diff options
Diffstat (limited to 'client/assets/javascripts/rectangles/engine/rooms/builder.js')
| -rw-r--r-- | client/assets/javascripts/rectangles/engine/rooms/builder.js | 294 |
1 files changed, 294 insertions, 0 deletions
diff --git a/client/assets/javascripts/rectangles/engine/rooms/builder.js b/client/assets/javascripts/rectangles/engine/rooms/builder.js new file mode 100644 index 0000000..8586a7b --- /dev/null +++ b/client/assets/javascripts/rectangles/engine/rooms/builder.js @@ -0,0 +1,294 @@ + +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 + } + +} + |
