890 lines
38 KiB
JavaScript
890 lines
38 KiB
JavaScript
"use strict";
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(function(dice) {
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var random_storage = [];
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this.use_true_random = true;
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this.frame_rate = 1 / 60;
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function prepare_rnd(callback) {
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if (!random_storage.length && $t.dice.use_true_random) {
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try {
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$t.rpc({ method: "random", n: 512 },
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function(random_responce) {
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if (!random_responce.error)
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random_storage = random_responce.result.random.data;
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else $t.dice.use_true_random = false;
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callback();
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});
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return;
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}
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catch (e) { $t.dice.use_true_random = false; }
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}
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callback();
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}
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function rnd() {
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return random_storage.length ? random_storage.pop() : Math.random();
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}
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function create_shape(vertices, faces, radius) {
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var cv = new Array(vertices.length), cf = new Array(faces.length);
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for (var i = 0; i < vertices.length; ++i) {
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var v = vertices[i];
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cv[i] = new CANNON.Vec3(v.x * radius, v.y * radius, v.z * radius);
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}
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for (var i = 0; i < faces.length; ++i) {
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cf[i] = faces[i].slice(0, faces[i].length - 1);
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}
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return new CANNON.ConvexPolyhedron(cv, cf);
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}
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function make_geom(vertices, faces, radius, tab, af) {
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var geom = new THREE.Geometry();
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for (var i = 0; i < vertices.length; ++i) {
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var vertex = vertices[i].multiplyScalar(radius);
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vertex.index = geom.vertices.push(vertex) - 1;
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}
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for (var i = 0; i < faces.length; ++i) {
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var ii = faces[i], fl = ii.length - 1;
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var aa = Math.PI * 2 / fl;
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for (var j = 0; j < fl - 2; ++j) {
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geom.faces.push(new THREE.Face3(ii[0], ii[j + 1], ii[j + 2], [geom.vertices[ii[0]],
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geom.vertices[ii[j + 1]], geom.vertices[ii[j + 2]]], 0, ii[fl] + 1));
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geom.faceVertexUvs[0].push([
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new THREE.Vector2((Math.cos(af) + 1 + tab) / 2 / (1 + tab),
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(Math.sin(af) + 1 + tab) / 2 / (1 + tab)),
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new THREE.Vector2((Math.cos(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab),
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(Math.sin(aa * (j + 1) + af) + 1 + tab) / 2 / (1 + tab)),
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new THREE.Vector2((Math.cos(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab),
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(Math.sin(aa * (j + 2) + af) + 1 + tab) / 2 / (1 + tab))]);
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}
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}
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geom.computeFaceNormals();
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geom.boundingSphere = new THREE.Sphere(new THREE.Vector3(), radius);
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return geom;
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}
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function chamfer_geom(vectors, faces, chamfer) {
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var chamfer_vectors = [], chamfer_faces = [], corner_faces = new Array(vectors.length);
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for (var i = 0; i < vectors.length; ++i) corner_faces[i] = [];
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for (var i = 0; i < faces.length; ++i) {
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var ii = faces[i], fl = ii.length - 1;
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var center_point = new THREE.Vector3();
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var face = new Array(fl);
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for (var j = 0; j < fl; ++j) {
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var vv = vectors[ii[j]].clone();
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center_point.add(vv);
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corner_faces[ii[j]].push(face[j] = chamfer_vectors.push(vv) - 1);
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}
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center_point.divideScalar(fl);
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for (var j = 0; j < fl; ++j) {
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var vv = chamfer_vectors[face[j]];
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vv.subVectors(vv, center_point).multiplyScalar(chamfer).addVectors(vv, center_point);
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}
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face.push(ii[fl]);
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chamfer_faces.push(face);
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}
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for (var i = 0; i < faces.length - 1; ++i) {
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for (var j = i + 1; j < faces.length; ++j) {
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var pairs = [], lastm = -1;
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for (var m = 0; m < faces[i].length - 1; ++m) {
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var n = faces[j].indexOf(faces[i][m]);
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if (n >= 0 && n < faces[j].length - 1) {
