"use strict"; (function(dice) { var random_storage = []; this.use_true_random = true; this.frame_rate = 1 / 60; function prepare_rnd(callback) { if (!random_storage.length && $t.dice.use_true_random) { try { $t.rpc({ method: "random", n: 512 }, function(random_responce) { if (!random_responce.error) random_storage = random_responce.result.random.data; else $t.dice.use_true_random = false; callback(); }); return; } catch (e) { $t.dice.use_true_random = false; } } callback(); } function rnd() { return random_storage.length ? random_storage.pop() : Math.random(); } function create_shape(vertices, faces, radius) { var cv = new Array(vertices.length), cf = new Array(faces.length); for (var i = 0; i < vertices.length; ++i) { var v = vertices[i]; cv[i] = new CANNON.Vec3(v.x * radius, v.y * radius, v.z * radius); } for (var i = 0; i < faces.length; ++i) { cf[i] = faces[i].slice(0, faces[i].length - 1); } return new CANNON.ConvexPolyhedron(cv, cf); } function make_geom(vertices, faces, radius, tab, af) { var geom = new THREE.Geometry(); for (var i = 0; i < vertices.length; ++i) { var vertex = vertices[i].multiplyScalar(radius); vertex.index = geom.vertices.push(vertex) - 1; } for (var i = 0; i < faces.length; ++i) { var ii = faces[i], fl = ii.length - 1; var aa = Math.PI * 2 / fl; for (var j = 0; j < fl - 2; ++j) { geom.faces.push(new THREE.Face3(ii[0], ii[j + 1], ii[j + 2], [geom.vertices[ii[0]], geom.vertices[ii[j + 1]], geom.vertices[ii[j + 2]]], 0, ii[fl] + 1)); geom.faceVertexUvs[0].push([ new THREE.Vector2((Math.cos(af) + 1 + tab) / 2 / (1 + tab), (Math.sin(af) + 1 + tab) / 2 / (1 + tab)), new THREE.Vector2((Math.cos(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab), (Math.sin(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab)), new THREE.Vector2((Math.cos(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab), (Math.sin(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab))]); } } geom.computeFaceNormals(); geom.boundingSphere = new THREE.Sphere(new THREE.Vector3(), radius); return geom; } function chamfer_geom(vectors, faces, chamfer) { var chamfer_vectors = [], chamfer_faces = [], corner_faces = new Array(vectors.length); for (var i = 0; i < vectors.length; ++i) corner_faces[i] = []; for (var i = 0; i < faces.length; ++i) { var ii = faces[i], fl = ii.length - 1; var center_point = new THREE.Vector3(); var face = new Array(fl); for (var j = 0; j < fl; ++j) { var vv = vectors[ii[j]].clone(); center_point.add(vv); corner_faces[ii[j]].push(face[j] = chamfer_vectors.push(vv) - 1); } center_point.divideScalar(fl); for (var j = 0; j < fl; ++j) { var vv = chamfer_vectors[face[j]]; vv.subVectors(vv, center_point).multiplyScalar(chamfer).addVectors(vv, center_point); } face.push(ii[fl]); chamfer_faces.push(face); } for (var i = 0; i < faces.length - 1; ++i) { for (var j = i + 1; j < faces.length; ++j) { var pairs = [], lastm = -1; for (var m = 0; m < faces[i].length - 1; ++m) { var n = faces[j].indexOf(faces[i][m]); if (n >= 0 && n < faces[j].length - 1) { if (lastm >= 0 && m != lastm + 1) pairs.unshift([i, m], [j, n]); else pairs.push([i, m], [j, n]); lastm = m; } } if (pairs.length != 4) continue; chamfer_faces.push([chamfer_faces[pairs[0][0]][pairs[0][1]], chamfer_faces[pairs[1][0]][pairs[1][1]], chamfer_faces[pairs[3][0]][pairs[3][1]], chamfer_faces[pairs[2][0]][pairs[2][1]], -1]); } } for (var i = 0; i < corner_faces.length; ++i) { var cf = corner_faces[i], face = [cf[0]], count = cf.length - 1; while (count) { for (var m = faces.length; m < chamfer_faces.length; ++m) { var index = chamfer_faces[m].indexOf(face[face.length - 1]); if (index >= 0 && index < 4) { if (--index == -1) index = 3; var next_vertex = chamfer_faces[m][index]; if (cf.indexOf(next_vertex) >= 0) { face.push(next_vertex); break; } } } --count; } face.push(-1); chamfer_faces.push(face); } return { vectors: chamfer_vectors, faces: chamfer_faces }; } function create_geom(vertices, faces, radius, tab, af, chamfer) { var vectors = new Array(vertices.length); for (var i = 0; i < vertices.length; ++i) { vectors[i] = (new THREE.Vector3).fromArray(vertices[i]).normalize(); } var cg = chamfer_geom(vectors, faces, chamfer); var geom = make_geom(cg.vectors, cg.faces, radius, tab, af); //var geom = make_geom(vectors, faces, radius, tab, af); // Without chamfer geom.cannon_shape = create_shape(vectors, faces, radius); return geom; } this.standart_d20_dice_face_labels = [' ', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20']; this.standart_d100_dice_face_labels = [' ', '00', '10', '20', '30', '40', '50', '60', '70', '80', '90']; function calc_texture_size(approx) { return Math.pow(2, Math.floor(Math.log(approx) / Math.log(2))); } this.create_dice_materials = function(face_labels, size, margin) { function create_text_texture(text, color, back_color) { if (text == undefined) return null; var canvas = document.createElement("canvas"); var context = canvas.getContext("2d"); var ts = calc_texture_size(size + size * 2 * margin) * 2; canvas.width = canvas.height = ts; context.font = ts / (1 + 2 * margin) + "pt Arial"; context.fillStyle = back_color; context.fillRect(0, 0, canvas.width, canvas.height); context.textAlign = "center"; context.textBaseline = "middle"; context.fillStyle = color; context.fillText(text, canvas.width / 2, canvas.height / 2); if (text == '6' || text == '9') { context.fillText(' .', canvas.width / 2, canvas.height / 2); } var texture = new THREE.Texture(canvas); texture.needsUpdate = true; return texture; } var materials = []; for (var i = 0; i < face_labels.length; ++i) materials.push(new THREE.MeshPhongMaterial($t.copyto(this.material_options, { map: create_text_texture(face_labels[i], this.label_color, this.dice_color),opacity: 0.5 }))); return materials; } var d4_labels = [ [[], [0, 0, 0], [2, 4, 3], [1, 3, 4], [2, 1, 4], [1, 2, 3]], [[], [0, 0, 0], [2, 3, 4], [3, 1, 4], [2, 4, 1], [3, 2, 1]], [[], [0, 0, 0], [4, 3, 2], [3, 4, 1], [4, 2, 1], [3, 1, 2]], [[], [0, 0, 0], [4, 2, 3], [1, 4, 3], [4, 1, 2], [1, 3, 2]] ]; this.create_d4_materials = function(size, margin, labels) { function create_d4_text(text, color, back_color) { var canvas = document.createElement("canvas"); var context = canvas.getContext("2d"); var ts = calc_texture_size(size + margin) * 2; canvas.width = canvas.height = ts; context.font = (ts - margin) / 1.5 + "pt Arial"; context.fillStyle = back_color; context.fillRect(0, 0, canvas.width, canvas.height); context.textAlign = "center"; context.textBaseline = "middle"; context.fillStyle = color; for (var i in text) { context.fillText(text[i], canvas.width / 2, canvas.height / 2 - ts * 0.3); context.translate(canvas.width / 2, canvas.height / 2); context.rotate(Math.PI * 2 / 3); context.translate(-canvas.width / 2, -canvas.height / 2); } var texture = new THREE.Texture(canvas); texture.needsUpdate = true; return texture; } var materials = []; for (var i = 0; i < labels.length; ++i) materials.push(new THREE.MeshPhongMaterial($t.copyto(this.material_options, { map: create_d4_text(labels[i], this.label_color, this.dice_color)}))); return materials; } this.create_d4_geometry = function(radius) { var vertices = [[1, 1, 1], [-1, -1, 1], [-1, 1, -1], [1, -1, -1]]; var faces = [[1, 0, 2, 1], [0, 1, 3, 2], [0, 3, 2, 3], [1, 2, 3, 4]]; return create_geom(vertices, faces, radius, -0.1, Math.PI * 7 / 6, 0.96); } this.create_d6_geometry = function(radius) { var vertices = [[-1, -1, -1], [1, -1, -1], [1, 1, -1], [-1, 1, -1], [-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]]; var faces = [[0, 3, 2, 1, 1], [1, 2, 6, 5, 2], [0, 1, 5, 4, 3], [3, 7, 6, 2, 4], [0, 4, 7, 3, 5], [4, 5, 