// 3D Cube Rotation // http://www.speich.net/computer/moztesting/3d.htm // Created by Simon Speich var Q = new Array(); var MTrans = new Array(); // transformation matrix var MQube = new Array(); // position information of qube var I = new Array(); // entity matrix var Origin = new Object(); var Testing = new Object(); var LoopTimer; var validation = { 20: 2889.0000000000045, 40: 2889.0000000000055, 80: 2889.000000000005, 160: 2889.0000000000055, 320: 2889.000000000006, 640: 2889.000000000013, 1280: 2888.9999999999923, 2560: 2888.9999999999463, 5120: 2889.0000000000405, 10240: 2889.0000000002497, 20480: 2889.0000000000405, 40960: 2888.999999999462, 81920: 2888.999999999193, 163840: 2888.999999998356 }; var DisplArea = new Object(); DisplArea.Width = 300; DisplArea.Height = 300; function DrawLine(From, To) { var x1 = From.V[0]; var x2 = To.V[0]; var y1 = From.V[1]; var y2 = To.V[1]; var dx = Math.abs(x2 - x1); var dy = Math.abs(y2 - y1); var x = x1; var y = y1; var IncX1, IncY1; var IncX2, IncY2; var Den; var Num; var NumAdd; var NumPix; if (x2 >= x1) { IncX1 = 1; IncX2 = 1; } else { IncX1 = -1; IncX2 = -1; } if (y2 >= y1) { IncY1 = 1; IncY2 = 1; } else { IncY1 = -1; IncY2 = -1; } if (dx >= dy) { IncX1 = 0; IncY2 = 0; Den = dx; Num = dx / 2; NumAdd = dy; NumPix = dx; } else { IncX2 = 0; IncY1 = 0; Den = dy; Num = dy / 2; NumAdd = dx; NumPix = dy; } NumPix = Math.round(Q.LastPx + NumPix); var i = Q.LastPx; for (; i < NumPix; i++) { Num += NumAdd; if (Num >= Den) { Num -= Den; x += IncX1; y += IncY1; } x += IncX2; y += IncY2; } Q.LastPx = NumPix; } function CalcCross(V0, V1) { var Cross = new Array(); Cross[0] = V0[1]*V1[2] - V0[2]*V1[1]; Cross[1] = V0[2]*V1[0] - V0[0]*V1[2]; Cross[2] = V0[0]*V1[1] - V0[1]*V1[0]; return Cross; } function CalcNormal(V0, V1, V2) { var A = new Array(); var B = new Array(); for (var i = 0; i < 3; i++) { A[i] = V0[i] - V1[i]; B[i] = V2[i] - V1[i]; } A = CalcCross(A, B); var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]); for (var i = 0; i < 3; i++) A[i] = A[i] / Length; A[3] = 1; return A; } function CreateP(X,Y,Z) { this.V = [X,Y,Z,1]; } // multiplies two matrices function MMulti(M1, M2) { var M = [[],[],[],[]]; var i = 0; var j = 0; for (; i < 4; i++) { j = 0; for (; j < 4; j++) M[i][j] = M1[i][0] * M2[0][j] + M1[i][1] * M2[1][j] + M1[i][2] * M2[2][j] + M1[i][3] * M2[3][j]; } return M; } //multiplies matrix with vector function VMulti(M, V) { var Vect = new Array(); var i = 0; for (;i < 4; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2] + M[i][3] * V[3]; return Vect; } function VMulti2(M, V) { var Vect = new Array(); var i = 0; for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2]; return Vect; } // add to matrices function MAdd(M1, M2) { var M = [[],[],[],[]]; var i = 0; var j = 0; for (; i < 4; i++) { j = 0; for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j]; } return M; } function Translate(M, Dx, Dy, Dz) { var T = [ [1,0,0,Dx], [0,1,0,Dy], [0,0,1,Dz], [0,0,0,1] ]; return MMulti(T, M); } function RotateX(M, Phi) { var a = Phi; a *= Math.PI / 180; var Cos = Math.cos(a); var Sin = Math.sin(a); var R = [ [1,0,0,0], [0,Cos,-Sin,0], [0,Sin,Cos,0], [0,0,0,1] ]; return MMulti(R, M); } function RotateY(M, Phi) { var a = Phi; a *= Math.PI / 180; var Cos = Math.cos(a); var Sin = Math.sin(a); var R = [ [Cos,0,Sin,0], [0,1,0,0], [-Sin,0,Cos,0], [0,0,0,1] ]; return MMulti(R, M); } function RotateZ(M, Phi) { var a = Phi; a *= Math.PI / 180; var Cos = Math.cos(a); var Sin = Math.sin(a); var R = [ [Cos,-Sin,0,0], [Sin,Cos,0,0], [0,0,1,0], [0,0,0,1] ]; return MMulti(R, M); } function DrawQube() { // calc current normals var CurN = new Array(); var i = 5; Q.LastPx = 0; for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]); if (CurN[0][2] < 0) { if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; }; if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; }; if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; }; if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; }; } if (CurN[1][2] < 