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planetTest.js
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var planetTest = {};
planetTest.create = function() {
var obj = new Object();
obj.position = vec3.create([80,0,0]);
obj.collision = collisionMesh.create();
obj.collision.addQuad([-50,-50,0], [50,-50,0], [50,50,0], [-50,50,0]);
obj.collision.addQuad([-40,-40,10], [40,-40,10], [40,-30,10], [-40,-30,10]);
obj.collision.addTriangle([-30,-30,10], [-25,-30,0], [-30,0,0]);
obj.collision.addQuad([-40,-30,10], [-30,-30,10], [-30,0,0], [-40,0,0]);
obj.collision.addQuad([-30,-30,10], [-20,-30,10], [-20,-10,0], [-30,-10,0]);
obj.collision.addQuad([-20,-30,10], [-10,-30,10], [-10,-20,0], [-20,-20,0]);
obj.collision.addQuad([-10,-30,10], [0,-30,10], [0,-25,0], [-10,-25,0]);
obj.collision.addQuad([0,-30,10], [10,-30,10], [10,-28,0], [0,-28,0]);
obj.collision.addQuad([10,-30,10], [40,-30,10], [40,-30,0], [10,-30,0]);
obj.collision.scale(2);
obj.collision.addSphere(0,0,40, 20, 10);
obj.collision.addBox(0,15,40, 10,30,10, 1);
obj.collision.addSphere(0,-25,40, 5, 10);
obj.collision.addBox(0,0,90, 30,30,30, 1);
obj.collision.addBezier([0,0,130,8, 30,60,130,12, 0,80,160,18, -30,60,160,12, 0,0,160,8, 30,-60,160,12, 0,-80,160,18, -30,-60,130,12, 0,0,130,8], 8, 8);
obj.model = modelCreate();
modelAddQuad(obj.model, [ -50,-50,0, 0,0,1, 0,0,1,
50,-50,0, 1,0,1, 0,0,1,
50, 50,0, 1,1,1, 0,0,1,
-50, 50,0, 0,1,1, 0,0,1], 9);
modelAddQuad(obj.model, [ -40,-40,10, 0,0,1, 0,0,1,
40,-40,10, 1,0,1, 0,0,1,
40,-30,10, 1,1,1, 0,0,1,
-40,-30,10, 0,1,1, 0,0,1], 9);
modelAddQuad(obj.model, [ -40,-30,10, 0,0,1, 0,0,1,
-30,-30,10, 1,0,1, 0,0,1,
-30, 0,0, 1,1,1, 0,0,1,
-40, 0,0, 0,1,1, 0,0,1], 9);
modelAddVertices(obj.model, [ -30,-30,10, 0,0,1, 0,0,1,
-25,-30, 0, 1,1,1, 0,0,1,
-30, 0, 0, 1,0,1, 0,0,1], 9);
modelAddQuad(obj.model, [ -30,-30,10, 0,0,1, 0,0,1,
-20,-30,10, 1,0,1, 0,0,1,
-20,-10,0, 1,1,1, 0,0,1,
-30,-10,0, 0,1,1, 0,0,1], 9);
modelAddQuad(obj.model, [ -20,-30,10, 0,0,1, 0,0,1,
-10,-30,10, 1,0,1, 0,0,1,
-10,-20,0, 1,1,1, 0,0,1,
-20,-20,0, 0,1,1, 0,0,1], 9);
modelAddQuad(obj.model, [ -10,-30,10, 0,0,1, 0,0,1,
0,-30,10, 1,0,1, 0,0,1,
0,-25,0, 1,1,1, 0,0,1,
-10,-25,0, 0,1,1, 0,0,1], 9);
modelAddQuad(obj.model, [ 0,-30,10, 0,0,1, 0,0,1,
10,-30,10, 1,0,1, 0,0,1,
10,-28,0, 1,1,1, 0,0,1,
0,-28,0, 0,1,1, 0,0,1], 9);
modelAddQuad(obj.model, [ 10,-30,10, 0,0,1, 0,0,1,
40,-30,10, 1,0,1, 0,0,1,
40,-30,0, 1,1,1, 0,0,1,
10,-30,0, 0,1,1, 0,0,1], 9);
modelScale(obj.model, 2, 9);
modelAddSphere(obj.model, 0,0,40, 20, 10);
modelAddBox(obj.model, 0,15,40, 10,30,10, 1, 1);
modelAddSphere(obj.model, 0,-25,40, 5, 10);
modelAddBox(obj.model, 0,0,90, 30,30,30, 1, 1);
modelAddBezier(obj.model, [0,0,130,8, 30,60,130,12, 0,80,160,18, -30,60,160,12, 0,0,160,8, 30,-60,160,12, 0,-80,160,18, -30,-60,130,12, 0,0,130,8], 8, 8, 0);
