Wed, 31 Dec 2014 06:09:35 +0100
Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.
1 // 3D Cube Rotation
2 // http://www.speich.net/computer/moztesting/3d.htm
3 // Created by Simon Speich
5 var Q = new Array();
6 var MTrans = new Array(); // transformation matrix
7 var MQube = new Array(); // position information of qube
8 var I = new Array(); // entity matrix
9 var Origin = new Object();
10 var Testing = new Object();
11 var LoopTimer;
13 var DisplArea = new Object();
14 DisplArea.Width = 300;
15 DisplArea.Height = 300;
17 function DrawLine(From, To) {
18 var x1 = From.V[0];
19 var x2 = To.V[0];
20 var y1 = From.V[1];
21 var y2 = To.V[1];
22 var dx = Math.abs(x2 - x1);
23 var dy = Math.abs(y2 - y1);
24 var x = x1;
25 var y = y1;
26 var IncX1, IncY1;
27 var IncX2, IncY2;
28 var Den;
29 var Num;
30 var NumAdd;
31 var NumPix;
33 if (x2 >= x1) { IncX1 = 1; IncX2 = 1; }
34 else { IncX1 = -1; IncX2 = -1; }
35 if (y2 >= y1) { IncY1 = 1; IncY2 = 1; }
36 else { IncY1 = -1; IncY2 = -1; }
37 if (dx >= dy) {
38 IncX1 = 0;
39 IncY2 = 0;
40 Den = dx;
41 Num = dx / 2;
42 NumAdd = dy;
43 NumPix = dx;
44 }
45 else {
46 IncX2 = 0;
47 IncY1 = 0;
48 Den = dy;
49 Num = dy / 2;
50 NumAdd = dx;
51 NumPix = dy;
52 }
54 NumPix = Math.round(Q.LastPx + NumPix);
56 var i = Q.LastPx;
57 /* BEGIN LOOP */
58 for (; i < NumPix; i++) {
59 Num += NumAdd;
60 if (Num >= Den) {
61 Num -= Den;
62 x += IncX1;
63 y += IncY1;
64 }
65 x += IncX2;
66 y += IncY2;
67 }
68 /* END LOOP */
69 Q.LastPx = NumPix;
70 }
72 function CalcCross(V0, V1) {
73 var Cross = new Array();
74 Cross[0] = V0[1]*V1[2] - V0[2]*V1[1];
75 Cross[1] = V0[2]*V1[0] - V0[0]*V1[2];
76 Cross[2] = V0[0]*V1[1] - V0[1]*V1[0];
77 return Cross;
78 }
80 function CalcNormal(V0, V1, V2) {
81 var A = new Array(); var B = new Array();
82 /* BEGIN LOOP */
83 for (var i = 0; i < 3; i++) {
84 A[i] = V0[i] - V1[i];
85 B[i] = V2[i] - V1[i];
86 }
87 /* END LOOP */
88 A = CalcCross(A, B);
89 var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]);
90 /* BEGIN LOOP */
91 for (var i = 0; i < 3; i++) A[i] = A[i] / Length;
92 /* END LOOP */
93 A[3] = 1;
94 return A;
95 }
97 function CreateP(X,Y,Z) {
98 this.V = [X,Y,Z,1];
99 }
101 // multiplies two matrices
102 function MMulti(M1, M2) {
103 var M = [[],[],[],[]];
104 var i = 0;
105 var j = 0;
106 /* BEGIN LOOP */
107 for (; i < 4; i++) {
108 j = 0;
109 /* BEGIN LOOP */
110 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];
111 /* END LOOP */
112 }
113 /* END LOOP */
114 return M;
115 }
117 //multiplies matrix with vector
118 function VMulti(M, V) {
119 var Vect = new Array();
120 var i = 0;
121 /* BEGIN LOOP */
122 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];
123 /* END LOOP */
124 return Vect;
125 }
127 function VMulti2(M, V) {
128 var Vect = new Array();
129 var i = 0;
130 /* BEGIN LOOP */
131 for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2];
132 /* END LOOP */
133 return Vect;
134 }
136 // add to matrices
137 function MAdd(M1, M2) {
138 var M = [[],[],[],[]];
139 var i = 0;
140 var j = 0;
141 /* BEGIN LOOP */
142 for (; i < 4; i++) {
143 j = 0;
144 /* BEGIN LOOP */
145 for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j];
146 /* END LOOP */
147 }
148 /* END LOOP */
149 return M;
150 }
152 function Translate(M, Dx, Dy, Dz) {
153 var T = [
154 [1,0,0,Dx],
155 [0,1,0,Dy],
156 [0,0,1,Dz],
157 [0,0,0,1]
158 ];
159 return MMulti(T, M);
160 }
162 function RotateX(M, Phi) {
163 var a = Phi;
164 a *= Math.PI / 180;
165 var Cos = Math.cos(a);
166 var Sin = Math.sin(a);
167 var R = [
168 [1,0,0,0],
169 [0,Cos,-Sin,0],
170 [0,Sin,Cos,0],
171 [0,0,0,1]
172 ];
173 return MMulti(R, M);
174 }
176 function RotateY(M, Phi) {
177 var a = Phi;
178 a *= Math.PI / 180;
179 var Cos = Math.cos(a);
180 var Sin = Math.sin(a);
181 var R = [
182 [Cos,0,Sin,0],
183 [0,1,0,0],
184 [-Sin,0,Cos,0],
185 [0,0,0,1]
186 ];
187 return MMulti(R, M);
188 }
190 function RotateZ(M, Phi) {
191 var a = Phi;
192 a *= Math.PI / 180;
193 var Cos = Math.cos(a);
194 var Sin = Math.sin(a);
195 var R = [
196 [Cos,-Sin,0,0],
197 [Sin,Cos,0,0],
198 [0,0,1,0],
199 [0,0,0,1]
200 ];
201 return MMulti(R, M);
202 }
204 function DrawQube() {
205 // calc current normals
206 var CurN = new Array();
207 var i = 5;
208 Q.LastPx = 0;
209 /* BEGIN LOOP */
210 for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]);
211 /* END LOOP */
212 if (CurN[0][2] < 0) {
213 if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; };
214 if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; };
