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<style>
body,html{margin:0;padding:0;}
#hud { position: absolute; top: 0; left: 0; pointer-events: none; }
</style>
<canvas id="canvas"></canvas>
<div id="hud"></div>
<script src="/assets/javascripts/util.js"></script>
<script src="/assets/javascripts/vendor/bower_components/jquery/dist/jquery.min.js"></script>
<script src="/assets/javascripts/vendor/bower_components/lodash/lodash.min.js"></script>
<script src="/assets/javascripts/vendor/bower_components/hidpi-canvas/dist/hidpi-canvas.js"></script>
<script src="/assets/javascripts/vendor/polyfill.js"></script>
<script src="/assets/javascripts/vendor/tube.js"></script>
<script src="/assets/javascripts/mx/mx.js"></script>
<script src="/assets/javascripts/mx/extensions/mx.scene.js"></script>
<script src="/assets/javascripts/rectangles/util/constants.js"></script>
<script src="/assets/javascripts/rectangles/util/mouse.js"></script>
<script src="/assets/javascripts/rectangles/util/sort.js"></script>
<script src="/assets/javascripts/rectangles/util/uid.js"></script>
<script src="/assets/javascripts/rectangles/models/vec2.js"></script>
<script src="/assets/javascripts/rectangles/models/rect.js"></script>
<script src="/assets/javascripts/rectangles/models/room.js"></script>
<script src="/assets/javascripts/rectangles/models/surface.js"></script>
<script src="/assets/javascripts/rectangles/models/wall.js"></script>
<script src="/assets/javascripts/rectangles/models/floor.js"></script>
<script src="/assets/javascripts/rectangles/engine/rooms/_rooms.js"></script>
<script src="/assets/javascripts/rectangles/engine/rooms/_walls.js"></script>
<script src="/assets/javascripts/rectangles/engine/rooms/clipper.js"></script>
<script src="/assets/javascripts/rectangles/engine/rooms/builder.js"></script>
<script src="/assets/javascripts/rectangles/engine/rooms/grouper.js"></script>
<script src="/assets/javascripts/vendor/canvasutilities.js"></script>
<script>
var w = canvas.width = window.innerWidth
var h = canvas.height = window.innerHeight
var ctx = canvas.getContext('2d')
var scene = new MX.Scene()
var cursor = new Rect( new vec2(400, 200), new vec2(800, 500) )
var wall_vec = new Rect ( 0, 0, 0, 0 )
var points = [ cursor.x, cursor.y ]
var origins = new Rect()
origins.x = cursor.x
origins.y = wall_vec.x
scene.camera.radius = 20
var rect = new Rect( new vec2(100,400), new vec2(100,400) )
var east = new Rect( new vec2(200,600), new vec2(100,400) )
var corner = new Rect( new vec2(300,700), new vec2(300,700) )
var peninsula = new Rect( new vec2(400,600), new vec2(600,800) )
var peninsula2 = new Rect( new vec2(650,750), new vec2(350,450) )
var rect_room = new Room({ id: "rect", rect: rect, height: 2 })
var east_room = new Room({ id: "east", rect: east, height: 2 })
var corner_room = new Room({ id: "corner", rect: corner, height: 2 })
var peninsula_room = new Room({ id: "peninsula", rect: peninsula, height: 3 })
var peninsula2_room = new Room({ id: "peninsula2", rect: peninsula2, height: 1 })
