diff options
Diffstat (limited to 'public/assets/javascripts/rectangles/engine')
3 files changed, 507 insertions, 407 deletions
diff --git a/public/assets/javascripts/rectangles/engine/rooms/_rooms.js b/public/assets/javascripts/rectangles/engine/rooms/_rooms.js index e0033e3..f7fad3e 100644 --- a/public/assets/javascripts/rectangles/engine/rooms/_rooms.js +++ b/public/assets/javascripts/rectangles/engine/rooms/_rooms.js @@ -1,99 +1,139 @@ -var Rooms = new function(){ - - var base = this - - base.list = {} - base.walls = {} - base.regions = [] +(function(){ - base.init = function(){ - Rooms.builder.init() - Rooms.clipper.init() - Rooms.mover.init() + var vec2, Rect, Room, sort, UidGenerator, _ + if ('window' in this) { + vec2 = window.vec2 + Rect = window.Rect + Room = window.Room + sort = window.sort + UidGenerator = window.UidGenerator + _ = window._ } - - base.filter = function(f){ - return _.values(base.list).filter(f) + else { + vec2 = require('../../models/vec2') + Rect = require('../../models/rect') + Room = require('../../models/room') + sort = require('../../util/sort') + UidGenerator = require('../../util/uid') + _ = require('lodash') + FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20 + 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 + } } + + var Rooms = new function(){ + + var base = this - base.add = function(room){ - base.list[room.id] = room - } + base.list = {} + base.walls = {} + base.regions = [] + + base.init = function(){ + Rooms.builder.init() + Rooms.clipper.init() + Rooms.mover.init() + } - base.add_with_rect = function(rect){ - var room = new Room({ - rect: rect, - height: 500 - }) - base.add(room) - return room - } + base.filter = function(f){ + return _.values(base.list).filter(f) + } - base.remove = function(room){ - delete base.list[room.id] - Rooms.clipper.update() - } + base.add = function(room){ + base.list[room.id] = room + } - base.removeAll = function(){ - base.list = {} - base.regions = [] - Rooms.clipper.update() - } + base.add_with_rect = function(rect){ + var room = new Room({ + rect: rect, + height: 500 + }) + base.add(room) + return room + } - base.count = function(){ - return this.values().length - } + base.remove = function(room){ + delete base.list[room.id] + Rooms.clipper.update() + } - base.forEach = function(f){ - return base.values().forEach(f) - } + base.removeAll = function(){ + base.list = {} + base.regions = [] + Rooms.clipper.update() + } - base.map = function(f){ - return base.values().map(f) - } + base.count = function(){ + return this.values().length + } - base.values = function(){ - return _.values(base.list) - } + base.forEach = function(f){ + return base.values().forEach(f) + } - base.serialize = function(){ - var rooms = base.map(function(room){ - return room.serialize() - }) - return rooms - } + base.map = function(f){ + return base.values().map(f) + } - base.deserialize = function(rooms_data){ - rooms_data.forEach(function(data){ - var rect = new Rect(data.rect.x[0], data.rect.y[0], data.rect.x[1], data.rect.y[1]) - var room = new Room({ - id: data.id, - rect: rect, - height: data.height + base.values = function(){ + return _.values(base.list) + } + + base.serialize = function(){ + var rooms = base.map(function(room){ + return room.serialize() }) - base.add(room) - }) - Rooms.clipper.update() - } + return rooms + } + + base.deserialize = function(rooms_data){ + rooms_data.forEach(function(data){ + var rect = new Rect(data.rect.x[0], data.rect.y[0], data.rect.x[1], data.rect.y[1]) + var room = new Room({ + id: data.id, + rect: rect, + height: data.height + }) + base.add(room) + }) + Rooms.clipper.update() + } - base.serializeWalls = function(){ - return [] - } + base.serializeWalls = function(){ + return [] + } - base.deserializeWalls = function(walls_data){ - return [] - } + base.deserializeWalls = function(walls_data){ + return [] + } + + base.uid = UidGenerator(base.list) - base.uid = UidGenerator(base.list) + base.sorted_by_position = function(){ + return sort.rooms_by_position( base.values() ) + } + base.sorted_by_height = function(){ + return