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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) {
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
}
}
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