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333 lines
10 KiB
333 lines
10 KiB
4 years ago
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//Header file, contains global variable definitions,
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// asynchronized shader loading and utility functions
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var mousedx = 0, mousedy = 0, mousedz = 0;
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let seldx = 0, seldy = 0, seldz = 0;
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var enableSelection = false;
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var cx = 1, cy = 1, sx = 0, sy = 0;
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var mouselastX, mouselastY;
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const fl = 3;
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let start;
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var vs, fs;
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var vsfetch = new XMLHttpRequest();
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var editor = undefined
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var cos = Math.cos, sin = Math.sin, tan = Math.tan,
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acos = Math.acos, asin = Math.asin, atan = Math.atan,
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sqrt = Math.sqrt, pi = Math.PI, abs = Math.abs;
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var positionsupdated = true;
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vsfetch.open('GET', './shader.vert');
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vsfetch.onloadend = function () {
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vs = vsfetch.responseText;
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};
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vsfetch.send();
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//* LOADING FRAGMENT SHADER
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var client = new XMLHttpRequest();
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client.open('GET', './shader.frag');
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client.onloadend = function () {
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fs = (client.responseText);
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//* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED.
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if (editor != undefined)
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editor.getSession().setValue(fs);
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};
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client.send();
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// I HAVE IMPLEMENTED THESE FUNCTIONS FOR YOU
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let matrix_identity = () => {
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return [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
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}
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let matrix_translate = (x, y, z) => {
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let m = matrix_identity();
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m[12] = x;
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m[13] = y;
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m[14] = z;
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return m;
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}
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// YOU NEED TO PROPERLY IMPLEMENT THE FOLLOWING FIVE FUNCTIONS:
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let matrix_rotateX = theta => {
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let m = matrix_identity();
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m[5] = cos(theta);
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m[6] = sin(theta);
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m[9] = -sin(theta);
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m[10] = cos(theta);
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return m;
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}
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let matrix_rotateY = theta => {
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let m = matrix_identity();
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m[0] = cos(theta);
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m[2] = -sin(theta);
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m[8] = sin(theta);
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m[10] = cos(theta);
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return m;
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}
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let matrix_rotateZ= theta => {
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let m = matrix_identity();
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m[0] = cos(theta);
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m[1] = sin(theta);
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m[4] = -sin(theta);
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m[5] = cos(theta);
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return m;
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}
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let matrix_scale = (x, y, z) => {
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if (y === undefined)
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y = z = x;
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let m = matrix_identity();
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m[0] = x;
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m[5] = y;
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m[10] = z;
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return m;
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}
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let matrix_multiply = (a, b, m = 4, n = 4) => { //dim=mn*nm=mm
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let res = [];
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if (b.length < m*n) { //mat-vec multiply (i did this for my convenience)
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for (let i = 0; i < m; ++i) {
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res[i] = 0;
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for (let j = 0; j < n; ++j)
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res[i] += b[j] * a[m * j + i];
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}
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return res;
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} //otherwise mm multiply
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for (let i = 0; i < m; ++i)
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for (let j = 0; j < m; ++j) {
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var t = 0;
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for (let k = 0; k < n; ++k)
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t += a[k * m + j] * b[i * n + k];
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res.push(t);
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}
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return res;
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}
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let const_multiply = (c, a) => {
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let m = [];
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for(let i = 0; i < a.length; ++ i)
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m[i] = a[i] * c;
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return m;
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}
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function dot(a, b){
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let m = 0;
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for(let i = 0; i < a.length; ++i)
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m += a[i] * b[i];
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return m;
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}
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function plus(a, b){