Rooms.add( rect_room )
Rooms.add( east_room )
Rooms.add( corner_room )
Rooms.add( peninsula_room )
Rooms.add( peninsula2_room )
Rooms.clipper.update()
Rooms.builder.build()
Rooms.grouper.build()
var r = 6
var intersect = new vec2 ()
var dragging = false, dragging_a, dragging_b
var delta = new vec2( 0, 0 )
var mymouse = new mouse({
el: canvas,
down: function(e, cursor){
points.some(function(p){
if (-cursor.x.a > p.a - r && -cursor.x.a < p.a + r &&
cursor.y.a > p.b - r && cursor.y.a < p.b + r) {
dragging_a = p.a
dragging_b = p.b
dragging = p
return true
}
})
},
drag: function(e, cursor){
if (! dragging) return
delta = cursor.delta()
delta.a = - delta.a
dragging.a = dragging_a + delta.a
dragging.b = dragging_b + delta.b
},
up: function(e, cursor, new_cursor){
delta.zero()
dragging.dragging = false
dragging = false
},
})
function draw (time) {
ctx.fillStyle = "#fff"
ctx.fillRect(0,0,w,h)
Rooms.forEach(function(room, i){
ctx.fillStyle = "#eee"
ctx.fillRect(room.rect.x.a, room.rect.y.a, room.rect.width(), room.rect.height())
})
ctx.fillStyle = "#333"
points.forEach(drawPoint)
drawLine(cursor.x, cursor.y, "#f00")
// hud.innerHTML = ""
var closest_intersect, t, min_t = 1
var cursor_copy = cursor.extend_ends(scene.camera.radius)
hud.innerHTML = cursor_copy.x
drawPoint(cursor_copy.x, "#ff0")
Walls.list.forEach(function(wall, i){
wall.get_points(wall_vec)
drawLine(wall_vec.x, wall_vec.y, "#088")
origins.x = cursor_copy.x
origins.y = wall_vec.x
t = perp(origins, wall_vec) / ( perp(cursor_copy, wall_vec) || 0.0000001 )
intersect.a = cursor_copy.x.a + ( cursor_copy.y.a - cursor_copy.x.a ) * t
intersect.b = cursor_copy.x.b + ( cursor_copy.y.b - cursor_copy.x.b ) * t
var collinear = is_collinear( intersect, wall_vec )
var long_enough_to_intersect = 0 <= t && t <= 1
var actually_intersects = false
var intersecting_face
var msg
if (long_enough_to_intersect && collinear) {
if (wall.side & LEFT_RIGHT) {
intersecting_face = wall.surface.face_for_x(intersect.b)
}
else {
intersecting_face = wall.surface.face_for_x(intersect.a)
}
actually_intersects = !! (intersecting_face && intersecting_face.y.a == 0)
}
if (actually_intersects) {
ctx.fillStyle = "#f00"
msg = "through"
}
else if (collinear) {
ctx.fillStyle = "#0f0"
msg = "to"
}
else {
ctx.fillStyle = "rgba(0,0,0,0.1)"
msg = "off"
}
drawPoint(intersect)
if (actually_intersects && t < min_t) {
min_t = t
closest_intersect = intersect.clone()
closest_wall = wall_vec.clone()
}
})
if (closest_intersect) {
var a = angle(closest_wall)
wall_vec.assign(closest_wall)
wall_vec.x.a -= scene.camera.radius * sin(a)
wall_vec.x.b += scene.camera.radius * cos(a)
wall_vec.y.a -= scene.camera.radius * sin(a)
wall_vec.y.b += scene.camera.radius * cos(a)
drawLine(wall_vec.x, wall_vec.y, "rgba(0,255,255,1.0)")
origins.x = cursor.x
origins.y = wall_vec.x
var new_t = perp(origins, wall_vec) / ( perp(cursor, wall_vec) || 0.0000001 )
var wall_t = perp(origins, cursor) / ( perp(wall_vec, cursor) || 0.0000001 )
var closest_intersect2 = new vec2 ()
