/* This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/ function getRandColor() { var r = Math.random(); var g = Math.random(); var b =Math.random(); return [r, g, b, 1.0]; } function unProject( winx, winy, winz, modelMatrix, projMatrix, viewport) { var inVal = [0,0,0,0]; var finalMatrix = mat4.mul( modelMatrix, projMatrix ); finalMatrix = mat4.inverse(finalMatrix); if(!finalMatrix) return null; inVal[0]=winx; inVal[1]=winy; inVal[2]=winz; inVal[3]=1.0; /* Map x and y from window coordinates */ inVal[0] = (inVal[0] - viewport[0]) / viewport[2]; inVal[1] = (inVal[1] - viewport[1]) / viewport[3]; /* Map to range -1 to 1 */ inVal[0] = inVal[0] * 2 - 1; inVal[1] = inVal[1] * 2 - 1; inVal[2] = inVal[2] * 2 - 1; var v4Out = mat4.transformPoint( finalMatrix, inVal ); if (v4Out[3] <= 0.0001) return null; v4Out[0] /= v4Out[3]; v4Out[1] /= v4Out[3]; v4Out[2] /= v4Out[3]; return [ v4Out[0], v4Out[1], v4Out[2] ]; } function AABB2LineSegment(box, startPoint, endPoint ) { c = vec3.scale( vec3.add(box.min, box.max), 0.5 ); e = vec3.sub(box.max, box.min); d = vec3.sub(endPoint, startPoint); m = vec3.sub(startPoint, endPoint); m = vec3.sub(m, box.min), m = vec3.sub(m, box.max); var adx = Math.abs(d[0]); if( Math.abs(m[0]) > e[0] + adx ) return false; var ady = Math.abs(d[1]); if( Math.abs(m[1]) > e[1] + ady ) return false; var adz = Math.abs(d[2]); if( Math.abs(m[2]) > e[2] + adz ) return false; adx += 1.192092896e-07; ady += 1.192092896e-07; adz += 1.192092896e-07; if( Math.abs(m[1] * d[2] - m[2] * d[1]) > e[1] * adz + e[2] * ady ) return false; if( Math.abs(m[2] * d[0] - m[0] * d[2]) > e[0] * adz + e[2] * adx ) return false; if( Math.abs(m[0] * d[1] - m[1] * d[0]) > e[0] * ady + e[1] * adx ) return false; return true; } function hitTest(mesh, near, far) { // holds distance to the nearst BV var dist = null; var BV = null; for(var index = 0; index < mesh.BVL.length; index++) { if(AABB2LineSegment(mesh.BVL[index], near, far)) { var center = vec3.scale( vec3.add(mesh.BVL[index].min, mesh.BVL[index].max), 0.5 ); var newDist = vec3.dot( mat4.row( g_cam.world, 2 ), center); if(newDist < dist || dist == null) { dist = newDist; BV = mesh.BVL[index]; } } } return BV; } // // loadShader // // 'shaderId' is the id of a