 12, 8, 10, 16, 11], [3, 19, 7, 17, 1, 12]];
return create_geom(vertices, faces, radius, 0.2, -Math.PI / 4 / 2);
}
this.create_d20_geometry = function(radius) {
var t = (1 + Math.sqrt(5)) / 2;
var vertices = [[-1, t, 0], [1, t, 0 ], [-1, -t, 0], [1, -t, 0],
[0, -1, t], [0, 1, t], [0, -1, -t], [0, 1, -t],
[t, 0, -1], [t, 0, 1], [-t, 0, -1], [-t, 0, 1]];
[0, -1, t], [0, 1, t], [0, -1, -t], [0, 1, -t],
[t, 0, -1], [t, 0, 1], [-t, 0, -1], [-t, 0, 1]];
var faces = [[0, 11, 5, 1], [0, 5, 1, 2], [0, 1, 7, 3], [0, 7, 10, 4], [0, 10, 11, 5],
[1, 5, 9, 6], [5, 11, 4, 7], [11, 10, 2, 8], [10, 7, 6, 9], [7, 1, 8, 10],
[3, 9, 4, 11], [3, 4, 2, 12], [3, 2, 6, 13], [3, 6, 8, 14], [3, 8, 9, 15],
[4, 9, 5, 16], [2, 4, 11, 17], [6, 2, 10, 18], [8, 6, 7, 19], [9, 8, 1, 20]];
[1, 5, 9, 6], [5, 11, 4, 7], [11, 10, 2, 8], [10, 7, 6, 9], [7, 1, 8, 10],
[3, 9, 4, 11], [3, 4, 2, 12], [3, 2, 6, 13], [3, 6, 8, 14], [3, 8, 9, 15],
[4, 9, 5, 16], [2, 4, 11, 17], [6, 2, 10, 18], [8, 6, 7, 19], [9, 8, 1, 20]];
return create_geom(vertices, faces, radius, -0.2, -Math.PI / 4 / 2);
}
this.scale = 50;
this.chamfer = 0.6;
this.material_options = {
var scale = 50;
var chamfer = 0.6;
var material_options = {
specular: '#171d1f',
color: '#ffffff',
emissive: '#000000',
shininess: 70,
shading: THREE.FlatShading,
};
this.label_color = '#aaaaaa';
this.dice_color = '#202020';
this.known_types = ['d4', 'd6', 'd8', 'd10', 'd12', 'd20', 'd100'];
this.dice_mass = { 'd4': 300, 'd6': 300, 'd8': 340, 'd10': 350, 'd12': 380, 'd20': 400, 'd100': 350 };
this.dice_inertia = { 'd4': 5, 'd6': 13, 'd8': 10, 'd10': 9, 'd12': 8, 'd20': 6, 'd100': 9 };
var labelColor = '#aaaaaa';
var diceColor = '#202020';
var d4MaterialCache, d100MaterialCache;
var known_types = ['d4', 'd6', 'd8', 'd10', 'd12', 'd20', 'd100'];
var dice_mass = { 'd4': 300, 'd6': 300, 'd8': 340, 'd10': 350, 'd12': 380, 'd20': 400, 'd100': 350 };
var dice_inertia = { 'd4': 5, 'd6': 13, 'd8': 10, 'd10': 9, 'd12': 8, 'd20': 6, 'd100': 9 };
var diceInfo = {
d4: {mass: 300, inertia: 5, scaleMultiplier: 1.2},
d6: {mass: 300, inertia: 13, scaleMultiplier: 0.9},
d8: {mass: 340, inertia: 10, scaleMultiplier: 1},
d10: {mass: 340, inertia: 10, scaleMultiplier: 0.9},
d12: {mass: 340, inertia: 10, scaleMultiplier: 0.9},
d20: {mass: 340, inertia: 10, scaleMultiplier: 1},
d100: {mass: 340, inertia: 10, scaleMultiplier: 0.9},
};
var diceMaterialCache = {}, diceGeometryCache = {};
this.create_d4 = function() {
if (!this.d4_geometry) this.d4_geometry = this.create_d4_geometry(this.scale * 1.2);
if (!this.d4_material) this.d4_material = new THREE.MeshFaceMaterial(
this.create_d4_materials(this.scale / 2, this.scale * 2));
return new THREE.Mesh(this.d4_geometry, this.d4_material);
}
if (!diceGeometryCache.d4) {
diceGeometryCache.d4 = this.create_d4_geometry(scale * diceInfo.d4.scaleMultiplier);
}
if (!diceMaterialCache.d4) {
diceMaterialCache.d4 = new THREE.MeshFaceMaterial(
create_d4_materials(scale / 2, scale * 2)
);
}
return new THREE.Mesh(diceGeometryCache.d4, diceMaterialCache.d4);
};
this.create_d6 = function() {
if (!this.d6_geometry) this.d6_geometry = this.create_d6_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.d6_geometry, this.dice_material);
}
this.create_d8 = function() {
if (!this.d8_geometry) this.d8_geometry = this.create_d8_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 * 1.2));
return new THREE.Mesh(this.d8_geometry, this.dice_material);
}
this.create_d10 = function() {
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);
}


Carregando…
Cancelar
Salvar