6, 7, 6]]; return create_geom(vertices, faces, radius, 0.1, Math.PI / 4, 0.96); } this.create_d8_geometry = function(radius) { var vertices = [[1, 0, 0], [-1, 0, 0], [0, 1, 0], [0, -1, 0], [0, 0, 1], [0, 0, -1]]; var faces = [[0, 2, 4, 1], [0, 4, 3, 2], [0, 3, 5, 3], [0, 5, 2, 4], [1, 3, 4, 5], [1, 4, 2, 6], [1, 2, 5, 7], [1, 5, 3, 8]]; return create_geom(vertices, faces, radius, 0, -Math.PI / 4 / 2, 0.965); } this.create_d10_geometry = function(radius) { var a = Math.PI * 2 / 10, k = Math.cos(a), h = 0.105, v = -1; var vertices = []; for (var i = 0, b = 0; i < 10; ++i, b += a) vertices.push([Math.cos(b), Math.sin(b), h * (i % 2 ? 1 : -1)]); vertices.push([0, 0, -1]); vertices.push([0, 0, 1]); var faces = [[5, 7, 11, 0], [4, 2, 10, 1], [1, 3, 11, 2], [0, 8, 10, 3], [7, 9, 11, 4], [8, 6, 10, 5], [9, 1, 11, 6], [2, 0, 10, 7], [3, 5, 11, 8], [6, 4, 10, 9], [1, 0, 2, v], [1, 2, 3, v], [3, 2, 4, v], [3, 4, 5, v], [5, 4, 6, v], [5, 6, 7, v], [7, 6, 8, v], [7, 8, 9, v], [9, 8, 0, v], [9, 0, 1, v]]; return create_geom(vertices, faces, radius, 0, Math.PI * 6 / 5, 0.945); } this.create_d12_geometry = function(radius) { var p = (1 + Math.sqrt(5)) / 2, q = 1 / p; var vertices = [[0, q, p], [0, q, -p], [0, -q, p], [0, -q, -p], [p, 0, q], [p, 0, -q], [-p, 0, q], [-p, 0, -q], [q, p, 0], [q, -p, 0], [-q, p, 0], [-q, -p, 0], [1, 1, 1], [1, 1, -1], [1, -1, 1], [1, -1, -1], [-1, 1, 1], [-1, 1, -1], [-1, -1, 1], [-1, -1, -1]]; var faces = [[2, 14, 4, 12, 0, 1], [15, 9, 11, 19, 3, 2], [16, 10, 17, 7, 6, 3], [6, 7, 19, 11, 18, 4], [6, 18, 2, 0, 16, 5], [18, 11, 9, 14, 2, 6], [1, 17, 10, 8, 13, 7], [1, 13, 5, 15, 3, 8], [13, 8, 12, 4, 5, 9], [5, 4, 14, 9, 15, 10], [0, 12, 8, 10, 16, 11], [3, 19, 7, 17, 1, 12]]; return create_geom(vertices, faces, radius, 0.2, -Math.PI / 4 / 2, 0.968); } this.create_d20_geometry = function(radius) { var t = (1 + Math.sqrt(5)) / 2; var vertices = [[-1, t, 0], [1, t, 0 ], [-1, -t, 0], [1, -t, 0], [0, -1, t], [0, 1, t], [0, -1, -t], [0, 1, -t], [t, 0, -1], [t, 0, 1], [-t, 0, -1], [-t, 0, 1]]; var faces = [[0, 11, 5, 1], [0, 5, 1, 2], [0, 1, 7, 3], [0, 7, 10, 4], [0, 10, 11, 5], [1, 5, 9, 6], [5, 11, 4, 7], [11, 10, 2, 8], [10, 7, 6, 9], [7, 1, 8, 10], [3, 9, 4, 11], [3, 4, 2, 12], [3, 2, 6, 13], [3, 6, 8, 14], [3, 8, 9, 15], [4, 9, 5, 16], [2, 4, 11, 17], [6, 2, 10, 18], [8, 6, 7, 19], [9, 8, 1, 20]]; return create_geom(vertices, faces, radius, -0.2, -Math.PI / 4 / 2, 0.955); } this.material_options = { specular: 0x172022, color: 0xf0f0f0, shininess: 10, shading: THREE.FlatShading, }; this.label_color = '#aaaaaa'; this.dice_color = '#202020'; this.ambient_light_color = 0xcfd0d1; this.spot_light_color = 0xd4ccc7; this.selector_back_colors = { color: 0x00ff00, shininess: 0, emissive: 0x00ff00 }; this.desk_color = 0x00ff00; this.use_shadows = true; this.known_types = ['d4', 'd6', 'd8', 'd10', 'd12', 'd20', 'd100']; this.dice_face_range = { 'd4': [1, 4], 'd6': [1, 6], 'd8': [1, 8], 'd10': [0, 9], 'd12': [1, 12], 'd20': [1, 20], 'd100': [0, 9] }; this.dice_mass = { 'd4': 300, 'd6': 300, 'd8': 340, 'd10': 350, 'd12': 350, 'd20': 400, 'd100': 350 }; this.dice_inertia = { 'd4': 5, 'd6': 13, 'd8': 10, 'd10': 9, 'd12': 8, 'd20': 6, 'd100': 9 }; this.scale = 50; this.create_d4 = function() { if (!this.d4_geometry) this.d4_geometry = this.create_d4_geometry(this.scale * 1.2); if (!this.d4_material) this.d4_material = new THREE.MeshFaceMaterial( this.create_d4_materials(this.scale / 2, this.scale * 2, d4_labels[0])); return new THREE.Mesh(this.d4_geometry, this.d4_material); } this.create_d6 = function() { if (!this.d6_geometry) this.d6_geometry = this.create_d6_geometry(this.scale * 0.9); if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial( this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, 1.0)); return new