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/**
* Methods related to drawing transparent objects
* @name ___METHODS_FOR_TRANSPARENCY___
* @memberof rglwidgetClass
* @kind function
* @instance
* These functions order the centers of displayed objects so they
* can be drawn using the painters algorithm, necessary to support
* transparency.
* Note that objid is not obj.id when drawing spheres.
*/
/**
* Break objects into pieces
* @returns { array } Array of pieces
*/
rglwidgetClass.prototype.getPieces = function(context, objid, subid, obj) {
var n = obj.centers.length,
depth,
result = new Array(n),
z, w, i,
meandepth = 0;
context = context.slice();
for(i=0; i<n; i++) {
z = this.prmvMatrix.m13*obj.centers[i][0] +
this.prmvMatrix.m23*obj.centers[i][1] +
this.prmvMatrix.m33*obj.centers[i][2] +
this.prmvMatrix.m43;
w = this.prmvMatrix.m14*obj.centers[i][0] +
this.prmvMatrix.m24*obj.centers[i][1] +
this.prmvMatrix.m34*obj.centers[i][2] +
this.prmvMatrix.m44;
depth = z/w;
meandepth += depth;
result[i] = {context: context,
objid: objid,
subid: subid,
index: i,
depth: depth,
meandepth: 0};
}
meandepth /= n;
for (i=0; i<n; i++)
result[i].meandepth = meandepth;
return result;
};
/**
* Get pieces from sphere
* @returns { object }
* @param { array } context -
* @param { numeric } subid - subscene
* @param { object } obj - spheres object
*/
rglwidgetClass.prototype.getSpherePieces = function(context, subid, obj)
{
if (obj.fastTransparency)
if (subid === 0) // Only compute pieces once
return this.getPieces(context, obj.id, -1, obj);
else
return [];
else
return this.getPieces(context, obj.id, subid, this.sphere);
};
/**
* Get pieces from cube
* @returns { object }
* @param { array } context -
* @param { numeric } subid - subscene
* @param { object } obj - spheres object
*/
rglwidgetClass.prototype.getCubePieces = function(context, obj)
{
return this.getPieces(context, obj.id, 0, this.cube);
};
/**
* Merge pieces that can be drawn in one call
* @returns { object }
* @param { array } pieces - The pieces to merge
*/
rglwidgetClass.prototype.mergePieces = function(pieces) {
var result = [];
if (pieces.length > 0) {
var i,
thiscontext = pieces[0].context,
thisobjid = pieces[0].objid,
thissubid = pieces[0].subid,
indices = [];
for (i= 0; i < pieces.length; i++) {
if (pieces[i].context !== thiscontext ||
pieces[i].objid !== thisobjid ||
pieces[i].subid !== thissubid) {
result.push({context: thiscontext, objid: thisobjid,
subid: thissubid, indices: indices});
thiscontext = pieces[i].context;
thisobjid = pieces[i].objid;
thissubid = pieces[i].subid;
indices = [];
}
indices.push(pieces[i].index);
}
result.push({context: thiscontext, objid: thisobjid,
subid: thissubid,
indices: indices});
}
return result;
};
/**
* Sort pieces by depth
* @returns { array }
* @param { array } pieces - array of pieces
*/
rglwidgetClass.prototype.sortPieces = function(pieces) {
var fastTransparency = this.scene.fastTransparency,
compare = function(i,j) {
var c1, c2,
diff = fastTransparency ? j.meandepth - i.meandepth : j.depth - i.depth;
// Check for different object depths
if (diff !== 0.0)
return diff;
// At this point we are either on the same object or
// two different objects that are at the same mean
// depth. Context changes are expensive so arbitrarily
// split the two objects.
// Check for different objects
diff = j.objid - i.objid;
if (diff !== 0)
return diff;
// Check for different nested objects
c1 = j.context.slice();
c2 = i.context.slice();
diff = c1.length - c2.length;
while (diff === 0 && c1.length > 0) {
diff = c1.pop() - c2.pop();
}
if (diff !== 0)
return diff;
// Both pieces are in the same object, so
// check for different piece depths
// If fastTransparency is not set, this is redundant,
// but a test would probably be slower.
diff = j.depth - i.depth;
return diff;
}, result = [];
if (pieces.length)
result = pieces.sort(compare);
return result;
};
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