/*
This script downloaded from www.JavaScriptBank.com
Come to view and download over 2000+ free javascript at www.JavaScriptBank.com
*/
// Copyright 2006 Google Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// TODO: Patterns
// TODO: Radial gradient
// TODO: Clipping paths
// TODO: Coordsize
// TODO: Painting mode
// TODO: Optimize
// TODO: canvas width/height sets content size in moz, border size in ie
// TODO: Painting outside the canvas should not be allowed
// only add this code if we do not already have a canvas implementation
if (!window.CanvasRenderingContext2D) {
(function () {
alert("You appear to be using Microsoft Internet Explorer.\nUnfortunately, it doesn't support some required features,\nso they're being emulated. As a result, you may notice\nSIGNIFICANT slowness (think Powerpoint presentation) and missing features.");
var G_vmlCanvasManager_ = {
init: function (opt_doc) {
var doc = opt_doc || document;
if (/MSIE/.test(navigator.userAgent) && !window.opera) {
var self = this;
doc.attachEvent("onreadystatechange", function () {
self.init_(doc);
});
}
},
init_: function (doc, e) {
if (doc.readyState == "complete") {
// create xmlns
if (!doc.namespaces["g_vml_"]) {
doc.namespaces.add("g_vml_", "urn:schemas-microsoft-com:vml");
}
// setup default css
var ss = doc.createStyleSheet();
ss.cssText = "canvas{display:inline-block;overflow:hidden;" +
"text-align:left;}" +
"canvas *{behavior:url(#default#VML)}";
// find all canvas elements
var els = doc.getElementsByTagName("canvas");
for (var i = 0; i < els.length; i++) {
if (!els[i].getContext) {
this.initElement(els[i]);
}
}
}
},
fixElement_: function (el) {
// in IE before version 5.5 we would need to add HTML: to the tag name
// but we do not care about IE before version 6
var outerHTML = el.outerHTML;
var newEl = document.createElement(outerHTML);
// if the tag is still open IE has created the children as siblings and
// it has also created a tag with the name "/FOO"
if (outerHTML.slice(-2) != "/>") {
var tagName = "/" + el.tagName;
var ns;
// remove content
while ((ns = el.nextSibling) && ns.tagName != tagName) {
ns.removeNode();
}
// remove the incorrect closing tag
if (ns) {
ns.removeNode();
}
}
el.parentNode.replaceChild(newEl, el);
return newEl;
},
/**
* Public initializes a canvas element so that it can be used as canvas
* element from now on. This is called automatically before the page is
* loaded but if you are creating elements using createElement yuo need to
* make sure this is called on the element.
* @param el {HTMLElement} The canvas element to initialize.
*/
initElement: function (el) {
el = this.fixElement_(el);
el.getContext = function () {
if (this.context_) {
return this.context_;
}
return this.context_ = new CanvasRenderingContext2D_(this);
};
var self = this; //bind
el.attachEvent("onpropertychange", function (e) {
// we need to watch changes to width and height
switch (e.propertyName) {
case "width":
case "height":
// coord size changed?
