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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
// Helper function for generating a RDGE primitive
var ShapePrimitive = {};
ShapePrimitive.create = function(coords, normals, uvs, indices, primType, vertexCount) {
var renderer = RDGE.globals.engine.getContext().renderer;
// to setup a primitive you must define it
// create a new primitive definition here to then fill out
var prim = new RDGE.rdgePrimitiveDefinition();
// the vertex definition declares how the data will be delivered to the shader
// the position of an element in array determines which attribute in a shader the
// data is bound to
prim.vertexDefinition = {
// this shows two ways to map this data to an attribute
"vert":{'type':renderer.VS_ELEMENT_POS, 'bufferIndex':0, 'bufferUsage': renderer.BUFFER_STATIC},
"a_pos":{'type':renderer.VS_ELEMENT_POS, 'bufferIndex':0, 'bufferUsage': renderer.BUFFER_STATIC},
"normal":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC},
"a_nrm":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC},
"a_normal":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC},
"texcoord":{'type':renderer.VS_ELEMENT_FLOAT2, 'bufferIndex':2, 'bufferUsage': renderer.BUFFER_STATIC},
"a_texcoord":{'type':renderer.VS_ELEMENT_FLOAT2, 'bufferIndex':2, 'bufferUsage': renderer.BUFFER_STATIC}
};
// the actual data that correlates to the vertex definition
prim.bufferStreams = [ coords, normals, uvs ];
// what type of buffers the data resides in, static is the most common case
prim.streamUsage = [ renderer.BUFFER_STATIC, renderer.BUFFER_STATIC, renderer.BUFFER_STATIC ];
// this tells the renderer to draw the primitive as a list of triangles
prim.type = primType;
prim.indexUsage = renderer.BUFFER_STREAM;
prim.indexBuffer = indices;
// finally the primitive is created, buffers are generated and the system determines
// the data it needs to draw this primitive according to the previous definition
renderer.createPrimitive(prim, vertexCount);
return prim;
};
ShapePrimitive.getMeshBounds = function( verts, nVerts )
{
if (!verts || (nVerts <= 0)) return null;
var bounds = [verts[0], verts[1], verts[2], verts[0], verts[1], verts[2]];
var index = 3;
for (var i=1; i<nVerts; i++)
{
var x = verts[index], y = verts[index+1], z = verts[index+2];
index += 3;
if (x < bounds[0]) bounds[0] = x;
else if (x > bounds[3]) bounds[3] = x;
if (y < bounds[1]) bounds[1] = y;
else if (y > bounds[4]) bounds[4] = y;
if (z < bounds[2]) bounds[2] = z;
else if (z > bounds[5]) bounds[5] = z;
}
return bounds;
};
ShapePrimitive.getBounds = function( prim )
{
var verts = prim.bufferStreams[0];
var nVerts = verts.length;
var xMin = verts[0], xMax = verts[0],
yMin = verts[1], yMax = verts[1],
zMin = verts[2], zMax = verts[2];
for (var index=3; index<verts.length; )
{
if (verts[index] < xMin) xMin = verts[index];
else if (verts[index] > xMax) xMax = verts[index];
index++;
if (verts[index] < yMin) yMin = verts[index];
else if (verts[index] > yMax) yMax = verts[index];
index++;
if (verts[index] < zMin) zMin = verts[index];
else if (verts[index] > zMax) zMax = verts[index];
index++;
}
return [xMin, yMin, zMin, xMax, yMax, zMax];
};
ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, paramRange, tolerance )
{
var oldVrtCount = nVertices;
// get the param range
var pUMin = paramRange[0], pVMin = paramRange[1],
pUMax = paramRange[2], pVMax = paramRange[3];
var iTriangle = 0;
var nTriangles = indices.length/3;
var index = 0;
while (iTriangle < nTriangles)
{
// get the indices of the 3 vertices
