//Header file, contains global variable definitions, // asynchronized shader loading and utility functions var mousedx = 0, mousedy = 0, mousedz = 0; let seldx = 0, seldy = 0, seldz = 0; var enableSelection = false; var cx = 1, cy = 1, sx = 0, sy = 0, shaders = []; var mouselastX, mouselastY ; var fl = 3; let start; var vs, fs; var bezierMat = [-1, 3, -3, 1, 3, -6, 3, 0, -3, 3, 0, 0, 1, 0, 0, 0], hermiteMat = [2, -3, 0, 1, -2, 3, 0, 0, 1, -2, 1, 0, 1, -1, 0, 0], catmullRomMat = [-.5, 1, -.5, 0, 1.5, -2.5, 0, 1, -1.5, 2, .5, 0, .5, -.5, 0, 0]; var starColors = [0.9921, 0.5378, 0.7109, 0.65, 0.56, 0.992, 0.992, 0.7994, 0.2402, 0.1760, 0.5094, 0.5378, .1164, .1274, .2289, .9784, .71, .4482, ], n_shapes = starColors.length / 3; var editor = undefined var cos = Math.cos, sin = Math.sin, tan = Math.tan, acos = Math.acos, asin = Math.asin, atan = Math.atan, sqrt = Math.sqrt, pi = Math.PI, abs = Math.abs, pow = Math.pow, log = Math.log; var positionsupdated = true; var paths = [], origpath = [], path_misc = []; var canvas_controls = []; var states = []; function deepcopy(obj) { return JSON.parse(JSON.stringify(obj)); } let vsfetch = new XMLHttpRequest(); vsfetch.open('GET', './shader.vert'); vsfetch.onloadend = function () { vs = vsfetch.responseText; }; vsfetch.send(); //* LOADING FRAGMENT SHADER let fsfetch = new XMLHttpRequest(); fsfetch.open('GET', './shader.frag'); fsfetch.onloadend = function () { fs = (fsfetch.responseText); //* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED. if (editor != undefined) editor.getSession().setValue(fs); }; fsfetch.send(); let pathFetch = new XMLHttpRequest(); pathFetch.open('GET', './paths.txt'); pathFetch.onloadend = function () { let text = pathFetch.responseText; let currX = 0, currY = 0, maxX = -10000, maxY = -10000, minX = 10000, minY = 10000; var currShape = [], currCurve = []; let i = 0; let postProcess = () => { if (currShape.length) { let spanX = maxX - minX; let spanY = maxY - minY; let span = Math.max(spanX, spanY); let l_total = 0; for (var k = 0; k < currShape.length; ++k) { let funcs = []; const curve = currShape[k]; for (let j = 0; j < curve.length; j += 2) { curve[j] = (curve[j] - minX) / span - spanX / (span * 2); curve[j + 1] = (curve[j + 1] - minY) / span - spanY / (span * 2); origpath.push(1, curve[j], curve[j + 1], 0, 0, 0, 1); if (j % 6 == 0 && j > 5) { let X = [], Y = []; for (let k = j - 6; k <= j + 1; k += 2) { X.push(curve[k]); Y.push(curve[k + 1]); } let l = (vec_len(minus([X[3], Y[3]], [X[0], Y[0]])) + vec_len(minus([X[3], Y[3]], [X[2], Y[2]])) + vec_len(minus([X[2], Y[2]], [X[1], Y[1]])) + vec_len(minus([X[1], Y[1]], [X[0], Y[0]]))) / 2.; l_total += l; funcs.push([matrix_multiply(bezierMat, X), matrix_multiply(bezierMat, Y), l ]); } } paths.push(funcs); path_misc.push([l_total, spanX / (2 * span), spanY / (2 * span)]); } } } let read_num = () => { let num = 0, sign = 1, accepted = 0; while (i < text.length && (text[i] < '0' || text[i] > '9') && text[i] != '-') ++i; if (text[i] == '-') { sign = -1; ++i; } while (i < text.length && text[i] >= '0' && text[i] <= '9') { let n = text[i++] - '0'; accepted *= 10; accepted += n; } num += accepted; if (text[i] == '.') { i++; let multiplier = 0.1; accepted = 0; while (i < text.length && text[i] >= '0' && text[i] <= '9') { let n = text[i++] - '0'; accepted += n * multiplier; multiplier /= 10; } num += accepted; } return num * sign; } let cRevs = [], c_idx = 0, prevX = 0, prevY = 0, getC = () => { return cRevs[c_idx--]; } let get_next = (delta = false) => { if (delta) { currX = prevX + read_num(); currY = prevY + read_num(); } else { currX = read_num(); currY = read_num(); } maxX = currX > maxX ? currX : maxX; maxY = currY > maxY ? currY : maxY; minX = currX < minX ? currX : minX; minY = currY < minY ? currY : minY; currCurve.push(currX); currCurve.push(currY); } while (i < text.length) { if (text[i] == 'z') { currCurve.length && currShape.push(currCurve); currCurve = []; ++i } else if (text[i] == 'N') { postProcess(); currShape = []; maxX = -1000, maxY = -1000, minX = 1000, minY = 1000; ++i; } else if (text[i] == 'c') { prevX = currX; prevY = currY; for (let j = 0; j < 3; ++j) { get_next(true); } } else if (text[i] == 'C') { for (let j = 0; j < 3; ++j) { get_next(); } } else if (text[i] == 'M') { get_next(); } else ++i; } }; pathFetch.send(); let vec_len = v => { let len = 0; for (let i = 0; i < v.length; ++i) len += v[i] * v[i]; return sqrt(len); } let matrix_inverse = src => { let dst = [], det = 0, cofactor = (c, r) => { let s = (i, j) => src[c + i & 3 | (r + j & 3) << 2]; return (c + r & 1 ? -1 : 1) * ((s(1, 1) * (s(2, 2) * s(3, 3) - s(3, 2) * s(2, 3))) - (s(2, 1) * (s(1, 2) * s(3, 3) - s(3, 2) * s(1, 3))) + (s(3, 1) * (s(1, 2) * s(2, 3) - s(2, 2) * s(1, 3)))); } for (let n = 0; n < 16; n++) dst.push(cofactor(n >> 2, n & 3)); for (let n = 0; n < 4; n++) det += src[n] * dst[n << 2]; for (let n = 0; n < 16; n++) dst[n] /= det; return dst; } let scale = (v, s) => [ s * v[0] , s * v[1] , s * v[2] ]; let norm = v => Math.sqrt(dot(v,v)); // I HAVE IMPLEMENTED THESE FUNCTIONS FOR YOU let matrix_identity = () => { return [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; } let matrix_translate = (x, y, z) => { let m = matrix_identity(); m[12] = x; m[13] = y; m[14] = z; return m; } let matrix_perspective = (m) => { let ret = [] for (let i = 0; i < 16; i++) ret[i] = m[i]; for (let i = 2; i < 15; i += 4) { ret[i] = -ret[i]; ret[i + 1] += ret[i] / fl; } return ret; } // YOU NEED TO PROPERLY IMPLEMENT THE FOLLOWING FIVE FUNCTIONS: let matrix_rotateX = theta => { let m = matrix_identity(); m[5] = cos(theta); m[6] = sin(theta); m[9] = -sin(theta); m[10] = cos(theta); return m; } let matrix_rotateY = theta => { let m = matrix_identity(); m[0] = cos(theta); m[2] = -sin(theta); m[8] = sin(theta); m[10] = cos(theta); return m; } let matrix_rotateZ = theta => { let m = matrix_identity(); m[0] = cos(theta); m[1] = sin(theta); m[4] = -sin(theta); m[5] = cos(theta); return m; } let matrix_scale = (x, y, z) => { if (y === undefined) y = z = x; let m = matrix_identity(); m[0] = x; m[5] = y; m[10] = z; return m; } let matrix_multiply = (a, b, m = 4, n = 4) => { //dim=mn*nm=mm let res = []; if (b.length < m * n) { //mat-vec multiply (i did this for my convenience) for (let i = 0; i < m; ++i) { res[i] = 0; for (let j = 0; j < n; ++j) res[i] += b[j] * a[m * j + i]; } return res; } //otherwise mm multiply for (let i = 0; i < m; ++i) for (let j = 0; j < m; ++j) { var t = 0; for (let k = 0; k < n; ++k) t += a[k * m + j] * b[i * n + k]; res.push(t); } return res; } let const_multiply = (c, a, add = 0) => { let m = []; for (let i = 0; i < a.length; ++i) m[i] = (a[i] + add)* c; return m; } function dot(a, b) { b=b?b:a; let m = 0; for (let i = 0; i < a.length; ++i) m += a[i] * b[i]; return m; } function cross(a, b){ let m = []; m[0] = a[1]*b[2] - a[2]*b[1]; m[1] = a[2]*b[0] - a[0]*b[2]; m[2] = a[0]*b[1] - a[1]*b[0]; return m; } function plus(a, b) { let m = []; for (let i = 0; i < a.length; ++i) m[i] = a[i] + b[i]; return m; } function minus(a, b) { let m = []; for (let i = 0; i < a.length; ++i) m[i] = a[i] - b[i]; return m; } function normalize(v) { let res = []; sum = 0; for (let i = 0; i < v.length; ++i) sum += v[i] * v[i]; sum = sqrt(sum); for (let i = 0; i < v.length; ++i) res[i] = v[i] / sum; return res; } let Matrix = function () { let top = 0, m = [matrix_identity()]; this.identity = () => m[top] = matrix_identity(); this.translate = (x, y, z) => m[top] = matrix_multiply(m[top], matrix_translate(x, y, z)); this.rotateX = theta => m[top] = matrix_multiply(m[top], matrix_rotateX(theta)); this.rotateY = theta => m[top] = matrix_multiply(m[top], matrix_rotateY(theta)); this.rotateZ = theta => m[top] = matrix_multiply(m[top], matrix_rotateZ(theta)); this.scale = (x, y, z) => m[top] = matrix_multiply(m[top], matrix_scale(x, y, z)); this.apply = (m1) => m[top] = matrix_multiply(m[top], m1); this.applyl = (m1) => m[top] = matrix_multiply(m1, m[top]); this.value = () => m[top]; this.save = () => { m[top + 1] = m[top].slice(); top++; } this.restore = () => --top; } function hitTest_sphere(ray, sphere, r) { let B = dot(ray, sphere); let C = dot(sphere, sphere) - r*r; let D = B * B - C; if (D > 0.) { //console.log(D); //let t = -B - sqrt(D); return 1; } return -1; } function hitTest_square(pt, invMatrix, shape){ pt.push(1); const V = dot_xyz(matrix_multiply(invMatrix, [0,0,fl,1])), pos = dot_xyz(matrix_multiply(invMatrix, pt)), W = minus(pos, V), A = shape.slice(1,4), B = shape.slice(8,11), C = shape.slice(15,18), AB = minus(B, A), AC = minus(C, A), AB_AC = cross(AB, AC), VA = minus(V, A), t = - dot(AB_AC, VA)/dot(W, AB_AC), P = plus(V, const_multiply(t, W)), AP = minus(P, A), d_AP_AC = dot(AP, AC), d_AP_AB = dot(AP, AB); if(0 { let ret = []; if(v[3]) for(let i = 0; i < 3; ++i) ret[i] = v[i]/v[3]; else ret = v.slice(0,3); return ret; } let Button = function (onclick = () => {}, shape = [], outlineTy = 'sphere') { this.shape = shape; this.enabled = true; this.outlineTy = outlineTy; this.onClick = onclick; this.updateMatrix = (m) => {this.matrix = matrix_perspective(m); this.invMatrix = matrix_inverse(m);}; this.updateMatrix(matrix_identity()); this.hovering = false; this.activated = false; this.getShape = () => this.shape; this.draw = () => {setUniform('Matrix4fv', 'uMatrix', false, this.matrix); setUniform('Matrix4fv', 'invMatrix', false, this.invMatrix); drawMesh(this.shape);} this.resetShape = (_sh) => { if(this.shape) delete this.shape; this.shape = new Float32Array(_sh); let maxV = new Array(3).fill(-Infinity), minV = new Array(3).fill(Infinity); for(let i = 0; i < _sh.length; i += 7){ const v = [_sh[i + 1], _sh[i + 2], _sh[i + 3]]; v.forEach((c, j) => { maxV[j] = maxV[j] > c ? maxV[j] : c; minV[j] = minV[j] < c ? minV[j] : c; }) } //build outline switch(this.outlineTy){ case 'sphere': this.origin = const_multiply(.5, plus(maxV, minV)); //this.origin.push(1); this.radius = 0.6*vec_len(minus(maxV, minV))/2.; break; case 'square': break; case 'circle': break; } switch(this.outlineTy){ case 'sphere': this.hitTest = (pt) => { pt.push(1); const V = dot_xyz(matrix_multiply(this.invMatrix, [0,0,fl,1])), pos = dot_xyz(matrix_multiply(this.invMatrix, pt)); let W = normalize((minus(pos, V))); let Vp = minus(V, this.origin); return hitTest_sphere(W, Vp, this.radius); } break; case 'square': this.hitTest = (pt) => { this.P = hitTest_square(pt, this.invMatrix, this.shape); return this.P; } break; case 'circle': break; } }; if(!shape || shape.length != 0) this.resetShape(shape); canvas_controls.push(this); } let setM = (m) => { let mm = matrix_perspective(m); setUniform('Matrix4fv', 'uMatrix', false, mm); setUniform('Matrix4fv', 'invMatrix', false, matrix_inverse(mm)); } //------ CREATING MESH SHAPES // CREATE A MESH FROM A PARAMETRIC FUNCTION let createMesh = (nu, nv, f, data, oid = 0) => { let tmp = []; for (let v = 0; v < 1; v += 1 / nv) { for (let u = 0; u <= 1; u += 1 / nu) { tmp = tmp.concat(f(u, v, oid, data)); tmp = tmp.concat(f(u, v + 1 / nv, oid, data)); } tmp = tmp.concat(f(1, v, oid, data)); tmp = tmp.concat(f(0, v + 1 / nv, oid, data)); } return new Float32Array(tmp); } //Create a Mesh from Splines let createMeshFromSpline = (idx, nu, nv, oid = 16, additional_offset = 0, f = () => {}) => { let S = paths[idx], meta = path_misc[idx]; const n_min = 2; let ds = meta[0] / nv, curr_s = 0, curr_d = S[0][2] / Math.ceil(S[0][2] / ds), i = 0, s = 0; let tmp = [], ret = undefined; while (s < meta[0] - 1 / 100000) { for (let u = 0; u <= 1; u += 1 / nu) { tmp = tmp.concat(getSurface(S[i][1], S[i][0], u, curr_s, idx, oid, additional_offset)); tmp = tmp.concat(getSurface(S[i][1], S[i][0], u, curr_s + curr_d, idx, oid, additional_offset)); } tmp = tmp.concat(getSurface(S[i][1], S[i][0], 0, curr_s, idx, oid, additional_offset)); tmp = tmp.concat(getSurface(S[i][1], S[i][0], 1, curr_s + curr_d, idx, oid, additional_offset)); if (ret = f(i, tmp, oid)) { oid = ret; } curr_s += curr_d; if (curr_s >= 1) { s += S[i][2]; ++i; if (i >= S.length) break; let curr_n = Math.ceil(S[i][2] / ds); curr_n = curr_n < n_min ? n_min : curr_n; curr_d = 1 / curr_n; curr_s = 0; } } return new Float32Array(tmp); } // GLUE TWO MESHES TOGETHER INTO A SINGLE MESH let glueMeshes = (a, b) => { let c = []; for (let i = 0; i < a.length; i++) c.push(a[i]); // a for (let i = 0; i < VERTEX_SIZE; i++) c.push(a[a.length - VERTEX_SIZE + i]); // + last vertex of a for (let i = 0; i < VERTEX_SIZE; i++) c.push(b[i]); // + first vertex of b for (let i = 0; i < b.length; i++) c.push(b[i]); // + b return new Float32Array(c); } let uvToCone = (u, v, i) => { let theta = 2 * Math.PI * u; let x = Math.cos(theta)*(1-v); let y = Math.sin(theta)*(1-v); let z = 2 * v - 1; return [i, x, y, z].concat(normalize([x, y, 0])); } let uvToSphere = (u, v, i) => { let theta = 2 * Math.PI * u; let phi = Math.PI * (v - .5); let x = Math.cos(theta) * Math.cos(phi); let y = Math.sin(theta) * Math.cos(phi); let z = Math.sin(phi); return [i, x, y, z].concat(normalize([x, y, z])); } let uvToTube = (u, v, i) => { let theta = 2 * Math.PI * u; let x = Math.cos(theta); let y = Math.sin(theta); let z = 2 * v - 1; return [i, x, y, z].concat(normalize([x, y, 0])); } let uvToDisk = (u, v, i, dz) => { if (dz === undefined) dz = 0; let theta = 2 * Math.PI * u; let x = Math.cos(theta) * v; let y = Math.sin(theta) * v; let z = dz; return [i, x, y, z].concat([0, 0, Math.sign(z)]); } let uvToTorus = (u, v, i, r) => { let theta = 2 * pi; let phi = theta * v; theta *= u; let x = 1 + r * cos(phi); let y = sin(theta) * x; x *= cos(theta); let z = r * sin(phi); let tx = -sin(theta), ty = cos(theta), tsx = sin(phi), tsy = tsx * tx, tsz = cos(phi); tsx *= -ty; return [i, x, y, z].concat(normalize([ty * tsz * 0.5, -tx * tsz, tx * tsy - ty * tsx])); } let createCube = (w, h, l, id) => { let mesh = []; mesh = mesh.concat([id, -w / 2, -h / 2, -l / 2, 0, -1, 0]); mesh = mesh.concat([id, -w / 2, -h / 2, l / 2, 0, -1, 0]); mesh = mesh.concat([id, w / 2, -h / 2, -l / 2, 0, -1, 0]); mesh = mesh.concat([id, w / 2, -h / 2, l / 2, 0, -1, 0]); mesh = mesh.concat([id, w / 2, -h / 2, l / 2, 0, -1, 0]); mesh = mesh.concat([id, w / 2, -h / 2, l / 2, 0, 0, 1]); mesh = mesh.concat([id, w / 2, -h / 2, l / 2, 0, 0, 1]); mesh = mesh.concat([id, w / 2, h / 2, l / 2, 0, 0, 1]); mesh = mesh.concat([id, -w / 2, -h / 2, l / 2, 0, 0, 1]); mesh = mesh.concat([id, -w / 2, h / 2, l / 2, 0, 0, 1]); mesh = mesh.concat([id, -w / 2, h / 2, l / 2, 0, 0, 1]); mesh = mesh.concat([id, -w / 2, h / 2, l / 2, -1, 0, 0]); mesh = mesh.concat([id, -w / 2, h / 2, l / 2, -1, 0, 0]); mesh = mesh.concat([id, -w / 2, -h / 2, l / 2, -1, 