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-rw-r--r--public/assets/javascripts/rectangles/engine/rooms/builder.js2
-rw-r--r--public/assets/javascripts/rectangles/engine/rooms/grouper.js147
2 files changed, 148 insertions, 1 deletions
diff --git a/public/assets/javascripts/rectangles/engine/rooms/builder.js b/public/assets/javascripts/rectangles/engine/rooms/builder.js
index 1f21636..6b2e65a 100644
--- a/public/assets/javascripts/rectangles/engine/rooms/builder.js
+++ b/public/assets/javascripts/rectangles/engine/rooms/builder.js
@@ -43,7 +43,7 @@
if (window.scene) {
base.clear()
base.build()
- Rooms.grouper.group()
+ Rooms.grouper.build()
}
}
diff --git a/public/assets/javascripts/rectangles/engine/rooms/grouper.js b/public/assets/javascripts/rectangles/engine/rooms/grouper.js
new file mode 100644
index 0000000..532146d
--- /dev/null
+++ b/public/assets/javascripts/rectangles/engine/rooms/grouper.js
@@ -0,0 +1,147 @@
+(function(){
+
+ var Rooms, UidGenerator, Wall, sort
+ if ('window' in this) {
+ Rooms = window.Rooms
+ UidGenerator = window.UidGenerator
+ Wall = window.Wall
+ sort = window.sort
+ }
+ else {
+ Rooms = require('./_rooms')
+ UidGenerator = require('../../util/uid')
+ Wall = require('../../models/wall')
+ sort = require('../../util/sort')
+ FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20
+ PI = Math.PI
+ HALF_PI = PI/2
+ TOP = CEILING, BOTTOM = FLOOR
+ function sidesToString(sides){
+ var s = ""
+ if (sides & FRONT) s += "front "
+ if (sides & BACK) s += "back "
+ if (sides & LEFT) s += "left "
+ if (sides & RIGHT) s += "right "
+ if (sides & TOP) s += "top "
+ if (sides & BOTTOM) s += "bottom "
+ return s
+ }
+ }
+
+ Rooms.grouper = new function(){
+
+ var base = this
+
+ base.list = {}
+
+ base.uid = new UidGenerator(base.list)
+
+ base.build = function (){
+ var walls = []
+ var collections = base.collect()
+ base.cull(collections)
+ base.group(walls, collections, FRONT)
+ base.group(walls, collections, BACK)
+ base.group(walls, collections, LEFT)
+ base.group(walls, collections, RIGHT)
+ Rooms.walls = walls
+ base.bind()
+ }
+ base.collect = function(){
+ var collections = {}
+ collections[FRONT] = []
+ collections[BACK] = []
+ collections[LEFT] = []
+ collections[RIGHT] = []
+
+ Rooms.forEach(function(room){
+ room.mx_walls.forEach(function(mx){
+ var side = mx.side || mx.half_side
+ collections[side].push(mx)
+ })
+ })
+
+ base.cull(collections)
+
+ return collections
+ }
+ base.cull = function(collections){
+ [FRONT, BACK, LEFT, RIGHT].forEach(function(side){
+ var collection = collections[side]
+ var useX = side & FRONT_BACK
+ var useA = side & (FRONT | RIGHT)
+ var last_mx
+
+ collection.sort( useX ? sort.compare_zx : sort.compare_xz )
+ collection.forEach(function(mx){
+ if (last_mx && last_mx.rect.eq(mx.rect)) {
+// console.log( mx.y - mx.height/2 )
+// console.log( last_mx.y - last_mx.height/2 )
+// console.log(last_mx.y, mx.y)
+// console.log(last_mx.height, mx.height)
+// console.log(Rooms.list[ last_mx.rect.id ].height, Rooms.list[ mx.rect.id ].height)
+// console.log("___")
+// last_mx.height += mx.height/2
+// last_mx.y += mx.height/4
+ if (last_mx.rect.id == mx.rect.id) {
+ last_mx.height += mx.height/2
+ last_mx.y += mx.height/4
+ }
+ last_mx.side = side
+
+ mx.culled = true
+ scene.remove(mx)
+ return
+ }
+ last_mx = mx
+ })
+ })
+ return collections
+ }
+ base.group = function(walls, collections, side){
+ var collection = collections[side]
+ var wall
+ var useX = side & FRONT_BACK
+ var useA = side & (FRONT | RIGHT)
+
+ // collection.sort( useX ? sort.compare_zx : sort.compare_xz )
+
+ collection.forEach(function(mx){
+ if (mx.culled) return
+ var coplanar = wall && wall.edge == mx.rect[useX ? 'y': 'x'][useA ? 'a': 'b']
+
+ if (wall && coplanar) {
+ if (useX && wall.vec.b == mx.rect.x.a) {
+ wall.vec.b = mx.rect.x.b
+ wall.mx.push(mx)
+ return
+ }
+ else if (! useX && wall.vec.b == mx.rect.y.a) {
+ wall.vec.b = mx.rect.y.b
+ wall.mx.push(mx)
+ return
+ }
+ }
+ wall = new Wall ({
+ id: base.uid(),
+ side: side,
+ vec: mx.rect[ useX ? 'x' : 'y' ].clone(),
+ edge: mx.rect[useX ? 'y' : 'x' ][ useA ? 'a' : 'b' ],
+ el: mx,
+ })
+ walls.push(wall)
+ })
+
+ return walls
+ }
+
+ base.bind = function(){
+ Rooms.walls.forEach(function(wall){
+ wall.bind()
+ wall.randomize_colors()
+ })
+ }
+
+ }
+
+})()