//modelAddPath(obj.model, [20,0,40,0, 140,0,65,0, 21,0,90,0], [20,0,45,0, 130,0,65,0, 21,0,85,0], 8, 0);
modelFinish(obj.model);
obj.shader = hglCreateProgram(shaderPlanetSphere1Vertex, shaderPlanetSphere1Fragment);
obj.tempVec = vec3.create();
obj.tempVec2 = vec3.create();
obj.tempVec3 = vec3.create();
obj.distanceFieldSphere = function(pos, spherePos, sphereRadius) {
vec3.subtract(pos, spherePos, obj.tempVec2);
return vec3.length(obj.tempVec2) - sphereRadius;
}
obj.distanceFieldBox = function(pos, boxPos, boxSize) {
vec3.subtract(pos, boxPos, obj.tempVec2);
obj.tempVec2[0] = Math.abs(obj.tempVec2[0]);
obj.tempVec2[1] = Math.abs(obj.tempVec2[1]);
obj.tempVec2[2] = Math.abs(obj.tempVec2[2]);
vec3.subtract(obj.tempVec2, boxSize);
obj.tempVec3[0] = Math.max(obj.tempVec2[0],0);
obj.tempVec3[1] = Math.max(obj.tempVec2[1],0);
obj.tempVec3[2] = Math.max(obj.tempVec2[2],0);
return Math.min(Math.max(obj.tempVec2[0],Math.max(obj.tempVec2[1],obj.tempVec2[2])),0) + vec3.length(obj.tempVec3);
}
obj.distanceFieldCapsule = function(pos, a, b, radA, radB) {
vec3.subtract(pos, a, obj.tempVec2);
vec3.subtract(b, a, obj.tempVec3);
var h = vec3.dot(obj.tempVec2, obj.tempVec3) / vec3.dot(obj.tempVec3, obj.tempVec3);
if (h < 0) h = 0;
if (h > 1) h = 1;
vec3.scale(obj.tempVec3, h);
vec3.subtract(obj.tempVec2, obj.tempVec3);
var d = vec3.length(obj.tempVec2) - (radA + (radB - radA) * h);
return d;
}
obj.distanceFieldBezier = function(pos, points, length_subdiv) {
var d = new Object();
d.d = 10000;
d.m = 0;
var last = points.length / 4;
for(var b = 1; b < last - 1; b++) {
var iPrev = (b - 1) * 4;
var iCur = b * 4;
var iNext = (b + 1) * 4;
var p0 = (b == 1 ? [points[0],points[1],points[2],points[3]] :
[(points[iPrev] + points[iCur]) / 2,
(points[iPrev + 1] + points[iCur + 1]) / 2,
(points[iPrev + 2] + points[iCur + 2]) / 2,
(points[iPrev + 3] + points[iCur + 3]) / 2]);
var p1 = [points[iCur],points[iCur + 1],points[iCur + 2],points[iCur + 3]];
var p2 = (b == last - 2 ? [points[iNext],points[iNext + 1],points[iNext + 2],points[iNext + 3]] :
[(points[iNext] + points[iCur]) / 2,
(points[iNext + 1] + points[iCur + 1]) / 2,
(points[iNext + 2] + points[iCur + 2]) / 2,
(points[iNext + 3] + points[iCur + 3]) / 2]);
for(var len = 0; len < length_subdiv; len++) {
var t = len / length_subdiv;
var pb = bezier4(p0,p1,p2,t);
var t2 = (len + 1) / length_subdiv;
var pb2 = bezier4(p0,p1,p2,t2);
obj.distanceFieldUnion(d, obj.distanceFieldCapsule(pos, pb, pb2, pb[3], pb2[3]), 0);
}
}
return d.d;
}
obj.distanceFieldUnion = function(dobj, nd, nm) {
if (nd < dobj.d) {
dobj.d = nd;
dobj.m = nm;
}
}
obj.distanceField = function(pos, type) {
var d = new Object();
d.d = 10000;
d.m = 0;
obj.distanceFieldUnion(d, obj.distanceFieldBox(pos, [-100, -100, -10], [200, 200, 9]));
obj.distanceFieldUnion(d, obj.distanceFieldSphere(pos, [0,0,40], 20), 0);