break;
}
});
// if style.height is set
var attrs = el.attributes;
if (attrs.width && attrs.width.specified) {
// TODO: use runtimeStyle and coordsize
// el.getContext().setWidth_(attrs.width.nodeValue);
el.style.width = attrs.width.nodeValue + "px";
}
if (attrs.height && attrs.height.specified) {
// TODO: use runtimeStyle and coordsize
// el.getContext().setHeight_(attrs.height.nodeValue);
el.style.height = attrs.height.nodeValue + "px";
}
//el.getContext().setCoordsize_()
}
};
G_vmlCanvasManager_.init();
// precompute "00" to "FF"
var dec2hex = [];
for (var i = 0; i < 16; i++) {
for (var j = 0; j < 16; j++) {
dec2hex[i * 16 + j] = i.toString(16) + j.toString(16);
}
}
function createMatrixIdentity() {
return [
[1, 0, 0],
[0, 1, 0],
[0, 0, 1]
];
}
function matrixMultiply(m1, m2) {
var result = createMatrixIdentity();
for (var x = 0; x < 3; x++) {
for (var y = 0; y < 3; y++) {
var sum = 0;
for (var z = 0; z < 3; z++) {
sum += m1[x][z] * m2[z][y];
}
result[x][y] = sum;
}
}
return result;
}
function copyState(o1, o2) {
o2.fillStyle = o1.fillStyle;
o2.lineCap = o1.lineCap;
o2.lineJoin = o1.lineJoin;
o2.lineWidth = o1.lineWidth;
o2.miterLimit = o1.miterLimit;
o2.shadowBlur = o1.shadowBlur;
o2.shadowColor = o1.shadowColor;
o2.shadowOffsetX = o1.shadowOffsetX;
o2.shadowOffsetY = o1.shadowOffsetY;
o2.strokeStyle = o1.strokeStyle;
}
function processStyle(styleString) {
var str, alpha = 1;
styleString = String(styleString);
if (styleString.substring(0, 3) == "rgb") {
var start = styleString.indexOf("(", 3);
var end = styleString.indexOf(")", start + 1);
var guts = styleString.substring(start + 1, end).split(",");
str = "#";
for (var i = 0; i < 3; i++) {
str += dec2hex[parseInt(guts[i])];
}
if ((guts.length == 4) && (styleString.substr(3, 1) == "a")) {
alpha = guts[3];
}
} else {
str = styleString;
}
return [str, alpha];
}
function processLineCap(lineCap) {
switch (lineCap) {
case "butt":
return "flat";
case "round":
return "round";
case "square":
default:
return "square";
}
}
/**
* This class implements CanvasRenderingContext2D interface as described by
* the WHATWG.
* @param surfaceElement {HTMLElement} The element that the 2D context should
* be associated with
*/
function CanvasRenderingContext2D_(surfaceElement) {
this.m_ = createMatrixIdentity();
this.element_ = surfaceElement;
this.mStack_ = [];
this.aStack_ = [];
this.currentPath_ = [];
// Canvas context properties
this.strokeStyle = "#000";
this.fillStyle = "#ccc";
this.lineWidth = 1;
this.lineJoin = "miter";
this.lineCap = "butt";
this.miterLimit = 10;
this.globalAlpha = 1;
};
var contextPrototype = CanvasRenderingContext2D_.prototype;
contextPrototype.clearRect = function() {
this.element_.innerHTML = "";
this.currentPath_ = [];
};
contextPrototype.beginPath = function() {
// TODO: Branch current matrix so that save/restore has no effect
// as per safari docs.
this.currentPath_ = [];
};
contextPrototype.moveTo = function(aX, aY) {
this.currentPath_.push({type: "moveTo", x: aX, y: aY});
};
contextPrototype.lineTo = function(aX, aY) {
this.currentPath_.push({type: "lineTo", x: aX, y: aY});
};
contextPrototype.bezierCurveTo = function(aCP1x, aCP1y,
aCP2x, aCP2y,
aX, aY) {
this.currentPath_.push({type: "bezierCurveTo",
cp1x: aCP1x,
cp1y: aCP1y,
cp2x: aCP2x,
cp2y: aCP2y,
x: aX,
y: aY});
};
contextPrototype.quadraticCurveTo = function(aCPx, aCPy, aX, aY) {
// VML's qb produces different output to Firefox's
// FF's behaviour seems to have changed in 1.5.0.1, check this
