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(function(){
var vec2, Rect, Rooms, UidGenerator, Wall, Surface, sort, _
if ('window' in this) {
vec2 = window.vec2
Rect = window.Rect
Surface = window.Surface
Rooms = window.Rooms
UidGenerator = window.UidGenerator
Wall = window.Wall
sort = window.sort
_ = window._
}
else {
Rooms = require('./_rooms')
UidGenerator = require('../../util/uid')
vec2 = require('../../models/vec2')
Rect = require('../../models/rect')
Wall = require('../../models/wall')
Surface = require('../../models/surface')
sort = require('../../util/sort')
_ = require('lodash')
MX = require('../../../../../../test/mocks/mx.js')
scene = MX.Scene
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)
Walls.assign( walls )
Walls.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
var widthVec, heightVec
collection.sort( useX ? sort.compare_zx : sort.compare_xz )
collection.forEach(function(mx){
if (mx.culled) {
return
}
if (last_mx && mx && last_mx.rect.eq(mx.rect)) {
// culls half-walls
if (last_mx.rect.id == mx.rect.id) {
last_mx.height += mx.height/2
last_mx.y += mx.height/4
last_mx.face.y.b += mx.height/2
}
last_mx.side = side
if (! mx.culled) {
scene.remove(mx)
mx.destroy()
mx.culled = true
}
return
}
widthVec = mx.rect[useX ? 'x' : 'y'].clone()
heightVec = new vec2( mx.y - mx.height/2, mx.y + mx.height/2 )
mx.face = new Rect( widthVec, heightVec )
last_mx = mx
})
})
return collections
}
base.group = function(walls, collections, side){
var collection = collections[side]
var useX = side & FRONT_BACK
var useA = side & (FRONT | LEFT)
// collection.sort( useX ? sort.compare_zx : sort.compare_xz )
var planes = {}
collection.forEach(function(mx){
if (mx.culled) return
var edge = mx.rect[useX ? 'y': 'x'][ useA ? 'a': 'b']
planes[edge] = planes[edge] || []
planes[edge].push(mx)
})
var edges = _.keys(planes)
edges.forEach(function(edge){
var wall
planes[edge].forEach(function(mx){
if (wall) {
if (useX && wall.vec.b == mx.rect.x.a) {
wall.vec.b = mx.rect.x.b
wall.mx.push(mx)
wall.surface.add(mx.face)
return
}
else if (! useX && wall.vec.b == mx.rect.y.a) {
wall.vec.b = mx.rect.y.b
wall.mx.push(mx)
wall.surface.add(mx.face)
return
}
}
wall = new Wall ({
side: side,
mx: [ mx ],
surface: new Surface( mx.face ),
vec: mx.rect[ useX ? 'x' : 'y' ].clone(),
edge: mx.rect[ useX ? 'y' : 'x' ][ useA ? 'a' : 'b' ],
})
walls.push(wall)
})
})
return walls
}
}
})()
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