215 if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; };
216 if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; };
217 }
218 if (CurN[1][2] < 0) {
219 if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; };
220 if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; };
221 if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
222 if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; };
223 }
224 if (CurN[2][2] < 0) {
225 if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
226 if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
227 if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
228 if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
229 }
230 if (CurN[3][2] < 0) {
231 if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
232 if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; };
233 if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; };
234 if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; };
235 }
236 if (CurN[4][2] < 0) {
237 if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; };
238 if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; };
239 if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; };
240 if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
241 }
242 if (CurN[5][2] < 0) {
243 if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; };
244 if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
245 if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; };
246 if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; };
247 }
248 Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
249 Q.LastPx = 0;
250 }
252 function Loop() {
253 if (Testing.LoopCount > Testing.LoopMax) return;
254 var TestingStr = String(Testing.LoopCount);
255 /* BEGIN LOOP */
256 while (TestingStr.length < 3) TestingStr = "0" + TestingStr;
257 /* END LOOP */
258 MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]);
259 MTrans = RotateX(MTrans, 1);
260 MTrans = RotateY(MTrans, 3);
261 MTrans = RotateZ(MTrans, 5);
262 MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]);
263 MQube = MMulti(MTrans, MQube);
264 var i = 8;
265 /* BEGIN LOOP */
266 for (; i > -1; i--) {
267 Q[i].V = VMulti(MTrans, Q[i].V);
268 }
269 /* END LOOP */
270 DrawQube();
271 Testing.LoopCount++;
272 Loop();
273 }
275 function Init(CubeSize) {
276 // init/reset vars
277 Origin.V = [150,150,20,1];
278 Testing.LoopCount = 0;
279 Testing.LoopMax = 50;
280 Testing.TimeMax = 0;
281 Testing.TimeAvg = 0;
282 Testing.TimeMin = 0;
283 Testing.TimeTemp = 0;
284 Testing.TimeTotal = 0;
285 Testing.Init = false;
287 // transformation matrix
288 MTrans = [
289 [1,0,0,0],
290 [0,1,0,0],
291 [0,0,1,0],
292 [0,0,0,1]
293 ];
295 // position information of qube
296 MQube = [
297 [1,0,0,0],
298 [0,1,0,0],
299 [0,0,1,0],
300 [0,0,0,1]
301 ];
303 // entity matrix
304 I = [
305 [1,0,0,0],
306 [0,1,0,0],
307 [0,0,1,0],
308 [0,0,0,1]
309 ];
311 // create qube
312 Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize);
313 Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize);
314 Q[2] = new CreateP( CubeSize, CubeSize, CubeSize);
315 Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize);
316 Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize);
317 Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize);
318 Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize);
319 Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize);
321 // center of gravity
322 Q[8] = new CreateP(0, 0, 0);
324 // anti-clockwise edge check
325 Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]];
327 // calculate squad normals
328 Q.Normal = new Array();
329 /* BEGIN LOOP */
330 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);
331 /* END LOOP */
333 // line drawn ?
334 Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
336 // create line pixels
337 Q.NumPx = 9 * 2 * CubeSize;
338 /* BEGIN LOOP */
339 for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0);
340 /* END LOOP */
342 MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]);
343 MQube = MMulti(MTrans, MQube);
345 var i = 0;
346 /* BEGIN LOOP */
347 for (; i < 9; i++) {
348 Q[i].V = VMulti(MTrans, Q[i].V);
349 }
350 /* END LOOP */
351 DrawQube();
352 Testing.Init = true;
353 Loop();
354 }
356 /* BEGIN LOOP */
357 for ( var i = 20; i <= 160; i *= 2 ) {
358 Init(i);
359 }
360 /* END LOOP */
362 Q = null;
363 MTrans = null;
364 MQube = null;
365 I = null;
366 Origin = null;
367 Testing = null;
368 LoopTime = null;
369 DisplArea = null;