From 36bcc9a8421b0d3b3c19c6feb912e89006dacb63 Mon Sep 17 00:00:00 2001 From: Giuseppe Naponiello Date: Sun, 14 Jun 2026 19:01:02 +0200 Subject: [PATCH] first commit --- .dockerignore | 21 + .env.example | 94 + .gitignore | 56 + .vscode/settings.json | 8 + CLAUDE.md | 145 + LICENSES/CC-BY-4.0.txt | 156 + LICENSES/EUPL-1.2.txt | 190 + LICENSES/GPL-3.0-or-later.txt | 232 + Makefile | 63 + REUSE.toml | 29 + backend/.dockerignore | 29 + backend/.editorconfig | 18 + backend/.env.example | 65 + backend/.gitattributes | 11 + backend/.gitignore | 27 + backend/.npmrc | 2 + backend/README.md | 58 + backend/app/Http/Controllers/Controller.php | 8 + backend/app/Models/User.php | 32 + backend/app/Providers/AppServiceProvider.php | 24 + backend/artisan | 18 + backend/backend.Dockerfile | 79 + backend/bootstrap/app.php | 21 + backend/bootstrap/cache/.gitignore | 2 + backend/bootstrap/providers.php | 7 + backend/composer.json | 102 + backend/composer.lock | 10970 ++++++++++++++++ backend/config/app.php | 126 + backend/config/auth.php | 117 + backend/config/cache.php | 136 + backend/config/database.php | 184 + backend/config/filesystems.php | 80 + backend/config/logging.php | 132 + backend/config/mail.php | 118 + backend/config/queue.php | 129 + backend/config/services.php | 38 + backend/config/session.php | 233 + backend/database/.gitignore | 1 + backend/database/factories/UserFactory.php | 45 + .../0001_01_01_000000_create_users_table.php | 49 + .../0001_01_01_000001_create_cache_table.php | 35 + .../0001_01_01_000002_create_jobs_table.php | 59 + backend/database/seeders/DatabaseSeeder.php | 25 + backend/docker/nginx-backend.conf | 44 + backend/docker/supervisord.conf | 26 + backend/entrypoint.sh | 27 + backend/package.json | 16 + backend/phpunit.xml | 36 + backend/public/.htaccess | 25 + backend/public/favicon.ico | 0 backend/public/index.php | 20 + backend/public/robots.txt | 2 + backend/resources/css/app.css | 9 + backend/resources/js/app.js | 1 + backend/resources/views/welcome.blade.php | 223 + backend/routes/console.php | 8 + backend/routes/web.php | 7 + backend/storage/app/.gitignore | 4 + backend/storage/app/private/.gitignore | 2 + backend/storage/app/public/.gitignore | 2 + backend/storage/framework/.gitignore | 9 + backend/storage/framework/cache/.gitignore | 3 + .../storage/framework/cache/data/.gitignore | 2 + backend/storage/framework/sessions/.gitignore | 2 + backend/storage/framework/testing/.gitignore | 2 + backend/storage/framework/views/.gitignore | 2 + backend/storage/logs/.gitignore | 2 + backend/tests/Feature/ExampleTest.php | 19 + backend/tests/TestCase.php | 10 + backend/tests/Unit/ExampleTest.php | 16 + backend/vite.config.js | 24 + docker-compose.override.yml | 61 + docker-compose.yml | 201 + documentation/docs/index.md | 16 + documentation/mkdocs.yml | 22 + frontend/.dockerignore | 18 + frontend/frontend.Dockerfile | 45 + frontend/index.html | 11 + frontend/nginx.conf | 70 + frontend/package-lock.json | 2481 ++++ frontend/package.json | 30 + frontend/public/vendor/3dhop/corto.em.js | 216 + frontend/public/vendor/3dhop/meco.js | 961 ++ frontend/public/vendor/3dhop/nexus.js | 1323 ++ frontend/public/vendor/3dhop/ply.js | 1042 ++ frontend/public/vendor/3dhop/presenter.js | 4232 ++++++ frontend/public/vendor/3dhop/spidergl.js | 29 + .../public/vendor/3dhop/trackball_pantilt.js | 383 + .../public/vendor/3dhop/trackball_sphere.js | 241 + .../vendor/3dhop/trackball_turntable.js | 354 + .../vendor/3dhop/trackball_turntable_pan.js | 467 + frontend/src/config/bootstrap.ts | 23 + frontend/src/config/ui.ts | 0 frontend/src/pages/index/index.ts | 9 + frontend/src/styles/main.css | 8 + frontend/tsconfig.json | 31 + frontend/vite.config.ts | 106 + sonar-project.properties | 39 + 98 files changed, 26936 insertions(+) create mode 100644 .dockerignore create mode 100644 .env.example create mode 100644 .gitignore create mode 100644 .vscode/settings.json create mode 100644 CLAUDE.md create mode 100644 LICENSES/CC-BY-4.0.txt create mode 100644 LICENSES/EUPL-1.2.txt create mode 100644 LICENSES/GPL-3.0-or-later.txt create mode 100644 Makefile create mode 100644 REUSE.toml create mode 100644 backend/.dockerignore create mode 100644 backend/.editorconfig create mode 100644 backend/.env.example create mode 100644 backend/.gitattributes create mode 100644 backend/.gitignore create mode 100644 backend/.npmrc create mode 100644 backend/README.md create mode 100644 backend/app/Http/Controllers/Controller.php create mode 100644 backend/app/Models/User.php create mode 100644 backend/app/Providers/AppServiceProvider.php create mode 100755 backend/artisan create mode 100644 backend/backend.Dockerfile create mode 100644 backend/bootstrap/app.php create mode 100644 backend/bootstrap/cache/.gitignore create mode 100644 backend/bootstrap/providers.php create mode 100644 backend/composer.json create mode 100644 backend/composer.lock create mode 100644 backend/config/app.php create mode 100644 backend/config/auth.php create mode 100644 backend/config/cache.php create mode 100644 backend/config/database.php create mode 100644 backend/config/filesystems.php create mode 100644 backend/config/logging.php create mode 100644 backend/config/mail.php create mode 100644 backend/config/queue.php create mode 100644 backend/config/services.php create mode 100644 backend/config/session.php create mode 100644 backend/database/.gitignore create mode 100644 backend/database/factories/UserFactory.php create mode 100644 backend/database/migrations/0001_01_01_000000_create_users_table.php create mode 100644 backend/database/migrations/0001_01_01_000001_create_cache_table.php create mode 100644 backend/database/migrations/0001_01_01_000002_create_jobs_table.php create mode 100644 backend/database/seeders/DatabaseSeeder.php create mode 100644 backend/docker/nginx-backend.conf create mode 100644 backend/docker/supervisord.conf create mode 100644 backend/entrypoint.sh create mode 100644 backend/package.json create mode 100644 backend/phpunit.xml create mode 100644 backend/public/.htaccess create mode 100644 backend/public/favicon.ico create mode 100644 backend/public/index.php create mode 100644 backend/public/robots.txt create mode 100644 backend/resources/css/app.css create mode 100644 backend/resources/js/app.js create mode 100644 backend/resources/views/welcome.blade.php create mode 100644 backend/routes/console.php create mode 100644 backend/routes/web.php create mode 100644 backend/storage/app/.gitignore create mode 100644 backend/storage/app/private/.gitignore create mode 100644 backend/storage/app/public/.gitignore create mode 100644 backend/storage/framework/.gitignore create mode 100644 backend/storage/framework/cache/.gitignore create mode 100644 backend/storage/framework/cache/data/.gitignore create mode 100644 backend/storage/framework/sessions/.gitignore create mode 100644 backend/storage/framework/testing/.gitignore create mode 100644 backend/storage/framework/views/.gitignore create mode 100644 backend/storage/logs/.gitignore create mode 100644 backend/tests/Feature/ExampleTest.php create mode 100644 backend/tests/TestCase.php create mode 100644 backend/tests/Unit/ExampleTest.php create mode 100644 backend/vite.config.js create mode 100644 docker-compose.override.yml create mode 100644 docker-compose.yml create mode 100644 documentation/docs/index.md create mode 100644 documentation/mkdocs.yml create mode 100644 frontend/.dockerignore create mode 100644 frontend/frontend.Dockerfile create mode 100644 frontend/index.html create mode 100644 frontend/nginx.conf create mode 100644 frontend/package-lock.json create mode 100644 frontend/package.json create mode 100644 frontend/public/vendor/3dhop/corto.em.js create mode 100644 frontend/public/vendor/3dhop/meco.js create mode 100644 frontend/public/vendor/3dhop/nexus.js create mode 100644 frontend/public/vendor/3dhop/ply.js create mode 100755 frontend/public/vendor/3dhop/presenter.js create mode 100644 frontend/public/vendor/3dhop/spidergl.js create mode 100755 frontend/public/vendor/3dhop/trackball_pantilt.js create mode 100644 frontend/public/vendor/3dhop/trackball_sphere.js create mode 100644 frontend/public/vendor/3dhop/trackball_turntable.js create mode 100644 frontend/public/vendor/3dhop/trackball_turntable_pan.js create mode 100644 frontend/src/config/bootstrap.ts create mode 100644 frontend/src/config/ui.ts create mode 100644 frontend/src/pages/index/index.ts create mode 100644 frontend/src/styles/main.css create mode 100644 frontend/tsconfig.json create mode 100644 frontend/vite.config.ts create mode 100644 sonar-project.properties diff --git a/.dockerignore b/.dockerignore new file mode 100644 index 0000000..5cbebf5 --- /dev/null +++ b/.dockerignore @@ -0,0 +1,21 @@ +# Evita di copiare nei build context file pesanti o sensibili. +.git +.gitignore +**/.env +**/.env.* +!**/.env.example +**/node_modules +**/vendor +backend/storage/logs/* +backend/storage/framework/cache/* +backend/storage/framework/sessions/* +backend/storage/framework/views/* +backend/coverage.xml +backend/coverage +frontend/dist +frontend/coverage +frontend/stats.html +db-init/*.sql +db-init/*.sql.gz +**/.DS_Store +*.md diff --git a/.env.example b/.env.example new file mode 100644 index 0000000..7505ebe --- /dev/null +++ b/.env.example @@ -0,0 +1,94 @@ +# ============================================================================= +# dyncoll.v2 — file di esempio delle variabili d'ambiente +# Copia in `.env` e compila i valori (i segreti restano vuoti qui). +# cp .env.example .env && (cd backend && php artisan key:generate) +# NB: `.env` NON va versionato (vedi .gitignore). +# ============================================================================= + +# --- Applicazione ------------------------------------------------------------ +APP_NAME="Dynamic Collection" +APP_ENV=local # local | staging | production +APP_KEY= # generata con: php artisan key:generate +APP_DEBUG=true # false in produzione +APP_URL=https://dyncoll-dev.local +APP_LOCALE=en +APP_FALLBACK_LOCALE=en +APP_TIMEZONE=Europe/Rome + +# Porte pubblicate sull'host (mappate nei compose) +APP_BACKEND_PORT=8000 +APP_FRONTEND_PORT=8080 +# Porta del dev server Vite (solo sviluppo, override compose; Traefik instrada qui) +APP_FRONTEND_DEVPORT=5173 + +# --- Logging ----------------------------------------------------------------- +LOG_CHANNEL=stack +LOG_STACK=single +LOG_LEVEL=debug # warning/error in produzione + +# --- Database (v2, MySQL — nomi canonici Laravel) ---------------------------- +# Usati sia da Laravel sia dal container mysql (mappati nel compose). +DB_CONNECTION=mysql +DB_HOST=db # nome del servizio docker +DB_PORT=3306 +DB_DATABASE=dyncoll +DB_USERNAME=dyncoll +DB_PASSWORD= # segreto: compilare +DB_ROOT_PASSWORD= # segreto: solo per il container mysql (root) + +# --- Database legacy (v1) — sorgente per l'ETL `php artisan v1:import` -------- +# Connessione in SOLA LETTURA verso il MySQL di dyncoll.v1. +# Attiva solo durante l'import; richiede rete docker condivisa o tunnel. +DB_LEGACY_CONNECTION=mysql +DB_LEGACY_HOST=dyncoll_v1_db # container/host del DB v1 +DB_LEGACY_PORT=3306 +DB_LEGACY_DATABASE=lund +DB_LEGACY_USERNAME=readonly +DB_LEGACY_PASSWORD= # segreto: compilare + +# --- Redis (cache, sessioni, code, Horizon) ---------------------------------- +REDIS_HOST=redis +REDIS_PORT=6379 +REDIS_PASSWORD= # segreto: compilare +REDIS_CLUSTER=false + +CACHE_STORE=redis +SESSION_DRIVER=redis +SESSION_LIFETIME=120 +QUEUE_CONNECTION=redis +BROADCAST_CONNECTION=log +FILESYSTEM_DISK=local + +# --- Autenticazione (Sanctum / Fortify) -------------------------------------- +SANCTUM_STATEFUL_DOMAINS=dyncoll-dev.local,localhost,localhost:8080 +SESSION_DOMAIN=.dyncoll-dev.local + +# --- Mail (SMTP) ------------------------------------------------------------- +# DEV: Mailpit (servizio nel docker-compose.override.yml). UI: http://localhost:8025 +# MAIL_HOST=mailpit MAIL_PORT=1025 (nessuna autenticazione) +# PROD: SMTP dell'Ente — esempio (mettere i valori reali nel .env di produzione): +# MAIL_HOST=smtps.lu.se MAIL_PORT=587 MAIL_USERNAME=smtps_...@lu.se MAIL_PASSWORD= +MAIL_MAILER=smtp +MAIL_HOST=mailpit +MAIL_PORT=1025 +MAIL_USERNAME= +MAIL_PASSWORD= # segreto in prod +MAIL_SCHEME= # vuoto = STARTTLS (es. porta 587); irrilevante per Mailpit +MAIL_FROM_ADDRESS="dynamic_collections@ark.lu.se" +MAIL_FROM_NAME="Dynamic Collection Crew" + +# --- Documentazione OpenAPI (Scramble) --------------------------------------- +# Generata automaticamente dal codice; UI su /docs/api (proxy frontend: /api-docs). +# Config avanzata in backend/config/scramble.php (nessuna env obbligatoria). + +# --- Linked Art / Harvesting KSamsök 2 (RAÄ) --------------------------------- +# Base URI per il mapping ontologico (vedi memoria progetto + workfile/.../shm-2b). +# provider = ente che pubblica; canonical = id stabile; retrieval = URI dereferenziabile. +LOD_PROVIDER_URI=https://kulturarvsdata.se/lund +LOD_CANONICAL_BASE=https://kulturarvsdata.se/lund/object +LOD_RETRIEVAL_BASE=https://dyncoll-dev.local/linkedart/v1/objects +LOD_BATCH_PAGE_SIZE=400 # default protocollo (max 2000) + +# --- SonarQube (analisi qualità via pre-commit) ------------------------------ +# Il token NON va qui: usare la variabile SONAR_TOKEN o il file .git/sonar.token. +# SonarQube locale: http://sonar.local (UI) — container su rete `sonarqube-internal`. diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..11cc31b --- /dev/null +++ b/.gitignore @@ -0,0 +1,56 @@ +# ============================================================================= +# dyncoll.v2 — .gitignore (monorepo: backend Laravel + frontend Vite) +# ============================================================================= + +# --- Segreti / ambiente (MAI versionare) ------------------------------------- +.env +.env.* +!.env.example +backend/.env +backend/.env.* +!backend/.env.example +.git/sonar.token +**/sonar.token + +# --- Backend: Laravel -------------------------------------------------------- +backend/vendor/ +backend/node_modules/ +backend/public/build/ +backend/public/hot +backend/public/storage +backend/storage/*.key +backend/storage/app/public/* +backend/storage/framework/cache/data/* +backend/storage/framework/sessions/* +backend/storage/framework/views/* +backend/storage/logs/* +backend/bootstrap/cache/*.php +backend/.phpunit.result.cache +backend/.phpunit.cache/ +backend/coverage.xml +backend/coverage/ +backend/auth.json +backend/database/database.sqlite + +# --- Frontend: Vite / Node --------------------------------------------------- +frontend/node_modules/ +frontend/dist/ +frontend/coverage/ +frontend/stats.html +frontend/.vite/ +frontend/dev-dist/ + +# --- Docker / runtime -------------------------------------------------------- +db-init/*.sql +db-init/*.sql.gz + +# --- Editor / OS ------------------------------------------------------------- +.DS_Store +Thumbs.db +.idea/ +.vscode/* +!.vscode/extensions.json +!.vscode/settings.json +*.log +*.swp +*~ diff --git a/.vscode/settings.json b/.vscode/settings.json new file mode 100644 index 0000000..25a4c6e --- /dev/null +++ b/.vscode/settings.json @@ -0,0 +1,8 @@ +{ + // Tailwind v4 introduce at-rule custom (@plugin, @theme, @apply, @custom-variant, + // @source) che il linter CSS integrato di VS Code non conosce: senza questo, + // segnala falsi positivi "Unknown at-rule". Le elabora @tailwindcss/vite. + "css.lint.unknownAtRules": "ignore", + "scss.lint.unknownAtRules": "ignore", + "less.lint.unknownAtRules": "ignore" +} diff --git a/CLAUDE.md b/CLAUDE.md new file mode 100644 index 0000000..897b1ce --- /dev/null +++ b/CLAUDE.md @@ -0,0 +1,145 @@ +# CLAUDE.md — dyncoll.v2 + +Istruzioni per agenti AI (e umani) che lavorano su questo repository. + +## 1. Cos'è + +**dyncoll.v2** è la riscrittura della piattaforma *Dynamic Collections Plus*: catalogo e +curatela di collezioni digitali di reperti archeologici. Obiettivo trasversale della v2: +esporre i dati secondo lo standard di harvesting **KSamsök 2 Linked Art** del +Riksantikvarieämbetet (RAÄ) / SweDigArch, così da essere raccoglibili dall'aggregatore +nazionale svedese. + +- v1 (legacy, in produzione): `../dyncoll.v1` — PHP MPA procedurale, MySQL. +- Documentazione di mapping (sorgente di verità): `../workfile/K2_tech_doc260430/shm-2b/`. +- Contesto e decisioni storiche: file di memoria in `../` (`memory/MEMORY.md` e collegati). + +## 2. Stack + +| Layer | Tecnologia | +|---|---| +| Backend | Laravel (PHP 8.3+/8.4), API-only | +| Auth | Sanctum + Fortify (2FA TOTP via `pragmarx/google2fa`) | +| Code/cache | Redis + Horizon | +| DB | MySQL 8.4 (schema definito da migration Laravel) | +| OpenAPI | **scegliere UNO** tra `darkaonline/l5-swagger` o `dedoc/scramble` (ora ci sono entrambi) | +| Linked Art | `ml/json-ld` (serializzazione) + `opis/json-schema` (validazione contro gli schema RAÄ) | +| Frontend | Vite + TypeScript, MPA con isole, Tailwind v4 + daisyUI, Leaflet | +| Docs | MkDocs Material (`documentation/`) | +| Qualità | SonarQube locale (`http://sonar.local`) | + +## 3. Architettura dati (decisione chiave) + +- **v2 ha il proprio DB**, schema da migration Laravel — NON si appoggia in read-only al DB di v1. +- I dati arrivano da v1 tramite un **comando ETL idempotente** (`php artisan v1:import`), + non via dump/restore manuale (gli schemi divergono volutamente). +- Due connessioni in `config/database.php`: `mysql` (v2, scrivibile) e `legacy` (v1, **sola lettura**, + variabili `DB_LEGACY_*`). Lo stesso ETL serve sia per i refresh di sviluppo sia per il cutover. +- Progettare lo schema v2 **già orientato al Linked Art**: identificatori `canonical`/`uuid` stabili, + vocabolari come tabelle con colonna URI, audit `created/modified` puliti. + +## 4. Mapping Linked Art — vincoli da rispettare + +Quando si genera JSON-LD (vedi `mapping-protocol-key-facts` in memoria): + +- Reperto → `HumanMadeObject` (E22). Documento annidato, **non** CRM piatto. +- Ogni record porta `RecordProvenance` (license, dateCreated/Modified, `ingestedAt`+`provider` autogenerati). +- Distinzione `id` (URI di retrieval dereferenziabile) vs `canonical` (id stabile `kulturarvsdata.se/...`). +- **Classi CRM astratte vietate** come tipo concreto: E1,E2,E3,E14–E19,E24,E28,E31,E32,E41,E63,E64,E70,E71,E72,E77,E83,E90,E92,E93,E96,E99. +- Ogni record generato DEVE validare contro `LinkedArtRecord-1.0.0.schema.json` (test obbligatorio). +- Endpoint Provider da implementare (path sotto `/linkedart/v1`): + Tier 1 `/batch` (MUST), Tier 2 `/changes` + `/objects/{id}` (SHOULD), Tier 3 Search (MAY). + Gli endpoint devono essere conformi a `protokoll-openapi/raa-linkedart-service-1.0.0.yaml`. + +## 5. Regole di commit e qualità + +Esiste un **pre-commit hook** (`.git/hooks/pre-commit`) che blocca il commit se: + +1. **REUSE / licenze**: ogni file deve avere copyright + licenza SPDX (header o `REUSE.toml`). + Licenza codice prevista: **EUPL-1.2**; docs/dati: **CC-BY-4.0**. +2. **Test + coverage** (PHP via PHPUnit, frontend via Vitest) sui file staged. +3. **SonarQube**: quality gate (`sonar.qualitygate.wait=true`) deve passare. + Token letto da `$SONAR_TOKEN` o da `.git/sonar.token` (mai in chiaro nel repo). + +Conseguenze pratiche: +- Aggiungere header SPDX a ogni nuovo file, altrimenti il commit fallisce. +- Mantenere/aggiornare i test: nuovo codice senza test fa fallire la quality gate. +- Backend e frontend devono essere up (`docker compose up`) perché l'hook gira i test nei container. + +## 6. Segreti e ambiente + +- `.env` e `.git/sonar.token` **non si versionano mai** (vedi `.gitignore`). +- Le variabili sono documentate in `.env.example`: aggiornarlo quando se ne aggiungono. +- Nomi DB canonici (Laravel): `DB_DATABASE`, `DB_USERNAME`, `DB_PASSWORD`, `DB_ROOT_PASSWORD`. + I compose devono mappare le `MYSQL_*` da questi (non introdurre `DB_NAME`/`DB_USER` paralleli). + +## 6bis. Workflow host/container (IMPORTANTE — leggere prima di lanciare comandi) + +Regola d'oro: **chi scrive file lo fa come utente host (`beppe`, UID 1000); mai mischiare +`node_modules` musl (container Alpine) e glibc (host).** Usare i target del `Makefile`. + +| Operazione | Dove | Comando | +|---|---|---| +| Editare `composer.json` / `package.json` / codice | HOST | editor / tool agente (sempre beppe-owned) | +| Avviare lo stack di sviluppo (Vite HMR + backend + …) | CONTAINER | `make up` | +| `composer install/update/require` | HOST | `make be-install` / `make be-update` / `make composer c="…"` | +| Aggiornare deps frontend: edita `package.json` (host) → | HOST + rebuild img | `make fe-install` poi `make fe-rebuild` | +| artisan con servizi (`migrate`, `db:*`, `queue`, `tinker`, `v1:import`) | CONTAINER come UID host | `make migrate` / `make import` / `make artisan c="…"` | +| Permessi `storage` per php-fpm (www-data) | HOST, una tantum | `make permissions` | + +Motivi e asimmetria backend/frontend: +- **Backend**: host PHP 8.4 == container; `vendor/` è codice PHP portabile ed è **bind-montato** + (`./backend:/var/www/html`), quindi composer gira sull'host e il container lo vede subito. + `config.platform` in `composer.json` copre le estensioni mancanti sull'host (redis, gd, bcmath). +- **Frontend**: il dev server di Vite gira **nel container** (`make up`, stage `development`). Il + sorgente è bind-montato (`./frontend:/app`) → HMR; i `node_modules` **non** sono bind-montati ma + vivono in un **volume anonimo** (`/app/node_modules`), così quelli musl dell'immagine schermano + quelli glibc dell'host (mai mischiati). Si installano nella *build dell'immagine*, mai in un + container in esecuzione. `npm install` su host serve solo a `package-lock` + type-check IDE; dopo + modifiche a `package.json` rigenerare l'immagine con `make fe-rebuild`. +- I comandi artisan con servizi girano nel container (dove `db`, `redis`, `mailpit` risolvono) ma con + `-u $(id -u):$(id -g)` per non creare file root-owned. + +**Regole per l'agente AI:** +- Editare `composer.json`/`package.json`/codice coi propri tool (host, beppe-owned): OK. +- NON lanciare `composer install/update` o `npm install` di propria iniziativa (l'ambiente host + dell'utente è autoritativo). Se serve, usare i target `make` qui sopra. +- Per artisan che tocca i servizi usare **sempre** `make artisan c="…"` (container come UID host). +- Non bind-montare mai `node_modules` in un container Alpine. + +> Nota drift: l'IDE/type-check usa il Node dell'host (20.19/npm 9); il dev server di Vite usa il +> Node 24 dell'immagine. Conviene comunque allineare l'host a Node 22/24 LTS (Vite 8 richiede ≥ 20.19/22.12). + +## 7. Comandi utili + +Usare i target del `Makefile` (incapsulano la strategia host/container del §6bis): + +```bash +make up # avvia l'intero stack dev (Vite HMR + backend + db + redis + docs + mailpit) +make migrate # artisan migrate (container come UID host) +make import # ETL da v1 (quando implementato) +make artisan c="test --coverage-clover=coverage.xml" # test backend +make be-update # composer update (host) +make fe-install # npm install host (package-lock + type-check IDE) +make fe-rebuild # ricostruisce l'immagine frontend dopo modifiche a package.json +make permissions # fix permessi storage (una tantum, sudo) +make help # elenco completo +``` + +Frontend in dev: `make up` → Vite con HMR su `https://dyncoll-dev.local` (Traefik) o +`http://localhost:${APP_FRONTEND_DEVPORT}`. Le modifiche al sorgente si ricaricano da sole; per +nuove dipendenze npm: edita `package.json` → `make fe-install` → `make fe-rebuild`. + +## 8. Convenzioni di codice + +- PHP: PSR-12, formattato con **Laravel Pint** (`./vendor/bin/pint`). +- TypeScript: `strict` attivo (vedi `frontend/tsconfig.json`); evitare `any`. +- Commenti in italiano ammessi (coerenti col resto del repo). +- Non reintrodurre pattern v1 non sicuri: **query parametrizzate** sempre, mai interpolazione in SQL. + +## 9. Stato dello scaffolding + +Lo scaffolding iniziale è stato adattato da un altro progetto ("Valdarno Trails"/RMV) e +contiene residui da ripulire (riferimenti RMV in `frontend/vite.config.ts`, +`frontend/frontend.Dockerfile`, `frontend/nginx.conf`) e alcuni bug nei compose/Dockerfile. +Verificare sempre lo stato reale dei file prima di darli per buoni; vedere le note di review. diff --git a/LICENSES/CC-BY-4.0.txt b/LICENSES/CC-BY-4.0.txt new file mode 100644 index 0000000..13ca539 --- /dev/null +++ b/LICENSES/CC-BY-4.0.txt @@ -0,0 +1,156 @@ +Creative Commons Attribution 4.0 International + + Creative Commons Corporation (“Creative Commons”) is not a law firm and does not provide legal services or legal advice. Distribution of Creative Commons public licenses does not create a lawyer-client or other relationship. Creative Commons makes its licenses and related information available on an “as-is” basis. 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This License gives no permission to license the work in any other way, but it does not invalidate such permission if you have separately received it. + + d) If the work has interactive user interfaces, each must display Appropriate Legal Notices; however, if the Program has interactive interfaces that do not display Appropriate Legal Notices, your work need not make them do so. + +A compilation of a covered work with other separate and independent works, which are not by their nature extensions of the covered work, and which are not combined with it such as to form a larger program, in or on a volume of a storage or distribution medium, is called an “aggregate” if the compilation and its resulting copyright are not used to limit the access or legal rights of the compilation's users beyond what the individual works permit. Inclusion of a covered work in an aggregate does not cause this License to apply to the other parts of the aggregate. + +6. 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Additional Terms. +“Additional permissions” are terms that supplement the terms of this License by making exceptions from one or more of its conditions. Additional permissions that are applicable to the entire Program shall be treated as though they were included in this License, to the extent that they are valid under applicable law. If additional permissions apply only to part of the Program, that part may be used separately under those permissions, but the entire Program remains governed by this License without regard to the additional permissions. + +When you convey a copy of a covered work, you may at your option remove any additional permissions from that copy, or from any part of it. (Additional permissions may be written to require their own removal in certain cases when you modify the work.) You may place additional permissions on material, added by you to a covered work, for which you have or can give appropriate copyright permission. + +Notwithstanding any other provision of this License, for material you add to a covered work, you may (if authorized by the copyright holders of that material) supplement the terms of this License with terms: + + a) Disclaiming warranty or limiting liability differently from the terms of sections 15 and 16 of this License; or + + b) Requiring preservation of specified reasonable legal notices or author attributions in that material or in the Appropriate Legal Notices displayed by works containing it; or + + c) Prohibiting misrepresentation of the origin of that material, or requiring that modified versions of such material be marked in reasonable ways as different from the original version; or + + d) Limiting the use for publicity purposes of names of licensors or authors of the material; or + + e) Declining to grant rights under trademark law for use of some trade names, trademarks, or service marks; or + + f) Requiring indemnification of licensors and authors of that material by anyone who conveys the material (or modified versions of it) with contractual assumptions of liability to the recipient, for any liability that these contractual assumptions directly impose on those licensors and authors. + +All other non-permissive additional terms are considered “further restrictions” within the meaning of section 10. If the Program as you received it, or any part of it, contains a notice stating that it is governed by this License along with a term that is a further restriction, you may remove that term. If a license document contains a further restriction but permits relicensing or conveying under this License, you may add to a covered work material governed by the terms of that license document, provided that the further restriction does not survive such relicensing or conveying. + +If you add terms to a covered work in accord with this section, you must place, in the relevant source files, a statement of the additional terms that apply to those files, or a notice indicating where to find the applicable terms. + +Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way. + +8. Termination. +You may not propagate or modify a covered work except as expressly provided under this License. Any attempt otherwise to propagate or modify it is void, and will automatically terminate your rights under this License (including any patent licenses granted under the third paragraph of section 11). + +However, if you cease all violation of this License, then your license from a particular copyright holder is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable means prior to 60 days after the cessation. + +Moreover, your license from a particular copyright holder is reinstated permanently if the copyright holder notifies you of the violation by some reasonable means, this is the first time you have received notice of violation of this License (for any work) from that copyright holder, and you cure the violation prior to 30 days after your receipt of the notice. + +Termination of your rights under this section does not terminate the licenses of parties who have received copies or rights from you under this License. If your rights have been terminated and not permanently reinstated, you do not qualify to receive new licenses for the same material under section 10. + +9. Acceptance Not Required for Having Copies. +You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so. + +10. Automatic Licensing of Downstream Recipients. +Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License. + +An “entity transaction” is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts. + +You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it. + +11. Patents. +A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”. + +A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License. + +Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version. + +In the following three paragraphs, a “patent license” is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To “grant” such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party. + +If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid. + +If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it. + +A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007. + +Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law. + +12. No Surrender of Others' Freedom. +If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program. + +13. Use with the GNU Affero General Public License. +Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such. + +14. Revised Versions of this License. +The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. + +Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation. + +If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program. + +Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version. + +15. Disclaimer of Warranty. +THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. + +16. Limitation of Liability. +IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + +17. Interpretation of Sections 15 and 16. +If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. + +END OF TERMS AND CONDITIONS + +How to Apply These Terms to Your New Programs + +If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. + +To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + +If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”. + +You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see . + +The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read . diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..0da2afb --- /dev/null +++ b/Makefile @@ -0,0 +1,63 @@ +# ============================================================================= +# Makefile — workflow host/container condiviso (vedi CLAUDE.md §Workflow). +# Regola d'oro: chi scrive file lo fa come utente host (beppe). Mai mischiare +# node_modules musl(container) e glibc(host). +# - composer / npm -> HOST +# - artisan con servizi -> container MA come UID host (file beppe-owned) +# ============================================================================= + +UID := $(shell id -u) +GID := $(shell id -g) +DC := docker compose +EXEC := $(DC) exec -u $(UID):$(GID) backend + +.DEFAULT_GOAL := help +.PHONY: help up down build logs composer be-install be-update artisan migrate import tinker fe-install fe-rebuild fe-dev fe-build permissions + +help: ## Mostra questo aiuto + @grep -hE '^[a-zA-Z_-]+:.*?## ' $(MAKEFILE_LIST) | awk 'BEGIN{FS=":.*?## "}{printf " \033[36m%-14s\033[0m %s\n",$$1,$$2}' + +## --- Stack --- +up: ## Avvia l'intero stack dev: Vite HMR + backend(serve) + db + redis + docs + mailpit + $(DC) up -d +down: ## Ferma lo stack + $(DC) down +build: ## Ricostruisce le immagini (con --pull per base aggiornate) + $(DC) build --pull +logs: ## Segue i log del backend + $(DC) logs -f backend + +## --- Backend / PHP (composer sull'HOST) --- +composer: ## composer host (es: make composer c="require foo/bar") + composer -d backend $(c) +be-install: ## composer install (host) + composer -d backend install +be-update: ## composer update (host) + composer -d backend update +artisan: ## artisan nel container come utente host (es: make artisan c="migrate --seed") + $(EXEC) php artisan $(c) +migrate: ## php artisan migrate (container) + $(EXEC) php artisan migrate +import: ## ETL da v1 (container) + $(EXEC) php artisan v1:import +tinker: ## REPL artisan (container) + $(EXEC) php artisan tinker + +## --- Frontend / Node --- +# In dev Vite gira NEL container (make up): HMR via bind-mount, node_modules musl +# nel volume anonimo. Su host npm serve solo a tenere package-lock + node_modules +# host sincronizzati per il type-check dell'IDE; dopo ogni modifica a package.json +# rigenerare l'immagine frontend con `make fe-rebuild`. +fe-install: ## npm install host (aggiorna package-lock + node_modules host per l'IDE) + cd frontend && npm install +fe-rebuild: ## Ricostruisce l'immagine frontend dopo modifiche a package.json (aggiorna node_modules del container) + $(DC) up -d --build frontend +fe-dev: ## ALTERNATIVA: vite dev server su host senza Docker (conflitto porta 5173 se lo stack è su) + cd frontend && npm run dev +fe-build: ## build di produzione su host (smoke test locale) + cd frontend && npm run build + +## --- Manutenzione --- +permissions: ## Permessi storage scrivibili da php-fpm (www-data) — richiede sudo, una tantum + sudo chgrp -R www-data backend/storage backend/bootstrap/cache + sudo chmod -R g+ws backend/storage backend/bootstrap/cache diff --git a/REUSE.toml b/REUSE.toml new file mode 100644 index 0000000..534080a --- /dev/null +++ b/REUSE.toml @@ -0,0 +1,29 @@ +version = 1 + +# ============================================================================= +# Annotazioni REUSE (https://reuse.software) per dyncoll.v2. +# Evita header SPDX in ogni singolo file: la licenza è dichiarata qui in blocco. +# Titolare del copyright: cambiare se deve essere l'istituzione/università. +# ============================================================================= + +# Default per tutto il repository (codice e configurazioni): EUPL-1.2. +[[annotations]] +path = "**" +precedence = "aggregate" +SPDX-FileCopyrightText = "2026 Giuseppe Naponiello" +SPDX-License-Identifier = "EUPL-1.2" + +# Documentazione utente (sito MkDocs): CC-BY-4.0. +[[annotations]] +path = "documentation/**" +precedence = "override" +SPDX-FileCopyrightText = "2026 Giuseppe Naponiello" +SPDX-License-Identifier = "CC-BY-4.0" + +# Libreria di terzi 3DHOP (vendored come asset statici, non modificata). +# 3D Heritage Online Presenter — Visual Computing Lab, ISTI - CNR — GPL-3.0-or-later. +[[annotations]] +path = "frontend/public/vendor/3dhop/**" +precedence = "override" +SPDX-FileCopyrightText = "2014-2020 Visual Computing Lab, ISTI - CNR" +SPDX-License-Identifier = "GPL-3.0-or-later" diff --git a/backend/.dockerignore b/backend/.dockerignore new file mode 100644 index 0000000..54650f5 --- /dev/null +++ b/backend/.dockerignore @@ -0,0 +1,29 @@ +# Build context = ./backend (vedi docker-compose.yml). Il .dockerignore di root +# NON si applica qui: serve questo file dedicato. + +# Segreti: MAI nell'immagine (il .env reale è montato a runtime via compose). +.env +.env.* +!.env.example + +# Dipendenze: l'immagine fa il proprio `composer install` (no-dev in prod). +# La vendor host conterrebbe le dev-deps e sporcherebbe il layer. +vendor +node_modules + +# VCS / tooling locale +.git +.gitignore +.gitattributes +.editorconfig + +# Artefatti runtime/test che non vanno nel layer +storage/logs/* +storage/framework/cache/data/* +storage/framework/sessions/* +storage/framework/views/* +coverage +coverage.xml +.phpunit.result.cache + +.DS_Store diff --git a/backend/.editorconfig b/backend/.editorconfig new file mode 100644 index 0000000..6df8428 --- /dev/null +++ b/backend/.editorconfig @@ -0,0 +1,18 @@ +root = true + +[*] +charset = utf-8 +end_of_line = lf +indent_size = 4 +indent_style = space +insert_final_newline = true +trim_trailing_whitespace = true + +[*.md] +trim_trailing_whitespace = false + +[*.{yml,yaml}] +indent_size = 2 + +[{compose,docker-compose}.{yml,yaml}] +indent_size = 4 diff --git a/backend/.env.example b/backend/.env.example new file mode 100644 index 0000000..c0660ea --- /dev/null +++ b/backend/.env.example @@ -0,0 +1,65 @@ +APP_NAME=Laravel +APP_ENV=local +APP_KEY= +APP_DEBUG=true +APP_URL=http://localhost + +APP_LOCALE=en +APP_FALLBACK_LOCALE=en +APP_FAKER_LOCALE=en_US + +APP_MAINTENANCE_DRIVER=file +# APP_MAINTENANCE_STORE=database + +# PHP_CLI_SERVER_WORKERS=4 + +BCRYPT_ROUNDS=12 + +LOG_CHANNEL=stack +LOG_STACK=single +LOG_DEPRECATIONS_CHANNEL=null +LOG_LEVEL=debug + +DB_CONNECTION=sqlite +# DB_HOST=127.0.0.1 +# DB_PORT=3306 +# DB_DATABASE=laravel +# DB_USERNAME=root +# DB_PASSWORD= + +SESSION_DRIVER=database +SESSION_LIFETIME=120 +SESSION_ENCRYPT=false +SESSION_PATH=/ +SESSION_DOMAIN=null + +BROADCAST_CONNECTION=log +FILESYSTEM_DISK=local +QUEUE_CONNECTION=database + +CACHE_STORE=database +# CACHE_PREFIX= + +MEMCACHED_HOST=127.0.0.1 + +REDIS_CLIENT=phpredis +REDIS_HOST=127.0.0.1 +REDIS_PASSWORD=null +REDIS_PORT=6379 + +MAIL_MAILER=log +MAIL_SCHEME=null +MAIL_HOST=127.0.0.1 +MAIL_PORT=2525 +MAIL_USERNAME=null +MAIL_PASSWORD=null +MAIL_FROM_ADDRESS="hello@example.com" +MAIL_FROM_NAME="${APP_NAME}" + +AWS_ACCESS_KEY_ID= +AWS_SECRET_ACCESS_KEY= +AWS_DEFAULT_REGION=us-east-1 +AWS_BUCKET= +AWS_USE_PATH_STYLE_ENDPOINT=false + +VITE_APP_NAME="${APP_NAME}" diff --git a/backend/.gitattributes b/backend/.gitattributes new file mode 100644 index 0000000..fcb21d3 --- /dev/null +++ b/backend/.gitattributes @@ -0,0 +1,11 @@ +* text=auto eol=lf + +*.blade.php diff=html +*.css diff=css +*.html diff=html +*.md diff=markdown +*.php diff=php + +/.github export-ignore +CHANGELOG.md export-ignore +.styleci.yml export-ignore diff --git a/backend/.gitignore b/backend/.gitignore new file mode 100644 index 0000000..7be55e2 --- /dev/null +++ b/backend/.gitignore @@ -0,0 +1,27 @@ +*.log +.DS_Store +.env +.env.backup +.env.production +.phpactor.json +.phpunit.result.cache +/.codex +/.cursor/ +/.idea +/.nova +/.phpunit.cache +/.vscode +/.zed +/auth.json +/node_modules +/public/build +/public/fonts-manifest.dev.json +/public/hot +/public/storage +/storage/*.key +/storage/pail +/vendor +_ide_helper.php +Homestead.json +Homestead.yaml +Thumbs.db diff --git a/backend/.npmrc b/backend/.npmrc new file mode 100644 index 0000000..495a6af --- /dev/null +++ b/backend/.npmrc @@ -0,0 +1,2 @@ +ignore-scripts=true +audit=true diff --git a/backend/README.md b/backend/README.md new file mode 100644 index 0000000..5ad1377 --- /dev/null +++ b/backend/README.md @@ -0,0 +1,58 @@ +

Laravel Logo

+ +

+Build Status +Total Downloads +Latest Stable Version +License +

