diff options
| author | Jules Laplace <jules@okfoc.us> | 2014-11-03 12:45:43 -0500 |
|---|---|---|
| committer | Jules Laplace <jules@okfoc.us> | 2014-11-03 12:45:43 -0500 |
| commit | b520c42277cfa0638963142bf7bc087f8ab24b8c (patch) | |
| tree | b6eb0d0b26826dca28bfdd32b66de62ab99dcbc1 | |
| parent | 22bf04c9b56fafadc3c3be54dceb6665243331cd (diff) | |
| parent | 18f1bc14f610cdb0dddd273e8c55ea5c2e547a94 (diff) | |
merge
| -rw-r--r-- | public/assets/javascripts/rectangles/engine/rooms/mover.js | 283 | ||||
| -rw-r--r-- | public/assets/javascripts/rectangles/models/wall.js | 28 | ||||
| -rwxr-xr-x | public/assets/stylesheets/app.css | 55 | ||||
| -rw-r--r-- | public/assets/test/intersect3.html | 164 |
4 files changed, 365 insertions, 165 deletions
diff --git a/public/assets/javascripts/rectangles/engine/rooms/mover.js b/public/assets/javascripts/rectangles/engine/rooms/mover.js index 8ce00fe..5682be8 100644 --- a/public/assets/javascripts/rectangles/engine/rooms/mover.js +++ b/public/assets/javascripts/rectangles/engine/rooms/mover.js @@ -4,6 +4,15 @@ Rooms.mover = new function(){ base.room = null base.noclip = false + var cursor = base.cursor = new Rect (0,0,0,0) + var cursor_copy = new Rect (0,0,0,0) + var wall_vec = new Rect (0,0,0,0) + var intersect = new vec2(0,0) + + var origins = new Rect() + origins.x = cursor.x + origins.y = wall_vec.x + base.init = function(){ base.bind() base.update(scene.camera) @@ -20,6 +29,7 @@ Rooms.mover = new function(){ } base.update = function(pos){ + var intersect, collision, distance var radius = scene.camera.radius cam.y = pos.y @@ -33,14 +43,37 @@ Rooms.mover = new function(){ return } - // check if we've breached one of the walls.. clamp position if so - var collision = base.room.collidesDisc(cam, pos, radius) - - if (collision && ! base.noclip) { - cam.x = (collision & LEFT_RIGHT) ? base.room.rect.x.clampDisc(pos.x, radius) : pos.x - cam.z = (collision & FRONT_BACK) ? base.room.rect.y.clampDisc(pos.z, radius) : pos.z - return + distance = sqrt(pow(cam.x-pos.x, 2), pow(cam.z-pos.z, 2)) + + // check if we've breached one of the walls.. clamp position if so. + // there are two algorithms for this now, ridiculously.. + // - the first one is smoother, best for keyboard use + // but if the distance travelled is greater than the min. distance from the wall, + // then there is a possibility of ejection from the room. so is bad for phone/mousewheel. + + // - the second one determines fortuitously if we have breached any of the walls + // however it can get jumpy if you run into a wall.. thus it is best for devices like phone or mousewheel + // the benefit is you will never leave the room. + if (base.noclip) { + // in no-clip mode we walk through walls. } + else if (distance < radius) { + collision = base.room.collidesDisc(cam, pos, radius) + + if (collision) { + cam.x = (collision & LEFT_RIGHT) ? base.room.rect.x.clampDisc(pos.x, radius) : pos.x + cam.z = (collision & FRONT_BACK) ? base.room.rect.y.clampDisc(pos.z, radius) : pos.z + return + } + } + else { + intersect = base.intersect(pos) + if (intersect) { + cam.x = intersect.a + cam.z = intersect.b + return + } + } // in this case, we appear to have left the room.. // $(".face.active").removeClass("active") @@ -48,89 +81,6 @@ Rooms.mover = new function(){ base.room = null } -/* - var dz = new vec2( cam.z, pos.z ) - dz.normalize() - - var dx = new vec2( cam.x, pos.x ) - dx.normalize() - - // first check if the cam-pos movement intersects the wall. - // next