var i0 = indices[index],
i1 = indices[index+1],
i2 = indices[index+2];
// get the uv values
//var vrtIndex = 3*iTriangle;
var iuv0 = 2 * i0,
iuv1 = 2 * i1,
iuv2 = 2 * i2;
var u0 = uvs[iuv0], v0 = uvs[iuv0+1],
u1 = uvs[iuv1], v1 = uvs[iuv1+1],
u2 = uvs[iuv2], v2 = uvs[iuv2+1];
// find the u and v range
var uMin = u0, vMin = v0;
if (u1 < uMin) uMin = u1; if (v1 < vMin) vMin = v1;
if (u2 < uMin) uMin = u2; if (v2 < vMin) vMin = v2;
var uMax = u0, vMax = v0;
if (u1 > uMax) uMax = u1; if (v1 > vMax) vMax = v1;
if (u2 > uMax) uMax = u2; if (v2 > vMax) vMax = v2;
// if the parameter range of the triangle is outside the
// desired parameter range, advance to the next polygon and continue
if ((uMin > pUMax) || (uMax < pUMin) || (vMin > pVMax) || (vMax < pVMin))
{
// go to the next triangle
iTriangle++;
index += 3;
}
else
{
// check thesize of the triangle in uv space. If small enough, advance
// to the next triangle. If not small enough, split the triangle into 3;
var du = uMax - uMin, dv = vMax - vMin;
if ((du < tolerance) && (dv < tolerance))
{
iTriangle++;
index += 3;
}
else // split the triangle into 4 parts
{
//calculate the position of the new vertex
var iPt0 = 3 * i0,
iPt1 = 3 * i1,
iPt2 = 3 * i2;
var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2],
x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2],
x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2];
// calculate the midpoints of the edges
var xA = (x0 + x1)/2.0, yA = (y0 + y1)/2.0, zA = (z0 + z1)/2.0,
xB = (x1 + x2)/2.0, yB = (y1 + y2)/2.0, zB = (z1 + z2)/2.0,
xC = (x2 + x0)/2.0, yC = (y2 + y0)/2.0, zC = (z2 + z0)/2.0;
// calculate the uv values of the new coordinates
var uA = (u0 + u1)/2.0, vA = (v0 + v1)/2.0,
uB = (u1 + u2)/2.0, vB = (v1 + v2)/2.0,
uC = (u2 + u0)/2.0, vC = (v2 + v0)/2.0;
// calculate the normals for the new points
var nx0 = norms[iPt0], ny0 = norms[iPt0+1], nz0 = norms[iPt0+2],
nx1 = norms[iPt1], ny1 = norms[iPt1+1], nz1 = norms[iPt1+2],
nx2 = norms[iPt2], ny2 = norms[iPt2+1], nz2 = norms[iPt2+2];
var nxA = (nx0 + nx1), nyA = (ny0 + ny1), nzA = (nz0 + nz1); var nrmA = VecUtils.vecNormalize(3, [nxA, nyA, nzA], 1.0 ),
nxB = (nx1 + nx2), nyB = (ny1 + ny2), nzB = (nz1 + nz2); var nrmB = VecUtils.vecNormalize(3, [nxB, nyB, nzB], 1.0 ),
nxC = (nx2 + nx0), nyC = (ny2 + ny0), nzC = (nz2 + nz0); var nrmC = VecUtils.vecNormalize(3, [nxC, nyC, nzC], 1.0 );
// push everything
verts.push(xA); verts.push(yA); verts.push(zA);
verts.push(xB); verts.push(yB); verts.push(zB);
verts.push(xC); verts.push(yC); verts.push(zC);
uvs.push(uA), uvs.push(vA);
uvs.push(uB), uvs.push(vB);
uvs.push(uC), uvs.push(vC);
norms.push(nrmA[0]); norms.push(nrmA[1]); norms.push(nrmA[2]);
norms.push(nrmB[0]); norms.push(nrmB[1]); norms.push(nrmB[2]);
norms.push(nrmC[0]); norms.push(nrmC[1]); norms.push(nrmC[2]);
// split the current triangle into 4
indices[index+1] = nVertices; indices[index+2] = nVertices+2;
indices.push(nVertices); indices.push(i1); indices.push(nVertices+1); nTriangles++;
indices.push(nVertices+1); indices.push(i2); indices.push(nVertices+2); nTriangles++;
indices.push(nVertices); indices.push(nVertices+1); indices.push(nVertices+2); nTriangles++;
nVertices += 3;
// by not advancing 'index', we examine the first of the 3 triangles generated above
}
}
}
console.log( "refine mesh vertex count " + oldVrtCount + " => " + nVertices );
return nVertices;
};
if (typeof exports === "object") {
exports.ShapePrimitive = ShapePrimitive;
}
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