+ +## About Laravel + +Laravel is a web application framework with expressive, elegant syntax. We believe development must be an enjoyable and creative experience to be truly fulfilling. Laravel takes the pain out of development by easing common tasks used in many web projects, such as: + +- [Simple, fast routing engine](https://laravel.com/docs/routing). +- [Powerful dependency injection container](https://laravel.com/docs/container). +- Multiple back-ends for [session](https://laravel.com/docs/session) and [cache](https://laravel.com/docs/cache) storage. +- Expressive, intuitive [database ORM](https://laravel.com/docs/eloquent). +- Database agnostic [schema migrations](https://laravel.com/docs/migrations). +- [Robust background job processing](https://laravel.com/docs/queues). +- [Real-time event broadcasting](https://laravel.com/docs/broadcasting). + +Laravel is accessible, powerful, and provides tools required for large, robust applications. + +## Learning Laravel + +Laravel has the most extensive and thorough [documentation](https://laravel.com/docs) and video tutorial library of all modern web application frameworks, making it a breeze to get started with the framework. + +In addition, [Laracasts](https://laracasts.com) contains thousands of video tutorials on a range of topics including Laravel, modern PHP, unit testing, and JavaScript. Boost your skills by digging into our comprehensive video library. + +You can also watch bite-sized lessons with real-world projects on [Laravel Learn](https://laravel.com/learn), where you will be guided through building a Laravel application from scratch while learning PHP fundamentals. + +## Agentic Development + +Laravel's predictable structure and conventions make it ideal for AI coding agents like Claude Code, Cursor, and GitHub Copilot. Install [Laravel Boost](https://laravel.com/docs/ai) to supercharge your AI workflow: + +```bash +composer require laravel/boost --dev + +php artisan boost:install +``` + +Boost provides your agent 15+ tools and skills that help agents build Laravel applications while following best practices. + +## Contributing + +Thank you for considering contributing to the Laravel framework! The contribution guide can be found in the [Laravel documentation](https://laravel.com/docs/contributions). + +## Code of Conduct + +In order to ensure that the Laravel community is welcoming to all, please review and abide by the [Code of Conduct](https://laravel.com/docs/contributions#code-of-conduct). + +## Security Vulnerabilities + +If you discover a security vulnerability within Laravel, please send an e-mail to Taylor Otwell via [taylor@laravel.com](mailto:taylor@laravel.com). All security vulnerabilities will be promptly addressed. + +## License + +The Laravel framework is open-sourced software licensed under the [MIT license](https://opensource.org/licenses/MIT). diff --git a/backend/app/Http/Controllers/Controller.php b/backend/app/Http/Controllers/Controller.php new file mode 100644 index 0000000..8677cd5 --- /dev/null +++ b/backend/app/Http/Controllers/Controller.php @@ -0,0 +1,8 @@ + */ + use HasFactory, Notifiable; + + /** + * Get the attributes that should be cast. + * + * @return array + */ + protected function casts(): array + { + return [ + 'email_verified_at' => 'datetime', + 'password' => 'hashed', + ]; + } +} diff --git a/backend/app/Providers/AppServiceProvider.php b/backend/app/Providers/AppServiceProvider.php new file mode 100644 index 0000000..452e6b6 --- /dev/null +++ b/backend/app/Providers/AppServiceProvider.php @@ -0,0 +1,24 @@ +handleCommand(new ArgvInput); + +exit($status); diff --git a/backend/backend.Dockerfile b/backend/backend.Dockerfile new file mode 100644 index 0000000..b174650 --- /dev/null +++ b/backend/backend.Dockerfile @@ -0,0 +1,79 @@ +FROM php:8.4-fpm-alpine AS base + +LABEL maintainer="Giuseppe Naponiello" +LABEL version="3.0.0" +LABEL description="Dynamic Collections Plus is a web platform for building and curating digital collections of archaeological artefacts. Backend container." + +RUN apk add --no-cache \ + mysql-dev mysql-client \ + libpq libpng-dev libzip-dev \ + zip unzip \ + git \ + oniguruma-dev \ + icu-dev \ + linux-headers \ + nginx supervisor \ + $PHPIZE_DEPS && \ + docker-php-ext-install pdo_mysql gd zip intl bcmath pcntl && \ + pecl install redis pcov && \ + docker-php-ext-enable redis pcov && \ + apk del $PHPIZE_DEPS + +WORKDIR /var/www/html + +COPY --from=composer:latest /usr/bin/composer /usr/bin/composer + +# composer.lock è opzionale finché non viene generato (il glob `*` non fallisce se assente) +COPY composer.json composer.lock* ./ + +ARG APP_ENV=production +RUN if [ "$APP_ENV" = "production" ]; then \ + composer install --no-dev --no-scripts --no-autoloader; \ + else \ + composer install --no-scripts --no-autoloader; \ + fi + +# Copie esplicite (no `COPY . .` — docker:S6470): solo l'app Laravel, così non +# finiscono nell'immagine .env (segreti), vendor host (dev-deps) o file locali. +# Il .dockerignore è una rete di sicurezza ulteriore. +COPY app/ ./app/ +COPY bootstrap/ ./bootstrap/ +COPY config/ ./config/ +COPY database/ ./database/ +COPY public/ ./public/ +COPY resources/ ./resources/ +COPY routes/ ./routes/ +COPY storage/ ./storage/ +COPY artisan ./ + +# Ottimizzazione autoloader + permessi storage +RUN composer dump-autoload --optimize && \ + chown -R www-data:www-data storage bootstrap/cache && \ + chmod -R 775 storage bootstrap/cache + +# Entrypoint per migrations e bootstrap +COPY entrypoint.sh /usr/local/bin/ +RUN chmod +x /usr/local/bin/entrypoint.sh + +EXPOSE 8000 + +ENTRYPOINT ["entrypoint.sh"] + +# ---------------------------- +# STAGE: development +# Override del CMD tramite docker-compose.override.yml: +# command: ["php", "artisan", "serve", "--host=0.0.0.0", "--port=8000"] +# ---------------------------- +FROM base AS development +CMD ["php", "artisan", "serve", "--host=0.0.0.0", "--port=8000"] + +# ---------------------------- +# STAGE: production +# Nginx + php-fpm gestiti da supervisord +# ---------------------------- +FROM base AS production + +COPY docker/nginx-backend.conf /etc/nginx/http.d/default.conf +COPY docker/supervisord.conf /etc/supervisord.conf + +CMD ["/usr/bin/supervisord", "-c", "/etc/supervisord.conf"] diff --git a/backend/bootstrap/app.php b/backend/bootstrap/app.php new file mode 100644 index 0000000..7a2848f --- /dev/null +++ b/backend/bootstrap/app.php @@ -0,0 +1,21 @@ +withRouting( + web: __DIR__.'/../routes/web.php', + commands: __DIR__.'/../routes/console.php', + health: '/up', + ) + ->withMiddleware(function (Middleware $middleware): void { + // + }) + ->withExceptions(function (Exceptions $exceptions): void { + $exceptions->shouldRenderJsonWhen( + fn (Request $request) => $request->is('api/*'), + ); + })->create(); diff --git a/backend/bootstrap/cache/.gitignore b/backend/bootstrap/cache/.gitignore new file mode 100644 index 0000000..d6b7ef3 --- /dev/null +++ b/backend/bootstrap/cache/.gitignore @@ -0,0 +1,2 @@ +* +!.gitignore 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"https://packagist.org/downloads/", + "license": [ + "MIT" + ], + "description": "A static analysis tool to detect side effects in PHP code", + "keywords": [ + "static analysis" + ], + "support": { + "issues": "https://github.com/staabm/side-effects-detector/issues", + "source": "https://github.com/staabm/side-effects-detector/tree/1.0.5" + }, + "funding": [ + { + "url": "https://github.com/staabm", + "type": "github" + } + ], + "time": "2024-10-20T05:08:20+00:00" + }, + { + "name": "theseer/tokenizer", + "version": "2.0.1", + "source": { + "type": "git", + "url": "https://github.com/theseer/tokenizer.git", + "reference": "7989e43bf381af0eac72e4f0ca5bcbfa81658be4" + }, + "dist": { + "type": "zip", + "url": "https://api.github.com/repos/theseer/tokenizer/zipball/7989e43bf381af0eac72e4f0ca5bcbfa81658be4", + "reference": "7989e43bf381af0eac72e4f0ca5bcbfa81658be4", + "shasum": "" + }, + "require": { + "ext-dom": "*", + "ext-tokenizer": "*", + "ext-xmlwriter": "*", + "php": "^8.1" + }, + "type": "library", + "autoload": { + "classmap": [ + "src/" + ] + }, + "notification-url": "https://packagist.org/downloads/", + "license": [ + "BSD-3-Clause" + ], + "authors": [ + { + "name": "Arne Blankerts", + "email": "arne@blankerts.de", + "role": "Developer" + } + ], + "description": "A small library for converting tokenized PHP source code into XML and potentially other formats", + "support": { + "issues": "https://github.com/theseer/tokenizer/issues", + "source": "https://github.com/theseer/tokenizer/tree/2.0.1" + }, + "funding": [ + { + "url": "https://github.com/theseer", + "type": "github" + } + ], + "time": "2025-12-08T11:19:18+00:00" + } + ], + "aliases": [], + "minimum-stability": "stable", + "stability-flags": {}, + "prefer-stable": true, + "prefer-lowest": false, + "platform": { + "php": "^8.3" + }, + "platform-dev": {}, + "plugin-api-version": "2.6.0" +} diff --git a/backend/config/app.php b/backend/config/app.php new file mode 100644 index 0000000..423eed5 --- /dev/null +++ b/backend/config/app.php @@ -0,0 +1,126 @@ + env('APP_NAME', 'Laravel'), + + /* + |-------------------------------------------------------------------------- + | Application Environment + |-------------------------------------------------------------------------- + | + | This value determines the "environment" your application is currently + | running in. This may determine how you prefer to configure various + | services the application utilizes. Set this in your ".env" file. + | + */ + + 'env' => env('APP_ENV', 'production'), + + /* + |-------------------------------------------------------------------------- + | Application Debug Mode + |-------------------------------------------------------------------------- + | + | When your application is in debug mode, detailed error messages with + | stack traces will be shown on every error that occurs within your + | application. If disabled, a simple generic error page is shown. + | + */ + + 'debug' => (bool) env('APP_DEBUG', false), + + /* + |-------------------------------------------------------------------------- + | Application URL + |-------------------------------------------------------------------------- + | + | This URL is used by the console to properly generate URLs when using + | the Artisan command line tool. You should set this to the root of + | the application so that it's available within Artisan commands. + | + */ + + 'url' => env('APP_URL', 'http://localhost'), + + /* + |-------------------------------------------------------------------------- + | Application Timezone + |-------------------------------------------------------------------------- + | + | Here you may specify the default timezone for your application, which + | will be used by the PHP date and date-time functions. The timezone + | is set to "UTC" by default as it is suitable for most use cases. + | + */ + + 'timezone' => 'UTC', + + /* + |-------------------------------------------------------------------------- + | Application Locale Configuration + |-------------------------------------------------------------------------- + | + | The application locale determines the default locale that will be used + | by Laravel's translation / localization methods. This option can be + | set to any locale for which you plan to have translation strings. + | + */ + + 'locale' => env('APP_LOCALE', 'en'), + + 'fallback_locale' => env('APP_FALLBACK_LOCALE', 'en'), + + 'faker_locale' => env('APP_FAKER_LOCALE', 'en_US'), + + /* + |-------------------------------------------------------------------------- + | Encryption Key + |-------------------------------------------------------------------------- + | + | This key is utilized by Laravel's encryption services and should be set + | to a random, 32 character string to ensure that all encrypted values + | are secure. You should do this prior to deploying the application. + | + */ + + 'cipher' => 'AES-256-CBC', + + 'key' => env('APP_KEY'), + + 'previous_keys' => [ + ...array_filter( + explode(',', (string) env('APP_PREVIOUS_KEYS', '')) + ), + ], + + /* + |-------------------------------------------------------------------------- + | Maintenance Mode Driver + |-------------------------------------------------------------------------- + | + | These configuration options determine the driver used to determine and + | manage Laravel's "maintenance mode" status. The "cache" driver will + | allow maintenance mode to be controlled across multiple machines. + | + | Supported drivers: "file", "cache" + | + */ + + 'maintenance' => [ + 'driver' => env('APP_MAINTENANCE_DRIVER', 'file'), + 'store' => env('APP_MAINTENANCE_STORE', 'database'), + ], + +]; diff --git a/backend/config/auth.php b/backend/config/auth.php new file mode 100644 index 0000000..d7568ff --- /dev/null +++ b/backend/config/auth.php @@ -0,0 +1,117 @@ + [ + 'guard' => env('AUTH_GUARD', 'web'), + 'passwords' => env('AUTH_PASSWORD_BROKER', 'users'), + ], + + /* + |-------------------------------------------------------------------------- + | Authentication Guards + |-------------------------------------------------------------------------- + | + | Next, you may define every authentication guard for your application. + | Of course, a great default configuration has been defined for you + | which utilizes session storage plus the Eloquent user provider. + | + | All authentication guards have a user provider, which defines how the + | users are actually retrieved out of your database or other storage + | system used by the application. Typically, Eloquent is utilized. + | + | Supported: "session" + | + */ + + 'guards' => [ + 'web' => [ + 'driver' => 'session', + 'provider' => 'users', + ], + ], + + /* + |-------------------------------------------------------------------------- + | User Providers + |-------------------------------------------------------------------------- + | + | All authentication guards have a user provider, which defines how the + | users are actually retrieved out of your database or other storage + | system used by the application. Typically, Eloquent is utilized. + | + | If you have multiple user tables or models you may configure multiple + | providers to represent the model / table. These providers may then + | be assigned to any extra authentication guards you have defined. + | + | Supported: "database", "eloquent" + | + */ + + 'providers' => [ + 'users' => [ + 'driver' => 'eloquent', + 'model' => env('AUTH_MODEL', User::class), + ], + + // 'users' => [ + // 'driver' => 'database', + // 'table' => 'users', + // ], + ], + + /* + |-------------------------------------------------------------------------- + | Resetting Passwords + |-------------------------------------------------------------------------- + | + | These configuration options specify the behavior of Laravel's password + | reset functionality, including the table utilized for token storage + | and the user provider that is invoked to actually retrieve users. + | + | The expiry time is the number of minutes that each reset token will be + | considered valid. This security feature keeps tokens short-lived so + | they have less time to be guessed. You may change this as needed. + | + | The throttle setting is the number of seconds a user must wait before + | generating more password reset tokens. This prevents the user from + | quickly generating a very large amount of password reset tokens. + | + */ + + 'passwords' => [ + 'users' => [ + 'provider' => 'users', + 'table' => env('AUTH_PASSWORD_RESET_TOKEN_TABLE', 'password_reset_tokens'), + 'expire' => 60, + 'throttle' => 60, + ], + ], + + /* + |-------------------------------------------------------------------------- + | Password Confirmation Timeout + |-------------------------------------------------------------------------- + | + | Here you may define the number of seconds before a password confirmation + | window expires and users are asked to re-enter their password via the + | confirmation screen. By default, the timeout lasts for three hours. + | + */ + + 'password_timeout' => env('AUTH_PASSWORD_TIMEOUT', 10800), + +]; diff --git a/backend/config/cache.php b/backend/config/cache.php new file mode 100644 index 0000000..d7eec61 --- /dev/null +++ b/backend/config/cache.php @@ -0,0 +1,136 @@ + env('CACHE_STORE', 'database'), + + /* + |-------------------------------------------------------------------------- + | Cache Stores + |-------------------------------------------------------------------------- + | + | Here you may define all of the cache "stores" for your application as + | well as their drivers. You may even define multiple stores for the + | same cache driver to group types of items stored in your caches. + | + | Supported drivers: "array", "database", "file", "memcached", + | "redis", "dynamodb", "storage", "octane", + | "session", "failover", "null" + | + */ + + 'stores' => [ + + 'array' => [ + 'driver' => 'array', + 'serialize' => false, + ], + + 'database' => [ + 'driver' => 'database', + 'connection' => env('DB_CACHE_CONNECTION'), + 'table' => env('DB_CACHE_TABLE', 'cache'), + 'lock_connection' => env('DB_CACHE_LOCK_CONNECTION'), + 'lock_table' => env('DB_CACHE_LOCK_TABLE'), + ], + + 'file' => [ + 'driver' => 'file', + 'path' => storage_path('framework/cache/data'), + 'lock_path' => storage_path('framework/cache/data'), + ], + + 'storage' => [ + 'driver' => 'storage', + 'disk' => env('CACHE_STORAGE_DISK'), + 'path' => env('CACHE_STORAGE_PATH', 'framework/cache/data'), + ], + + 'memcached' => [ + 'driver' => 'memcached', + 'persistent_id' => env('MEMCACHED_PERSISTENT_ID'), + 'sasl' => [ + env('MEMCACHED_USERNAME'), + env('MEMCACHED_PASSWORD'), + ], + 'options' => [ + // Memcached::OPT_CONNECT_TIMEOUT => 2000, + ], + 'servers' => [ + [ + 'host' => env('MEMCACHED_HOST', '127.0.0.1'), + 'port' => env('MEMCACHED_PORT', 11211), + 'weight' => 100, + ], + ], + ], + + 'redis' => [ + 'driver' => 'redis', + 'connection' => env('REDIS_CACHE_CONNECTION', 'cache'), + 'lock_connection' => env('REDIS_CACHE_LOCK_CONNECTION', 'default'), + ], + + 'dynamodb' => [ + 'driver' => 'dynamodb', + 'key' => env('AWS_ACCESS_KEY_ID'), + 'secret' => env('AWS_SECRET_ACCESS_KEY'), + 'region' => env('AWS_DEFAULT_REGION', 'us-east-1'), + 'table' => env('DYNAMODB_CACHE_TABLE', 'cache'), + 'endpoint' => env('DYNAMODB_ENDPOINT'), + ], + + 'octane' => [ + 'driver' => 'octane', + ], + + 'failover' => [ + 'driver' => 'failover', + 'stores' => [ + 'database', + 'array', + ], + ], + + ], + + /* + |-------------------------------------------------------------------------- + | Cache Key Prefix + |-------------------------------------------------------------------------- + | + | When utilizing the APC, database, memcached, Redis, and DynamoDB cache + | stores, there might be other applications using the same cache. For + | that reason, you may prefix every cache key to avoid collisions. + | + */ + + 'prefix' => env('CACHE_PREFIX', Str::slug((string) env('APP_NAME', 'laravel')).'-cache-'), + + /* + |-------------------------------------------------------------------------- + | Serializable Classes + |-------------------------------------------------------------------------- + | + | This value determines the classes that can be unserialized from cache + | storage. By default, no PHP classes will be unserialized from your + | cache to prevent gadget chain attacks if your APP_KEY is leaked. + | + */ + + 'serializable_classes' => false, + +]; diff --git a/backend/config/database.php b/backend/config/database.php new file mode 100644 index 0000000..abbb88e --- /dev/null +++ b/backend/config/database.php @@ -0,0 +1,184 @@ + env('DB_CONNECTION', 'sqlite'), + + /* + |-------------------------------------------------------------------------- + | Database Connections + |-------------------------------------------------------------------------- + | + | Below are all of the database connections defined for your application. + | An example configuration is provided for each database system which + | is supported by Laravel. You're free to add / remove connections. + | + */ + + 'connections' => [ + + 'sqlite' => [ + 'driver' => 'sqlite', + 'url' => env('DB_URL'), + 'database' => env('DB_DATABASE', database_path('database.sqlite')), + 'prefix' => '', + 'foreign_key_constraints' => env('DB_FOREIGN_KEYS', true), + 'busy_timeout' => null, + 'journal_mode' => null, + 'synchronous' => null, + 'transaction_mode' => 'DEFERRED', + ], + + 'mysql' => [ + 'driver' => 'mysql', + 'url' => env('DB_URL'), + 'host' => env('DB_HOST', '127.0.0.1'), + 'port' => env('DB_PORT', '3306'), + 'database' => env('DB_DATABASE', 'laravel'), + 'username' => env('DB_USERNAME', 'root'), + 'password' => env('DB_PASSWORD', ''), + 'unix_socket' => env('DB_SOCKET', ''), + 'charset' => env('DB_CHARSET', 'utf8mb4'), + 'collation' => env('DB_COLLATION', 'utf8mb4_unicode_ci'), + 'prefix' => '', + 'prefix_indexes' => true, + 'strict' => true, + 'engine' => null, + 'options' => extension_loaded('pdo_mysql') ? array_filter([ + Mysql::ATTR_SSL_CA => env('MYSQL_ATTR_SSL_CA'), + ]) : [], + ], + + 'mariadb' => [ + 'driver' => 'mariadb', + 'url' => env('DB_URL'), + 'host' => env('DB_HOST', '127.0.0.1'), + 'port' => env('DB_PORT', '3306'), + 'database' => env('DB_DATABASE', 'laravel'), + 'username' => env('DB_USERNAME', 'root'), + 'password' => env('DB_PASSWORD', ''), + 'unix_socket' => env('DB_SOCKET', ''), + 'charset' => env('DB_CHARSET', 'utf8mb4'), + 'collation' => env('DB_COLLATION', 'utf8mb4_unicode_ci'), + 'prefix' => '', + 'prefix_indexes' => true, + 'strict' => true, + 'engine' => null, + 'options' => extension_loaded('pdo_mysql') ? array_filter([ + Mysql::ATTR_SSL_CA => env('MYSQL_ATTR_SSL_CA'), + ]) : [], + ], + + 'pgsql' => [ + 'driver' => 'pgsql', + 'url' => env('DB_URL'), + 'host' => env('DB_HOST', '127.0.0.1'), + 'port' => env('DB_PORT', '5432'), + 'database' => env('DB_DATABASE', 'laravel'), + 'username' => env('DB_USERNAME', 'root'), + 'password' => env('DB_PASSWORD', ''), + 'charset' => env('DB_CHARSET', 'utf8'), + 'prefix' => '', + 'prefix_indexes' => true, + 'search_path' => 'public', + 'sslmode' => env('DB_SSLMODE', 'prefer'), + ], + + 'sqlsrv' => [ + 'driver' => 'sqlsrv', + 'url' => env('DB_URL'), + 'host' => env('DB_HOST', 'localhost'), + 'port' => env('DB_PORT', '1433'), + 'database' => env('DB_DATABASE', 'laravel'), + 'username' => env('DB_USERNAME', 'root'), + 'password' => env('DB_PASSWORD', ''), + 'charset' => env('DB_CHARSET', 'utf8'), + 'prefix' => '', + 'prefix_indexes' => true, + // 'encrypt' => env('DB_ENCRYPT', 'yes'), + // 'trust_server_certificate' => env('DB_TRUST_SERVER_CERTIFICATE', 'false'), + ], + + ], + + /* + |-------------------------------------------------------------------------- + | Migration Repository Table + |-------------------------------------------------------------------------- + | + | This table keeps track of all the migrations that have already run for + | your application. Using this information, we can determine which of + | the migrations on disk haven't actually been run on the database. + | + */ + + 'migrations' => [ + 'table' => 'migrations', + 'update_date_on_publish' => true, + ], + + /* + |-------------------------------------------------------------------------- + | Redis Databases + |-------------------------------------------------------------------------- + | + | Redis is an open source, fast, and advanced key-value store that also + | provides a richer body of commands than a typical key-value system + | such as Memcached. You may define your connection settings here. + | + */ + + 'redis' => [ + + 'client' => env('REDIS_CLIENT', 'phpredis'), + + 'options' => [ + 'cluster' => env('REDIS_CLUSTER', 'redis'), + 'prefix' => env('REDIS_PREFIX', Str::slug((string) env('APP_NAME', 'laravel')).'-database-'), + 'persistent' => env('REDIS_PERSISTENT', false), + ], + + 'default' => [ + 'url' => env('REDIS_URL'), + 'host' => env('REDIS_HOST', '127.0.0.1'), + 'username' => env('REDIS_USERNAME'), + 'password' => env('REDIS_PASSWORD'), + 'port' => env('REDIS_PORT', '6379'), + 'database' => env('REDIS_DB', '0'), + 'max_retries' => env('REDIS_MAX_RETRIES', 3), + 'backoff_algorithm' => env('REDIS_BACKOFF_ALGORITHM', 'decorrelated_jitter'), + 'backoff_base' => env('REDIS_BACKOFF_BASE', 100), + 'backoff_cap' => env('REDIS_BACKOFF_CAP', 1000), + ], + + 'cache' => [ + 'url' => env('REDIS_URL'), + 'host' => env('REDIS_HOST', '127.0.0.1'), + 'username' => env('REDIS_USERNAME'), + 'password' => env('REDIS_PASSWORD'), + 'port' => env('REDIS_PORT', '6379'), + 'database' => env('REDIS_CACHE_DB', '1'), + 'max_retries' => env('REDIS_MAX_RETRIES', 3), + 'backoff_algorithm' => env('REDIS_BACKOFF_ALGORITHM', 'decorrelated_jitter'), + 'backoff_base' => env('REDIS_BACKOFF_BASE', 100), + 'backoff_cap' => env('REDIS_BACKOFF_CAP', 1000), + ], + + ], + +]; diff --git a/backend/config/filesystems.php b/backend/config/filesystems.php new file mode 100644 index 0000000..37d8fca --- /dev/null +++ b/backend/config/filesystems.php @@ -0,0 +1,80 @@ + env('FILESYSTEM_DISK', 'local'), + + /* + |-------------------------------------------------------------------------- + | Filesystem Disks + |-------------------------------------------------------------------------- + | + | Below you may configure as many filesystem disks as necessary, and you + | may even configure multiple disks for the same driver. Examples for + | most supported storage drivers are configured here for reference. + | + | Supported drivers: "local", "ftp", "sftp", "s3" + | + */ + + 'disks' => [ + + 'local' => [ + 'driver' => 'local', + 'root' => storage_path('app/private'), + 'serve' => true, + 'throw' => false, + 'report' => false, + ], + + 'public' => [ + 'driver' => 'local', + 'root' => storage_path('app/public'), + 'url' => rtrim(env('APP_URL', 'http://localhost'), '/').'/storage', + 'visibility' => 'public', + 'throw' => false, + 'report' => false, + ], + + 's3' => [ + 'driver' => 's3', + 'key' => env('AWS_ACCESS_KEY_ID'), + 'secret' => env('AWS_SECRET_ACCESS_KEY'), + 'region' => env('AWS_DEFAULT_REGION'), + 'bucket' => env('AWS_BUCKET'), + 'url' => env('AWS_URL'), + 'endpoint' => env('AWS_ENDPOINT'), + 'use_path_style_endpoint' => env('AWS_USE_PATH_STYLE_ENDPOINT', false), + 'throw' => false, + 'report' => false, + ], + + ], + + /* + |-------------------------------------------------------------------------- + | Symbolic Links + |-------------------------------------------------------------------------- + | + | Here you may configure the symbolic links that will be created when the + | `storage:link` Artisan command is executed. The array keys should be + | the locations of the links and the values should be their targets. + | + */ + + 'links' => [ + public_path('storage') => storage_path('app/public'), + ], + +]; diff --git a/backend/config/logging.php b/backend/config/logging.php new file mode 100644 index 0000000..b09cb25 --- /dev/null +++ b/backend/config/logging.php @@ -0,0 +1,132 @@ + env('LOG_CHANNEL', 'stack'), + + /* + |-------------------------------------------------------------------------- + | Deprecations Log Channel + |-------------------------------------------------------------------------- + | + | This option controls the log channel that should be used to log warnings + | regarding deprecated PHP and library features. This allows you to get + | your application ready for upcoming major versions of dependencies. + | + */ + + 'deprecations' => [ + 'channel' => env('LOG_DEPRECATIONS_CHANNEL', 'null'), + 'trace' => env('LOG_DEPRECATIONS_TRACE', false), + ], + + /* + |-------------------------------------------------------------------------- + | Log Channels + |-------------------------------------------------------------------------- + | + | Here you may configure the log channels for your application. Laravel + | utilizes the Monolog PHP logging library, which includes a variety + | of powerful log handlers and formatters that you're free to use. + | + | Available drivers: "single", "daily", "slack", "syslog", + | "errorlog", "monolog", "custom", "stack" + | + */ + + 'channels' => [ + + 'stack' => [ + 'driver' => 'stack', + 'channels' => explode(',', (string) env('LOG_STACK', 'single')), + 'ignore_exceptions' => false, + ], + + 'single' => [ + 'driver' => 'single', + 'path' => storage_path('logs/laravel.log'), + 'level' => env('LOG_LEVEL', 'debug'), + 'replace_placeholders' => true, + ], + + 'daily' => [ + 'driver' => 'daily', + 'path' => storage_path('logs/laravel.log'), + 'level' => env('LOG_LEVEL', 'debug'), + 'days' => env('LOG_DAILY_DAYS', 14), + 'replace_placeholders' => true, + ], + + 'slack' => [ + 'driver' => 'slack', + 'url' => env('LOG_SLACK_WEBHOOK_URL'), + 'username' => env('LOG_SLACK_USERNAME', env('APP_NAME', 'Laravel')), + 'emoji' => env('LOG_SLACK_EMOJI', ':boom:'), + 'level' => env('LOG_LEVEL', 'critical'), + 'replace_placeholders' => true, + ], + + 'papertrail' => [ + 'driver' => 'monolog', + 'level' => env('LOG_LEVEL', 'debug'), + 'handler' => env('LOG_PAPERTRAIL_HANDLER', SyslogUdpHandler::class), + 'handler_with' => [ + 'host' => env('PAPERTRAIL_URL'), + 'port' => env('PAPERTRAIL_PORT'), + 'connectionString' => 'tls://'.env('PAPERTRAIL_URL').':'.env('PAPERTRAIL_PORT'), + ], + 'processors' => [PsrLogMessageProcessor::class], + ], + + 'stderr' => [ + 'driver' => 'monolog', + 'level' => env('LOG_LEVEL', 'debug'), + 'handler' => StreamHandler::class, + 'handler_with' => [ + 'stream' => 'php://stderr', + ], + 'formatter' => env('LOG_STDERR_FORMATTER'), + 'processors' => [PsrLogMessageProcessor::class], + ], + + 'syslog' => [ + 'driver' => 'syslog', + 'level' => env('LOG_LEVEL', 'debug'), + 'facility' => env('LOG_SYSLOG_FACILITY', LOG_USER), + 'replace_placeholders' => true, + ], + + 'errorlog' => [ + 'driver' => 'errorlog', + 'level' => env('LOG_LEVEL', 'debug'), + 'replace_placeholders' => true, + ], + + 'null' => [ + 'driver' => 'monolog', + 'handler' => NullHandler::class, + ], + + 'emergency' => [ + 'path' => storage_path('logs/laravel.log'), + ], + + ], + +]; diff --git a/backend/config/mail.php b/backend/config/mail.php new file mode 100644 index 0000000..e32e88d --- /dev/null +++ b/backend/config/mail.php @@ -0,0 +1,118 @@ + env('MAIL_MAILER', 'log'), + + /* + |-------------------------------------------------------------------------- + | Mailer Configurations + |-------------------------------------------------------------------------- + | + | Here you may configure all of the mailers used by your application plus + | their respective settings. Several examples have been configured for + | you and you are free to add your own as your application requires. + | + | Laravel supports a variety of mail "transport" drivers that can be used + | when delivering an email. You may specify which one you're using for + | your mailers below. You may also add additional mailers if needed. + | + | Supported: "smtp", "sendmail", "mailgun", "ses", "ses-v2", + | "postmark", "resend", "log", "array", + | "failover", "roundrobin" + | + */ + + 'mailers' => [ + + 'smtp' => [ + 'transport' => 'smtp', + 'scheme' => env('MAIL_SCHEME'), + 'url' => env('MAIL_URL'), + 'host' => env('MAIL_HOST', '127.0.0.1'), + 'port' => env('MAIL_PORT', 2525), + 'username' => env('MAIL_USERNAME'), + 'password' => env('MAIL_PASSWORD'), + 'timeout' => null, + 'local_domain' => env('MAIL_EHLO_DOMAIN', parse_url((string) env('APP_URL', 'http://localhost'), PHP_URL_HOST)), + ], + + 'ses' => [ + 'transport' => 'ses', + ], + + 'postmark' => [ + 'transport' => 'postmark', + // 'message_stream_id' => env('POSTMARK_MESSAGE_STREAM_ID'), + // 'client' => [ + // 'timeout' => 5, + // ], + ], + + 'resend' => [ + 'transport' => 'resend', + ], + + 'sendmail' => [ + 'transport' => 'sendmail', + 'path' => env('MAIL_SENDMAIL_PATH', '/usr/sbin/sendmail -bs -i'), + ], + + 'log' => [ + 'transport' => 'log', + 'channel' => env('MAIL_LOG_CHANNEL'), + ], + + 'array' => [ + 'transport' => 'array', + ], + + 'failover' => [ + 'transport' => 'failover', + 'mailers' => [ + 'smtp', + 'log', + ], + 'retry_after' => 60, + ], + + 'roundrobin' => [ + 'transport' => 'roundrobin', + 'mailers' => [ + 'ses', + 'postmark', + ], + 'retry_after' => 60, + ], + + ], + + /* + |-------------------------------------------------------------------------- + | Global "From" Address + |-------------------------------------------------------------------------- + | + | You may wish for all emails sent by your application to be sent from + | the same address. Here you may specify a name and address that is + | used globally for all emails that are sent by your application. + | + */ + + 'from' => [ + 'address' => env('MAIL_FROM_ADDRESS', 'hello@example.com'), + 'name' => env('MAIL_FROM_NAME', env('APP_NAME', 'Laravel')), + ], + +]; diff --git a/backend/config/queue.php b/backend/config/queue.php new file mode 100644 index 0000000..79c2c0a --- /dev/null +++ b/backend/config/queue.php @@ -0,0 +1,129 @@ + env('QUEUE_CONNECTION', 'database'), + + /* + |-------------------------------------------------------------------------- + | Queue Connections + |-------------------------------------------------------------------------- + | + | Here you may configure the connection options for every queue backend + | used by your application. An example configuration is provided for + | each backend supported by Laravel. You're also free to add more. + | + | Drivers: "sync", "database", "beanstalkd", "sqs", "redis", + | "deferred", "background", "failover", "null" + | + */ + + 'connections' => [ + + 'sync' => [ + 'driver' => 'sync', + ], + + 'database' => [ + 'driver' => 'database', + 'connection' => env('DB_QUEUE_CONNECTION'), + 'table' => env('DB_QUEUE_TABLE', 'jobs'), + 'queue' => env('DB_QUEUE', 'default'), + 'retry_after' => (int) env('DB_QUEUE_RETRY_AFTER', 90), + 'after_commit' => false, + ], + + 'beanstalkd' => [ + 'driver' => 'beanstalkd', + 'host' => env('BEANSTALKD_QUEUE_HOST', 'localhost'), + 'queue' => env('BEANSTALKD_QUEUE', 'default'), + 'retry_after' => (int) env('BEANSTALKD_QUEUE_RETRY_AFTER', 90), + 'block_for' => 0, + 'after_commit' => false, + ], + + 'sqs' => [ + 'driver' => 'sqs', + 'key' => env('AWS_ACCESS_KEY_ID'), + 'secret' => env('AWS_SECRET_ACCESS_KEY'), + 'prefix' => env('SQS_PREFIX', 'https://sqs.us-east-1.amazonaws.com/your-account-id'), + 'queue' => env('SQS_QUEUE', 'default'), + 'suffix' => env('SQS_SUFFIX'), + 'region' => env('AWS_DEFAULT_REGION', 'us-east-1'), + 'after_commit' => false, + ], + + 'redis' => [ + 'driver' => 'redis', + 'connection' => env('REDIS_QUEUE_CONNECTION', 'default'), + 'queue' => env('REDIS_QUEUE', 'default'), + 'retry_after' => (int) env('REDIS_QUEUE_RETRY_AFTER', 90), + 'block_for' => null, + 'after_commit' => false, + ], + + 'deferred' => [ + 'driver' => 'deferred', + ], + + 'background' => [ + 'driver' => 'background', + ], + + 'failover' => [ + 'driver' => 'failover', + 'connections' => [ + 'database', + 'deferred', + ], + ], + + ], + + /* + |-------------------------------------------------------------------------- + | Job Batching + |-------------------------------------------------------------------------- + | + | The following options configure the database and table that store job + | batching information. These options can be updated to any database + | connection and table which has been defined by your application. + | + */ + + 'batching' => [ + 'database' => env('DB_CONNECTION', 'sqlite'), + 'table' => 'job_batches', + ], + + /* + |-------------------------------------------------------------------------- + | Failed Queue Jobs + |-------------------------------------------------------------------------- + | + | These options configure the behavior of failed queue job logging so you + | can control how and where failed jobs are stored. Laravel ships with + | support for storing failed jobs in a simple file or in a database. + | + | Supported drivers: "database-uuids", "dynamodb", "file", "null" + | + */ + + 'failed' => [ + 'driver' => env('QUEUE_FAILED_DRIVER', 'database-uuids'), + 'database' => env('DB_CONNECTION', 'sqlite'), + 'table' => 'failed_jobs', + ], + +]; diff --git a/backend/config/services.php b/backend/config/services.php new file mode 100644 index 0000000..6a90eb8 --- /dev/null +++ b/backend/config/services.php @@ -0,0 +1,38 @@ + [ + 'key' => env('POSTMARK_API_KEY'), + ], + + 'resend' => [ + 'key' => env('RESEND_API_KEY'), + ], + + 'ses' => [ + 'key' => env('AWS_ACCESS_KEY_ID'), + 'secret' => env('AWS_SECRET_ACCESS_KEY'), + 'region' => env('AWS_DEFAULT_REGION', 'us-east-1'), + ], + + 'slack' => [ + 'notifications' => [ + 'bot_user_oauth_token' => env('SLACK_BOT_USER_OAUTH_TOKEN'), + 'channel' => env('SLACK_BOT_USER_DEFAULT_CHANNEL'), + ], + ], + +]; diff --git a/backend/config/session.php b/backend/config/session.php new file mode 100644 index 0000000..f574482 --- /dev/null +++ b/backend/config/session.php @@ -0,0 +1,233 @@ + env('SESSION_DRIVER', 'database'), + + /* + |-------------------------------------------------------------------------- + | Session Lifetime + |-------------------------------------------------------------------------- + | + | Here you may specify the number of minutes that you wish the session + | to be allowed to remain idle before it expires. If you want them + | to expire immediately when the browser is closed then you may + | indicate that via the expire_on_close configuration option. + | + */ + + 'lifetime' => (int) env('SESSION_LIFETIME', 120), + + 'expire_on_close' => env('SESSION_EXPIRE_ON_CLOSE', false), + + /* + |-------------------------------------------------------------------------- + | Session Encryption + |-------------------------------------------------------------------------- + | + | This option allows you to easily specify that all of your session data + | should be encrypted before it's stored. All encryption is performed + | automatically by Laravel and you may use the session like normal. + | + */ + + 'encrypt' => env('SESSION_ENCRYPT', false), + + /* + |-------------------------------------------------------------------------- + | Session File Location + |-------------------------------------------------------------------------- + | + | When utilizing the "file" session driver, the session files are placed + | on disk. The default storage location is defined here; however, you + | are free to provide another location where they should be stored. + | + */ + + 'files' => storage_path('framework/sessions'), + + /* + |-------------------------------------------------------------------------- + | Session Database Connection + |-------------------------------------------------------------------------- + | + | When using the "database" or "redis" session drivers, you may specify a + | connection that should be used to manage these sessions. This should + | correspond to a connection in your database configuration options. + | + */ + + 'connection' => env('SESSION_CONNECTION'), + + /* + |-------------------------------------------------------------------------- + | Session Database Table + |-------------------------------------------------------------------------- + | + | When using the "database" session driver, you may specify the table to + | be used to store sessions. Of course, a sensible default is defined + | for you; however, you're welcome to change this to another table. + | + */ + + 'table' => env('SESSION_TABLE', 'sessions'), + + /* + |-------------------------------------------------------------------------- + | Session Cache Store + |-------------------------------------------------------------------------- + | + | When using one of the framework's cache driven session backends, you may + | define the cache store which should be used to store the session data + | between requests. This must match one of your defined cache stores. + | + | Affects: "dynamodb", "memcached", "redis" + | + */ + + 'store' => env('SESSION_STORE'), + + /* + |-------------------------------------------------------------------------- + | Session Sweeping Lottery + |-------------------------------------------------------------------------- + | + | Some session drivers must manually sweep their storage location to get + | rid of old sessions from storage. Here are the chances that it will + | happen on a given request. By default, the odds are 2 out of 100. + | + */ + + 'lottery' => [2, 100], + + /* + |-------------------------------------------------------------------------- + | Session Cookie Name + |-------------------------------------------------------------------------- + | + | Here you may change the name of the session cookie that is created by + | the framework. Typically, you should not need to change this value + | since doing so does not grant a meaningful security improvement. + | + */ + + 'cookie' => env( + 'SESSION_COOKIE', + Str::slug((string) env('APP_NAME', 'laravel')).'-session' + ), + + /* + |-------------------------------------------------------------------------- + | Session Cookie Path + |-------------------------------------------------------------------------- + | + | The session cookie path determines the path for which the cookie will + | be regarded as available. Typically, this will be the root path of + | your application, but you're free to change this when necessary. + | + */ + + 'path' => env('SESSION_PATH', '/'), + + /* + |-------------------------------------------------------------------------- + | Session Cookie Domain + |-------------------------------------------------------------------------- + | + | This value determines the domain and subdomains the session cookie is + | available to. By default, the cookie will be available to the root + | domain without subdomains. Typically, this shouldn't be changed. + | + */ + + 'domain' => env('SESSION_DOMAIN'), + + /* + |-------------------------------------------------------------------------- + | HTTPS Only Cookies + |-------------------------------------------------------------------------- + | + | By setting this option to true, session cookies will only be sent back + | to the server if the browser has a HTTPS connection. This will keep + | the cookie from being sent to you when it can't be done securely. + | + */ + + 'secure' => env('SESSION_SECURE_COOKIE'), + + /* + |-------------------------------------------------------------------------- + | HTTP Access Only + |-------------------------------------------------------------------------- + | + | Setting this value to true will prevent JavaScript from accessing the + | value of the cookie and the cookie will only be accessible through + | the HTTP protocol. It's unlikely you should disable this option. + | + */ + + 'http_only' => env('SESSION_HTTP_ONLY', true), + + /* + |-------------------------------------------------------------------------- + | Same-Site Cookies + |-------------------------------------------------------------------------- + | + | This option determines how your cookies behave when cross-site requests + | take place, and can be used to mitigate CSRF attacks. By default, we + | will set this value to "lax" to permit secure cross-site requests. + | + | See: https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Set-Cookie#samesitesamesite-value + | + | Supported: "lax", "strict", "none", null + | + */ + + 'same_site' => env('SESSION_SAME_SITE', 'lax'), + + /* + |-------------------------------------------------------------------------- + | Partitioned Cookies + |-------------------------------------------------------------------------- + | + | Setting this value to true will tie the cookie to the top-level site for + | a cross-site context. Partitioned cookies are accepted by the browser + | when flagged "secure" and the Same-Site attribute is set to "none". + | + */ + + 'partitioned' => env('SESSION_PARTITIONED_COOKIE', false), + + /* + |-------------------------------------------------------------------------- + | Session Serialization + |-------------------------------------------------------------------------- + | + | This value controls the serialization strategy for session data, which + | is JSON by default. Setting this to "php" allows the storage of PHP + | objects in the session but can make an application vulnerable to + | "gadget chain" serialization attacks if the APP_KEY is leaked. + | + | Supported: "json", "php" + | + */ + + 'serialization' => 'json', + +]; diff --git a/backend/database/.gitignore b/backend/database/.gitignore new file mode 100644 index 0000000..9b19b93 --- /dev/null +++ b/backend/database/.gitignore @@ -0,0 +1 @@ +*.sqlite* diff --git a/backend/database/factories/UserFactory.php b/backend/database/factories/UserFactory.php new file mode 100644 index 0000000..c4ceb07 --- /dev/null +++ b/backend/database/factories/UserFactory.php @@ -0,0 +1,45 @@ + + */ +class UserFactory extends Factory +{ + /** + * The current password being used by the factory. + */ + protected static ?string $password; + + /** + * Define the model's default state. + * + * @return array + */ + public function definition(): array + { + return [ + 'name' => fake()->name(), + 'email' => fake()->unique()->safeEmail(), + 'email_verified_at' => now(), + 'password' => static::$password ??