THREE.Mesh(this.d6_geometry, this.dice_material); } this.create_d8 = function() { if (!this.d8_geometry) this.d8_geometry = this.create_d8_geometry(this.scale); if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial( this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, 1.2)); return new THREE.Mesh(this.d8_geometry, this.dice_material); } this.create_d10 = function() { if (!this.d10_geometry) this.d10_geometry = this.create_d10_geometry(this.scale * 0.9); if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial( this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, 1.0)); return new THREE.Mesh(this.d10_geometry, this.dice_material); } this.create_d12 = function() { if (!this.d12_geometry) this.d12_geometry = this.create_d12_geometry(this.scale * 0.9); if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial( this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, 1.0)); return new THREE.Mesh(this.d12_geometry, this.dice_material); } this.create_d20 = function() { if (!this.d20_geometry) this.d20_geometry = this.create_d20_geometry(this.scale); if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial( this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, 1.0)); return new THREE.Mesh(this.d20_geometry, this.dice_material); } this.create_d100 = function() { if (!this.d10_geometry) this.d10_geometry = this.create_d10_geometry(this.scale * 0.9); if (!this.d100_material) this.d100_material = new THREE.MeshFaceMaterial( this.create_dice_materials(this.standart_d100_dice_face_labels, this.scale / 2, 1.5)); return new THREE.Mesh(this.d10_geometry, this.d100_material); } this.parse_notation = function(notation) { var no = notation.split('@'); var dr0 = /\s*(\d*)([a-z]+)(\d+)(\s*(\+|\-)\s*(\d+)){0,1}\s*(\+|$)/gi; var dr1 = /(\b)*(\d+)(\b)*/gi; var ret = { set: [], constant: 0, result: [], error: false }, res; while (res = dr0.exec(no[0])) { var command = res[2]; if (command != 'd') { ret.error = true; continue; } var count = parseInt(res[1]); if (res[1] == '') count = 1; var type = 'd' + res[3]; if (this.known_types.indexOf(type) == -1) { ret.error = true; continue; } while (count--) ret.set.push(type); if (res[5] && res[6]) { if (res[5] == '+') ret.constant += parseInt(res[6]); else ret.constant -= parseInt(res[6]); } } while (res = dr1.exec(no[1])) { ret.result.push(parseInt(res[2])); } return ret; } this.stringify_notation = function(nn) { var dict = {}, notation = ''; for (var i in nn.set) if (!dict[nn.set[i]]) dict[nn.set[i]] = 1; else ++dict[nn.set[i]]; for (var i in dict) { if (notation.length) notation += ' + '; notation += (dict[i] > 1 ? dict[i] : '') + i; } if (nn.constant) { if (nn.constant > 0) notation += ' + ' + nn.constant; else notation += ' - ' + Math.abs(nn.constant); } return notation; } var that = this; this.dice_box = function(container, dimentions, scale_change) { this.use_adapvite_timestep = true; this.animate_selector = true; this.dices = []; this.scene = new THREE.Scene(); this.world = new CANNON.World(); this.renderer = window.WebGLRenderingContext ? new THREE.WebGLRenderer({ antialias: true }) : new THREE.CanvasRenderer({ antialias: true }); container.appendChild(this.renderer.domElement); this.renderer.shadowMap.enabled = true; this.renderer.shadowMap.type = THREE.PCFShadowMap; this.renderer.setClearColor(0xffffff, 1); this.reinit(container, dimentions, scale_change); this.world.gravity.set(0, 0, -9.8 * 800); this.world.broadphase = new CANNON.NaiveBroadphase(); this.world.solver.iterations = 16; var ambientLight = new THREE.AmbientLight(that.ambient_light_color); this.scene.add(ambientLight); this.dice_body_material = new CANNON.Material(); var desk_body_material = new CANNON.Material(); var barrier_body_material = new CANNON.Material(); this.world.addContactMaterial(new CANNON.ContactMaterial( desk_body_material, this.dice_body_material, 0.01, 0.5)); this.world.addContactMaterial(new CANNON.ContactMaterial( barrier_body_material, this.dice_body_material, 0, 1.0)); this.world.addContactMaterial(new CANNON.ContactMaterial( this.dice_body_material, this.dice_body_material, 0, 0.5)); this.world.add(new CANNON.RigidBody(0, new CANNON.Plane(), desk_body_material)); var barrier; barrier = new CANNON.RigidBody(0, new CANNON.Plane(), barrier_body_material); barrier.