this.bezierCurveTo(aCPx, aCPy, aCPx, aCPy, aX, aY);
};
contextPrototype.arc = function(aX, aY, aRadius,
aStartAngle, aEndAngle, aClockwise) {
if (!aClockwise) {
var t = aStartAngle;
aStartAngle = aEndAngle;
aEndAngle = t;
}
var xStart = aX + (Math.cos(aStartAngle) * aRadius);
var yStart = aY + (Math.sin(aStartAngle) * aRadius);
var xEnd = aX + (Math.cos(aEndAngle) * aRadius);
var yEnd = aY + (Math.sin(aEndAngle) * aRadius);
this.currentPath_.push({type: "arc",
x: aX,
y: aY,
radius: aRadius,
xStart: xStart,
yStart: yStart,
xEnd: xEnd,
yEnd: yEnd});
};
contextPrototype.rect = function(aX, aY, aWidth, aHeight) {
this.moveTo(aX, aY);
this.lineTo(aX + aWidth, aY);
this.lineTo(aX + aWidth, aY + aHeight);
this.lineTo(aX, aY + aHeight);
this.closePath();
};
contextPrototype.strokeRect = function(aX, aY, aWidth, aHeight) {
// Will destroy any existing path (same as FF behaviour)
this.beginPath();
this.moveTo(aX, aY);
this.lineTo(aX + aWidth, aY);
this.lineTo(aX + aWidth, aY + aHeight);
this.lineTo(aX, aY + aHeight);
this.closePath();
this.stroke();
};
contextPrototype.fillRect = function(aX, aY, aWidth, aHeight) {
// Will destroy any existing path (same as FF behaviour)
this.beginPath();
this.moveTo(aX, aY);
this.lineTo(aX + aWidth, aY);
this.lineTo(aX + aWidth, aY + aHeight);
this.lineTo(aX, aY + aHeight);
this.closePath();
this.fill();
};
contextPrototype.createLinearGradient = function(aX0, aY0, aX1, aY1) {
var gradient = new CanvasGradient_("gradient");
return gradient;
};
contextPrototype.createRadialGradient = function(aX0, aY0,
aR0, aX1,
aY1, aR1) {
var gradient = new CanvasGradient_("gradientradial");
gradient.radius1_ = aR0;
gradient.radius2_ = aR1;
gradient.focus_.x = aX0;
gradient.focus_.y = aY0;
return gradient;
};
contextPrototype.drawImage = function (image, var_args) {
var dx, dy, dw, dh, sx, sy, sw, sh;
var w = image.width;
var h = image.height;
if (arguments.length == 3) {
dx = arguments[1];
dy = arguments[2];
sx = sy = 0;
sw = dw = w;
sh = dh = h;
} else if (arguments.length == 5) {
dx = arguments[1];
dy = arguments[2];
dw = arguments[3];
dh = arguments[4];
sx = sy = 0;
sw = w;
sh = h;
} else if (arguments.length == 9) {
sx = arguments[1];
sy = arguments[2];
sw = arguments[3];
sh = arguments[4];
dx = arguments[5];
dy = arguments[6];
dw = arguments[7];
dh = arguments[8];
} else {
throw "Invalid number of arguments";
}
var d = this.getCoords_(dx, dy);
var w2 = (sw / 2);
var h2 = (sh / 2);
var vmlStr = [];
// For some reason that I've now forgotten, using divs didn't work
vmlStr.push(' ' ,
'',
'');
this.element_.insertAdjacentHTML("BeforeEnd",
vmlStr.join(""));
};
contextPrototype.stroke = function(aFill) {
var lineStr = [];
var lineOpen = false;
var a = processStyle(aFill ? this.fillStyle : this.strokeStyle);
var color = a[0];
var opacity = a[1] * this.globalAlpha;
lineStr.push(' max.x) {
max.x = c.x;
}
if (min.y == null || c.y < min.y) {
min.y = c.y;
}
if (max.y == null || c.y > max.y) {
max.y = c.y;
}
}
}
lineStr.push(' ">');
if (typeof this.fillStyle == "object") {
var focus = {x: "50%", y: "50%"};
var width = (max.x - min.x);
var height = (max.y - min.y);
var dimension = (width > height) ? width : height;
focus.x = Math.floor((this.fillStyle.focus_.x / width) * 100 + 50) + "%";
focus.y = Math.floor((this.fillStyle.focus_.y / height) * 100 + 50) + "%";
var colors = [];
// inside radius (%)
if (this.fillStyle.type_ == "gradientradial") {
var inside = (this.fillStyle.radius1_ / dimension * 100);
// percentage that outside radius exceeds inside radius