= Hash::make('password'), + 'remember_token' => Str::random(10), + ]; + } + + /** + * Indicate that the model's email address should be unverified. + */ + public function unverified(): static + { + return $this->state(fn (array $attributes) => [ + 'email_verified_at' => null, + ]); + } +} diff --git a/backend/database/migrations/0001_01_01_000000_create_users_table.php b/backend/database/migrations/0001_01_01_000000_create_users_table.php new file mode 100644 index 0000000..05fb5d9 --- /dev/null +++ b/backend/database/migrations/0001_01_01_000000_create_users_table.php @@ -0,0 +1,49 @@ +id(); + $table->string('name'); + $table->string('email')->unique(); + $table->timestamp('email_verified_at')->nullable(); + $table->string('password'); + $table->rememberToken(); + $table->timestamps(); + }); + + Schema::create('password_reset_tokens', function (Blueprint $table) { + $table->string('email')->primary(); + $table->string('token'); + $table->timestamp('created_at')->nullable(); + }); + + Schema::create('sessions', function (Blueprint $table) { + $table->string('id')->primary(); + $table->foreignId('user_id')->nullable()->index(); + $table->string('ip_address', 45)->nullable(); + $table->text('user_agent')->nullable(); + $table->longText('payload'); + $table->integer('last_activity')->index(); + }); + } + + /** + * Reverse the migrations. + */ + public function down(): void + { + Schema::dropIfExists('users'); + Schema::dropIfExists('password_reset_tokens'); + Schema::dropIfExists('sessions'); + } +}; diff --git a/backend/database/migrations/0001_01_01_000001_create_cache_table.php b/backend/database/migrations/0001_01_01_000001_create_cache_table.php new file mode 100644 index 0000000..06dc7a5 --- /dev/null +++ b/backend/database/migrations/0001_01_01_000001_create_cache_table.php @@ -0,0 +1,35 @@ +string('key')->primary(); + $table->mediumText('value'); + $table->bigInteger('expiration')->index(); + }); + + Schema::create('cache_locks', function (Blueprint $table) { + $table->string('key')->primary(); + $table->string('owner'); + $table->bigInteger('expiration')->index(); + }); + } + + /** + * Reverse the migrations. + */ + public function down(): void + { + Schema::dropIfExists('cache'); + Schema::dropIfExists('cache_locks'); + } +}; diff --git a/backend/database/migrations/0001_01_01_000002_create_jobs_table.php b/backend/database/migrations/0001_01_01_000002_create_jobs_table.php new file mode 100644 index 0000000..edac6fe --- /dev/null +++ b/backend/database/migrations/0001_01_01_000002_create_jobs_table.php @@ -0,0 +1,59 @@ +id(); + $table->string('queue')->index(); + $table->longText('payload'); + $table->unsignedSmallInteger('attempts'); + $table->unsignedInteger('reserved_at')->nullable(); + $table->unsignedInteger('available_at'); + $table->unsignedInteger('created_at'); + }); + + Schema::create('job_batches', function (Blueprint $table) { + $table->string('id')->primary(); + $table->string('name'); + $table->integer('total_jobs'); + $table->integer('pending_jobs'); + $table->integer('failed_jobs'); + $table->longText('failed_job_ids'); + $table->mediumText('options')->nullable(); + $table->integer('cancelled_at')->nullable(); + $table->integer('created_at'); + $table->integer('finished_at')->nullable(); + }); + + Schema::create('failed_jobs', function (Blueprint $table) { + $table->id(); + $table->string('uuid')->unique(); + $table->string('connection'); + $table->string('queue'); + $table->longText('payload'); + $table->longText('exception'); + $table->timestamp('failed_at')->useCurrent(); + + $table->index(['connection', 'queue', 'failed_at']); + }); + } + + /** + * Reverse the migrations. + */ + public function down(): void + { + Schema::dropIfExists('jobs'); + Schema::dropIfExists('job_batches'); + Schema::dropIfExists('failed_jobs'); + } +}; diff --git a/backend/database/seeders/DatabaseSeeder.php b/backend/database/seeders/DatabaseSeeder.php new file mode 100644 index 0000000..6b901f8 --- /dev/null +++ b/backend/database/seeders/DatabaseSeeder.php @@ -0,0 +1,25 @@ +create(); + + User::factory()->create([ + 'name' => 'Test User', + 'email' => 'test@example.com', + ]); + } +} diff --git a/backend/docker/nginx-backend.conf b/backend/docker/nginx-backend.conf new file mode 100644 index 0000000..2d30de9 --- /dev/null +++ b/backend/docker/nginx-backend.conf @@ -0,0 +1,44 @@ +server { + listen 8000; + server_name _; + + root /var/www/html/public; + index index.php; + + # Gestione SPA/Laravel: tutto passa per index.php + location / { + try_files $uri $uri/ /index.php?$query_string; + } + + # Passa le richieste PHP a php-fpm locale + location ~ \.php$ { + fastcgi_pass 127.0.0.1:9000; + fastcgi_index index.php; + fastcgi_param SCRIPT_FILENAME $realpath_root$fastcgi_script_name; + include fastcgi_params; + + # Timeout generosi per operazioni Laravel pesanti (es. import, export) + fastcgi_read_timeout 300; + fastcgi_connect_timeout 300; + } + + # Blocca accesso a file sensibili + location ~ /\. { + deny all; + } + + location ~ /\.env { + deny all; + } + + # Cache statica per asset compilati + location ~* \.(jpg|jpeg|png|gif|ico|css|js|woff2)$ { + expires 1y; + add_header Cache-Control "public, immutable"; + try_files $uri =404; + } + + # Log + access_log /dev/stdout; + error_log /dev/stderr warn; +} diff --git a/backend/docker/supervisord.conf b/backend/docker/supervisord.conf new file mode 100644 index 0000000..b3adc56 --- /dev/null +++ b/backend/docker/supervisord.conf @@ -0,0 +1,26 @@ +[supervisord] +nodaemon=true +logfile=/dev/null +logfile_maxbytes=0 +pidfile=/run/supervisord.pid + +[program:php-fpm] +command=php-fpm -F +autostart=true +autorestart=true +priority=10 +stdout_logfile=/dev/stdout +stdout_logfile_maxbytes=0 +stderr_logfile=/dev/stderr +stderr_logfile_maxbytes=0 + +[program:nginx] +command=nginx -g "daemon off;" +autostart=true +autorestart=true +priority=20 +depends_on=php-fpm +stdout_logfile=/dev/stdout +stdout_logfile_maxbytes=0 +stderr_logfile=/dev/stderr +stderr_logfile_maxbytes=0 diff --git a/backend/entrypoint.sh b/backend/entrypoint.sh new file mode 100644 index 0000000..1bdadd5 --- /dev/null +++ b/backend/entrypoint.sh @@ -0,0 +1,27 @@ +#!/bin/sh +# Immagine php:8.4-fpm-alpine: niente bash, solo /bin/sh (busybox ash). +# set -eu basta (nessuna pipe nello script → pipefail non serve e non è POSIX). +set -eu + +echo "Waiting for database connection..." + +# Riprova la connessione finché MySQL non risponde (max ~60s) +ATTEMPTS=0 +until php artisan db:show >/dev/null 2>&1; do + ATTEMPTS=$((ATTEMPTS + 1)) + if [ "$ATTEMPTS" -ge 30 ]; then + echo "MySQL not reachable after 60s, exiting." >&2 + exit 1 + fi + sleep 2 +done + +echo "MySQL ready. Executing pending migrations (idempotent)..." + +# --force: niente prompt interattivo +# migrate normale: applica SOLO le migration non ancora eseguite, non tocca i dati esistenti +php artisan migrate --force + +# Avvia il processo principale passato come CMD (php-fpm, artisan serve, ecc.) +echo "Starting application..." +exec "$@" \ No newline at end of file diff --git a/backend/package.json b/backend/package.json new file mode 100644 index 0000000..49c869e --- /dev/null +++ b/backend/package.json @@ -0,0 +1,16 @@ +{ + "$schema": "https://www.schemastore.org/package.json", + "private": true, + "type": "module", + "scripts": { + "build": "vite build", + "dev": "vite" + }, + "devDependencies": { + "@tailwindcss/vite": "^4.0.0", + "concurrently": "^9.0.1", + "laravel-vite-plugin": "^3.1", + "tailwindcss": "^4.0.0", + "vite": "^8.0.0" + } +} diff --git a/backend/phpunit.xml b/backend/phpunit.xml new file mode 100644 index 0000000..e7f0a48 --- /dev/null +++ b/backend/phpunit.xml @@ -0,0 +1,36 @@ + + + + + tests/Unit + + + tests/Feature + + + + + app + + + + + + + + + + + + + + + + + + + diff --git a/backend/public/.htaccess b/backend/public/.htaccess new file mode 100644 index 0000000..b574a59 --- /dev/null +++ b/backend/public/.htaccess @@ -0,0 +1,25 @@ + + + Options -MultiViews -Indexes + + + RewriteEngine On + + # Handle Authorization Header + RewriteCond %{HTTP:Authorization} . + RewriteRule .* - [E=HTTP_AUTHORIZATION:%{HTTP:Authorization}] + + # Handle X-XSRF-Token Header + RewriteCond %{HTTP:x-xsrf-token} . + RewriteRule .* - [E=HTTP_X_XSRF_TOKEN:%{HTTP:X-XSRF-Token}] + + # Redirect Trailing Slashes If Not A Folder... + RewriteCond %{REQUEST_FILENAME} !-d + RewriteCond %{REQUEST_URI} (.+)/$ + RewriteRule ^ %1 [L,R=301] + + # Send Requests To Front Controller... + RewriteCond %{REQUEST_FILENAME} !-d + RewriteCond %{REQUEST_FILENAME} !-f + RewriteRule ^ index.php [L] + diff --git a/backend/public/favicon.ico b/backend/public/favicon.ico new file mode 100644 index 0000000..e69de29 diff --git a/backend/public/index.php b/backend/public/index.php new file mode 100644 index 0000000..ee8f07e --- /dev/null +++ b/backend/public/index.php @@ -0,0 +1,20 @@ +handleRequest(Request::capture()); diff --git a/backend/public/robots.txt b/backend/public/robots.txt new file mode 100644 index 0000000..eb05362 --- /dev/null +++ b/backend/public/robots.txt @@ -0,0 +1,2 @@ +User-agent: * +Disallow: diff --git a/backend/resources/css/app.css b/backend/resources/css/app.css new file mode 100644 index 0000000..54b247e --- /dev/null +++ b/backend/resources/css/app.css @@ -0,0 +1,9 @@ +@import 'tailwindcss'; + +@source '../../vendor/laravel/framework/src/Illuminate/Pagination/resources/views/*.blade.php'; +@source '../../storage/framework/views/*.php'; + +@theme { + --font-sans: 'Instrument Sans', ui-sans-serif, system-ui, sans-serif, 'Apple Color Emoji', 'Segoe UI Emoji', + 'Segoe UI Symbol', 'Noto Color Emoji'; +} diff --git a/backend/resources/js/app.js b/backend/resources/js/app.js new file mode 100644 index 0000000..8337712 --- /dev/null +++ b/backend/resources/js/app.js @@ -0,0 +1 @@ +// diff --git a/backend/resources/views/welcome.blade.php b/backend/resources/views/welcome.blade.php new file mode 100644 index 0000000..26e294a --- /dev/null +++ b/backend/resources/views/welcome.blade.php @@ -0,0 +1,223 @@ + + + + + + + {{ config('app.name', 'Laravel') }} + + @fonts + + + @if (file_exists(public_path('build/manifest.json')) || file_exists(public_path('hot'))) + @vite(['resources/css/app.css', 'resources/js/app.js']) + @else + + @endif + + +
+ @if (Route::has('login')) + + @endif +
+
+
+
+

Let's get started

+

With so many options available to you,
we suggest you start with the following:

+ + + +

+ v{{ app()->version() }} + + View changelog + + + + +

+
+
+ {{-- Laravel Logo --}} + + + + + + + + + + + {{-- 13 --}} + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+ + @if (Route::has('login')) + + @endif + + diff --git a/backend/routes/console.php b/backend/routes/console.php new file mode 100644 index 0000000..3c9adf1 --- /dev/null +++ b/backend/routes/console.php @@ -0,0 +1,8 @@ +comment(Inspiring::quote()); +})->purpose('Display an inspiring quote'); diff --git a/backend/routes/web.php b/backend/routes/web.php new file mode 100644 index 0000000..86a06c5 --- /dev/null +++ b/backend/routes/web.php @@ -0,0 +1,7 @@ +get('/'); + + $response->assertStatus(200); + } +} diff --git a/backend/tests/TestCase.php b/backend/tests/TestCase.php new file mode 100644 index 0000000..fe1ffc2 --- /dev/null +++ b/backend/tests/TestCase.php @@ -0,0 +1,10 @@ +assertTrue(true); + } +} diff --git a/backend/vite.config.js b/backend/vite.config.js new file mode 100644 index 0000000..1fd66d5 --- /dev/null +++ b/backend/vite.config.js @@ -0,0 +1,24 @@ +import { defineConfig } from 'vite'; +import laravel from 'laravel-vite-plugin'; +import { bunny } from 'laravel-vite-plugin/fonts'; +import tailwindcss from '@tailwindcss/vite'; + +export default defineConfig({ + plugins: [ + laravel({ + input: ['resources/css/app.css', 'resources/js/app.js'], + refresh: true, + fonts: [ + bunny('Instrument Sans', { + weights: [400, 500, 600], + }), + ], + }), + tailwindcss(), + ], + server: { + watch: { + ignored: ['**/storage/framework/views/**'], + }, + }, +}); diff --git a/docker-compose.override.yml b/docker-compose.override.yml new file mode 100644 index 0000000..935f779 --- /dev/null +++ b/docker-compose.override.yml @@ -0,0 +1,61 @@ +# ============================================================================== +# docker-compose.override.yml — Sviluppo locale +# Attivo automaticamente con: docker compose up -d +# → avvia l'intero stack di sviluppo: Vite dev server (HMR) + backend +# (artisan serve) + db + redis + docs + mailpit, dietro Traefik. +# +# In produzione si usa SOLO il compose base (niente override, niente Traefik): +# docker compose -f docker-compose.yml up -d +# +# Prerequisiti dev: +# - rete traefik: docker network create traefik-network +# - dyncoll-dev.local in /etc/hosts +# +# NB router/service Traefik = `dyncoll-dev` per non collidere con la v1 (`dyncoll`). +# ============================================================================== + +services: + + # Frontend: in dev gira il dev server di Vite (HMR), non l'nginx statico. + frontend: + build: + target: development # stage Vite, non lo stage nginx di produzione + ports: + - "${APP_FRONTEND_DEVPORT}:5173" + volumes: + - ./frontend:/app # sorgente live → HMR su ogni modifica + - /app/node_modules # volume anonimo: i node_modules musl dell'immagine + # schermano quelli glibc dell'host (mai bind-montati) + networks: + - internal + - traefik-network + labels: + - "traefik.enable=true" + - "traefik.http.routers.dyncoll-dev.rule=Host(`dyncoll-dev.local`)" + - "traefik.http.routers.dyncoll-dev.entrypoints=websecure" + - "traefik.http.routers.dyncoll-dev.tls=true" + - "traefik.http.services.dyncoll-dev.loadbalancer.server.port=5173" + - "traefik.docker.network=traefik-network" + + # Backend: in dev usa `artisan serve` (errori leggibili, niente supervisord/nginx). + backend: + build: + target: development + command: ["php", "artisan", "serve", "--host=0.0.0.0", "--port=8000"] + + # Mailpit: SMTP sink di sviluppo. Cattura tutte le mail (nessuna spedizione reale). + # SMTP su 1025 (raggiungibile dal backend come host `mailpit`), Web UI su 8025. + mailpit: + image: axllent/mailpit:latest + container_name: dyncoll_mailpit + restart: unless-stopped + networks: + - internal + ports: + - "127.0.0.1:8025:8025" # Web UI: http://localhost:8025 + labels: + - "com.docker.compose.project=dyncoll-project" + +networks: + traefik-network: + external: true diff --git a/docker-compose.yml b/docker-compose.yml new file mode 100644 index 0000000..7e17031 --- /dev/null +++ b/docker-compose.yml @@ -0,0 +1,201 @@ +services: + redis: + image: redis:8.8-alpine + container_name: dyncoll_redis + restart: always + # Forma lista (NON stringa): evita lo shell-split di compose, così la password + # può contenere caratteri speciali — es. '(' — senza rompere il parsing. + command: ["redis-server", "--requirepass", "${REDIS_PASSWORD}", "--maxmemory", "256mb", "--maxmemory-policy", "allkeys-lru"] + networks: + - internal + healthcheck: + test: ["CMD", "redis-cli", "-a", "${REDIS_PASSWORD}", "ping"] + interval: 10s + timeout: 5s + retries: 5 + volumes: + - redis_data:/data + labels: + - "com.docker.compose.project=dyncoll-project" + + queue-worker: + image: dyncoll:3.0 + container_name: dyncoll_queue + restart: always + depends_on: + db: + condition: service_healthy + redis: + condition: service_healthy + networks: + - internal + env_file: .env + environment: + APP_NAME: ${APP_NAME} + APP_KEY: ${APP_KEY} + APP_DEBUG: ${APP_DEBUG} + APP_ENV: ${APP_ENV} + DB_CONNECTION: mysql + DB_HOST: db + DB_PORT: ${DB_PORT} + DB_DATABASE: ${DB_DATABASE} + DB_USERNAME: ${DB_USERNAME} + DB_PASSWORD: ${DB_PASSWORD} + REDIS_HOST: redis + REDIS_PASSWORD: ${REDIS_PASSWORD} + REDIS_PORT: 6379 + REDIS_CLUSTER: false + QUEUE_CONNECTION: redis + entrypoint: [] + command: ["php", "artisan", "horizon"] + + scheduler: + image: dyncoll:3.0 + container_name: dyncoll_scheduler + restart: always + depends_on: + db: + condition: service_healthy + redis: + condition: service_healthy + networks: + - internal + env_file: .env + environment: + APP_NAME: ${APP_NAME} + APP_KEY: ${APP_KEY} + APP_DEBUG: ${APP_DEBUG} + APP_ENV: ${APP_ENV} + DB_CONNECTION: mysql + DB_HOST: db + DB_PORT: ${DB_PORT} + DB_DATABASE: ${DB_DATABASE} + DB_USERNAME: ${DB_USERNAME} + DB_PASSWORD: ${DB_PASSWORD} + REDIS_HOST: redis + REDIS_PASSWORD: ${REDIS_PASSWORD} + REDIS_PORT: 6379 + REDIS_CLUSTER: false + QUEUE_CONNECTION: redis + entrypoint: [] + command: ["php", "artisan", "schedule:work"] + + db: + image: mysql:8.4 + container_name: dyncoll_db + restart: always + env_file: .env + environment: + MYSQL_ROOT_PASSWORD: ${DB_ROOT_PASSWORD} + MYSQL_DATABASE: ${DB_DATABASE} + MYSQL_USER: ${DB_USERNAME} + MYSQL_PASSWORD: ${DB_PASSWORD} + ports: + - "127.0.0.1:${DB_PORT}:3306" + volumes: + - mysql_data:/var/lib/mysql + # Nessun import di dump qui: i dati v2 arrivano da migration Laravel + ETL + # (`php artisan v1:import`), non da un dump SQL del DB di v1. + # - ./db-init:/docker-entrypoint-initdb.d + healthcheck: + # Usa le env del container ($$ = $ letterale → espanso a runtime dalla shell, NON da compose) + # e QUOTA la password: caratteri speciali (qui '{' e '(') non rompono lo shell, e la password + # non finisce in chiaro nel `docker inspect`. + test: ["CMD-SHELL", "mysqladmin ping -h localhost -P 3306 -u \"$$MYSQL_USER\" -p\"$$MYSQL_PASSWORD\""] + interval: 10s + timeout: 5s + retries: 5 + networks: + - internal + labels: + - "io.portainer.accesscontrol.public=true" + - "com.docker.compose.project=dyncoll-project" + - "com.docker.compose.stack=dyncoll-project" + + backend: + image: dyncoll:3.0 + container_name: dyncoll-backend + build: + context: ./backend + dockerfile: backend.Dockerfile + args: + APP_ENV: ${APP_ENV} + depends_on: + db: + condition: service_healthy + redis: + condition: service_healthy + ports: + - ${APP_BACKEND_PORT}:8000 + networks: + - internal + volumes: + - ./backend:/var/www/html + - ./backend/storage/app/public:/var/www/html/storage/app/public + - ./.env:/var/www/html/.env + environment: + APP_NAME: ${APP_NAME} + APP_KEY: ${APP_KEY} + APP_DEBUG: ${APP_DEBUG} + APP_ENV: ${APP_ENV} + DB_CONNECTION: mysql + DB_HOST: db + DB_PORT: ${DB_PORT} + DB_DATABASE: ${DB_DATABASE} + DB_USERNAME: ${DB_USERNAME} + DB_PASSWORD: ${DB_PASSWORD} + MAIL_MAILER: ${MAIL_MAILER} + MAIL_FROM_NAME: ${MAIL_FROM_NAME} + MAIL_FROM_ADDRESS: "${MAIL_FROM_ADDRESS}" + REDIS_HOST: redis + REDIS_PASSWORD: ${REDIS_PASSWORD} + REDIS_PORT: 6379 + REDIS_CLUSTER: ${REDIS_CLUSTER} + CACHE_STORE: redis + SESSION_DRIVER: redis + QUEUE_CONNECTION: redis + labels: + - "io.portainer.accesscontrol.public=true" + - "com.docker.compose.project=dyncoll-project" + - "com.docker.compose.stack=dyncoll-project" + + docs: + image: squidfunk/mkdocs-material + container_name: dyncoll_docs + restart: always + # L'immagine ha ENTRYPOINT ["mkdocs"]: serviamo il sito in ascolto su 8000. + command: ["serve", "--dev-addr=0.0.0.0:8000"] + volumes: + # mkdocs si aspetta mkdocs.yml in /docs e i contenuti in /docs/docs + - ./documentation:/docs:ro + networks: + - internal + labels: + - "com.docker.compose.project=dyncoll-project" + + frontend: + image: dyncoll-frontend:3.0 + container_name: dyncoll-frontend + build: + context: ./frontend + dockerfile: frontend.Dockerfile + target: production + ports: + - ${APP_FRONTEND_PORT}:80 + depends_on: + - backend + volumes: + # Il frontend "vede" gli upload di Laravel nella sua cartella storage + - ./backend/storage/app/public:/usr/share/nginx/html/storage:ro + networks: + - internal + labels: + - "io.portainer.accesscontrol.public=true" + - "com.docker.compose.project=dyncoll-project" + - "com.docker.compose.stack=dyncoll-project" +networks: + internal: + driver: bridge +volumes: + mysql_data: + redis_data: \ No newline at end of file diff --git a/documentation/docs/index.md b/documentation/docs/index.md new file mode 100644 index 0000000..d9a4ac5 --- /dev/null +++ b/documentation/docs/index.md @@ -0,0 +1,16 @@ +# Dynamic Collection v2 + +Documentazione utente e tecnica della piattaforma **Dynamic Collection** (versione 2). + +Piattaforma per la catalogazione e curatela di collezioni digitali di reperti +archeologici, con esposizione dei dati secondo lo standard di harvesting +**KSamsök 2 Linked Art** del Riksantikvarieämbetet (RAÄ). + +!!! note "Lavori in corso" + Questa documentazione è in fase di stesura insieme alla riscrittura della piattaforma. + +## Sezioni + +- Guida utente — *in arrivo* +- Guida sviluppatore — *in arrivo* +- Endpoint LOD / Linked Art — *in arrivo* diff --git a/documentation/mkdocs.yml b/documentation/mkdocs.yml new file mode 100644 index 0000000..c3d28e6 --- /dev/null +++ b/documentation/mkdocs.yml @@ -0,0 +1,22 @@ +site_name: Dynamic Collection v2 +site_description: Documentazione della piattaforma Dynamic Collection (v2) +repo_url: https://github.com/LundDarkLab/adc + +docs_dir: docs + +theme: + name: material + palette: + primary: indigo + features: + - navigation.tabs + - navigation.sections + - content.code.copy + +markdown_extensions: + - admonition + - pymdownx.highlight + - pymdownx.superfences + +nav: + - Home: index.md diff --git a/frontend/.dockerignore b/frontend/.dockerignore new file mode 100644 index 0000000..3c02b27 --- /dev/null +++ b/frontend/.dockerignore @@ -0,0 +1,18 @@ +# Build context = ./frontend (vedi docker-compose.yml). Il .dockerignore di root +# NON si applica qui: serve questo file dedicato. +# Evita di copiare nell'immagine artefatti pesanti, locali o incompatibili. + +# node_modules host = glibc, immagine = Alpine/musl: MAI copiarli nel container. +node_modules +dist +coverage +stats.html + +.git +.gitignore +.env +.env.* +!.env.example + +*.log +.DS_Store diff --git a/frontend/frontend.Dockerfile b/frontend/frontend.Dockerfile new file mode 100644 index 0000000..236eb81 --- /dev/null +++ b/frontend/frontend.Dockerfile @@ -0,0 +1,45 @@ +# --- STAGE 1: Sviluppo (Node LTS) --- +FROM node:lts-alpine3.24 AS development +ENV NODE_OPTIONS="--max-old-space-size=4096" + +WORKDIR /app + +# In sviluppo il sorgente arriva dal bind-mount (./frontend:/app) e i node_modules +# dall'immagine via volume anonimo (/app/node_modules): NON si copia il sorgente qui. +# Vantaggi: niente build fragile su index.html/src mancanti, nessun COPY ricorsivo +# (docker:S6470) e i node_modules musl dell'immagine schermano quelli glibc dell'host. +COPY package*.json ./ +RUN npm install + +EXPOSE 5173 +CMD ["npm", "run", "dev", "--", "--host", "0.0.0.0"] + +# --- STAGE 2: Build (Node LTS) --- +FROM node:lts-alpine3.24 AS build + +LABEL maintainer="Giuseppe Naponiello" +LABEL version="3.0" +LABEL description="Dynamic Collections Plus, frontend container (build stage)." + +ENV NODE_OPTIONS="--max-old-space-size=4096" +WORKDIR /app +COPY package*.json ./ + +# npm ci richiede package-lock.json (deterministico). Fallback a install se assente. +# Servono le devDependencies (Vite, TypeScript) per compilare: NON usare --omit=dev. +RUN if [ -f package-lock.json ]; then npm ci; else npm install; fi + +# Copie esplicite (no `COPY . .` — docker:S6470): non sovrascrivere i node_modules +# musl appena installati con quelli glibc dell'host, né copiare segreti/file locali. +COPY vite.config.ts tsconfig.json index.html ./ +COPY src/ ./src/ +COPY public/ ./public/ +RUN npm run build + +# --- STAGE 3: Produzione (Nginx stable, patchato) --- +FROM nginx:1.30-alpine AS production +COPY nginx.conf /etc/nginx/conf.d/default.conf +COPY --from=build /app/dist /usr/share/nginx/html + +EXPOSE 80 +CMD ["nginx", "-g", "daemon off;"] diff --git a/frontend/index.html b/frontend/index.html new file mode 100644 index 0000000..ca286f9 --- /dev/null +++ b/frontend/index.html @@ -0,0 +1,11 @@ + + + + + + Dynamic Collection - Index + + + + + \ No newline at end of file diff --git a/frontend/nginx.conf b/frontend/nginx.conf new file mode 100644 index 0000000..54338bd --- /dev/null +++ b/frontend/nginx.conf @@ -0,0 +1,70 @@ +server { + listen 80; + server_name _; + + root /usr/share/nginx/html; + index index.html; + + # URL puliti — /mappa trova mappa.html + location / { + try_files $uri $uri.html $uri/ =404; + } + + # Pagine "scheda" con slug nel path: // -> .html + # Lo slug resta leggibile lato client da location.pathname. + # Elencare qui le pagine path-style reali quando esistono (deve esistere il relativo .html). + # Esempio: + # location ~ ^/(?artifact|institution)/[^/]+/?$ { + # try_files /$page.html =404; + # } + + # Proxy per API: inoltra /api/* al backend + location /api/ { + proxy_pass http://backend:8000/api/; + proxy_set_header Host $host; + proxy_set_header X-Real-IP $remote_addr; + proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; + proxy_set_header X-Forwarded-Proto $scheme; + } + + # Documentazione utente (MkDocs) + location /documentation/ { + proxy_pass http://docs:8000/; + proxy_set_header Host $host; + proxy_set_header X-Real-IP $remote_addr; + proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; + proxy_set_header X-Forwarded-Proto $scheme; + } + + # Documentazione OpenAPI (Scramble) — /api-docs/* → backend /docs/* + location /api-docs/ { + rewrite ^/api-docs/(.*)$ /docs/$1 break; + proxy_pass http://backend:8000; + proxy_set_header Host $host; + proxy_set_header X-Real-IP $remote_addr; + proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; + proxy_set_header X-Forwarded-Proto $scheme; + } + + # Cache aggressiva per asset con hash (Vite li genera con hash nel nome) + location ~* \.(js|css|woff2|png|jpg|ico|svg)$ { + expires 1y; + add_header Cache-Control "public, immutable"; + try_files $uri =404; + } + + # Blocca file sensibili + location ~ /\. { + deny all; + } + + # Storage per file statici + location /storage/ { + alias /usr/share/nginx/html/storage/; + access_log off; + expires 30d; + } + + access_log /dev/stdout; + error_log 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build", + "preview": "vite preview", + "type-check": "tsc --noEmit", + "test": "vitest run --coverage", + "test:watch": "vitest" + }, + "devDependencies": { + "@tailwindcss/vite": "^4.3.1", + "@types/leaflet": "^1.9.21", + "@types/node": "^25.9.3", + "@vitest/coverage-v8": "^4.1.8", + "daisyui": "^5.5.23", + "rollup-plugin-visualizer": "^7.0.1", + "tailwindcss": "^4.3.1", + "typescript": "^6.0.3", + "vite": "^8.0.16", + "vitest": "^4.1.8" + }, + "dependencies": { + "axios": "^1.17.0", + "leaflet": "^1.9.4" + } +} diff --git a/frontend/public/vendor/3dhop/corto.em.js b/frontend/public/vendor/3dhop/corto.em.js new file mode 100644 index 0000000..6f73d03 --- /dev/null +++ b/frontend/public/vendor/3dhop/corto.em.js @@ -0,0 +1,216 @@ +/* +Corto +Copyright (c) 2017-2020, Visual Computing Lab, ISTI - CNR +All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +*/ + +onmessage = async function(job) { + if(typeof(job.data) == "string") return; + + var buffer = job.data.buffer; + if(!buffer) return; + if(!CortoDecoder.instance) + await CortoDecoder.ready; + + var model = CortoDecoder.decode(buffer, job.data.short_index, job.data.short_normals, job.data.rgba_colors ? 4 : 3); + postMessage({ model: model, buffer: buffer, request: job.data.request}); +}; + +var CortoDecoder = (function() { + "use strict"; + var wasm_base = 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+/* var wasm_simd = ""; + var detector = new Uint8Array([0,97,115,109,1,0,0,0,1,4,1,96,0,0,3,3,2,0,0,5,3,1,0,1,12,1,0,10,22,2,12,0,65,0,65,0,65,0,252,10,0,0,11,7,0,65,0,253,4,26,11]); + + var wasm = wasm_base; + + if (WebAssembly.validate(detector)) { + wasm = wasm_simd; + console.log("Warning: corto is using experimental SIMD support"); + }*/ + var instance, heap; + + var env = { + emscripten_notify_memory_growth: function(index) { + heap = new Uint8Array(instance.exports.memory.buffer); + }, + proc_exit: function(rval) { return 52; }, //WASI_ENOSYS + }; + + function unhex(data) { + var bytes = new Uint8Array(data.length / 2); + for (var i = 0; i < data.length; i += 2) { + bytes[i / 2] = parseInt(data.substr(i, 2), 16); + } + return bytes.buffer; + } + + var promise = + WebAssembly.instantiate(unhex(wasm_base), { env:env, wasi_unstable:env }) + .then(function(result) { + instance = result.instance; + instance.exports._start(); + env.emscripten_notify_memory_growth(0); + }); + + function pad() { + return; + var s = instance.exports.sbrk(0); + var t = s & 0x3; + if(t) + instance.exports.sbrk(4 -t); + } + + function decode(source, shortIndex = false, shortNormal = false, colorComponents = 4) { + if(!source.length) + source = new Uint8Array(source); + var len = source.length; + var exports = instance.exports; + var sbrk = exports.malloc; //yes I am a criminal. + var free = exports.free; + + +//copy source to heap. we could use directly source, but that is good only for the first em call. + + + //We could use the heap instead of malloc, don't know cost (not much probably), and can't debug properly. + //set initial heap position, to be restored at the end of the deconding. + var pos = sbrk(0); + + var sptr = sbrk(len); + heap.set(source, sptr); + + var decoder = exports.newDecoder(len, sptr); + var nvert = exports.nvert(decoder); + var nface = exports.nface(decoder); + + var geometry = { + nvert: nvert, + nface: nface, + } + + var ngroups = exports.ngroups(decoder); + if(ngroups > 0) { + pad(); + var gp = sbrk(4*ngroups); + exports.groups(decoder, gp); + geometry.groups = new Uint32Array( ngroups*4); + geometry.grous.set(gp); + free(gp); + } + + var hasNormal = exports.hasNormal(decoder); + var hasColor = exports.hasColor(decoder); + var hasUv = exports.hasUv(decoder); + + var iptr = 0, pptr = 0, nptr = 0, cptr = 0, uptr = 0; + if(nface) { + pad(); //memory align needed for int, short, floats arrays if using sbrk + if(shortIndex) { + iptr = sbrk(nface * 6); + exports.setIndex16(decoder, iptr); + } else { + iptr = sbrk(nface * 12); + exports.setIndex32(decoder, iptr); + } + } + + pptr = sbrk(nvert * 12); + exports.setPositions(decoder, pptr); + + if(hasUv) { + pad(); + uptr = sbrk(nvert * 8); + exports.setUvs(decoder, uptr); + } + + if(hasNormal) { + pad(); + if(shortNormal) { + nptr = sbrk(nvert * 6); + exports.setNormals16(decoder, nptr); + } else { + pptr = sbrk(nvert * 12); + exports.setNormals32(decoder, nptr); + } + } + + if(hasColor) { + pad(); + cptr = sbrk(nvert * colorComponents); + exports.setColors(decoder, cptr, colorComponents); + } + pad(); + exports.decode(decoder); + + + //typed arrays needs to be created in javascript space, not as views of heap (next call will overwrite them!) + //hence the double typed array. + if(nface) { + if(shortIndex) + geometry.index = new Uint16Array(new Uint16Array(heap.buffer, iptr, nface*3)); + else + geometry.index = new Uint32Array(new Uint32Array(heap.buffer, iptr, nface*3)); + } + + geometry.position = new Float32Array(new Float32Array(heap.buffer, pptr, nvert*3)); + + if(hasNormal) { + if(shortNormal) + geometry.normal = new Int16Array(new Int16Array(heap.buffer, nptr, nvert*3)); + else + geometry.normal = new Float32Array(new Float32Array(heap.buffer, nptr, nvert*3)); + } + + if(hasColor) + geometry.color = new Uint8Array(new Uint8Array(heap.buffer, cptr, nvert*colorComponents)); + + if(hasUv) + geometry.uv = new Float32Array(new Float32Array(heap.buffer, uptr, nvert*2)); + + exports.deleteDecoder(decoder); + + //restore heap position if using sbrk + //sbrk(pos - sbrk(0)); + free(sptr); + if(iptr) free(iptr); + if(pptr) free(pptr); + if(cptr) free(cptr); + if(nptr) free(nptr); + if(uptr) free(uptr); + + return geometry; + }; + + return { + ready: promise, + decode: decode + }; +})(); + +if (typeof exports === 'object' && typeof module === 'object') + module.exports = CortoDecoder; +else if (typeof define === 'function' && define['amd']) + define([], function() { + return CortoDecoder; + }); +else if (typeof exports === 'object') + exports["CortoDecoder"] = CortoDecoder; diff --git a/frontend/public/vendor/3dhop/meco.js b/frontend/public/vendor/3dhop/meco.js new file mode 100644 index 0000000..0410512 --- /dev/null +++ b/frontend/public/vendor/3dhop/meco.js @@ -0,0 +1,961 @@ +/* +Nexus +Copyright (c) 2012-2020, Visual Computing Lab, ISTI - CNR +All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +*/ + +onmessage = function(job) { + if(typeof(job.data) == "string") return; + var node = job.data.node; + var signature = job.data.signature; + var patches = job.data.patches; +// var now =new Date().getTime(); + + var size; + if(!node.buffer) return; + else size = node.buffer.byteLength; + var buffer; + for(var i =0 ; i < 1; i++) { + var coder = new MeshCoder(signature, node, patches); + buffer = coder.decode(node.buffer); + } + node.buffer = buffer; + node.owner = job.owner; +// var elapsed = new Date().getTime() - now; +// var t = node.nface; +// console.log("Z Time: " + elapsed + " Size: " + size + " KT/s " + (t/(elapsed)) + " Mbps " + (8*1000*node.buffer.byteLength/elapsed)/(1<<20)); + postMessage(node); +} + +// actually bitstreams expects a little endian uin64 type. convert it to 2 uint32 + +BitStream = function(array) { + this.a = array; + for(var i = 0; i < array.length; i += 2) { + var s = array[i]; + array[i] = array[i+1]; + array[i+1] = s; + } + this.position = 0; + this.bitsPending = 0; +}; + +BitStream.prototype = { + read: function(bits) { + var bitBuffer = 0; + while(bits > 0) { + var partial; + var bitsConsumed; + if (this.bitsPending > 0) { + var byte = (this.a[this.position - 1] & (0xffffffff >>> (32 - this.bitsPending)))>>>0; + bitsConsumed = Math.min(this.bitsPending, bits); + this.bitsPending -= bitsConsumed; + partial = byte >>> this.bitsPending; + } else { + bitsConsumed = Math.min(32, bits); + this.bitsPending = 32 - bitsConsumed; + partial = this.a[this.position++] >>> this.bitsPending; + } + bits -= bitsConsumed; + bitBuffer = ((bitBuffer << bitsConsumed) | partial)>>>0; + } + return bitBuffer; + }, + replace: function(bits, value) { + //zero last part + value = (value & (0xffffffff >>> 32 - bits)) >>> 0; + value = (value | read(bits)) >>> 0; + return value; + } +}; + +Stream = function(buffer) { + this.data = buffer; + this.buffer = new Uint8Array(buffer); + this.pos = 0; +} + +Stream.prototype = { + readChar: function() { + var c = this.buffer[this.pos++]; + if(c > 127) c -= 256; + return c; + }, + readUChar: function() { + return this.buffer[this.pos++]; + }, + readInt: function() { + var c = this.buffer[this.pos + 3] + c <<= 8; + c |= this.buffer[this.pos + 2]; + c <<= 8; + c |= this.buffer[this.pos + 1]; + c <<= 8; + c |= this.buffer[this.pos + 0]; + this.pos += 4; + return c; + }, + readArray: function(n) { + var a = this.buffer.subarray(this.pos, this.pos+n); + this.pos += n; + return a; + }, + readBitStream:function() { + var n = this.readInt(); + var pad = this.pos & 0x3; + if(pad != 0) + this.pos += 4 - pad; + var b = new BitStream(new Uint32Array(this.data, this.pos, n*2)); + this.pos += n*8; + return b; + } +}; + +function Tunstall(wordsize, lookup_size) { + this.wordsize = wordsize? wordsize : 8; + this.lookup_size = lookup_size? lookup_size : 8; +} + +Tunstall.prototype = { + decompress: function(stream) { + var nsymbols = stream.readUChar(); + this.probabilities = stream.readArray(nsymbols*2); + this.createDecodingTables(); + var size = stream.readInt(); + var data = new Uint8Array(size); + var compressed_size = stream.readInt(); + var compressed_data = stream.readArray(compressed_size); + if(size) + this._decompress(compressed_data, compressed_size, data, size); + return data; + }, + + createDecodingTables: function() { + //read symbol,prob,symbol,prob as uchar. + //Here probabilities will range from 0 to 0xffff for better precision + + var n_symbols = this.probabilities.length/2; + if(n_symbols <= 1) return; + + var queues = []; //array of arrays + var buffer = []; + + //initialize adding all symbols to queues + for(var i = 0; i < n_symbols; i++) { + var symbol = this.probabilities[i*2]; + var s = [(this.probabilities[i*2+1])<<8, buffer.length, 1]; //probability, position in the buffer, length + queues[i] = [s]; + buffer.push(this.probabilities[i*2]); //symbol + } + var dictionary_size = 1< max_prob) { + best = i; + max_prob = p; + } + } + var symbol = queues[best][0]; + var pos = buffer.length; + + for(var i = 0; i < n_symbols; i++) { + var sym = this.probabilities[i*2]; + var prob = this.probabilities[i*2+1]<<8; + var s = [((prob*symbol[0])>>>16), pos, symbol[2]+1]; //combine probabilities, keep track of buffer, keep length of queue + + for(var k = 0; k < symbol[2]; k++) + buffer[pos+k] = buffer[symbol[1] + k]; //copy sequence of symbols + + pos += symbol[2]; + buffer[pos++] = sym; //append symbol + queues[i].push(s); + } + table_length += (n_symbols-1)*(symbol[2] + 1) +1; + n_words += n_symbols -1; + queues[best].shift(); //remove first thing + } + + this.index = new Uint32Array(n_words); + this.lengths = new Uint32Array(n_words); + this.table = new Uint8Array(table_length); + var word = 0; + var pos = 0; + for(i = 0; i < queues.length; i++) { + var queue = queues[i]; + for(var k = 0; k < queue.length; k++) { + var s = queue[k]; + this.index[word] = pos; + this.lengths[word] = s[2]; //length + word++; + + for(var j = 0; j < s[2]; j++) + this.table[pos + j] = buffer[s[1] + j]; //buffer of offset + pos += s[2]; //length + } + } + }, + _decompress: function(input, input_size, output, output_size) { + var input_pos = 0; + var output_pos = 0; + if(this.probabilities.length == 2) { + var symbol = this.probabilities[0]; + for(var i = 0; i < output_size; i++) + output[i] = symbol; + return; + } + + while(input_pos < input_size-1) { + var symbol = input[input_pos++]; + var start = this.index[symbol]; + var end = start + this.lengths[symbol]; + for(var i = start; i < end; i++) + output[output_pos++] = this.table[i]; + } + + //last symbol might override so we check. + var symbol = input[input_pos]; + var start = this.index[symbol]; + var end = start + output_size - output_pos; + var length = output_size - output_pos; + for(var i = start; i < end; i++) + output[output_pos++] = this.table[i]; + + return output; + } +} + +ZPoint = function(h, l) { + this.lo = l; + this.hi = h; +} + +ZPoint.prototype = { + copy: function(z) { + this.lo = z.lo; + this.hi = z.hi; + }, + setBit: function(d) { + if(d < 32) + this.lo = (this.lo | (1<>>0; + else + this.hi = (this.hi | (1<<(d-32)))>>>0; + }, + toPoint: function(min, step, buffer, pos) { + var x = this.morton3(this.lo, this.hi>>>1); + var y = this.morton3(this.lo>>>1, this.hi>>>2); + var z = this.morton3((this.lo>>>2 | (this.hi & 0x1)<<30 )>>>0, this.hi>>>3); //first hi bit needs to go into low. + + buffer[pos+0] = (x + min[0])*step; + buffer[pos+1] = (y + min[1])*step; + buffer[pos+2] = (z + min[2])*step; + }, + morton3: function(lo, hi) { + lo = ( lo & 0x49249249)>>>0; + lo = ((lo | (lo >>> 2 )) & 0xc30c30c3)>>>0; + lo = ((lo | (lo >>> 4 )) & 0x0f00f00f)>>>0; + lo = ((lo | (lo >>> 8 )) & 0xff0000ff)>>>0; + lo = ((lo | (lo >>> 16)) & 0x0000ffff)>>>0; + + hi = ( hi & 0x49249249)>>>0; + hi = ((hi | (hi >> 2 )) & 0xc30c30c3)>>>0; + hi = ((hi | (hi >> 4 )) & 0x0f00f00f)>>>0; + hi = ((hi | (hi >> 8 )) & 0xff0000ff)>>>0; + hi = ((hi | (hi >> 16)) & 0x0000ffff)>>>0; + + return ((hi<<11) | lo)>>>0; + } +}; + +//node is an object with nvert, nface +//patches is an array of offsets in the index, triangle are grouped by those offsets +//signature tells wether mesh has indices, normals, colors, etc. {'colors': true, 'normals':true, 'indices': true } + +function MeshCoder(signature, node, patches) { + this.sig = signature; + this.node = node; + this.patches = patches; + + this.last = new Int32Array(this.node.nvert); + this.last_count = 0; +} + +MeshCoder.prototype = { + //assumes input is an ArrayBuffer +decode: function(input) { + var t = this; + + t.buffer = new ArrayBuffer(t.node.nvert*(12 + t.sig.texcoords*8 + t.sig.normals*6 + t.sig.colors*4) + t.node.nface*t.sig.indices*6); + + var size = t.node.nvert*12; //float + t.coords = new Float32Array(t.buffer, 0, t.node.nvert*3); + + if(t.sig.texcoords) { + t.texcoords = new Float32Array(t.buffer, size, t.node.nvert*2); + size += t.node.nvert*8; //float + } + if(t.sig.normals) { + t.normals = new Int16Array(t.buffer, size, t.node.nvert*3); + size += t.node.nvert*6; //short + } + if(t.sig.colors) { + t.colors = new Uint8ClampedArray(t.buffer, size, t.node.nvert*4); + size += t.node.nvert*4; //chars + } + if(t.sig.indices) { + t.faces = new Uint16Array(t.buffer, size, t.node.nface*3); + size += t.node.nface*6; //short + } + + t.stream = new Stream(input); + + t.stack = new Float32Array(12); //min0, min1, min2, step, tmin0, tmin1, tstep + + t.stack[3] = t.stream.readInt(); + t.stack[4] = t.stream.readInt(); + t.stack[5] = t.stream.readInt(); + + t.coord_q = t.stream.readChar(); + t.coord_bits = t.stream.readChar()*3; + + t.stack[6] = Math.pow(2.0, t.coord_q); + + if(t.sig.texcoords) { + t.stack[9] = t.stream.readInt(); + t.stack[10] = t.stream.readInt(); + + t.texcoord_q = t.stream.readChar(); + t.texcoord_bits = t.stream.readChar()*2; + t.stack[11] = Math.pow(2.0, t.texcoord_q); + } + + if(t.sig.indices) { + t.decodeFaces(); + +// var faces = window.performance.now() - start; +// start += faces; + } else { + t.decodeCoordinates(); + +// var coords = window.performance.now() - start; +// start += coords; + } + + if(t.sig.normals) + t.decodeNormals(); +// var normals = window.performance.now() - start; +// start += normals; + if(t.sig.colors) + t.decodeColors(); +// var colors = window.performance.now() - start; +// start += colors; +// console.log("Decode " + (faces + coords + normals + colors) + "ms. C: " + coords + " F: " + faces + " N: " + normals + " C: " + colors); + + return t.buffer; +}, + +decodeCoordinates: function() { + var t = this; + t.min = [t.stack[3], t.stack[4], t.stack[5]]; + + var step = Math.pow(2.0, t.coord_q); + + var hi_bits = Math.max(t.coord_bits - 32, 0); + var lo_bits = Math.min(t.coord_bits, 32); + + var bitstream = t.stream.readBitStream(); + + var tunstall = new Tunstall; + var diffs = tunstall.decompress(t.stream); + + var hi = bitstream.read(hi_bits); + var lo = bitstream.read(lo_bits); + var p = new ZPoint(hi, lo); + var count = 0; + p.toPoint(t.min, step, t.coords, count); + count += 3; + for(var i = 1; i < t.node.nvert; i++) { + var d = diffs[i-1]; + p.setBit(d, 1); + if(d > 32) { + p.hi = (p.hi & ~((1<<(d-32))-1))>>>0; + var e = bitstream.read(d - 32); + p.hi = (p.hi | e)>>>0; + p.lo = bitstream.read(32); + } else { + + if(d == 32) { + p.lo = bitstream.read(d); + } else { + var e = bitstream.read(d); + p.lo = (p.lo & ~((1<>>0; + p.lo = (p.lo | e)>>>0; + } + } + p.toPoint(t.min, step, t.coords, count); + count += 3; + } +}, + +decodeFaces: function() { + if(!this.node.nface) return; + + this.vertex_count = 0; + var start = 0; + for(var p = 0; p < this.patches.length; p++) { + var end = this.patches[p]; + this.decodeConnectivity(end - start, start*3); + start = end; + } + //dequantize positions + var tot = this.node.nvert*3; + var coords = this.coords; + var stack = this.stack; + for(var i = 0; i < tot; ) { + coords[i] = (coords[i] + stack[3])*stack[6]; i++; + coords[i] = (coords[i] + stack[4])*stack[6]; i++; + coords[i] = (coords[i] + stack[5])*stack[6]; i++; + } + if(this.sig.texcoords) { + var t_tot = this.node.nvert*2; + var t_coords = this.texcoords; + for(var i = 0; i < tot; ) { + t_coords[i] = (t_coords[i] + stack[9])*stack[11]; i++; + t_coords[i] = (t_coords[i] + stack[10])*stack[11]; i++; + } + } +}, + +decodeNormals: function() { + var norm_q = this.stream.readChar(); + + var dtunstall = new Tunstall; + var diffs = dtunstall.decompress(this.stream); + + var stunstall = new Tunstall; + var signs = stunstall.decompress(this.stream); + var bitstream = this.stream.readBitStream(); + + var side = (1<<(16 - norm_q))>>>0; + var diffcount = 0; + var signcount = 0; + + if(!this.sig.indices) { + for(var k = 0; k < 2; k++) { + var on = 0; + for(var i = 0; i < this.node.nvert; i++) { + var d = this.decodeDiff(diffs[diffcount++], bitstream); + on = on + d; + this.normals[3*i + k] = on*side; + } + } + for(var i = 0; i < this.node.nvert; i++) { + var offset = i*3; + var x = this.normals[offset + 0]; + var y = this.normals[offset + 1]; + var z = 32767.0*32767.0 - x*x - y*y; + + if(z < 0) z = 0; + z = Math.sqrt(z); + if(z > 32767) z = 32767; + if(signs[i] == 0) + z = -z; + this.normals[offset + 2] = z; + } + return; + } + + var boundary = this.markBoundary(); + this.computeNormals(); + + if(this.sig.texcoords) //hack, fixing normals makes it worse actually + return; + + var stat = 0; + //get difference between original and predicted + for(var i = 0; i < this.node.nvert; i++) { + if(!boundary[i]) continue; + var offset = i*3; + var x = (this.normals[offset + 0]/side); + var y = (this.normals[offset + 1]/side); + var dx = this.decodeDiff(diffs[diffcount++], bitstream); + var dy = this.decodeDiff(diffs[diffcount++], bitstream); + x = (x + dx)*side; + y = (y + dy)*side; + + var z = 32767.0*32767.0 - x*x - y*y; + + if(z < 0) z = 0; + z = Math.sqrt(z); + //sign + if(z > 32767.0) z = 32767.0; + var signbit = signs[signcount++]; +// if(this.normals[offset+2] < 0 != signbit) + if((this.normals[offset+2] < 0 && signbit == 0) || (this.normals[offset+2] > 0 && signbit == 1)) + z = -z; + this.normals[offset + 0] = x; + this.normals[offset + 1] = y; + this.normals[offset + 2] = z; + } +}, + +decodeColors: function() { + var color_q = []; + for(var k = 0; k < 4; k++) + color_q[k] = this.stream.readChar(); + + var diffs = []; + for(var k = 0; k < 4; k++) { + var tunstall = new Tunstall;; + diffs[k] = tunstall.decompress(this.stream); + } + var bitstream = this.stream.readBitStream(); + + var count = 0; + if(this.sig.indices) { + for(var i = 0; i < this.node.nvert; i++) { + var last = this.last[i]*4; + var offset = i*4; + + for(var k = 0; k < 4; k++) { + var c = this.decodeDiff(diffs[k][count], bitstream); + + if(last >= 0) + c += this.colors[last + k]; + this.colors[offset] = c; + offset++; + } + count++; + } + } else { + for(var k = 0; k < 4; k++) + this.colors[k] = this.decodeDiff(diffs[k][count], bitstream); + count++; + + var offset = 4; + for(var i = 1; i < this.node.nvert; i++) { + for(var k = 0; k < 4; k++) { + var d = this.decodeDiff(diffs[k][count], bitstream); + this.colors[offset] = this.colors[offset-4] + d; + offset ++; + } + count++; + } + } + + var steps = []; + for(var k = 0; k < 4; k++) + steps[k] = (1<<(8 - color_q[k])); + + //convert to rgb + for(var i = 0; i < this.node.nvert; i++) { + var offset = i*4; + + var e0 = this.colors[offset + 0] * steps[0]; + var e1 = this.colors[offset + 1] * steps[1]; + var e2 = this.colors[offset + 2] * steps[2]; + var e3 = this.colors[offset + 3] * steps[3]; + + this.colors[offset + 0] = (e2 + e0)&0xff; + this.colors[offset + 1] = e0; + this.colors[offset + 2] = (e1 + e0)&0xff; + this.colors[offset + 3] = e3; + } +}, + +//how to determine if a vertex is a boundary without topology: +//for each edge a vertex is in, add or subtract the id of the other vertex depending on order +//for internal vertices sum is zero. +//unless we have strange configurations and a lot of sfiga, zero wont happen. //TODO think about this +markBoundary: function() { +// var boundary = new Uint8Array(this.node.nvert); + var count = new Uint32Array(this.node.nvert); + + var offset = 0; + for(var i = 0; i < this.node.nface; i++) { + count[this.faces[offset + 0]] += this.faces[offset + 1] - this.faces[offset + 2]; + count[this.faces[offset + 1]] += this.faces[offset + 2] - this.faces[offset + 0]; + count[this.faces[offset + 2]] += this.faces[offset + 0] - this.faces[offset + 1]; + offset += 3; + } + return count; +// for(var i = 0; i < this.node.nvert; i++) +// if(count[i] != 0) +// boundary[i] = true; +// return boundary; +}, + +norm: function(buffer, a, b, c) { //a b c offsets in the buffer + var ba0 = buffer[b+0] - buffer[a+0]; + var ba1 = buffer[b+1] - buffer[a+1]; + var ba2 = buffer[b+2] - buffer[a+2]; + + var ca0 = buffer[c+0] - buffer[a+0]; + var ca1 = buffer[c+1] - buffer[a+1]; + var ca2 = buffer[c+2] - buffer[a+2]; + + var p = []; + p[0] = ba1*ca2 - ba2*ca1; + p[1] = ba2*ca0 - ba0*ca2; + p[2] = ba0*ca1 - ba1*ca0; + return p; +}, + +normalize: function(buffer, offset) { + var x = buffer[offset + 0]; + var y = buffer[offset + 1]; + var z = buffer[offset + 2]; + var n = Math.sqrt(x*x + y*y + z*z); + if(n > 0) { + buffer[offset + 0] = x/n; + buffer[offset + 1] = y/n; + buffer[offset + 2] = z/n; + } +}, + +computeNormals:function() { + var tmp_normals = new Float32Array(this.node.nvert*3); + + var offset = 0; + for(var i = 0; i < this.node.nface; i++) { + var a = 3*this.faces[offset + 0]; + var b = 3*this.faces[offset + 1]; + var c = 3*this.faces[offset + 2]; + + var buffer = this.coords; + var ba0 = buffer[b+0] - buffer[a+0]; + var ba1 = buffer[b+1] - buffer[a+1]; + var ba2 = buffer[b+2] - buffer[a+2]; + + var ca0 = buffer[c+0] - buffer[a+0]; + var ca1 = buffer[c+1] - buffer[a+1]; + var ca2 = buffer[c+2] - buffer[a+2]; + + var n0 = ba1*ca2 - ba2*ca1; + var n1 = ba2*ca0 - ba0*ca2; + var n2 = ba0*ca1 - ba1*ca0; + + tmp_normals[a + 0] += n0; + tmp_normals[a + 1] += n1; + tmp_normals[a + 2] += n2; + tmp_normals[b + 0] += n0; + tmp_normals[b + 1] += n1; + tmp_normals[b + 2] += n2; + tmp_normals[c + 0] += n0; + tmp_normals[c + 1] += n1; + tmp_normals[c + 2] += n2; + offset += 3; + } + + //normalize + var offset = 0; + for(var i = 0; i < this.node.nvert; i++) { + var x = tmp_normals[offset + 0]; + var y = tmp_normals[offset + 1]; + var z = tmp_normals[offset + 2]; + var n = Math.sqrt(x*x + y*y + z*z); + if(n > 0) { + tmp_normals[offset + 0] = x/n; + tmp_normals[offset + 1] = y/n; + tmp_normals[offset + 2] = z/n; + } + this.normals[offset + 0] = tmp_normals[offset + 0]*32767; + this.normals[offset + 1] = tmp_normals[offset + 1]*32767; + this.normals[offset + 2] = tmp_normals[offset + 2]*32767; + offset += 3; + } +}, + +decodeDiff: function(diff, bitstream) { + var val; + if(diff == 0) { + val = 1; + } else { + val = 1<<(diff); + val |= bitstream.read(diff); + }; + val--; //vall is always >= 1 + if(val & 0x1) + val = -((val+1)>>1); + else + val = val>>1; + return val; +}, + +/* an edge is: uint16_t face, uint16_t side, uint32_t prev, next, bool deleted +I do not want to create millions of small objects, I will use aUint32Array. +Problem is how long, sqrt(nface) we will over blow using nface. +*/ + +decodeConnectivity: function(length, start) { + + var t = this; + var ctunstall = new Tunstall; + var clers = ctunstall.decompress(this.stream); + var cler_count = 0; + + var dtunstall = new Tunstall; + var diffs = dtunstall.decompress(this.stream); + var diff_count = 0; + + var tdiffs; + var tdiff_count = 0; + if(t.sig.texcoords) { + var ttunstall = new Tunstall; + tdiffs = ttunstall.decompress(this.stream); + } + + var bitstream = this.stream.readBitStream(bitstream); + + var current_face = 0; //keep track of connected component start + //t.vertex_count = 0; + var front = new Uint32Array(this.node.nface*18); + var front_count = 0; //count each integer so it's front_back*5 + function addFront(_v0, _v1, _v2, _prev, _next) { + front[front_count++] = _v0; + front[front_count++] = _v1; + front[front_count++] = _v2; + front[front_count++] = _prev; + front[front_count++] = _next; + front[front_count++] = 0; //deleted + } + function _next(t) { + t++; + if(t == 3) t = 0; + return t; + } + function _prev(t) { + t--; + if(t == -1) t = 2; + return t; + } + + var delayed = []; + var faceorder = []; + + var faces_count = start; //count indices in this.faces array + var totfaces = length; +// var estimated = [0, 0, 0]; //no! use stack. + var stack = this.stack; + var coords = this.coords; + var texcoords = this.texcoords; + var hasTexCoords = t.sig.texcoords; + + while(totfaces > 0) { + if(!faceorder.length && !delayed.length) { + if(current_face == this.node.nface) break; //no more faces to encode exiting + + stack[0] = stack[1] = stack[2] = 0; + stack[7] = stack[8] = 0; //texcoords + var last_index = -1; + var index = []; + for(var k = 0; k < 3; k++) { + this.last[this.last_count++] = last_index; + var diff = diffs[diff_count++]; + var tdiff = diff && hasTexCoords? tdiffs[tdiff_count++] : 0; + var v = this.decodeVertex(bitstream, diff, tdiff); + index[k] = v; + this.faces[faces_count++] = v; + stack[0] = coords[v*3]; + stack[1] = coords[v*3+1]; + stack[2] = coords[v*3+2]; + if(t.sig.texcoords) { + stack[7] = texcoords[v*2]; + stack[8] = texcoords[v*2+1]; + } + last_index = v; + } + var current_edge = front_count; + for(var k = 0; k < 3; k++) { + faceorder.push(front_count); + front[front_count++] = index[_next(k)]; + front[front_count++] = index[_prev(k)]; + front[front_count++] = index[k]; + front[front_count++] = current_edge + _prev(k)*6; + front[front_count++] = current_edge + _next(k)*6; + front_count++; +// addFront(index[_next(k)], index[_prev(k)], index[k], current_edge + _prev(k)*6, current_edge + _next(k)*6); + } + current_face++; + totfaces--; + continue; + } + var f; + if(faceorder.length) + f = faceorder.shift(); + else + f = delayed.pop(); + + var edge_start = f; + + if(front[edge_start + 5]) continue; //deleted + front[edge_start + 5] = 1; //set edge as deleted anyway + + var c = clers[cler_count++]; + if(c == 4) continue; //BOUNDARY + + var v0 = front[edge_start + 0]; + var v1 = front[edge_start + 1]; + var v2 = front[edge_start + 2]; + var prev = front[edge_start + 3]; + var next = front[edge_start + 4]; + + var first_edge = front_count; //points to new edge to be inserted + var opposite = -1; + if(c == 0) { //VERTEX + //predict position based on v0, v1 and v2 + for(var k = 0; k < 3; k++) + stack[k] = coords[v0*3 + k] + coords[v1*3 + k] - coords[v2*3 + k]; + + if(hasTexCoords) + for(var k = 0; k < 2; k++) + stack[7+k] = texcoords[v0*2 + k] + texcoords[v1*2 + k] - texcoords[v2*2 + k]; + + var diff = diffs[diff_count++]; + var tdiff = diff && hasTexCoords? tdiffs[tdiff_count++] : 0; + opposite = this.decodeVertex(bitstream, diff, tdiff); + if(diff != 0) + this.last[this.last_count++] = v1; + + front[prev + 4] = first_edge; + front[next + 3] = first_edge + 6; + faceorder.unshift(front_count); + + front[front_count++] = v0; + front[front_count++] = opposite; + front[front_count++] = v1; + front[front_count++] = prev; + front[front_count++] = first_edge+6; + front_count++; +// addFront(v0, opposite, v1, prev, first_edge + 6); + + faceorder.push(front_count); + + front[front_count++] = opposite; + front[front_count++] = v1; + front[front_count++] = v0; + front[front_count++] = first_edge; + front[front_count++] = next; + front_count++; +// addFront(opposite, v1, v0, first_edge, next); + + } else if(c == 3) { //END + front[prev + 5] = 1; + front[next + 5] = 1; + front[front[prev + 3] + 4] = front[next + 4]; + front[front[next + 4] + 3] = front[prev + 3]; + opposite = front[prev + 0]; + + } else if(c == 1) { //LEFT + front[prev + 5] = 1; //deleted + front[front[prev + 3] + 4] = first_edge; + front[next + 3] = first_edge; + opposite = front[prev + 0]; + + faceorder.unshift(front_count); + + front[front_count++] = opposite; + front[front_count++] = v1; + front[front_count++] = v0; + front[front_count++] = front[prev +3]; + front[front_count++] = next; + front_count++; +// addFront(opposite, v1, v0, front[prev + 3], next); + + } else if(c == 2) { //RIGHT + front[next + 5] = 1; + front[front[next + 4] + 3] = first_edge; + front[prev + 4] = first_edge; + opposite = front[next + 1]; + + + faceorder.unshift(front_count); + + front[front_count++] = v0; + front[front_count++] = opposite; + front[front_count++] = v1; + front[front_count++] = prev; + front[front_count++] = front[next+4]; + front_count++; +// addFront(v0, opposite, v1, prev, front[next + 4]); + + } else if(c == 5) { //DELAY + front[edge_start + 5] = 0; + delayed.push(edge_start); + continue; + } + this.faces[faces_count++] = v1; + this.faces[faces_count++] = v0; + this.faces[faces_count++] = opposite; + totfaces--; + } +}, + +decodeVertex: function(bitstream, diff, tdiff) { + if(diff == 0) + return bitstream.read(16); + + var v = this.vertex_count++; + + var max = 1<<(diff-1); + + for(var k = 0; k < 3; k++) { + var d = bitstream.read(diff) - max; + this.coords[v*3+k] = this.stack[k] + d; //stack 0-3 is used as extimated + } + if(this.sig.texcoords) { + var tmax = 1<<(tdiff-1); + for(var k = 0; k < 2; k++) { + var d = bitstream.read(tdiff) - tmax; + this.texcoords[v*2+k] = this.stack[7+k] + d; //stack 7-9 is used as extimated + } + } + return v; +}, + +decodeDiff: function(diff, bitstream) { + var val; + if(diff == 0) { + return 0; + } + val = 1<>>= 1; + else + val = -(val>>>1); + + return val; +} + +}; + +var tot = 0; diff --git a/frontend/public/vendor/3dhop/nexus.js b/frontend/public/vendor/3dhop/nexus.js new file mode 100644 index 0000000..82ec505 --- /dev/null +++ b/frontend/public/vendor/3dhop/nexus.js @@ -0,0 +1,1323 @@ +/* +Nexus +Copyright (c) 2012-2020, Visual Computing Lab, ISTI - CNR +All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +*/ + +Nexus = function() { + +/* WORKER INITIALIZED ONCE */ + +var meco; +var corto; + +var scripts = document.getElementsByTagName('script'); +var i, j, k; +var path; +for(i = 0; i < scripts.length; i++) { + var attrs = scripts[i].attributes; + for(j = 0; j < attrs.length; j++) { + var a = attrs[j]; + if(a.name != 'src') continue; + if(!a.value) continue; + if(a.value.search('nexus.js') >= 0) { + path = a.value; + break; + } + } +} + +var meco = null; +function loadMeco() { + + meco = new Worker(path.replace('nexus.js', 'meco.js')); + + meco.onerror = function(e) { console.log(e); } + meco.requests = {}; + meco.count = 0; + meco.postRequest = function(sig, node, patches) { + var signature = { + texcoords: sig.texcoords ? 1 : 0, + colors : sig.colors ? 1 : 0, + normals : sig.normals ? 1 : 0, + indices : sig.indices ? 1 : 0 + }; + meco.postMessage({ + signature:signature, + node:{ nface: node.nface, nvert: node.nvert, buffer:node.buffer, request:this.count}, + patches:patches + }); + node.buffer = null; + this.requests[this.count++] = node; + }; + meco.onmessage = function(e) { + var node = this.requests[e.data.request]; + delete this.requests[e.data.request]; + node.buffer = e.data.buffer; + readyNode(node); + }; +} + +var corto = null; +function loadCorto() { + + corto = new Worker(path.replace('nexus.js', 'corto.em.js')); + corto.requests = {}; + corto.count = 0; + corto.postRequest = function(node) { + corto.postMessage({ buffer: node.buffer, request:this.count, rgba_colors: true, short_index: true, short_normals: true}); + node.buffer = null; + this.requests[this.count++] = node; + } + corto.onmessage = function(e) { + var request = e.data.request; + var node = this.requests[request]; + delete this.requests[request]; + node.model = e.data.model; + readyNode(node); + }; +} + +/* UTILITIES */ + +function getUint64(view) { + var s = 0; + var lo = view.getUint32(view.offset, true); + var hi = view.getUint32(view.offset + 4, true); + view.offset += 8; + return ((hi * (1 << 32)) + lo); +} + +function getUint32(view) { + var s = view.getUint32(view.offset, true); + view.offset += 4; + return s; +} + +function getUint16(view) { + var s = view.getUint16(view.offset, true); + view.offset += 2; + return s; +} + +function getFloat32(view) { + var s = view.getFloat32(view.offset, true); + view.offset += 4; + return s; +} + +/* MATRIX STUFF */ + +function vecMul(m, v, r) { + var w = m[3]*v[0] + m[7]*v[1] + m[11]*v[2] + m[15]; + + r[0] = (m[0]*v[0] + m[4]*v[1] + m[8 ]*v[2] + m[12 ])/w; + r[1] = (m[1]*v[0] + m[5]*v[1] + m[9 ]*v[2] + m[13 ])/w; + r[2] = (m[2]*v[0] + m[6]*v[1] + m[10]*v[2] + m[14])/w; +} + + +function matMul(a, b, r) { + r[ 0] = a[0]*b[0] + a[4]*b[1] + a[8]*b[2] + a[12]*b[3]; + r[ 1] = a[1]*b[0] + a[5]*b[1] + a[9]*b[2] + a[13]*b[3]; + r[ 2] = a[2]*b[0] + a[6]*b[1] + a[10]*b[2] + a[14]*b[3]; + r[ 3] = a[3]*b[0] + a[7]*b[1] + a[11]*b[2] + a[15]*b[3]; + + r[ 4] = a[0]*b[4] + a[4]*b[5] + a[8]*b[6] + a[12]*b[7]; + r[ 5] = a[1]*b[4] + a[5]*b[5] + a[9]*b[6] + a[13]*b[7]; + r[ 6] = a[2]*b[4] + a[6]*b[5] + a[10]*b[6] + a[14]*b[7]; + r[ 7] = a[3]*b[4] + a[7]*b[5] + a[11]*b[6] + a[15]*b[7]; + + r[ 8] = a[0]*b[8] + a[4]*b[9] + a[8]*b[10] + a[12]*b[11]; + r[ 9] = a[1]*b[8] + a[5]*b[9] + a[9]*b[10] + a[13]*b[11]; + r[10] = a[2]*b[8] + a[6]*b[9] + a[10]*b[10] + a[14]*b[11]; + r[11] = a[3]*b[8] + a[7]*b[9] + a[11]*b[10] + a[15]*b[11]; + + r[12] = a[0]*b[12] + a[4]*b[13] + a[8]*b[14] + a[12]*b[15]; + r[13] = a[1]*b[12] + a[5]*b[13] + a[9]*b[14] + a[13]*b[15]; + r[14] = a[2]*b[12] + a[6]*b[13] + a[10]*b[14] + a[14]*b[15]; + r[15] = a[3]*b[12] + a[7]*b[13] + a[11]*b[14] + a[15]*b[15]; +} + +function matInv(m, t) { + var s = 1.0/( + m[12]* m[9]*m[6]*m[3]-m[8]*m[13]*m[6]*m[3]-m[12]*m[5]*m[10]*m[3]+m[4]*m[13]*m[10]*m[3]+ + m[8]*m[5]*m[14]*m[3]-m[4]*m[9]*m[14]*m[3]-m[12]*m[9]*m[2]*m[7]+m[8]*m[13]*m[2]*m[7]+ + m[12]*m[1]*m[10]*m[7]-m[0]*m[13]*m[10]*m[7]-m[8]*m[1]*m[14]*m[7]+m[0]*m[9]*m[14]*m[7]+ + m[12]*m[5]*m[2]*m[11]-m[4]*m[13]*m[2]*m[11]-m[12]*m[1]*m[6]*m[11]+m[0]*m[13]*m[6]*m[11]+ + m[4]*m[1]*m[14]*m[11]-m[0]*m[5]*m[14]*m[11]-m[8]*m[5]*m[2]*m[15]+m[4]*m[9]*m[2]*m[15]+ + m[8]*m[1]*m[6]*m[15]-m[0]*m[9]*m[6]*m[15]-m[4]*m[1]*m[10]*m[15]+m[0]*m[5]*m[10]*m[15] + ); + + t[ 0] = (m[9]*m[14]*m[7]-m[13]*m[10]*m[7]+m[13]*m[6]*m[11]-m[5]*m[14]*m[11]-m[9]*m[6]*m[15]+m[5]*m[10]*m[15])*s; + t[ 1] = (m[13]*m[10]*m[3]-m[9]*m[14]*m[3]-m[13]*m[2]*m[11]+m[1]*m[14]*m[11]+m[9]*m[2]*m[15]-m[1]*m[10]*m[15])*s; + t[ 2] = (m[5]*m[14]*m[3]-m[13]*m[6]*m[3]+m[13]*m[2]*m[7]-m[1]*m[14]*m[7]-m[5]*m[2]*m[15]+m[1]*m[6]*m[15])*s; + t[ 3] = (m[9]*m[6]*m[3]-m[5]*m[10]*m[3]-m[9]*m[2]*m[7]+m[1]*m[10]*m[7]+m[5]*m[2]*m[11]-m[1]*m[6]*m[11])*s; + + t[ 4] = (m[12]*m[10]*m[7]-m[8]*m[14]*m[7]-m[12]*m[6]*m[11]+m[4]*m[14]*m[11]+m[8]*m[6]*m[15]-m[4]*m[10]*m[15])*s; + t[ 5] = (m[8]*m[14]*m[3]-m[12]*m[10]*m[3]+m[12]*m[2]*m[11]-m[0]*m[14]*m[11]-m[8]*m[2]*m[15]+m[0]*m[10]*m[15])*s; + t[ 6] = (m[12]*m[6]*m[3]-m[4]*m[14]*m[3]-m[12]*m[2]*m[7]+m[0]*m[14]*m[7]+m[4]*m[2]*m[15]-m[0]*m[6]*m[15])*s; + t[ 7] = (m[4]*m[10]*m[3]-m[8]*m[6]*m[3]+m[8]*m[2]*m[7]-m[0]*m[10]*m[7]-m[4]*m[2]*m[11]+m[0]*m[6]*m[11])*s; + + t[ 8] = (m[8]*m[13]*m[7]-m[12]*m[9]*m[7]+m[12]*m[5]*m[11]-m[4]*m[13]*m[11]-m[8]*m[5]*m[15]+m[4]*m[9]*m[15])*s; + t[ 9] = (m[12]*m[9]*m[3]-m[8]*m[13]*m[3]-m[12]*m[1]*m[11]+m[0]*m[13]*m[11]+m[8]*m[1]*m[15]-m[0]*m[9]*m[15])*s; + t[10] = (m[4]*m[13]*m[3]-m[12]*m[5]*m[3]+m[12]*m[1]*m[7]-m[0]*m[13]*m[7]-m[4]*m[1]*m[15]+m[0]*m[5]*m[15])*s; + t[11] = (m[8]*m[5]*m[3]-m[4]*m[9]*m[3]-m[8]*m[1]*m[7]+m[0]*m[9]*m[7]+m[4]*m[1]*m[11]-m[0]*m[5]*m[11])*s; + + t[12] = (m[12]*m[9]*m[6]-m[8]*m[13]*m[6]-m[12]*m[5]*m[10]+m[4]*m[13]*m[10]+m[8]*m[5]*m[14]-m[4]*m[9]*m[14])*s; + t[13] = (m[8]*m[13]*m[2]-m[12]*m[9]*m[2]+m[12]*m[1]*m[10]-m[0]*m[13]*m[10]-m[8]*m[1]*m[14]+m[0]*m[9]*m[14])*s; + t[14] = (m[12]*m[5]*m[2]-m[4]*m[13]*m[2]-m[12]*m[1]*m[6]+m[0]*m[13]*m[6]+m[4]*m[1]*m[14]-m[0]*m[5]*m[14])*s; + t[15] = (m[4]*m[9]*m[2]-m[8]*m[5]*m[2]+m[8]*m[1]*m[6]-m[0]*m[9]*m[6]-m[4]*m[1]*m[10]+m[0]*m[5]*m[10])*s; +} + +/* PRIORITY QUEUE */ + +PriorityQueue = function(max_length) { + this.error = new Float32Array(max_length); + this.data = new Int32Array(max_length); + this.size = 0; +} + +PriorityQueue.prototype = { + push: function(data, error) { + this.data[this.size] = data; + this.error[this.size] = error; + this.bubbleUp(this.size); + this.size++; + }, + + pop: function() { + var result = this.data[0]; + this.size--; + if(this.size > 0) { + this.data[0] = this.data[this.size]; + this.error[0] = this.error[this.size]; + this.sinkDown(0); + } + return result; + }, + + bubbleUp: function(n) { + var data = this.data[n]; + var error = this.error[n]; + while (n > 0) { + var pN = ((n+1)>>1) -1; + var pError = this.error[pN]; + if(pError > error) + break; + //swap + this.data[n] = this.data[pN]; + this.error[n] = pError; + this.data[pN] = data; + this.error[pN] = error; + n = pN; + } + }, + + sinkDown: function(n) { + var data = this.data[n]; + var error = this.error[n]; + + while(true) { + var child2N = (n + 1) * 2; + var child1N = child2N - 1; + var swap = -1; + if (child1N < this.size) { + var child1Error = this.error[child1N]; + if(child1Error > error) + swap = child1N; + } + if (child2N < this.size) { + var child2Error = this.error[child2N]; + if (child2Error > (swap == -1 ? error : child1Error)) + swap = child2N; + } + + if (swap == -1) break; + + this.data[n] = this.data[swap]; + this.error[n] = this.error[swap]; + this.data[swap] = data; + this.error[swap] = error; + n = swap; + } + } +}; + + +/* HEADER AND PARSING */ + +var padding = 256; +var Debug = { + verbose : false, //debug messages + nodes : false, //color each node + draw : false, //final rendering call disabled + extract : false, //extraction disabled +// culling : false, //visibility culling disabled +// request : false, //network requests disabled +// worker : false //web workers disabled +}; + + +var glP = WebGLRenderingContext.prototype; +var attrGlMap = [glP.NONE, glP.BYTE, glP.UNSIGNED_BYTE, glP.SHORT, glP.UNSIGNED_SHORT, glP.INT, glP.UNSIGNED_INT, glP.FLOAT, glP.DOUBLE]; +var attrSizeMap = [0, 1, 1, 2, 2, 4, 4, 4, 8]; + +var targetError = 2.0; //error won't go lower than this if we reach it +var maxError = 15; //error won't go over this even if fps is low +var minFps = 15; +var maxPending = 3; +var maxBlocked = 3; +var maxReqAttempt = 2; +var maxCacheSize = 512*(1<<20); //TODO DEBUG +var drawBudget = 5*(1<<20); + + +/* MESH DEFINITION */ + +Mesh = function() { + var t = this; + t.onLoad = null; + t.reqAttempt = 0; +} + +Mesh.prototype = { + open: function(url) { + var mesh = this; + mesh.url = url; + mesh.httpRequest( + 0, + 88, + function() { + if(Debug.verbose) console.log("Loading header for " + mesh.url); + var view = new DataView(this.response); + view.offset = 0; + mesh.reqAttempt++; + var header = mesh.importHeader(view); + if(!header) { + if(Debug.verbose) console.log("Empty header!"); + if(mesh.reqAttempt < maxReqAttempt) mesh.open(mesh.url + '?' + Math.random()); // BLINK ENGINE CACHE BUG PATCH + return; + } + mesh.reqAttempt = 0; + for(i in header) + mesh[i] = header[i]; + mesh.vertex = mesh.signature.vertex; + mesh.face = mesh.signature.face; + mesh.renderMode = mesh.face.index?["FILL", "POINT"]:["POINT"]; + mesh.compressed = (mesh.signature.flags & (2 | 4)); //meco or corto + mesh.meco = (mesh.signature.flags & 2); + mesh.corto = (mesh.signature.flags & 4); + mesh.requestIndex(); + }, + function() { console.log("Open request error!");}, + function() { console.log("Open request abort!");} + ); + }, + + httpRequest: function(start, end, load, error, abort, type) { + if(!type) type = 'arraybuffer'; + var r = new XMLHttpRequest(); + r.open('GET', this.url, true); + r.responseType = type; + r.setRequestHeader("Range", "bytes=" + start + "-" + (end -1)); + r.onload = function(){ + switch (this.status){ + case 0: +// console.log("0 response: server unreachable.");//returned in chrome for local files + case 206: +// console.log("206 response: partial content loaded."); + load.bind(this)(); + break; + case 200: +// console.log("200 response: server does not support byte range requests."); + } + }; + r.onerror = error; + r.onabort = abort; + r.send(); + return r; + }, + + requestIndex: function() { + var mesh = this; + var end = 88 + mesh.nodesCount*44 + mesh.patchesCount*12 + mesh.texturesCount*68; + mesh.httpRequest( + 88, + end, + function() { if(Debug.verbose) console.log("Loading index for " + mesh.url); mesh.handleIndex(this.response); }, + function() { console.log("Index request error!");}, + function() { console.log("Index request abort!");} + ); + }, + + handleIndex: function(buffer) { + var t = this; + var view = new DataView(buffer); + view.offset = 0; + + var n = t.nodesCount; + + t.noffsets = new Uint32Array(n); + t.nvertices = new Uint32Array(n); + t.nfaces = new Uint32Array(n); + t.nerrors = new Float32Array(n); + t.nspheres = new Float32Array(n*5); + t.nsize = new Float32Array(n); + t.nfirstpatch = new Uint32Array(n); + + for(i = 0; i < n; i++) { + t.noffsets[i] = padding*getUint32(view); //offset + t.nvertices[i] = getUint16(view); //verticesCount + t.nfaces[i] = getUint16(view); //facesCount + t.nerrors[i] = getFloat32(view); + view.offset += 8; //skip cone + for(k = 0; k < 5; k++) + t.nspheres[i*5+k] = getFloat32(view); //sphere + tight + t.nfirstpatch[i] = getUint32(view); //first patch + } + t.sink = n -1; + + t.patches = new Uint32Array(view.buffer, view.offset, t.patchesCount*3); //noded, lastTriangle, texture + t.nroots = t.nodesCount; + for(j = 0; j < t.nroots; j++) { + for(i = t.nfirstpatch[j]; i < t.nfirstpatch[j+1]; i++) { + if(t.patches[i*3] < t.nroots) + t.nroots = t.patches[i*3]; + } + } + + view.offset += t.patchesCount*12; + + t.textures = new Uint32Array(t.texturesCount); + t.texref = new Uint32Array(t.texturesCount); + for(i = 0; i < t.texturesCount; i++) { + t.textures[i] = padding*getUint32(view); + view.offset += 16*4; //skip proj matrix + } + + t.vsize = 12 + (t.vertex.normal?6:0) + (t.vertex.color?4:0) + (t.vertex.texCoord?8:0); + t.fsize = 6; + + //problem: I have no idea how much space a texture is needed in GPU. 10x factor assumed. + var tmptexsize = new Uint32Array(n-1); + var tmptexcount = new Uint32Array(n-1); + for(var i = 0; i < n-1; i++) { + for(var p = t.nfirstpatch[i]; p != t.nfirstpatch[i+1]; p++) { + var tex = t.patches[p*3+2]; + tmptexsize[i] += t.textures[tex+1] - t.textures[tex]; + tmptexcount[i]++; + } + t.nsize[i] = t.vsize*t.nvertices[i] + t.fsize*t.nfaces[i]; + } + for(var i = 0; i < n-1; i++) { + t.nsize[i] += 10*tmptexsize[i]/tmptexcount[i]; + } + + t.status = new Uint8Array(n); //0 for none, 1 for ready, 2+ for waiting data + t.frames = new Uint32Array(n); + t.errors = new Float32Array(n); //biggest error of instances + t.ibo = new Array(n); + t.vbo = new Array(n); + t.texids = new Array(n); + + t.isReady = true; + if(t.onLoad) t.onLoad(); + }, + + importAttribute: function(view) { + var a = {}; + a.type = view.getUint8(view.offset++, true); + a.size = view.getUint8(view.offset++, true); + a.glType = attrGlMap[a.type]; + a.normalized = a.type < 7; + a.stride = attrSizeMap[a.type]*a.size; + if(a.size == 0) return null; + return a; + }, + + importElement: function(view) { + var e = []; + for(i = 0; i < 8; i++) + e[i] = this.importAttribute(view); + return e; + }, + + importVertex: function(view) { //enum POSITION, NORMAL, COLOR, TEXCOORD, DATA0 + var e = this.importElement(view); + var color = e[2]; + if(color) { + color.type = 2; //unsigned byte + color.glType = attrGlMap[2]; + } + return { position: e[0], normal: e[1], color: e[2], texCoord: e[3], data: e[4] }; + }, + + //enum INDEX, NORMAL, COLOR, TEXCOORD, DATA0 + importFace: function(view) { + var e = this.importElement(view); + var color = e[2]; + if(color) { + color.type = 2; //unsigned byte + color.glType = attrGlMap[2]; + } + return { index: e[0], normal: e[1], color: e[2], texCoord: e[3], data: e[4] }; + }, + + importSignature: function(view) { + var s = {}; + s.vertex = this.importVertex(view); + s.face = this.importFace(view); + s.flags = getUint32(view); + return s; + }, + + importHeader: function(view) { + var magic = getUint32(view); + if(magic != 0x4E787320) return null; + var h = {}; + h.version = getUint32(view); + h.verticesCount = getUint64(view); + h.facesCount = getUint64(view); + h.signature = this.importSignature(view); + h.nodesCount = getUint32(view); + h.patchesCount = getUint32(view); + h.texturesCount = getUint32(view); + h.sphere = { + center: [getFloat32(view), getFloat32(view), getFloat32(view)], + radius: getFloat32(view) + }; + return h; + } +}; + +Instance = function(gl) { + this.gl = gl; + this.onLoad = function() {}; + this.onUpdate = null; + this.drawBudget = drawBudget; + this.attributes = { 'position':0, 'normal':1, 'color':2, 'uv':3, 'size':4 }; +} + +Instance.prototype = { + open: function(url) { + var t = this; + t.context = getContext(t.gl); + + t.modelMatrix = new Float32Array(16); + t.viewMatrix = new Float32Array(16); + t.projectionMatrix = new Float32Array(16); + t.modelView = new Float32Array(16); + t.modelViewInv = new Float32Array(16); + t.modelViewProj = new Float32Array(16); + t.modelViewProjInv = new Float32Array(16); + t.planes = new Float32Array(24); + t.viewport = new Float32Array(4); + t.viewpoint = new Float32Array(4); + + t.context.meshes.forEach(function(m) { + if(m.url == url){ + t.mesh = m; + t.renderMode = t.mesh.renderMode; + t.mode = t.renderMode[0]; + t.onLoad(); + } + }); + + if(!t.mesh) { + t.mesh = new Mesh(); + t.mesh.onLoad = function() { t.renderMode = t.mesh.renderMode; t.mode = t.renderMode[0]; t.onLoad(); } + t.mesh.open(url); + t.context.meshes.push(t.mesh); + } + }, + + close: function() { + //remove instance from mesh. + }, + + get isReady() { return this.mesh.isReady; }, + setPrimitiveMode : function (mode) { this.mode = mode; }, + get datasetRadius() { if(!this.isReady) return 1.0; return this.mesh.sphere.radius; }, + get datasetCenter() { if(!this.isReady) return [0, 0, 0]; return this.mesh.sphere.center; }, + + updateView: function(viewport, projection, modelView) { + var t = this; + + for(var i = 0; i < 16; i++) { + t.projectionMatrix[i] = projection[i]; + t.modelView[i] = modelView[i]; + } + for(var i = 0; i < 4; i++) + t.viewport[i] = viewport[i]; + + matMul(t.projectionMatrix, t.modelView, t.modelViewProj); + matInv(t.modelViewProj, t.modelViewProjInv); + + matInv(t.modelView, t.modelViewInv); + t.viewpoint[0] = t.modelViewInv[12]; + t.viewpoint[1] = t.modelViewInv[13]; + t.viewpoint[2] = t.modelViewInv[14]; + t.viewpoint[3] = 1.0; + + + var m = t.modelViewProj; + var mi = t.modelViewProjInv; + var p = t.planes; + + //frustum planes Ax + By + Cz + D = 0; + p[0] = m[0] + m[3]; p[1] = m[4] + m[7]; p[2] = m[8] + m[11]; p[3] = m[12] + m[15]; //left + p[4] = -m[0] + m[3]; p[5] = -m[4] + m[7]; p[6] = -m[8] + m[11]; p[7] = -m[12] + m[15]; //right + p[8] = m[1] + m[3]; p[9] = m[5] + m[7]; p[10] = m[9] + m[11]; p[11] = m[13] + m[15]; //bottom + p[12] = -m[1] + m[3]; p[13] = -m[5] + m[7]; p[14] = -m[9] + m[11]; p[15] = -m[13] + m[15]; //top + p[16] = -m[2] + m[3]; p[17] = -m[6] + m[7]; p[18] = -m[10] + m[11]; p[19] = -m[14] + m[15]; //near + p[20] = -m[2] + m[3]; p[21] = -m[6] + m[7]; p[22] = -m[10] + m[11]; p[23] = -m[14] + m[15]; //far + + //normalize planes to get also correct distances + for(var i = 0; i < 24; i+= 4) { + var l = Math.sqrt(p[i]*p[i] + p[i+1]*p[i+1] + p[i+2]*p[i+2]); + p[i] /= l; p[i+1] /= l; p[i+2] /= l; p[i+3] /= l; + } + + //side is M'(1,0,0,1) - M'(-1,0,0,1) and they lie on the planes + var r3 = mi[3] + mi[15]; + var r0 = (mi[0] + mi[12 ])/r3; + var r1 = (mi[1] + mi[13 ])/r3; + var r2 = (mi[2] + mi[14 ])/r3; + + var l3 = -mi[3] + mi[15]; + var l0 = (-mi[0] + mi[12 ])/l3 - r0; + var l1 = (-mi[1] + mi[13 ])/l3 - r1; + var l2 = (-mi[2] + mi[14 ])/l3 - r2; + + var side = Math.sqrt(l0*l0 + l1*l1 + l2*l2); + + //center of the scene is M'*(0, 0, 0, 1) + var c0 = mi[12]/mi[15] - t.viewpoint[0]; + var c1 = mi[13]/mi[15] - t.viewpoint[1]; + var c2 = mi[14]/mi[15] - t.viewpoint[2]; + var dist = Math.sqrt(c0*c0 + c1*c1 + c2*c2); + + var resolution = (2*side/dist)/ t.viewport[2]; + t.currentResolution == resolution ? t.sameResolution = true : t.sameResolution = false; + t.currentResolution = resolution; + }, + + traversal : function () { + var t = this; + + if(Debug.extract == true) + return; + + if(!t.isReady) return; + + if(t.sameResolution) + if(!t.visitQueue.size && !t.nblocked) return; + + var n = t.mesh.nodesCount; + t.visited = new Uint8Array(n); + t.blocked = new Uint8Array(n); + t.selected = new Uint8Array(n); + + t.visitQueue = new PriorityQueue(n); + for(var i = 0; i < t.mesh.nroots; i++) + t.insertNode(i); + + t.currentError = t.context.currentError; + t.drawSize = 0; + t.nblocked = 0; + + var requested = 0; + while(t.visitQueue.size && t.nblocked < maxBlocked) { + var error = t.visitQueue.error[0]; + var node = t.visitQueue.pop(); + if ((requested < maxPending) && (t.mesh.status[node] == 0)) { + t.context.candidates.push({id: node, instance:t, mesh:t.mesh, frame:t.context.frame, error:error}); + requested++; + } + + var blocked = t.blocked[node] || !t.expandNode(node, error); + if (blocked) + t.nblocked++; + else { + t.selected[node] = 1; + } + t.insertChildren(node, blocked); + } + }, + + insertNode: function (node) { + var t = this; + t.visited[node] = 1; + + var error = t.nodeError(node); + if(node > 0 && error < t.currentError) return; //2% speed TODO check if needed + + var errors = t.mesh.errors; + var frames = t.mesh.frames; + if(frames[node] != t.context.frame || errors[node] < error) { + errors[node] = error; + frames[node] = t.context.frame; + } + t.visitQueue.push(node, error); + }, + + insertChildren : function (node, block) { + var t = this; + for(var i = t.mesh.nfirstpatch[node]; i < t.mesh.nfirstpatch[node+1]; ++i) { + var child = t.mesh.patches[i*3]; + if (child == t.mesh.sink) return; + if (block) t.blocked[child] = 1; + if (!t.visited[child]) + t.insertNode(child); + } + }, + + expandNode : function (node, error) { + var t = this; + if(node > 0 && error < t.currentError) { +// console.log("Reached error", error, t.currentError); + return false; + } + + if(t.drawSize > t.drawBudget) { +// console.log("Reached drawsize", t.drawSize, t.drawBudget); + return false; + } + + if(t.mesh.status[node] != 1) { //not ready +// console.log("Node " + node + " still not loaded (cache?)"); + return false; + } + + var sp = t.mesh.nspheres; + var off = node*5; + if(t.isVisible(sp[off], sp[off+1], sp[off+2], sp[off+3])) //expanded radius + t.drawSize += t.mesh.nvertices[node]*0.8; + //we are adding half of the new faces. (but we are using the vertices so *2) + + return true; + }, + + nodeError : function (n, tight) { + var t = this; + var spheres = t.mesh.nspheres; + var b = t.viewpoint; + var off = n*5; + var cx = spheres[off+0]; + var cy = spheres[off+1]; + var cz = spheres[off+2]; + var r = spheres[off+3]; + if(tight) + r = spheres[off+4]; + var d0 = b[0] - cx; + var d1 = b[1] - cy; + var d2 = b[2] - cz; + var dist = Math.sqrt(d0*d0 + d1*d1 + d2*d2) - r; + if (dist < 0.1) + dist = 0.1; + + //resolution is how long is a pixel at distance 1. + var error = t.mesh.nerrors[n]/(t.currentResolution*dist); //in pixels + + if (!t.isVisible(cx, cy, cz, spheres[off+4])) + error /= 1000.0; + return error; + }, + + isVisible : function (x, y, z, r) { + var p = this.planes; + for (i = 0; i < 24; i +=4) { + if(p[i]*x + p[i+1]*y + p[i+2]*z + p[i+3] + r < 0) //plane is ax+by+cz+d = 0; + return false; + } + return true; + }, + + renderNodes: function() { + var t = this; + var m = t.mesh; + var gl = t.gl; + var attr = t.attributes; + + var vertexEnabled = gl.getVertexAttrib(attr.position, gl.VERTEX_ATTRIB_ARRAY_ENABLED); + var normalEnabled = attr.normal >= 0? gl.getVertexAttrib(attr.normal, gl.VERTEX_ATTRIB_ARRAY_ENABLED): false; + var colorEnabled = attr.color >= 0? gl.getVertexAttrib(attr.color, gl.VERTEX_ATTRIB_ARRAY_ENABLED): false; + var uvEnabled = attr.uv >= 0? gl.getVertexAttrib(attr.uv, gl.VERTEX_ATTRIB_ARRAY_ENABLED): false; + + var rendered = 0; + var last_texture = -1; + + t.realError = 0.0; + for(var n = 0; n < m.nodesCount; n++) { + if(!t.selected[n]) continue; + + if(t.mode != "POINT") { + var skip = true; + for(var p = m.nfirstpatch[n]; p < m.nfirstpatch[n+1]; p++) { + var child = m.patches[p*3]; + if(!t.selected[child]) { + skip = false; + break; + } + } + if(skip) continue; + } + + var sp = m.nspheres; + var off = n*5; + if(!t.isVisible(sp[off], sp[off+1], sp[off+2], sp[off+4])) //tight radius + continue; + + let err = t.nodeError(n, true); + t.realError = Math.max(err, t.realError); + + gl.bindBuffer(gl.ARRAY_BUFFER, m.vbo[n]); + if(t.mode != "POINT") + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, m.ibo[n]); + + gl.vertexAttribPointer(attr.position, 3, gl.FLOAT, false, 12, 0); + gl.enableVertexAttribArray(attr.position); + + var nv = m.nvertices[n]; + var offset = nv*12; + + if(m.vertex.texCoord && attr.uv >= 0){ + gl.vertexAttribPointer(attr.uv, 2, gl.FLOAT, false, 8, offset), offset += nv*8; + gl.enableVertexAttribArray(attr.uv); + } + if(m.vertex.color && attr.color >= 0){ + gl.vertexAttribPointer(attr.color, 4, gl.UNSIGNED_BYTE, true, 4, offset), offset += nv*4; + gl.enableVertexAttribArray(attr.color); + } + if(m.vertex.normal && attr.normal >= 0){ + gl.vertexAttribPointer(attr.normal, 3, gl.SHORT, true, 6, offset); + gl.enableVertexAttribArray(attr.normal); + } + + if(Debug.nodes) { + gl.disableVertexAttribArray(2); + gl.disableVertexAttribArray(3); + + var error = t.nodeError(n, true); + var palette = [ + [1, 1, 1, 1], //white + [1, 1, 1, 1], //white + [1, 0, 1, 1], //magenta + [0, 1, 1, 1], //cyan + [1, 1, 0, 1], //yellow + [0, 0, 1, 1], //blue + [0, 1, 0, 1], //green + [1, 0, 0, 1] //red + ]; + let w = Math.min(6.99, Math.max(0, Math.log2(error))); + let low = Math.floor(w); + w -= low; + let color = []; + for( let k = 0; k < 4; k++) + color[k] = palette[low][k]*(1-w) + palette[low+1][k]*w; + gl.vertexAttrib4fv(attr.color, color); +// gl.vertexAttrib4fv(2, [(n*200 %255)/255.0, (n*140 %255)/255.0,(n*90 %255)/255.0, 1]); + } + + if (Debug.draw) continue; + + if(t.mode == "POINT") { + var pointsize = t.pointsize; + var error = t.nodeError(n); + if(!pointsize) + var pointsize = Math.ceil(1.2* Math.min(error, 5)); + + if(typeof attr.size == 'object') { //threejs pointcloud rendering + gl.uniform1f(attr.size, t.pointsize); + gl.uniform1f(attr.scale, t.pointscale); + } else + gl.vertexAttrib1fv(attr.size, [pointsize]); + +// var fraction = (error/t.realError - 1); +// if(fraction > 1) fraction = 1; + + var count = nv; + if(count != 0) { + if(m.vertex.texCoord) { + var texid = m.patches[m.nfirstpatch[n]*3+2]; + if(texid != -1 && texid != last_texture) { //bind texture + var tex = m.texids[texid]; + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, tex); + } + } + gl.drawArrays(gl.POINTS, 0, count); + rendered += count; + } + continue; + } + + //concatenate renderings to remove useless calls. except we have textures. + var offset = 0; + var end = 0; + var last = m.nfirstpatch[n+1]-1; + for (var p = m.nfirstpatch[n]; p < m.nfirstpatch[n+1]; ++p) { + var child = m.patches[p*3]; + + if(!t.selected[child]) { + end = m.patches[p*3+1]; + if(p < last) //if textures we do not join. TODO: should actually check for same texture of last one. + continue; + } + if(end > offset) { + if(m.vertex.texCoord) { + var texid = m.patches[p*3+2]; + if(texid != -1 && texid != last_texture) { //bind texture + var tex = m.texids[texid]; + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, tex); + last_texture = texid; + } + } + gl.drawElements(gl.TRIANGLES, (end - offset) * 3, gl.UNSIGNED_SHORT, offset * 6); + rendered += end - offset; + } + offset = m.patches[p*3+1]; + } + } + + t.context.rendered += rendered; + t.context.realError = Math.max(t.context.realError, t.realError); + + if(!vertexEnabled) gl.disableVertexAttribArray(attr.position); + if(!normalEnabled && attr.normal >= 0) gl.disableVertexAttribArray(attr.normal); + if(!colorEnabled && attr.color >= 0) gl.disableVertexAttribArray(attr.color); + if(!uvEnabled && attr.uv >= 0) gl.disableVertexAttribArray(attr.uv); + + gl.bindBuffer(gl.ARRAY_BUFFER, null); + if(t.mode != "POINT") + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); + }, + + render: function() { + this.traversal(); + this.renderNodes(); + } +}; + +//keep track of meshes and which GL they belong to (no sharing between contexts) +var contexts = []; + +function getContext(gl) { + var c = null; + if(!gl.isTexture) throw "Something wrong"; + contexts.forEach(function(g) { + if(g.gl == gl) c = g; + }); + if(c) return c; + c = { gl:gl, meshes:[], frame:0, cacheSize:0, candidates:[], pending:0, maxCacheSize: maxCacheSize, + minFps: minFps, targetError: targetError, currentError: targetError, maxError: maxError, realError: 0 }; + contexts.push(c); + return c; +} + +function beginFrame(gl, fps) { //each context has a separate frame count. + var c = getContext(gl); + + c.frame++; + c.candidates = []; + if(fps && c.minFps) { + c.currentFps = fps; + var r = c.minFps/fps; + if(r > 1.1) + c.currentError *= 1.05; + if(r < 0.9) + c.currentError *= 0.95; + + c.currentError = Math.max(c.targetError, Math.min(c.maxError, c.currentError)); + + } else + c.currentError = c.targetError; + + c.rendered = 0; + c.realError = 0; +} + +function endFrame(gl) { + updateCache(gl); +} + +function removeNode(context, node) { + var n = node.id; + var m = node.mesh; + if(m.status[n] == 0) return; + + if(Debug.verbose) console.log("Removing " + m.url + " node: " + n); + m.status[n] = 0; + + if (m.georeq.readyState != 4) { + m.georeq.abort(); + context.pending--; + } + + context.cacheSize -= m.nsize[n]; + context.gl.deleteBuffer(m.vbo[n]); + context.gl.deleteBuffer(m.ibo[n]); + m.vbo[n] = m.ibo[n] = null; + + if(!m.vertex.texCoord) return; + if (m.texreq && m.texreq.readyState != 4) m.texreq.abort(); + var tex = m.patches[m.nfirstpatch[n]*3+2]; //TODO assuming one texture per node + m.texref[tex]--; + + if(m.texref[tex] == 0 && m.texids[tex]) { + context.gl.deleteTexture(m.texids[tex]); + m.texids[tex] = null; + } +} + +function requestNode(context, node) { + var n = node.id; + var m = node.mesh; + + m.status[n] = 2; //pending + + context.pending++; + context.cacheSize += m.nsize[n]; + + node.reqAttempt = 0; + node.context = context; + node.nvert = m.nvertices[n]; + node.nface = m.nfaces[n]; + +// console.log("Requesting " + m.url + " node: " + n); + requestNodeGeometry(context, node); + requestNodeTexture(context, node); +} + +function requestNodeGeometry(context, node) { + var n = node.id; + var m = node.mesh; + + m.status[n]++; //pending + m.georeq = m.httpRequest( + m.noffsets[n], + m.noffsets[n+1], + function() { loadNodeGeometry(this, context, node); }, + function() { + if(Debug.verbose) console.log("Geometry request error!"); + recoverNode(context, node, 0); + }, + function() { + if(Debug.verbose) console.log("Geometry request abort!"); + removeNode(context, node); + }, + 'arraybuffer' + ); +} + +function requestNodeTexture(context, node) { + var n = node.id; + var m = node.mesh; + + if(!m.vertex.texCoord) return; + + var tex = m.patches[m.nfirstpatch[n]*3+2]; + m.texref[tex]++; + if(m.texids[tex]) + return; + + m.status[n]++; //pending + + m.texreq = m.httpRequest( + m.textures[tex], + m.textures[tex+1], + function() { loadNodeTexture(this, context, node, tex); }, + function() { + if(Debug.verbose) console.log("Texture request error!"); + recoverNode(context, node, 1); + }, + function() { + if(Debug.verbose) console.log("Texture request abort!"); + removeNode(context, node); + }, + 'blob' + ); +} + +function recoverNode(context, node, id) { + var n = node.id; + var m = node.mesh; + if(m.status[n] == 0) return; + + m.status[n]--; + + if(node.reqAttempt > maxReqAttempt) { + if(Debug.verbose) console.log("Max request limit for " + m.url + " node: " + n); + removeNode(context, node); + return; + } + + node.reqAttempt++; + + switch (id){ + case 0: + requestNodeGeometry(context, node); + if(Debug.verbose) console.log("Recovering geometry for " + m.url + " node: " + n); + break; + case 1: + requestNodeTexture(context, node); + if(Debug.verbose) console.log("Recovering texture for " + m.url + " node: " + n); + break; + } +} + +function loadNodeGeometry(request, context, node) { + var n = node.id; + var m = node.mesh; + if(m.status[n] == 0) return; + + node.buffer = request.response; + + if(!m.compressed) + readyNode(node); + else if(m.meco) { + var sig = { texcoords: m.vertex.texCoord, normals:m.vertex.normal, colors:m.vertex.color, indices: m.face.index } + var patches = []; + for(var k = m.nfirstpatch[n]; k < m.nfirstpatch[n+1]; k++) + patches.push(m.patches[k*3+1]); + if(!meco) loadMeco(); + meco.postRequest(sig, node, patches); + } else { + if(!corto) loadCorto(); + corto.postRequest(node); + } +} + +function powerOf2(n) { + return n && (n & (n - 1)) === 0; +} + +function loadNodeTexture(request, context, node, texid) { + var n = node.id; + var m = node.mesh; + if(m.status[n] == 0) return; + + var blob = request.response; + + var urlCreator = window.URL || window.webkitURL; + var img = document.createElement('img'); + img.onerror = function(e) { console.log("Texture loading error!"); }; + img.src = urlCreator.createObjectURL(blob); + + var gl = context.gl; + img.onload = function() { + urlCreator.revokeObjectURL(img.src); + + var flip = gl.getParameter(gl.UNPACK_FLIP_Y_WEBGL); + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); + var tex = m.texids[texid] = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + +//TODO some textures might be alpha only! save space + var s = gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + + if(gl instanceof WebGL2RenderingContext || (powerOf2(img.width) && powerOf2(img.height))) { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR); + gl.generateMipmap(gl.TEXTURE_2D); + } else { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + } + + gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flip); + + m.status[n]--; + + if(m.status[n] == 2) { + m.status[n]--; //ready + node.reqAttempt = 0; + node.context.pending--; + node.instance.onUpdate && node.instance.onUpdate(); + updateCache(gl); + } + } +} + +function scramble(n, coords, normals, colors) { + while (n > 0) { + var i = Math.floor(Math.random() * n); + n--; + for(var k =0; k < 3; k++) { + var v = coords[n*3+k]; + coords[n*3+k] = coords[i*3+k]; + coords[i*3+k] = v; + + if(normals) { + var v = normals[n*3+k]; + normals[n*3+k] = normals[i*3+k]; + normals[i*3+k] = v; + } + if(colors) { + var v = colors[n*4+k]; + colors[n*4+k] = colors[i*4+k]; + colors[i*4+k] = v; + } + } + } +} + +function readyNode(node) { + var m = node.mesh; + var n = node.id; + var nv = m.nvertices[n]; + var nf = m.nfaces[n]; + var model = node.model; + + var vertices; + var indices; + + if(!m.corto) { + indices = new Uint8Array(node.buffer, nv*m.vsize, nf*m.fsize); + vertices = new Uint8Array(nv*m.vsize); + var view = new Uint8Array(node.buffer, 0, nv*m.vsize); + var v = view.subarray(0, nv*12); + vertices.set(v); + var off = nv*12; + if(m.vertex.texCoord) { + var uv = view.subarray(off, off + nv*8); + vertices.set(uv, off); + off += nv*8; + } + if(m.vertex.normal && m.vertex.color) { + var no = view.subarray(off, off + nv*6); + var co = view.subarray(off + nv*6, off + nv*6 + nv*4); + vertices.set(co, off); + vertices.set(no, off + nv*4); + } + else { + if(m.vertex.normal) { + var no = view.subarray(off, off + nv*6); + vertices.set(no, off); + } + if(m.vertex.color) { + var co = view.subarray(off, off + nv*4); + vertices.set(co, off); + } + } + } else { + indices = node.model.index; + vertices = new ArrayBuffer(nv*m.vsize); + var v = new Float32Array(vertices, 0, nv*3); + v.set(model.position); + var off = nv*12; + if(model.uv) { + var uv = new Float32Array(vertices, off, nv*2); + uv.set(model.uv); + off += nv*8; + } + if(model.color) { + var co = new Uint8Array(vertices, off, nv*4); + co.set(model.color); + off += nv*4; + } + if(model.normal) { + var no = new Int16Array(vertices, off, nv*3); + no.set(model.normal); + } + } + + if(nf == 0) + scramble(nv, v, no, co); + + if(n == 1) { + m.basev = new Float32Array(vertices, 0, nv*3); + m.basei = new Uint16Array(indices, 0, nf*3); + } + + var gl = node.context.gl; + var vbo = m.vbo[n] = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, vbo); + gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); + var ibo = m.ibo[n] = gl.createBuffer(); + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); + + m.status[n]--; + + if(m.status[n] == 2) { + m.status[n]--; //ready + node.reqAttempt = 0; + node.context.pending--; + node.instance.onUpdate && node.instance.onUpdate(); + updateCache(gl); + } +} + +function flush(context, mesh) { + for(var i = 0; i < mesh.nodesCount; i++) + removeNode(context, {mesh:mesh, id: i }); +} + +function updateCache(gl) { + var context = getContext(gl); + + var best = null; + context.candidates.forEach(function(e) { + if(e.mesh.status[e.id] == 0 && (!best || e.error > best.error)) best = e; + }); + context.candidates = []; + if(!best) return; + + while(context.cacheSize > context.maxCacheSize) { + var worst = null; + //find node with smallest error in cache + context.meshes.forEach(function(m) { + var n = m.nodesCount; + for(i = 0; i < n; i++) + if(m.status[i] == 1 && (!worst || m.errors[i] < worst.error)) + worst = {error: m.errors[i], frame: m.frames[i], mesh:m, id:i}; + }); + if(!worst || (worst.error >= best.error && worst.frame == best.frame)) + return; + removeNode(context, worst); + } + + if(context.pending < maxPending) { + requestNode(context, best); + updateCache(gl); + } +} + +//nodes are loaded asincronously, just update mesh content (VBO) cache size is kept globally. +//but this could be messy. + +function getTargetError(gl) { return getContext(gl).targetError; } +function getMinFps(gl) { return getContext(gl).minFps; } +function getMaxCacheSize(gl) { return getContext(gl).maxCacheSize; } + +function setTargetError(gl, error) { getContext(gl).targetError = error; } +function setMinFps(gl, fps) { getContext(gl).minFps = fps; } +function setMaxCacheSize(gl, size) { getContext(gl).maxCacheSize = size; } + +return { Mesh: Mesh, Renderer: Instance, Renderable: Instance, Instance:Instance, + Debug: Debug, contexts: contexts, beginFrame:beginFrame, endFrame:endFrame, updateCache: updateCache, flush: flush, + setTargetError:setTargetError, setMinFps: setMinFps, setMaxCacheSize:setMaxCacheSize, getTargetError:getTargetError, getMinFps: getMinFps, getMaxCacheSize:getMaxCacheSize }; + +}(); diff --git a/frontend/public/vendor/3dhop/ply.js b/frontend/public/vendor/3dhop/ply.js new file mode 100644 index 0000000..0643059 --- /dev/null +++ b/frontend/public/vendor/3dhop/ply.js @@ -0,0 +1,1042 @@ +/* +3DHOP - 3D Heritage Online Presenter +Copyright (c) 2014-2020, Visual Computing Lab, ISTI - CNR +All rights reserved. + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . +*/ + +var parsePly = (function(){ + var canonicTypes = { + "char" : "int8", + "int8" : "int8", + "uchar" : "uint8", + "uint8" : "uint8", + "short" : "int16", + "int16" : "int16", + "ushort" : "uint16", + "uint16" : "uint16", + "int" : "int32", + "int32" : "int32", + "uint" : "uint32", + "uint32" : "uint32", + "float" : "float32", + "float32" : "float32", + "double" : "float64", + "float64" : "float64" + }; + + function trim(s) { + var r = s; + var n = r.length; + var i = 0; + var blanks = " \n\r\t"; + while ((i < n) && (blanks.indexOf(r.charAt(i)) >= 0)) { i++; } + r = r.substring(i, r.length); + i = r.length - 1; + while ((i > 0) && (blanks.indexOf(r.charAt(i)) >= 0)) { i--; } + r = r.substring(0, i+1); + return r; + } + + function extractHeader(data) { + if (!data || !data.view || !data.view.buffer) return null; + + var u8 = new Uint8Array(data.view.buffer); + var endHeaderToken = "end_header"; + var header = ""; + var found = false; + var currC = null; + var prevC = null; + var pos = data.pos; + var p = 0; + var n = 0; + + for (pos=0, n=u8.byteLength; pos= endHeaderToken.length) { + p = pos - endHeaderToken.length; + if (prevC == "\r") p--; + if (header.substring(p, p + endHeaderToken.length) == endHeaderToken) { + found = true; + break; + } + } + } + prevC = currC; + } + + data.pos = pos; + + if (!found) { + return null; + } + + data.pos++; + return header; + } + + function splitHeader(header) { + var lines = header.split("\n"); + var trimmed = [ ]; + var tokens = null; + var s = null; + for (var i=0, n=lines.length; i 0) { + for (var j=0, m=tokens.length; j= 3) { + info.format = { + name : tokens[1], + version : tokens[2], + binary : (tokens[1].toLowerCase().indexOf("binary") >= 0), + littleEndian : ((tokens[1].toLowerCase()) == "binary_little_endian") + }; + } + break; + + case "comment": + info.comments.push(tokens.slice(1)); + break; + + case "element": + if (tn >= 3) { + elem = { + name : tokens[1], + count : parseInt(tokens[2]), + properties : [ ], + propertyMap : { } + }; + info.elements.push(elem); + info.elementMap[elem.name.toLowerCase()] = elem; + } + break; + + case "property": + if (elem && (tn >= 3)) { + prop = { + name : tokens[tn-1], + type : tokens.slice(1, tn - 1) + }; + elem.properties.push(prop); + elem.propertyMap[prop.name.toLowerCase()] = prop; + } + break; + + default: + info.others.push(tokens.slice()); + break; + } + } + + if (!info.format) { + return false; + } + + return info; + } + + var tabStr = "\t"; + + function setupLines(lines, tabs) { + for (var i=0, n=lines.length; i 0) { + verticesCount = elem.count; + props = elem.propertyMap; + + vertexLines = [ ]; + + vertexLines.push("function (header, elementInfo, index, element) {"); + vertexLines.push(tabStr + "var littleEndian = SpiderGL.Type.LITTLE_ENDIAN;"); + vertexLines.push(tabStr + "var sf32 = SpiderGL.Type.SIZEOF_FLOAT32;"); + vertexLines.push(tabStr + "var sui8 = SpiderGL.Type.SIZEOF_UINT8;"); + vertexLines.push(tabStr + "var offset = index * this._vertexStride;"); + vertexLines.push(tabStr + "var view = this._view;"); + vertexLines.push(""); + + ptypes = propertiesTypes(props["x"], props["y"], props["z"]); + if (ptypes.length == 1) { + hasPosition = true; + switch (ptypes[0]) { + case "float32": + vertexLines.push(tabStr + "view.setFloat32(offset, element.x, littleEndian); offset += sf32;"); + vertexLines.push(tabStr + "view.setFloat32(offset, element.y, littleEndian); offset += sf32;"); + vertexLines.push(tabStr + "view.setFloat32(offset, element.z, littleEndian); offset += sf32;"); + vertexLines.push(""); + vertexAttributes["position"] = { + size : 3, + type : SpiderGL.Type.FLOAT32, + offset : vertexStride + }; + vertexStride += 3 * SpiderGL.Type.SIZEOF_FLOAT32; + break; + default: break; + } + } + + ptypes = propertiesTypes(props["nx"], props["ny"], props["nz"]); + if (ptypes.length == 1) { + hasNormal = true; + switch (ptypes[0]) { + case "float32": + vertexLines.push(tabStr + "view.setFloat32(offset, element.nx, littleEndian); offset += sf32;"); + vertexLines.push(tabStr + "view.setFloat32(offset, element.ny, littleEndian); offset += sf32;"); + vertexLines.push(tabStr + "view.setFloat32(offset, element.nz, littleEndian); offset += sf32;"); + vertexLines.push(""); + vertexAttributes["normal"] = { + size : 3, + type : SpiderGL.Type.FLOAT32, + offset : vertexStride + }; + vertexStride += 3 * SpiderGL.Type.SIZEOF_FLOAT32; + break; + default: break; + } + } + + ptypes = propertiesTypes(props["red"], props["green"], props["blue"]); + if (ptypes.length == 1) { + hasColor = true; + switch (ptypes[0]) { + case "uint8": + vertexLines.push(tabStr + "view.setUint8(offset, element.red ); offset += sui8;"); + vertexLines.push(tabStr + "view.setUint8(offset, element.green); offset += sui8;"); + vertexLines.push(tabStr + "view.setUint8(offset, element.blue ); offset += sui8;"); + vertexLines.push(tabStr + "view.setUint8(offset, 255 ); offset += sui8;"); + vertexLines.push(""); + vertexAttributes["color"] = { + size : 4, + type : SpiderGL.Type.UINT8, + offset : vertexStride, + normalized : true + }; + vertexStride += 4 * SpiderGL.Type.SIZEOF_UINT8; + break; + case "float32": + vertexLines.push(tabStr + "view.setFloat32(offset, element.red, littleEndian); offset += sf32;"); + vertexLines.push(tabStr + "view.setFloat32(offset, element.green, littleEndian); offset += sf32;"); + vertexLines.push(tabStr + "view.setFloat32(offset, element.blue, littleEndian); offset += sf32;"); + vertexLines.push(tabStr + "view.setFloat32(offset, 1.0, littleEndian); offset += sf32;"); + vertexLines.push(""); + vertexAttributes["color"] = { + size : 4, + type : SpiderGL.Type.FLOAT32, + offset : vertexStride + }; + vertexStride += 4 * SpiderGL.Type.SIZEOF_FLOAT32; + break; + default: break; + } + } + + ptypes = propertiesTypes(props["texture_u"], props["texture_v"]); + if (ptypes.length == 1) { + hasTexCoord = true; + switch (ptypes[0]) { + case "float32": + vertexLines.push(tabStr + "view.setFloat32(offset, element.texture_u, littleEndian); offset += sf32;"); + vertexLines.push(tabStr + "view.setFloat32(offset, element.texture_v, littleEndian); offset += sf32;"); + vertexLines.push(""); + vertexAttributes["texturecoord"] = { + size : 2, + type : SpiderGL.Type.FLOAT32, + offset : vertexStride + }; + vertexStride += 2 * SpiderGL.Type.SIZEOF_FLOAT32; + break; + default: break; + } + } + + vertexLines.push("}"); + } + + var facesCount = 0; + var faceLines = null; + + elem = header.elementMap["face"]; + if (elem && elem.count > 0) { + facesCount = elem.count; + props = elem.propertyMap; + + faceLines = [ ]; + + faceLines.push("function (header, elementInfo, index, element) {"); + faceLines.push(tabStr + "var littleEndian = SpiderGL.Type.LITTLE_ENDIAN;"); + faceLines.push(tabStr + "var sui32 = SpiderGL.Type.SIZEOF_UINT32;"); + faceLines.push(tabStr + "var offset = index * 3 * sui32;"); + faceLines.push(tabStr + "var view = this._view;"); + faceLines.push(""); + + if (props["vertex_indices"]) { + faceLines.push(tabStr + "view.setUint32(offset, element.vertex_indices[0], littleEndian); offset += sui32;"); + faceLines.push(tabStr + "view.setUint32(offset, element.vertex_indices[1], littleEndian); offset += sui32;"); + faceLines.push(tabStr + "view.setUint32(offset, element.vertex_indices[2], littleEndian); offset += sui32;"); + } + else if (props["vertex_index"]) { + faceLines.push(tabStr + "view.setUint32(offset, element.vertex_index[0], littleEndian); offset += sui32;"); + faceLines.push(tabStr + "view.setUint32(offset, element.vertex_index[1], littleEndian); offset += sui32;"); + faceLines.push(tabStr + "view.setUint32(offset, element.vertex_index[2], littleEndian); offset += sui32;"); + } + else { + facesCount = 0; + } + + faceLines.push("}"); + } + + this._mesh = null; + + this._hasPosition = hasPosition; + this._hasNormal = hasNormal; + this._hasColor = hasColor; + this._hasTexCoord = hasTexCoord; + + this._verticesCount = verticesCount; + this._vertexAttributes = vertexAttributes; + this._vertexStride = vertexStride; + this._vertexBuffer = null; + this._handleVertex = emptyFunction; + + if (vertexStride > 0) { + var vertexFuncStr = vertexLines.join("\n"); + this._handleVertex = eval("(" + vertexFuncStr + ")"); + } + + this._facesCount = facesCount; + this._indexBuffer = null; + this._handleFace = emptyFunction; + + if (facesCount > 0) { + var faceFuncStr = faceLines.join("\n"); + this._handleFace = eval("(" + faceFuncStr + ")"); + } + }, + + onBeginContent : function (header) { + }, + + onBeginElements : function (header, elementInfo) { + switch (elementInfo.name) { + case "vertex": + this._vertexBuffer = new ArrayBuffer(this._verticesCount * this._vertexStride); + this._view = new DataView(this._vertexBuffer); + this._handleElement = this._handleVertex; + break; + case "face": + this._indexBuffer = new ArrayBuffer(this._facesCount * 3 * SpiderGL.Type.SIZEOF_UINT32); + this._view = new DataView(this._indexBuffer); + this._handleElement = this._handleFace; + break; + default: + this._view = null; + this._handleElement = emptyFunction; + break; + } + }, + + onElement : function (header, elementInfo, index, element) { + // bounding box calculation + if (elementInfo.name=="vertex"){ + if(element.x < this._boundingBox.min[0]) + this._boundingBox.min[0] = element.x; + if(element.y < this._boundingBox.min[1]) + this._boundingBox.min[1] = element.y; + if(element.z < this._boundingBox.min[2]) + this._boundingBox.min[2] = element.z; + + if(element.x > this._boundingBox.max[0]) + this._boundingBox.max[0] = element.x; + if(element.y > this._boundingBox.max[1]) + this._boundingBox.max[1] = element.y; + if(element.z > this._boundingBox.max[2]) + this._boundingBox.max[2] = element.z; + } + + this._handleElement(header, elementInfo, index, element); + }, + + onEndElements : function (header, elementInfo) { + this._view = null; + this._handleElement = emptyFunction; + }, + + onEndContent : function () { + }, + + onEnd : function () { + if ((this._verticesCount <= 0) && (this._facesCount <= 0)) return; + +// var gl = this._gl; + var modelDescriptor = { + version : "0.0.1.0 EXP", + meta : { + }, + data : { + vertexBuffers : { + }, + indexBuffers : { + } + }, + access : { + vertexStreams : { + }, + primitiveStreams : { + } + }, + semantic : { + bindings : { + }, + chunks : { + } + }, + logic : { + parts : { + } + }, + control : { + }, + extra : { + } + }; + + var modelVertexBuffers = modelDescriptor.data.vertexBuffers; + var modelIndexBuffers = modelDescriptor.data.indexBuffers; + var modelVertexStreams = modelDescriptor.access.vertexStreams; + var modelPrimitiveStreams = modelDescriptor.access.primitiveStreams; + var modelBindings = modelDescriptor.semantic.bindings; + var modelChunks = modelDescriptor.semantic.chunks; + var modelParts = modelDescriptor.logic.parts; + + modelDescriptor.extra.boundingBox = this._boundingBox; + + modelDescriptor.extra.renderMode = this._renderMode; + + modelDescriptor.extra.hasPosition = this._hasPosition; + modelDescriptor.extra.hasNormal = this._hasNormal; + modelDescriptor.extra.hasColor = this._hasColor; + modelDescriptor.extra.hasTexCoord = this._hasTexCoord; + + modelDescriptor.extra.textureUrl = this._textureUrl; + + var maxVerticesCount = (1 << 16) - 1; + + var baseVertexBufferName = "mainVertexBuffer"; + var baseIndexBufferName = "mainIndexBuffer"; + var baseBindingName = "mainBinding"; + var baseChunkName = "mainChunk"; + var basePointStreamName = "vertices"; + var baseTriStreamName = "triangles"; + var basePartName = "mainPart"; + + if (this._facesCount > 0) { + var littleEndian = SpiderGL.Type.LITTLE_ENDIAN; + var indexStride = SpiderGL.Type.SIZEOF_UINT32; + var wholeSize = Float64Array.BYTES_PER_ELEMENT; + + var stride = this._vertexStride; + var partCount = stride % wholeSize; + var wholeCount = (stride - partCount) / wholeSize; + + var vertexBufferView = new Uint8Array(this._vertexBuffer); + var indexBufferView = new Uint32Array(this._indexBuffer); + + var chunksCount = 0; + var chunkVertexBuffers = [ ]; + var chunkVerticesCount = [ ]; + var chunkIndexBuffers = [ ]; + var chunkIndicesCount = [ ]; + + var facesLeft = this._facesCount; + var currFaceIndex = 0; + + var indicesBuffer = new Uint32Array(this._facesCount * 3); + + while (facesLeft > 0) { + var verticesMap = new Uint32Array(this._verticesCount); + var verticesNew = new Uint32Array(maxVerticesCount); + var verticesCount = 0; + var indicesCount = 0; + var facesCount = 0; + + while ((verticesCount <= (maxVerticesCount - 3)) && (facesLeft > 0)) { + for (var k=0; k<3; ++k, ++currFaceIndex) { + var v = indexBufferView[currFaceIndex]; + var r = verticesMap[v]; + if (!r) { + verticesNew[verticesCount++] = v; + verticesMap[v] = verticesCount; + } + indicesBuffer[indicesCount++] = v; + } + facesLeft--; + facesCount++; + } + + if (facesCount <= 0) continue; + + var chunkVertexBuffer = new ArrayBuffer(verticesCount * stride); + var chunkVertexBufferView = new Uint8Array(chunkVertexBuffer); + var chunkIndexBuffer = new Uint16Array(indicesCount); + + for (var i=0; i 0) { + var vertexBufferName = baseVertexBufferName; + modelVertexBuffers[vertexBufferName] = { + typedArray : this._vertexBuffer + }; + + for (var a in this._vertexAttributes) { + var attr = this._vertexAttributes[a]; + modelVertexStreams[a] = { + buffer : vertexBufferName, + size : attr.size, + type : attr.type, + stride : this._vertexStride, + offset : attr.offset, + normalized : !!attr.normalized + }; + binding.vertexStreams[a.toUpperCase()] = [a]; + } + + modelPrimitiveStreams[basePointStreamName] = { + mode : SpiderGL.Type.POINTS, + count : this._verticesCount + }; + binding.primitiveStreams["POINT"] = [basePointStreamName]; + } + + if ((this._verticesCount > 0) || (this._facesCount > 0)) { + modelChunks[baseChunkName] = { + techniques : { + "common" : { + binding : baseBindingName + } + } + }; + + modelParts[basePartName] = { + chunks : [baseChunkName] + }; + } + } + + this._modelDescriptor = modelDescriptor; + } + }; + + function mainImportPly(buffer) { + var handler = new PlyHandler(buffer); + parsePly(buffer, handler); + var modelDescriptor = handler.modelDescriptor; + return modelDescriptor; + }; + + return mainImportPly; +})(); diff --git a/frontend/public/vendor/3dhop/presenter.js b/frontend/public/vendor/3dhop/presenter.js new file mode 100755 index 0000000..bc4bf43 --- /dev/null +++ b/frontend/public/vendor/3dhop/presenter.js @@ -0,0 +1,4232 @@ +/* +3DHOP - 3D Heritage Online Presenter +Copyright (c) 2014-2023, Visual Computing Lab, ISTI - CNR +All rights reserved. + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . +*/ + +SpiderGL.openNamespace(); + +//---------------------------------------------------------------------------------------- +// CONSTANTS +//---------------------------------------------------------------------------------------- +// version +const HOP_VERSION = "4.3.6"; +// selectors +const HOP_ALL = 256; +// starting debug mode +const HOP_DEBUGMODE = false; +// default light direction +const HOP_DEFAULTLIGHT = [0, 0, -1]; +// sgltrackball +const SGL_TRACKBALL_NO_ACTION = 0; +const SGL_TRACKBALL_ROTATE = 1; +const SGL_TRACKBALL_PAN = 2; +const SGL_TRACKBALL_DOLLY = 3; +const SGL_TRACKBALL_SCALE = 4; + +Presenter = function (canvas) { + this._supportsWebGL = sglHandleCanvas(canvas, this, { stencil: true }); + console.log("3DHOP version: " + this.version); +}; + +Presenter.prototype = { +//---------------------------------------------------------------------------------------- +// PARSING FUNCTIONS +//---------------------------------------------------------------------------------------- +_parseScene : function (options) { + options = options || { }; + var r = { + background : this._parseBackground(options.background), + meshes : this._parseMeshes(options.meshes), + texturedQuads : this._parseTexturedQuads(options.texturedQuads), + modelInstances : this._parseModelInstances(options.modelInstances), + spots : this._parseSpots(options.spots), + trackball : this._parseTrackball(options.trackball), + space : this._parseSpace(options.space), + config : this._parseConfig(options.config) + }; + return r; +}, + +_parseBackground : function (options) { + var r = sglGetDefaultObject({ + image : null, + isEnvironment : false, + color : [ 0.0, 0.0, 0.0, 0.0 ] + }, options); + if (r.image) { this._objectsToProcess++; this._objectsToLoad++; } + return r; +}, + +_parseMeshes : function (options) { + var r = { }; + for (var m in options) { + r[m] = this._parseMesh(options[m]); + } + return r; +}, + +_parseMesh : function (options) { + var r = sglGetDefaultObject({ + url : null, + mType : null, + transform : null + }, options); + r.transform = this._parseTransform(r.transform); + if (r.url) { this._objectsToProcess++; this._objectsToLoad++; } + return r; +}, + +_parseTexturedQuads : function (options) { + var r = { }; + for (var m in options) { + r[m] = this._parseTexturedQuad(options[m]); + } + return r; +}, + +_parseTexturedQuad : function (options) { + var r = sglGetDefaultObject({ + url : null + }, options); + if (r.url) { this._objectsToProcess++; this._objectsToLoad++; } + return r; +}, + +_parseModelInstances : function (options) { + var r = { }; + for (var m in options) { + r[m] = this._parseModelInstance(options[m]); + } + return r; +}, + +_parseModelInstance : function (options) { + var r = sglGetDefaultObject({ + mesh : null, + rendermode : null, + color : [ 1.0, 1.0, 1.0 ], + useSolidColor : false, + specularColor : [ 0.0, 0.0, 0.0, 32.0 ], + backfaceColor : [ 0.7, 0.4, 0.4, 0.0 ], + alpha : 0.5, + useTransparency : false, + useLighting : true, + cursor : "default", + ID : 0, + transform : null, + visible : true, + tags : [ ], + clippable : true, + measurable : true, + }, options); + if (r.color[3]) //3DHOP 2.0 backward compatibility + { + r.alpha = r.color[3]; + r.color = [r.color[0], r.color[1], r.color[2]] + } + r.transform = this._parseTransform(r.transform); + r.ID = this._instancesProgressiveID; + this._instancesProgressiveID++; + return r; +}, + +_parseSpots : function (options) { + var r = { }; + for (var m in options) { + r[m] = this._parseSpot(options[m]); + } + return r; +}, + +_parseSpot : function (options) { + var r = sglGetDefaultObject({ + mesh : null, + rendermode : null, + color : [ 0.0, 0.25, 1.0 ], + useSolidColor : true, + alpha : 0.5, + alphaHigh : 0.8, + useTransparency : true, + useStencil : false, + cursor : "pointer", + ID : 0, + transform : null, + visible : true, + tags : [ ] + }, options); + if (r.color[3]) //3DHOP 2.0 backward compatibility + { + r.alpha = r.color[3]; + r.color = [r.color[0], r.color[1], r.color[2]] + } + r.transform = this._parseTransform(r.transform); + r.ID = this._spotsProgressiveID; + this._spotsProgressiveID++; + return r; +}, + +_parseTrackball : function (options) { + var r = sglGetDefaultObject({ + type : TurnTableTrackball, + trackOptions : {}, + locked : false, + dragSpeed : 1.0 + }, options); + return r; +}, + +_parseSpace : function (options) { + var r = sglGetDefaultObject({ + centerMode : "first", + radiusMode : "first", + whichInstanceCenter : "", + whichInstanceRadius : "", + explicitCenter : [0.0, 0.0, 0.0], + explicitRadius : 1.0, + transform : null, + cameraFOV : 60.0, + cameraNearFar : [0.01, 10.0], + cameraType : "perspective", + sceneLighting : true, + }, options); + r.transform = this._parseTransform(r.transform); + if(r.cameraFOV < 2.0) r.cameraFOV = 2.0; + if(r.cameraFOV > 88.0) r.cameraFOV = 88.0; + if((r.cameraType != "perspective") && (r.cameraType != "orthographic")) r.cameraType = "perspective"; + return r; +}, + +_parseConfig : function (options) { + var r = sglGetDefaultObject({ + pickedpointColor : [1.0, 0.0, 1.0], + measurementColor : [0.5, 1.0, 0.5], + showClippingPlanes : true, + showClippingBorder : false, + clippingBorderSize : 0.5, + clippingBorderColor : [0.0, 1.0, 1.0], + pointSize : 1.0, + pointSizeMinMax : [0.0, 2.0], + autoSaveScreenshot : true, + screenshotBaseName : "screenshot", + screenshotTime : true, + }, options); + return r; +}, + +_parseTransform : function (options) { + var r = sglGetDefaultObject({ + matrix : SglMat4.identity(), + rotation : [0.0, 0.0, 0.0], + translation : [0.0, 0.0, 0.0], + scale : [1.0, 1.0, 1,0], + }, options); + + // if any of rotation, translation or scale are defined, matrix is overwritten + var overwrite = false; + var matrixT = SglMat4.identity(); + var matrixR = SglMat4.identity(); + var matrixS = SglMat4.identity(); + if((r.translation[0] != 0.0)||(r.translation[1] != 0.0)||(r.translation[2] != 0.0)) + { + matrixT = SglMat4.translation(r.translation); + overwrite = true; + } + if((r.rotation[0] != 0.0)||(r.rotation[1] != 0.0)||(r.rotation[2] != 0.0)) + { + var mrX = SglMat4.rotationAngleAxis(sglDegToRad(r.rotation[0]), [1.0, 0.0, 0.0]); + var mrY = SglMat4.rotationAngleAxis(sglDegToRad(r.rotation[1]), [0.0, 1.0, 0.0]); + var mrZ = SglMat4.rotationAngleAxis(sglDegToRad(r.rotation[2]), [0.0, 0.0, 1.0]); + matrixR = SglMat4.mul(SglMat4.mul(mrZ, mrY), mrX); + overwrite = true; + } + if((r.scale[0] != 1.0)||(r.scale[1] != 1.0)||(r.scale[2] != 1.0)) + { + matrixS = SglMat4.scaling(r.scale); + overwrite = true; + } + if (overwrite) + r.matrix = SglMat4.mul(SglMat4.mul(matrixT, matrixR), matrixS); + + return r; +}, + +//---------------------------------------------------------------------------------------- +//SHADERS RELATED FUNCTIONS +//---------------------------------------------------------------------------------------- +// standard program for points rendering +_createStandardPointsProgram : function () { + var gl = this.ui.gl; + var pointsVertexShader = new SglVertexShader(gl, "\ + precision highp float; \n\ + \n\ + uniform mat4 uWorldViewProjectionMatrix; \n\ + uniform mat3 uViewSpaceNormalMatrix; \n\ + uniform mat4 uWorldViewMatrix; \n\ + uniform mat4 uModelMatrix; \n\ + uniform float uPointSize; \n\ + \n\ + attribute vec3 aPosition; \n\ + attribute vec3 aNormal; \n\ + attribute vec4 aColor; \n\ + attribute float aPointSize; \n\ + \n\ + varying vec3 vNormal; \n\ + varying vec4 vColor; \n\ + varying vec4 vModelPos; \n\ + varying vec4 vModelViewPos; \n\ + \n\ + void main(void) \n\ + { \n\ + vNormal = normalize(uViewSpaceNormalMatrix * aNormal); \n\ + vColor = aColor; \n\ + vModelPos = uModelMatrix * vec4(aPosition, 1.0); \n\ + vModelViewPos = uWorldViewMatrix * vec4(aPosition, 1.0); \n\ + \n\ + gl_Position = uWorldViewProjectionMatrix * vec4(aPosition, 1.0); \n\ + gl_PointSize = uPointSize * aPointSize; \n\ + } \n\ + "); + if(this._isDebugging) + console.log("STD POINTS Vertex Shader Log:\n" + pointsVertexShader.log); + + var pointsFragmentShader = new SglFragmentShader(gl, "\ + #extension GL_EXT_frag_depth : enable \n\ + precision highp float; \n\ + \n\ + uniform vec3 uViewSpaceLightDirection; \n\ + uniform float uAlpha; \n\ + uniform bool uUseSolidColor; \n\ + uniform bool uUseLighting; \n\ + uniform vec3 uSolidColor; \n\ + uniform vec4 uSpecularColor; \n\ + uniform vec3 uClipPoint; \n\ + uniform vec3 uClipAxis; \n\ + uniform vec4 uClipPlane; \n\ + uniform vec3 uClipColor; \n\ + uniform float uClipColorSize; \n\ + \n\ + varying vec3 vNormal; \n\ + varying vec4 vColor; \n\ + varying vec4 vModelPos; \n\ + varying vec4 vModelViewPos; \n\ + \n\ + void main(void) \n\ + { \n\ + if(length(uClipPlane.xyz) > 0.0) \n\ + if( dot(vModelPos, uClipPlane) > 0.0) discard; \n\ + if(length(uClipAxis) > 0.0) \n\ + { \n\ + if( uClipAxis[0] * (vModelPos[0] - uClipPoint[0]) > 0.0) discard; \n\ + if( uClipAxis[1] * (vModelPos[1] - uClipPoint[1]) > 0.0) discard; \n\ + if( uClipAxis[2] * (vModelPos[2] - uClipPoint[2]) > 0.0) discard; \n\ + } \n\ + \n\ + vec2 cxy = 2.0 * gl_PointCoord - 1.0; \n\ + float r = dot(cxy, cxy); \n\ + if (r > 1.0) { discard; } \n\ + \n\ + vec3 renderColor = vec3(1.0, 1.0, 1.0); \n\ + vec3 diffuse = vColor.rgb; \n\ + float lambert = 1.0; \n\ + vec3 specular = vec3(0.0, 0.0, 0.0); \n\ + \n\ + if(uUseSolidColor) { \n\ + if(uSolidColor.r + uSolidColor.g + uSolidColor.b == -3.0) \n\ + diffuse = vColor.aaa; \n\ + else \n\ + diffuse = uSolidColor; \n\ + } \n\ + \n\ + if((uUseLighting)&&(length(vNormal) > 0.0)) \n\ + { \n\ + float nDotL = dot(vNormal, -uViewSpaceLightDirection); \n\ + lambert = max(0.0, nDotL); \n\ + \n\ + vec3 halfV = normalize(-uViewSpaceLightDirection -vModelViewPos.xyz);\n\ + float spc = pow(max(dot(vNormal, halfV),0.0), uSpecularColor.a); \n\ + specular = spc * uSpecularColor.rgb; \n\ + } \n\ + \n\ + renderColor = (diffuse * lambert) + specular; \n\ + \n\ + if((length(uClipPlane.xyz) > 0.0)&&(uClipColorSize>0.0)) \n\ + if( dot(vModelPos, uClipPlane) > -uClipColorSize) renderColor = uClipColor; \n\ + if((length(uClipAxis) > 0.0)&&(uClipColorSize>0.0)) \n\ + { \n\ + if( uClipAxis[0] * (vModelPos[0] - uClipPoint[0] + (uClipAxis[0]*uClipColorSize)) > 0.0) renderColor = uClipColor; \n\ + if( uClipAxis[1] * (vModelPos[1] - uClipPoint[1] + (uClipAxis[1]*uClipColorSize)) > 0.0) renderColor = uClipColor; \n\ + if( uClipAxis[2] * (vModelPos[2] - uClipPoint[2] + (uClipAxis[2]*uClipColorSize)) > 0.0) renderColor = uClipColor; \n\ + } \n\ + \n\ + gl_FragColor = vec4(renderColor, uAlpha); \n\ + gl_FragDepthEXT = gl_FragCoord.z + 0.0001*(pow(r, 2.0)); \n\ + } \n\ + "); + if(this._isDebugging) + console.log("STD POINTS Fragment Shader Log:\n" + pointsFragmentShader.log); + + var program = new SglProgram(gl, { + shaders : [ + pointsVertexShader, + pointsFragmentShader + ], + attributes : { + "aPosition" : 0, + "aNormal" : 1, + "aColor" : 2, + "aPointSize": 4 + }, + uniforms : { + "uWorldViewProjectionMatrix" : SglMat4.identity(), + "uViewSpaceNormalMatrix" : SglMat3.identity(), + "uWorldViewMatrix" : SglMat4.identity(), + "uModelMatrix" : SglMat4.identity(), + "uViewSpaceLightDirection" : [0.0, 0.0, -1.0], + "uPointSize" : 1.0, + "uAlpha" : 1.0, + "uUseSolidColor" : false, + "uUseLighting" : true, + "uSolidColor" : [1.0, 1.0, 1.0], + "uSpecularColor" : [0.0, 0.0, 0.0, 32.0], + "uClipPoint" : [0.0, 0.0, 0.0], + "uClipAxis" : [0.0, 0.0, 0.0], + "uClipPlane" : [0.0, 0.0, 0.0, 0.0], + "uClipColor" : [1.0, 1.0, 1.0], + "uClipColorSize" : 0.5 + } + }); + if(this._isDebugging) + console.log("STD POINTS Program Log:\n" + program.log); + + return program; +}, + +// standard program for faces rendering +_createStandardFacesProgram : function () { + var gl = this.ui.gl; + var facesVertexShader = new SglVertexShader(gl, "\ + precision highp float; \n\ + \n\ + uniform mat4 uWorldViewProjectionMatrix; \n\ + uniform mat3 uViewSpaceNormalMatrix; \n\ + uniform mat4 uWorldViewMatrix; \n\ + uniform mat4 uModelMatrix; \n\ + \n\ + attribute vec3 aPosition; \n\ + attribute vec3 aNormal; \n\ + attribute vec4 aColor; \n\ + attribute vec2 aTextureCoord; \n\ + \n\ + varying vec3 vNormal; \n\ + varying vec4 vColor; \n\ + varying vec4 vModelPos; \n\ + varying vec4 vModelViewPos; \n\ + varying vec2 vTextureCoord; \n\ + \n\ + void main(void) \n\ + { \n\ + vNormal = normalize(uViewSpaceNormalMatrix * aNormal); \n\ + vColor = aColor; \n\ + vModelPos = uModelMatrix * vec4(aPosition, 1.0); \n\ + vModelViewPos = uWorldViewMatrix * vec4(aPosition, 1.0); \n\ + vTextureCoord = aTextureCoord; \n\ + \n\ + gl_Position = uWorldViewProjectionMatrix * vec4(aPosition, 1.0); \n\ + } \n\ + "); + if(this._isDebugging) + console.log("STD FACES Vertex Shader Log:\n" + facesVertexShader.log); + + var facesFragmentShader = new SglFragmentShader(gl, "\ + precision highp float; \n\ + \n\ + uniform vec3 uViewSpaceLightDirection; \n\ + uniform float uAlpha; \n\ + uniform bool uUseSolidColor; \n\ + uniform bool uUseLighting; \n\ + uniform vec4 uBackFaceColor; \n\ + uniform vec3 uSolidColor; \n\ + uniform vec4 uSpecularColor; \n\ + uniform vec3 uClipPoint; \n\ + uniform vec3 uClipAxis; \n\ + uniform vec4 uClipPlane; \n\ + uniform vec3 uClipColor; \n\ + uniform float uClipColorSize; \n\ + uniform sampler2D uSampler; \n\ + \n\ + varying vec3 vNormal; \n\ + varying vec4 vColor; \n\ + varying vec4 vModelPos; \n\ + varying vec4 vModelViewPos; \n\ + varying vec2 vTextureCoord; \n\ + \n\ + void main(void) \n\ + { \n\ + if(length(uClipPlane.xyz) > 0.0) \n\ + if( dot(vModelPos, uClipPlane) > 0.0) discard; \n\ + if(length(uClipAxis) > 0.0) \n\ + { \n\ + if( uClipAxis[0] * (vModelPos[0] - uClipPoint[0]) > 0.0) discard; \n\ + if( uClipAxis[1] * (vModelPos[1] - uClipPoint[1]) > 0.0) discard; \n\ + if( uClipAxis[2] * (vModelPos[2] - uClipPoint[2]) > 0.0) discard; \n\ + } \n\ + \n\ + vec3 renderColor = vec3(1.0, 1.0, 1.0); \n\ + vec3 diffuse = vColor.rgb; \n\ + float lambert = 1.0; \n\ + vec3 specular = vec3(0.0, 0.0, 0.0); \n\ + \n\ + if(vTextureCoord.x != 0.0) \n\ + diffuse = texture2D(uSampler, vTextureCoord).xyz; \n\ + \n\ + if(uUseSolidColor) { \n\ + if(uSolidColor.r + uSolidColor.g + uSolidColor.b == -3.0) \n\ + diffuse = vColor.aaa; \n\ + else if(uSolidColor.r + uSolidColor.g + uSolidColor.b == -6.0) \n\ + diffuse = vColor.rgb; \n\ + else \n\ + diffuse = uSolidColor; \n\ + } \n\ + \n\ + if((uUseLighting)&&(length(vNormal) > 0.0)) \n\ + { \n\ + float nDotL = dot(vNormal, -uViewSpaceLightDirection); \n\ + lambert = max(0.0, gl_FrontFacing? nDotL : -nDotL); \n\ + \n\ + vec3 halfV = normalize(-uViewSpaceLightDirection -vModelViewPos.xyz);\n\ + float spc = pow(max(dot(vNormal, halfV),0.0), uSpecularColor.a); \n\ + specular = spc * uSpecularColor.rgb; \n\ + } \n\ + \n\ + renderColor = (diffuse * lambert) + specular; \n\ + if(gl_FrontFacing==false) \n\ + { \n\ + if (uBackFaceColor[3]==0.0) renderColor = renderColor * uBackFaceColor.rgb; \n\ + else if(uBackFaceColor[3]==1.0) renderColor = uBackFaceColor.rgb; \n\ + else if(uBackFaceColor[3]==2.0) discard; \n\ + else if(uBackFaceColor[3]==3.0) renderColor = (uBackFaceColor.rgb * lambert)+specular;\n\ + } \n\ + \n\ + if((length(uClipPlane.xyz) > 0.0)&&(uClipColorSize>0.0)) \n\ + if( dot(vModelPos, uClipPlane) > -uClipColorSize) renderColor = uClipColor; \n\ + if((length(uClipAxis) > 0.0)&&(uClipColorSize>0.0)) \n\ + { \n\ + if( uClipAxis[0] * (vModelPos[0] - uClipPoint[0] + (uClipAxis[0]*uClipColorSize)) > 0.0) renderColor = uClipColor; \n\ + if( uClipAxis[1] * (vModelPos[1] - uClipPoint[1] + (uClipAxis[1]*uClipColorSize)) > 0.0) renderColor = uClipColor; \n\ + if( uClipAxis[2] * (vModelPos[2] - uClipPoint[2] + (uClipAxis[2]*uClipColorSize)) > 0.0) renderColor = uClipColor; \n\ + } \n\ + \n\ + gl_FragColor = vec4(renderColor, uAlpha); \n\ + } \n\ + "); + if(this._isDebugging) + console.log("STD FACES Fragment Shader Log:\n" + facesFragmentShader.log); + + var program = new SglProgram(gl, { + shaders : [ + facesVertexShader, + facesFragmentShader + ], + attributes : { + "aPosition" : 0, + "aNormal" : 1, + "aColor" : 2, + "aTextureCoord" : 3 + }, + uniforms : { + "uWorldViewProjectionMatrix" : SglMat4.identity(), + "uViewSpaceNormalMatrix" : SglMat3.identity(), + "uWorldViewMatrix" : SglMat4.identity(), + "uModelMatrix" : SglMat4.identity(), + "uViewSpaceLightDirection" : [0.0, 0.0, -1.0], + "uAlpha" : 1.0, + "uUseSolidColor" : false, + "uUseLighting" : true, + "uBackFaceColor" : [0.4, 0.3, 0.3, 0.0], + "uSolidColor" : [1.0, 1.0, 1.0], + "uSpecularColor" : [0.0, 0.0, 0.0, 32.0], + "uClipPoint" : [0.0, 0.0, 0.0], + "uClipAxis" : [0.0, 0.0, 0.0], + "uClipPlane" : [0.0, 0.0, 0.0, 0.0], + "uClipColor" : [1.0, 1.0, 1.0], + "uClipColorSize" : 0.5, + "uSampler" : 0 + } + }); + if(this._isDebugging) + console.log("STD FACE Program Log:\n" + program.log); + + return program; +}, + +// utils program for XYZ picking and color coded rendering +_createUtilsProgram : function () { + var gl = this.ui.gl; + var utilsVertexShader = new SglVertexShader(gl, "\ + precision highp float; \n\ + \n\ + uniform mat4 uWorldViewProjectionMatrix; \n\ + uniform mat4 uModelMatrix; \n\ + uniform float uPointSize; \n\ + \n\ + attribute vec3 aPosition; \n\ + attribute vec3 aNormal; \n\ + attribute vec4 aColor; \n\ + attribute float aPointSize; \n\ + \n\ + varying vec4 vModelPos; \n\ + \n\ + void main(void) \n\ + { \n\ + vModelPos = uModelMatrix * vec4(aPosition, 1.0); \n\ + gl_Position = uWorldViewProjectionMatrix * vec4(aPosition, 1.0); \n\ + gl_PointSize = uPointSize * aPointSize; \n\ + } \n\ + "); + if(this._isDebugging) + console.log("UTILS Vertex Shader Log:\n" + utilsVertexShader.log); + + var utilsFragmentShader = new SglFragmentShader(gl, "\ + precision highp float; \n\ + \n\ + uniform vec3 uClipPoint; \n\ + uniform vec3 uClipAxis; \n\ + uniform vec4 uClipPlane; \n\ + uniform vec4 uBackFaceColor; \n\ + uniform vec4 uColorID; \n\ + uniform float uMode; \n\ + \n\ + varying vec4 vModelPos; \n\ + \n\ + vec4 pack_depth(const in float depth) \n\ + { \n\ + const vec4 bit_shift = vec4(255.0*255.0*255.0, 255.0*255.0, 255.0, 1.0); \n\ + const vec4 bit_mask = vec4(0.0, 1.0/255.0, 1.0/255.0, 1.0/255.0); \n\ + vec4 res = fract(depth * bit_shift); \n\ + res -= res.xxyz * bit_mask; \n\ + return res; \n\ + } \n\ + \n\ + void main(void) \n\ + { \n\ + if(length(uClipPlane.xyz) > 0.0) \n\ + if( dot(vModelPos, uClipPlane) > 0.0) discard; \n\ + if(length(uClipAxis) > 0.0) \n\ + { \n\ + if( uClipAxis[0] * (vModelPos[0] - uClipPoint[0]) > 0.0) discard; \n\ + if( uClipAxis[1] * (vModelPos[1] - uClipPoint[1]) > 0.0) discard; \n\ + if( uClipAxis[2] * (vModelPos[2] - uClipPoint[2]) > 0.0) discard; \n\ + } \n\ + if((gl_FrontFacing==false) && (uBackFaceColor[3]==2.0)) discard; \n\ + \n\ + vec4 outColor; \n\ + if(uMode == 1.0) //xyx picking \n\ + outColor = pack_depth(gl_FragCoord.z); \n\ + else if(uMode == 2.0) //color coded \n\ + outColor = uColorID; \n\ + \n\ + gl_FragColor = outColor; \n\ + } \n\ + "); + if(this._isDebugging) + console.log("UTILS Fragment Shader Log:\n" + utilsFragmentShader.log); + + var utilsProgram = new SglProgram(gl, { + shaders : [ + utilsVertexShader, + utilsFragmentShader + ], + attributes : { + "aPosition" : 0, + "aNormal" : 1, + "aColor" : 2, + "aPointSize": 4 + }, + uniforms : { + "uWorldViewProjectionMatrix" : SglMat4.identity(), + "uModelMatrix" : SglMat4.identity(), + "uClipPoint" : [0.0, 0.0, 0.0], + "uClipAxis" : [0.0, 0.0, 0.0], + "uClipPlane" : [0.0, 0.0, 0.0, 0.0], + "uBackFaceColor" : [0.4, 0.3, 0.3, 0.0], + "uColorID" : [1.0, 0.5, 0.0, 1.0], + "uPointSize" : 1.0, + "uMode" : 1.0 + } + }); + if(this._isDebugging) + console.log("UTILS Program Log:\n" + utilsProgram.log); + + return utilsProgram; +}, + +// single-color barely-shaded program for spot and planes rendering +_createColorShadedProgram : function () { + var gl = this.ui.gl; + var colorShadedVertexShader = new SglVertexShader(gl, "\ + precision highp float; \n\ + \n\ + uniform mat4 uWorldViewProjectionMatrix; \n\ + uniform mat3 uViewSpaceNormalMatrix; \n\ + uniform float uPointSize; \n\ + \n\ + attribute vec3 aPosition; \n\ + attribute vec3 aNormal; \n\ + attribute float aPointSize; \n\ + \n\ + varying vec3 vNormal; \n\ + \n\ + void main(void) \n\ + { \n\ + vNormal = uViewSpaceNormalMatrix * aNormal; \n\ + \n\ + gl_Position = uWorldViewProjectionMatrix * vec4(aPosition, 1.0); \n\ + gl_PointSize = uPointSize * aPointSize; \n\ + } \n\ + "); + if(this._isDebugging) + console.log("COLOR SHADED Vertex Shader Log:\n" + colorShadedVertexShader.log); + + var colorShadedFragmentShader = new SglFragmentShader(gl, "\ + precision highp float; \n\ + \n\ + uniform vec3 uViewSpaceLightDirection; \n\ + uniform vec4 uColorID; \n\ + \n\ + varying vec3 vNormal; \n\ + \n\ + void main(void) \n\ + { \n\ + if(uColorID[3] == 0.0) discard; \n\ + vec3 diffuse = vec3(uColorID[0], uColorID[1], uColorID[2]); \n\ + \n\ + if(vNormal[0] != 0.0 || vNormal[1] != 0.0 || vNormal[2] != 0.0) { \n\ + vec3 normal = normalize(vNormal); \n\ + float nDotL = dot(normal, -uViewSpaceLightDirection); \n\ + float lambert = max(-nDotL, nDotL); \n\ + \n\ + diffuse = (diffuse * 0.5) + (diffuse * lambert * 0.5); \n\ + } \n\ + gl_FragColor = vec4(diffuse, uColorID[3]); \n\ + } \n\ + "); + if(this._isDebugging) + console.log("COLOR SHADED Fragment Shader Log:\n" + colorShadedFragmentShader.log); + + var program = new SglProgram(gl, { + shaders : [ + colorShadedVertexShader, + colorShadedFragmentShader + ], + attributes : { + "aPosition" : 0, + "aNormal" : 1, + "aPointSize": 4 + }, + uniforms : { + "uWorldViewProjectionMatrix" : SglMat4.identity(), + "uViewSpaceNormalMatrix" : SglMat3.identity(), + "uViewSpaceLightDirection" : [0.0, 0.0, -1.0], + "uColorID" : [1.0, 0.5, 0.0, 1.0], + "uPointSize" : 1.0 + } + }); + if(this._isDebugging) + console.log("COLOR SHADED Program Log:\n" + program.log); + + return program; +}, + +// standard technique for PLY points rendering +_createStandardPointsTechnique : function () { + var gl = this.ui.gl; + var technique = new SglTechnique(gl, { + program : this._createStandardPointsProgram(), + vertexStreams : { + "aNormal" : [ 0.0, 0.0, 0.0 ], + "aColor" : [ 0.8, 0.8, 0.8, 1.0 ], + "aPointSize" : 1.0 + }, + globals : { + "uWorldViewProjectionMatrix" : { semantic : "uWorldViewProjectionMatrix", value : SglMat4.identity() }, + "uViewSpaceNormalMatrix" : { semantic : "uViewSpaceNormalMatrix", value : SglMat3.identity() }, + "uWorldViewMatrix" : { semantic : "uWorldViewMatrix", value : SglMat4.identity() }, + "uModelMatrix" : { semantic : "uModelMatrix", value : SglMat4.identity() }, + "uViewSpaceLightDirection" : { semantic : "uViewSpaceLightDirection", value : [ 0.0, 0.0, -1.0 ] }, + "uPointSize" : { semantic : "uPointSize", value : 1.0 }, + "uAlpha" : { semantic : "uAlpha", value : 1.0 }, + "uUseSolidColor" : { semantic : "uUseSolidColor", value : false }, + "uUseLighting" : { semantic : "uUseLighting", value : true }, + "uSolidColor" : { semantic : "uSolidColor", value : [ 1.0, 1.0, 1.0 ] }, + "uBackFaceColor" : { semantic : "uBackFaceColor", value : [0.4, 0.3, 0.3, 0.0] }, + "uSpecularColor" : { semantic : "uSpecularColor", value : [0.5, 0.2, 0.8, 32.0] }, + "uClipPoint" : { semantic : "uClipPoint", value : [ 0.0, 0.0, 0.0 ] }, + "uClipAxis" : { semantic : "uClipAxis", value : [ 0.0, 0.0, 0.0 ] }, + "uClipPlane" : { semantic : "uClipPlane", value : [ 0.0, 0.0, 0.0, 0.0 ] }, + "uClipColor" : { semantic : "uClipColor", value : [ 1.0, 1.0, 1.0 ]}, + "uClipColorSize" : { semantic : "uClipColorSize", value : 0.5 } + } + }); + + return technique; +}, + +// standard technique for PLY faces rendering +_createStandardFacesTechnique : function () { + var gl = this.ui.gl; + var technique = new SglTechnique(gl, { + program : this._createStandardFacesProgram(), + vertexStreams : { + "aNormal" : [ 0.0, 0.0, 0.0 ], + "aColor" : [ 0.8, 0.8, 0.8, 1.0 ], + "aTextureCoord" : [ 0.0, 0.0 ] + }, + globals : { + "uWorldViewProjectionMatrix" : { semantic : "uWorldViewProjectionMatrix", value : SglMat4.identity() }, + "uViewSpaceNormalMatrix" : { semantic : "uViewSpaceNormalMatrix", value : SglMat3.identity() }, + "uWorldViewMatrix" : { semantic : "uWorldViewMatrix", value : SglMat4.identity() }, + "uModelMatrix" : { semantic : "uModelMatrix", value : SglMat4.identity() }, + "uViewSpaceLightDirection" : { semantic : "uViewSpaceLightDirection", value : [ 0.0, 0.0, -1.0 ] }, + "uAlpha" : { semantic : "uAlpha", value : 1.0 }, + "uUseSolidColor" : { semantic : "uUseSolidColor", value : false }, + "uUseLighting" : { semantic : "uUseLighting", value : true }, + "uSolidColor" : { semantic : "uSolidColor", value : [ 1.0, 1.0, 1.0 ] }, + "uBackFaceColor" : { semantic : "uBackFaceColor", value : [0.4, 0.3, 0.3, 0.0] }, + "uSpecularColor" : { semantic : "uSpecularColor", value : [0.5, 0.2, 0.8, 32.0] }, + "uClipPoint" : { semantic : "uClipPoint", value : [ 0.0, 0.0, 0.0 ] }, + "uClipAxis" : { semantic : "uClipAxis", value : [ 0.0, 0.0, 0.0 ] }, + "uClipPlane" : { semantic : "uClipPlane", value : [ 0.0, 0.0, 0.0, 0.0 ] }, + "uClipColor" : { semantic : "uClipColor", value : [ 1.0, 1.0, 1.0 ]}, + "uClipColorSize" : { semantic : "uClipColorSize", value : 0.5 }, + "uSampler" : { semantic : "uSampler", value : 0 } + } + }); + + return technique; +}, + +// utils technique for PLY picking and color coded rendering +_createUtilsTechnique : function () { + var gl = this.ui.gl; + var technique = new SglTechnique(gl, { + program : this._createUtilsProgram(), + vertexStreams : { + "aNormal" : [ 0.0, 0.0, 0.0 ], + "aColor" : [ 0.8, 0.8, 0.8, 1.0 ], + "aPointSize" : 1.0, + }, + globals : { + "uWorldViewProjectionMatrix" : { semantic : "uWorldViewProjectionMatrix", value : SglMat4.identity() }, + "uModelMatrix" : { semantic : "uModelMatrix", value : SglMat4.identity() }, + "uClipPoint" : { semantic : "uClipPoint", value : [ 0.0, 0.0, 0.0 ] }, + "uClipAxis" : { semantic : "uClipAxis", value : [ 0.0, 0.0, 0.0 ] }, + "uClipPlane" : { semantic : "uClipPlane", value : [ 0.0, 0.0, 0.0, 0.0 ] }, + "uBackFaceColor" : { semantic : "uBackFaceColor", value : [0.4, 0.3, 0.3, 0.0] }, + "uColorID" : { semantic : "uColorID", value : [1.0, 0.5, 0.0, 1.0] }, + "uPointSize" : { semantic : "uPointSize", value : 1.0 }, + "uMode" : { semantic : "uMode", value : 1.0 } + } + }); + + return technique; +}, + +// single-color barely-shaded technique for PLY spot and planes rendering +_createColorShadedTechnique : function () { + var gl = this.ui.gl; + var technique = new SglTechnique(gl, { + program : this._createColorShadedProgram(), + vertexStreams : { + "aNormal" : [ 0.0, 0.0, 0.0 ], + "aPointSize" : 1.0 + }, + globals : { + "uWorldViewProjectionMatrix" : { semantic : "uWorldViewProjectionMatrix", value : SglMat4.identity() }, + "uViewSpaceNormalMatrix" : { semantic : "uViewSpaceNormalMatrix", value : SglMat3.identity() }, + "uViewSpaceLightDirection" : { semantic : "uViewSpaceLightDirection", value : [ 0.0, 0.0, -1.0 ] }, + "uColorID" : { semantic : "uColorID", value : [1.0, 0.5, 0.25, 1.0] }, + "uPointSize" : { semantic : "uPointSize", value : 1.0 } + } + }); + + return technique; +}, + +// 2 points line rendering +_createSimpleLinetechnique : function () { + var gl = this.ui.gl; + var technique = new SglTechnique(gl, { + vertexShader : "\ + precision highp float; \n\ + \n\ + uniform mat4 uWorldViewProjectionMatrix; \n\ + uniform vec3 uPointA; \n\ + uniform vec3 uPointB; \n\ + \n\ + attribute vec3 aPosition; \n\ + attribute vec3 aNormal; \n\ + attribute vec4 aColor; \n\ + \n\ + void main(void) \n\ + { \n\ + vec3 newPos; \n\ + if(aPosition[0]==0.0) \n\ + newPos = uPointA; \n\ + else \n\ + newPos = uPointB; \n\ + gl_Position = uWorldViewProjectionMatrix * vec4(newPos, 1.0); \n\ + gl_PointSize = 8.0; \n\ + } \n\ + ", + fragmentShader : "\ + precision highp float; \n\ + \n\ + uniform vec4 uLineColor; \n\ + \n\ + void main(void) \n\ + { \n\ + gl_FragColor = uLineColor; \n\ + } \n\ + ", + vertexStreams : { + "aNormal" : [ 0.0, 0.0, 0.0 ], + "aColor" : [ 0.8, 0.8, 0.8, 1.0 ] + }, + globals : { + "uWorldViewProjectionMatrix" : { semantic : "uWorldViewProjectionMatrix", value : SglMat4.identity() }, + "uLineColor" : { semantic : "uLineColor", value : [0.0, 1.0, 0.5, 1.0] }, + "uPointA" : { semantic : "uPointA", value : [0.0, 0.0, 0.0] }, + "uPointB" : { semantic : "uPointB", value : [1.0, 1.0, 1.0] } + } + }); + + return technique; +}, + +// multiple lines/points rendering +_createMultiLinesPointstechnique : function () { + var gl = this.ui.gl; + var technique = new SglTechnique(gl, { + vertexShader : "\ + precision highp float; \n\ + \n\ + uniform mat4 uWorldViewProjectionMatrix; \n\ + uniform float uPointSize; \n\ + \n\ + attribute vec3 aPosition; \n\ + attribute vec3 aNormal; \n\ + attribute vec4 aColor; \n\ + \n\ + varying vec3 vNormal; \n\ + varying vec4 vColor; \n\ + \n\ + void main(void) \n\ + { \n\ + vColor = aColor; \n\ + gl_Position = uWorldViewProjectionMatrix * vec4(aPosition, 1.0); \n\ + gl_PointSize = uPointSize; \n\ + } \n\ + ", + fragmentShader : "\ + #extension GL_EXT_frag_depth : enable \n\ + precision highp float; \n\ + \n\ + uniform vec4 uColorID; \n\ + uniform float uZOff; \n\ + \n\ + varying vec4 vColor; \n\ + \n\ + void main(void) \n\ + { \n\ + gl_FragColor = uColorID; \n\ + gl_FragDepthEXT = gl_FragCoord.z - uZOff; \n\ + } \n\ + ", + vertexStreams : { + "aNormal" : [ 0.0, 0.0, 0.0 ], + "aColor" : [ 0.8, 0.8, 0.8, 1.0 ] + }, + globals : { + "uWorldViewProjectionMatrix" : { semantic : "uWorldViewProjectionMatrix", value : SglMat4.identity() }, + "uColorID" : { semantic : "uColorID", value : [1.0, 0.5, 0.25, 1.0] }, + "uPointSize" : { semantic : "uPointSize", value : 1.0 }, + "uZOff" : { semantic : "uZOff", value : 0.0 }, + } + }); + + return technique; +}, + +//---------------------------------------------------------------------------------------- +// SUPPORT FUNCTIONS +//---------------------------------------------------------------------------------------- +_onMeshReady : function () { + this._objectLoaded(); +}, + +_onTextureReady : function () { + this._objectLoaded(); +}, + +_onBackgroundReady : function () { + this._objectLoaded(); +}, + +_objectLoaded : function () { + this._objectsToLoad--; + this._testReady(); +}, + +_testReady : function () { + if (this._objectsToLoad != 0) return; + this._sceneReady = this._scenePrepare(); + this.repaint(); +}, + +_scenePrepare : function () { + var meshes = this._scene.meshes; + var instances = this._scene.modelInstances; + var spots = this._scene.spots; + for (var mesh in meshes) { + if (!meshes[mesh].renderable) continue; + for (var inst in instances) + if (mesh == instances[inst].mesh) + instances[inst].rendermode = meshes[mesh].renderable.renderMode[0]; + for (var spt in spots) + if (mesh == spots[spt].mesh) + spots[spt].rendermode = meshes[mesh].renderable.renderMode[0]; + } + return true; +}, + +_isSceneReady : function () { + var r = (this._scene && this._sceneParsed && this._sceneReady); + return r; +}, + +_pickingRefresh: function(x,y) { + this._pickpoint[0] = x; + this._pickpoint[1] = y; + + var pickedPixel; + var ID, cursor; + + if(this._onEndPickingPoint||this._onEndMeasurement||this._onPickedSpot||this._onEnterSpot||this._onLeaveSpot){ + pickedPixel = this._drawScenePickingSpots(); + ID = this._Color2ID(pickedPixel); + if(this._lastSpotID != ID){ + var spots = this._scene.spots; + if(ID != 0){ + for (var spt in spots) { + if (spots[spt].ID == ID) { + this._pickedSpot = spt; + if(this._onHover){ + cursor = spots[spt].cursor; + if(/*!this._movingLight ||*/ !this._isMeasuring){ + this._lastCursor = document.getElementById(this.ui.canvas.id).style.cursor; + document.getElementById(this.ui.canvas.id).style.cursor = cursor; + } + if(this._onLeaveSpot && this._lastPickedSpot!=null) this._onLeaveSpot(this._lastPickedSpot); + if(this._onEnterSpot && this._pickedSpot!=null) this._onEnterSpot(this._pickedSpot); + this.repaint(); + } + this._lastPickedSpot = spt; + break; + } + } + this._lastSpotID = ID; + } + else{ + this._pickedSpot = null; + if(this._onHover){ + if(/*!this._movingLight ||*/ !this._isMeasuring) document.getElementById(this.ui.canvas.id).style.cursor = "default"; + if(this._onLeaveSpot && this._lastPickedSpot!=null) this._onLeaveSpot(this._lastPickedSpot); + //if(this._onEnterSpot) this._onEnterSpot(this._pickedSpot); + this._lastPickedSpot = null; + this.repaint(); + } + this._lastSpotID = ID; + } + } + } + + if(this._onEndPickingPoint||this._onEndMeasurement||this._onPickedInstance||this._onEnterInstance||this._onLeaveInstance){ + pickedPixel = this._drawScenePickingInstances(); + ID = this._Color2ID(pickedPixel); + if(this._lastInstanceID == ID && !(this._onPickedSpot||this._onEnterSpot||this._onLeaveSpot)) return; + if(ID != 0){ + var instances = this._scene.modelInstances; + for (var inst in instances) { + if (instances[inst].ID == ID) { + this._pickedInstance = inst; + if(this._onHover){ + cursor = instances[inst].cursor; + if(/*!this._movingLight ||*/ !this._isMeasuring){ + this._lastCursor = cursor; + if(this._pickedSpot==null)document.getElementById(this.ui.canvas.id).style.cursor = cursor; + this.repaint(); + } + if(this._onLeaveInstance && this._lastPickedInstance!=null) this._onLeaveInstance(this._lastPickedInstance); + if(this._onEnterInstance && this._pickedInstance!=null) this._onEnterInstance(this._pickedInstance); + } + this._lastPickedInstance = inst; + break; + } + } + } + else{ + this._pickedInstance = null; + if(this._onHover){ + this._lastCursor = "default"; + if((/*!this._movingLight ||*/ !this._isMeasuring) && this._pickedSpot==null) document.getElementById(this.ui.canvas.id).style.cursor = "default"; + if(this._onLeaveInstance && this._lastPickedInstance!=null) this._onLeaveInstance(this._lastPickedInstance); + //if(this._onEnterInstance) this._onEnterInstance(this._pickedInstance); + this.repaint(); + } + this._lastPickedInstance = null; + } + this._lastInstanceID = ID; + } +}, + +_measureRefresh : function (button, x, y, e) { +// if(e.target.id!=this.ui.gl.canvas.id) return; + if(this._isMeasuringDistance){ + this._pickpoint[0] = x; + this._pickpoint[1] = y; + var ppoint = this._drawScenePickingXYZ(); + if ((ppoint!=null)&&(this._measurementStage != 2)) { + this._pointA = ppoint; + this._measurementStage=2; + this.repaint(); + } + else if ((ppoint!=null)&&(this._measurementStage == 2)) { + this._pointB = ppoint; + this.measurement = SglVec3.length(SglVec3.sub(this._pointA, this._pointB)); + this._measurementStage=3; + this.repaint(); + if(this._onEndMeasurement) + this._onEndMeasurement(this.measurement, [this._pointA[0], this._pointA[1], this._pointA[2]], [this._pointB[0], this._pointB[1], this._pointB[2]]); + } + } +}, + +_startMeasurement : function () { + if (this._isMeasuringDistance) return; + this._isMeasuring = this._isMeasuringDistance = true; + this._measurementStage = 1; // 0=inactive 1=picking pointA 2=picking pointB 3=measurement ready + this._pointA = [0.0, 0.0, 0.0]; + this._pointB = [0.0, 0.0, 0.0]; + this.measurement = 0.0; + this.repaint(); +}, + +_stopMeasurement : function () { + this._isMeasuringDistance = false; + if (!this._isMeasuringPickpoint) this._isMeasuring = this._isMeasuringDistance; + this._measurementStage = 0; // 0=inactive 1=picking pointA 2=picking pointB 3=measurement ready + this._pointA = [0.0, 0.0, 0.0]; + this._pointB = [0.0, 0.0, 0.0]; + this.measurement = 0.0; + this.repaint(); +}, + +_pickpointRefresh : function (button, x, y, e) { +// if(e.target.id!=this.ui.gl.canvas.id) return; + if(this._isMeasuringPickpoint){ + this._pickpoint[0] = x; + this._pickpoint[1] = y; + var ppoint = this._drawScenePickingXYZ(); + if (ppoint!=null) + { + this._pickedPoint = ppoint; + this._pickValid = true; + if(this._onEndPickingPoint) this._onEndPickingPoint([this._pickedPoint[0], this._pickedPoint[1], this._pickedPoint[2]]); + this.repaint(); + } + } +}, + +_startPickPoint : function () { + if (this._isMeasuringPickpoint) return; + this._isMeasuring = this._isMeasuringPickpoint = true; + this._pickValid = false; + this._pickedPoint = [0.0, 0.0, 0.0]; + this.repaint(); +}, + +_stopPickPoint : function () { + this._isMeasuringPickpoint = false; + if (!this._isMeasuringDistance) this._isMeasuring = this._isMeasuringPickpoint; + this._pickValid = false; + this._pickedPoint = [0.0, 0.0, 0.0]; + this.repaint(); +}, + +//---------------------------------------------------------------------------------------- +// DRAWING SUPPORT FUNCTIONS +//---------------------------------------------------------------------------------------- +_setSceneCenterRadius : function () { + var meshes = this._scene.meshes; + var instances = this._scene.modelInstances; + this.sceneCenter = [0.0, 0.0, 0.0]; + this.sceneRadiusInv = 1.0; + + if(this._scene.space.centerMode == "explicit") + { + this.sceneCenter = this._scene.space.explicitCenter; + } + else if(this._scene.space.centerMode == "specific" && this._scene.space.whichInstanceCenter != "") + { + var mesh = meshes[instances[this._scene.space.whichInstanceCenter].mesh]; + if((mesh)&&(mesh.renderable)){ + var instCenter = SglVec3.to4(mesh.renderable.datasetCenter,1); + + instCenter = SglMat4.mul4(mesh.transform.matrix, instCenter); + instCenter = SglMat4.mul4(instances[this._scene.space.whichInstanceCenter].transform.matrix, instCenter); + instCenter = SglMat4.mul4(this._scene.space.transform.matrix, instCenter); + + instCenter = SglVec4.to3(instCenter); + + this.sceneCenter = instCenter; + } + } + else if(this._scene.space.centerMode == "scene") + { + var smin = SglVec3.maxNumber(); + var smax = SglVec3.minNumber(); + var imin = [0.0, 0.0, 0.0]; + var imax = [0.0, 0.0, 0.0]; + + for (var inst in instances) { + var mesh = meshes[instances[inst].mesh]; + if((mesh)&&(mesh.renderable)){ + var instCenter = SglVec3.to4(mesh.renderable.datasetCenter,1); + instCenter = SglMat4.mul4(mesh.transform.matrix, instCenter); + instCenter = SglMat4.mul4(instances[inst].transform.matrix, instCenter); + instCenter = SglMat4.mul4(this._scene.space.transform.matrix, instCenter); + instCenter = SglVec4.to3(instCenter); + + var radius = mesh.renderable.datasetRadius; + var vector111 = SglVec3.one(); + vector111 = SglMat3.mul3(SglMat4.to33(mesh.transform.matrix), vector111); + vector111 = SglMat3.mul3(SglMat4.to33(instances[inst].transform.matrix), vector111); + vector111 = SglMat3.mul3(SglMat4.to33(this._scene.space.transform.matrix), vector111); + var scalefactor = SglVec3.length(vector111) / SglVec3.length([1,1,1]); + radius = radius*scalefactor; + + imin[0] = instCenter[0] - radius; + imin[1] = instCenter[1] - radius; + imin[2] = instCenter[2] - radius; + imax[0] = instCenter[0] + radius; + imax[1] = instCenter[1] + radius; + imax[2] = instCenter[2] + radius; + + if(imin[0] < smin[0]) smin[0] = imin[0]; + if(imin[1] < smin[1]) smin[1] = imin[1]; + if(imin[2] < smin[2]) smin[2] = imin[2]; + if(imax[0] > smax[0]) smax[0] = imax[0]; + if(imax[1] > smax[1]) smax[1] = imax[1]; + if(imax[2] > smax[2]) smax[2] = imax[2]; + } + } + + this.sceneCenter = [ (smax[0] + smin[0])/2.0, (smax[1] + smin[1])/2.0, (smax[2] + smin[2])/2.0 ]; + } + else //if(this._scene.space.centerMode == "first") + { + for (var inst in instances) { + var mesh = meshes[instances[inst].mesh]; + if((mesh)&&(mesh.renderable)){ + var instCenter = SglVec3.to4(mesh.renderable.datasetCenter,1); + + instCenter = SglMat4.mul4(mesh.transform.matrix, instCenter); + instCenter = SglMat4.mul4(instances[inst].transform.matrix, instCenter); + instCenter = SglMat4.mul4(this._scene.space.transform.matrix, instCenter); + + instCenter = SglVec4.to3(instCenter); + + this.sceneCenter = instCenter; + break; + } + } + } + + if(this._scene.space.radiusMode == "explicit") + { + this.sceneRadiusInv = 1.0 / this._scene.space.explicitRadius; + } + else if(this._scene.space.radiusMode == "specific" && this._scene.space.whichInstanceRadius != "") + { + var mesh = meshes[instances[this._scene.space.whichInstanceRadius].mesh]; + if((mesh)&&(mesh.renderable)){ + var radius = mesh.renderable.datasetRadius; + var vector111 = SglVec3.one(); + + vector111 = SglMat3.mul3(SglMat4.to33(mesh.transform.matrix), vector111); + vector111 = SglMat3.mul3(SglMat4.to33(instances[this._scene.space.whichInstanceRadius].transform.matrix), vector111); + vector111 = SglMat3.mul3(SglMat4.to33(this._scene.space.transform.matrix), vector111); + + var scalefactor = SglVec3.length(vector111) / SglVec3.length([1,1,1]); + + this.sceneRadiusInv = 1.0 / (radius*scalefactor); + } + } + else if(this._scene.space.radiusMode == "scene") + { + var smin = SglVec3.maxNumber(); + var smax = SglVec3.minNumber(); + var imin = [0.0, 0.0, 0.0]; + var imax = [0.0, 0.0, 0.0]; + + for (var inst in instances) { + var mesh = meshes[instances[inst].mesh]; + if((mesh)&&(mesh.renderable)){ + var instCenter = SglVec3.to4(mesh.renderable.datasetCenter,1); + instCenter = SglMat4.mul4(mesh.transform.matrix, instCenter); + instCenter = SglMat4.mul4(instances[inst].transform.matrix, instCenter); + instCenter = SglMat4.mul4(this._scene.space.transform.matrix, instCenter); + instCenter = SglVec4.to3(instCenter); + + var radius = mesh.renderable.datasetRadius; + var vector111 = SglVec3.one(); + vector111 = SglMat3.mul3(SglMat4.to33(mesh.transform.matrix), vector111); + vector111 = SglMat3.mul3(SglMat4.to33(instances[inst].transform.matrix), vector111); + vector111 = SglMat3.mul3(SglMat4.to33(this._scene.space.transform.matrix), vector111); + + var scalefactor = SglVec3.length(vector111) / SglVec3.length([1,1,1]); + radius = radius*scalefactor; + + imin[0] = instCenter[0] - radius; + imin[1] = instCenter[1] - radius; + imin[2] = instCenter[2] - radius; + imax[0] = instCenter[0] + radius; + imax[1] = instCenter[1] + radius; + imax[2] = instCenter[2] + radius; + + if(imin[0] < smin[0]) smin[0] = imin[0]; + if(imin[1] < smin[1]) smin[1] = imin[1]; + if(imin[2] < smin[2]) smin[2] = imin[2]; + if(imax[0] > smax[0]) smax[0] = imax[0]; + if(imax[1] > smax[1]) smax[1] = imax[1]; + if(imax[2] > smax[2]) smax[2] = imax[2]; + } + } + var scenter = [ (smax[0] + smin[0])/2.0, (smax[1] + smin[1])/2.0, (smax[2] + smin[2])/2.0 ] + this.sceneRadiusInv = 1.0 / SglVec3.length(SglVec3.sub(smax, scenter)); + } + else //if(this._scene.space.radiusMode == "first") + { + for (var inst in instances) { + var mesh = meshes[instances[inst].mesh]; + if((mesh)&&(mesh.renderable)){ + var radius = mesh.renderable.datasetRadius; + var vector111 = SglVec3.one(); + + vector111 = SglMat3.mul3(SglMat4.to33(mesh.transform.matrix), vector111); + vector111 = SglMat3.mul3(SglMat4.to33(instances[inst].transform.matrix), vector111); + vector111 = SglMat3.mul3(SglMat4.to33(this._scene.space.transform.matrix), vector111); + + var scalefactor = SglVec3.length(vector111) / SglVec3.length([1,1,1]); + + this.sceneRadiusInv = 1.0 / (radius*scalefactor); + break; + } + } + } +}, + +_destroyPickFramebuffer : function () { + if (this.pickFramebuffer) { + this.pickFramebuffer.destroy(); + this.pickFramebuffer = null; + } + if (this.pickColorTexture) { + this.pickColorTexture.destroy(); + this.pickColorTexture = null; + } + if (this.pickDepthRenderbuffer) { + this.pickDepthRenderbuffer.destroy(); + this.pickDepthRenderbuffer = null; + } +}, + +_createPickFramebuffer : function (width, height) { + if (this.pickFramebuffer && (this.pickFramebuffer.width == width) && (this.pickFramebuffer.height == height)) + return; + else + this._destroyPickFramebuffer(); + + var gl = this.ui.gl; + + this.pickColorTexture = new SglTexture2D(gl, { + internalFormat : gl.RGBA, + width : width, + height : height + }); + + this.pickDepthRenderbuffer = new SglRenderbuffer(gl, { + internalFormat : gl.DEPTH_COMPONENT16, + width : width, + height : height + }); + + this.pickFramebuffer = new SglFramebuffer(gl, { + color : this.pickColorTexture, + depth : this.pickDepthRenderbuffer, + autoViewport : true + }); +}, + +_setupDraw : function () { + var width = this.ui.width; + var height = this.ui.height; + var xform = this.xform; + var space = this._scene.space; + + this.ui.gl.viewport(0, 0, width, height); + + var FOV = space.cameraFOV; + var nearP = space.cameraNearFar[0]; + var farP = space.cameraNearFar[1]; + + // getting scale/center for scene + this._setSceneCenterRadius(); + + xform.projection.loadIdentity(); + + if(space.cameraType == "orthographic") + { + //default camera distance in orthographic view is "as large as scene size" + // then, if the trackball is able to provide a better value, we use it + var cDistance = 1.0; + if(typeof this.trackball.distance != "undefined") + cDistance = this.trackball.distance; + var a = cDistance * SpiderGL.Math.tan(sglDegToRad(FOV) / 2); + var b = a * width/height; + + xform.projection.ortho([-b, -a, nearP], [b, a, farP]); + } + else + { + xform.projection.perspective(sglDegToRad(FOV), width/height, nearP, farP); + } + + xform.view.loadIdentity(); + xform.view.lookAt([0.0, 0.0, 0.0], [0.0, 0.0, -1.0], [0.0, 1.0, 0.0]); + this.viewMatrix = xform.viewMatrix; + + xform.model.loadIdentity(); + xform.model.multiply(this.trackball.matrix); + + // scale to unit box + recenter + xform.model.scale([this.sceneRadiusInv, this.sceneRadiusInv, this.sceneRadiusInv]); + xform.model.translate(SglVec3.neg(this.sceneCenter)); + + Nexus.beginFrame(this.ui.gl, this.ui.framesPerSecond); +}, + +_ID2Color : function (ID) { + var intID = ID | 0; + var IDr = intID % 10; + var IDg = ((intID-IDr) / 10) % 10; + var IDb = ((((intID-IDr) / 10) - IDg) / 10) % 10; + + var colorID = [IDr * 0.1, IDg * 0.1, IDb * 0.1, 1.0]; + return colorID; +}, + +_Color2ID : function (color) { + var IDr = Math.round(((color[0])/255.0) / 0.1) | 0; + var IDg = (Math.round(((color[1])/255.0) / 0.1) * 10) | 0; + var IDb = (Math.round(((color[2])/255.0) / 0.1) * 100) | 0; + + var ID = (IDr + IDg + IDb) | 0; + return ID; +}, + +_onPlyLoaded : function (req, thatmesh, gl) { + var plyData = req.buffer; + var modelDescriptor = importPly(plyData); + var TMR = thatmesh.renderable = new SglModel(gl, modelDescriptor); + + TMR.renderMode = modelDescriptor.extra.renderMode; + TMR.boundingBox = modelDescriptor.extra.boundingBox; + + // center and radius + TMR.datasetCenter = [0.0, 0.0, 0.0]; + TMR.datasetRadius = 1.0; + + TMR.datasetCenter[0] = (TMR.boundingBox.max[0] + TMR.boundingBox.min[0]) / 2.0; + TMR.datasetCenter[1] = (TMR.boundingBox.max[1] + TMR.boundingBox.min[1]) / 2.0; + TMR.datasetCenter[2] = (TMR.boundingBox.max[2] + TMR.boundingBox.min[2]) / 2.0; + + TMR.datasetRadius = Math.sqrt( Math.pow((TMR.boundingBox.max[0] - TMR.boundingBox.min[0]),2) + + Math.pow((TMR.boundingBox.max[1] - TMR.boundingBox.min[1]),2) + + Math.pow((TMR.boundingBox.max[2] - TMR.boundingBox.min[2]),2) ) / 2.0; + + // texture + if(modelDescriptor.extra.textureUrl) { + var that = this; + var texUrl = ""; + var tmpUrl = req._url.split("/"); + for (var j=0; j= 2) {// 0=inactive 1=picking pointA 2=picking pointB 3=measurement ready + // GLstate setup + gl.depthFunc(gl.LESS); + xform.model.push(); + + var lineUniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uLineColor" : [config.measurementColor[0], config.measurementColor[1], config.measurementColor[2], 1.0], + "uPointA" : this._pointA, + "uPointB" : (this._measurementStage==2)?this._pointA:this._pointB, + }; + + //drawing points and line + renderer.begin(); + renderer.setTechnique(lineTechnique); + renderer.setDefaultGlobals(); + renderer.setGlobals(lineUniforms); + renderer.setPrimitiveMode("LINE"); + renderer.setModel(this.simpleLineModel); + renderer.renderModel(); + renderer.setPrimitiveMode("POINT"); + renderer.setModel(this.simpleLineModel); + renderer.renderModel(); + renderer.end(); + + lineUniforms["uLineColor"] = [config.measurementColor[0] * 0.4, config.measurementColor[1] * 0.5, config.measurementColor[2] * 0.6, 0.5]; + + gl.depthFunc(gl.GREATER); + gl.depthMask(false); + gl.enable(gl.BLEND); + gl.blendFunc(gl.SRC_ALPHA, gl.ONE); + + //drawing points and line + renderer.begin(); + renderer.setTechnique(lineTechnique); + renderer.setDefaultGlobals(); + renderer.setGlobals(lineUniforms); + renderer.setPrimitiveMode("LINE"); + renderer.setModel(this.simpleLineModel); + renderer.renderModel(); + renderer.setPrimitiveMode("POINT"); + renderer.setModel(this.simpleLineModel); + renderer.renderModel(); + renderer.end(); + + // GLstate cleanup + gl.disable(gl.BLEND); + gl.depthMask(true); + gl.depthFunc(gl.LESS); + xform.model.pop(); + } + + // draw entities + for (var ent in entities) { + var entity = entities[ent]; + if (!entity.visible) continue; + if (!entity.renderable) continue; + + xform.model.push(); + xform.model.multiply(space.transform.matrix); + xform.model.multiply(entity.transform.matrix); + + var entityUniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uPointSize" : entity.pointSize, + "uColorID" : entity.color, + "uZOff" : entity.zOff, + }; + + if(entity.useTransparency) + { + gl.depthMask(false); + gl.enable(gl.BLEND); + gl.blendFunc(gl.SRC_ALPHA, gl.ONE); + } + else + entityUniforms["uColorID"][3] = 1.0; // if no transparency, use full alpha, otherwise the entity cancels the background + + //drawing entity + renderer.begin(); + renderer.setTechnique(entitiesTechnique); + if (entity.type == "points") + renderer.setPrimitiveMode("POINT"); + else if (entity.type == "lines" || entity.type == "lineStrip" || entity.type == "lineLoop") + renderer.setPrimitiveMode("LINE"); + else if (entity.type == "triangles" || entity.type == "triangleStrip" || entity.type == "triangleFan") + renderer.setPrimitiveMode("FILL"); + renderer.setDefaultGlobals(); + renderer.setGlobals(entityUniforms); + renderer.setModel(entity.renderable); + renderer.renderModel(); + renderer.end(); + + if(entity.useSeethrough) // draw seethrough + { + gl.depthFunc(gl.GREATER); + gl.depthMask(false); + gl.enable(gl.BLEND); + gl.blendFunc(gl.SRC_ALPHA, gl.ONE); + + entityUniforms["uColorID"] = [entity.color[0] * 0.4, entity.color[1] * 0.4, entity.color[2] * 0.4, entity.color[3] * 0.4]; // seethrough color + + renderer.begin(); + renderer.setTechnique(entitiesTechnique); + if (entity.type == "points") + renderer.setPrimitiveMode("POINT"); + else if (entity.type == "lines" || entity.type == "lineStrip" || entity.type == "lineLoop") + renderer.setPrimitiveMode("LINE"); + else if (entity.type == "triangles" || entity.type == "triangleStrip" || entity.type == "triangleFan") + renderer.setPrimitiveMode("FILL"); + renderer.setDefaultGlobals(); + renderer.setGlobals(entityUniforms); + renderer.setModel(entity.renderable); + renderer.renderModel(); + renderer.end(); + + // GLstate cleanup + gl.disable(gl.BLEND); + gl.depthMask(true); + gl.depthFunc(gl.LESS); + } + + if(entity.useTransparency) + { + gl.depthMask(true); + gl.disable(gl.BLEND); + } + xform.model.pop(); + } + + // draw transparent spot geometries + for (var spt in spots) { + var spot = spots[spt]; + var mesh = meshes[spot.mesh]; + if (!mesh) continue; + var renderable = mesh.renderable; + if (!renderable) continue; + if (!spot.visible) continue; + + // GLstate setup + gl.depthMask(false); + gl.enable(gl.BLEND); + gl.blendFunc(gl.SRC_ALPHA, gl.ONE); + + xform.model.push(); + xform.model.multiply(space.transform.matrix); + xform.model.multiply(spot.transform.matrix); + xform.model.multiply(mesh.transform.matrix); + + var uniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uViewSpaceNormalMatrix" : xform.viewSpaceNormalMatrix, + "uViewSpaceLightDirection" : this._lightDirection, + "uPointSize" : config.pointSize, + "uColorID" : [spot.color[0], spot.color[1], spot.color[2], (spt == this._pickedSpot)?spot.alphaHigh:spot.alpha] + } + + if(mesh.mType === "nexus") { + if (!renderable.isReady) continue; + var nexus = renderable; + nexus.updateView([0, 0, width, height], xform.projectionMatrix, xform.modelViewMatrix); + + var program = CCProgram; + program.setUniforms(uniforms); + program.bind(); + nexus.setPrimitiveMode(spot.rendermode); + nexus.render(); + program.unbind(); + } + else if(mesh.mType === "ply") { + renderer.begin(); + renderer.setTechnique(CCTechnique); + renderer.setDefaultGlobals(); + renderer.setPrimitiveMode(spot.rendermode); + renderer.setGlobals(uniforms); + renderer.setModel(renderable); + if(spot.useStencil) + { + gl.clear(gl.STENCIL_BUFFER_BIT); //reset stencil + //first pass + gl.colorMask(false, false, false, false); + gl.enable(gl.STENCIL_TEST); + gl.stencilFunc(gl.ALWAYS, 0, 255); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.INVERT); + renderer.renderModel(); + + //second pass + gl.colorMask(true, true, true, true); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.INVERT); // Don't change the stencil buffer... + gl.stencilFunc(gl.EQUAL, 1, 0x01); // The stencil buffer contains the shadow values... + renderer.renderModel(); + + gl.disable(gl.STENCIL_TEST); + } + else + { + renderer.renderModel(); + } + renderer.end(); + } + + // GLstate cleanup + gl.disable(gl.BLEND); + gl.depthMask(true); + xform.model.pop(); + } + + // draw clipping plane (if any) + if(config.showClippingPlanes) + { + // GLstate setup + gl.depthMask(false); + gl.enable(gl.BLEND); + gl.blendFunc(gl.SRC_ALPHA, gl.ONE); + + if(SglVec3.length([this._clipPlane[0], this._clipPlane[1], this._clipPlane[2]]) > 0.0) { + var planepoint = [0.0, 0.0, 0.0]; + + var k = SglVec3.dot(this._sceneBboxCenter, [this._clipPlane[0], this._clipPlane[1], this._clipPlane[2]]) + this._clipPlane[3]; + planepoint[0] = this._sceneBboxCenter[0] - (this._clipPlane[0] * k); + planepoint[1] = this._sceneBboxCenter[1] - (this._clipPlane[1] * k); + planepoint[2] = this._sceneBboxCenter[2] - (this._clipPlane[2] * k); + + var rotm = SglMat4.identity(); + rotm = SglMat4.mul(rotm, SglMat4.rotationAngleAxis(sglDegToRad(this._clipPlaneAH), [0.0, -1.0, 0.0])); + rotm = SglMat4.mul(rotm, SglMat4.rotationAngleAxis(sglDegToRad(this._clipPlaneAV), [0.0, 0.0, 1.0])); + + var psize = this._sceneBboxDiag; + + xform.model.push(); + xform.model.translate(planepoint); + xform.model.multiply(rotm); + xform.model.scale([psize, psize, psize]); + + var QuadUniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uViewSpaceNormalMatrix" : xform.viewSpaceNormalMatrix, + "uViewSpaceLightDirection" : this._lightDirection, + "uColorID" : [1.0, 0.0, 1.0, 0.25] + }; + + renderer.begin(); + renderer.setTechnique(CCTechnique); + renderer.setDefaultGlobals(); + renderer.setPrimitiveMode("FILL"); + renderer.setGlobals(QuadUniforms); + renderer.setModel(this.simpleQuadXModel); + renderer.renderModel(); + renderer.end(); + + xform.model.pop(); + } + + if(this._clipAxis[0] != 0.0) { + xform.model.push(); + xform.model.translate([this._clipPoint[0], this._sceneBboxCenter[1], this._sceneBboxCenter[2]]); + xform.model.scale([(this._sceneBboxMax[0] - this._sceneBboxMin[0]), + (this._sceneBboxMax[1] - this._sceneBboxMin[1]), + (this._sceneBboxMax[2] - this._sceneBboxMin[2])]); + + var QuadUniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uViewSpaceNormalMatrix" : xform.viewSpaceNormalMatrix, + "uViewSpaceLightDirection" : this._lightDirection, + "uColorID" : [1.0, 0.0, 0.0, 0.25] + }; + + renderer.begin(); + renderer.setTechnique(CCTechnique); + renderer.setDefaultGlobals(); + renderer.setPrimitiveMode("FILL"); + renderer.setGlobals(QuadUniforms); + renderer.setModel(this.simpleQuadXModel); + renderer.renderModel(); + renderer.end(); + + xform.model.pop(); + } + + if(this._clipAxis[1] != 0.0) { + xform.model.push(); + xform.model.translate([this._sceneBboxCenter[0], this._clipPoint[1], this._sceneBboxCenter[2]]); + xform.model.scale([(this._sceneBboxMax[0] - this._sceneBboxMin[0]), + (this._sceneBboxMax[1] - this._sceneBboxMin[1]), + (this._sceneBboxMax[2] - this._sceneBboxMin[2])]); + + var QuadUniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uViewSpaceNormalMatrix" : xform.viewSpaceNormalMatrix, + "uViewSpaceLightDirection" : this._lightDirection, + "uColorID" : [0.0, 1.0, 0.0, 0.25] + }; + + renderer.begin(); + renderer.setTechnique(CCTechnique); + renderer.setDefaultGlobals(); + renderer.setPrimitiveMode("FILL"); + renderer.setGlobals(QuadUniforms); + renderer.setModel(this.simpleQuadYModel); + renderer.renderModel(); + renderer.end(); + + xform.model.pop(); + } + + if(this._clipAxis[2] != 0.0) { + xform.model.push(); + xform.model.translate([this._sceneBboxCenter[0], this._sceneBboxCenter[1], this._clipPoint[2]]); + xform.model.scale([(this._sceneBboxMax[0] - this._sceneBboxMin[0]), + (this._sceneBboxMax[1] - this._sceneBboxMin[1]), + (this._sceneBboxMax[2] - this._sceneBboxMin[2])]); + + var QuadUniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uViewSpaceNormalMatrix" : xform.viewSpaceNormalMatrix, + "uViewSpaceLightDirection" : this._lightDirection, + "uColorID" : [0.0, 0.0, 1.0, 0.25] + }; + + renderer.begin(); + renderer.setTechnique(CCTechnique); + renderer.setDefaultGlobals(); + renderer.setPrimitiveMode("FILL"); + renderer.setGlobals(QuadUniforms); + renderer.setModel(this.simpleQuadZModel); + renderer.renderModel(); + renderer.end(); + + xform.model.pop(); + } + + // GLstate cleanup + gl.disable(gl.BLEND); + gl.depthMask(true); + } + Nexus.endFrame(this.ui.gl); + + // saving image, if necessary + if(this.isCapturingScreenshot){ + this.isCapturingScreenshot = false; + this.screenshotData = this.ui._canvas.toDataURL('image/png',1).replace("image/png", "image/octet-stream"); + if(this._scene.config.autoSaveScreenshot) + { + var currentdate = new Date(); + var fName = this._scene.config.screenshotBaseName; + if(this._scene.config.screenshotTime) fName += "_" + String(currentdate.getHours()).padStart(2, '0') + String(currentdate.getMinutes()).padStart(2, '0') + String(currentdate.getSeconds()).padStart(2, '0'); + fName += ".png"; + + this._saveImage(fName); + } + } +}, + +_saveImage : function(fName){ + if(this.ui._canvas.msToBlob) // IE or EDGEhtml + { + console.error("IE and EDGEhtml cannot save images"); + var blob = this.ui._canvas.msToBlob(); + window.navigator.msSaveBlob(blob, fName); + } + else // every other browser + { + var a = document.createElement('a'); + a.href = this.screenshotData; + a.download = fName; + a.target="_blank"; + a.click(); + } +}, + +_drawScenePickingXYZ : function () { + var gl = this.ui.gl; + var width = this.ui.width; + var height = this.ui.height; + var xform = this.xform; + var renderer = this.renderer; + var CurrProgram = this.utilsProgram; + var CurrTechnique = this.utilsTechnique; + var meshes = this._scene.meshes; + var instances = this._scene.modelInstances; + var space = this._scene.space; + var pixel = new Uint8Array(4); + + // picking FB + this._createPickFramebuffer(width, height); + + // basic setup, matrices for projection & view + this._setupDraw(); + + // clear buffer + this.pickFramebuffer.bind(); + gl.clearColor(0.0, 0.0, 0.0, 0.0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + gl.enable(gl.DEPTH_TEST); + this.pickFramebuffer.unbind(); + + for (var inst in instances) { + var instance = instances[inst]; + var mesh = meshes[instance.mesh]; + if (!mesh) continue; + var renderable = mesh.renderable; + if (!renderable) continue; + if (!instance.visible) continue; + if (!instance.measurable) continue; + + // GLstate setup + xform.model.push(); + xform.model.multiply(space.transform.matrix); + xform.model.multiply(instance.transform.matrix); + xform.model.multiply(mesh.transform.matrix); + + var modelMatrix = SglMat4.identity(); + modelMatrix = SglMat4.mul(modelMatrix, space.transform.matrix); + modelMatrix = SglMat4.mul(modelMatrix, instance.transform.matrix); + modelMatrix = SglMat4.mul(modelMatrix, mesh.transform.matrix); + var thisClipAxis = instance.clippable?this._clipAxis:[0.0, 0.0, 0.0]; + var thisClipPlane = instance.clippable?this._clipPlane:[0.0, 0.0, 0.0, 0.0]; + + var uniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uModelMatrix" : modelMatrix, + "uBackFaceColor" : instance.backfaceColor, + "uClipPoint" : this._clipPoint, + "uClipAxis" : thisClipAxis, + "uClipPlane" : thisClipPlane, + "uPointSize" : this._scene.config.pointSize, + "uMode" : 1.0 + }; + + if(mesh.mType === "nexus") { + if (!renderable.isReady) continue; + var nexus = renderable; + nexus.updateView([0, 0, width, height], xform.projectionMatrix, xform.modelViewMatrix); + + this.pickFramebuffer.bind(); + + var program = CurrProgram; + program.setUniforms(uniforms); + program.bind(); + nexus.setPrimitiveMode(instance.rendermode); + nexus.render(); + program.unbind(); + + this.pickFramebuffer.unbind(); + } + else if(mesh.mType === "ply") { + renderer.begin(); + renderer.setFramebuffer(this.pickFramebuffer); + renderer.setTechnique(CurrTechnique); + renderer.setDefaultGlobals(); + renderer.setPrimitiveMode(instance.rendermode); + renderer.setGlobals(uniforms); + renderer.setModel(renderable); + renderer.renderModel(); + renderer.setFramebuffer(null); + renderer.end(); + } + + // GLstate cleanup + xform.model.pop(); + } + + this.pickFramebuffer.readPixels(pixel, { + x : this._pickpoint[0], + y : this._pickpoint[1], + width : 1, + height : 1, + format : gl.RGBA, + type : gl.UNSIGNED_BYTE + }); + + var rr = pixel[0] / 255.0; + var gg = pixel[1] / 255.0; + var bb = pixel[2] / 255.0; + var aa = pixel[3] / 255.0; + var depth = aa + ( bb / (255.0)) + ( gg / (255.0*255.0)) + ( rr / (255.0*255.0*255.0)); + + var ppointc; + + if((rr==0.0) && (gg==0.0) && (bb==0.0)) + return(null); + else + ppointc = xform.unproject([this._pickpoint[0]/width,this._pickpoint[1]/height,depth]); + + return([ppointc[0], ppointc[1], ppointc[2]]); +}, + +_drawScenePickingInstances : function () { + var gl = this.ui.gl; + var width = this.ui.width; + var height = this.ui.height; + var xform = this.xform; + var renderer = this.renderer; + var CurrProgram = this.utilsProgram; + var CurrTechnique = this.utilsTechnique; + var meshes = this._scene.meshes; + var instances = this._scene.modelInstances; + var space = this._scene.space; + var pixel = new Uint8Array(4); + + // picking FB + this._createPickFramebuffer(width, height); + + // basic setup, matrices for projection & view + this._setupDraw(); + + // clear buffer + this.pickFramebuffer.bind(); + gl.clearColor(0.0, 0.0, 0.0, 0.0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + gl.enable(gl.DEPTH_TEST); + this.pickFramebuffer.unbind(); + + for (var inst in instances) { + var instance = instances[inst]; + var mesh = meshes[instance.mesh]; + if (!mesh) continue; + var renderable = mesh.renderable; + if (!renderable) continue; + if (!instance.visible) continue; + + // GLstate setup + xform.model.push(); + xform.model.multiply(space.transform.matrix); + xform.model.multiply(instance.transform.matrix); + xform.model.multiply(mesh.transform.matrix); + + var modelMatrix = SglMat4.identity(); + modelMatrix = SglMat4.mul(modelMatrix, space.transform.matrix); + modelMatrix = SglMat4.mul(modelMatrix, instance.transform.matrix); + modelMatrix = SglMat4.mul(modelMatrix, mesh.transform.matrix); + var thisClipAxis = instance.clippable?this._clipAxis:[0.0, 0.0, 0.0]; + var thisClipPlane = instance.clippable?this._clipPlane:[0.0, 0.0, 0.0, 0.0]; + + var colorID = this._ID2Color(instance.ID); + var uniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uModelMatrix" : modelMatrix, + "uClipPoint" : this._clipPoint, + "uClipAxis" : thisClipAxis, + "uClipPlane" : thisClipPlane, + "uPointSize" : this._scene.config.pointSize, + "uColorID" : colorID, + "uMode" : 2.0 + }; + + if(mesh.mType === "nexus") { + if (!renderable.isReady) continue; + var nexus = renderable; + nexus.updateView([0, 0, width, height], xform.projectionMatrix, xform.modelViewMatrix); + + this.pickFramebuffer.bind(); + + var program = CurrProgram; + program.setUniforms(uniforms); + program.bind(); + nexus.setPrimitiveMode(instance.rendermode); + nexus.render(); + program.unbind(); + + this.pickFramebuffer.unbind(); + } + else if(mesh.mType === "ply") { + renderer.begin(); + renderer.setFramebuffer(this.pickFramebuffer); + renderer.setTechnique(CurrTechnique); + renderer.setDefaultGlobals(); + renderer.setPrimitiveMode(instance.rendermode); + renderer.setGlobals(uniforms); + renderer.setModel(renderable); + renderer.renderModel(); + renderer.setFramebuffer(null); + renderer.end(); + } + + // GLstate cleanup + xform.model.pop(); + } + + this.pickFramebuffer.readPixels(pixel, { + x : this._pickpoint[0], + y : this._pickpoint[1], + width : 1, + height : 1, + format : gl.RGBA, + type : gl.UNSIGNED_BYTE + }); + + return pixel; +}, + +_drawScenePickingSpots : function () { + var gl = this.ui.gl; + var width = this.ui.width; + var height = this.ui.height; + var xform = this.xform; + var renderer = this.renderer; + var CurrProgram = this.utilsProgram; + var CurrTechnique = this.utilsTechnique; + var meshes = this._scene.meshes; + var spots = this._scene.spots; + var instances = this._scene.modelInstances; + var space = this._scene.space; + var pixel = new Uint8Array(4); + + // picking FB + this._createPickFramebuffer(width, height); + + // basic setup, matrices for projection & view + this._setupDraw(); + + // clear buffer + this.pickFramebuffer.bind(); + gl.clearColor(0.0, 0.0, 0.0, 0.0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); + gl.enable(gl.DEPTH_TEST); + this.pickFramebuffer.unbind(); + + // first pass, draw invisible instances, for occlusion + for (var inst in instances) { + var instance = instances[inst]; + var mesh = meshes[instance.mesh]; + if (!mesh) continue; + var renderable = mesh.renderable; + if (!renderable) continue; + if (!instance.visible) continue; + + // GLstate setup + xform.model.push(); + xform.model.multiply(space.transform.matrix); + xform.model.multiply(instance.transform.matrix); + xform.model.multiply(mesh.transform.matrix); + + var uniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uPointSize" : this._scene.config.pointSize, + "uColorID" : [0.0, 0.0, 0.0, 0.0], + "uMode" : 2.0 + }; + + if(mesh.mType === "nexus") { + if (!renderable.isReady) continue; + var nexus = renderable; + nexus.updateView([0, 0, width, height], xform.projectionMatrix, xform.modelViewMatrix); + + this.pickFramebuffer.bind(); + + var program = CurrProgram; + program.setUniforms(uniforms); + program.bind(); + nexus.setPrimitiveMode(instance.rendermode); + nexus.render(); + program.unbind(); + + this.pickFramebuffer.unbind(); + } + else if(mesh.mType === "ply") { + renderer.begin(); + renderer.setFramebuffer(this.pickFramebuffer); + renderer.setTechnique(CurrTechnique); + renderer.setDefaultGlobals(); + renderer.setPrimitiveMode(instance.rendermode); + renderer.setGlobals(uniforms); + renderer.setModel(renderable); + renderer.renderModel(); + renderer.setFramebuffer(null); + renderer.end(); + } + + // GLstate cleanup + xform.model.pop(); + } + + // second pass, draw color coded spots, for picking + for (var spt in spots) { + var spot = spots[spt]; + var mesh = meshes[spot.mesh]; + if (!mesh) continue; + var renderable = mesh.renderable; + if (!renderable) continue; + if (!spot.visible) continue; + + // GLstate setup + xform.model.push(); + xform.model.multiply(space.transform.matrix); + xform.model.multiply(spot.transform.matrix); + xform.model.multiply(mesh.transform.matrix); + + var colorID = this._ID2Color(spot.ID); + var uniforms = { + "uWorldViewProjectionMatrix" : xform.modelViewProjectionMatrix, + "uPointSize" : this._scene.config.pointSize, + "uColorID" : colorID, + "uMode" : 2.0 + }; + + if(mesh.mType === "nexus") { + if (!renderable.isReady) continue; + var nexus = renderable; + nexus.updateView([0, 0, width, height], xform.projectionMatrix, xform.modelViewMatrix); + + this.pickFramebuffer.bind(); + + var program = CurrProgram; + program.setUniforms(uniforms); + program.bind(); + nexus.setPrimitiveMode(spot.rendermode); + nexus.render(); + program.unbind(); + + this.pickFramebuffer.unbind(); + } + else if(mesh.mType === "ply") { + renderer.begin(); + renderer.setFramebuffer(this.pickFramebuffer); + renderer.setTechnique(CurrTechnique); + renderer.setDefaultGlobals(); + renderer.setPrimitiveMode(spot.rendermode); + renderer.setGlobals(uniforms); + renderer.setModel(renderable); + renderer.renderModel(); + renderer.setFramebuffer(null); + renderer.end(); + } + + // GLstate cleanup + xform.model.pop(); + gl.depthMask(true); + } + + this.pickFramebuffer.readPixels(pixel, { + x : this._pickpoint[0], + y : this._pickpoint[1], + width : 1, + height : 1, + format : gl.RGBA, + type : gl.UNSIGNED_BYTE + }); + + return pixel; +}, + +_drawNull : function () { + var gl = this.ui.gl; + gl.clearColor(0.0, 0.0, 0.0, 0.0); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); +}, + +// creates mesh models +_createMeshModels : function () { + var that = this; + var gl = this.ui.gl; + + for(var keys = Object.keys(this._scene.meshes), i = keys.length-1; i >= 0; i--) { + var m = keys[i]; + + var mesh = this._scene.meshes[m]; + + if (!mesh.url) continue; + + if (this._objectsToProcess == 0) this._testReady(); + else { + this._objectsToProcess--; + + if(mesh.mType == null) + { + var ext = mesh.url.split('.').pop().split(/\#|\?