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), Math.PI / 2); barrier.position.set(0, this.h * 0.93, 0); this.world.add(barrier); barrier = new CANNON.RigidBody(0, new CANNON.Plane(), barrier_body_material); barrier.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2); barrier.position.set(0, -this.h * 0.93, 0); this.world.add(barrier); barrier = new CANNON.RigidBody(0, new CANNON.Plane(), barrier_body_material); barrier.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), -Math.PI / 2); barrier.position.set(this.w * 0.93, 0, 0); this.world.add(barrier); barrier = new CANNON.RigidBody(0, new CANNON.Plane(), barrier_body_material); barrier.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), Math.PI / 2); barrier.position.set(-this.w * 0.93, 0, 0); this.world.add(barrier); this.last_time = 0; this.running = false; this.renderer.render(this.scene, this.camera); } this.dice_box.prototype.reinit = function(container, dimentions, scale_change) { this.cw = container.clientWidth / 2; this.ch = container.clientHeight / 2; if (scale_change) { this.scale_change = scale_change; } else { this.scale_change = 1; console.log(this.scale_change); } /* if (dimentions) { this.w = dimentions.w; this.h = dimentions.h; } else { this.w = this.cw; this.h = this.ch; } */ this.w = this.cw; this.h = this.ch; this.aspect = 1; let sceneMax = Math.max(this.w, this.h); let sceneMin = Math.min(this.w, this.h); //this.aspect = Math.min(this.cw / this.w, this.ch / this.h); //console.log("aspect: " + this.aspect); //that.scale = (Math.sqrt(this.w * this.w + this.h * this.h) / 13)* this.scale_change; //that.scale = Math.floor(this.aspect * 0.1) * this.scale_change; that.scale = (sceneMin * .1) * this.scale_change; //console.log("scale: " + that.scale); this.renderer.setSize(this.cw * 2, this.ch * 2); this.wh = this.ch / this.aspect / Math.tan(10 * Math.PI / 180); if (this.camera) this.scene.remove(this.camera); this.camera = new THREE.PerspectiveCamera(20, this.cw / this.ch, 1, this.wh * 1.3); this.camera.position.z = this.wh; //custom scene lighting var mw = Math.max(this.w, this.h); if (this.light) this.scene.remove(this.light); this.light = new THREE.SpotLight(that.spot_light_color, .7); this.light.position.set(0, 0, sceneMax * 4); this.light.target.position.set(0, 0, 0); this.light.angle = Math.PI/2; this.light.distance = 0; this.light.decay = 0; this.light.castShadow = true; this.light.shadowCameraNear = mw / 10; this.light.shadowCameraFar = mw * 5; this.light.shadowCameraFov = 50; this.light.shadowBias = 0.001; this.light.shadowDarkness = 1.1; this.light.shadowMapWidth = 2048; this.light.shadowMapHeight = 2048; //original scene lighting /* var mw = Math.max(this.w, this.h); if (this.light) this.scene.remove(this.light); this.light = new THREE.SpotLight(that.spot_light_color, 0.7); this.light.position.set(-mw / 2, mw / 2, mw * 2); this.light.target.position.set(0, 0, 0); this.light.distance = mw * 5; this.light.angle = Math.PI/2; this.light.distance = 0; this.light.decay = 0; this.light.castShadow = true; this.light.shadowCameraNear = mw / 10; this.light.shadowCameraFar = mw * 5; this.light.shadowCameraFov = 50; this.light.shadowBias = 0.001; this.light.shadowDarkness = 1.1; this.light.shadowMapWidth = 1024; this.light.shadowMapHeight = 1024; */ // if (that.use_shadows) {this.scene.add(this.light)} this.scene.add(this.light); //add