0) { if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; }; if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; }; if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; }; if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; }; } if (CurN[2][2] < 0) { if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; }; if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; }; if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; }; if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; }; } if (CurN[3][2] < 0) { if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; }; if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; }; if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; }; if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; }; } if (CurN[4][2] < 0) { if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; }; if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; }; if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; }; if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; }; } if (CurN[5][2] < 0) { if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; }; if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; }; if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; }; if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; }; } Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false]; Q.LastPx = 0; } function Loop() { if (Testing.LoopCount > Testing.LoopMax) return; var TestingStr = String(Testing.LoopCount); while (TestingStr.length < 3) TestingStr = "0" + TestingStr; MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]); MTrans = RotateX(MTrans, 1); MTrans = RotateY(MTrans, 3); MTrans = RotateZ(MTrans, 5); MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]); MQube = MMulti(MTrans, MQube); var i = 8; for (; i > -1; i--) { Q[i].V = VMulti(MTrans, Q[i].V); } DrawQube(); Testing.LoopCount++; Loop(); } function Init(CubeSize) { // init/reset vars Origin.V = [150,150,20,1]; Testing.LoopCount = 0; Testing.LoopMax = 50; Testing.TimeMax = 0; Testing.TimeAvg = 0; Testing.TimeMin = 0; Testing.TimeTemp = 0; Testing.TimeTotal = 0; Testing.Init = false; // transformation matrix MTrans = [ [1,0,0,0], [0,1,0,0], [0,0,1,0], [0,0,0,1] ]; // position information of qube MQube = [ [1,0,0,0], [0,1,0,0], [0,0,1,0], [0,0,0,1] ]; // entity matrix I = [ [1,0,0,0], [0,1,0,0], [0,0,1,0], [0,0,0,1] ]; // create qube Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize); Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize); Q[2] = new CreateP( CubeSize, CubeSize, CubeSize); Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize); Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize); Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize); Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize); Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize); // center of gravity Q[8] = new CreateP(0, 0, 0); // anti-clockwise edge check Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]]; // calculate squad normals Q.Normal = new Array(); for (var i = 0; i < Q.Edge.length; i++) Q.Normal[i] = CalcNormal(Q[Q.Edge[i][0]].V, Q[Q.Edge[i][1]].V, Q[Q.Edge[i][2]].V); // line drawn ? Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false]; // create line pixels Q.NumPx = 9 * 2 * CubeSize; for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0); MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]); MQube = MMulti(MTrans, MQube); var i = 0; for (; i < 9; i++) { Q[i].V = VMulti(MTrans, Q[i].V); } DrawQube(); Testing.Init = true; Loop(); // Perform a simple sum-based verification. var sum = 0; for (var i = 0; i < Q.length; ++i) { var vector = Q[i].V; for (var j = 0; j < vector.length; ++j) sum += vector[j]; } if (sum != validation[CubeSize]) throw "Error: bad vector sum for CubeSize = " + CubeSize + "; expected " + validation[CubeSize] + " but got " + sum; } for ( var i = 20; i <= 260000; i *= 2 ) { Init(i); } Q = null; MTrans = null; MQube = null; I = null; Origin = null; Testing = null; LoopTime = null; DisplArea = null;