added zengine.js script into local sources to be less hackable

This commit is contained in:
alpcentaur 2025-01-22 14:13:51 +01:00
parent 2977ed43c2
commit 03384149ba
4 changed files with 124 additions and 3 deletions

2
3d.php
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@ -145,7 +145,7 @@ var animate = function () {
} }
window.onload = function() { window.onload = function() {
STLViewer("stl-files/KaosCubeTopThick2mm_cut_joints.stl", "model0") STLViewer("stl-files/KaosCubeTopThick2mm_cut_joints_withCannaOnTop.stl", "model0")
STLViewer("stl-files/KaosCube_support_cable.stl", "model1") STLViewer("stl-files/KaosCube_support_cable.stl", "model1")
} }
</script> </script>

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@ -60,7 +60,7 @@
</br></br></br></br></br> </br></br></br></br></br>
<h1 style="color:deeppink; font-size: 5vw;"> Get your own <a href="https://shop.kaoscube.org"><p class="pLink" style="color: deeppink; font-size: 6vw;"> HERE </p> </a> <h1 style="color:deeppink; font-size: 5vw;"> build your digital autonomy, build your own shop <a href="https://shop.cannabinieri.de"><p class="pLink" style="color: deeppink; font-size: 6vw;"> HERE </p> </a>

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@ -32,7 +32,7 @@
<title><?php echo $localeYaml['title'][$loc1]?></title> <title><?php echo $localeYaml['title'][$loc1]?></title>
<link rel="stylesheet" href="index.css"> <link rel="stylesheet" href="index.css">
<link rel="icon" type="image/x-icon" href="/static/favicon.ico"> <link rel="icon" type="image/x-icon" href="/static/favicon.ico">
<script src='https://git.io/zengine.js'></script> <script src='zengine.js'></script>
<script src='script.js'></script> <script src='script.js'></script>
</head> </head>

121
zengine.js Normal file
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@ -0,0 +1,121 @@
/*
zengine.js - 3D Rendering Software designed to work with the HTML5 Canvas
Copyright (c) 2018 Joe Iddon. All right reserved.
This library is free software; you are free to redistribute it and/or
modify it provided appropriate credit is given to the original author.
GitHub Repository (includes README.md w/documentation):
https://github.com/joeiddon/zengine
Author's website:
http://joeiddon.github.io/
*/
'use strict';
let zengine = {
render: function(world, cam, canvas, wireframe, horizon, light){
let ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, canvas.width, canvas.height);
//create cartesian unit vector representations from polar light and cam vects
let cam_vect = this.polar_to_cart(this.to_rad(cam.yaw), this.to_rad(cam.pitch));
let light_vect = light ? this.polar_to_cart(this.to_rad(light.yaw), this.to_rad(light.pitch)) : 0;
//temporary inclusion until all current uses are updated to include unit vects
let has_vects = world[0].vect != undefined;
//add some extra attrs. to each face
for (var f = 0; f < world.length; f++){
world[f].centr = this.centroid(world[f].verts);
world[f].dist = this.distance(cam, world[f].centr);
world[f].c_vect = {x: (world[f].centr.x - cam.x) / world[f].dist,
y: (world[f].centr.y - cam.y) / world[f].dist,
z: (world[f].centr.z - cam.z) / world[f].dist};
}
//only keep faces that are:
// - before the horizon
// - facing the camera
// - have at least one vertex in front of camera.
world = world.filter(f =>
(!horizon || f.dist < horizon) &&
(wireframe || !has_vects || this.dot_prod(f.c_vect, f.vect) < 0) &&
f.verts.some(c => this.dot_prod({x: c.x-cam.x,
y: c.y-cam.y,
z: c.z-cam.z}, cam_vect) > 0));
//order the faces in the world (furthest to closest)
if (!wireframe) world.sort((a, b) => b.dist - a.dist);
for (let f = 0; f < world.length; f++){
//todo: just have more stacked .map calls rather than chunk it
//align 3d coordinates to camera view angle
let acs = world[f].verts.map(this.translate(-cam.x, -cam.y, -cam.z))
.map(this.z_axis_rotate(this.to_rad(cam.yaw)))
.map(this.y_axis_rotate(this.to_rad(cam.roll)))
.map(this.x_axis_rotate(this.to_rad(cam.pitch)))
.map(this.translate(cam.x, cam.y, cam.z));
//convert the 3d coordinates to yaw, pitch angles from cam center line
let cas = acs.map(c => ({y: this.to_deg(Math.atan2(c.x - cam.x, c.y - cam.y)),
p: this.to_deg(Math.atan2(c.z - cam.z, c.y - cam.y))}));
//convert angles to 2d canvas coordinates
let cos = cas.map(a => ({x: canvas.width/2 + (a.y * (canvas.width/cam.fov)),
y: canvas.height/2 - (a.p * (canvas.width/cam.fov))}));
//draw the face on the canvas
ctx.strokeStyle = wireframe ? 'white' : 'black';
ctx.beginPath();
ctx.moveTo(cos[0].x, cos[0].y);
for (let i = 1; i < cos.length; i++){
ctx.lineTo(cos[i].x, cos[i].y);
}
ctx.closePath(); ctx.stroke();
if (!wireframe){
if (has_vects){
let angle = -this.dot_prod(light_vect || world[f].c_vect /*cam_vect*/, world[f].vect);
if (angle < 0) angle = 0;
let s = world[f].col.s * (light ? (light.min_saturation+ (1 -light.min_saturation) * angle) : angle);
let l = world[f].col.l * (light ? (light.min_lightness + (1 -light.min_lightness ) * angle) : angle);
ctx.fillStyle = 'hsl('+world[f].col.h+','+s+'%,'+l+'%)';
} else {
ctx.fillStyle = world[f].col;
}
ctx.fill();
}
}
},
centroid: function(verts){
let l = verts.length;
let c = {x: 0, y: 0, z: 0};
for (let i = 0; i < l; i++)
for (let k in c) c[k] += verts[i][k];
return {x: c.x/l, y: c.y/l, z: c.z/l};
},
translate: (x, y, z) => (v => ({x: v.x + x, y: v.y + y, z: v.z + z})),
to_deg: (r) => r * (180 / Math.PI),
to_rad: (d) => d * (Math.PI / 180),
distance: (c1, c2) => ((c2.x - c1.x)**2 + (c2.y - c1.y)**2 + (c2.z - c1.z)**2) ** 0.5,
dot_prod: (v1, v2) => v1.x * v2.x + v1.y * v2.y + v1.z * v2.z,
polar_to_cart: (y, p) => ({x: Math.sin(y) * Math.cos(p),
y: Math.cos(y) * Math.cos(p),
z: Math.sin(p)}),
cross_prod: (v1, v2) => ({x: v1.y * v2.z - v1.z * v2.y,
y: v1.z * v2.x - v1.x * v2.z,
z: v1.x * v2.y - v1.y * v2.x}),
x_axis_rotate: (r) => (v => ({x: v.x,
y: v.y * Math.cos(r) + v.z * Math.sin(r),
z: -v.y * Math.sin(r) + v.z * Math.cos(r)})),
y_axis_rotate: (r) => (v => ({x: v.x * Math.cos(r) + v.z * Math.sin(r),
y: v.y,
z: -v.x * Math.sin(r) + v.z * Math.cos(r)})),
z_axis_rotate: (r) => (v => ({x: v.x * Math.cos(r) - v.y * Math.sin(r),
y: v.x * Math.sin(r) + v.y * Math.cos(r),
z: v.z}))
};