check if it intersects any of the surface frames - // if we can pass through the wall at this point, we do not need to clamp. - // otherwise, get the distance along the cam-pos vector where we would hit the wall and clamp to it. - Walls.list.forEach(function(wall){ - var t = -1 - switch (wall.side) { - case FRONT: - if (cam.z >= wall.edge + radius && wall.edge + radius >= pos.z && wall.vec.intersects(dx) ) { - t = check_intersection( front_back_intersection, cam, pos, dx, wall, radius ) - } - break - case BACK: - // console.log(cam.z|0, wall.edge-radius, pos.z|0, wall.vec.intersects(dx)) - if (cam.z <= wall.edge - radius && wall.edge - radius <= pos.z && wall.vec.intersects(dx) ) { - t = check_intersection( front_back_intersection, cam, pos, dx, wall, -radius ) - console.log(t) - } - break - case LEFT: - if (cam.x >= wall.edge + radius && wall.edge + radius >= pos.x && wall.vec.intersects(dz) ) { - t = check_intersection( left_right_intersection, cam, pos, dz, wall, radius ) - } - break - case RIGHT: - if (cam.x <= wall.edge - radius && wall.edge - radius <= pos.x && wall.vec.intersects(dz) ) { - t = check_intersection( left_right_intersection, cam, pos, dz, wall, -radius ) - } - break - } - if (0 <= t && t <= 1) { - pos.x = cam.x + (pos.x - cam.x) * t - pos.z = cam.z + (pos.z - cam.z) * t - - dz = new vec2( cam.z, pos.z ) - dz.normalize() - - dx = new vec2( cam.x, pos.x ) - dx.normalize() - } - }) - - function check_intersection(intersection_function, cam, pos, cam_pos_vector, wall, radius) { - var t = -1 - wall.surface.faces.some(function(face, i){ - if (face.y.a == 0 && face.x.intersects(cam_pos_vector)) { - t = intersection_function( cam, pos, wall, face, radius ) - console.log(">>", t) - if (0 <= t && t <= 1) { - return true - } - else { - t = -1 - } - } - return false - }) - return t - } - function left_right_intersection (cam, pos, wall, face, radius) { - var perp_n = (face.x.a - face.x.b) * (wall.edge - cam.z + radius) - var perp_d = (face.x.a - face.x.b) * (pos.z - cam.z) - if (perp_d == 0) return Infinity - return perp_n / perp_d - } - function front_back_intersection (cam, pos, wall, face, radius) { - // va.vx*vb.vy - va.vy*vb.vx - var perp_n = (face.x.b - face.x.a) * (wall.edge - cam.x + radius) - var perp_d = (face.x.b - face.x.a) * (pos.x - cam.x) - - console.log((pos.x - cam.x), wall.edge - cam.x, radius) - - if (perp_d == 0) return Infinity - return perp_n / perp_d - } -*/ // collision test failed, so update position cam.x = pos.x cam.z = pos.z @@ -148,7 +98,158 @@ Rooms.mover = new function(){ } app.tube("change-room", { room: base.room }) } - } + base.intersect = function(pos){ + var closest_intersect, closest_wall, new_t, wall_t, t, min_t = 1 + + cursor_copy.x.a = cursor.x.a = cam.x + cursor_copy.x.b = cursor.x.b = cam.z + cursor_copy.y.a = cursor.y.a = pos.x + cursor_copy.y.b = cursor.y.b = pos.z + + cursor_copy.extend_ends(scene.camera.radius) + + origins.x = cursor_copy.x + origins.y = wall_vec.x + + Walls.list.forEach(function(wall, i){ + var actually_intersects = false, intersecting_face + + wall.get_points(wall_vec) + + + t = perp(origins, wall_vec) / ( perp(cursor_copy, wall_vec) || 0.0000001 ) + + if ( min_t < t || t < 0 || 1 < t ) return + + intersect.a = cursor_copy.x.a + ( cursor_copy.y.a - cursor_copy.x.a ) * t + intersect.b = cursor_copy.x.b + ( cursor_copy.y.b - cursor_copy.x.b ) * t + if ( ! is_collinear( intersect, wall_vec ) ) return + + if (wall.side & LEFT_RIGHT) { + intersecting_face = wall.surface.face_for_x(intersect.b) + } + else { + intersecting_face = wall.surface.face_for_x(intersect.a) + } + + actually_intersects = !! (intersecting_face && intersecting_face.y.a == 0) + if (actually_intersects) { + closest_intersect = intersect.clone() + closest_wall = wall_vec.clone() + min_t = t + } + }) + + if (closest_intersect) { + + var aw, len, dd + aw = angle(closest_wall) + wall_vec.assign(closest_wall) + wall_vec.x.a -= scene.camera.radius * sin(aw) + wall_vec.x.b += scene.camera.radius * cos(aw) + wall_vec.y.a -= scene.camera.radius * sin(aw) + wall_vec.y.b += scene.camera.radius * cos(aw) + + origins.x = cursor.x + origins.y = wall_vec.x + + new_t = perp(origins, wall_vec) / ( perp(cursor, wall_vec) || 0.0000001 ) + wall_t = perp(origins, cursor) / ( perp(wall_vec, cursor) || 0.0000001 ) + + intersect.a = cursor.x.a + ( cursor.y.a - cursor.x.a ) * new_t + intersect.b = cursor.x.b + ( cursor.y.b - cursor.x.b ) * new_t + + // here compare len to the length of the wall in the direction we are travelling + dd = dot2(diff(closest_wall), diff(cursor)) + len = sqrt(dot(wall_vec, wall_vec)) + + if (dd > 0) { + len *= 1-abs(wall_t) + } + else { + len *= abs(wall_t) + aw += PI + } + + len = clamp(len, 0, (1-min_t) * sqrt(dot(cursor, cursor))) + + intersect.a += len * cos(aw) + intersect.b += len * sin(aw) + + wall_vec.normalize() + intersect.a = clamp(intersect.a, wall_vec.x.a, wall_vec.y.a) + intersect.b = clamp(intersect.b, wall_vec.x.b, wall_vec.y.b) + + return intersect + } + else { + return cursor.y + } + } + function diff (v) { + return new vec2(v.y.a - v.x.a, v.y.b - v.x.b) + } + function angle (va) { + return atan2(va.y.b - va.x.b, va.y.a - va.x.a) + } + function angle2 (pa, pb) { + return atan2(pb.b - pa.b, pb.a - pa.a) + } + function normal (va) { + return atan2(va.x.a - va.y.a, va.y.b - va.x.b) + } + function dot (va, vb) { + return (va.y.a - va.x.a) * (vb.y.a - vb.x.a) + (va.y.b - va.x.b) * (vb.y.b - vb.x.b) + } + function dot2 (pa, pb) { + return pa.a * pb.a + pa.b * pb.b + } + function perp (va, vb) { + return (va.y.a - va.x.a) * (vb.y.b - vb.x.b) - (va.y.b - va.x.b) * (vb.y.a - vb.x.a) + } + function is_collinear (p, vec) { + var on_x, on_y + var pa = round(p.a), pb = round(p.b) + + if (vec.x.a < vec.y.a) { + on_x = vec.x.a <= pa && pa <= vec.y.a + } + else { + on_x = vec.x.a >= pa && pa >= vec.y.a + } + + if (vec.x.b < vec.y.b) { + on_y = vec.x.b <= pb && pb <= vec.y.b + } + else { + on_y = vec.x.b >= pb && pb >= vec.y.b + } + + return !! (on_x && on_y) + } + cursor_copy.extend_ends = function(n){ + var a = angle(this) + this.x.a -= n*cos(a) + this.x.b -= n*sin(a) + this.y.a += n*cos(a) + this.y.b += n*sin(a) + return this + } + wall_vec.normalize = function(){ + var carry + if (this.x.a > this.y.a) { + console.log("SWAP X") + carry = this.x.a + this.x.a = this.y.a + this.y.a = carry + } + if (this.x.b > this.y.b) { + console.log("SWAP Y") + carry = this.x.b + this.x.b = this.y.b + this.y.b = carry + } + } } diff --git a/public/assets/javascripts/rectangles/models/wall.js b/public/assets/javascripts/rectangles/models/wall.js index 8590de7..a026c3c 100644 --- a/public/assets/javascripts/rectangles/models/wall.js +++ b/public/assets/javascripts/rectangles/models/wall.js @@ -25,6 +25,34 @@ Wall.prototype.toString = function(){ return this.vec.toString() } + Wall.prototype.get_points = function(wall_vec){ + wall_vec = wall_vec || new Rect () + if (this.side & LEFT) { + wall_vec.x.a = this.edge + wall_vec.x.b = this.vec.b + wall_vec.y.a = this.edge + wall_vec.y.b = this.vec.a + } + else if (this.side & RIGHT) { + wall_vec.x.a = this.edge + wall_vec.x.b = this.vec.a + wall_vec.y.a = this.edge + wall_vec.y.b = this.vec.b + } + else if (this.side & FRONT) { + wall_vec.x.a = this.vec.a + wall_vec.x.b = this.edge + wall_vec.y.a = this.vec.b + wall_vec.y.b = this.edge + } + else if (this.side & BACK) { + wall_vec.x.a = this.vec.b + wall_vec.x.b = this.edge + wall_vec.y.a = this.vec.a + wall_vec.y.b = this.edge + } + return wall_vec + } Wall.prototype.reset = function(){ } diff --git a/public/assets/stylesheets/app.css b/public/assets/stylesheets/app.css index 6e42050..94430dd 100755 --- a/public/assets/stylesheets/app.css +++ b/public/assets/stylesheets/app.css @@ -71,10 +71,10 @@ a{ left: 0; z-index: 6; } -#header.black .logo:hover { +.desktop #header.black .logo:hover { background: white; } -#header.black .logo:hover path { +.desktop #header.black .logo:hover path { fill: black; } #header.black path { @@ -83,11 +83,11 @@ a{ #header.black .topLinks a { color: white; } -#header.black .topLinks a:hover { +.desktop #header.black .topLinks a:hover { color: black; background-color: white; } -#header.black a#help-button:hover { +.desktop #header.black a#help-button:hover { background-color: transparent; text-shadow: 0 0 3px #fff, 0 0 3px #fff, 0 0 3px #fff, 0 0 3px #fff, 0 0 3px #fff; } @@ -135,7 +135,7 @@ a{ color:#444; } -.videoModal .ion-ios7-close-empty:hover { +.desktop .videoModal .ion-ios7-close-empty:hover { color:black; } @@ -175,7 +175,7 @@ a{ animation:1s redpulse infinite linear; } .topLinks a.ion-help-circled.active, -.topLinks a.ion-help-circled:hover { +.desktop .topLinks a.ion-help-circled:hover { background:transparent; color:red; } @@ -435,7 +435,7 @@ iframe.embed { background-size: contain; background-position: center; } -.projectList a:hover .room .mask { +.desktop .projectList a:hover .room .mask { background-color: rgba(128,128,128,0.1); } .room .images { @@ -522,12 +522,12 @@ iframe.embed { letter-spacing: 0.3px; } -.page .room .holder a:hover { +.desktop .page .room .holder a:hover { background:black; color:white; } -.projectList a:hover label { +.desktop .projectList a:hover label { background:black; color:white; } @@ -624,7 +624,7 @@ iframe.embed { font-size: 13px; } -.footer a:hover{ +.desktop .footer a:hover{ text-decoration:underline; } @@ -679,7 +679,7 @@ iframe.embed { .page .topLinks a:last-child { border-right:0px solid; } -.topLinks a:hover { +.desktop .topLinks a:hover { background: black; color: white; } @@ -696,7 +696,7 @@ iframe.embed { background:white!important; } -.profilepage .bio a:hover { +.desktop .profilepage .bio a:hover { text-decoration:underline; } @@ -780,7 +780,7 @@ iframe.embed { padding: 10px; font-size: 18px; } -.profilepage .about h2 .btn:hover { +.desktop .profilepage .about h2 .btn:hover { background:black; color:white; } @@ -838,7 +838,7 @@ border-left: 1px solid black; } -.templates span:hover .image { +.desktop .templates span:hover .image { background-color: #f00; cursor:pointer; } @@ -1040,10 +1040,10 @@ border-left: 1px solid black; padding:6px 8px 9px 8px; } -.logo:hover { +.desktop .logo:hover { background:black; } -.logo:hover svg { +.desktop .logo:hover svg { fill:white; } .profile{ @@ -1393,24 +1393,6 @@ border-left: 1px solid black; z-index: 4; } -.editBtn{ - color: red; - padding: 3px; - font-size: 12px; - display: inline-block; - cursor:pointer; - font-weight:600; - text-decoration:none; - position: absolute; - right: 10px; - top: 10px; -} - -.editBtn:hover { - background:red; - color:white; -} - .deleteArmed .mediaDrawer h3 { background:#FF3B30; color:white; @@ -2444,7 +2426,7 @@ a[data-role="forgot-password"] { } .aboutRoom h1 { - font-size:28px; + font-size:26px; } .txt { font-size:12px; @@ -2467,6 +2449,7 @@ a[data-role="forgot-password"] { .aboutRoom h1 a{ text-decoration: none; font-style: italic; + font-weight:500; } .desktop .aboutRoom h1 a:hover { @@ -2698,7 +2681,7 @@ a[data-role="forgot-password"] { height: 180px; width: 50%; display: inline-block; - padding-top: 20px; + padding-top: 40px; } .profilePic { diff --git a/public/assets/test/intersect3.html b/public/assets/test/intersect3.html index 4fec891..5440a76 100644 --- a/public/assets/test/intersect3.html +++ b/public/assets/test/intersect3.html @@ -35,7 +35,7 @@ var scene = new MX.Scene() var w = canvas.width = window.innerWidth var h = canvas.height = window.innerHeight -var cursor = new Rect( 150, 250, 150, 250 ) +var cursor = new Rect( new vec2(400, 200), new vec2(800, 500) ) var wall_vec = new Rect ( 0, 0, 0, 0 ) var points = [ cursor.x, cursor.y ] @@ -67,10 +67,9 @@ Rooms.clipper.update() Rooms.builder.build() Rooms.grouper.build() -var r = 4 +var r = 6 var intersect = new vec2 () -var intersects = [] var dragging = false, dragging_a, dragging_b var delta = new vec2( 0, 0 ) @@ -102,7 +101,7 @@ var mymouse = new mouse({ }, }) -function draw () { +function draw (time) { ctx.fillStyle = "#fff" ctx.fillRect(0,0,w,h) @@ -115,28 +114,23 @@ function draw () { points.forEach(drawPoint) drawLine(cursor.x, cursor.y, "#f00") - hud.innerHTML = "" - intersects.length = 0 - +// hud.innerHTML = "" + var closest_intersect, t, min_t = 1 + var cursor_copy = cursor.extend_ends(scene.camera.radius) + + hud.innerHTML = cursor_copy.x + drawPoint(cursor_copy.x, "#ff0") + Walls.list.forEach(function(wall, i){ - if (wall.side & LEFT_RIGHT) { - wall_vec.x.a = wall.edge - wall_vec.x.b = wall.vec.a - wall_vec.y.a = wall.edge - wall_vec.y.b = wall.vec.b - } - else { - wall_vec.x.a = wall.vec.a - wall_vec.x.b = wall.edge - wall_vec.y.a = wall.vec.b - wall_vec.y.b = wall.edge - } - drawLine(wall_vec.x, wall_vec.y, "#888", true) - drawLine(origins.x, origins.y, "rgba(0,0,0,0.1)") + wall.get_points(wall_vec) + drawLine(wall_vec.x, wall_vec.y, "#088") - var t = perp(origins, wall_vec) / ( perp(cursor, wall_vec) || 0.0000001 ) - intersect.a = cursor.x.a + ( cursor.y.a - cursor.x.a ) * t - intersect.b = cursor.x.b + ( cursor.y.b - cursor.x.b ) * t + origins.x = cursor_copy.x + origins.y = wall_vec.x + + t = perp(origins, wall_vec) / ( perp(cursor_copy, wall_vec) || 0.0000001 ) + intersect.a = cursor_copy.x.a + ( cursor_copy.y.a - cursor_copy.x.a ) * t + intersect.b = cursor_copy.x.b + ( cursor_copy.y.b - cursor_copy.x.b ) * t var collinear = is_collinear( intersect, wall_vec ) var long_enough_to_intersect = 0 <= t && t <= 1 @@ -168,20 +162,72 @@ function draw () { } drawPoint(intersect) - if (intersecting_face) { - hud.innerHTML += intersecting_face.y.a + "<br>" - var clone = intersect.clone() - clone.t = t - intersects.push( clone ) + if (actually_intersects && t < min_t) { + min_t = t + closest_intersect = intersect.clone() + closest_wall = wall_vec.clone() } }) - if (intersects.length) { - // get the intersect with smallest T value - // get the angle of the cam/pos vector - // move the desired position to pos - 20px - // display this point + if (closest_intersect) { + var