var 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 (){ clipper.rooms = sort_rooms_by_id(clipper.rooms) clipper.regions.forEach(function(room){ build_walls(room).forEach(function(el){ els.push(el) scene.add(el) }) }) clipper.rooms = sort_rooms_by_height(clipper.rooms) clipper.rooms.forEach(function(room){ build_floors(room).forEach(function(el){ els.push(el) scene.add(el) }) }) clipper.rooms = sort_rooms_by_id(clipper.rooms) } function bind (){ clipper.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 = clipper.rooms[ 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) { list = list.concat( make_ceiling_walls( room, constructed[i], region ) ) } } } 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.walls.push(el) region.half_sides |= 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.walls.push(el) region.half_sides |= 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.walls.push(el) region.half_sides |= 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.walls.push(el) region.half_sides |= 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 = this.rect.x = this.rect.y = null } // possible if walls are opaque // el.el.classList.add("backface-hidden") return el } }