spotlight target (testing) //this.scene.add(this.light.target); if (this.desk) this.scene.remove(this.desk); this.desk = new THREE.Mesh(new THREE.PlaneGeometry(this.w * 2, this.h * 2, 1, 1), new THREE.MeshBasicMaterial({ color: that.desk_color})); this.desk.receiveShadow = that.use_shadows; this.scene.add(this.desk); this.renderer.render(this.scene, this.camera); } function make_random_vector(vector) { var random_angle = rnd() * Math.PI / 5 - Math.PI / 5 / 2; var vec = { x: vector.x * Math.cos(random_angle) - vector.y * Math.sin(random_angle), y: vector.x * Math.sin(random_angle) + vector.y * Math.cos(random_angle) }; if (vec.x == 0) vec.x = 0.01; if (vec.y == 0) vec.y = 0.01; return vec; } this.dice_box.prototype.generate_vectors = function(notation, vector, boost) { var vectors = []; for (var i in notation.set) { var vec = make_random_vector(vector); var pos = { x: this.w * (vec.x > 0 ? -1 : 1) * 0.9, y: this.h * (vec.y > 0 ? -1 : 1) * 0.9, z: rnd() * 200 + 200 }; var projector = Math.abs(vec.x / vec.y); if (projector > 1.0) pos.y /= projector; else pos.x *= projector; var velvec = make_random_vector(vector); var velocity = { x: velvec.x * boost, y: velvec.y * boost, z: -10 }; var inertia = that.dice_inertia[notation.set[i]]; var angle = { x: -(rnd() * vec.y * 5 + inertia * vec.y), y: rnd() * vec.x * 5 + inertia * vec.x, z: 0 }; var axis = { x: rnd(), y: rnd(), z: rnd(), a: rnd() }; vectors.push({ set: notation.set[i], pos: pos, velocity: velocity, angle: angle, axis: axis }); } return vectors; } this.dice_box.prototype.create_dice = function(type, pos, velocity, angle, axis) { var dice = that['create_' + type](); dice.castShadow = true; dice.dice_type = type; dice.body = new CANNON.RigidBody(that.dice_mass[type], dice.geometry.cannon_shape, this.dice_body_material); dice.body.position.set(pos.x, pos.y, pos.z); dice.body.quaternion.setFromAxisAngle(new CANNON.Vec3(axis.x, axis.y, axis.z), axis.a * Math.PI * 2); dice.body.angularVelocity.set(angle.x, angle.y, angle.z); dice.body.velocity.set(velocity.x, velocity.y, velocity.z); dice.body.linearDamping = 0.1; dice.body.angularDamping = 0.1; this.scene.add(dice); this.dices.push(dice); this.world.add(dice.body); } this.dice_box.prototype.check_if_throw_finished = function() { var res = true; var e = 6; if (this.iteration < 10 / that.frame_rate) { for (var i = 0; i < this.dices.length; ++i) { var dice = this.dices[i]; if (dice.dice_stopped === true) continue; var a = dice.body.angularVelocity, v = dice.body.velocity; if (Math.abs(a.x) < e && Math.abs(a.y) < e && Math.abs(a.z) < e && Math.abs(v.x) < e && Math.abs(v.y) < e && Math.abs(v.z) < e) { if (dice.dice_stopped) { if (this.iteration - dice.dice_stopped > 3) { dice.dice_stopped = true; continue; } } else dice.dice_stopped = this.iteration; res = false; } else { dice.dice_stopped = undefined; res = false; } } } return res; } function get_dice_value(dice) { var vector = new THREE.Vector3(0, 0, dice.dice_type == 'd4' ? -1 : 1); var closest_face, closest_angle = Math.PI * 2; for (var i = 0, l = dice.geometry.faces.length; i < l; ++i) { var face = dice.geometry.faces[i]; if (face.materialIndex == 0) continue; var angle = face.normal.clone().applyQuaternion(dice.body.quaternion).angleTo(vector); if (angle < closest_angle) { closest_angle = angle; closest_face = face; } } if (closest_face){ var matindex = closest_face.materialIndex - 1; } else { /* console.log("undefined closest face: reloading in 3.. 2.. 1.."); setTimeout(function() { window.location.reload() }, 3000); */ window.location.reload() } if (dice.dice_type == 'd100') matindex *= 10; if (dice.dice_type == 'd10' && matindex == 0) matindex = 10; return matindex; } function get_dice_values(dices) { var values = []; for (var i = 0, l = dices.length; i < l; ++i) { values.push(get_dice_value(dices[i])); } return values; } this.dice_box.prototype.emulate_throw = function() { while (!this.check_if_throw_finished()) { ++this.iteration; this.world.step(that.frame_rate); } return get_dice_values(this.dices); } this.dice_box.prototype.