UNPKG

shadow-function

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ioing lib - shadow Function, worker Function

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/** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011-2012 cocos2d-x.org Copyright (c) 2013-2014 Chukong Technologies Inc. Copyright (c) 2008, Luke Benstead. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @ignore */ (function(cc){ cc.math.Plane = function (a, b, c, d) { if (a && b === undefined) { this.a = a.a; this.b = a.b; this.c = a.c; this.d = a.d; } else { this.a = a || 0; this.b = b || 0; this.c = c || 0; this.d = d || 0; } }; cc.kmPlane = cc.math.Plane; var proto = cc.math.Plane.prototype; cc.math.Plane.LEFT = 0; cc.math.Plane.RIGHT = 1; cc.math.Plane.BOTTOM = 2; cc.math.Plane.TOP = 3; cc.math.Plane.NEAR = 4; cc.math.Plane.FAR = 5; cc.math.Plane.POINT_INFRONT_OF_PLANE = 0; cc.math.Plane.POINT_BEHIND_PLANE = 1; cc.math.Plane.POINT_ON_PLANE = 2; proto.dot = function(vec4){ //cc.kmPlaneDot return (this.a * vec4.x + this.b * vec4.y + this.c * vec4.z + this.d * vec4.w); }; proto.dotCoord = function(vec3) { //=cc.kmPlaneDotCoord return (this.a * vec3.x + this.b * vec3.y + this.c * vec3.z + this.d); }; proto.dotNormal = function(vec3) { //=cc.kmPlaneDotNormal return (this.a * vec3.x + this.b * vec3.y + this.c * vec3.z); }; cc.math.Plane.fromPointNormal = function(vec3, normal) { //cc.kmPlaneFromPointNormal /* Planea = Nx Planeb = Ny Planec = Nz Planned = −N⋅P */ return new cc.math.Plane(normal.x, normal.y, normal.z, -normal.dot(vec3)); }; cc.math.Plane.fromPoints = function(vec1, vec2, vec3) { //cc.kmPlaneFromPoints /* v = (B − A) × (C − A) n = 1⁄|v| v Outa = nx Outb = ny Outc = nz Outd = −n⋅A */ var v1 = new cc.math.Vec3(vec2), v2 = new cc.math.Vec3(vec3), plane = new cc.math.Plane(); v1.subtract(vec1); //Create the vectors for the 2 sides of the triangle v2.subtract(vec1); v1.cross(v2); // Use the cross product to get the normal v1.normalize(); //Normalize it and assign to pOut.m_N plane.a = v1.x; plane.b = v1.y; plane.c = v1.z; plane.d = v1.scale(-1.0).dot(vec1); return plane; }; proto.normalize = function(){ //cc.kmPlaneNormalize var n = new cc.math.Vec3(this.a, this.b, this.c), l = 1.0 / n.length(); //Get 1/length n.normalize(); //Normalize the vector and assign to pOut this.a = n.x; this.b = n.y; this.c = n.z; this.d = this.d * l; //Scale the D value and assign to pOut return this; }; proto.classifyPoint = function(vec3) { // This function will determine if a point is on, in front of, or behind // the plane. First we store the dot product of the plane and the point. var distance = this.a * vec3.x + this.b * vec3.y + this.c * vec3.z + this.d; // Simply put if the dot product is greater than 0 then it is infront of it. // If it is less than 0 then it is behind it. And if it is 0 then it is on it. if(distance > 0.001) return cc.math.Plane.POINT_INFRONT_OF_PLANE; if(distance < -0.001) return cc.math.Plane.POINT_BEHIND_PLANE; return cc.math.Plane.POINT_ON_PLANE; }; })(cc);