sort.rooms_by_height( base.values() ) + } + base.sorted_by_area = function(){ + return sort.rooms_by_area( base.values() ) + } - base.sorted_by_position = function(){ - return sort_rooms_by_position( base.values() ) } - base.sorted_by_height = function(){ - return sort_rooms_by_height( base.values() ) + + if ('window' in this) { + window.Rooms = Rooms } - base.sorted_by_area = function(){ - return sort_rooms_by_area( base.values() ) + else { + module.exports = Rooms } - -} +})() diff --git a/public/assets/javascripts/rectangles/engine/rooms/builder.js b/public/assets/javascripts/rectangles/engine/rooms/builder.js index 49e55dc..6b565c2 100644 --- a/public/assets/javascripts/rectangles/engine/rooms/builder.js +++ b/public/assets/javascripts/rectangles/engine/rooms/builder.js @@ -1,295 +1,328 @@ +(function(){ -Rooms.builder = new function(){ - var base = this + var vec2, Rect, Room, sort, UidGenerator, _ + if ('window' in this) { + vec2 = window.vec2 + Rect = window.Rect + Room = window.Room + sort = window.sort + UidGenerator = window.UidGenerator + _ = window._ + } + else { + vec2 = require('../../models/vec2') + Rect = require('../../models/rect') + Room = require('../../models/room') + sort = require('../../util/sort') + UidGenerator = require('../../util/uid') + _ = require('lodash') + FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20 + 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.builder = new function(){ + var base = this - var els = [] + var els = [] - base.init = function(){ - base.bind() - } + base.init = function(){ + base.bind() + } - base.bind = function(){ - app.on("clip", rebuild) - } + base.bind = function(){ + app.on("clip", rebuild) + } - function rebuild(){ - if (window.scene) { - clear() - build() - bind() + function rebuild(){ + if (window.scene) { + clear() + build() + bind() + } } - } - function build (){ - Rooms.regions.forEach(function(region){ - build_walls(region).forEach(function(el){ - els.push(el) - scene.add(el) + function build (){ + Rooms.regions.forEach(function(region){ + build_walls(region).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) + 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){ - Rooms.walls[ wall.id ] = wall - wall.bind() - wall.randomize_colors() + function bind (){ + Rooms.forEach(function(room){ + room.walls = room.group_mx_walls() + room.walls.forEach(function(wall){ + Rooms.walls[ wall.id ] = wall + wall.bind() + wall.randomize_colors() + }) }) - }) - } + } - function clear (){ - els.forEach(function(el){ - scene.remove(el) - el.destroy && el.destroy() - }) - els = [] - } + function clear (){ + els.forEach(function(el){ + scene.remove(el) + el.destroy && el.destroy() + }) + els = [] + } - function build_walls (region){ - var room = Rooms.list[ region.id ] + function build_walls (region){ + var room = Rooms.list[ region.id ] - var list = [], el = null + var list = [], el = null - var width = region.x.length() - var depth = region.y.length() - var height = room.height + 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) - } + 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 - } + return list + } - function build_floors(room){ - var list = [], el = null + function build_floors(room){ + var list = [], el = null - var constructed = room.intersects.filter(function(room){ return room.constructed }) - sort_rooms_by_height(constructed) + 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 (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) + 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) - } - }) + 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) + } + 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) - } + el = make_ceiling(room, room.rect) + list.push( el ) + room.mx_ceiling.push(el) + } - room.constructed = true - return list - } + room.constructed = true + return list + } - function make_ceiling_walls( lo, hi, region ){ - var 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 + 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 & 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 & 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 } - if (! (region.half_sides & FRONT) && region.y.a == hi.rect.y.a) { - el = make_wall('.front') + 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.height = height - el.rotationY = PI el.x = region.x.a + width/2 - el.y = lo.height + height/2 - el.z = region.y.a + el.y = 0 + el.z = region.y.a + depth/2 + el.rotationX = PI/2 el.rect = region - list.push(el) - hi.mx_walls.push(el) - region.half_sides |= FRONT - el.half_side = FRONT + el.side = FLOOR + return el } + function make_ceiling(room, region){ + var width = region.x.length() + var depth = region.y.length() + var height = room.height - if (! (region.half_sides & BACK) && region.y.b == hi.rect.y.b) { - el = make_wall('.back') + var el = make_wall('.ceiling') + el.height = depth 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.x = region.x.a + width/2 + el.y = height + el.z = region.y.a + depth/2 + el.rotationX = -PI/2 el.rect = region - list.push(el) - hi.mx_walls.push(el) - region.half_sides |= BACK - el.half_side = BACK + el.side = CEILING + return el } - 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 + 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 + } - 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 - } + // possible if walls are opaque + // el.el.classList.add("backface-hidden") - 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 + return el } - // possible if walls are opaque - // el.el.classList.add("backface-hidden") - - return el } -} - +})() diff --git a/public/assets/javascripts/rectangles/engine/rooms/clipper.js b/public/assets/javascripts/rectangles/engine/rooms/clipper.js index e2bb894..cd45479 100644 --- a/public/assets/javascripts/rectangles/engine/rooms/clipper.js +++ b/public/assets/javascripts/rectangles/engine/rooms/clipper.js @@ -1,107 +1,134 @@ +(function(){ -Rooms.clipper = new function(){ - var base = this - - base.init = function(){ - base.bind() - base.update() + var Rooms, Tree, sort + if ('window' in this) { + Rooms = window.Rooms + Tree = window.Tree + sort = window.sort } - - base.bind = function(){ - map.ui && map.ui.mouse.tube.on("up", function(){ base.update() }) + else { + Rooms = require('./_rooms') + Tree = require('../../models/tree') + sort = require('../../util/sort') + FRONT = 0x1, BACK = 0x2, LEFT = 0x4, RIGHT = 0x8, FLOOR = 0x10, CEILING = 0x20 + 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 + } } - base.update = function(){ - base.solve_rects() - app.tube("clip") - } - - var rooms, regions + Rooms.clipper = new function(){ + var base = this + + base.init = function(){ + base.bind() + base.update() + } - // Given a set of overlapping rooms, clip any intersections, then cull any duplicate polygons - base.solve_rects = function(){ - if (Rooms.count() == 0) { - Rooms.regions = regions = [] - return + base.bind = function(){ + map.ui && 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.count() == 0) { + Rooms.regions = regions = [] + return + } - base.reset_rects() - base.clip_rects() - base.cull_rects() + base.reset_rects() + base.clip_rects() + base.cull_rects() - Rooms.regions = sort_rects_by_position(regions) - } + Rooms.regions = sort.rects_by_position(regions) + } - // Reset the clipping/culling states of each of the rooms - base.reset_rects = function(){ - Rooms.forEach(function(room){ - room.reset() - }) - } + // Reset the clipping/culling states of each of the rooms + base.reset_rects = function(){ + Rooms.forEach(function(room){ + room.reset() + }) + } - // Compare each room to the rooms it overlaps, and subdivide - base.clip_rects = function(){ - var rooms = Rooms.sorted_by_position() - regions = [] + // 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 + 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) + } } - 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 ) + // 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 + 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] + 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 { - tty.data = [regions[i]] + ttx.data = new Tree (regions[i].y.a, [regions[i]]) } } - else { - ttx.data = new Tree (regions[i].y.a, [regions[i]]) - } } + + return base } - return base -} +})() |