var expansion = (this.fillStyle.radius2_ / dimension * 100) - inside;
} else {
var inside = 0;
var expansion = 100;
}
var insidecolor = {offset: null, color: null};
var outsidecolor = {offset: null, color: null};
// We need to sort 'colors' by percentage, from 0 > 100 otherwise ie
// won't interpret it correctly
this.fillStyle.colors_.sort(function (cs1, cs2) {
return cs1.offset - cs2.offset;
});
for (var i = 0; i < this.fillStyle.colors_.length; i++) {
var fs = this.fillStyle.colors_[i];
colors.push( (fs.offset * expansion) + inside, "% ", fs.color, ",");
if (fs.offset > insidecolor.offset || insidecolor.offset == null) {
insidecolor.offset = fs.offset;
insidecolor.color = fs.color;
}
if (fs.offset < outsidecolor.offset || outsidecolor.offset == null) {
outsidecolor.offset = fs.offset;
outsidecolor.color = fs.color;
}
}
colors.pop();
lineStr.push('');
} else if (aFill) {
lineStr.push('');
} else {
lineStr.push(
''
);
}
lineStr.push("");
this.element_.insertAdjacentHTML("beforeEnd", lineStr.join(""));
this.currentPath_ = [];
};
contextPrototype.fill = function() {
this.stroke(true);
}
contextPrototype.closePath = function() {
this.currentPath_.push({type: "close"});
};
/**
* @private
*/
contextPrototype.getCoords_ = function(aX, aY) {
return {
x: (aX * this.m_[0][0] + aY * this.m_[1][0] + this.m_[2][0]),
y: (aX * this.m_[0][1] + aY * this.m_[1][1] + this.m_[2][1])
}
};
contextPrototype.save = function() {
var o = {};
copyState(this, o);
this.aStack_.push(o);
this.mStack_.push(this.m_);
this.m_ = matrixMultiply(createMatrixIdentity(), this.m_);
};
contextPrototype.restore = function() {
copyState(this.aStack_.pop(), this);
this.m_ = this.mStack_.pop();
};
contextPrototype.translate = function(aX, aY) {
var m1 = [
[1, 0, 0],
[0, 1, 0],
[aX, aY, 1]
];
this.m_ = matrixMultiply(m1, this.m_);
};
contextPrototype.rotate = function(aRot) {
var c = Math.cos(aRot);
var s = Math.sin(aRot);
var m1 = [
[c, s, 0],
[-s, c, 0],
[0, 0, 1]
];
this.m_ = matrixMultiply(m1, this.m_);
};
contextPrototype.scale = function(aX, aY) {
var m1 = [
[aX, 0, 0],
[0, aY, 0],
[0, 0, 1]
];
this.m_ = matrixMultiply(m1, this.m_);
};
/******** STUBS ********/
contextPrototype.clip = function() {
// TODO: Implement
};
contextPrototype.arcTo = function() {
// TODO: Implement
};
contextPrototype.createPattern = function() {
return new CanvasPattern_;
};
// Gradient / Pattern Stubs
function CanvasGradient_(aType) {
this.type_ = aType;
this.radius1_ = 0;
this.radius2_ = 0;
this.colors_ = [];
this.focus_ = {x: 0, y: 0};
}
CanvasGradient_.prototype.addColorStop = function(aOffset, aColor) {
aColor = processStyle(aColor);
this.colors_.push({offset: 1-aOffset, color: aColor});
};
function CanvasPattern_() {}
// set up externs
G_vmlCanvasManager = G_vmlCanvasManager_;
CanvasRenderingContext2D = CanvasRenderingContext2D_;
CanvasGradient = CanvasGradient_;
CanvasPattern = CanvasPattern_;
})();
} // if
/*
This script downloaded from www.JavaScriptBank.com
Come to view and download over 2000+ free javascript at www.JavaScriptBank.com
*/
// Copyright Christopher Thomas 2007
// You are free to use this code under the terms of
// the Creative Commons Attribution-ShareAlike 2.5 license
var WIDTH;
var HEIGHT;
var DRAW_GROUND = false;
var DRAW_LINE = false;
var DRAW_THRESHOLD = 2;
var DRAW_BACK_WALL = true;
var DRAW_TRIS = false;
var DRAW_TIE = true;
var DRAW_STARFIELD = true;
var TIE_DIST = 15;
var NEAR_CLIP = .01;
var canvas;
var ctx;
var points;
var NUMPOINTS = 20;
var stars;
