UNPKG

mdx-m3-viewer

Version:

A browser WebGL model viewer. Mainly focused on models of the games Warcraft 3 and Starcraft 2.

213 lines 8.41 kB
"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.createFrustum = exports.createUnitCylinder = exports.createCylinder = exports.createUnitSphere = exports.createSphere = exports.createUnitCube = exports.createCube = exports.createUnitRectangle = exports.createRectangle = void 0; /** * Creates a rectangle geometry object. */ function createRectangle(w, d) { return { vertices: new Float32Array([-w, d, 0, -w, -d, 0, w, -d, 0, w, d, 0]), uvs: new Float32Array([0, 0, 0, 1, 1, 1, 1, 0]), faces: new Uint16Array([0, 1, 2, 0, 2, 3]), edges: new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0]), boundingRadius: Math.hypot(w, d), }; } exports.createRectangle = createRectangle; /** * Creates a unit rectangle geometry object. */ function createUnitRectangle() { return createRectangle(1, 1); } exports.createUnitRectangle = createUnitRectangle; /** * Creates a cube geometry object. */ function createCube(w, d, h) { return { vertices: new Float32Array([-w, -d, -h, -w, -d, h, -w, d, -h, -w, d, h, w, d, -h, w, d, h, w, -d, -h, w, -d, h]), uvs: new Float32Array([0, 0, 0, 1, 0.25, 0, 0.25, 1, 0.5, 0, 0.5, 1, 0.75, 0, 0.75, 1]), faces: new Uint16Array([0, 1, 2, 1, 3, 2, 2, 3, 4, 3, 5, 4, 4, 5, 6, 5, 7, 6, 6, 7, 0, 7, 1, 0, 0, 2, 4, 0, 4, 6, 1, 5, 3, 1, 7, 5]), edges: new Uint16Array([0, 1, 2, 3, 4, 5, 6, 7, 0, 2, 2, 4, 4, 6, 6, 0, 1, 3, 3, 5, 5, 7, 7, 1]), boundingRadius: Math.hypot(w, d, h), }; } exports.createCube = createCube; /** * Creates a unit cube geometry object. */ function createUnitCube() { return createCube(1, 1, 1); } exports.createUnitCube = createUnitCube; /** * Creates a sphere geometry object. */ function createSphere(radius, stacks, slices) { const points = (stacks + 1) * (slices + 1); const vertices = new Float32Array(points * 3); const uvs = new Float32Array(points * 2); const faces = new Uint16Array(stacks * slices * 6); const edges = new Uint16Array(stacks * slices * 6); for (let stack = 0, vOffset = 0, uOffset = 0; stack <= stacks; stack++) { const theta = stack * Math.PI / stacks; const sinTheta = Math.sin(theta); const cosTheta = Math.cos(theta); for (let slice = 0; slice <= slices; slice += 1, vOffset += 3, uOffset += 2) { const phi = slice * 2 * Math.PI / slices; const sinPhi = Math.sin(phi); const cosPhi = Math.cos(phi); vertices[vOffset + 0] = cosPhi * sinTheta * radius; vertices[vOffset + 1] = sinPhi * sinTheta * radius; vertices[vOffset + 2] = cosTheta * radius; uvs[uOffset + 0] = slice / slices; uvs[uOffset + 1] = 1 - (stack / stacks); } } for (let stack = 0, fOffset = 0; stack < stacks; stack++) { for (let slice = 0; slice < slices; slice += 1, fOffset += 6) { const first = (stack * (slices + 1)) + slice; const second = first + slices + 1; // Faces faces[fOffset + 0] = first; faces[fOffset + 1] = second; faces[fOffset + 2] = first + 1; faces[fOffset + 3] = second; faces[fOffset + 4] = second + 1; faces[fOffset + 5] = first + 1; // Edges edges[fOffset + 0] = first; edges[fOffset + 1] = second; edges[fOffset + 2] = first; edges[fOffset + 3] = first + 1; edges[fOffset + 4] = second; edges[fOffset + 5] = second + 1; } } return { vertices: vertices, uvs: uvs, faces: faces, edges: edges, boundingRadius: radius, }; } exports.createSphere = createSphere; /** * Creates a unit sphere geometry object. */ function createUnitSphere(stacks, slices) { return createSphere(1, stacks, slices); } exports.createUnitSphere = createUnitSphere; /** * Creates a cylinder