Node.js examples for Data Structure:Vector
Vector class
/*// w w w.j a v a 2s . c om * Copyright (C) 2007 Apple Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. 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 APPLE COMPUTER, INC. ``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 APPLE COMPUTER, INC. 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. */ function createVector(x,y,z) { return new Array(x,y,z); } function sqrLengthVector(self) { return self[0] * self[0] + self[1] * self[1] + self[2] * self[2]; } function lengthVector(self) { return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]); } function addVector(self, v) { self[0] += v[0]; self[1] += v[1]; self[2] += v[2]; return self; } function subVector(self, v) { self[0] -= v[0]; self[1] -= v[1]; self[2] -= v[2]; return self; } function scaleVector(self, scale) { self[0] *= scale; self[1] *= scale; self[2] *= scale; return self; } function normaliseVector(self) { var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]); self[0] /= len; self[1] /= len; self[2] /= len; return self; } function add(v1, v2) { return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]); } function sub(v1, v2) { return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]); } function scalev(v1, v2) { return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]); } function dot(v1, v2) { return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; } function scale(v, scale) { return [v[0] * scale, v[1] * scale, v[2] * scale]; } function cross(v1, v2) { return [v1[1] * v2[2] - v1[2] * v2[1], v1[2] * v2[0] - v1[0] * v2[2], v1[0] * v2[1] - v1[1] * v2[0]]; } function normalise(v) { var len = lengthVector(v); return [v[0] / len, v[1] / len, v[2] / len]; } function transformMatrix(self, v) { var vals = self; var x = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3]; var y = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7]; var z = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11]; return [x, y, z]; } function invertMatrix(self) { var temp = new Array(16); var tx = -self[3]; var ty = -self[7]; var tz = -self[11]; for (h = 0; h < 3; h++) for (v = 0; v < 3; v++) temp[h + v * 4] = self[v + h * 4]; for (i = 0; i < 11; i++) self[i] = temp[i]; self[3] = tx * self[0] + ty * self[1] + tz * self[2]; self[7] = tx * self[4] + ty * self[5] + tz * self[6]; self[11] = tx * self[8] + ty * self[9] + tz * self[10]; return self; } // Triangle intersection using barycentric coord method function Triangle(p1, p2, p3) { var edge1 = sub(p3, p1); var edge2 = sub(p2, p1); var normal = cross(edge1, edge2); if (Math.abs(normal[0]) > Math.abs(normal[1])) if (Math.abs(normal[0]) > Math.abs(normal[2])) this.axis = 0; else this.axis = 2; else if (Math.abs(normal[1]) > Math.abs(normal[2])) this.axis = 1; else this.axis = 2; var u = (this.axis + 1) % 3; var v = (this.axis + 2) % 3; var u1 = edge1[u]; var v1 = edge1[v]; var u2 = edge2[u]; var v2 = edge2[v]; this.normal = normalise(normal); this.nu = normal[u] / normal[this.axis]; this.nv = normal[v] / normal[this.axis]; this.nd = dot(normal, p1) / normal[this.axis]; var det = u1 * v2 - v1 * u2; this.eu = p1[u]; this.ev = p1[v]; this.nu1 = u1 / det; this.nv1 = -v1 / det; this.nu2 = v2 / det; this.nv2 = -u2 / det; this.material = [0.7, 0.7, 0.7]; } Triangle.prototype.intersect = function(orig, dir, near, far) { var u = (this.axis + 1) % 3; var v = (this.axis + 2) % 3; var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v]; var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v]) / d; if (t < near || t > far) return null; var Pu = orig[u] + t * dir[u] - this.eu; var Pv = orig[v] + t * dir[v] - this.ev; var a2 = Pv * this.nu1 + Pu * this.nv1; if (a2 < 0) return null; var a3 = Pu * this.nu2 + Pv * this.nv2; if (a3 < 0) return null; if ((a2 + a3) > 1) return null; return t; } function Scene(a_triangles) { this.triangles = a_triangles; this.lights = []; this.ambient = [0,0,0]; this.background = [0.8,0.8,1]; } var zero = new Array(0,0,0); Scene.prototype.intersect = function(origin, dir, near, far) { var closest = null; for (i = 0; i < this.triangles.length; i++) { var triangle = this.triangles[i]; var d = triangle.intersect(origin, dir, near, far); if (d == null || d > far || d < near) continue; far = d; closest = triangle; } if (!closest) return [this.background[0],this.background[1],this.background[2]]; var normal = closest.normal; var hit = add(origin, scale(dir, far)); if (dot(dir, normal) > 0) normal = [-normal[0], -normal[1], -normal[2]]; var colour = null; if (closest.shader) { colour = closest.shader(closest, hit, dir); } else { colour = closest.material; } // do reflection var reflected = null; if (colour.reflection > 0.001) { var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir); reflected = this.intersect(hit, reflection, 0.0001, 1000000); if (colour.reflection >= 0.999999) return reflected; } var l = [this.ambient[0], this.ambient[1], this.ambient[2]]; for (var i = 0; i < this.lights.length; i++) { var light = this.lights[i]; var toLight = sub(light, hit); var distance = lengthVector(toLight); scaleVector(toLight, 1.0/distance); distance -= 0.0001; if (this.blocked(hit, toLight, distance)) continue; var nl = dot(normal, toLight); if (nl > 0) addVector(l, scale(light.colour, nl)); } l = scalev(l, colour); if (reflected) { l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection)); } return l; } Scene.prototype.blocked = function(O, D, far) { var near = 0.0001; var closest = null; for (i = 0; i < this.triangles.length; i++) { var triangle = this.triangles[i]; var d = triangle.intersect(O, D, near, far); if (d == null || d > far || d < near) continue; return true; } return false; }