var NUMSTARS = 100;
var timer = null;
var stopTime = false;
var time;
var camSteps = 40;
var SCALE = 250;
var interpPoints = 5;
var alpha = true;
var prevTime = new Date().getSeconds();
var frameCount = 0;
var FPS;
var prevRealTime = new Date().getTime();
function go() {
FPS = document.getElementById("fps");
if (timer)
clearInterval(timer);
canvas = document.getElementById("theCanvas");
HEIGHT = canvas.getAttribute("height");
WIDTH = canvas.getAttribute("width");
ctx = canvas.getContext("2d");
time = -1;
points = [];
for (var i=0; i NEAR_CLIP && p1.z > NEAR_CLIP && p2.z > NEAR_CLIP) {
// All 3 points are in front of the camera
ctx.beginPath();
ctx.moveTo(p0.x/p0.z, p0.y/p0.z);
ctx.lineTo(p1.x/p1.z, p1.y/p1.z);
ctx.lineTo(p2.x/p2.z, p2.y/p2.z);
ctx.lineTo(p0.x/p0.z, p0.y/p0.z);
ctx.fill();
}
else if (p0.z <= NEAR_CLIP && p1.z <= NEAR_CLIP && p2.z <= NEAR_CLIP) {
// All 3 points are behind the camera
}
else if ((p0.z > NEAR_CLIP) ^ (p1.z > NEAR_CLIP) ^ (p2.z > NEAR_CLIP)) {
// Exactly two points are behind the camera
if (p1.z > NEAR_CLIP) {
tmpPoint = p1;
p1 = p0;
p0 = tmpPoint;
}
if (p2.z > NEAR_CLIP) {
tmpPoint = p2;
p2 = p0;
p0 = tmpPoint;
}
// p0 is definitely the one in front of the camera
var points = clip1(p0, p1, p2, debug);
var first = {x: points[0].x/points[0].z, y: points[0].y/points[0].z};
var second = {x: p0.x / p0.z, y: p0.y / p0.z};
var third = {x: points[3].x/points[3].z, y: points[3].y/points[3].z};
first = fixup2(first, second, debug);
third = fixup2(third, second, debug);
ctx.beginPath();
ctx.moveTo(first.x, first.y);
ctx.lineTo(second.x, second.y);
ctx.lineTo(third.x, third.y);
ctx.fill();
}
else {
// Exactly one point is behind the camera
if (p1.z <= NEAR_CLIP) {
tmpPoint = p1;
p1 = p0;
p0 = tmpPoint;
}
if (p2.z <= NEAR_CLIP) {
tmpPoint = p2;
p2 = p0;
p0 = tmpPoint;
}
// p0 is definitely the one behind the camera
var points = clip1(p0, p1, p2, debug);
var first = {x: points[0].x/points[0].z, y: points[0].y/points[0].z};
var second = {x: points[1].x/points[1].z, y: points[1].y/points[1].z};
var third = {x: points[2].x/points[2].z, y: points[2].y/points[2].z};
var fourth = {x: points[3].x/points[3].z, y: points[3].y/points[3].z};
first = fixup2(first, second, debug);
fourth = fixup2(fourth, third, debug);
ctx.beginPath();
ctx.moveTo(first.x, first.y);
ctx.lineTo(second.x, second.y);
ctx.lineTo(third.x, third.y);
ctx.lineTo(fourth.x, fourth.y);
// FIXME TODO do I need to go back to first?
//ctx.lineTo(first.x, first.y);
ctx.fill();
}
}
// F*cking canvas uses 16-bit coordinates.
// x/z or y/z can be very big when z is small.
// clip1 likes to clip to a small z.
// the coordinates can get very big. 16 bit
// numbers are not big.
// this function pulls offscreen points to be closer
// to being onscreen so that their coords are not big.
function fixup2(p0, p1, debug) {
var STEP_DIST = WIDTH/SCALE;
// I could verify that p0 is far offscreen first
// but it looks like it's almost never close to
// being onscreen (so it's not worth optimizing)
// assume p1 is reasonably onscreen
// pick a point that's almost onscreen
// along the line [p0 -> p1]
var dx = p1.x - p0.x;
var dy = p1.y - p0.y;
/*
This is not perfectly accurate.
Consider this case:
-------------
| |
| |
a| b |
| c |
-------------
d
I actually project d up and to the right, which makes
the c-d line good, but breaks the a-d line. STEP_DIST
is used to (hopefully) keep a and d far enough off-screen
so that the a-d line doesn't get pulled on-screen when it
shouldn't be.