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let m = [];
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for(let i = 0; i < a.length; ++i)
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m[i] = a[i] + b[i];
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return m;
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}
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function minus(a, b){
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let m = [];
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for(let i = 0; i < a.length; ++i)
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m[i] = a[i] - b[i];
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return m;
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}
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function normalize(v){
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let res = [];
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sum = 0;
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for(let i = 0; i < v.length; ++ i)
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sum += v[i] * v[i];
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sum = sqrt(sum);
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for(let i = 0; i < v.length; ++ i)
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res[i] = v[i] / sum;
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return res;
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}
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let Matrix = function() {
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let top = 0, m = [ matrix_identity() ];
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this.identity = () => m[top] = matrix_identity();
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this.translate = (x,y,z) => m[top] = matrix_multiply(m[top], matrix_translate(x,y,z));
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this.rotateX = theta => m[top] = matrix_multiply(m[top], matrix_rotateX(theta));
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this.rotateY = theta => m[top] = matrix_multiply(m[top], matrix_rotateY(theta));
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this.rotateZ = theta => m[top] = matrix_multiply(m[top], matrix_rotateZ(theta));
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this.scale = (x,y,z) => m[top] = matrix_multiply(m[top], matrix_scale(x,y,z));
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this.value = () => m[top];
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this.save = () => { m[top+1] = m[top].slice(); top++; }
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this.restore = () => --top;
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}
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//------ CREATING MESH SHAPES
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// CREATE A MESH FROM A PARAMETRIC FUNCTION
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let createMesh = (nu, nv, f, data, oid = 0) => {
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let tmp = [];
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for (let v = 0 ; v < 1 ; v += 1/nv) {
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for (let u = 0 ; u <= 1 ; u += 1/nu) {
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tmp = tmp.concat(f(u,v,oid,data));
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tmp = tmp.concat(f(u,v+1/nv,oid,data));
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}
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tmp = tmp.concat(f(1,v,oid,data));
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tmp = tmp.concat(f(0,v+1/nv,oid,data));
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}
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return new Float32Array(tmp);
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}
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// GLUE TWO MESHES TOGETHER INTO A SINGLE MESH
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let glueMeshes = (a, b) => {
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let c = [];
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for (let i = 0 ; i < a.length ; i++)
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c.push(a[i]); // a
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for (let i = 0 ; i < VERTEX_SIZE ; i++)
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c.push(a[a.length - VERTEX_SIZE + i]); // + last vertex of a
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for (let i = 0 ; i < VERTEX_SIZE ; i++)
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c.push(b[i]); // + first vertex of b
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for (let i = 0 ; i < b.length ; i++)
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c.push(b[i]); // + b
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return new Float32Array(c);
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}
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let uvToSphere = (u,v, i) => {
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let theta = 2 * Math.PI * u;
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let phi = Math.PI * (v - .5);
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let x = Math.cos(theta) * Math.cos(phi);
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let y = Math.sin(theta) * Math.cos(phi);
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let z = Math.sin(phi);
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return [i, x,y,z].concat(normalize([x, y, z]));
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}
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let uvToTube = (u,v,i) => {
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let theta = 2 * Math.PI * u;
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let x = Math.cos(theta);
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let y = Math.sin(theta);
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let z = 2 * v - 1;
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return [i,x,y,z].concat(normalize([x,y,0]));
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}
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let uvToDisk = (u,v,i,dz) => {
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if (dz === undefined)
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dz = 0;
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let theta = 2 * Math.PI * u;
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let x = Math.cos(theta) * v;
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let y = Math.sin(theta) * v;
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let z = dz;
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return [i,x,y,z].concat([0,0,Math.sign(z)]);
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}
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let uvToTorus = (u,v,i,r) => {
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let theta = 2 * pi;
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let phi = theta * v;
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theta *= u;
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let x = 1 + r * cos(phi);
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let y = sin(theta)*x;
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x *=cos(theta);
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let z = r * sin(phi);
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let tx = -sin(theta), ty = cos(theta),tsx = sin(phi), tsy = tsx*tx, tsz = cos(phi);
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tsx*=-ty;
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return [i,x, y, z].concat(normalize([ty*tsz*0.5, -tx*tsz, tx*tsy-ty*tsx]));
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}
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let createCube = (w, h, l,id) => {
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let mesh = [];
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mesh=mesh.concat([id, -w/2,-h/2,-l/2,0,-1,0]);
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mesh=mesh.concat([id, -w/2,-h/2,l/2,0,-1,0]);
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mesh=mesh.concat([id, w/2,-h/2,-l/2,0,-1,0]);