geometry object. */ function createCylinder(radius, height, slices) { slices = Math.max(slices, 3); const points = (slices + 1) * 2 + 2; const vertices = new Float32Array(points * 3); const uvs = new Float32Array(points * 2); const faces = new Uint16Array(slices * 12); const edges = new Uint16Array(slices * 10); const step = (Math.PI * 2) / slices; let vOffset = 0; let uOffset = 0; for (let slice = 0; slice < slices + 1; slice += 1, vOffset += 6, uOffset += 4) { const x = Math.cos(step * slice) * radius; const y = Math.sin(step * slice) * radius; const u = slice / slices; vertices[vOffset + 0] = x; vertices[vOffset + 1] = y; vertices[vOffset + 2] = height; vertices[vOffset + 3] = x; vertices[vOffset + 4] = y; vertices[vOffset + 5] = -height; uvs[uOffset + 0] = u; uvs[uOffset + 1] = 1; uvs[uOffset + 2] = u; uvs[uOffset + 3] = 0; } // Poles vertices[vOffset + 0] = 0; vertices[vOffset + 1] = 0; vertices[vOffset + 2] = height; vertices[vOffset + 3] = 0; vertices[vOffset + 4] = 0; vertices[vOffset + 5] = -height; uvs[uOffset + 0] = 0; uvs[uOffset + 1] = 1; uvs[uOffset + 2] = 0; uvs[uOffset + 3] = 0; for (let slice = 0, fOffset = 0, eOffset = 0; slice < slices; slice += 1, fOffset += 12, eOffset += 10) { const first = slice * 2; // Faces faces[fOffset + 0] = first + 0; faces[fOffset + 1] = first + 1; faces[fOffset + 2] = (first + 3) % (points - 2); faces[fOffset + 3] = first + 0; faces[fOffset + 4] = (first + 3) % (points - 2); faces[fOffset + 5] = (first + 2) % (points - 2); faces[fOffset + 6] = first + 0; faces[fOffset + 7] = (first + 2) % (points - 2); faces[fOffset + 8] = points - 2; faces[fOffset + 9] = first + 1; faces[fOffset + 10] = (first + 3) % (points - 2); faces[fOffset + 11] = points - 1; // Edges edges[eOffset + 0] = first + 0; edges[eOffset + 1] = first + 1; edges[eOffset + 2] = first + 0; edges[eOffset + 3] = (first + 2) % (points - 2); edges[eOffset + 4] = first + 1; edges[eOffset + 5] = (first + 3) % (points - 2); edges[eOffset + 6] = first + 0; edges[eOffset + 7] = points - 2; edges[eOffset + 8] = first + 1; edges[eOffset + 9] = points - 1; } return { vertices: vertices, uvs: uvs, faces: faces, edges: edges, boundingRadius: Math.hypot(radius, height), }; } exports.createCylinder = createCylinder; /** * Creates a unit cylinder geometry object. */ function createUnitCylinder(slices) { return createCylinder(1, 1, slices); } exports.createUnitCylinder = createUnitCylinder; /** * Create a furstum geometry. */ function createFrustum(fieldOfView, aspectRatio, nearClipPlane, farClipPlane) { const tanFov = 2 * Math.tan(fieldOfView / 2); const nearHeight = (tanFov * nearClipPlane) / 2; const nearWidth = (nearClipPlane * aspectRatio) / 2; const farHeight = (tanFov * farClipPlane) / 2; const farWidth = (farClipPlane * aspectRatio) / 2; return { vertices: new Float32Array([ -nearWidth, -nearHeight, nearClipPlane, -nearWidth, nearHeight, nearClipPlane, -farWidth, -farHeight, farClipPlane, -farWidth, farHeight, farClipPlane, farWidth, -farHeight, farClipPlane, farWidth, farHeight, farClipPlane, nearWidth, -nearHeight, nearClipPlane, nearWidth, nearHeight, nearClipPlane ]), uvs: new Float32Array([0, 0, 0, 1, 0.25, 0, 0.25, 1, 0.5, 0, 0.5, 1, 0.75, 0, 0.75, 1]), faces: new Uint16Array([0, 1, 2, 1, 3, 2, 2, 3, 4, 3, 5, 4, 4, 5, 6, 5, 7, 6, 6, 7, 0, 7, 1, 0, 0, 2, 4, 0, 4, 6, 1, 5, 3, 1, 7, 5]), edges: new Uint16Array([0, 1, 2, 3, 4, 5, 6, 7, 0, 2, 2, 4, 4, 6, 6, 0, 1, 3, 3, 5, 5, 7, 7, 1]), boundingRadius: Math.hypot(farWidth, farHeight), }; } exports.createFrustum = createFrustum; //# sourceMappingURL=primitives.js.map