obj.distanceFieldUnion(d, obj.distanceFieldBox(pos, [0,0,90], [15,15,15]), 1);
obj.distanceFieldUnion(d, obj.distanceFieldBezier(pos, [0,0,130,8, 30,60,130,12, 0,80,160,18, -30,60,160,12, 0,0,160,8, 30,-60,160,12, 0,-80,160,18, -30,-60,130,12, 0,0,130,8], 8), 1);
return (type == 0 ? d.d : d.m);
}
obj.getGravity = function(ret, pos, lastGrav) {
var eps = 0.0001;
vec3.add(pos, [eps,0,0], obj.tempVec);
var nxP = obj.distanceField(obj.tempVec, 0);
vec3.add(pos, [-eps,0,0], obj.tempVec);
var nxM = obj.distanceField(obj.tempVec, 0);
vec3.add(pos, [0,eps,0], obj.tempVec);
var nyP = obj.distanceField(obj.tempVec, 0);
vec3.add(pos, [0,-eps,0], obj.tempVec);
var nyM = obj.distanceField(obj.tempVec, 0);
vec3.add(pos, [0,0,eps], obj.tempVec);
var nzP = obj.distanceField(obj.tempVec, 0);
vec3.add(pos, [0,0,-eps], obj.tempVec);
var nzM = obj.distanceField(obj.tempVec, 0);
vec3.set([nxM - nxP, nyM - nyP, nzM - nzP], obj.tempVec);
vec3.set(vec3.normalize(obj.tempVec), ret);
return obj.distanceField(pos, 1);
}
obj.getMovementStickness = function(ind) {
return 0;
}
obj.getCollision = function(orig, dir) {
return obj.collision.checkRay(orig, dir);
}
obj.getCollisionNormal = function(i) {
return obj.collision.mesh[i].normal;
}
obj.draw = function() {
gl.bindBuffer(gl.ARRAY_BUFFER, obj.model.buffer);
gl.vertexAttribPointer(obj.shader.vertexPositionAttribute, 3, gl.FLOAT, false, 9 * 4, 0);
gl.vertexAttribPointer(obj.shader.vertexTextureAttribute, 3, gl.FLOAT, false, 9 * 4, 3 * 4);
gl.vertexAttribPointer(obj.shader.vertexNormalAttribute, 3, gl.FLOAT, false, 9 * 4, 6 * 4);
obj.shader.use();
obj.shader.setMatrices();
gl.drawArrays(gl.TRIANGLES, 0, obj.model.vertices);
}
return obj;
}
var shaderPlanetSphere1Fragment =
"precision mediump float;" +
"uniform float uTime;" +
"varying vec3 vFragColor;" +
"varying vec3 vFragNormal;" +
"varying vec3 vFragTexture;" +
"void main(void) {" +
" vec3 col = vFragTexture;" +
" if (mod(floor(vFragTexture.x * 200.), 20.) == 0.) col *= 0.5;" +
" if (mod(floor(vFragTexture.y * 200.), 20.) == 0.) col *= 0.5;" +
" if (mod(floor(vFragTexture.z * 200.), 20.) == 0.) col *= 0.5;" +
" float diffuse = clamp(dot(normalize(vFragNormal), normalize(vec3(0,0,1))), 0., 1.);" +
" gl_FragColor = mix(vec4(col * (diffuse * 0.5 + 0.5), 1), vec4(1,1,1,1), clamp(1. - (diffuse * 2.), 0., 1.) * 0.5);" +
"}";
var shaderPlanetSphere1Vertex =
"attribute vec3 aVertexPosition;" +
"attribute vec3 aVertexColor;" +
"attribute vec3 aVertexTexture;" +
"attribute vec3 aVertexNormal;" +
"uniform mat4 uMVMatrix;" +
"uniform mat4 uPMatrix;" +
"varying vec3 vFragColor;" +
"varying vec3 vFragNormal;" +
"varying vec3 vFragTexture;" +
"void main(void) {" +
" gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);" +
" vFragNormal = vec3(uMVMatrix * vec4(aVertexNormal, 0.0));" +
" vFragColor = aVertexTexture;" +
" vFragTexture = aVertexTexture;" +
"}";