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mesh=mesh.concat([id, w/2,-h/2,l/2,0,-1,0]);
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mesh=mesh.concat([id, w/2,-h/2,l/2,0,-1,0]);
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mesh=mesh.concat([id, w/2,-h/2,l/2,0,0,1]);
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mesh=mesh.concat([id, w/2,-h/2,l/2,0,0,1]);
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mesh=mesh.concat([id, w/2,h/2,l/2,0,0,1]);
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mesh=mesh.concat([id, -w/2,-h/2,l/2,0,0,1]);
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mesh=mesh.concat([id, -w/2,h/2,l/2,0,0,1]);
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mesh=mesh.concat([id, -w/2,h/2,l/2,0,0,1]);
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mesh=mesh.concat([id, -w/2,h/2,l/2,-1,0,0]);
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mesh=mesh.concat([id, -w/2,h/2,l/2,-1,0,0]);
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mesh=mesh.concat([id, -w/2,-h/2,l/2,-1,0,0]);
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mesh=mesh.concat([id, -w/2,h/2,-l/2,-1,0,0]);
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mesh=mesh.concat([id, -w/2,-h/2,-l/2,-1,0,0]);
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mesh=mesh.concat([id, -w/2,-h/2,-l/2,-1,0,0]);
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mesh=mesh.concat([id, -w/2,-h/2,-l/2,0,0,-1]);
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mesh=mesh.concat([id, -w/2,-h/2,-l/2,0,0,-1]);
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mesh=mesh.concat([id, -w/2,h/2,-l/2,0,0,-1]);
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mesh=mesh.concat([id, w/2,-h/2,-l/2,0,0,-1]);
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mesh=mesh.concat([id, w/2,h/2,-l/2,0,0,-1]);
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mesh=mesh.concat([id, w/2,h/2,-l/2,0,0,-1]);
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mesh=mesh.concat([id, w/2,h/2,-l/2,1,0,0]);
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mesh=mesh.concat([id, w/2,h/2,-l/2,1,0,0]);
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mesh=mesh.concat([id, w/2,h/2,l/2,1,0,0]);
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mesh=mesh.concat([id, w/2,-h/2,-l/2,1,0,0]);
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mesh=mesh.concat([id, w/2,-h/2,l/2,1,0,0]);
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mesh=mesh.concat([id, w/2,-h/2,l/2,1,0,0]);
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mesh=mesh.concat([id, w/2,h/2,l/2,0,1,0]);
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mesh=mesh.concat([id, w/2,h/2,l/2,0,1,0]);
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mesh=mesh.concat([id, w/2,h/2,-l/2,0,1,0]);
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mesh=mesh.concat([id, -w/2,h/2,l/2,0,1,0]);
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mesh=mesh.concat([id, -w/2,h/2,-l/2,0,1,0]);
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return new Float32Array(mesh);
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// let verts = [];
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// for(let i = -w/2; i < w; i += w)
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// for(let j = -h/2; j < h; j += h)
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// for (let k = -l/2; k < l; k += l)
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// verts.push([id, i, j, k]);
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// let mesh = [];
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// let n = 0;
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// for(let j = 0; j < 4; ++ j)
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// mesh = mesh.concat(verts[j]);
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// for(let i = 0; i < 2; ++ i)
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// for(let j = 0; j < 2; ++ j)
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// mesh = mesh.concat(verts[6 - i*2 + j]);
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// for(let j = 0; j < 2; ++ j)
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// mesh = mesh.concat(verts[j]);
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// mesh = mesh.concat(verts[5]);
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// mesh = mesh.concat(verts[3]);
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// mesh = mesh.concat(verts[7]);
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// mesh = mesh.concat(verts[7]);
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// mesh = mesh.concat(verts[6]);
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// mesh = mesh.concat(verts[6]);
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// mesh = mesh.concat(verts[4]);
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// mesh = mesh.concat(verts[2]);
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// mesh = mesh.concat(verts[0]);
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// return new Float32Array(mesh);
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//CREATING CUBES THIS WAY REDUCES VERTICES BUT MAKES IT HARDER TO DO LIGHTING
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}
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function updatePositions() {
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let m = matrix_rotateY(-mousedx);
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m = matrix_multiply(m, matrix_rotateX(-mousedy));
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setUniform('3f', 'V0', m[8] * (fl + mousedz), m[9] * (fl + mousedz), m[10] * (fl + mousedz));
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m = const_multiply((fl + 1 + mousedz)/(fl+1), m);
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setUniform('Matrix3fv', 'transformation', false, [m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10]]);
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positionsupdated = false;
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}
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function hitTest(pos){
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if(!enableSelection)
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return -1;
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let m = matrix_rotateY(-mousedx);
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m = matrix_multiply(m, matrix_rotateX(-mousedy));
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let V = [m[8] * (fl + mousedz), m[9] * (fl + mousedz), m[10] * (fl + mousedz)];
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m = const_multiply((fl + 1 + mousedz)/(fl+1), m);
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let trPos = matrix_multiply([m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10]], pos, 3,3);
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let W=normalize(minus(trPos, V));
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let tMin=10000.;
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let iMin = -1;
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for(let i=0;i<cns;i++){
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let Vp=minus(V, matrix_multiply(SphTr[i], Sph[i]));
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let B=dot(W,Vp);
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let C=dot(Vp,Vp)-Sph[i][4]*Sph[i][4];
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let D=B*B-C;
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if(D>0.){
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let t=-B-sqrt(D);
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if(t > 0.0 && t < tMin){
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tMin = t; // This is an optimization, we don't have to do lighting/tex
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iMin = i; // for objects that are occuluded, which is expensive!
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}
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}
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}
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return iMin;
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}
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