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Copy pathr_camsprlib.js
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r_camsprlib.js
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function drawQuad(ax, az, bx, bz)
{
drawCut( {x0:ax, y0:0, z0:az, u0:0,v0:0,
x1:ax, y1:0, z1:bz, u1:0,v1:1,
x2:bx, y2:0, z2:az, u2:1,v2:0}, 0 );
drawCut( {x0:bx, y0:0, z0:az, u0:1,v0:0,
x1:ax, y1:0, z1:bz, u1:0,v1:1,
x2:bx, y2:0, z2:bz, u2:1,v2:1}, 0 );
}//drawquad
function drawQuad2(ax, az, aw, ah)
{
drawCut( {x0:ax, y0:0, z0:az, u0:0,v0:0,
x1:ax, y1:0, z1:az+ah, u1:0,v1:1,
x2:ax+aw, y2:0, z2:az, u2:1,v2:0}, 0 );
drawCut( {x0:ax+aw, y0:0, z0:az, u0:1,v0:0,
x1:ax, y1:0, z1:az+ah, u1:0,v1:1,
x2:ax+aw, y2:0, z2:az+ah, u2:1,v2:1}, 0 );
}//drawquad2
function drawQuad3(ay, ax, az, bx, bz, s0, t0, s1,t1)
{
drawCut( {x0:ax, y0:ay, z0:az, u0:s0,v0:t0,
x1:ax, y1:ay, z1:bz, u1:s0,v1:t1,
x2:bx, y2:ay, z2:az, u2:s1,v2:t0}, 0 );
drawCut( {x0:bx, y0:ay, z0:az, u0:s1,v0:t0,
x1:ax, y1:ay, z1:bz, u1:s0,v1:t1,
x2:bx, y2:ay, z2:bz, u2:s1,v2:t1}, 0 );
}//drawquad
// quatSetVec(cori, sprMat);
var tri0 = {x0:0, y0:0, z0:0, u0:0,v0:1,
x1:0, y1:0, z1:0, u1:1,v1:1,
x2:0, y2:0, z2:0, u2:0,v2:0};
var tri1 = {x0:0, y0:0, z0:0, u0:0,v0:0,
x1:0, y1:0, z1:0, u1:1,v1:1,
x2:0, y2:0, z2:0, u2:1,v2:0};
function drawSprAdv(spr, cx, cy, cz, cw, ch, roll)
{
var s;
s = vecSpr[spr];
if (s == undefined) { return; }
setSkin("spr21");
tri0.u0 = s.u0; tri0.v0 = s.v1;
tri0.u1 = s.u1; tri0.v1 = s.v1;
tri0.u2 = s.u0; tri0.v2 = s.v0;
tri1.u0 = s.u0; tri1.v0 = s.v0;
tri1.u1 = s.u1; tri1.v1 = s.v1;
tri1.u2 = s.u1; tri1.v2 = s.v0;
drawCamSpr(cx,cy,cz, cw, ch, roll);
}//drawspradv
function drawCamSpr(cx,cy,cz, cw,ch, roll )
{
var raw0, raw1, raw4, raw5, raw8, raw9;
var caxw, sayw, saxw, cayw;
var rx, ry;
var ca, sa;
cw *= 0.5; ch *= 0.5;
ca = Math.cos(roll); sa = Math.sin(roll);
caxw = ca*cw; sayw = sa*ch;
saxw = sa*cw; cayw = ca*ch;
raw0=sprMat[0]; raw1=sprMat[4];
raw4=sprMat[1]; raw5=sprMat[5];
raw8=sprMat[2]; raw9=sprMat[6];
rx = -caxw+sayw; ry = -saxw-cayw;
tri0.x0 = raw0*rx + raw1*ry + cx;
tri0.y0 = raw4*rx + raw5*ry + cy;
tri0.z0 = raw8*rx + raw9*ry + cz;
rx = caxw +sayw; ry = saxw-cayw;
tri0.x1 = raw0*rx + raw1*ry + cx;
tri0.y1 = raw4*rx + raw5*ry + cy;
tri0.z1 = raw8*rx + raw9*ry + cz;
rx = -caxw-sayw; ry = -saxw+cayw;
