diff options
Diffstat (limited to 'assets/javascripts/rectangles/engine/rooms')
| -rw-r--r-- | assets/javascripts/rectangles/engine/rooms/_rooms.js | 41 | ||||
| -rw-r--r-- | assets/javascripts/rectangles/engine/rooms/builder.js | 294 | ||||
| -rw-r--r-- | assets/javascripts/rectangles/engine/rooms/clipper.js | 104 | ||||
| -rw-r--r-- | assets/javascripts/rectangles/engine/rooms/mover.js | 82 |
4 files changed, 0 insertions, 521 deletions
diff --git a/assets/javascripts/rectangles/engine/rooms/_rooms.js b/assets/javascripts/rectangles/engine/rooms/_rooms.js deleted file mode 100644 index 411a093..0000000 --- a/assets/javascripts/rectangles/engine/rooms/_rooms.js +++ /dev/null @@ -1,41 +0,0 @@ -var Rooms = new function(){ - - var base = this - - base.list = [] - base.regions = [] - - base.init = function(){ - Rooms.builder.init() - Rooms.clipper.init() - Rooms.mover.init() - } - - base.filter = function(f){ - return base.list.filter(f) - } - - base.add_with_rect = function(rect){ - var room = new Room({ - id: base.list.length, - rect: rect, - height: quantize(randrange(300,800), 50), - }) - base.list.push(room) - } - - base.forEach = function(f){ - return base.list.forEach(f) - } - - base.sorted_by_position = function(){ - return sort_rooms_by_position( base.list ) - } - base.sorted_by_height = function(){ - return sort_rooms_by_height( base.list ) - } - base.sorted_by_area = function(){ - return sort_rooms_by_area( base.list ) - } - -} diff --git a/assets/javascripts/rectangles/engine/rooms/builder.js b/assets/javascripts/rectangles/engine/rooms/builder.js deleted file mode 100644 index 8586a7b..0000000 --- a/assets/javascripts/rectangles/engine/rooms/builder.js +++ /dev/null @@ -1,294 +0,0 @@ - -Rooms.builder = new function(){ - var base = this - - var els = [] - - base.init = function(){ - base.bind() - } - - base.bind = function(){ - app.on("clip", rebuild) - } - - function rebuild(){ - if (window.scene) { - clear() - build() - bind() - } - } - function build (){ - Rooms.regions.forEach(function(room){ - build_walls(room).forEach(function(el){ - els.push(el) - scene.add(el) - }) - }) - - Rooms.sorted_by_height().forEach(function(room){ - build_floors(room).forEach(function(el){ - els.push(el) - scene.add(el) - }) - }) - } - - function bind (){ - Rooms.forEach(function(room){ - room.walls = room.group_mx_walls() - room.walls.forEach(function(wall){ - wall.bind() - wall.randomize_colors() - }) - }) - } - - function clear (){ - els.forEach(function(el){ - scene.remove(el) - el.destroy && el.destroy() - }) - els = [] - } - - function build_walls (region){ - var room = Rooms.list[ region.id ] - - var list = [], el = null - - var width = region.x.length() - var depth = region.y.length() - var height = room.height - - if (region.sides & FRONT) { - el = make_wall('.front') - el.width = width - el.height = height - el.rotationY = PI - el.x = region.x.a + width/2 - el.y = height/2 - el.z = region.y.a - el.rect = region - el.side = FRONT - room.mx_walls.push(el) - list.push(el) - } - if (region.sides & BACK) { - var el = make_wall('.back') - el.width = width - el.height = height - el.rotationY = 0 - el.x = region.x.b - width/2 - el.y = height/2 - el.z = region.y.b - el.rect = region - el.side = BACK - room.mx_walls.push(el) - list.push(el) - } - if (region.sides & LEFT) { - el = make_wall('.left') - el.rotationY = HALF_PI - el.height = height - el.width = depth - el.x = region.x.a - el.y = height/2 - el.z = region.y.a + depth/2 - el.rect = region - el.side = LEFT - room.mx_walls.push(el) - list.push(el) - } - if (region.sides & RIGHT) { - el = make_wall('.right') - el.rotationY = -HALF_PI - el.height = height - el.width = depth - el.x = region.x.b - el.y = height/2 - el.z = region.y.b - depth/2 - el.rect = region - el.side = RIGHT - room.mx_walls.push(el) - list.push(el) - } - - return list - } - - function build_floors(room){ - var list = [], el = null - - var constructed = room.intersects.filter(function(room){ return room.constructed }) - sort_rooms_by_height(constructed) - - if (constructed.length > 0) { - // render the regions that don't intersect with anything we've