__animate = function(threadid) { var time = (new Date()).getTime(); var time_diff = (time - this.last_time) / 1000; if (time_diff > 3) time_diff = that.frame_rate; ++this.iteration; if (this.use_adapvite_timestep) { while (time_diff > that.frame_rate * 1.1) { this.world.step(that.frame_rate); time_diff -= that.frame_rate; } this.world.step(time_diff); } else { this.world.step(that.frame_rate); } for (var i in this.scene.children) { var interact = this.scene.children[i]; if (interact.body != undefined) { interact.position.copy(interact.body.position); interact.quaternion.copy(interact.body.quaternion); } } this.renderer.render(this.scene, this.camera); this.last_time = this.last_time ? time : (new Date()).getTime(); if (this.running == threadid && this.check_if_throw_finished()) { this.running = false; if (this.callback) this.callback.call(this, get_dice_values(this.dices)); } if (this.running == threadid) { (function(t, tid, uat) { if (!uat && time_diff < that.frame_rate) { setTimeout(function() { requestAnimationFrame(function() { t.__animate(tid); }); }, (that.frame_rate - time_diff) * 1000); } else requestAnimationFrame(function() { t.__animate(tid); }); })(this, threadid, this.use_adapvite_timestep); } } this.dice_box.prototype.clear = function() { this.running = false; var dice; while (dice = this.dices.pop()) { this.scene.remove(dice); if (dice.body) this.world.remove(dice.body); } if (this.pane) this.scene.remove(this.pane); this.renderer.render(this.scene, this.camera); var box = this; setTimeout(function() { box.renderer.render(box.scene, box.camera); }, 100); } this.dice_box.prototype.prepare_dices_for_roll = function(vectors) { this.clear(); this.iteration = 0; for (var i in vectors) { this.create_dice(vectors[i].set, vectors[i].pos, vectors[i].velocity, vectors[i].angle, vectors[i].axis); } } function shift_dice_faces(dice, value, res) { var r = that.dice_face_range[dice.dice_type]; if (dice.dice_type == 'd10' && value == 10) value = 0; if (dice.dice_type == 'd10' && res == 10) res = 0; if (dice.dice_type == 'd100') res /= 10; if (!(value >= r[0] && value <= r[1])) return; var num = value - res; var geom = dice.geometry.clone(); for (var i = 0, l = geom.faces.length; i < l; ++i) { var matindex = geom.faces[i].materialIndex; if (matindex == 0) continue; matindex += num - 1; while (matindex > r[1]) matindex -= r[1]; while (matindex < r[0]) matindex += r[1]; geom.faces[i].materialIndex = matindex + 1; } if (dice.dice_type == 'd4' && num != 0) { if (num < 0) num += 4; dice.material = new THREE.MeshFaceMaterial( that.create_d4_materials(that.scale / 2, that.scale * 2, d4_labels[num])); } dice.geometry = geom; } this.dice_box.prototype.roll = function(vectors, values, callback) { this.prepare_dices_for_roll(vectors); if (values != undefined && values.length) { this.use_adapvite_timestep = false; var res = this.emulate_throw(); this.prepare_dices_for_roll(vectors); for (var i in res) shift_dice_faces(this.dices[i], values[i], res[i]); } this.callback = callback; this.running = (new Date()).getTime(); this.last_time = 0; this.__animate(this.running); } this.dice_box.prototype.__selector_animate = function(threadid) { var time = (new Date()).getTime(); var time_diff = (time - this.last_time) / 1000; if (time_diff > 3) time_diff = that.frame_rate; var angle_change = 0.3 * time_diff * Math.PI * Math.min(24000 + threadid - time, 6000) / 6000; if (angle_change < 0) this.running = false; for (var i in this.dices) { this.dices[i].rotation.y += angle_change; this.dices[i].rotation.x += angle_change / 4; this.dices[i].rotation.z += angle_change / 10; } this.last_time = time; this.renderer.render(this.scene, this.camera); if (this.running == threadid) { (function(t, tid) { requestAnimationFrame(function() { t.