a = angle(closest_wall) + wall_vec.assign(closest_wall) + wall_vec.x.a -= scene.camera.radius * sin(a) + wall_vec.x.b += scene.camera.radius * cos(a) + wall_vec.y.a -= scene.camera.radius * sin(a) + wall_vec.y.b += scene.camera.radius * cos(a) + + drawLine(wall_vec.x, wall_vec.y, "rgba(0,255,255,1.0)") + + origins.x = cursor.x + origins.y = wall_vec.x + + var new_t = perp(origins, wall_vec) / ( perp(cursor, wall_vec) || 0.0000001 ) + var wall_t = perp(origins, cursor) / ( perp(wall_vec, cursor) || 0.0000001 ) + + var closest_intersect2 = new vec2 () + closest_intersect2.a = cursor.x.a + ( cursor.y.a - cursor.x.a ) * new_t + closest_intersect2.b = cursor.x.b + ( cursor.y.b - cursor.x.b ) * new_t + + ctx.fillStyle = "#0ff" + drawPoint(closest_intersect2) + drawLine(cursor.x, closest_intersect2, "#00f") + + var len = sqrt(dot(wall_vec, wall_vec)) + + // here compare len to the length of the wall in the direction we are travelling + var aw = angle(closest_wall) + var dd = dot2(diff(closest_wall), diff(cursor)) + +// hud.innerHTML += " " + dd + " " + round(deg(aw)) + if (dd > 0) { + len *= 1-abs(wall_t) + } + else { + len *= abs(wall_t) + aw += PI + } + + len = clamp(len, 0, (1-min_t) * sqrt(dot(cursor, cursor))) + +// hud.innerHTML = [ aw ].map(function(n){ return round(deg(n)) }) +// hud.innerHTML += "__ " + (dd > 0 ? "gt": "lt") + " " + round(len) + " " + (1-min_t) + " " + round((1-min_t)*sqrt(dot2(diff(cursor), diff(cursor)))) + + var end_of_ray = closest_intersect2.clone() + end_of_ray.a += len * cos(aw) + end_of_ray.b += len * sin(aw) + + wall_vec.normalize() + end_of_ray.a = clamp(end_of_ray.a, wall_vec.x.a, wall_vec.y.a) + end_of_ray.b = clamp(end_of_ray.b, wall_vec.x.b, wall_vec.y.b) + + drawPoint(end_of_ray) + drawLine(closest_intersect2, end_of_ray, "#00f") } + else { +// hud.innerHTML = [ (angle(cursor) + TWO_PI) % TWO_PI ].map(function(n){ return round(deg(n)) }) + } + } function drawLine (pa, pb, color, headless) { ctx.fillStyle = color @@ -192,11 +238,32 @@ function drawLine (pa, pb, color, headless) { var y2 = pb.b drawArrow(ctx, x1, y1, x2, y2, 3, headless ? 0 : 1) } -function drawPoint (p) { +function drawPoint (p, color) { + if (color) { + ctx.fillStyle = color + } var x = p.a - r var y = p.b - r ctx.fillRect(x, y, r*2, r*2) } +function angle (va) { + return atan2(va.y.b - va.x.b, va.y.a - va.x.a) +} +function angle2 (pa, pb) { + return atan2(pb.b - pa.b, pb.a - pa.a) +} +function normal (va) { + return atan2(va.x.a - va.y.a, va.y.b - va.x.b) +} +function dot (va, vb) { + return (va.y.a - va.x.a) * (vb.y.a - vb.x.a) + (va.y.b - va.x.b) * (vb.y.b - vb.x.b) +} +function diff (v) { + return new vec2(v.y.a - v.x.a, v.y.b - v.x.b) +} +function dot2 (pa, pb) { + return pa.a * pb.a + pa.b * pb.b +} function perp (va, vb) { return (va.y.a - va.x.a) * (vb.y.b - vb.x.b) - (va.y.b - va.x.b) * (vb.y.a - vb.x.a) } @@ -220,10 +287,31 @@ function is_collinear (p, vec) { return !! (on_x && on_y) } - -function animate(){ +cursor.extend_ends = function(n){ + var a = angle(this) + var clone = this.clone() + clone.x.a -= n*cos(a) + clone.x.b -= n*sin(a) + clone.y.a += n*cos(a) + clone.y.b += n*sin(a) + return clone +} +wall_vec.normalize = function(){ + var carry + if (this.x.a > this.y.a) { + carry = this.x.a + this.x.a = this.y.a + this.y.a = carry + } + if (this.x.b > this.y.b) { + carry = this.x.b + this.x.b = this.y.b + this.y.b = carry + } +} +function animate(time){ requestAnimationFrame(animate) - draw() + draw(time) } animate() |
