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