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-rw-r--r--js/lib/geom/shape-primitive.js486
1 files changed, 333 insertions, 153 deletions
diff --git a/js/lib/geom/shape-primitive.js b/js/lib/geom/shape-primitive.js
index 34db60e8..3e9b0a0b 100644
--- a/js/lib/geom/shape-primitive.js
+++ b/js/lib/geom/shape-primitive.js
@@ -1,24 +1,25 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License.
5 4
6Redistribution and use in source and binary forms, with or without 5Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 6modification, are permitted provided that the following conditions are met:
8 7
9 - Redistributions of source code must retain the above copyright notice, 8* Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 9 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 10
12 notice, this list of conditions and the following disclaimer in the 11* Redistributions in binary form must reproduce the above copyright notice,
13 documentation and/or other materials provided with the distribution. 12 this list of conditions and the following disclaimer in the documentation
14 - Neither the name of Motorola Mobility nor the names of its contributors 13 and/or other materials provided with the distribution.
15 may be used to endorse or promote products derived from this software 14
16 without specific prior written permission. 15* Neither the name of Motorola Mobility LLC nor the names of its
16 contributors may be used to endorse or promote products derived from this
17 software without specific prior written permission.
17 18
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
@@ -32,106 +33,319 @@ POSSIBILITY OF SUCH DAMAGE.
32var ShapePrimitive = {}; 33var ShapePrimitive = {};
33 34
34ShapePrimitive.create = function(coords, normals, uvs, indices, primType, vertexCount) { 35ShapePrimitive.create = function(coords, normals, uvs, indices, primType, vertexCount) {
35 var renderer = RDGE.globals.engine.getContext().renderer; 36 var renderer = RDGE.globals.engine.getContext().renderer;
36 37
37 // to setup a primitive you must define it 38 // to setup a primitive you must define it
38 // create a new primitive definition here to then fill out 39 // create a new primitive definition here to then fill out
39 var prim = new RDGE.rdgePrimitiveDefinition(); 40 var prim = new RDGE.rdgePrimitiveDefinition();
40 41
41 // the vertex definition declares how the data will be delivered to the shader 42 // the vertex definition declares how the data will be delivered to the shader
42 // the position of an element in array determines which attribute in a shader the 43 // the position of an element in array determines which attribute in a shader the
43 // data is bound to 44 // data is bound to
44 prim.vertexDefinition = { 45 prim.vertexDefinition = {
45 // this shows two ways to map this data to an attribute 46 // this shows two ways to map this data to an attribute
46 "vert":{'type':renderer.VS_ELEMENT_POS, 'bufferIndex':0, 'bufferUsage': renderer.BUFFER_STATIC}, 47 "vert":{'type':renderer.VS_ELEMENT_POS, 'bufferIndex':0, 'bufferUsage': renderer.BUFFER_STATIC},
47 "a_pos":{'type':renderer.VS_ELEMENT_POS, 'bufferIndex':0, 'bufferUsage': renderer.BUFFER_STATIC}, 48 "a_pos":{'type':renderer.VS_ELEMENT_POS, 'bufferIndex':0, 'bufferUsage': renderer.BUFFER_STATIC},
48 49
49 "normal":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC}, 50 "normal":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC},
50 "a_nrm":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC}, 51 "a_nrm":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC},
51 "a_normal":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC}, 52 "a_normal":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC},
52 53
53 "texcoord":{'type':renderer.VS_ELEMENT_FLOAT2, 'bufferIndex':2, 'bufferUsage': renderer.BUFFER_STATIC}, 54 "texcoord":{'type':renderer.VS_ELEMENT_FLOAT2, 'bufferIndex':2, 'bufferUsage': renderer.BUFFER_STATIC},
54 "a_texcoord":{'type':renderer.VS_ELEMENT_FLOAT2, 'bufferIndex':2, 'bufferUsage': renderer.BUFFER_STATIC} 55 "a_texcoord":{'type':renderer.VS_ELEMENT_FLOAT2, 'bufferIndex':2, 'bufferUsage': renderer.BUFFER_STATIC}
55 }; 56 };
56 57
57 // the actual data that correlates to the vertex definition 58 // the actual data that correlates to the vertex definition
58 prim.bufferStreams = [ coords, normals, uvs ]; 59 prim.bufferStreams = [ coords, normals, uvs ];
59 60
60 // what type of buffers the data resides in, static is the most common case 61 // what type of buffers the data resides in, static is the most common case
