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path: root/public/assets/javascripts/rectangles/engine/rooms/builder.js
blob: 6b565c26a028a65a2b8ebd7ea5b615bde80c75d7 (plain)
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(function(){

	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 = []

		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(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)
				})
			})
		}
	
		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 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
		}

	}

})()