diff --git a/dice/dice.js b/dice/dice.js index 5dfbec5..0367a17 100644 --- a/dice/dice.js +++ b/dice/dice.js @@ -66,42 +66,6 @@ var geom = make_geom(vertices, faces, radius, tab, af); geom.cannon_shape = create_shape(vertices, faces, radius); return geom; - - var chamfer_vertices = [], chamfer_vectors = [], chamfer_faces = []; - - for (var i = 0; i < vertices.length; ++i) { - chamfer_vectors.push((new THREE.Vector3).fromArray(vertices[i]).normalize()); - } - for (var i = 0; i < faces.length; ++i) { - var ii = faces[i], fl = ii.length - 1; - var center_point = new THREE.Vector3(); - var face = []; - for (var j = 0; j < fl; ++j) { - var vv = (new THREE.Vector3).fromArray(vertices[ii[j]]).normalize(); - center_point.add(vv); - face.push(chamfer_vectors.push(vv) - 1); - } - center_point.divideScalar(fl); - for (var j = 0; j < fl; ++j) { - var vv = chamfer_vectors[face[j]]; - vv.subVectors(vv, center_point); - vv.multiplyScalar(chamfer); - vv.addVectors(vv, center_point); - } - for (var j = 0; j < fl - 1; ++j) { - chamfer_faces.push([ii[j], ii[j + 1], face[j + 1], face[j], -1]); - } - chamfer_faces.push([ii[fl - 1], ii[0], face[0], face[fl - 1], -1]); - - face.push(ii[fl]); - chamfer_faces.push(face); - } - for (var i = 0; i < chamfer_vectors.length; ++i) { - chamfer_vertices.push(chamfer_vectors[i].toArray()); - } - var geom = make_geom(chamfer_vertices, chamfer_faces, radius, tab, af); - geom.cannon_shape = create_shape(vertices, faces, radius); - return geom; } var standard_d20_dice_face_labels = [' ', '0', '1', '2', '3', '4', '5', '6', '7', '8', @@ -113,8 +77,8 @@ if (type === 'd4') { return create_d4_materials(scale / 2, scale * 2); } else { - return _createDiceMaterials(diceInfo[type].labels, - scale * diceInfo[type].marginFactor, + return _createDiceMaterials(dieInfo[type].labels, + scale * dieInfo[type].marginFactor, labelColor, dieColor); } @@ -218,9 +182,10 @@ } 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) + for (var i = 0; i < labels.length; ++i) { materials.push(new THREE.MeshPhongMaterial($t.copyto(material_options, { map: create_d4_text(labels[i], labelColor, dieColor) }))); + } return materials; } @@ -262,8 +227,9 @@ function create_d10_geometry(radius) { var a = Math.PI * 2 / 10, k = Math.cos(a), h = 0.105, v = -1; var vertices = []; - for (var i = 0, b = 0; i < 10; ++i, b += a) + for (var i = 0, b = 0; i < 10; ++i, b += a) { 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], @@ -303,7 +269,7 @@ color: '#ffffff', emissive: '#000000', shininess: 70, - shading: THREE.FlatShading, + shading: THREE.FlatShading }; var labelColor = '#aaaaaa'; var dieColor = '#202020'; @@ -312,7 +278,7 @@ 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 = { + var dieInfo = { d4: {mass: 300, inertia: 5, radiusFactor: 1.2, marginFactor: null}, d6: {mass: 300, inertia: 13, radiusFactor: 0.9, marginFactor: 1, labels: standard_d20_dice_face_labels}, @@ -325,120 +291,131 @@ d20: {mass: 340, inertia: 10, radiusFactor: 1, marginFactor: 1, labels: standard_d20_dice_face_labels}, d100: {mass: 340, inertia: 10, radiusFactor: 0.9, marginFactor: 1.5, - labels: standard_d100_dice_face_labels}, + labels: standard_d100_dice_face_labels} }; var dieMaterialCache = {}, dieGeometryCache = {}; + function dieSignature(type, dieColor, labelColor) { + return dieInfo[type].labels + dieColor + labelColor; + } + this.create_d4 = function() { if (!dieGeometryCache.d4) { dieGeometryCache.d4 = createDieGeometry( 'd4', - scale * diceInfo.d4.radiusFactor + scale * dieInfo.d4.radiusFactor ); } - if (!dieMaterialCache.d4) { - dieMaterialCache.d4 = new THREE.MeshFaceMaterial( + var dieSig = dieSignature('d4', dieColor, labelColor); + if (!dieMaterialCache[dieSig]) { + dieMaterialCache[dieSig] = new THREE.MeshFaceMaterial( createDieMaterials('d4', dieColor, labelColor) ); } - return new THREE.Mesh(dieGeometryCache.d4, dieMaterialCache.d4); + return new THREE.Mesh(dieGeometryCache.d4, dieMaterialCache[dieSig]); }; this.create_d6 = function() { if (!dieGeometryCache.d6) { dieGeometryCache.d6 = createDieGeometry( 'd6', - scale * diceInfo.d6.radiusFactor + scale * dieInfo.d6.radiusFactor ); } - if (!dieMaterialCache[labelColor + dieColor]) { - dieMaterialCache[labelColor + dieColor] = new THREE.MeshFaceMaterial( + var dieSig = dieSignature('d6', dieColor, labelColor); + if (!dieMaterialCache[dieSig]) { + dieMaterialCache[dieSig] = new THREE.MeshFaceMaterial( createDieMaterials('d6', dieColor, labelColor) ); } - return new THREE.Mesh(dieGeometryCache.d6, dieMaterialCache[labelColor + dieColor]); + return new THREE.Mesh(dieGeometryCache.d6, dieMaterialCache[dieSig]); }; this.create_d8 = function(/*labelColor, dieColor*/) { if (!dieGeometryCache.d8) { dieGeometryCache.d8 = createDieGeometry( 'd8', - scale * diceInfo.d8.radiusFactor + scale * dieInfo.d8.radiusFactor ); } - if (!dieMaterialCache[labelColor + dieColor]) { - dieMaterialCache[labelColor + dieColor] = new THREE.MeshFaceMaterial( + var dieSig = dieSignature('d8', dieColor, labelColor); + if (!dieMaterialCache[dieSig]) { + dieMaterialCache[dieSig] = new THREE.MeshFaceMaterial( createDieMaterials('d8', dieColor, labelColor) ); } - return new THREE.Mesh(dieGeometryCache.d8, dieMaterialCache[labelColor + dieColor]); + return new THREE.Mesh(dieGeometryCache.d8, dieMaterialCache[dieSig]); } this.create_d10 = function() { if (!dieGeometryCache.d10) { dieGeometryCache.d10 = createDieGeometry( 'd10', - scale * diceInfo.d10.radiusFactor + scale * dieInfo.d10.radiusFactor ); } - if (!dieMaterialCache[labelColor + dieColor]) { - dieMaterialCache[labelColor + dieColor] = new THREE.MeshFaceMaterial( + var dieSig = dieSignature('d10', dieColor, labelColor); + if (!dieMaterialCache[dieSig]) { + dieMaterialCache[dieSig] = new THREE.MeshFaceMaterial( createDieMaterials('d10', labelColor, dieColor) ); } - return new THREE.Mesh(dieGeometryCache.d10, dieMaterialCache[labelColor + dieColor]); + return new THREE.Mesh(dieGeometryCache.d10, dieMaterialCache[dieSig]); } this.create_d12 = function() { if (!dieGeometryCache.d12) { dieGeometryCache.d12 = createDieGeometry( 'd12', - scale * diceInfo.d12.radiusFactor + scale * dieInfo.d12.radiusFactor ); } - if (!dieMaterialCache[labelColor + dieColor]) { - dieMaterialCache[labelColor + dieColor] = new THREE.MeshFaceMaterial( + var dieSig = dieSignature('d12', dieColor, labelColor); + if (!dieMaterialCache[dieSig]) { + dieMaterialCache[dieSig] = new THREE.MeshFaceMaterial( createDieMaterials('d12', dieColor, labelColor) ); } - return new THREE.Mesh(dieGeometryCache.d12, dieMaterialCache[labelColor + dieColor]); + return new THREE.Mesh(dieGeometryCache.d12, dieMaterialCache[dieSig]); } this.create_d20 = function() { if (!dieGeometryCache.d20) { dieGeometryCache.d20 = createDieGeometry( 'd20', - scale * diceInfo.d20.radiusFactor + scale * dieInfo.d20.radiusFactor ); } - if (!dieMaterialCache[dieColor + labelColor]) { - dieMaterialCache[dieColor + labelColor] = new THREE.MeshFaceMaterial( + var dieSig = dieSignature('d20', dieColor, labelColor); + if (!dieMaterialCache[dieSig]) { + dieMaterialCache[dieSig] = new THREE.MeshFaceMaterial( createDieMaterials('d20', dieColor, labelColor) ); } - return new THREE.Mesh(dieGeometryCache.d20, dieMaterialCache[labelColor + dieColor]); + return new THREE.Mesh(dieGeometryCache.d20, dieMaterialCache[dieSig]); } this.create_d100 = function() { if (!dieGeometryCache.d100) { dieGeometryCache.d100 = createDieGeometry( 'd100', - scale * diceInfo.d100.radiusFactor + scale * dieInfo.d100.radiusFactor ); } - if (!d100MaterialCache) { - d100MaterialCache = new THREE.MeshFaceMaterial( + var dieSig = dieSignature('d100', dieColor, labelColor); + if (!dieMaterialCache[dieSig]) { + dieMaterialCache[dieSig] = new THREE.MeshFaceMaterial( createDieMaterials('d100', labelColor, dieColor) ); } - return new THREE.Mesh(dieGeometryCache.d100, d100MaterialCache); - } + return new THREE.Mesh(dieGeometryCache.d100, dieMaterialCache[dieSig]); + }; this.parse_notation = function(notation) { var dr = /\s*(\d*)([a-z]+)(\d+)(\s*\+\s*(\d+)){0,1}\s*(\+|$)/gi;