tri0.x2 = raw0*rx + raw1*ry + cx;
tri0.y2 = raw4*rx + raw5*ry + cy;
tri0.z2 = raw8*rx + raw9*ry + cz;
drawCut(tri0, 0);
//0 1 2
//2 1 3
//todo -- opt to use only 1 tri
//swap 0 and 2
//of course that needs proper uv setup
//and i cannot be arsed
tri1.x0 = tri0.x2;
tri1.y0 = tri0.y2;
tri1.z0 = tri0.z2;
tri1.x1 = tri0.x1;
tri1.y1 = tri0.y1;
tri1.z1 = tri0.z1;
rx = caxw-sayw; ry = saxw+cayw;
tri1.x2 = raw0*rx + raw1*ry + cx;
tri1.y2 = raw4*rx + raw5*ry + cy;
tri1.z2 = raw8*rx + raw9*ry + cz;
drawCut(tri1, 0);
}//drawspr
function drawSprShad(spr, cx, cy, cz, rad, ang)
{
var s;
s = vecSpr[spr];
if (s == undefined) { return; }
setSkin("spr21");
/*
tri0.u0 = s.u0; tri0.v0 = s.v1;
tri0.u1 = s.u1; tri0.v1 = s.v1;
tri0.u2 = s.u0; tri0.v2 = s.v0;
tri1.u0 = s.u0; tri1.v0 = s.v0;
tri1.u1 = s.u1; tri1.v1 = s.v1;
tri1.u2 = s.u1; tri1.v2 = s.v0;
*/
//mirror on vert
tri0.u0 = s.u0; tri0.v0 = s.v0;
tri0.u1 = s.u1; tri0.v1 = s.v0;
tri0.u2 = s.u0; tri0.v2 = s.v1;
tri1.u0 = s.u0; tri1.v0 = s.v1;
tri1.u1 = s.u1; tri1.v1 = s.v0;
tri1.u2 = s.u1; tri1.v2 = s.v1;
var ca, sa;
var cxw, syw;
ca = Math.cos(ang); sa = Math.sin(ang);
cxw = ca*rad; syw = sa*rad;
// cosx + -siny
// sinx + cosy
var nx, nz;
var sx, sz;
//front vector
nx = Math.cos(ang) * rad;
nz = Math.sin(ang) * rad;
//perpend -- side vector
sx = -nz;
sz = nx;
nx *= 0.35;
nz *= 0.35;
cx += nx;
cz += nz;
tri0.x0 = cx + nx - sx; tri0.y0 = cy; tri0.z0 = cz + nz - sz;
tri0.x1 = cx + nx + sx; tri0.y1 = cy; tri0.z1 = cz + nz + sz;
tri0.x2 = cx - nx - sx; tri0.y2 = cy; tri0.z2 = cz - nz - sz;
tri1.x0 = tri0.x2; tri1.y0 = tri0.y2; tri1.z0 = tri0.z2;
tri1.x1 = tri0.x1; tri1.y1 = tri0.y1; tri1.z1 = tri0.z1;
tri1.x2 = cx - nx + sx; tri1.y2 = cy; tri1.z2 = cz - nz + sz;
/*
tri0.x0 = cx - rad; tri0.y0 = cy; tri0.z0 = cz - rad;
tri0.x1 = cx + rad; tri0.y1 = cy; tri0.z1 = cz - rad;
tri0.x2 = cx - rad; tri0.y2 = cy; tri0.z2 = cz + rad;
tri1.x0 = tri0.x2; tri1.y0 = tri0.y2; tri1.z0 = tri0.z2;
tri1.x1 = tri0.x1; tri1.y1 = tri0.y1; tri1.z1 = tri0.z1;
tri1.x2 = cx + rad; tri1.y2 = cy; tri1.z2 = cz + rad;
*/
/*
tri0.x0 = cx + cxw - syw; tri0.y0 = cy; tri0.z0 = cz + syw + cxw;
tri0.x1 = cx + cxw - syw; tri0.y1 = cy; tri0.z1 = cz + syw + cxw;
tri0.x2 = cx - cxw + syw; tri0.y2 = cy; tri0.z2 = cz + syw + cxw;
*/
drawCut(tri0, 0);
drawCut(tri1, 0);
}//drawsprshad