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if (lastm >= 0 && m != lastm + 1) pairs.unshift([i, m], [j, n]);
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else pairs.push([i, m], [j, n]);
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lastm = m;
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}
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}
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if (pairs.length != 4) continue;
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chamfer_faces.push([chamfer_faces[pairs[0][0]][pairs[0][1]],
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chamfer_faces[pairs[1][0]][pairs[1][1]],
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chamfer_faces[pairs[3][0]][pairs[3][1]],
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chamfer_faces[pairs[2][0]][pairs[2][1]], -1]);
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}
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}
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for (var i = 0; i < corner_faces.length; ++i) {
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var cf = corner_faces[i], face = [cf[0]], count = cf.length - 1;
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while (count) {
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for (var m = faces.length; m < chamfer_faces.length; ++m) {
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var index = chamfer_faces[m].indexOf(face[face.length - 1]);
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if (index >= 0 && index < 4) {
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if (--index == -1) index = 3;
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var next_vertex = chamfer_faces[m][index];
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if (cf.indexOf(next_vertex) >= 0) {
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face.push(next_vertex);
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break;
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}
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}
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}
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--count;
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}
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face.push(-1);
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chamfer_faces.push(face);
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}
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return { vectors: chamfer_vectors, faces: chamfer_faces };
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}
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function create_geom(vertices, faces, radius, tab, af, chamfer) {
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var vectors = new Array(vertices.length);
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for (var i = 0; i < vertices.length; ++i) {
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vectors[i] = (new THREE.Vector3).fromArray(vertices[i]).normalize();
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}
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var cg = chamfer_geom(vectors, faces, chamfer);
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var geom = make_geom(cg.vectors, cg.faces, radius, tab, af);
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//var geom = make_geom(vectors, faces, radius, tab, af); // Without chamfer
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geom.cannon_shape = create_shape(vectors, faces, radius);
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return geom;
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}
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this.standart_d20_dice_face_labels = [' ', '0', '1', '2', '3', '4', '5', '6', '7', '8',
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'9', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '20'];
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this.standart_d100_dice_face_labels = [' ', '00', '10', '20', '30', '40', '50',
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'60', '70', '80', '90'];
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function calc_texture_size(approx) {
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return Math.pow(2, Math.floor(Math.log(approx) / Math.log(2)));
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}
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this.create_dice_materials = function(face_labels, size, margin) {
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function create_text_texture(text, color, back_color) {
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if (text == undefined) return null;
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var canvas = document.createElement("canvas");
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var context = canvas.getContext("2d");
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var ts = calc_texture_size(size + size * 2 * margin) * 2;
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canvas.width = canvas.height = ts;
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context.font = ts / (1 + 2 * margin) + "pt Arial";
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context.fillStyle = back_color;
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context.fillRect(0, 0, canvas.width, canvas.height);
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context.textAlign = "center";
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context.textBaseline = "middle";
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context.fillStyle = color;
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context.fillText(text, canvas.width / 2, canvas.height / 2);
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if (text == '6' || text == '9') {
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context.fillText(' .', canvas.width / 2, canvas.height / 2);
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}
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var texture = new THREE.Texture(canvas);
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texture.needsUpdate = true;
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return texture;
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}
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var materials = [];
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for (var i = 0; i < face_labels.length; ++i)
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materials.push(new THREE.MeshPhongMaterial($t.copyto(this.material_options,
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{ map: create_text_texture(face_labels[i], this.label_color, this.dice_color),opacity: 0.5 })));
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return materials;
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}
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var d4_labels = [
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[[], [0, 0, 0], [2, 4, 3], [1, 3, 4], [2, 1, 4], [1, 2, 3]],
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[[], [0, 0, 0], [2, 3, 4], [3, 1, 4], [2, 4, 1], [3, 2, 1]],
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[[], [0, 0, 0], [4, 3, 2], [3, 4, 1], [4, 2, 1], [3, 1, 2]],
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[[], [0, 0, 0], [4, 2, 3], [1, 4, 3], [4, 1, 2], [1, 3, 2]]
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];