*/
// Phil prefers I use trig to my leet algebra
var theta = Math.atan2(dy, dx);
var newx = p1.x - STEP_DIST*Math.cos(theta);
var newy = p1.y - STEP_DIST*Math.sin(theta);
var rv = {x: newx, y: newy};
if (debug)
alertd("p0: " + debugp(p0) + "\n" +
"p1: " + debugp(p1) + "\n" +
"new: " + debugp(rv));
return rv;
}
// p0 must be behind the camera
// p1 and p2 are in front of the camera
function clip1(p0, p1, p2, debug) {
var x1, y1, x2, y2;
var deltap = NEAR_CLIP - p0.z;
var deltaz1 = p1.z - p0.z;
var portion = deltap / deltaz1;
x1 = (p1.x - p0.x) * portion + p0.x;
y1 = (p1.y - p0.y) * portion + p0.y;
var deltaz2 = p2.z - p0.z;
var portion2 = deltap / deltaz2;
x2 = (p2.x - p0.x) * portion2 + p0.x;
y2 = (p2.y - p0.y) * portion2 + p0.y;
return [{x: x1, y: y1, z: NEAR_CLIP},
p1, p2,
{x: x2, y: y2, z: NEAR_CLIP}];
}
// p0 must be in front of the camera
function clip2(p0, p1, p2, debug) {
var x1, y1, x2, y2;
var deltap = p0.z - NEAR_CLIP;
var deltaz1 = p0.z - p1.z;
var portion = deltap / deltaz1;
x1 = (p1.x - p0.x) * portion + p0.x;
y1 = (p1.y - p0.y) * portion + p0.y;
var deltaz2 = p0.z - p2.z;
var portion2 = deltap / deltaz2;
x2 = (p2.x - p0.x) * portion2 + p0.x;
y2 = (p2.y - p0.y) * portion2 + p0.y;
if (debug)
alertd("points: \n" +
debugp(p0) + "\n" +
debugp(p1) + "\n" +
debugp(p2) + "\n" +
"New points: \n" +
debugp({x: x1, y: y1, z: NEAR_CLIP}) + "\n" +
debugp({x: x2, y: y2, z: NEAR_CLIP}));
return [p0,
{x: x1, y: y1, z: NEAR_CLIP},
{x: x2, y: y2, z: NEAR_CLIP}];
}
function paintGround(mat, debug) {
var verts = [[-40, 30, 0],
[-40, 30, NUMPOINTS*5],
[40, 30, 0],
[40, 30, NUMPOINTS*5]];
var tris = [[0, 1, 2],
[2, 3, 1]];
for (var i = 0; i= NEAR_CLIP)
ctx.fillRect(star.x/star.z, star.y/star.z, 1/SCALE, 1/SCALE);
}
}
// paint the ground
if (DRAW_GROUND) {
paintGround(mat, debug);
}
if (DRAW_BACK_WALL) {
// paint the back wall
paintBackWall(mat, debug);
}
var drewTie = false;
var tieZ = 0;
if (DRAW_TIE) {
tieZ = transform(tie.state.point, mat).z;
}
try {
// save the interpolation if there are no triangles and no line
if (DRAW_TRIS || DRAW_LINE) {
for (var seg = points.length - 4; seg >= 0; seg--) {
var p0 = points[seg];
var p1 = points[seg+1];
var p2 = points[seg+2];
var p3 = points[seg+3];
var tp = transform(p3, mat);
// This sometimes clips segments it shouldn't
// when following a sharply-curved track
if (tp.z > NEAR_CLIP) {
var lastX;
var lastY;
var firstPoint = true;
for (var i=interpPoints; i>=0; i--) {
var p = interpolate(p0, p1, p2, p3, i/interpPoints);
var tp = transform(p, mat);
if (DRAW_TIE && !drewTie && tp.z < tieZ) {
paintTie(mat, tie, debug);
drewTie = true;
}
var x = tp.x/tp.z; // potential divide by 0
var y = tp.y/tp.z;
if (firstPoint && tp.z > NEAR_CLIP) {
lastX = tp.x/tp.z;
lastY = tp.y/tp.z;
firstPoint = false;
}
if (tp.z > NEAR_CLIP && DRAW_LINE) {
if (alpha)
ctx.strokeStyle = "rgba(255, 0, 0, "+ Math.max(0, Math.min((tp.z/10), 1)) +")";
else
ctx.strokeStyle = "rgb(255, 0, 0)";
ctx.beginPath();
ctx.moveTo(lastX, lastY);
ctx.lineTo(x, y);
ctx.stroke();
lastX = tp.x/tp.z;
lastY = tp.y/tp.z;
}
if (DRAW_TRIS) {
var sizeb = 1/tp.z;
if (i == interpPoints) {
if (alpha)
ctx.fillStyle = "rgba(0, 128, 0, 0.75)";
else
ctx.fillStyle = "rgb(0, 128, 0)";
}
else {