/)[0].toLowerCase(); + if((ext === "nxs") || (ext === "nxz")) + mesh.mType = "nexus"; + else if(ext === "ply") + mesh.mType = "ply"; + } + + if(mesh.mType === "nexus") { + var nexus_instance = new Nexus.Renderer(gl); + nexus_instance.onLoad = function () { that._onMeshReady(); }; + nexus_instance.onUpdate = this.ui.postDrawEvent; + + mesh.renderable = nexus_instance; + nexus_instance.open(mesh.url); + } + else if(mesh.mType === "ply") { + mesh.renderable = null; + sglRequestBinary(mesh.url, { + onSuccess : (function(m){ return function (req) { that._onPlyLoaded(req, m, gl); }; })(mesh) + }); + } + } + } +}, + +// creates simple 2-point line model +_createLineModel : function () { + var gl = this.ui.gl; + this.simpleLineModel = new SglModel(gl, { + vertices : { + position : [ 0,0,0, + 1,1,1 ], + normal : [ 0,0,0, + 0,0,0 ], + color : {value : [ 1.0, 0.0, 0.0 ]} + }, + primitives : ["lines","points"] + }); +}, + +// creates simple quad model +_createQuadModels : function () { + var gl = this.ui.gl; + this.simpleQuadXModel = new SglModel(gl, { + vertices : { + position : [ 0.0, 0.5, 0.5, + 0.0,-0.5, 0.5, + 0.0,-0.5,-0.5, + 0.0, 0.5,-0.5, + 0.0,-0.5,-0.5, + 0.0, 0.5, 0.5], + normal : [ 1.0,0.0,0.0, + 1.0,0.0,0.0, + 1.0,0.0,0.0, + 1.0,0.0,0.0, + 1.0,0.0,0.0, + 1.0,0.0,0.0 ], + color : {value : [ 1.0, 0.0, 0.0 ]} + }, + primitives : ["triangles"] + }); + this.simpleQuadYModel = new SglModel(gl, { + vertices : { + position : [ 0.5, 0.0, 0.5, + -0.5, 0.0, 0.5, + -0.5, 0.0,-0.5, + 0.5, 0.0,-0.5, + -0.5, 0.0,-0.5, + 0.5, 0.0, 0.5], + normal : [ 0.0,1.0,0.0, + 0.0,1.0,0.0, + 0.0,1.0,0.0, + 0.0,1.0,0.0, + 0.0,1.0,0.0, + 0.0,1.0,0.0 ], + color : {value : [ 0.0, 1.0, 0.0 ]} + }, + primitives : ["triangles"] + }); + this.simpleQuadZModel = new SglModel(gl, { + vertices : { + position : [ 0.5, 0.5, 0.0, + -0.5, 0.5, 0.0, + -0.5,-0.5, 0.0, + 0.5,-0.5, 0.0, + -0.5,-0.5, 0.0, + 0.5, 0.5, 0.0], + normal : [ 0.0,0.0,1.0, + 0.0,0.0,1.0, + 0.0,0.0,1.0, + 0.0,0.0,1.0, + 0.0,0.0,1.0, + 0.0,0.0,1.0 ], + color : {value : [ 0.0, 0.0, 1.0 ]} + }, + primitives : ["triangles"] + }); +}, + +//---------------------------------------------------------------------------------------- +// EVENTS HANDLERS +//---------------------------------------------------------------------------------------- +onInitialize : function () { + var gl = this.ui.gl; + + gl.getExtension('EXT_frag_depth'); + gl.clearColor(0.5, 0.5, 0.5, 1.0); + gl.clearStencil(0); + gl.depthFunc(gl.LESS); + + // vertex attrib defaults + gl.vertexAttrib3f(1.0, 0.0, 0.0, 0.0); //1 aNormal + gl.vertexAttrib4f(2.0, 0.8, 0.8, 0.8, 1.0); //2 aColor + gl.vertexAttrib2f(3.0, 0.0, 0.0); //3 aTextureCoord + gl.vertexAttrib1f(4.0, 1.0); //4 aPointSize + + // scene rendering support data + this.renderer = new SglModelRenderer(gl); + this.xform = new SglTransformationStack(); + this.viewMatrix = SglMat4.identity(); + + // nexus parameters + this.setNexusTargetError(1.0); + this.setNexusMinFps(15.0); + this.setNexusMaxCacheSize(512*(1<<20)); //512MB + + // debug mode + this._isDebugging = HOP_DEBUGMODE; + + // shaders + this.installDefaultShaders(); + + // screenshot support + this.isCapturingScreenshot = false; + this.screenshotData = null; + + // handlers + this._onPickedInstance = 0; + this._onPickedSpot = 0; + this._onEnterInstance = 0; + this._onEnterSpot = 0; + this._onLeaveInstance = 0; + this._onLeaveSpot = 0; + this._onEndPickingPoint = 0; + this._onEndMeasurement = 0; + + // animation + this.ui.animateRate = 0; + + // current cursor XY position normalized [-1 1] on canvas size, and delta + this.x = 0.0; + this.y = 0.0; + + // scene data + this._scene = null; + this._sceneParsed = false; + this._sceneReady = false; + this._objectsToProcess = 0; + this._objectsToLoad = 0; + + this._instancesProgressiveID = 1; + this._spotsProgressiveID = 1; + + this._lightDirection = HOP_DEFAULTLIGHT; + + this.sceneCenter = [0.0, 0.0, 0.0]; + this.sceneRadiusInv = 1.0; + + this._targetInstanceName = null; + this._targetHotSpotName = null; + + this._animating = false; + this._movingLight = false; + + this._resizable = true; + + this._clickable = false; + this._onHover = false; + + this._lastCursor = "default"; + this._pickedInstance = null; + this._pickedSpot = null; + this._lastPickedInstance = null; + this._lastPickedSpot = null; + this._lastInstanceID = 0; + this._lastSpotID = 0; + this._pickpoint = [1, 1]; + + this._keycombo = false; + + // global measurement data + this._isMeasuring = false; + + // point2point measurement data + this._isMeasuringDistance = false; + this._measurementStage = 0; // 0=inactive 1=picking pointA 2=picking pointB 3=measurement ready + this._pointA = [0.0, 0.0, 0.0]; + this._pointB = [0.0, 0.0, 0.0]; + this.measurement = 0; + + // point picking measurement data + this._isMeasuringPickpoint = false; + this._pickValid = false; + this._pickedPoint = [0.0, 0.0, 0.0]; + + // plane section + this._clipPoint = [0.0, 0.0, 0.0]; + this._clipAxis = [0.0, 0.0, 0.0]; + this._clipPlane = [0.0, 0.0, 0.0, 0.0]; + this._sceneBboxMin = [0.0, 0.0, 0.0] + this._sceneBboxMax = [0.0, 0.0, 0.0]; + this._sceneBboxCenter = [0.0, 0.0, 0.0]; + this._sceneBboxDiag = 0.0; +}, + +installDefaultShaders : function () { + this.facesProgram = this._createStandardFacesProgram(); + this.pointsProgram = this._createStandardPointsProgram(); + this.utilsProgram = this._createUtilsProgram(); + this.colorShadedProgram = this._createColorShadedProgram(); + + this.faceTechnique = this._createStandardFacesTechnique(); + this.pointTechnique = this._createStandardPointsTechnique(); + this.utilsTechnique = this._createUtilsTechnique(); + this.colorShadedTechnique = this._createColorShadedTechnique(); + + this.simpleLineTechnique = this._createSimpleLinetechnique(); + this.multiLinesPointsTechnique = this._createMultiLinesPointstechnique(); +}, + +onDrag : function (button, x, y, e) { + var ui = this.ui; + this.x = (x / (ui.width - 1)) * 2.0 - 1.0; + this.y = (y / (ui.height - 1)) * 2.0 - 1.0; + + if(this._clickable) this._clickable = false; + + if(this._movingLight && ui.isMouseButtonDown(0)){ + this.rotateLight(this.x/2.0, this.y/2.0); + return; + } + + // if locked trackball, just return. we check AFTER the light-trackball test + if (this._scene.trackball.locked) return; + + var action = SGL_TRACKBALL_NO_ACTION; + if ((ui.isMouseButtonDown(0) && ui.isKeyDown(17)) || ui.isMouseButtonDown(1) || ui.isMouseButtonDown(2)) { + action = SGL_TRACKBALL_PAN; + } + else if (ui.isMouseButtonDown(0)) { + action = SGL_TRACKBALL_ROTATE; + } + + var testMatrix = this.trackball._matrix.slice(); + + this.trackball.action = action; + this.trackball.track(this.viewMatrix, this.x*this._scene.trackball.dragSpeed, this.y*this._scene.trackball.dragSpeed, 0.0); + + var diff; + for(var i=0; i this._scene.config.pointSizeMinMax[1]) this._scene.config.pointSize = this._scene.config.pointSizeMinMax[1]; + + if(testValue!=this._scene.config.pointSize) { + diff=true; + } + } + else { + // if locked trackball, just return. + if (this._scene.trackball.locked) return; + + var action = SGL_TRACKBALL_SCALE; + + var factor = wheelDelta > 0.0 ? (0.90) : (1.10); + + var testMatrix = this.trackball._matrix.slice(); + + this.trackball.action = action; + this.trackball.track(this.viewMatrix, 0.0, 0.0, factor); + this.trackball.action = SGL_TRACKBALL_NO_ACTION; + + for(var i=0; i 0) this._animating = true; + else this._animating = false; + return this._animating; +}, + +//----------------------------------------------------------------------------- +// dynamic center/radius mode + +setCenterModeFirst : function () { + this._scene.space.centerMode = "first"; + this.repaint(); +}, + +setCenterModeScene : function () { + this._scene.space.centerMode = "scene"; + this.repaint(); +}, + +setCenterModeSpecific : function (instancename) { + if(this._scene.modelInstances[instancename]) + { + this._scene.space.centerMode = "specific"; + this._scene.space.whichInstanceCenter = instancename; + this.repaint(); + } + else + return "ERROR - No such instance"; +}, + +setCenterModeExplicit : function (newcenter) { + if((newcenter.constructor === Array)&&(newcenter.length = 3)&&(isFinite(String(newcenter[0])))&&(isFinite(String(newcenter[1])))&&(isFinite(String(newcenter[2])))) + { + this._scene.space.centerMode = "explicit"; + this._scene.space.explicitCenter = newcenter; + this.repaint(); + } + else + return "ERROR - Not a point"; +}, + +setRadiusModeFirst : function () { + this._scene.space.radiusMode = "first"; + this.repaint(); +}, + +setRadiusModeScene : function () { + this._scene.space.radiusMode = "scene"; + this.repaint(); +}, + +setRadiusModeSpecific : function (instancename) { + if(this._scene.modelInstances[instancename]) + { + this._scene.space.radiusMode = "specific"; + this._scene.space.whichInstanceRadius = instancename; + this.repaint(); + } + else + return "ERROR - No such instance"; +}, + +setRadiusModeExplicit : function (newradius) { + if((isFinite(String(newradius)))&&(newradius>0.0)) + { + this._scene.space.radiusMode = "explicit"; + this._scene.space.explicitRadius = newradius; + this.repaint(); + } + else + return "ERROR - Not a radius"; +}, + +//----------------------------------------------------------------------------- +// instance solid color + +setInstanceSolidColorByName : function (name, newState, redraw, newColor) { + var instances = this._scene.modelInstances; + + if(name == HOP_ALL) { + for (var inst in instances) { + instances[inst].useSolidColor = newState; + if(newColor) + instances[inst].color = newColor; + } + } + else { + if(instances[name]) { // if an instance with that name exists + instances[name].useSolidColor = newState; + if(newColor) + instances[name].color = newColor; + } + } + if(redraw) + this.repaint(); +}, + +setInstanceSolidColor : function (tag, newState, redraw, newColor) { + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(tag == HOP_ALL) { + instances[inst].useSolidColor = newState; + if(newColor) + instances[inst].color = newColor; + } + else { + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag){ + instances[inst].useSolidColor = newState; + if(newColor) + instances[inst].color = newColor; + } + } + } + } + if(redraw) + this.repaint(); +}, + +toggleInstanceSolidColorByName : function (name, redraw) { + var instances = this._scene.modelInstances; + + if(name == HOP_ALL) + for (var inst in instances) + instances[inst].useSolidColor = !instances[inst].useSolidColor; + else + if(instances[name]) // if an instance with that name exists + instances[name].useSolidColor = !instances[name].useSolidColor; + if(redraw) + this.repaint(); +}, + +toggleInstanceSolidColor : function (tag, redraw) { + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(tag == HOP_ALL) + instances[inst].useSolidColor = !instances[inst].useSolidColor; + else + for (var tg in instances[inst].tags) + if(instances[inst].tags[tg] == tag) + instances[inst].useSolidColor = !instances[inst].useSolidColor; + } + if(redraw) + this.repaint(); +}, + +isInstanceSolidColorEnabledByName : function (name) { + var solidcolor = false; + var instances = this._scene.modelInstances; + + if(!name || name==HOP_ALL) { + for (var inst in instances) { + if(instances[inst].useSolidColor){ + solidcolor = true; + return solidcolor; + } + } + } + else { + if(instances[name]) { // if an instance with that name exists + if(instances[name].useSolidColor){ + solidcolor = true; + return solidcolor; + } + } + } + return solidcolor; +}, + +isInstanceSolidColorEnabled : function (tag) { + var solidcolor = false; + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(!tag || tag==HOP_ALL){ + if(instances[inst].useSolidColor){ + solidcolor = true; + return solidcolor; + } + } + else{ + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag){ + if(instances[inst].useSolidColor){ + solidcolor = true; + return solidcolor; + } + } + } + } + } + return solidcolor; +}, + +//----------------------------------------------------------------------------- +// instance transparency + +setInstanceTransparencyByName : function (name, newState, redraw, newAlpha) { + var instances = this._scene.modelInstances; + + if(name == HOP_ALL) { + for (var inst in instances) + instances[inst].useTransparency = newState; + if(newAlpha) + instances[inst].alpha = newAlpha; + } + else { + if(instances[name]) { // if an instance with that name exists + instances[name].useTransparency = newState; + if(newAlpha) + instances[name].alpha = newAlpha; + } + } + if(redraw) + this.repaint(); +}, + +setInstanceTransparency : function (tag, newState, redraw, newAlpha) { + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(tag == HOP_ALL) { + instances[inst].useTransparency = newState; + if(newAlpha) + instances[inst].alpha = newAlpha; + } + else { + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag){ + instances[inst].useTransparency = newState; + if(newAlpha) + instances[inst].alpha = newAlpha; + } + } + } + } + if(redraw) + this.repaint(); +}, + +toggleInstanceTransparencyByName : function (name, redraw) { + var instances = this._scene.modelInstances; + + if(name == HOP_ALL) { + for (var inst in instances) + instances[inst].useTransparency = !instances[inst].useTransparency; + } + else { + if(instances[name]) // if an instance with that name exists + instances[name].useTransparency = !instances[name].useTransparency; + } + if(redraw) + this.repaint(); +}, + +toggleInstanceTransparency : function (tag, redraw) { + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(tag == HOP_ALL) + { + instances[inst].useTransparency = !instances[inst].useTransparency; + } + else + { + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag) + instances[inst].useTransparency = !instances[inst].useTransparency; + } + } + } + if(redraw) + this.repaint(); +}, + + +isInstanceTransparencyEnabledByName : function (name) { + var transparency = false; + var instances = this._scene.modelInstances; + + if(!name || name==HOP_ALL) { + for (var inst in instances) { + if(instances[inst].useTransparency){ + transparency = true; + return transparency; + } + } + } + else { + if(instances[name]) { // if an instance with that name exists + if(instances[name].useTransparency){ + transparency = true; + return transparency; + } + } + } + return transparency; +}, + +isInstanceTransparencyEnabled : function (tag) { + var transparency = false; + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(!tag || tag==HOP_ALL){ + if(instances[inst].useTransparency){ + transparency = true; + return transparency; + } + } + else{ + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag){ + if(instances[inst].useTransparency){ + transparency = true; + return transparency; + } + } + } + } + } + return transparency; +}, + +//----------------------------------------------------------------------------- +// instance shading +//----specular + +setInstanceSpecularityByName : function (name, color, hardness, redraw) { + var instances = this._scene.modelInstances; + + if(name == HOP_ALL) { + for (var inst in instances) + instances[inst].specularColor = [color[0], color[1], color[2], hardness]; + } + else { + if(instances[name]) // if an instance with that name exists + instances[name].specularColor = [color[0], color[1], color[2], hardness]; + } + if(redraw) + this.repaint(); +}, + +setInstanceSpecularity : function (tag, color, hardness, redraw) { + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(tag == HOP_ALL) { + instances[inst].specularColor = [color[0], color[1], color[2], hardness]; + } + else { + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag) + instances[inst].specularColor = [color[0], color[1], color[2], hardness]; + } + } + } + if(redraw) + this.repaint(); +}, + +//----backface + +setInstanceBackfaceByName : function (name, color, mode, redraw) { + var instances = this._scene.modelInstances; + var modecode = 0.0; + if (mode == "tint") modecode = 0.0; + else if (mode == "fill") modecode = 1.0; + else if (mode == "cull") modecode = 2.0; + + if(name == HOP_ALL) { + for (var inst in instances) + instances[inst].backfaceColor = [color[0], color[1], color[2], modecode]; + } + else { + if(instances[name]) // if an instance with that name exists + instances[name].backfaceColor = [color[0], color[1], color[2], modecode]; + } + if(redraw) + this.repaint(); +}, + +setInstanceBackface : function (tag, color, mode, redraw) { + var instances = this._scene.modelInstances; + var modecode = 0.0; + if (mode == "tint") modecode = 0.0; + else if (mode == "fill") modecode = 1.0; + else if (mode == "cull") modecode = 2.0; + + for (var inst in instances) { + if(tag == HOP_ALL) { + instances[inst].backfaceColor = [color[0], color[1], color[2], modecode]; + } + else { + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag) + instances[inst].backfaceColor = [color[0], color[1], color[2], modecode]; + } + } + } + if(redraw) + this.repaint(); +}, + +//----------------------------------------------------------------------------- +// instance visibility + +setInstanceVisibilityByName : function (name, newState, redraw) { + var instances = this._scene.modelInstances; + + if(name == HOP_ALL) { + for (var inst in instances) + instances[inst].visible = newState; + } + else { + if(instances[name]) // if an instance with that name exists + instances[name].visible = newState; + } + if(redraw) + this.repaint(); +}, + +setInstanceVisibility : function (tag, newState, redraw) { + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(tag == HOP_ALL) { + instances[inst].visible = newState; + } + else { + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag) + instances[inst].visible = newState; + } + } + } + if(redraw) + this.repaint(); +}, + +toggleInstanceVisibilityByName : function (name, redraw) { + var instances = this._scene.modelInstances; + + if(name == HOP_ALL) { + for (var inst in instances) + instances[inst].visible = !instances[inst].visible; + } + else { + if(instances[name]) // if an instance with that name exists + instances[name].visible = !instances[name].visible; + } + if(redraw) + this.repaint(); +}, + +toggleInstanceVisibility : function (tag, redraw) { + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(tag == HOP_ALL) + { + instances[inst].visible = !instances[inst].visible; + } + else + { + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag) + instances[inst].visible = !instances[inst].visible; + } + } + } + if(redraw) + this.repaint(); +}, + +isInstanceVisibilityEnabledByName : function (name) { + var visibility = false; + var instances = this._scene.modelInstances; + + if(!name || name==HOP_ALL) { + for (var inst in instances) { + if(instances[inst].visible){ + visibility = true; + return visibility; + } + } + } + else { + if(instances[name]) { // if an instance with that name exists + if(instances[name].visible){ + visibility = true; + return visibility; + } + } + } + return visibility; +}, + +isInstanceVisibilityEnabled : function (tag) { + var visibility = false; + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(!tag || tag==HOP_ALL){ + if(instances[inst].visible){ + visibility = true; + return visibility; + } + } + else{ + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag){ + if(instances[inst].visible){ + visibility = true; + return visibility; + } + } + } + } + } + return visibility; +}, + +//----------------------------------------------------------------------------- +// spot visibility + +setSpotVisibilityByName : function (name, newState, redraw) { + var spots = this._scene.spots; + + if(name == HOP_ALL) { + for (var spt in spots) + spots[spt].visible = newState; + } + else { + if(spots[name]) // if an hotspot with that name exists + spots[name].visible = newState; + } + if(redraw) + this.repaint(); +}, + +setSpotVisibility : function (tag, newState, redraw) { + var spots = this._scene.spots; + for (var spt in spots) { + if(tag == HOP_ALL) + { + spots[spt].visible = newState; + } + else + { + for (var tg in spots[spt].tags){ + if(spots[spt].tags[tg] == tag) + spots[spt].visible = newState; + } + } + } + if(redraw) + this.repaint(); +}, + +toggleSpotVisibilityByName : function (name, redraw) { + var spots = this._scene.spots; + if(name == HOP_ALL) { + for (var spt in spots) + spots[spt].visible = !spots[spt].visible; + } + else { + if(spots[name]) // if an hotspot with that name exists + spots[name].visible = !spots[name].visible; + } + if(redraw) + this.repaint(); +}, + +toggleSpotVisibility : function (tag, redraw) { + var spots = this._scene.spots; + for (var spt in spots) { + if(tag == HOP_ALL) + { + spots[spt].visible = !spots[spt].visible; + } + else + { + for (var tg in spots[spt].tags){ + if(spots[spt].tags[tg] == tag) + spots[spt].visible = !spots[spt].visible; + } + } + } + if(redraw) + this.repaint(); +}, + +isSpotVisibilityEnabledByName : function (name) { + var visibility = false; + var spots = this._scene.spots; + + if(!name || name==HOP_ALL) { + for (var spt in spots) { + if(spots[spt].visible){ + visibility = true; + return visibility; + } + } + } + else { + if(spots[name]) { // if an hotspot with that name exists + if(spots[name].visible){ + visibility = true; + return visibility; + } + } + } + return visibility; +}, + +isSpotVisibilityEnabled : function (tag) { + var visibility = false; + var spots = this._scene.spots; + + for (var spt in spots) { + if(!tag || tag==HOP_ALL){ + if(spots[spt].visible){ + visibility = true; + return visibility; + } + } + else{ + for (var tg in spots[spt].tags){ + if(spots[spt].tags[tg] == tag){ + if(spots[spt].visible){ + visibility = true; + return visibility; + } + } + } + } + } + return visibility; +}, + +//----------------------------------------------------------------------------- +// sections + +resetClippingXYZ: function() { + this._calculateBounding(); + this._clipAxis = [0.0, 0.0, 0.0]; + this._clipPoint = [0.0, 0.0, 0.0]; + this.repaint(); +}, + +setClippingXYZ: function(cx, cy, cz) { + this._calculateBounding(); + this._clipAxis = [cx,cy,cz]; + this.repaint(); +}, + +setClippingX: function(cx) { + this._calculateBounding(); + this._clipAxis[0] = cx; + this.repaint(); +}, +setClippingY: function(cy) { + this._calculateBounding(); + this._clipAxis[1] = cy; + this.repaint(); +}, +setClippingZ: function(cz) { + this._calculateBounding(); + this._clipAxis[2] = cz; + this.repaint(); +}, + +getClippingX : function () { + return this._clipAxis[0]; +}, +getClippingY : function () { + return this._clipAxis[1]; +}, +getClippingZ : function () { + return this._clipAxis[2]; +}, + +setClippingPointXYZabs: function(clx, cly, clz) { + this._calculateBounding(); + this._clipPoint = [clx, cly, clz]; + this.repaint(); +}, + +setClippingPointXabs: function(clx) { + this._calculateBounding(); + this._clipPoint[0] = clx; + this.repaint(); +}, +setClippingPointYabs: function(cly) { + this._calculateBounding(); + this._clipPoint[1] = cly; + this.repaint(); +}, +setClippingPointZabs: function(clz) { + this._calculateBounding(); + this._clipPoint[2] = clz; + this.repaint(); +}, + +setClippingPointXYZ: function(clx, cly, clz) { + var nClipPoint = [0.0, 0.0, 0.0]; + + this._calculateBounding(); + + if(clx<0.0) clx=0.0; else if(clx>1.0) clx=1.0; + if(cly<0.0) cly=0.0; else if(cly>1.0) cly=1.0 + if(clz<0.0) clz=0.0; else if(clz>1.0) clz=1.0; + + nClipPoint[0] = this._sceneBboxMin[0] + clx * (this._sceneBboxMax[0] - this._sceneBboxMin[0]); + nClipPoint[1] = this._sceneBboxMin[1] + cly * (this._sceneBboxMax[1] - this._sceneBboxMin[1]); + nClipPoint[2] = this._sceneBboxMin[2] + clz * (this._sceneBboxMax[2] - this._sceneBboxMin[2]); + + this._clipPoint = nClipPoint; + this.repaint(); +}, + +setClippingPointX: function(clx) { + var nClipPoint = 0.0; + this._calculateBounding(); + if(clx<0.0) clx=0.0; else if(clx>1.0) clx=1.0; + nClipPoint = this._sceneBboxMin[0] + clx * (this._sceneBboxMax[0] - this._sceneBboxMin[0]); + this._clipPoint[0] = nClipPoint; + this.repaint(); +}, +setClippingPointY: function(cly) { + var nClipPoint = 0.0; + this._calculateBounding(); + if(cly<0.0) cly=0.0; else if(cly>1.0) cly=1.0; + nClipPoint = this._sceneBboxMin[1] + cly * (this._sceneBboxMax[1] - this._sceneBboxMin[1]); + this._clipPoint[1] = nClipPoint; + this.repaint(); +}, +setClippingPointZ: function(clz) { + var nClipPoint = 0.0; + this._calculateBounding(); + if(clz<0.0) clz=0.0; else if(clz>1.0) clz=1.0; + nClipPoint = this._sceneBboxMin[2] + clz * (this._sceneBboxMax[2] - this._sceneBboxMin[2]); + this._clipPoint[2] = nClipPoint; + this.repaint(); +}, + +_calculateBounding: function() { + var meshes = this._scene.meshes; + var instances = this._scene.modelInstances; + this._sceneBboxMin = SglVec3.maxNumber(); + this._sceneBboxMax = SglVec3.minNumber(); + this._sceneBboxCenter = [0.0, 0.0, 0.0]; + this._sceneBboxDiag = 0.0; + var imin = [0.0, 0.0, 0.0]; + var imax = [0.0, 0.0, 0.0]; + + for (var inst in instances) { + var mesh = meshes[instances[inst].mesh]; + if((mesh)&&(mesh.renderable)&&(instances[inst].clippable)){ + var instCenter = SglVec3.to4(mesh.renderable.datasetCenter,1); + instCenter = SglMat4.mul4(mesh.transform.matrix, instCenter); + instCenter = SglMat4.mul4(instances[inst].transform.matrix, instCenter); + instCenter = SglMat4.mul4(this._scene.space.transform.matrix, instCenter); + instCenter = SglVec4.to3(instCenter); + + var radius = mesh.renderable.datasetRadius; + var vector111 = SglVec3.one(); + vector111 = SglMat3.mul3(SglMat4.to33(mesh.transform.matrix), vector111); + vector111 = SglMat3.mul3(SglMat4.to33(instances[inst].transform.matrix), vector111); + vector111 = SglMat3.mul3(SglMat4.to33(this._scene.space.transform.matrix), vector111); + var scalefactor = SglVec3.length(vector111) / SglVec3.length([1,1,1]); + radius = radius*scalefactor; + + imin[0] = instCenter[0] - radius; + imin[1] = instCenter[1] - radius; + imin[2] = instCenter[2] - radius; + imax[0] = instCenter[0] + radius; + imax[1] = instCenter[1] + radius; + imax[2] = instCenter[2] + radius; + + if(imin[0] < this._sceneBboxMin[0]) this._sceneBboxMin[0] = imin[0]; + if(imin[1] < this._sceneBboxMin[1]) this._sceneBboxMin[1] = imin[1]; + if(imin[2] < this._sceneBboxMin[2]) this._sceneBboxMin[2] = imin[2]; + if(imax[0] > this._sceneBboxMax[0]) this._sceneBboxMax[0] = imax[0]; + if(imax[1] > this._sceneBboxMax[1]) this._sceneBboxMax[1] = imax[1]; + if(imax[2] > this._sceneBboxMax[2]) this._sceneBboxMax[2] = imax[2]; + } + } + + this._sceneBboxCenter[0] = (this._sceneBboxMin[0] + this._sceneBboxMax[0]) / 2.0; + this._sceneBboxCenter[1] = (this._sceneBboxMin[1] + this._sceneBboxMax[1]) / 2.0; + this._sceneBboxCenter[2] = (this._sceneBboxMin[2] + this._sceneBboxMax[2]) / 2.0; + + this._sceneBboxDiag = SglVec3.length([ this._sceneBboxMax[0]-this._sceneBboxMin[0], this._sceneBboxMax[1]-this._sceneBboxMin[1], this._sceneBboxMax[2]-this._sceneBboxMin[2]]); +}, + +setClippingRendermode: function(showPlanes, showBorder, borderSize, borderColor) { + this._calculateBounding(); + this._scene.config.showClippingPlanes = showPlanes; + this._scene.config.showClippingBorder = showBorder; + if(borderSize>0.0) + this._scene.config.clippingBorderSize = borderSize; + if(borderColor) + this._scene.config.clippingBorderColor = borderColor; + this.repaint(); +}, + +getClippingRendermode: function() { + var rendermode = [this._scene.config.showClippingPlanes, this._scene.config.showClippingBorder, this._scene.config.clippingBorderSize, this._scene.config.clippingBorderColor]; + return rendermode; +}, + +resetClippingPlane : function () { + this._calculateBounding(); + this._clipPlane = [0.0, 0.0, 0.0, 0.0]; + this.repaint(); +}, + +setClippingPlaneExplicit : function (axis, offset) { + this._calculateBounding(); + this._clipPlane = [axis[0], axis[1], axis[2], offset]; + this.repaint(); +}, + +setClippingPlane : function (angleH, angleV, sign, delta, deltaabs) { + this._calculateBounding(); + var axis; + var m = SglMat4.identity(); + this._clipPlaneAH = angleH; + this._clipPlaneAV = angleV; + + // horizontal angle + m = SglMat4.mul(m, SglMat4.rotationAngleAxis(sglDegToRad(angleH), [0.0, -1.0, 0.0])); + // vertical angle + m = SglMat4.mul(m, SglMat4.rotationAngleAxis(sglDegToRad(angleV), [0.0, 0.0, 1.0])); + + axis = [sign*1.0, 0.0, 0.0, 1.0]; + axis = SglMat4.mul4(m, axis); + + var sceneOff = (this._sceneBboxDiag / 2.0) * (delta / 100.0); + if(typeof deltaabs !== "undefined") + sceneOff = deltaabs; + var position = [this._sceneBboxCenter[0] + (axis[0] * sceneOff), this._sceneBboxCenter[1] + (axis[1] * sceneOff), this._sceneBboxCenter[2] + (axis[2] * sceneOff)]; + sceneOff = SglVec3.dot([axis[0], axis[1], axis[2]], position); + + this._clipPlane = [axis[0], axis[1], axis[2], -sceneOff]; + this.repaint(); +}, + +//----------------------------------------------------------------------------- +// zoom + +zoomIn: function() { + this.onMouseWheel(1); +}, + +zoomOut: function() { + this.onMouseWheel(-1); +}, + +//----------------------------------------------------------------------------- +// light + +rotateLight: function(x, y) { + var dx = x * 2.0; + var dy = y * 2.0; + var dz = 0.0; + var r = Math.sqrt(dx*dx + dy*dy); + if(r >= 1) { + dx /= r; + dy /= r; + dz = 0.0; + } else { + dz = Math.sqrt(1 - r*r); + } + this._lightDirection = [-dx, -dy, -dz]; + this.repaint(); +}, + +setLight: function(dir) { + this._lightDirection = SglVec3.normalize([-dir[0], -dir[1], -dir[2]]); + this.repaint(); +}, + +enableLightTrackball: function(on) { + this._movingLight = on; + if(on && !this._scene.space.sceneLighting) this._scene.space.sceneLighting = on; + this.repaint(); +}, + +isLightTrackballEnabled: function() { + return this._movingLight; +}, + +//----------------------------------------------------------------------------- +// onHover + +enableOnHover: function(on) { + this._onHover = on; +}, + +isOnHoverEnabled: function() { + return this._onHover; +}, + +//----------------------------------------------------------------------------- +// linear measure + +enableMeasurementTool: function(on) { + if(on) + this._startMeasurement(); + else + this._stopMeasurement(); +}, + +isMeasurementToolEnabled: function() { + return this._isMeasuringDistance; +}, + +//----------------------------------------------------------------------------- +// point measure + +enablePickpointMode: function(on) { + if(on) + this._startPickPoint(); + else + this._stopPickPoint(); +}, + +isPickpointModeEnabled: function() { + return this._isMeasuringPickpoint; +}, + +//----------------------------------------------------------------------------- +// measurements + +isAnyMeasurementEnabled: function() { + return this._isMeasuring; +}, + +//----------------------------------------------------------------------------- +// camera type + +toggleCameraType: function() { + if(this._scene.space.cameraType == "orthographic") + this._scene.space.cameraType = "perspective" + else + this._scene.space.cameraType = "orthographic" + + this.repaint(); +}, + +setCameraPerspective: function() { + this._scene.space.cameraType = "perspective"; + this.repaint(); +}, + +setCameraOrthographic: function() { + this._scene.space.cameraType = "orthographic"; + this.repaint(); +}, + +getCameraType : function () { + return this._scene.space.cameraType; +}, + +//----------------------------------------------------------------------------- +// trackball lock + +toggleTrackballLock: function() { + this._scene.trackball.locked = !this._scene.trackball.locked; +}, + +setTrackballLock: function(newState) { + this._scene.trackball.locked = newState; +}, + +isTrackballLockEnabled: function() { + return this._scene.trackball.locked; +}, + +//----------------------------------------------------------------------------- +// lighting + +enableSceneLighting: function(on) { + this._scene.space.sceneLighting = on; + + if(!on && this._movingLight) this._movingLight = on; + + this.repaint(); +}, + +isSceneLightingEnabled: function() { + return this._scene.space.sceneLighting; +}, + +setInstanceLightingByName : function (name, newState, redraw) { + var instances = this._scene.modelInstances; + + if(name == HOP_ALL) { + for (var inst in instances) + instances[inst].useLighting = newState; + } + else { + if(instances[name]) // if an instance with that name exists + instances[name].useLighting = newState; + } + if(redraw) + this.repaint(); +}, + +setInstanceLighting : function (tag, newState, redraw) { + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(tag == HOP_ALL) { + instances[inst].useLighting = newState; + } + else { + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag) + instances[inst].useLighting = newState; + } + } + } + if(redraw) + this.repaint(); +}, + +toggleInstanceLightingByName : function (name, redraw) { + var instances = this._scene.modelInstances; + + if(name == HOP_ALL) { + for (var inst in instances) + instances[inst].useLighting = !instances[inst].useLighting; + } + else { + if(instances[name]) // if an instance with that name exists + instances[name].useLighting = !instances[name].useLighting; + } + if(redraw) + this.repaint(); +}, + +toggleInstanceLighting : function (tag, redraw) { + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(tag == HOP_ALL) + { + instances[inst].useLighting = !instances[inst].useLighting; + } + else + { + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag) + instances[inst].useLighting = !instances[inst].useLighting; + } + } + } + if(redraw) + this.repaint(); +}, + +isInstanceLightingEnabledByName : function (name) { + var Lighting = false; + var instances = this._scene.modelInstances; + + if(!name || name==HOP_ALL) { + for (var inst in instances) { + if(instances[inst].useLighting){ + Lighting = true; + return Lighting; + } + } + } + else { + if(instances[name]) { // if an instance with that name exists + if(instances[name].useLighting){ + Lighting = true; + return Lighting; + } + } + } + return Lighting; +}, + +isInstanceLightingEnabled : function (tag) { + var Lighting = false; + var instances = this._scene.modelInstances; + + for (var inst in instances) { + if(!tag || tag==HOP_ALL){ + if(instances[inst].useLighting){ + Lighting = true; + return Lighting; + } + } + else{ + for (var tg in instances[inst].tags){ + if(instances[inst].tags[tg] == tag){ + if(instances[inst].useLighting){ + Lighting = true; + return Lighting; + } + } + } + } + } + return Lighting; +} + +}; // Presenter.prototype END + +// export default Presenter; +// export { +// HOP_VERSION, +// HOP_ALL, +// HOP_DEBUGMODE, +// HOP_DEFAULTLIGHT, +// SGL_TRACKBALL_NO_ACTION, +// SGL_TRACKBALL_ROTATE, +// SGL_TRACKBALL_PAN, +// SGL_TRACKBALL_DOLLY, +// SGL_TRACKBALL_SCALE +// }; \ No newline at end of file diff --git a/frontend/public/vendor/3dhop/spidergl.js b/frontend/public/vendor/3dhop/spidergl.js new file mode 100644 index 0000000..08a4db0 --- /dev/null +++ b/frontend/public/vendor/3dhop/spidergl.js @@ -0,0 +1,29 @@ +/* +SpiderGL Computer Graphics Library +Copyright (c) 2010, Marco Di Benedetto - Visual Computing Lab, ISTI - CNR +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 SpiderGL 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 PAUL BRUNT 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. +*/ + +var SpiderGL={TAG:0,openNamespace:function(e){e=SpiderGL.Utility.getDefaultObject({globalObject:SpiderGL.openNamespace.DEFAULT_GLOBAL_OBJECT,constantPrefix:SpiderGL.openNamespace.DEFAULT_CONSTANT_PREFIX,functionPrefix:SpiderGL.openNamespace.DEFAULT_FUNCTION_PREFIX,classPrefix:SpiderGL.openNamespace.DEFAULT_CLASS_PREFIX},e);var t=new RegExp("^(([_$0-9A-Z])+)$");function r(e){return t.test(e)}var i=new RegExp("^([A-Z])");var n=new RegExp("^(([a-z])+([_$0-9A-Za-z])*)$");function a(e){return n.test(e)}function s(e){return e.substr(0,1).toUpperCase()+e.substr(1)}var o={},u={},d={};function p(e){var t;if(e)for(var n in e)if("_"!=n.substr(0,1)){var s=e[n];t=n,i.test(t)&&!r(t)?o[n]=s:a(n)?u[n]=s:r(n)&&(d[n]=s)}}var h=["Core","DOM","IO","Math","Mesh","Model","Semantic","Space","Type","UserInterface","Utility","Version","WebGL"];for(var _ in h)p(SpiderGL[h[_]]);for(var _ in o){var f=e.classPrefix+s(_);e.globalObject[f]=o[_]}for(var _ in u){f=e.functionPrefix+s(_);e.globalObject[f]=u[_]}for(var _ in d){f=e.constantPrefix+s(_);e.globalObject[f]=d[_]}}};SpiderGL.openNamespace.DEFAULT_GLOBAL_OBJECT=window,SpiderGL.openNamespace.DEFAULT_CONSTANT_PREFIX="SGL_",SpiderGL.openNamespace.DEFAULT_FUNCTION_PREFIX="sgl",SpiderGL.openNamespace.DEFAULT_CLASS_PREFIX="Sgl",SpiderGL.Version={},SpiderGL.Version.VERSION_MAJOR=0,SpiderGL.Version.VERSION_MINOR=2,SpiderGL.Version.VERSION_REVISION=10,SpiderGL.Version.VERSION_STRING=SpiderGL.Version.VERSION_MAJOR+"."+SpiderGL.Version.VERSION_MINOR+"."+SpiderGL.Version.VERSION_REVISION,SpiderGL.Core={},SpiderGL.Core.DEFAULT={},SpiderGL.Core.DONT_CARE={},SpiderGL.Core.EMPTY_STRING="",SpiderGL.Core.EMPTY_OBJECT={},SpiderGL.Core.EMPTY_ARRAY=[],SpiderGL.Core.EMPTY_FUNCTION=function(){},SpiderGL.Core.generateUID=function(){return SpiderGL.Core.generateUID._lastUID++,SpiderGL.Core.generateUID._lastUID},SpiderGL.Core.generateUID._lastUID=0,SpiderGL.Core.ObjectBase=function(){this._uid=SpiderGL.Core.generateUID()},SpiderGL.Core.ObjectBase.prototype={get uid(){return this._uid}},SpiderGL.Type={},SpiderGL.Type.LITTLE_ENDIAN=function(){var e=new Uint8Array([18,52]);return 13330==new Uint16Array(e.buffer)[0]}(),SpiderGL.Type.BIG_ENDIAN=!SpiderGL.Type.BIG_ENDIAN,SpiderGL.Type.NO_TYPE=0,SpiderGL.Type.INT8=1,SpiderGL.Type.UINT8=2,SpiderGL.Type.INT16=3,SpiderGL.Type.UINT16=4,SpiderGL.Type.INT32=5,SpiderGL.Type.UINT32=6,SpiderGL.Type.FLOAT32=7,SpiderGL.Type.SIZEOF_INT8=Int8Array.BYTES_PER_ELEMENT,SpiderGL.Type.SIZEOF_UINT8=Uint8Array.BYTES_PER_ELEMENT,SpiderGL.Type.SIZEOF_INT16=Int16Array.BYTES_PER_ELEMENT,SpiderGL.Type.SIZEOF_UINT16=Uint16Array.BYTES_PER_ELEMENT,SpiderGL.Type.SIZEOF_INT32=Int32Array.BYTES_PER_ELEMENT,SpiderGL.Type.SIZEOF_UINT32=Uint32Array.BYTES_PER_ELEMENT,SpiderGL.Type.SIZEOF_FLOAT32=Float32Array.BYTES_PER_ELEMENT,SpiderGL.Type.typeSize=function(){var e={};return e[SpiderGL.Type.NO_TYPE]=0,e[SpiderGL.Type.INT8]=SpiderGL.Type.SIZEOF_INT8,e[SpiderGL.Type.UINT8]=SpiderGL.Type.SIZEOF_UINT8,e[SpiderGL.Type.INT16]=SpiderGL.Type.SIZEOF_INT16,e[SpiderGL.Type.UINT16]=SpiderGL.Type.SIZEOF_UINT16,e[SpiderGL.Type.INT32]=SpiderGL.Type.SIZEOF_INT32,e[SpiderGL.Type.UINT32]=SpiderGL.Type.SIZEOF_UINT32,e[SpiderGL.Type.FLOAT32]=SpiderGL.Type.SIZEOF_FLOAT32,function(t){return e[t]}}(),SpiderGL.Type.typeToGL=function(){var e={};return e[SpiderGL.Type.NO_TYPE]=WebGLRenderingContext.prototype.NONE,e[SpiderGL.Type.INT8]=WebGLRenderingContext.prototype.BYTE,e[SpiderGL.Type.UINT8]=WebGLRenderingContext.prototype.UNSIGNED_BYTE,e[SpiderGL.Type.INT16]=WebGLRenderingContext.prototype.SHORT,e[SpiderGL.Type.UINT16]=WebGLRenderingContext.prototype.UNSIGNED_SHORT,e[SpiderGL.Type.INT32]=WebGLRenderingContext.prototype.INT,e[SpiderGL.Type.UINT32]=WebGLRenderingContext.prototype.UNSIGNED_INT,e[SpiderGL.Type.FLOAT32]=WebGLRenderingContext.prototype.FLOAT,function(t){return e[t]}}(),SpiderGL.Type.typeFromGL=function(){var e={};return e[WebGLRenderingContext.prototype.NONE]=SpiderGL.Type.NO_TYPE,e[WebGLRenderingContext.prototype.BYTE]=SpiderGL.Type.INT8,e[WebGLRenderingContext.prototype.UNSIGNED_BYTE]=SpiderGL.Type.UINT8,e[WebGLRenderingContext.prototype.SHORT]=SpiderGL.Type.INT16,e[WebGLRenderingContext.prototype.UNSIGNED_SHORT]=SpiderGL.Type.UINT16,e[WebGLRenderingContext.prototype.INT]=SpiderGL.Type.INT32,e[WebGLRenderingContext.prototype.UNSIGNED_INT]=SpiderGL.Type.UINT32,e[WebGLRenderingContext.prototype.FLOAT]=SpiderGL.Type.FLOAT32,function(t){return e[t]}}(),SpiderGL.Type.typeSizeFromGL=function(e){var t=SpiderGL.Type.typeFromGL(e);return SpiderGL.Type.typeSize(t)},SpiderGL.Type.typeToTypedArrayConstructor=function(){var e={};return e[SpiderGL.Type.NO_TYPE]=ArrayBuffer,e[SpiderGL.Type.INT8]=Int8Array,e[SpiderGL.Type.UINT8]=Uint8Array,e[SpiderGL.Type.INT16]=Int16Array,e[SpiderGL.Type.UINT16]=Uint16Array,e[SpiderGL.Type.INT32]=Int32Array,e[SpiderGL.Type.UINT32]=Uint32Array,e[SpiderGL.Type.FLOAT32]=Float32Array,function(t){return e[t]}}(),SpiderGL.Type.POINTS=0,SpiderGL.Type.LINES=1,SpiderGL.Type.LINE_LOOP=2,SpiderGL.Type.LINE_STRIP=3,SpiderGL.Type.TRIANGLES=4,SpiderGL.Type.TRIANGLE_FAN=5,SpiderGL.Type.TRIANGLE_STRIP=6,SpiderGL.Type.primitiveToGL=function(){var e={};return e[SpiderGL.Type.POINTS]=WebGLRenderingContext.prototype.POINTS,e[SpiderGL.Type.LINES]=WebGLRenderingContext.prototype.LINES,e[SpiderGL.Type.LINE_LOOP]=WebGLRenderingContext.prototype.LINE_LOOP,e[SpiderGL.Type.LINE_STRIP]=WebGLRenderingContext.prototype.LINE_STRIP,e[SpiderGL.Type.TRIANGLES]=WebGLRenderingContext.prototype.TRIANGLES,e[SpiderGL.Type.TRIANGLE_FAN]=WebGLRenderingContext.prototype.TRIANGLE_FAN,e[SpiderGL.Type.TRIANGLE_STRIP]=WebGLRenderingContext.prototype.TRIANGLE_STRIP,function(t){return e[t]}}(),SpiderGL.Type.instanceOf=function(e,t){return e instanceof t},SpiderGL.Type.isNumber=function(e){return"number"==typeof e},SpiderGL.Type.isString=function(e){return"string"==typeof e},SpiderGL.Type.isFunction=function(e){return"function"==typeof e},SpiderGL.Type.isArray=function(e){return e&&e.constructor===Array},SpiderGL.Type.isTypedArray=function(e){return e&&void 0!==e.buffer&&e.buffer instanceof ArrayBuffer},SpiderGL.Type.extend=function(e,t){function r(){}r.prototype=t.prototype;var i=e.prototype,n=new r;n.constructor=e;var a=null,s=null;for(var o in i)(a=i.__lookupGetter__(o))&&n.__defineGetter__(o,a),(s=i.__lookupSetter__(o))&&n.__defineSetter__(o,s),a||s||(n[o]=i[o]);e.prototype=n},SpiderGL.Type.defineClassGetter=function(e,t,r){e.prototype.__defineGetter__(t,r)},SpiderGL.Type.defineClassSetter=function(e,t,r){e.prototype.__defineSetter__(t,r)},SpiderGL.Type.defineObjectGetter=function(e,t,r){e.__defineGetter__(t,r)},SpiderGL.Type.defineObjectSetter=function(e,t,r){e.__defineSetter__(t,r)},SpiderGL.Utility={},SpiderGL.Utility.getDefaultValue=function(e,t){return void 0===e||e===SpiderGL.Core.DEFAULT?t:e},SpiderGL.Utility.getDefaultObject=function(e,t){if(t){var r=SpiderGL.Core.DEFAULT;for(var i in t)t[i]!=r&&(e[i]=t[i])}return e},SpiderGL.Utility.setDefaultValues=function(e,t){if(!t)return e;var r=SpiderGL.Core.DEFAULT;for(var i in t)t[i]==r&&void 0!==e[i]&&(t[i]=e[i]);for(var i in e)void 0===t[i]&&(t[i]=e[i]);return t},SpiderGL.Utility.getAttrib4fv=function(e){return SpiderGL.Type.isNumber(e)?[e,0,0,1]:e?[null!=e[0]?e[0]:0,null!=e[1]?e[1]:0,null!=e[2]?e[2]:0,null!