__selector_animate(tid); }); })(this, threadid); } } this.dice_box.prototype.search_dice_by_mouse = function(ev) { var m = $t.get_mouse_coords(ev); var intersects = (new THREE.Raycaster(this.camera.position, (new THREE.Vector3((m.x - this.cw) / this.aspect, 1 - (m.y - this.ch) / this.aspect, this.w / 9)) .sub(this.camera.position).normalize())).intersectObjects(this.dices); if (intersects.length) return intersects[0].object.userData; } this.dice_box.prototype.draw_selector = function() { this.clear(); var step = this.w / 4.5; this.pane = new THREE.Mesh(new THREE.PlaneGeometry(this.w * 6, this.h * 6, 1, 1), new THREE.MeshPhongMaterial(that.selector_back_colors)); this.pane.receiveShadow = true; this.pane.position.set(0, 0, 1); this.scene.add(this.pane); var mouse_captured = false; for (var i = 0, pos = -3; i < that.known_types.length; ++i, ++pos) { var dice = $t.dice['create_' + that.known_types[i]](); dice.position.set(pos * step, 0, step * 0.5); dice.castShadow = true; dice.userData = that.known_types[i]; this.dices.push(dice); this.scene.add(dice); } this.running = (new Date()).getTime(); this.last_time = 0; if (this.animate_selector) this.__selector_animate(this.running); else this.renderer.render(this.scene, this.camera); } function throw_dices(box, vector, boost, dist, notation_getter, before_roll, after_roll) { var uat = $t.dice.use_adapvite_timestep; function roll(request_results) { if (after_roll) { box.clear(); box.roll(vectors, request_results || notation.result, function(result) { if (after_roll) after_roll.call(box, notation, result); box.rolling = false; $t.dice.use_adapvite_timestep = uat; }); } } vector.x /= dist; vector.y /= dist; var notation = notation_getter.call(box); if (notation.set.length == 0) return; var vectors = box.generate_vectors(notation, vector, boost); box.rolling = true; if (before_roll) before_roll.call(box, vectors, notation, roll); else roll(); } this.dice_box.prototype.bind_mouse = function(container, notation_getter, before_roll, after_roll) { var box = this; $t.bind(container, ['mousedown', 'touchstart'], function(ev) { ev.preventDefault(); box.mouse_time = (new Date()).getTime(); box.mouse_start = $t.get_mouse_coords(ev); }); $t.bind(container, ['mouseup', 'touchend'], function(ev) { if (box.rolling) return; if (box.mouse_start == undefined) return; ev.stopPropagation(); var m = $t.get_mouse_coords(ev); var vector = { x: m.x - box.mouse_start.x, y: -(m.y - box.mouse_start.y) }; box.mouse_start = undefined; var dist = Math.sqrt(vector.x * vector.x + vector.y * vector.y); if (dist < Math.sqrt(box.w * box.h * 0.01)) return; var time_int = (new Date()).getTime() - box.mouse_time; if (time_int > 2000) time_int = 2000; var boost = Math.sqrt((2500 - time_int) / 2500) * dist * 2; prepare_rnd(function() { throw_dices(box, vector, boost, dist, notation_getter, before_roll, after_roll); }); }); } this.dice_box.prototype.bind_throw = function(button, notation_getter, before_roll, after_roll) { var box = this; $t.bind(button, ['mouseup', 'touchend'], function(ev) { ev.stopPropagation(); box.start_throw(notation_getter, before_roll, after_roll); }); } this.dice_box.prototype.start_throw = function(notation_getter, before_roll, after_roll) { var box = this; if (box.rolling) return; prepare_rnd(function() { var vector = { x: (rnd() * 2 - 1) * box.w, y: -(rnd() * 2 - 1) * box.h }; var dist = Math.sqrt(vector.x * vector.x + vector.y * vector.y); var boost = (rnd() + 3) * dist; throw_dices(box, vector, boost, dist, notation_getter, before_roll, after_roll); }); } }).apply(teal.dice = teal.dice || {});