61 prim.streamUsage = [ renderer.BUFFER_STATIC, renderer.BUFFER_STATIC, renderer.BUFFER_STATIC ]; 62 prim.streamUsage = [ renderer.BUFFER_STATIC, renderer.BUFFER_STATIC, renderer.BUFFER_STATIC ];
62 63
63 // this tells the renderer to draw the primitive as a list of triangles 64 // this tells the renderer to draw the primitive as a list of triangles
64 prim.type = primType; 65 prim.type = primType;
65 66
66 prim.indexUsage = renderer.BUFFER_STREAM; 67 prim.indexUsage = renderer.BUFFER_STREAM;
67 prim.indexBuffer = indices; 68 prim.indexBuffer = indices;
68 69
69 // finally the primitive is created, buffers are generated and the system determines 70 // finally the primitive is created, buffers are generated and the system determines
70 // the data it needs to draw this primitive according to the previous definition 71 // the data it needs to draw this primitive according to the previous definition
71 renderer.createPrimitive(prim, vertexCount); 72 renderer.createPrimitive(prim, vertexCount);
72 73
73 return prim; 74 return prim;
74}; 75};
75 76
76ShapePrimitive.getMeshBounds = function( verts, nVerts ) 77ShapePrimitive.getMeshBounds = function( verts, nVerts )
77{ 78{
78 if (!verts || (nVerts <= 0)) return null; 79 if (!verts || (nVerts <= 0)) return null;
80
81 var bounds = [verts[0], verts[1], verts[2], verts[0], verts[1], verts[2]];
82 var index = 3;
83 for (var i=1; i<nVerts; i++)
84 {
85 var x = verts[index], y = verts[index+1], z = verts[index+2];
86 index += 3;
87
88 if (x < bounds[0]) bounds[0] = x;
89 else if (x > bounds[3]) bounds[3] = x;
90 if (y < bounds[1]) bounds[1] = y;
91 else if (y > bounds[4]) bounds[4] = y;
92 if (z < bounds[2]) bounds[2] = z;
93 else if (z > bounds[5]) bounds[5] = z;
94 }
95
96 return bounds;
97};
79 98
80 var bounds = [verts[0], verts[1], verts[2], verts[0], verts[1], verts[2]]; 99ShapePrimitive.getBounds = function( prim )
81 var index = 3; 100{
82 for (var i=1; i<nVerts; i++) 101 var verts = prim.bufferStreams[0];
83 { 102 var nVerts = verts.length;
84 var x = verts[index], y = verts[index+1], z = verts[index+2]; 103 var xMin = verts[0], xMax = verts[0],
85 index += 3; 104 yMin = verts[1], yMax = verts[1],
105 zMin = verts[2], zMax = verts[2];
106
107 for (var index=3; index<verts.length; )
108 {
109 if (verts[index] < xMin) xMin = verts[index];
110 else if (verts[index] > xMax) xMax = verts[index];
111
112 index++;
113 if (verts[index] < yMin) yMin = verts[index];
114 else if (verts[index] > yMax) yMax = verts[index];
115
116 index++;
117 if (verts[index] < zMin) zMin = verts[index];
118 else if (verts[index] > zMax) zMax = verts[index];
119
120 index++;
121 }
122
123 return [xMin, yMin, zMin, xMax, yMax, zMax];
124};
86 125
87 if (x < bounds[0]) bounds[0] = x; 126ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, paramRange, tolerance )
88 else if (x > bounds[3]) bounds[3] = x; 127{
89 if (y < bounds[1]) bounds[1] = y; 128 var oldVrtCount = nVertices;
90 else if (y > bounds[4]) bounds[4] = y; 129
91 if (z < bounds[2]) bounds[2] = z; 130 // get the param range
92 else if (z > bounds[5]) bounds[5] = z; 131 var pUMin = paramRange[0], pVMin = paramRange[1],
132 pUMax = paramRange[2], pVMax = paramRange[3];
133 var iTriangle = 0;
134 var nTriangles = indices.length/3;
135 var index = 0;
136 while (iTriangle < nTriangles)
137 {
138 // get the indices of the 3 vertices
139 var i0 = indices[index],
140 i1 = indices[index+1],
141 i2 = indices[index+2];
142
143 // get the uv values
144 //var vrtIndex = 3*iTriangle;
145 var iuv0 = 2 * i0,
146 iuv1 = 2 * i1,
147 iuv2 = 2 * i2;
148 var u0 = uvs[iuv0], v0 = uvs[iuv0+1],
149 u1 = uvs[iuv1], v1 = uvs[iuv1+1],
150 u2 = uvs[iuv2], v2 = uvs[iuv2+1];
151
152 // find the u and v range
153 var uMin = u0, vMin = v0;
154 if (u1 < uMin) uMin = u1; if (v1 < vMin) vMin = v1;
155 if (u2 < uMin) uMin = u2; if (v2 < vMin) vMin = v2;
156 var uMax = u0, vMax = v0;
157 if (u1 > uMax) uMax = u1; if (v1 > vMax) vMax = v1;
158 if (u2 > uMax) uMax = u2; if (v2 > vMax) vMax = v2;
159
160 // if the parameter range of the triangle is outside the
161 // desired parameter range, advance to the next polygon and continue
162 if ((uMin > pUMax) || (uMax < pUMin) || (vMin > pVMax) || (vMax < pVMin))
163 {
164 // go to the next triangle
165 iTriangle++;
166 index += 3;
167 }
168 else
169 {
170 // check thesize of the triangle in uv space. If small enough, advance
171 // to the next triangle. If not small enough, split the triangle into 3;
172 var du = Math.abs(uMax) - uMin, dv = Math.abs(vMax - vMin);
173 if ((du < tolerance) && (dv < tolerance))
174 {
175 iTriangle++;
176 index += 3;
177 }
178 else // split the triangle into 4 parts
179 {
180 //calculate the position of the new vertex
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