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this.create_d4_materials = function(size, margin, labels) {
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function create_d4_text(text, color, back_color) {
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var canvas = document.createElement("canvas");
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var context = canvas.getContext("2d");
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var ts = calc_texture_size(size + margin) * 2;
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canvas.width = canvas.height = ts;
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context.font = (ts - margin) / 1.5 + "pt Arial";
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context.fillStyle = back_color;
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context.fillRect(0, 0, canvas.width, canvas.height);
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context.textAlign = "center";
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context.textBaseline = "middle";
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context.fillStyle = color;
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for (var i in text) {
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context.fillText(text[i], canvas.width / 2,
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canvas.height / 2 - ts * 0.3);
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context.translate(canvas.width / 2, canvas.height / 2);
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context.rotate(Math.PI * 2 / 3);
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context.translate(-canvas.width / 2, -canvas.height / 2);
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}
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var texture = new THREE.Texture(canvas);
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texture.needsUpdate = true;
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return texture;
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}
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var materials = [];
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for (var i = 0; i < labels.length; ++i)
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materials.push(new THREE.MeshPhongMaterial($t.copyto(this.material_options,
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{ map: create_d4_text(labels[i], this.label_color, this.dice_color)})));
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return materials;
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}
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this.create_d4_geometry = function(radius) {
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var vertices = [[1, 1, 1], [-1, -1, 1], [-1, 1, -1], [1, -1, -1]];
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var faces = [[1, 0, 2, 1], [0, 1, 3, 2], [0, 3, 2, 3], [1, 2, 3, 4]];
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return create_geom(vertices, faces, radius, -0.1, Math.PI * 7 / 6, 0.96);
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}
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this.create_d6_geometry = function(radius) {
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var vertices = [[-1, -1, -1], [1, -1, -1], [1, 1, -1], [-1, 1, -1],
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[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]];
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var faces = [[0, 3, 2, 1, 1], [1, 2, 6, 5, 2], [0, 1, 5, 4, 3],
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[3, 7, 6, 2, 4], [0, 4, 7, 3, 5], [4, 5, 6, 7, 6]];
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return create_geom(vertices, faces, radius, 0.1, Math.PI / 4, 0.96);
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}
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this.create_d8_geometry = function(radius) {
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var vertices = [[1, 0, 0], [-1, 0, 0], [0, 1, 0], [0, -1, 0], [0, 0, 1], [0, 0, -1]];
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var faces = [[0, 2, 4, 1], [0, 4, 3, 2], [0, 3, 5, 3], [0, 5, 2, 4], [1, 3, 4, 5],
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[1, 4, 2, 6], [1, 2, 5, 7], [1, 5, 3, 8]];
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return create_geom(vertices, faces, radius, 0, -Math.PI / 4 / 2, 0.965);
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}
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this.create_d10_geometry = function(radius) {
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var a = Math.PI * 2 / 10, k = Math.cos(a), h = 0.105, v = -1;
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var vertices = [];
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for (var i = 0, b = 0; i < 10; ++i, b += a)
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vertices.push([Math.cos(b), Math.sin(b), h * (i % 2 ? 1 : -1)]);
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vertices.push([0, 0, -1]); vertices.push([0, 0, 1]);
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var faces = [[5, 7, 11, 0], [4, 2, 10, 1], [1, 3, 11, 2], [0, 8, 10, 3], [7, 9, 11, 4],
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[8, 6, 10, 5], [9, 1, 11, 6], [2, 0, 10, 7], [3, 5, 11, 8], [6, 4, 10, 9],
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[1, 0, 2, v], [1, 2, 3, v], [3, 2, 4, v], [3, 4, 5, v], [5, 4, 6, v],
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[5, 6, 7, v], [7, 6, 8, v], [7, 8, 9, v], [9, 8, 0, v], [9, 0, 1, v]];
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return create_geom(vertices, faces, radius, 0, Math.PI * 6 / 5, 0.945);
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}
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this.create_d12_geometry = function(radius) {
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var p = (1 + Math.sqrt(5)) / 2, q = 1 / p;
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var vertices = [[0, q, p], [0, q, -p], [0, -q, p], [0, -q, -p], [p, 0, q],
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[p, 0, -q], [-p, 0, q], [-p, 0, -q], [q, p, 0], [q, -p, 0], [-q, p, 0],
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[-q, -p, 0], [1, 1, 1], [1, 1, -1], [1, -1, 1], [1, -1, -1], [-1, 1, 1],
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[-1, 1, -1], [-1, -1, 1], [-1, -1, -1]];
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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],
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[6, 18, 2, 0, 16, 5], [18, 11, 9, 14, 2, 6], [1, 17, 10, 8, 13, 7], [1, 13, 5, 15, 3, 8],
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[13, 8, 12, 4, 5, 9], [5, 4, 14, 9, 15, 10], [0, 12, 8, 10, 16, 11], [3, 19, 7, 17, 1, 12]];
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return create_geom(vertices, faces, radius, 0.2, -Math.PI / 4 / 2, 0.968);
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}
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this.create_d20_geometry = function(radius) {
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var t = (1 + Math.sqrt(5)) / 2;
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var vertices = [[-1, t, 0], [1, t, 0 ], [-1, -t, 0], [1, -t, 0],
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[0, -1, t], [0, 1, t], [0, -1, -t], [0, 1, -t],
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[t, 0, -1], [t, 0, 1], [-t, 0, -1], [-t, 0, 1]];
