diff options
Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/utilities.js')
-rwxr-xr-x | js/helper-classes/RDGE/src/core/script/utilities.js | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/utilities.js b/js/helper-classes/RDGE/src/core/script/utilities.js index ff67868c..3cf43e92 100755 --- a/js/helper-classes/RDGE/src/core/script/utilities.js +++ b/js/helper-classes/RDGE/src/core/script/utilities.js | |||
@@ -32,13 +32,13 @@ POSSIBILITY OF SUCH DAMAGE. | |||
32 | var RDGE = RDGE || {}; | 32 | var RDGE = RDGE || {}; |
33 | 33 | ||
34 | 34 | ||
35 | /* | 35 | /* |
36 | // Methods not currently used in Ninja | 36 | // Methods not currently used in Ninja |
37 | RDGE.getRandColor = function () { | 37 | RDGE.getRandColor = function () { |
38 | var r = Math.random(); | 38 | var r = Math.random(); |
39 | var g = Math.random(); | 39 | var g = Math.random(); |
40 | var b =Math.random(); | 40 | var b =Math.random(); |
41 | 41 | ||
42 | return [r, g, b, 1.0]; | 42 | return [r, g, b, 1.0]; |
43 | }; | 43 | }; |
44 | 44 | ||
@@ -46,7 +46,7 @@ RDGE.unProject = function (winx, winy, winz, modelMatrix, projMatrix, viewport) | |||
46 | var inVal = [0,0,0,0]; | 46 | var inVal = [0,0,0,0]; |
47 | 47 | ||
48 | var finalMatrix = RDGE.mat4.mul(modelMatrix, projMatrix); | 48 | var finalMatrix = RDGE.mat4.mul(modelMatrix, projMatrix); |
49 | 49 | ||
50 | finalMatrix = RDGE.mat4.inverse(finalMatrix); | 50 | finalMatrix = RDGE.mat4.inverse(finalMatrix); |
51 | if(!finalMatrix) | 51 | if(!finalMatrix) |
52 | return null; | 52 | return null; |
@@ -56,24 +56,24 @@ RDGE.unProject = function (winx, winy, winz, modelMatrix, projMatrix, viewport) | |||
56 | inVal[2]=winz; | 56 | inVal[2]=winz; |
57 | inVal[3]=1.0; | 57 | inVal[3]=1.0; |
58 | 58 | ||
59 | // Map x and y from window coordinates | 59 | // Map x and y from window coordinates |
60 | inVal[0] = (inVal[0] - viewport[0]) / viewport[2]; | 60 | inVal[0] = (inVal[0] - viewport[0]) / viewport[2]; |
61 | inVal[1] = (inVal[1] - viewport[1]) / viewport[3]; | 61 | inVal[1] = (inVal[1] - viewport[1]) / viewport[3]; |
62 | 62 | ||
63 | // Map to range -1 to 1 | 63 | // Map to range -1 to 1 |
64 | inVal[0] = inVal[0] * 2 - 1; | 64 | inVal[0] = inVal[0] * 2 - 1; |
65 | inVal[1] = inVal[1] * 2 - 1; | 65 | inVal[1] = inVal[1] * 2 - 1; |
66 | inVal[2] = inVal[2] * 2 - 1; | 66 | inVal[2] = inVal[2] * 2 - 1; |
67 | 67 | ||
68 | var v4Out = RDGE.mat4.transformPoint(finalMatrix, inVal); | 68 | var v4Out = RDGE.mat4.transformPoint(finalMatrix, inVal); |
69 | 69 | ||
70 | if (v4Out[3] <= 0.0001) | 70 | if (v4Out[3] <= 0.0001) |
71 | return null; | 71 | return null; |
72 | 72 | ||
73 | v4Out[0] /= v4Out[3]; | 73 | v4Out[0] /= v4Out[3]; |
74 | v4Out[1] /= v4Out[3]; | 74 | v4Out[1] /= v4Out[3]; |
75 | v4Out[2] /= v4Out[3]; | 75 | v4Out[2] /= v4Out[3]; |
76 | 76 | ||
77 | return [ v4Out[0], v4Out[1], v4Out[2] ]; | 77 | return [ v4Out[0], v4Out[1], v4Out[2] ]; |
78 | }; | 78 | }; |
79 | 79 | ||
@@ -87,7 +87,7 @@ RDGE.AABB2LineSegment = function (box, startPoint, endPoint) { | |||
87 | 87 | ||
88 | var adx = Math.abs(d[0]); | 88 | var adx = Math.abs(d[0]); |
89 | if( Math.abs(m[0]) > e[0] + adx ) return false; | 89 | if( Math.abs(m[0]) > e[0] + adx ) return false; |
90 | 90 | ||
91 | var ady = Math.abs(d[1]); | 91 | var ady = Math.abs(d[1]); |
92 | if( Math.abs(m[1]) > e[1] + ady ) return false; | 92 | if( Math.abs(m[1]) > e[1] + ady ) return false; |
93 | 93 | ||
@@ -109,7 +109,7 @@ RDGE.hitTest = function (mesh, near, far) { | |||
109 | // holds distance to the nearest BV | 109 | // holds distance to the nearest BV |
110 | var dist = null; | 110 | var dist = null; |
111 | var BV = null; | 111 | var BV = null; |
112 | 112 | ||
113 | for (var index = 0; index < mesh.BVL.length; index++) { | 113 | for (var index = 0; index < mesh.BVL.length; index++) { |
114 | if (AABB2LineSegment(mesh.BVL[index], near, far)) { | 114 | if (AABB2LineSegment(mesh.BVL[index], near, far)) { |
115 | var center = RDGE.vec3.scale(RDGE.vec3.add(mesh.BVL[index].min, mesh.BVL[index].max), 0.5); | 115 | var center = RDGE.vec3.scale(RDGE.vec3.add(mesh.BVL[index].min, mesh.BVL[index].max), 0.5); |
@@ -147,7 +147,7 @@ RDGE.loadShader = function (ctx, shaderType, shaderStr) { | |||
147 | var shader = ctx.createShader(shaderType); | 147 | var shader = ctx.createShader(shaderType); |
148 | if (shader == null) { | 148 | if (shader == null) { |
149 | 149 | ||
150 | ctx.console.log("*** Error: unable to create shader '"+shaderType+"'"); | 150 | ctx.console.log("*** Error: unable to create shader '"+shaderType+"'"); |
151 | 151 | ||
152 | return null; | 152 | return null; |
153 | } | 153 | } |
@@ -236,7 +236,7 @@ RDGE.createShader = function (ctx, strVertShaderName, strFragShaderName, attribs | |||
236 | 236 | ||
237 | return null; | 237 | return null; |
238 | } | 238 | } |
239 | 239 | ||
240 | program.shaderID = "Shader" + RDGE.g_shaderCounter++; | 240 | program.shaderID = "Shader" + RDGE.g_shaderCounter++; |
241 | program.vname = strVertShaderName; | 241 | program.vname = strVertShaderName; |
242 | program.RDGEUniform = new RDGE.RDGEUniformInit(); | 242 | program.RDGEUniform = new RDGE.RDGEUniformInit(); |