if (alpha)
ctx.fillStyle = "rgba(0, 0, 255, 0.25)";
else
ctx.fillStyle = "rgb(0, 0, 255)";
}
// the 1/tp.z check is to avoid drawing really tiny things
if (tp.z > NEAR_CLIP && 1/tp.z > DRAW_THRESHOLD/SCALE) {
var ptop = {x: p.x, y: p.y-.25, z: p.z};
var ptopt = transform(ptop, mat);
var pleft = {x: p.x-.25, y: p.y+.1, z: p.z};
var pleftt = transform(pleft, mat);
var pright = {x: p.x+.25, y: p.y+.1, z: p.z};
var prightt = transform(pright, mat);
drawTri(ptopt, pleftt, prightt, debug);
}
}
}
}
}
}
if (DRAW_TIE && !drewTie)
paintTie(mat, tie, debug);
} catch (e) {
clearInterval(timer);
alert("Caught an error!\n" + e);
}
ctx.restore();
}
function normalize(v) {
if ("z" in v) {
var l = Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
return {x: v.x / l, y: v.y / l, z: v.z / l};
}
else if ("y" in v) {
var l = Math.sqrt(v.x * v.x + v.y * v.y);
return {x: v.x / l, y: v.y / l};
}
else {
window.status = "garbage passed to normalize!";
return {x: 0, y: 0, z: 0};
}
}
function cross(v1, v2) {
var x = v1.y*v2.z - v1.z*v2.y;
var y = v1.z*v2.x - v1.x*v2.z;
var z = v1.x*v2.y - v1.y*v2.x;
return {x: x, y: y, z: z};
}
function debugp(vec) {
if ("z" in vec)
return Math.round(vec.x*100)/100 + ", " +
Math.round(vec.y*100)/100 + ", " +
Math.round(vec.z*100)/100;
return Math.round(vec.x*100)/100 + ", " +
Math.round(vec.y*100)/100;
}
function debugp2(mat) {
var str = "";
for (var i=0; i= 0) {
cameraPoint3 = interpolate(points[cameraSeg3],
points[cameraSeg3+1],
points[cameraSeg3+2],
points[cameraSeg3+3],
cameraLocalTime3 / camSteps);
}
else {
cameraPoint3 = cameraPoint;
}
var backward = {x: cameraPoint.x - cameraPoint3.x,
y: cameraPoint.y - cameraPoint3.y,
z: cameraPoint.z - cameraPoint3.z};
// normalize backward vector;
backward = normalize(forward);
// force up vector to be up
//var up = {x: 0, y: -1, z: 0};
// lean into turns by looking at the horizontal acceleration
var ddx = (forward.x + backward.x)*.5;
var up = normalize({x: ddx, y: -1, z: 0});
var right = normalize(cross(forward, up));
// make up perpendicular to forward (does this hack work?)
up = normalize(cross(right, forward));
return { point: cameraPoint,
forward: forward,
up: up,
right: right };
}
function update(debug) {
if (!stopTime) {
// IMPORTANT: MUST BE PRECISELY REPRESENTED AS "double"!!!! (or must it?)
var newRealTime = new Date().getTime();
var deltaTime = newRealTime - prevRealTime;
prevRealTime = newRealTime;
var timeIncr = deltaTime / 1000 * 50;
time += timeIncr / 2.5;
}
// we could do points.length - 3, but run into trouble stepping ahead to find "forward"
// since the point that's "forward" could run over the end. using - 4 is an easy fix
time = time % (camSteps * (points.length - 4));
// Get our position and local axes
var state = getPointAndAxesAtTime(time);
var cameraPoint = state.point;
var forward = state.forward;
var up = state.up;
var right = state.right;
// Get the TIE Fighter's position and matrix
var tie = getTIE(time);
var mat = buildMatrix(state, false);
paint(mat, cameraPoint, debug, tie);
}
function alertd(str) {
if (document.getElementById("status"))
document.getElementById("status").innerHTML += str + "\n\n";
}
window.onload = go;
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