already rendered - // if the height is different, calculate the overlapping sides and render half-walls - room.regions.forEach(function(region){ - var intersected = false - for (var i = 0; i < constructed.length; i++) { - if (constructed[i].rect.contains(region)) { - intersected = true - // r.sides = 0xf - // half_sides - } - else if (constructed[i].rect.intersects(region)) { - intersected = true - if (room.height < constructed[i].height) { - var ceiling_walls = make_ceiling_walls( room, constructed[i], region ) - list = list.concat(ceiling_walls) - } - } - } - if (! intersected) { - el = make_floor(room, region) - list.push( el ) - room.mx_floor.push(el) - - el = make_ceiling(room, region) - list.push( el ) - room.mx_ceiling.push(el) - } - }) - - } - else { - // render floor and ceiling for the entire rectangle - el = make_floor(room, room.rect) - list.push( el ) - room.mx_floor.push(el) - - el = make_ceiling(room, room.rect) - list.push( el ) - room.mx_ceiling.push(el) - } - - room.constructed = true - return list - } - - function make_ceiling_walls( lo, hi, region ){ - var list = [] - - var width = region.x.length() - var depth = region.y.length() - var height = hi.height - lo.height - - if (! (region.half_sides & LEFT) && region.x.a == hi.rect.x.a) { - el = make_wall('.left') - el.rotationY = HALF_PI - el.height = height - el.width = depth - el.x = region.x.a - el.y = lo.height + height/2 - el.z = region.y.a + depth/2 - el.rect = region - list.push(el) - hi.mx_walls.push(el) - region.half_sides |= LEFT - el.half_side = LEFT - } - - if (! (region.half_sides & RIGHT) && region.x.b == hi.rect.x.b) { - el = make_wall('.right') - el.rotationY = -HALF_PI - el.height = height - el.width = depth - el.x = region.x.b - el.y = lo.height + height/2 - el.z = region.y.b - depth/2 - el.rect = region - list.push(el) - hi.mx_walls.push(el) - region.half_sides |= RIGHT - el.half_side = RIGHT - } - - if (! (region.half_sides & FRONT) && region.y.a == hi.rect.y.a) { - el = make_wall('.front') - el.width = width - el.height = height - el.rotationY = PI - el.x = region.x.a + width/2 - el.y = lo.height + height/2 - el.z = region.y.a - el.rect = region - list.push(el) - hi.mx_walls.push(el) - region.half_sides |= FRONT - el.half_side = FRONT - } - - if (! (region.half_sides & BACK) && region.y.b == hi.rect.y.b) { - el = make_wall('.back') - el.width = width - el.height = height - el.rotationY = 0 - el.x = region.x.b - width/2 - el.y = lo.height + height/2 - el.z = region.y.b - el.rect = region - list.push(el) - hi.mx_walls.push(el) - region.half_sides |= BACK - el.half_side = BACK - } - return list - } - - function make_floor(room, region){ - var width = region.x.length() - var depth = region.y.length() - - var el = make_wall('.floor') - el.height = depth - el.width = width - el.x = region.x.a + width/2 - el.y = 0 - el.z = region.y.a + depth/2 - el.rotationX = PI/2 - el.rect = region - el.side = FLOOR - return el - } - function make_ceiling(room, region){ - var width = region.x.length() - var depth = region.y.length() - var height = room.height - - var el = make_wall('.ceiling') - el.height = depth - el.width = width - el.x = region.x.a + width/2 - el.y = height - el.z = region.y.a + depth/2 - el.rotationX = -PI/2 - el.rect = region - el.side = CEILING - return el - } - - function make_wall(klass){ - var el = new MX.Object3D(".face" + (klass || "")) - el.width = el.height = el.scaleX = el.scaleY = el.scaleZ = 1 - el.z = el.y = el.x = 0 - el.side = 0 - el.type = "Face" - el.el.style.opacity = 1.0 - el.side = 0 - el.rect = null - el.destroy = function(){ - this.el = this.rect = null - } - - // possible if walls are opaque - // el.el.classList.add("backface-hidden") - - return el - } - -} - diff --git a/assets/javascripts/rectangles/engine/rooms/clipper.js b/assets/javascripts/rectangles/engine/rooms/clipper.js deleted file mode 100644 index 8989ba8..0000000 --- a/assets/javascripts/rectangles/engine/rooms/clipper.js +++ /dev/null @@ -1,104 +0,0 @@ - -Rooms.clipper = new function(){ - var base = this - - base.init = function(){ - base.bind() - base.update() - } - - base.bind = function(){ - map.ui.mouse.tube.on("up", function(){ base.update() }) - } - - base.update = function(){ - base.solve_rects() - app.tube("clip") - } - - var rooms, regions - - // Given a set of overlapping rooms, clip any intersections, then cull any duplicate polygons - base.solve_rects = function(){ - if (Rooms.list.length == 0) return - - base.reset_rects() - base.clip_rects() - base.cull_rects() - - Rooms.regions = sort_rects_by_position(regions) - } - - // Reset the clipping/culling states of each of the rooms - base.reset_rects = function(){ - for (var i = 0; i < Rooms.list.length; i++) { - Rooms.list[i].reset() - } - } - - // Compare each room to the rooms it overlaps, and subdivide - base.clip_rects = function(){ - var rooms = Rooms.sorted_by_position() - regions = [] - - var left, right - for (var i = 0; i < rooms.length; i++) { - left = rooms[i] - for (var j = i+1; j < rooms.length; j++) { - right = rooms[j] - if (left.rect.intersects(right.rect)) { - left.clipTo(right.rect) - right.clipTo(left.rect) - left.intersects.push(right) - right.intersects.push(left) - } - if (left.rect.x.b < right.rect.x.a) { - break - } - } - } - for (var i = 0; i < rooms.length; i++) { - rooms[i].regions = rooms[i].regions.filter(function(r){ return !!r }) - regions = regions.concat(rooms[i].regions) - } - } - - // Find overlapping regions (of the same size) and dedupe - base.cull_rects = function(){ - regions = sort_rects_by_area( regions ) - - var ty = new Tree (regions[0].y.a, [regions[0]]) - var tx = new Tree (regions[0].x.a, ty) - var ttx, tty - - for (var i = 1; i < regions.length; i++) { - ttx = tx.add (regions[i].x.a, null) - if (ttx.data) { - tty = ttx.data.add (regions[i].y.a, null) - // duplicate polygon? - if (tty.data) { - tty.data.forEach(function(yy, ii){ - if (yy.intersects(regions[i])) { - if (yy.area() > regions[i].area()) { - regions[i].dupe = true - } - else { - yy.dupe = true - tty.data[ii] = regions[i] - } - } - }) - } - else { - tty.data = [regions[i]] - } - } - else { - ttx.data = new Tree (regions[i].y.a, [regions[i]]) - } - } - } - - return base -} - diff --git a/assets/javascripts/rectangles/engine/rooms/mover.js b/assets/javascripts/rectangles/engine/rooms/mover.js deleted file mode 100644 index e67d9bc..0000000 --- a/assets/javascripts/rectangles/engine/rooms/mover.js +++ /dev/null @@ -1,82 +0,0 @@ -Rooms.mover = new function(){ - - var base = this - base.room = null - base.noclip = false - - base.init = function(){ - base.bind() - base.update(scene.camera) - } - - base.bind = function(){ - app.on("move", base.update) - keys.on("backslash", function(){ - base.noclip = ! base.noclip - base.room = null - app.movements.gravity( ! base.noclip ) - }) - } - - base.update = function(pos){ - var radius = scene.camera.radius - - if (base.noclip) { - cam.x = pos.x - cam.y = pos.y - cam.z = pos.z - return - } - - cam.y = pos.y - - // if we were in a room already.. - if (base.room) { - // check if we're still in the room - if (base.room.rect.containsDisc(pos.x, pos.z, radius)) { - cam.x = pos.x - cam.z = pos.z - return - } - - // check if we've breached one of the walls.. clamp position if so - var collision = base.room.collidesDisc(pos.x, pos.z, radius) - - if (collision) { - if (! (collision & LEFT_RIGHT)) { - cam.x = base.room.rect.x.clampDisc(pos.x, radius) - } - else { - // cam.x = base.room.rect.x.clampDisc(pos.x, radius) - } - if (! (collision & FRONT_BACK)) { - cam.z = base.room.rect.y.clampDisc(pos.z, radius) - } - return - } - - // in this case, we appear to have left the room.. - $(".face.active").removeClass("active") - base.room = null - } - - // collision test failed, so update position - cam.x = pos.x - cam.z = pos.z - - // determine what room we are in now - var intersects = Rooms.filter(function(r){ - return r.rect.contains(pos.x, pos.z) - }) - - // did we actually enter a room? - if (intersects.length) { - base.room = intersects[0] - base.room.mx_floor.forEach(function(w){ $(w.el).addClass("active") }) - base.room.mx_ceiling.forEach(function(w){ $(w.el).addClass("active") }) - base.room.mx_walls.forEach(function(w){ $(w.el).addClass("active") }) - } - - } - -} |