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var faces = [[0, 11, 5, 1], [0, 5, 1, 2], [0, 1, 7, 3], [0, 7, 10, 4], [0, 10, 11, 5],
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[1, 5, 9, 6], [5, 11, 4, 7], [11, 10, 2, 8], [10, 7, 6, 9], [7, 1, 8, 10],
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[3, 9, 4, 11], [3, 4, 2, 12], [3, 2, 6, 13], [3, 6, 8, 14], [3, 8, 9, 15],
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[4, 9, 5, 16], [2, 4, 11, 17], [6, 2, 10, 18], [8, 6, 7, 19], [9, 8, 1, 20]];
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return create_geom(vertices, faces, radius, -0.2, -Math.PI / 4 / 2, 0.955);
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}
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this.material_options = {
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specular: 0x172022,
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color: 0xf0f0f0,
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shininess: 10,
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shading: THREE.FlatShading,
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};
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this.label_color = '#aaaaaa';
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this.dice_color = '#202020';
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this.ambient_light_color = 0xcfd0d1;
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this.spot_light_color = 0xd4ccc7;
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this.selector_back_colors = { color: 0x00ff00, shininess: 0, emissive: 0x00ff00 };
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this.desk_color = 0x00ff00;
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this.use_shadows = true;
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this.known_types = ['d4', 'd6', 'd8', 'd10', 'd12', 'd20', 'd100'];
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this.dice_face_range = { 'd4': [1, 4], 'd6': [1, 6], 'd8': [1, 8], 'd10': [0, 9],
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'd12': [1, 12], 'd20': [1, 20], 'd100': [0, 9] };
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this.dice_mass = { 'd4': 300, 'd6': 300, 'd8': 340, 'd10': 350, 'd12': 350, 'd20': 400, 'd100': 350 };
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this.dice_inertia = { 'd4': 5, 'd6': 13, 'd8': 10, 'd10': 9, 'd12': 8, 'd20': 6, 'd100': 9 };
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this.scale = 50;
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this.create_d4 = function() {
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if (!this.d4_geometry) this.d4_geometry = this.create_d4_geometry(this.scale * 1.2);
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if (!this.d4_material) this.d4_material = new THREE.MeshFaceMaterial(
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this.create_d4_materials(this.scale / 2, this.scale * 2, d4_labels[0]));
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return new THREE.Mesh(this.d4_geometry, this.d4_material);
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}
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this.create_d6 = function() {
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if (!this.d6_geometry) this.d6_geometry = this.create_d6_geometry(this.scale * 0.9);
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if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
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this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, 1.0));
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return new THREE.Mesh(this.d6_geometry, this.dice_material);
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}
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this.create_d8 = function() {
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if (!this.d8_geometry) this.d8_geometry = this.create_d8_geometry(this.scale);
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if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
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this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, 1.2));
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return new THREE.Mesh(this.d8_geometry, this.dice_material);
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}
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this.create_d10 = function() {
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if (!this.d10_geometry) this.d10_geometry = this.create_d10_geometry(this.scale * 0.9);
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if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
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this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, 1.0));
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return new THREE.Mesh(this.d10_geometry, this.dice_material);
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}
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this.create_d12 = function() {
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if (!this.d12_geometry) this.d12_geometry = this.create_d12_geometry(this.scale * 0.9);
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if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
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this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, 1.0));
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return new THREE.Mesh(this.d12_geometry, this.dice_material);
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}
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this.create_d20 = function() {
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if (!this.d20_geometry) this.d20_geometry = this.create_d20_geometry(this.scale);
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if (!this.dice_material) this.dice_material = new THREE.MeshFaceMaterial(
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this.create_dice_materials(this.standart_d20_dice_face_labels, this.scale / 2, 1.0));
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return new THREE.Mesh(this.d20_geometry, this.dice_material);
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}
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this.create_d100 = function() {
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if (!this.d10_geometry) this.d10_geometry = this.create_d10_geometry(this.scale * 0.9);
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if (!this.d100_material) this.d100_material = new THREE.MeshFaceMaterial(
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this.create_dice_materials(this.standart_d100_dice_face_labels, this.scale / 2, 1.5));
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return new THREE.Mesh(this.d10_geometry, this.d100_material);
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}
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this.parse_notation = function(notation) {
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var no = notation.split('@');
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var dr0 = /\s*(\d*)([a-z]+)(\d+)(\s*(\+|\-)\s*(\d+)){0,1}\s*(\+|$)/gi;
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var dr1 = /(\b)*(\d+)(\b)*/gi;
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var ret = { set: [], constant: 0, result: [], error: false }, res;
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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 || {});
|
|
|