0, 0]); mesh = mesh.concat([id, -w / 2, h / 2, -l / 2, -1, 0, 0]); mesh = mesh.concat([id, -w / 2, -h / 2, -l / 2, -1, 0, 0]); mesh = mesh.concat([id, -w / 2, -h / 2, -l / 2, -1, 0, 0]); mesh = mesh.concat([id, -w / 2, -h / 2, -l / 2, 0, 0, -1]); mesh = mesh.concat([id, -w / 2, -h / 2, -l / 2, 0, 0, -1]); mesh = mesh.concat([id, -w / 2, h / 2, -l / 2, 0, 0, -1]); mesh = mesh.concat([id, w / 2, -h / 2, -l / 2, 0, 0, -1]); mesh = mesh.concat([id, w / 2, h / 2, -l / 2, 0, 0, -1]); mesh = mesh.concat([id, w / 2, h / 2, -l / 2, 0, 0, -1]); mesh = mesh.concat([id, w / 2, h / 2, -l / 2, 1, 0, 0]); mesh = mesh.concat([id, w / 2, h / 2, -l / 2, 1, 0, 0]); mesh = mesh.concat([id, w / 2, h / 2, l / 2, 1, 0, 0]); mesh = mesh.concat([id, w / 2, -h / 2, -l / 2, 1, 0, 0]); mesh = mesh.concat([id, w / 2, -h / 2, l / 2, 1, 0, 0]); mesh = mesh.concat([id, w / 2, -h / 2, l / 2, 1, 0, 0]); mesh = mesh.concat([id, w / 2, h / 2, l / 2, 0, 1, 0]); mesh = mesh.concat([id, w / 2, h / 2, l / 2, 0, 1, 0]); mesh = mesh.concat([id, w / 2, h / 2, -l / 2, 0, 1, 0]); mesh = mesh.concat([id, -w / 2, h / 2, l / 2, 0, 1, 0]); mesh = mesh.concat([id, -w / 2, h / 2, -l / 2, 0, 1, 0]); return new Float32Array(mesh); } function updatePositions() { let m = matrix_rotateY(-mousedx); m = matrix_multiply(m, matrix_rotateX(-mousedy)); setUniform('3f', 'V0', m[8] * (fl + mousedz), m[9] * (fl + mousedz), m[10] * (fl + mousedz)); m = const_multiply((fl + 1 + mousedz) / (fl + 1), m); setUniform('Matrix3fv', 'transformation', false, [m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10]]); positionsupdated = false; } function controls_hitTest(pos, clicked = false){ // let iMin = -1, tMin = 10000.; canvas_controls.forEach((c, i) => { if(c.enabled && c.hitTest && (c.hover||clicked) ){ let t = c.hitTest(pos); if(t != -1){ if(clicked) c.onClick(); else c.hover(true); } else if(c.hovering) c.hover(false); } }); //ground if(ground_m && ground){ let invG = matrix_inverse(ground_m); let P = hitTest_square(pos, invG, ground); //let Vp = minus(matrix_multiply(invG,[0,0,fl, 1]).slice(0,3), this.origin); if(P!=-1) if(near_magician){ if(slider.dragging === true){ slider_dl += 10 * (P[0] - slider.lastPos); if(slider_dl < 0) slider_dl = 0; else if (slider_dl > 9) slider_dl = 9; slider.lastPos = P[0]; // onUpdate let id = 1 + .45*slider_dl/9; changeID(id, cylinderMesh); } else if(clicked) { const PO = minus([slider_dl/10-.25, .7], [P[0], P[1]]); const rr = PO[0]*PO[0] + PO[1] * PO[1]; if(rr < .003){ slider.dragging = true; slider.lastPos = P[0]; } } } else if (!state.dead){ if(clicked || state.running<=0) { state.turn(P, clicked); } //if(state.figure_rot < 0) state.figure_rot += pi; //updateStatus([state.figure_rot, state.direction_l[0]/state.direction_l[1]]); if(clicked) { state.walk(); } } } //return iMin; } function hitTest(pos) { let m = matrix_rotateY(-mousedx); m = matrix_multiply(m, matrix_rotateX(-mousedy)); let V = [m[8] * (fl + mousedz), m[9] * (fl + mousedz), m[10] * (fl + mousedz)]; m = const_multiply((fl + 1 + mousedz) / (fl + 1), m); let trPos = matrix_multiply([m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10]], [pos[0], -pos[1], -1], 3, 3); let W = normalize(minus(trPos, V)); let tMin = 10000.; let iMin = -1; for (let i = 0; i < cns; i++) { let Vp = minus(V, matrix_multiply(SphTr[i], Sph[i])); let B = dot(W, Vp); let C = dot(Vp, Vp) - Sph[i][4] * Sph[i][4]; let D = B * B - C; if (D > 0.) { let t = -B - sqrt(D); if (t > 0.0 && t < tMin) { tMin = t; // This is an optimization, we don't have to do lighting/tex iMin = i; // for objects that are occuluded, which is expensive! } } } return iMin; } let matrix_transform = (m, p) => { let x = p[0], y = p[1], z = p[2], w = p[3] === undefined ? 1 : p[3]; let q = [m[0] * x + m[4] * y + m[8] * z + m[12] * w, m[1] * x + m[5] * y + m[9] * z + m[13] * w, m[2] * x + m[6] * y + m[10] * z + m[14] * w, m[3] * x + m[7] * y + m[11] * z + m[15] * w ]; return p[3] === undefined ? [q[0] / q[3], q[1] / q[3], q[2] / q[3]] : q; } let evalSpline = (h, t) => { // t *= (h.length - 2) / 2; // let n = 2 * Math.floor(t); // t = t % 1; // let C = matrix_transform(type, [h[n+0],h[n+2],h[n+1],h[n+3]]); // return t*t*t*C[0] + t*t*C[1] + t*C[2] + C[3]; return t * t * t * h[0] + t * t * h[1] + t * h[2] + h[3]; } let getSurface = (S0, S1, u, v, offsetidx, id = 15, additional_offset = 0) => { const epsilon = .001; let z0 = evalSpline(S0, v), z1 = evalSpline(S0, v + epsilon), r0 = evalSpline(S1, v) - path_misc[offsetidx][1] + additional_offset, r1 = evalSpline(S1, v + epsilon), tilt = Math.atan2(r0 - r1, z1 - z0); let xx = cos(2 * pi * u), yy = sin(2 * pi * u); let x = r0 * xx, // POSITION y = r0 * yy, z = z0, nx = cos(tilt), // NORMAL ny = nx * yy, nz = sin(tilt); nx *= xx; return [id, x, y, z, nx, ny, nz]; } let concat = (a, b) => b.forEach(e => a.push(e)); let transform_mesh = (m,arr) => { for(let i = 0; i < arr.length; i+=7){ const mod = dot_xyz( matrix_multiply(m, [arr[i+1], arr[i+2], arr[i+3], 1])); const mod_nor = normalize(dot_xyz( matrix_multiply(m, [arr[i+4], arr[i+5], arr[i+6], 0]))); arr[i+1] = mod[0]; arr[i+2] = mod[1]; arr[i+3] = mod[2]; arr[i+4] = mod_nor[0]; arr[i+5] = mod_nor[1]; arr[i+6] = mod_nor[2]; } } let thicken_contour = (thickness, contour) =>{ let res = []; let inner_contour = contour.slice(); transform_mesh(matrix_scale(thickness), inner_contour); for(let i = 0; i < contour.length - 7; i+=7){ for (let j = 0; j < 7; ++ j) res.push(contour[i + j]); res.push(contour[0]); for (let j = 1; j < 7; ++ j) res.push((inner_contour[i + j]+inner_contour[i+7+j])/2); } for (let j = 0; j < 7; ++ j) res.push(contour[contour.length - 7 + j]); res.push(contour[0]); for (let j = 1; j < 7; ++ j) res.push((inner_contour[contour.length - 7 + j]+inner_contour[j])/2); for (let j = 0; j < 7; ++ j) res.push(contour[j]); return res; } let sqlen = (a, b) => { return a*a + b*b; }