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/*
* Copyright 2009, Google 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:
*
* * 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.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* 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.
*/
/**
* @fileoverview This file contains various functions for helping setup
* elements for o3d
*/
o3djs.provide('o3djs.element');
o3djs.require('o3djs.math');
/**
* A Module for element functions.
* @namespace
*/
o3djs.element = o3djs.element || {};
/**
* Sets the bounding box and z sort point of an element.
* @param {!o3d.Element} element Element to set bounding box and z sort point
* on.
*/
o3djs.element.setBoundingBoxAndZSortPoint = function(element) {
var boundingBox = element.getBoundingBox(0);
var minExtent = boundingBox.minExtent;
var maxExtent = boundingBox.maxExtent;
element.boundingBox = boundingBox;
element.cull = true;
element.zSortPoint = o3djs.math.divVectorScalar(
o3djs.math.addVector(minExtent, maxExtent), 2);
};
/**
* Adds missing texture coordinate streams to a primitive.
*
* This is very application specific but if it's a primitive
* and if it uses a collada material the material builder
* assumes 1 TEXCOORD stream per texture. In other words if you have
* both a specular texture AND a diffuse texture the builder assumes
* you have 2 TEXCOORD streams. This assumption is often false.
*
* To work around this we check how many streams the material
* expects and if there are not enough UVs streams we duplicate the
* last TEXCOORD stream until there are, making a BIG assumption that
* that will work.
*
* The problem is maybe you have 4 textures and each of them share
* texture coordinates. There is information in the collada file about
* what stream to connect each texture to.
*
* @param {!o3d.Element} element Element to add streams to.
*/
o3djs.element.addMissingTexCoordStreams = function(element) {
// TODO: We should store that info. The conditioner should either
// make streams that way or pass on the info so we can do it here.
if (element.isAClassName('o3d.Primitive')) {
var material = /** @type {!o3d.Material} */ (element.material);
var streamBank = element.streamBank;
var lightingType = o3djs.effect.getColladaLightingType(material);
if (lightingType) {
var numTexCoordStreamsNeeded =
o3djs.effect.getNumTexCoordStreamsNeeded(material);
// Count the number of TEXCOORD streams the streamBank has.
var streams = streamBank.vertexStreams;
var lastTexCoordStream = null;
var numTexCoordStreams = 0;
for (var ii = 0; ii < streams.length; ++ii) {
var stream = streams[ii];
if (stream.semantic == o3djs.base.o3d.Stream.TEXCOORD) {
lastTexCoordStream = stream;
++numTexCoordStreams;
}
}
// Add any missing TEXCOORD streams. It might be more efficient for
// the GPU to create an effect that doesn't need the extra streams
// but this is a more generic solution because it means we can reuse
// the same effect.
for (var ii = numTexCoordStreams;
ii < numTexCoordStreamsNeeded;
++ii) {
streamBank.setVertexStream(
lastTexCoordStream.semantic,
lastTexCoordStream.semanticIndex + ii - numTexCoordStreams + 1,
lastTexCoordStream.field,
lastTexCoordStream.startIndex);
}
}
}
};
/**
* Copies an element and streambank or buffers so the two will share
* streambanks, vertex and index buffers.
* @param {!o3d.Pack} pack Pack to manage created objects.
* @param {!o3d.Element} sourceElement The element to copy.
* @return {!o3d.Element} the new copy of sourceElement.
*/
o3djs.element.duplicateElement = function(pack, sourceElement) {
var newElement = pack.createObject(sourceElement.className);
newElement.copyParams(sourceElement);
// TODO: If we get the chance to parameterize the primitive's settings
// we can delete this code since copyParams will handle it.
// For now it only handles primitives by doing it manually.
if (sourceElement.isAClassName('o3d.Primitive')) {
newElement.indexBuffer = sourceElement.indexBuffer;
newElement.startIndex = sourceElement.startIndex;
newElement.primitiveType = sourceElement.primitiveType;
newElement.numberVertices = sourceElement.numberVertices;
newElement.numberPrimitives = sourceElement.numberPrimitives;
}
return newElement;
};
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