closest_intersect2.a = cursor.x.a + ( cursor.y.a - cursor.x.a ) * new_t
closest_intersect2.b = cursor.x.b + ( cursor.y.b - cursor.x.b ) * new_t
ctx.fillStyle = "#0ff"
drawPoint(closest_intersect2)
drawLine(cursor.x, closest_intersect2, "#00f")
var len = sqrt(dot(wall_vec, wall_vec))
// here compare len to the length of the wall in the direction we are travelling
var aw = angle(closest_wall)
var dd = dot2(diff(closest_wall), diff(cursor))
// hud.innerHTML += " " + dd + " " + round(deg(aw))
if (dd > 0) {
len *= 1-abs(wall_t)
}
else {
len *= abs(wall_t)
aw += PI
}
len = clamp(len, 0, (1-min_t) * sqrt(dot(cursor, cursor)))
// hud.innerHTML = [ aw ].map(function(n){ return round(deg(n)) })
// hud.innerHTML += "__ " + (dd > 0 ? "gt": "lt") + " " + round(len) + " " + (1-min_t) + " " + round((1-min_t)*sqrt(dot2(diff(cursor), diff(cursor))))
var end_of_ray = closest_intersect2.clone()
end_of_ray.a += len * cos(aw)
end_of_ray.b += len * sin(aw)
wall_vec.normalize()
end_of_ray.a = clamp(end_of_ray.a, wall_vec.x.a, wall_vec.y.a)
end_of_ray.b = clamp(end_of_ray.b, wall_vec.x.b, wall_vec.y.b)
drawPoint(end_of_ray)
drawLine(closest_intersect2, end_of_ray, "#00f")
}
else {
// hud.innerHTML = [ (angle(cursor) + TWO_PI) % TWO_PI ].map(function(n){ return round(deg(n)) })
}
}
function drawLine (pa, pb, color, headless) {
ctx.fillStyle = color
ctx.strokeStyle = color
var x1 = pa.a
var y1 = pa.b
var x2 = pb.a
var y2 = pb.b
drawArrow(ctx, x1, y1, x2, y2, 3, headless ? 0 : 1)
}
function drawPoint (p, color) {
if (color) {
ctx.fillStyle = color
}
var x = p.a - r
var y = p.b - r
ctx.fillRect(x, y, r*2, r*2)
}
function angle (va) {
return atan2(va.y.b - va.x.b, va.y.a - va.x.a)
}
function angle2 (pa, pb) {
return atan2(pb.b - pa.b, pb.a - pa.a)
}
function normal (va) {
return atan2(va.x.a - va.y.a, va.y.b - va.x.b)
}
function dot (va, vb) {
return (va.y.a - va.x.a) * (vb.y.a - vb.x.a) + (va.y.b - va.x.b) * (vb.y.b - vb.x.b)
}
function diff (v) {
return new vec2(v.y.a - v.x.a, v.y.b - v.x.b)
}
function dot2 (pa, pb) {
return pa.a * pb.a + pa.b * pb.b
}
function perp (va, vb) {
return (va.y.a - va.x.a) * (vb.y.b - vb.x.b) - (va.y.b - va.x.b) * (vb.y.a - vb.x.a)
}
function is_collinear (p, vec) {
var on_x, on_y
var pa = round(p.a), pb = round(p.b)
if (vec.x.a < vec.y.a) {
on_x = vec.x.a <= pa && pa <= vec.y.a
}
else {
on_x = vec.x.a >= pa && pa >= vec.y.a
}
if (vec.x.b < vec.y.b) {
on_y = vec.x.b <= pb && pb <= vec.y.b
}
else {
on_y = vec.x.b >= pb && pb >= vec.y.b
}
return !! (on_x && on_y)
}
cursor.extend_ends = function(n){
var a = angle(this)
var clone = this.clone()
clone.x.a -= n*cos(a)
clone.x.b -= n*sin(a)
clone.y.a += n*cos(a)
clone.y.b += n*sin(a)
return clone
}
wall_vec.normalize = function(){
var carry
if (this.x.a > this.y.a) {
carry = this.x.a
this.x.a = this.y.a
this.y.a = carry
}
if (this.x.b > this.y.b) {
carry = this.x.b
this.x.b = this.y.b
this.y.b = carry
}
}
function animate(time){
requestAnimationFrame(animate)
draw(time)
}
animate()
</script>
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