snapsvg
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JavaScript Vector Library
63 lines (51 loc) • 2.03 kB
JavaScript
/**
* @class Mesh
* @author Matthew Wagerfield
*/
FSS.Mesh = function(geometry, material) {
FSS.Object.call(this);
this.geometry = geometry || new FSS.Geometry();
this.material = material || new FSS.Material();
this.side = FSS.FRONT;
this.visible = true;
};
FSS.Mesh.prototype = Object.create(FSS.Object.prototype);
FSS.Mesh.prototype.update = function(lights, calculate) {
var t,triangle, l,light, illuminance;
// Update Geometry
this.geometry.update();
// Calculate the triangle colors
if (calculate) {
// Iterate through Triangles
for (t = this.geometry.triangles.length - 1; t >= 0; t--) {
triangle = this.geometry.triangles[t];
// Reset Triangle Color
FSS.Vector4.set(triangle.color.rgba);
// Iterate through Lights
for (l = lights.length - 1; l >= 0; l--) {
light = lights[l];
// Calculate Illuminance
FSS.Vector3.subtractVectors(light.ray, light.position, triangle.centroid);
FSS.Vector3.normalise(light.ray);
illuminance = FSS.Vector3.dot(triangle.normal, light.ray);
if (this.side === FSS.FRONT) {
illuminance = Math.max(illuminance, 0);
} else if (this.side === FSS.BACK) {
illuminance = Math.abs(Math.min(illuminance, 0));
} else if (this.side === FSS.DOUBLE) {
illuminance = Math.max(Math.abs(illuminance), 0);
}
// Calculate Ambient Light
FSS.Vector4.multiplyVectors(this.material.slave.rgba, this.material.ambient.rgba, light.ambient.rgba);
FSS.Vector4.add(triangle.color.rgba, this.material.slave.rgba);
// Calculate Diffuse Light
FSS.Vector4.multiplyVectors(this.material.slave.rgba, this.material.diffuse.rgba, light.diffuse.rgba);
FSS.Vector4.multiplyScalar(this.material.slave.rgba, illuminance);
FSS.Vector4.add(triangle.color.rgba, this.material.slave.rgba);
}
// Clamp & Format Color
FSS.Vector4.clamp(triangle.color.rgba, 0, 1);
}
}
return this;
};