=e[3]?e[3]:1]:[0,0,0,1]},SpiderGL.Utility.getTime=function(){return(new Date).getTime()},SpiderGL.Utility.Timer=function(){this._tStart=-1,this._tElapsed=0},SpiderGL.Utility.Timer.prototype={_accumElapsed:function(){this._tElapsed+=this.now-this._tStart},get now(){return Date.now()},start:function(){this.isStarted||this.isPaused||(this._tStart=this.now,this._tElapsed=0)},restart:function(){var e=this.elapsed;return this._tStart=this.now,this._tElapsed=0,e},stop:function(){this.isStarted&&(this.isPaused||(this._accumElapsed(),this._tStart=-1))},get isStarted(){return this._tStart>=0},pause:function(){this.isStarted&&(this.isPaused||(this._accumElapsed(),this._tStart=-2))},resume:function(){this.isStarted&&this.isPaused&&(this._tStart=this.now)},get isPaused(){return-2==this._tStart},get elapsed(){return this.isStarted?this._tElapsed+(this.now-this._tStart):this._tElapsed}},SpiderGL.Utility.Browser=function(){},SpiderGL.Utility.Browser.prototype={get isOpera(){return!!window.opr&&!!opr.addons||!!window.opera||navigator.userAgent.indexOf(" OPR/")>=0},get isFirefox(){return"undefined"!=typeof InstallTrigger||navigator.userAgent.toLowerCase().indexOf("fxios")>-1},get isSafari(){return!!navigator.userAgent.match(/Version\/[\d\.]+.*Safari/)||/constructor/i.test(window.HTMLElement)||"[object SafariRemoteNotification]"===(!window.safari||"undefined"!=typeof safari&&safari.pushNotification).toString()},get isIE(){return!!document.documentMode},get isEdge(){return!this.isIE&&!!window.StyleMedia},get isChrome(){return!!window.chrome&&!!window.chrome.webstore}},SpiderGL.DOM={},SpiderGL.DOM.getElementById=function(e){return document.getElementById(e)},SpiderGL.DOM.getElementText=function(e){var t=document.getElementById(e);if(!t)return null;var r="";for(t=t.firstChild;t;)3==t.nodeType&&(r+=t.textContent),t=t.nextSibling;return r},SpiderGL.IO={},SpiderGL.IO.Request=function(e,t){SpiderGL.Core.ObjectBase.call(this),t=SpiderGL.Utility.getDefaultObject({async:SpiderGL.IO.Request.DEFAULT_ASYNC,send:SpiderGL.IO.Request.DEFAULT_SEND,onProgress:null,onCancel:null,onError:null,onSuccess:null,onFinish:null},t),this._url=e,this._async=t.async,this._status=SpiderGL.IO.Request.NONE,this._sent=!1,this._aborted=!1,this._data=null,this._loaded=0,this._total=0,this._events={progress:{main:null,listeners:[]},cancel:{main:null,listeners:[]},error:{main:null,listeners:[]},success:{main:null,listeners:[]},finish:{main:null,listeners:[]}},this.onProgress=t.onProgress,this.onCancel=t.onCancel,this.onError=t.onError,this.onSuccess=t.onSuccess,this.onFinish=t.onFinish},SpiderGL.IO.Request.NONE=0,SpiderGL.IO.Request.ONGOING=1,SpiderGL.IO.Request.CANCELLED=2,SpiderGL.IO.Request.FAILED=3,SpiderGL.IO.Request.SUCCEEDED=4,SpiderGL.IO.Request.DEFAULT_ASYNC=!0,SpiderGL.IO.Request.DEFAULT_SEND=!0,SpiderGL.IO.Request.prototype={_indexOf:function(e,t){for(var r=0,i=e.length;r=0||r.listeners.push(t)}},removeEventListener:function(e,t){var r=this._events[e];if(r){var i=this._indexOf(r.listeners,t);i<0||r.listeners.splice(i,1)}},get onProgress(){return this._events.progress.main},set onProgress(e){this._setMainListener("progress",e)},get onCancel(){return this._events.cancel.main},set onCancel(e){this._setMainListener("cancel",e)},get onError(){return this._events.error.main},set onError(e){this._setMainListener("error",e)},get onSuccess(){return this._events.success.main},set onSuccess(e){this._setMainListener("success",e)},get onFinish(){return this._events.finish.main},set onFinish(e){this._setMainListener("finish",e)},cancel:function(){if(!this.ongoing)return!1;this._status=SpiderGL.IO.Request.CANCELLED,this._aborted=!0;var e=this._doCancel();return this._finishTime=SpiderGL.Utility.getTime(),e},send:function(){if(!this.canSend)return!1;this._data=null,this._status=SpiderGL.IO.Request.ONGOING,this._aborted=!1,this._sent=!0,this._finishTime=-1,this._startTime=SpiderGL.Utility.getTime();var e=this._doSend();return e||(this._startTime=-1,this._status=SpiderGL.IO.Request.NONE,this._sent=!1),e}},SpiderGL.Type.extend(SpiderGL.IO.Request,SpiderGL.Core.ObjectBase),SpiderGL.IO.XHRRequestBase=function(e,t){t=t||{},SpiderGL.IO.Request.call(this,e,t);var r=this,i=new XMLHttpRequest;if(this._xhr=i,i.onprogress=function(e){r._xhrOnProgress(e)},i.onabort=function(){r._doOnCancel(),r._doOnFinish()},i.onerror=function(){r._doOnError(),r._doOnFinish()},i.onload=function(){var e=i.status;0===e||200===e||r._range&&206==e?r._doOnSuccess():r._doOnError(),r._doOnFinish()},this._range=null,this._xhr.open("GET",this._url,this._async),"range"in t){this._range=[t.range[0],t.range[1]];var n="bytes="+t.range[0]+"-"+t.range[1];i.setRequestHeader("Range",n)}this._prepareXHR(),SpiderGL.Utility.getDefaultValue(t.send,SpiderGL.IO.Request.DEFAULT_SEND)&&this.send()},SpiderGL.IO.XHRRequestBase.prototype={_prepareXHR:function(){},_doCancel:function(){return this._xhr.abort(),this._xhr=new XMLHttpRequest,this._xhr.open("GET",this._url,this._async),this._prepareXHR(),!0},_doSend:function(){return this._xhr.send(),!0},_xhrOnProgress:function(e){var t=0,r=0;e&&e.lengthComputable&&(t=e.loaded,r=e.total),this._doOnProgress(t,r)}},SpiderGL.Type.extend(SpiderGL.IO.XHRRequestBase,SpiderGL.IO.Request),SpiderGL.IO.XHRRequest=function(e,t){SpiderGL.IO.XHRRequestBase.call(this,e,t)},SpiderGL.IO.XHRRequest.prototype={_doPostSuccess:function(){this._data=this._xhr.responseText},get xhr(){return this._xhr},get response(){return this.data}},SpiderGL.Type.extend(SpiderGL.IO.XHRRequest,SpiderGL.IO.XHRRequestBase),SpiderGL.IO.TextRequest=function(e,t){SpiderGL.IO.XHRRequestBase.call(this,e,t)},SpiderGL.IO.TextRequest.prototype={_doPostSuccess:function(){this._data=this._xhr.responseText},get text(){return this.data}},SpiderGL.Type.extend(SpiderGL.IO.TextRequest,SpiderGL.IO.XHRRequestBase),SpiderGL.IO.readText=function(e){return new SpiderGL.IO.TextRequest(e,{async:!1}).text},SpiderGL.IO.requestText=function(e,t){return(t=SpiderGL.Utility.getDefaultObject({},t)).async=!0,t.send=!0,new SpiderGL.IO.TextRequest(e,t)},SpiderGL.IO.JSONRequest=function(e,t){SpiderGL.IO.XHRRequestBase.call(this,e,t)},SpiderGL.IO.JSONRequest.prototype={_doPostSuccess:function(){this._data=JSON.parse(this._xhr.responseText)},get text(){return this._xhr.responseText},get json(){return this.data}},SpiderGL.Type.extend(SpiderGL.IO.JSONRequest,SpiderGL.IO.XHRRequestBase),SpiderGL.IO.readJSON=function(e){return new SpiderGL.IO.JSONRequest(e,{async:!1}).json},SpiderGL.IO.requestJSON=function(e,t){return(t=SpiderGL.Utility.getDefaultObject({},t)).async=!0,t.send=!0,new SpiderGL.IO.JSONRequest(e,t)},SpiderGL.IO.BinaryRequest=function(e,t){SpiderGL.IO.XHRRequestBase.call(this,e,t)},SpiderGL.IO.BinaryRequest.prototype={_prepareXHR:function(){var e=this._xhr;e.responseType="arraybuffer"},_setArrayBuffer:function(){var e=this._xhr;if("arraybuffer"==e.responseType)this._data=e.response;else if(null!=e.mozResponseArrayBuffer)this._data=e.mozResponseArrayBuffer;else if(null!=e.responseText){for(var t=new String(e.responseText),r=new Array(t.length),i=0,n=t.length;i0?this._doOnError():this._doOnSuccess()),this._eventReq=null)},_reqOnFinish:function(e){this._indexOf(this._requests,e)<0||(this._uninstallProxies(e),this._eventReq=e,this._requestsFinished&&(this._eventReq=this,this._doOnFinish()),this._eventReq=null)},get eventSenderRequest(){return this._eventReq},get requests(){return this._requests.slice()},get requests$(){return this._requests},get startTime(){return this._aggrStartTime},get finishTime(){return this._aggrFinishTime},get elapsedTime(){return this._aggrStartTime<0?0:this._aggrFinishTime<0?SpiderGL.Utility.getTime()-this._aggrStartTime:this._aggrFinishTime-this._aggrStartTime},addRequest:function(e){e&&!this._sent&&(this._indexOf(this._requests,e)>=0||this._requests.push(e))},removeRequest:function(e){if(e&&!this._sent){var t=this._indexOf(this._requests,e);t<0||this._requests.splice(t,1)}}},SpiderGL.Type.extend(SpiderGL.IO.AggregateRequest,SpiderGL.IO.Request),SpiderGL.Math={},SpiderGL.Math.DEG_TO_RAD=Math.PI/180,SpiderGL.Math.E=Math.E,SpiderGL.Math.LN2=Math.LN2,SpiderGL.Math.LN10=Math.LN10,SpiderGL.Math.LOG2E=Math.LOG2E,SpiderGL.Math.LOG10E=Math.LOG10E,SpiderGL.Math.PI=Math.PI,SpiderGL.Math.RAD_TO_DEG=180/Math.PI,SpiderGL.Math.SQRT2=Math.SQRT2,SpiderGL.Math.MAX_VALUE=Number.MAX_VALUE,SpiderGL.Math.MIN_VALUE=Number.MIN_VALUE,SpiderGL.Math.MAX_NUMBER=SpiderGL.Math.MAX_VALUE,SpiderGL.Math.MIN_NUMBER=-SpiderGL.Math.MAX_VALUE,SpiderGL.Math.NAN=Number.NaN,SpiderGL.Math.INFINITY=1/0,SpiderGL.Math.abs=function(e){return Math.abs(e)},SpiderGL.Math.acos=function(e){return Math.acos(e)},SpiderGL.Math.asin=function(e){return Math.asin(e)},SpiderGL.Math.atan=function(e){return Math.atan(e)},SpiderGL.Math.atan2=function(e,t){return Math.atan2(e,t)},SpiderGL.Math.ceil=function(e){return Math.ceil(e)},SpiderGL.Math.clamp=function(e,t,r){return e<=t?t:e>=r?r:e},SpiderGL.Math.cos=function(e){return Math.cos(e)},SpiderGL.Math.degToRad=function(e){return e*SpiderGL.Math.DEG_TO_RAD},SpiderGL.Math.exp=function(e){return Math.exp(e)},SpiderGL.Math.floor=function(e){return Math.floor(e)},SpiderGL.Math.lerp=function(e,t,r){return e+r*(t-e)},SpiderGL.Math.ln=function(e){return Math.log(e)},SpiderGL.Math.log=function(e){return Math.log(e)},SpiderGL.Math.log2=function(e){return SpiderGL.Math.log(e)/SpiderGL.Math.LN2},SpiderGL.Math.log10=function(e){return SpiderGL.Math.log(e)/SpiderGL.Math.LN10},SpiderGL.Math.max=function(e){return Math.max.apply(Math,arguments)},SpiderGL.Math.min=function(e){return Math.min.apply(Math,arguments)},SpiderGL.Math.pow=function(e,t){return Math.pow(e,t)},SpiderGL.Math.radToDeg=function(e){return e*SpiderGL.Math.RAD_TO_DEG},SpiderGL.Math.random=function(){return Math.random()},SpiderGL.Math.random01=function(){return SpiderGL.Math.random()},SpiderGL.Math.random11=function(){return 2*SpiderGL.Math.random()-1},SpiderGL.Math.randomRange=function(e,t){return e+SpiderGL.Math.random()*(t-e)},SpiderGL.Math.round=function(e){return Math.round(e)},SpiderGL.Math.sin=function(e){return Math.sin(e)},SpiderGL.Math.sqrt=function(e){return Math.sqrt(e)},SpiderGL.Math.tan=function(e){return Math.tan(e)},SpiderGL.Math.Vec2={},SpiderGL.Math.Vec2.dup=function(e){return e.slice(0,2)},SpiderGL.Math.Vec2.scalar=function(e){return[e,e]},SpiderGL.Math.Vec2.zero=function(){return[0,0]},SpiderGL.Math.Vec2.one=function(){return[1,1]},SpiderGL.Math.Vec2.maxNumber=function(){return[SpiderGL.Math.MAX_NUMBER,SpiderGL.Math.MAX_NUMBER]},SpiderGL.Math.Vec2.minNumber=function(){return[SpiderGL.Math.MIN_NUMBER,SpiderGL.Math.MIN_NUMBER]},SpiderGL.Math.Vec2.to3=function(e,t){return[e[0],e[1],null!=t?t:0]},SpiderGL.Math.Vec2.to4=function(e,t,r){return[e[0],e[1],e[2],null!=t?t:0,null!=r?r:1]},SpiderGL.Math.Vec2.neg=function(e){return[-e[0],-e[1]]},SpiderGL.Math.Vec2.add=function(e,t){return[e[0]+t[0],e[1]+t[1]]},SpiderGL.Math.Vec2.adds=function(e,t){return[e[0]+t,e[1]+t]},SpiderGL.Math.Vec2.sub=function(e,t){return[e[0]-t[0],e[1]-t[1]]},SpiderGL.Math.Vec2.subs=function(e,t){return[e[0]-t,e[1]-t]},SpiderGL.Math.Vec2.ssub=function(e,t){return[e-t[0],e-t[1]]},SpiderGL.Math.Vec2.mul=function(e,t){return[e[0]*t[0],e[1]*t[1]]},SpiderGL.Math.Vec2.muls=function(e,t){return[e[0]*t,e[1]*t]},SpiderGL.Math.Vec2.div=function(e,t){return[e[0]/t[0],e[1]/t[1]]},SpiderGL.Math.Vec2.divs=function(e,t){return[e[0]/t,e[1]/t]},SpiderGL.Math.Vec2.sdiv=function(e,t){return[e/t[0],e/t[1]]},SpiderGL.Math.Vec2.rcp=function(e){return[1/e[0],1/e[1]]},SpiderGL.Math.Vec2.dot=function(e,t){return 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e.slice(0,4)},SpiderGL.Math.Vec4.scalar=function(e){return[e,e,e,e]},SpiderGL.Math.Vec4.zero=function(){return[0,0,0,0]},SpiderGL.Math.Vec4.one=function(){return[1,1,1,1]},SpiderGL.Math.Vec4.maxNumber=function(){return[SpiderGL.Math.MAX_NUMBER,SpiderGL.Math.MAX_NUMBER,SpiderGL.Math.MAX_NUMBER,SpiderGL.Math.MAX_NUMBER]},SpiderGL.Math.Vec4.minNumber=function(){return[SpiderGL.Math.MIN_NUMBER,SpiderGL.Math.MIN_NUMBER,SpiderGL.Math.MIN_NUMBER,SpiderGL.Math.MIN_NUMBER]},SpiderGL.Math.Vec4.to2=function(e){return[e[0],e[1]]},SpiderGL.Math.Vec4.to3=function(e){return[e[0],e[1],e[2]]},SpiderGL.Math.Vec4.neg=function(e){return[-e[0],-e[1],-e[2],-e[3]]},SpiderGL.Math.Vec4.add=function(e,t){return[e[0]+t[0],e[1]+t[1],e[2]+t[2],e[3]+t[3]]},SpiderGL.Math.Vec4.adds=function(e,t){return[e[0]+t,e[1]+t,e[2]+t,e[3]+t]},SpiderGL.Math.Vec4.sub=function(e,t){return[e[0]-t[0],e[1]-t[1],e[2]-t[2],e[3]-t[3]]},SpiderGL.Math.Vec4.subs=function(e,t){return[e[0]-t,e[1]-t,e[2]-t,e[3]-t]},SpiderGL.Math.Vec4.ssub=function(e,t){return[e-t[0],e-t[1],e-t[2],e-t[3]]},SpiderGL.Math.Vec4.mul=function(e,t){return[e[0]*t[0],e[1]*t[1],e[2]*t[2],e[3]*t[3]]},SpiderGL.Math.Vec4.muls=function(e,t){return[e[0]*t,e[1]*t,e[2]*t,e[3]*t]},SpiderGL.Math.Vec4.div=function(e,t){return[e[0]/t[0],e[1]/t[1],e[2]/t[2],e[3]/t[3]]},SpiderGL.Math.Vec4.divs=function(e,t){return[e[0]/t,e[1]/t,e[2]/t,e[3]/t]},SpiderGL.Math.Vec4.sdiv=function(e,t){return[e/t[0],e/t[1],e/t[2],e/t[3]]},SpiderGL.Math.Vec4.rcp=function(e){return[1/e[0],1/e[1],1/e[2],1/e[3]]},SpiderGL.Math.Vec4.dot=function(e,t){return e[0]*t[0]+e[1]*t[1]+e[2]*t[2]+e[3]*t[3]},SpiderGL.Math.Vec4.cross=function(e,t,r){var i=t[0]*r[1]-t[1]*r[0],n=t[0]*r[2]-t[2]*r[0],a=t[0]*r[3]-t[3]*r[0],s=t[1]*r[2]-t[2]*r[1],o=t[1]*r[3]-t[3]*r[1],u=t[2]*r[3]-t[3]*r[2];return[e[1]*u-e[2]*o+e[3]*s,e[0]*u+e[2]*a-e[3]*n,e[0]*o-e[1]*a+e[3]*i,e[0]*s+e[1]*n-e[2]*i]},SpiderGL.Math.Vec4.sqLength=function(e){return SpiderGL.Math.Vec4.dot(e,e)},SpiderGL.Math.Vec4.length=function(e){return SpiderGL.Math.sqrt(SpiderGL.Math.Vec4.sqLength(e))},SpiderGL.Math.Vec4.normalize=function(e){var t=1/SpiderGL.Math.Vec4.length(e);return SpiderGL.Math.Vec4.muls(e,t)},SpiderGL.Math.Vec4.project=function(e){var t=1/e[3];return[e[0]*t,e[1]*t,e[2]*t,1]},SpiderGL.Math.Vec4.abs=function(e){return[SpiderGL.Math.abs(e[0]),SpiderGL.Math.abs(e[1]),SpiderGL.Math.abs(e[2]),SpiderGL.Math.abs(e[3])]},SpiderGL.Math.Vec4.acos=function(e){return[SpiderGL.Math.acos(e[0]),SpiderGL.Math.acos(e[1]),SpiderGL.Math.acos(e[2]),SpiderGL.Math.acos(e[3])]},SpiderGL.Math.Vec4.asin=function(e){return[SpiderGL.Math.asin(e[0]),SpiderGL.Math.asin(e[1]),SpiderGL.Math.asin(e[2]),SpiderGL.Math.asin(e[3])]},SpiderGL.Math.Vec4.atan=function(e){return[SpiderGL.Math.atan(e[0]),SpiderGL.Math.atan(e[1]),SpiderGL.Math.atan(e[2]),SpiderGL.Math.atan(e[3])]},SpiderGL.Math.Vec4.atan2=function(e,t){return[SpiderGL.Math.atan2(e[0],t[0]),SpiderGL.Math.atan2(e[1],t[1]),SpiderGL.Math.atan2(e[2],t[2]),SpiderGL.Math.atan2(e[3],t[3])]},SpiderGL.Math.Vec4.ceil=function(e){return[SpiderGL.Math.ceil(e[0]),SpiderGL.Math.ceil(e[1]),SpiderGL.Math.ceil(e[2]),SpiderGL.Math.ceil(e[3])]},SpiderGL.Math.Vec4.clamp=function(e,t,r){return[SpiderGL.Math.clamp(e[0],t[0],r[0]),SpiderGL.Math.clamp(e[1],t[1],r[1]),SpiderGL.Math.clamp(e[2],t[2],r[2]),SpiderGL.Math.clamp(e[3],t[3],r[3])]},SpiderGL.Math.Vec4.cos=function(e){return[SpiderGL.Math.cos(e[0]),SpiderGL.Math.cos(e[1]),SpiderGL.Math.cos(e[2]),SpiderGL.Math.cos(e[3])]},SpiderGL.Math.Vec4.degToRad=function(e){return[SpiderGL.Math.degToRad(e[0]),SpiderGL.Math.degToRad(e[1]),SpiderGL.Math.degToRad(e[2]),SpiderGL.Math.degToRad(e[3])]},SpiderGL.Math.Vec4.exp=function(e){return[SpiderGL.Math.exp(e[0]),SpiderGL.Math.exp(e[1]),SpiderGL.Math.exp(e[2]),SpiderGL.Math.exp(e[3])]},SpiderGL.Math.Vec4.floor=function(e){return[SpiderGL.Math.floor(e[0]),SpiderGL.Math.floor(e[1]),SpiderGL.Math.floor(e[2]),SpiderGL.Math.floor(e[3])]},SpiderGL.Math.Vec4.lerp=function(e,t,r){return[SpiderGL.Math.lerp(e[0],t[0],r),SpiderGL.Math.lerp(e[1],t[1],r),SpiderGL.Math.lerp(e[2],t[2],r),SpiderGL.Math.lerp(e[3],t[3],r)]},SpiderGL.Math.Vec4.ln=function(e){return[SpiderGL.Math.ln(e[0]),SpiderGL.Math.ln(e[1]),SpiderGL.Math.ln(e[2]),SpiderGL.Math.ln(e[3])]},SpiderGL.Math.Vec4.log=function(e){return[SpiderGL.Math.log(e[0]),SpiderGL.Math.log(e[1]),SpiderGL.Math.log(e[2]),SpiderGL.Math.log(e[3])]},SpiderGL.Math.Vec4.log2=function(e){return[SpiderGL.Math.log2(e[0]),SpiderGL.Math.log2(e[1]),SpiderGL.Math.log2(e[2]),SpiderGL.Math.log2(e[3])]},SpiderGL.Math.Vec4.log10=function(e){return[SpiderGL.Math.log10(e[0]),SpiderGL.Math.log10(e[1]),SpiderGL.Math.log10(e[2]),SpiderGL.Math.log10(e[3])]},SpiderGL.Math.Vec4.max=function(e,t){return[SpiderGL.Math.max(e[0],t[0]),SpiderGL.Math.max(e[1],t[1]),SpiderGL.Math.max(e[2],t[2]),SpiderGL.Math.max(e[3],t[3])]},SpiderGL.Math.Vec4.min=function(e,t){return[SpiderGL.Math.min(e[0],t[0]),SpiderGL.Math.min(e[1],t[1]),SpiderGL.Math.min(e[2],t[2]),SpiderGL.Math.min(e[3],t[3])]},SpiderGL.Math.Vec4.pow=function(e,t){return[SpiderGL.Math.pow(e[0],t[0]),SpiderGL.Math.pow(e[1],t[1]),SpiderGL.Math.pow(e[2],t[2]),SpiderGL.Math.pow(e[3],t[3])]},SpiderGL.Math.Vec4.radToDeg=function(e){return[SpiderGL.Math.radToDeg(e[0]),SpiderGL.Math.radToDeg(e[1]),SpiderGL.Math.radToDeg(e[2]),SpiderGL.Math.radToDeg(e[3])]},SpiderGL.Math.Vec4.random=function(){return[SpiderGL.Math.random(),SpiderGL.Math.random(),SpiderGL.Math.random(),SpiderGL.Math.random()]},SpiderGL.Math.Vec4.random01=function(){return[SpiderGL.Math.random01(),SpiderGL.Math.random01(),SpiderGL.Math.random01(),SpiderGL.Math.random01()]},SpiderGL.Math.Vec4.random11=function(){return[SpiderGL.Math.random11(),SpiderGL.Math.random11(),SpiderGL.Math.random11(),SpiderGL.Math.random11()]},SpiderGL.Math.Vec4.randomRange=function(e,t){return[SpiderGL.Math.randomRange(e[0],t[0]),SpiderGL.Math.randomRange(e[1],t[1]),SpiderGL.Math.randomRange(e[2],t[2]),SpiderGL.Math.randomRange(e[3],t[3])]},SpiderGL.Math.Vec4.round=function(e){return[SpiderGL.Math.round(e[0]),SpiderGL.Math.round(e[1]),SpiderGL.Math.round(e[2]),SpiderGL.Math.round(e[3])]},SpiderGL.Math.Vec4.sin=function(e){return[SpiderGL.Math.sin(e[0]),SpiderGL.Math.sin(e[1]),SpiderGL.Math.sin(e[2]),SpiderGL.Math.sin(e[3])]},SpiderGL.Math.Vec4.sqrt=function(e){return[SpiderGL.Math.sqrt(e[0]),SpiderGL.Math.sqrt(e[1]),SpiderGL.Math.sqrt(e[2]),SpiderGL.Math.sqrt(e[3])]},SpiderGL.Math.Vec4.tan=function(e){return[SpiderGL.Math.tan(e[0]),SpiderGL.Math.tan(e[1]),SpiderGL.Math.tan(e[2]),SpiderGL.Math.tan(e[3])]},SpiderGL.Math.Vec4.copy$=function(e,t){return e[0]=t[0],e[1]=t[1],e[2]=t[2],e[3]=t[3],e},SpiderGL.Math.Vec4.neg$=function(e){return e[0]=-e[0],e[1]=-e[1],e[2]=-e[2],e[3]=-e[3],e},SpiderGL.Math.Vec4.add$=function(e,t){return e[0]+=t[0],e[1]+=t[1],e[2]+=t[2],e[3]+=t[3],e},SpiderGL.Math.Vec4.adds$=function(e,t){return e[0]+=t,e[1]+=t,e[2]+=t,e[3]+=t,e},SpiderGL.Math.Vec4.sub$=function(e,t){return e[0]-=t[0],e[1]-=t[1],e[2]-=t[2],e[3]-=t[3],e},SpiderGL.Math.Vec4.subs$=function(e,t){return e[0]-=t,e[1]-=t,e[2]-=t,e[3]-=t,e},SpiderGL.Math.Vec4.ssub$=function(e,t){return t[0]=e-t[0],t[1]=e-t[1],t[2]=e-t[2],t[3]=e-t[3],t},SpiderGL.Math.Vec4.mul$=function(e,t){return e[0]*=t[0],e[1]*=t[1],e[2]*=t[2],e[3]*=t[3],e},SpiderGL.Math.Vec4.muls$=function(e,t){return e[0]*=t,e[1]*=t,e[2]*=t,e[3]*=t,e},SpiderGL.Math.Vec4.div$=function(e,t){return e[0]/=t[0],e[1]/=t[1],e[2]/=t[2],e[3]/=t[3],e},SpiderGL.Math.Vec4.divs$=function(e,t){return e[0]/=t,e[1]/=t,e[2]/=t,e[3]/=t,e},SpiderGL.Math.Vec4.sdiv$=function(e,t){return e[0]=t/e[0],e[1]=t/e[1],e[2]=t/e[2],e[3]=t/e[3],e},SpiderGL.Math.Vec4.normalize$=function(e){var t=1/SpiderGL.Math.Vec4.length(e);return SpiderGL.Math.Vec4.muls$(e,t)},SpiderGL.Math.Mat3={},SpiderGL.Math.Mat3.dup=function(e){return e.slice(0,9)},SpiderGL.Math.Mat3.scalar=function(e){return[e,e,e,e,e,e,e,e,e]},SpiderGL.Math.Mat3.zero=function(){return[0,0,0,0,0,0,0,0,0]},SpiderGL.Math.Mat3.one=function(){return[1,1,1,1,1,1,1,1,1]},SpiderGL.Math.Mat3.diag=function(e){return[e[0],0,0,0,e[0],0,0,0,e[0]]},SpiderGL.Math.Mat3.identity=function(){return[1,0,0,0,1,0,0,0,1]},SpiderGL.Math.Mat3.to44=function(e){return[e[0],e[1],e[2],0,e[3],e[4],e[5],0,e[6],e[7],e[8],0,0,0,0,1]},SpiderGL.Math.Mat3.mul2=function(e,t,r){return r=null==r?0:r,[e[0]*t[0]+e[3]*t[1]+e[6]*r,e[1]*t[0]+e[4]*t[1]+e[7]*r]},SpiderGL.Math.Mat3.mul3=function(e,t){return[e[0]*t[0]+e[3]*t[1]+e[6]*t[2],e[1]*t[0]+e[4]*t[1]+e[7]*t[2],e[2]*t[0]+e[5]*t[1]+e[8]*t[2]]},SpiderGL.Math.Mat3.transpose=function(e){return[e[0],e[3],e[6],e[1],e[4],e[7],e[2],e[5],e[8]]},SpiderGL.Math.Mat4={},SpiderGL.Math.Mat4.dup=function(e){return e.slice(0,16)},SpiderGL.Math.Mat4.scalar=function(e){return[e,e,e,e,e,e,e,e,e,e,e,e,e,e,e,e]},SpiderGL.Math.Mat4.zero=function(){return[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]},SpiderGL.Math.Mat4.one=function(){return[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]},SpiderGL.Math.Mat4.diag=function(e){return[e[0],0,0,0,0,e[0],0,0,0,0,e[0],0,0,0,0,e[0]]},SpiderGL.Math.Mat4.identity=function(){return[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]},SpiderGL.Math.Mat4.to33=function(e){return[e[0],e[1],e[2],e[4],e[5],e[6],e[8],e[9],e[10]]},SpiderGL.Math.Mat4.elem=function(e,t,r){return e[t+4*r]},SpiderGL.Math.Mat4.elem$=function(e,t,r,i){e[t+4*r]=i},SpiderGL.Math.Mat4.row=function(e,t){return[e[t+0],e[t+4],e[t+8],e[t+12]]},SpiderGL.Math.Mat4.row$=function(e,t,r){e[t+0]=r[0],e[t+4]=r[1],e[t+8]=r[2],e[t+12]=r[3]},SpiderGL.Math.Mat4.col=function(e,t){var r=4*t;return[e[r+0],e[r+1],e[r+2],e[r+3]]},SpiderGL.Math.Mat4.col$=function(e,t,r){var i=4*t;e[i+0]=r[0],e[i+1]=r[1],e[i+2]=r[2],e[i+3]=r[3]},SpiderGL.Math.Mat4.isIdentity=function(e){return 1===e[0]&&0===e[1]&&0===e[2]&&0===e[3]&&0===e[4]&&1===e[5]&&0===e[6]&&0===e[7]&&0===e[8]&&0===e[9]&&1===e[10]&&0===e[11]&&0===e[12]&&0===e[13]&&0===e[14]&&1===e[15]},SpiderGL.Math.Mat4.neg=function(e){return[-e[0],-e[1],-e[2],-e[3],-e[4],-e[5],-e[6],-e[7],-e[8],-e[9],-e[10],-e[11],-e[12],-e[13],-e[14],-e[15]]},SpiderGL.Math.Mat4.add=function(e,t){return[e[0]+t[0],e[1]+t[1],e[2]+t[2],e[3]+t[3],e[4]+t[4],e[5]+t[5],e[6]+t[6],e[7]+t[7],e[8]+t[8],e[9]+t[9],e[10]+t[10],e[11]+t[11],e[12]+t[12],e[13]+t[13],e[14]+t[14],e[15]+t[15]]},SpiderGL.Math.Mat4.sub=function(e,t){return[e[0]-t[0],e[1]-t[1],e[2]-t[2],e[3]-t[3],e[4]-t[4],e[5]-t[5],e[6]-t[6],e[7]-t[7],e[8]-t[8],e[9]-t[9],e[10]-t[10],e[11]-t[11],e[12]-t[12],e[13]-t[13],e[14]-t[14],e[15]-t[15]]},SpiderGL.Math.Mat4.mul=function(e,t){var r=e[0],i=e[1],n=e[2],a=e[3],s=e[4],o=e[5],u=e[6],d=e[7],p=e[8],h=e[9],_=e[10],f=e[11],l=e[12],c=e[13],L=e[14],S=e[15],g=t[0],G=t[1],m=t[2],T=t[3],M=t[4],E=t[5],b=t[6],v=t[7],x=t[8],y=t[9],A=t[10],R=t[11],P=t[12],I=t[13],D=t[14],F=t[15];return[r*g+s*G+p*m+l*T,i*g+o*G+h*m+c*T,n*g+u*G+_*m+L*T,a*g+d*G+f*m+S*T,r*M+s*E+p*b+l*v,i*M+o*E+h*b+c*v,n*M+u*E+_*b+L*v,a*M+d*E+f*b+S*v,r*x+s*y+p*A+l*R,i*x+o*y+h*A+c*R,n*x+u*y+_*A+L*R,a*x+d*y+f*A+S*R,r*P+s*I+p*D+l*F,i*P+o*I+h*D+c*F,n*P+u*I+_*D+L*F,a*P+d*I+f*D+S*F]},SpiderGL.Math.Mat4.muls=function(e,t){return[e[0]*t,e[1]*t,e[2]*t,e[3]*t,e[4]*t,e[5]*t,e[6]*t,e[7]*t,e[8]*t,e[9]*t,e[10]*t,e[11]*t,e[12]*t,e[13]*t,e[14]*t,e[15]*t]},SpiderGL.Math.Mat4.mul3=function(e,t,r){return r=null==r?1:r,[e[0]*t[0]+e[4]*t[1]+e[8]*t[2]+e[12]*r,e[1]*t[0]+e[5]*t[1]+e[9]*t[2]+e[13]*r,e[2]*t[0]+e[6]*t[1]+e[10]*t[2]+e[14]*r]},SpiderGL.Math.Mat4.mul4=function(e,t){return[e[0]*t[0]+e[4]*t[1]+e[8]*t[2]+e[12]*t[3],e[1]*t[0]+e[5]*t[1]+e[9]*t[2]+e[13]*t[3],e[2]*t[0]+e[6]*t[1]+e[10]*t[2]+e[14]*t[3],e[3]*t[0]+e[7]*t[1]+e[11]*t[2]+e[15]*t[3]]},SpiderGL.Math.Mat4.rcp=function(e){return[1/e[0],1/e[1],1/e[2],1/e[3],1/e[4],1/e[5],1/e[6],1/e[7],1/e[8],1/e[9],1/e[10],1/e[11],1/e[12],1/e[13],1/e[14],1/e[15]]},SpiderGL.Math.Mat4.compMul=function(e,t){return[e[0]*t[0],e[1]*t[1],e[2]*t[2],e[3]*t[3],e[4]*t[4],e[5]*t[5],e[6]*t[6],e[7]*t[7],e[8]*t[8],e[9]*t[9],e[10]*t[10],e[11]*t[11],e[12]*t[12],e[13]*t[13],e[14]*t[14],e[15]*t[15]]},SpiderGL.Math.Mat4.compDiv=function(e,t){return[e[0]/t[0],e[1]/t[1],e[2]/t[2],e[3]/t[3],e[4]/t[4],e[5]/t[5],e[6]/t[6],e[7]/t[7],e[8]/t[8],e[9]/t[9],e[10]/t[10],e[11]/t[11],e[12]/t[12],e[13]/t[13],e[14]/t[14],e[15]/t[15]]},SpiderGL.Math.Mat4.transpose=function(e){return[e[0],e[4],e[8],e[12],e[1],e[5],e[9],e[13],e[2],e[6],e[10],e[14],e[3],e[7],e[11],e[15]]},SpiderGL.Math.Mat4.determinant=function(e){var t=e[0],r=e[1],i=e[2],n=e[3],a=e[4],s=e[5],o=e[6],u=e[7],d=e[8],p=e[9],h=e[10],_=e[11],f=e[12],l=e[13],c=e[14],L=e[15];return f*p*o*n-d*l*o*n-f*s*h*n+a*l*h*n+d*s*c*n-a*p*c*n-f*p*i*u+d*l*i*u+f*r*h*u-t*l*h*u-d*r*c*u+t*p*c*u+f*s*i*_-a*l*i*_-f*r*o*_+t*l*o*_+a*r*c*_-t*s*c*_-d*s*i*L+a*p*i*L+d*r*o*L-t*p*o*L-a*r*h*L+t*s*h*L},SpiderGL.Math.Mat4.inverse=function(e){var t=e[0],r=e[1],i=e[2],n=e[3],a=e[4],s=e[5],o=e[6],u=e[7],d=e[8],p=e[9],h=e[10],_=e[11],f=e[12],l=e[13],c=e[14],L=e[15],S=1/(f*p*o*n-d*l*o*n-f*s*h*n+a*l*h*n+d*s*c*n-a*p*c*n-f*p*i*u+d*l*i*u+f*r*h*u-t*l*h*u-d*r*c*u+t*p*c*u+f*s*i*_-a*l*i*_-f*r*o*_+t*l*o*_+a*r*c*_-t*s*c*_-d*s*i*L+a*p*i*L+d*r*o*L-t*p*o*L-a*r*h*L+t*s*h*L);return[S*(p*c*u-l*h*u+l*o*_-s*c*_-p*o*L+s*h*L),S*(l*h*n-p*c*n-l*i*_+r*c*_+p*i*L-r*h*L),S*(s*c*n-l*o*n+l*i*u-r*c*u-s*i*L+r*o*L),S*(p*o*n-s*h*n-p*i*u+r*h*u+s*i*_-r*o*_),S*(f*h*u-d*c*u-f*o*_+a*c*_+d*o*L-a*h*L),S*(d*c*n-f*h*n+f*i*_-t*c*_-d*i*L+t*h*L),S*(f*o*n-a*c*n-f*i*u+t*c*u+a*i*L-t*o*L),S*(a*h*n-d*o*n+d*i*u-t*h*u-a*i*_+t*o*_),S*(d*l*u-f*p*u+f*s*_-a*l*_-d*s*L+a*p*L),S*(f*p*n-d*l*n-f*r*_+t*l*_+d*r*L-t*p*L),S*(a*l*n-f*s*n+f*r*u-t*l*u-a*r*L+t*s*L),S*(d*s*n-a*p*n-d*r*u+t*p*u+a*r*_-t*s*_),S*(f*p*o-d*l*o-f*s*h+a*l*h+d*s*c-a*p*c),S*(d*l*i-f*p*i+f*r*h-t*l*h-d*r*c+t*p*c),S*(f*s*i-a*l*i-f*r*o+t*l*o+a*r*c-t*s*c),S*(a*p*i-d*s*i+d*r*o-t*p*o-a*r*h+t*s*h)]},SpiderGL.Math.Mat4.inverseTranspose33=function(e){var t=e[0],r=e[1],i=e[2],n=e[4],a=e[5],s=e[6],o=e[8],u=e[9],d=e[10],p=1/(t*(d*a-s*u)-r*(d*n-s*o)+i*(u*n-a*o));return[p*(d*a-s*u),p*(s*o-d*n),p*(u*n-a*o),p*(i*u-d*r),p*(d*t-i*o),p*(r*o-u*t),p*(s*r-i*a),p*(i*n-s*t),p*(a*t-r*n)]},SpiderGL.Math.Mat4.trace=function(e){return e[0]+e[5]+e[10]+e[15]},SpiderGL.Math.Mat4.translation=function(e){return[1,0,0,0,0,1,0,0,0,0,1,0,e[0],e[1],e[2],1]},SpiderGL.Math.Mat4.rotationAngleAxis=function(e,t){var r,i,n,a,s,o,u=SpiderGL.Math.Vec3.normalize(t),d=SpiderGL.Math.sin(e),p=SpiderGL.Math.cos(e),h=1-p,_=u[0],f=u[1],l=u[2];return[h*(_*_)+p,h*(r=_*f)+(o=l*d),h*(n=l*_)-(s=f*d),0,h*r-o,h*(f*f)+p,h*(i=f*l)+(a=_*d),0,h*n+s,h*i-a,h*(l*l)+p,0,0,0,0,1]},SpiderGL.Math.Mat4.scaling=function(e){return[e[0],0,0,0,0,e[1],0,0,0,0,e[2],0,0,0,0,1]},SpiderGL.Math.Mat4.lookAt=function(e,t,r){var i=SpiderGL.Math.Vec3.normalize(SpiderGL.Math.Vec3.sub(t,e)),n=SpiderGL.Math.Vec3.normalize(r),a=SpiderGL.Math.Vec3.normalize(SpiderGL.Math.Vec3.cross(i,n));n=SpiderGL.Math.Vec3.cross(a,i);var s=[a[0],n[0],-i[0],0,a[1],n[1],-i[1],0,a[2],n[2],-i[2],0,0,0,0,1];return SpiderGL.Math.Mat4.translate$(s,SpiderGL.Math.Vec3.neg(e))},SpiderGL.Math.Mat4.ortho=function(e,t){var r=SpiderGL.Math.Vec3.add(t,e),i=SpiderGL.Math.Vec3.sub(t,e);return[2/i[0],0,0,0,0,2/i[1],0,0,0,0,-2/i[2],0,-r[0]/i[0],-r[1]/i[1],-r[2]/i[2],1]},SpiderGL.Math.Mat4.frustum=function(e,t){var r=SpiderGL.Math.Vec3.add(t,e),i=SpiderGL.Math.Vec3.sub(t,e),n=2*e[2];return[n/i[0],0,0,0,0,n/i[1],0,0,r[0]/i[0],r[1]/i[1],-r[2]/i[2],-1,0,0,-n*t[2]/i[2],0]},SpiderGL.Math.Mat4.perspective=function(e,t,r,i){var n=r*SpiderGL.Math.tan(e/2),a=n*t;return SpiderGL.Math.Mat4.frustum([-a,-n,r],[a,n,i])},SpiderGL.Math.Mat4.copy$=function(e,t){for(var r=0;r<16;++r)e[r]=t[r];return e},SpiderGL.Math.Mat4.identity$=function(e){return e[0]=1,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=1,e[6]=0,e[7]=0,e[8]=0,e[9]=0,e[10]=1,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,e},SpiderGL.Math.Mat4.neg$=function(e){for(var t=0;t<16;++t)e[t]=-e[t];return e},SpiderGL.Math.Mat4.add$=function(e,t){for(var r=0;r<16;++r)e[r]+=t[r];return e},SpiderGL.Math.Mat4.sub$=function(e,t){for(var r=0;r<16;++r)e[r]-=t[r];return e},SpiderGL.Math.Mat4.mul$=function(e,t){var r=e[0],i=e[1],n=e[2],a=e[3],s=e[4],o=e[5],u=e[6],d=e[7],p=e[8],h=e[9],_=e[10],f=e[11],l=e[12],c=e[13],L=e[14],S=e[15],g=t[0],G=t[1],m=t[2],T=t[3],M=t[4],E=t[5],b=t[6],v=t[7],x=t[8],y=t[9],A=t[10],R=t[11],P=t[12],I=t[13],D=t[14],F=t[15];return e[0]=r*g+s*G+p*m+l*T,e[1]=i*g+o*G+h*m+c*T,e[2]=n*g+u*G+_*m+L*T,e[3]=a*g+d*G+f*m+S*T,e[4]=r*M+s*E+p*b+l*v,e[5]=i*M+o*E+h*b+c*v,e[6]=n*M+u*E+_*b+L*v,e[7]=a*M+d*E+f*b+S*v,e[8]=r*x+s*y+p*A+l*R,e[9]=i*x+o*y+h*A+c*R,e[10]=n*x+u*y+_*A+L*R,e[11]=a*x+d*y+f*A+S*R,e[12]=r*P+s*I+p*D+l*F,e[13]=i*P+o*I+h*D+c*F,e[14]=n*P+u*I+_*D+L*F,e[15]=a*P+d*I+f*D+S*F,e},SpiderGL.Math.Mat4.muls$=function(e,t){for(var r=0;r<16;++r)e[r]*=t;return e},SpiderGL.Math.Mat4.compMul$=function(e,t){for(var r=0;r<16;++r)e[r]*=t[r];return e},SpiderGL.Math.Mat4.compDiv$=function(e,t){for(var r=0;r<16;++r)e[r]/=t[r];return e},SpiderGL.Math.Mat4.transpose$=function(e){var t;return t=e[1],e[1]=e[4],e[4]=t,t=e[2],e[2]=e[8],e[8]=t,t=e[3],e[3]=e[12],e[12]=t,t=e[6],e[6]=e[9],e[9]=t,t=e[7],e[7]=e[13],e[13]=t,t=e[11],e[11]=e[14],e[14]=t,e},SpiderGL.Math.Mat4.invert$=function(e){var t=e[0],r=e[1],i=e[2],n=e[3],a=e[4],s=e[5],o=e[6],u=e[7],d=e[8],p=e[9],h=e[10],_=e[11],f=e[12],l=e[13],c=e[14],L=e[15],S=1/(f*p*o*n-d*l*o*n-f*s*h*n+a*l*h*n+d*s*c*n-a*p*c*n-f*p*i*u+d*l*i*u+f*r*h*u-t*l*h*u-d*r*c*u+t*p*c*u+f*s*i*_-a*l*i*_-f*r*o*_+t*l*o*_+a*r*c*_-t*s*c*_-d*s*i*L+a*p*i*L+d*r*o*L-t*p*o*L-a*r*h*L+t*s*h*L);return e[0]=S*(p*c*u-l*h*u+l*o*_-s*c*_-p*o*L+s*h*L),e[1]=S*(l*h*n-p*c*n-l*i*_+r*c*_+p*i*L-r*h*L),e[2]=S*(s*c*n-l*o*n+l*i*u-r*c*u-s*i*L+r*o*L),e[3]=S*(p*o*n-s*h*n-p*i*u+r*h*u+s*i*_-r*o*_),e[4]=S*(f*h*u-d*c*u-f*o*_+a*c*_+d*o*L-a*h*L),e[5]=S*(d*c*n-f*h*n+f*i*_-t*c*_-d*i*L+t*h*L),e[6]=S*(f*o*n-a*c*n-f*i*u+t*c*u+a*i*L-t*o*L),e[7]=S*(a*h*n-d*o*n+d*i*u-t*h*u-a*i*_+t*o*_),e[8]=S*(d*l*u-f*p*u+f*s*_-a*l*_-d*s*L+a*p*L),e[9]=S*(f*p*n-d*l*n-f*r*_+t*l*_+d*r*L-t*p*L),e[10]=S*(a*l*n-f*s*n+f*r*u-t*l*u-a*r*L+t*s*L),e[11]=S*(d*s*n-a*p*n-d*r*u+t*p*u+a*r*_-t*s*_),e[12]=S*(f*p*o-d*l*o-f*s*h+a*l*h+d*s*c-a*p*c),e[13]=S*(d*l*i-f*p*i+f*r*h-t*l*h-d*r*c+t*p*c),e[14]=S*(f*s*i-a*l*i-f*r*o+t*l*o+a*r*c-t*s*c),e[15]=S*(a*p*i-d*s*i+d*r*o-t*p*o-a*r*h+t*s*h),e},SpiderGL.Math.Mat4.translate$=function(e,t){var r=t[0],i=t[1],n=t[2];return e[12]=e[0]*r+e[4]*i+e[8]*n+e[12],e[13]=e[1]*r+e[5]*i+e[9]*n+e[13],e[14]=e[2]*r+e[6]*i+e[10]*n+e[14],e[15]=e[3]*r+e[7]*i+e[11]*n+e[15],e},SpiderGL.Math.Mat4.rotateAngleAxis$=function(e,t,r){var i=SpiderGL.Math.Mat4.rotationAngleAxis(t,r);return SpiderGL.Math.Mat4.mul$(e,i)},SpiderGL.Math.Mat4.scale$=function(e,t){var r=t[0],i=t[1],n=t[2];return e[0]*=r,e[1]*=r,e[2]*=r,e[3]*=r,e[4]*=i,e[5]*=i,e[6]*=i,e[7]*=i,e[8]*=n,e[9]*=n,e[10]*=n,e[11]*=n,e},SpiderGL.Math.Quat={},SpiderGL.Math.Quat.dup=function(e){return e.slice(0,4)},SpiderGL.Math.Quat.identity=function(){return[0,0,0,1]},SpiderGL.Math.Quat.inverse=function(e){return[-e[0],-e[1],-e[2],e[3]]},SpiderGL.Math.Quat.mul=function(e,t){var r=e[0],i=e[1],n=e[2],a=e[3],s=t[0],o=t[1],u=t[2],d=t[3];return[r*d+a*s+n*o-i*u,i*d+a*o+r*u-n*s,n*d+a*u+i*s-r*o,a*d-r*s-i*o-n*u]},SpiderGL.Math.Quat.muls=function(e,t){return[e[0]*t,e[1]*t,e[2]*t,e[3]*t]},SpiderGL.Math.Quat.normalize=function(e){var t=1/SpiderGL.Math.sqrt(e[0]*e[0]+e[1]*e[1]+e[2]*e[2]+e[3]*e[3]);return SpiderGL.Math.Quat.muls(e,t)},SpiderGL.Math.Quat.from33=function(e){var t,r=e[0],i=e[1],n=e[2],a=e[3],s=e[4],o=e[5],u=e[6],d=e[7],p=e[8],h=r+s+p;return h>0?(h+=1,[(o-d)*(t=.5/SpiderGL.Math.sqrt(h)),(u-n)*t,(i-a)*t,h*t]):r>s&&r>p?[(h=r-s-p+1)*(t=.5/SpiderGL.Math.sqrt(h)),(i+a)*t,(u+n)*t,(o-d)*t]:s>p?(h=-r+s-p+1,[(i+a)*(t=.5/SpiderGL.Math.sqrt(h)),h*t,(o+d)*t,(u-n)*t]):(h=-r-s+p+1,[(u+n)*(t=.5/SpiderGL.Math.sqrt(h)),(o+d)*t,h*t,(i-a)*t])},SpiderGL.Math.Quat.to33=function(e){var t=e[0],r=e[1],i=e[2],n=e[3],a=t*t,s=t*r,o=t*i,u=t*n,d=r*r,p=r*i,h=r*n,_=i*i,f=i*n;return[1-2*(d+_),2*(s+f),2*(o-h),2*(s-f),1-2*(a+_),2*(p+u),2*(o+h),2*(p-u),1-2*(a+d)]},SpiderGL.Math.Quat.from44=function(e){return SpiderGL.Math.Quat.from33(SpiderGL.Math.Mat4.to33(e))},SpiderGL.Math.Quat.to44=function(e){return SpiderGL.Math.Mat3.to44(SpiderGL.Math.Quat.to33(e))},SpiderGL.Math.Quat.fromAngleAxis=function(e,t){return[0,0,0,1]},SpiderGL.Math.Quat.toAngleAxis=function(e){return[0,0,0,1]},SpiderGL.Math.Quat.fromEulerAngles=function(e,t,r){return[0,0,0,1]},SpiderGL.Math.Quat.toEulerAngles=function(e){return[0,0,0,1]},SpiderGL.Math.Quat.copy$=function(e,t){return e[0]=t[0],e[1]=t[1],e[2]=t[2],e[3]=t[3],e},SpiderGL.Math.Quat.identity$=function(e){return e[0]=0,e[1]=0,e[2]=0,e[3]=1,e},SpiderGL.Math.Quat.invert$=function(e){return e[0]=-e[0],e[1]=-e[1],e[2]=-e[2],e},SpiderGL.Math.Quat.mul$=function(e){var t=p[0],r=p[1],i=p[2],n=p[3],a=e[0],s=e[1],o=e[2],u=e[3];return e[0]=t*u+n*a+i*s-r*o,e[1]=r*u+n*s+t*o-i*a,e[2]=i*u+n*o+r*a-t*s,e[3]=n*u-t*a-r*s-i*o,e},SpiderGL.Math.Quat.muls$=function(e,t){return e[0]*=t,e[1]*=t,e[2]*=t,e[3]*=t,e},SpiderGL.Math.Quat.normalize$=function(e){var t=1/SpiderGL.Math.sqrt(e[0]*e[0]+e[1]*e[1]+e[2]*e[2]+e[3]*e[3]);return SpiderGL.Math.Quat.muls$(e,t)},SpiderGL.Math.project=function(e,t,r,i){var n=SpiderGL.Math.Vec3,a=SpiderGL.Math.Mat4.mul4(t,e),s=1/a[3];return a[3]=s,n.muls$(a,s/2),n.adds$(a,.5),n.mul$(a,[r[2],r[3],i[1]-i[0]]),n.add$(a,[r[0],r[1],i[0]]),a},SpiderGL.Math.unproject=function(e,t,r,i){var n=SpiderGL.Math.Vec3,a=SpiderGL.Math.Mat4,s=n.to4(e,1);n.sub$(s,[r[0],r[1],i[0]]),n.div$(s,[r[2],r[3],i[1]-i[0]]),n.muls$(s,2),n.subs$(s,1);var o=1/(s=a.mul4(t,s))[3];return s[3]=o,n.muls$(s,o),s},SpiderGL.Space={},SpiderGL.Space.MatrixStack=function(e){SpiderGL.Core.ObjectBase.call(this),this._onChange=null,this.reset(),this._onChange=e},SpiderGL.Space.MatrixStack.prototype={_invalidate:function(){this._i=null,this._t=null,this._it=null,this._onChange&&this._onChange(this)},reset:function(){var e=SpiderGL.Math.Mat4.identity();this._s=[e],this._l=1,this._m=e,this._i=e,this._t=e,this._it=e,this._onChange&&this._onChange(this)},get onChange(){return this._onChange},set onChange(e){this._onChange=e},get size(){return this._l},get matrix$(){return this._m},get matrix(){return SpiderGL.Math.Mat4.dup(this.matrix$)},get top$(){return this.matrix$},get top(){return this.matrix},get inverse$(){return this._i||(this._i=SpiderGL.Math.Mat4.inverse(this._m))},get inverse(){return SpiderGL.Math.Mat4.dup(this.inverse$)},get transpose$(){return this._t||(this._t=SpiderGL.Math.Mat4.transpose(this._m))},get transpose(){return SpiderGL.Math.Mat4.dup(this.transpose$)},get inverseTranspose$(){return this._it||(this._it=SpiderGL.Math.Mat4.transpose(this.inverse$))},get inverseTranspose(){return SpiderGL.Math.Mat4.dup(this.inverseTranspose$)},push:function(){var e=SpiderGL.Math.Mat4.dup(this._m);this._s.push(e),this._l++,this._m=e},pop:function(){this._l<=1||(this._s.pop(),this._l--,this._m=this._s[this._l-1],this._invalidate())},load:function(e){e=SpiderGL.Math.Mat4.dup(e),this._s[this._l-1]=e,this._m=e,this._invalidate()},loadIdentity:function(){var e=SpiderGL.Math.Mat4.identity$(this._m);this._i=e,this._t=e,this._it=e},multiply:function(e){SpiderGL.Math.Mat4.mul$(this._m,e),this._invalidate()},ortho:function(e,t){SpiderGL.Math.Mat4.mul$(this._m,SpiderGL.Math.Mat4.ortho(e,t)),this._invalidate()},frustum:function(e,t){SpiderGL.Math.Mat4.mul$(this._m,SpiderGL.Math.Mat4.frustum(e,t)),this._invalidate()},perspective:function(e,t,r,i){SpiderGL.Math.Mat4.mul$(this._m,SpiderGL.Math.Mat4.perspective(e,t,r,i)),this._invalidate()},lookAt:function(e,t,r){SpiderGL.Math.Mat4.mul$(this._m,SpiderGL.Math.Mat4.lookAt(e,t,r)),this._invalidate()},translate:function(e){SpiderGL.Math.Mat4.translate$(this._m,e),this._invalidate()},rotate:function(e,t){SpiderGL.Math.Mat4.rotateAngleAxis$(this._m,e,t),this._invalidate()},scale:function(e){SpiderGL.Math.Mat4.scale$(this._m,e),this._invalidate()}},SpiderGL.Type.extend(SpiderGL.Space.MatrixStack,SpiderGL.Core.ObjectBase),SpiderGL.Space.ViewportStack=function(e){SpiderGL.Core.ObjectBase.call(this),this._onChange=null,this.reset(),this._onChange=e},SpiderGL.Space.ViewportStack.prototype={_invalidate:function(){this._onChange&&this._onChange(this)},reset:function(){var e=[0,0,1,1];this._s=[e],this._l=1,this._r=e,this._onChange&&this._onChange(this)},get onChange(){return this._onChange},set onChange(e){this._onChange=e},get size(){return this._l},get rect$(){return this._r},get rect(){return this.rect$.slice(0,4)},get top$(){return this.rect$},get top(){return this.rect},push:function(){var e=this._r.slice(0,4);this._s.push(e),this._l++,this._r=e},pop:function(){this._l<=1||(this._s.pop(),this._l--,this._r=this._s[this._l-1],this._invalidate())},load:function(e){e=e.slice(0,4),this._s[this._l-1]=e,this._r=e,this._invalidate()},loadIdentity:function(){this._r=[0,0,1,1]},inner:function(e){this._r[0]+=e[0],this._r[1]+=e[1],this._r[2]=e[2],this._r[3]=e[3],this._invalidate()}},SpiderGL.Type.extend(SpiderGL.Space.ViewportStack,SpiderGL.Core.ObjectBase),SpiderGL.Space.DepthRangeStack=function(e){SpiderGL.Core.ObjectBase.call(this),this._onChange=null,this.reset(),this._onChange=e},SpiderGL.Space.DepthRangeStack.prototype={_invalidate:function(){this._onChange&&this._onChange(this)},reset:function(){var e=[0,1];this._s=[e],this._l=1,this._r=e,this._onChange&&this._onChange(this)},get onChange(){return this._onChange},set onChange(e){this._onChange=e},get size(){return this._l},get range$(){return this._r},get range(){return this.range$.slice(0,2)},get top$(){return this.range$},get top(){return this.range},push:function(){var e=this._r.slice(0,2);this._s.push(e),this._l++,this._r=e},pop:function(){this._l<=1||(this._s.pop(),this._l--,this._r=this._s[this._l-1],this._invalidate())},load:function(e){e=e.slice(0,2),this._s[this._l-1]=e,this._r=e,this._invalidate()},loadIdentity:function(){this._r=[0,1]},inner:function(e){this._r[0]+=e[0],this._r[1]=e[1],this._invalidate()}},SpiderGL.Type.extend(SpiderGL.Space.DepthRangeStack,SpiderGL.Core.ObjectBase),SpiderGL.Space.TransformationStack=function(){SpiderGL.Core.ObjectBase.call(this);var e=this;this._mv={},this._vp={},this._mvp={},this._n={},this._c={},this._m=new SpiderGL.Space.MatrixStack(function(){e._mv={},e._mvp={},e._n={},e._c={}}),this._v=new SpiderGL.Space.MatrixStack(function(){e._mv={},e._vp={},e._mvp={},e._n={},e._c={}}),this._p=new SpiderGL.Space.MatrixStack(function(){e._vp={},e._mvp={}}),this._viewport=new SpiderGL.Space.ViewportStack(function(){}),this._depth=new SpiderGL.Space.DepthRangeStack(function(){})},SpiderGL.Space.TransformationStack.prototype={reset:function(){this._m.reset(),this._v.reset(),this._p.reset()},get viewport(){return this._viewport},get viewportRect$(){return this._viewport.rect$},get viewportRect(){return this._viewport.rect},get depth(){return this._depth},get depthRange$(){return this._depth.range$},get depthRange(){return this._depth.range},get model(){return this._m},get modelMatrix$(){return this._m.matrix$},get modelMatrix(){return this._m.matrix},get modelMatrixInverse$(){return this._m.inverse$},get modelMatrixInverse(){return this._m.inverse},get modelMatrixTranspose$(){return this._m.transpose$},get modelMatrixTranspose(){return this._m.transpose},get modelMatrixInverseTranspose$(){return this._m.inverseTranspose$},get modelMatrixInverseTranspose(){return this._m.inverseTranspose},get view(){return this._v},get viewMatrix$(){return this._v.matrix$},get viewMatrix(){return this._v.matrix},get viewMatrixInverse$(){return this._v.inverse$},get viewMatrixInverse(){return this._v.inverse},get viewMatrixTranspose$(){return this._v.transpose$},get viewMatrixTranspose(){return this._v.transpose},get viewMatrixInverseTranspose$(){return this._v.inverseTranspose$},get viewMatrixInverseTranspose(){return this._v.inverseTranspose},get projection(){return this._p},get projectionMatrix$(){return this._p.matrix$},get projectionMatrix(){return this._p.matrix},get projectionMatrixInverse$(){return this._p.inverse$},get projectionMatrixInverse(){return this._p.inverse},get projectionMatrixTranspose$(){return this._p.transpose$},get projectionMatrixTranspose(){return this._p.transpose},get projectionMatrixInverseTranspose$(){return this._p.inverseTranspose$},get projectionMatrixInverseTranspose(){return this._p.inverseTranspose},get modelViewMatrix$(){return this._mv.m||(this._mv.m=SpiderGL.Math.Mat4.mul(this.viewMatrix$,this.modelMatrix$))},get modelViewMatrix(){return SpiderGL.Math.Mat4.dup(this.modelViewMatrix$)},get modelViewMatrixInverse$(){return this._mv.i||(this._mv.i=SpiderGL.Math.Mat4.mul(this.modelMatrixInverse$,this.viewMatrixInverse$))},get modelViewMatrixInverse(){return SpiderGL.Math.Mat4.dup(this.modelViewMatrixInverse$)},get modelViewMatrixTranspose$(){return this._mv.t||(this._mv.t=SpiderGL.Math.Mat4.transpose(this.modelViewMatrix$))},get modelViewMatrixTranspose(){return SpiderGL.Math.Mat4.dup(this.modelViewMatrixTranspose$)},get modelViewMatrixInverseTranspose$(){return this._mv.it||(this._mv.it=SpiderGL.Math.Mat4.transpose(this.modelViewMatrixInverse$))},get modelViewMatrixInverseTranspose(){return SpiderGL.Math.Mat4.dup(this.modelViewMatrixInverseTranspose$)},get viewProjectionMatrix$(){return this._vp.m||(this._vp.m=SpiderGL.Math.Mat4.mul(this.projectionMatrix$,this.viewMatrix$))},get viewProjectionMatrix(){return SpiderGL.Math.Mat4.dup(this.viewProjectionMatrix$)},get viewProjectionMatrixInverse$(){return this._vp.i||(this._vp.i=SpiderGL.Math.Mat4.mul(this.viewMatrixInverse$,this.projectionMatrixInverse$))},get viewProjectionMatrixInverse(){return SpiderGL.Math.Mat4.dup(this.viewProjectionMatrixInverse$)},get viewProjectionMatrixTranspose$(){return this._vp.t||(this._vp.t=SpiderGL.Math.Mat4.transpose(this.viewProjectionMatrix$))},get viewProjectionMatrixTranspose(){return SpiderGL.Math.Mat4.dup(this.viewProjectionMatrixTranspose$)},get viewProjectionMatrixInverseTranspose$(){return this._vp.it||(this._vp.it=SpiderGL.Math.Mat4.transpose(this.viewProjectionMatrixInverse$))},get viewProjectionMatrixInverseTranspose(){return SpiderGL.Math.Mat4.dup(this.viewProjectionMatrixInverseTranspose$)},get modelViewProjectionMatrix$(){return this._mvp.m||(this._mvp.m=SpiderGL.Math.Mat4.mul(this.viewProjectionMatrix$,this.modelMatrix$))},get modelViewProjectionMatrix(){return SpiderGL.Math.Mat4.dup(this.modelViewProjectionMatrix$)},get modelViewProjectionMatrixInverse$(){return this._mvp.i||(this._mvp.i=SpiderGL.Math.Mat4.inverse(this.modelViewProjectionMatrix$))},get modelViewProjectionMatrixInverse(){return SpiderGL.Math.Mat4.dup(this.modelViewProjectionMatrixInverse$)},get modelViewProjectionMatrixTranspose$(){return this._mvp.t||(this._mvp.t=SpiderGL.Math.Mat4.transpose(this.modelViewProjectionMatrix$))},get modelViewProjectionMatrixTranspose(){return SpiderGL.Math.Mat4.dup(this.modelViewProjectionMatrixTranspose$)},get modelViewProjectionMatrixInverseTranspose$(){return this._mvp.it||(this._mvp.it=SpiderGL.Math.Mat4.transpose(this.modelViewProjectionMatrixInverse$))},get modelViewProjectionMatrixInverseTranspose(){return SpiderGL.Math.Mat4.dup(this.modelViewProjectionMatrixInverseTranspose$)},get worldSpaceNormalMatrix$(){return this._n.m||(this._n.m=SpiderGL.Math.Mat4.inverseTranspose33(this.modelMatrix$))},get worldSpaceNormalMatrix(){return SpiderGL.Math.Mat4.dup(this.worldSpaceNormalMatrix$)},get viewSpaceNormalMatrix$(){return this._n.v||(this._n.v=SpiderGL.Math.Mat4.inverseTranspose33(this.modelViewMatrix$))},get viewSpaceNormalMatrix(){return SpiderGL.Math.Mat4.dup(this.viewSpaceNormalMatrix$)},get modelSpaceViewerPosition$(){return this._c.mp||(this._c.mp=SpiderGL.Math.Vec4.to3(SpiderGL.Math.Mat4.col(this.modelViewMatrixInverse$,3)))},get modelSpaceViewerPosition(){return SpiderGL.Math.Vec3.dup(this.modelSpaceViewerPosition$)},get worldSpaceViewerPosition$(){return this._c.wp||(this._c.wp=SpiderGL.Math.Vec4.to3(SpiderGL.Math.Mat4.col(this.viewMatrixInverse$,3)))},get worldSpaceViewerPosition(){return SpiderGL.Math.Vec3.dup(this.worldSpaceViewerPosition$)},get modelSpaceViewDirection$(){return this._c.md||(this._c.md=SpiderGL.Math.Vec3.normalize$(SpiderGL.Math.Vec3.neg$(SpiderGL.Math.Vec4.to3(SpiderGL.Math.Mat4.row(this.modelViewMatrixInverse$,2)))))},get modelSpaceViewDirection(){return SpiderGL.Math.Vec3.dup(this.modelSpaceViewDirection$)},get worldSpaceViewDirection$(){return this._c.wd||(this._c.wd=SpiderGL.Math.Vec3.normalize$(SpiderGL.Math.Vec3.neg$(SpiderGL.Math.Vec4.to3(SpiderGL.Math.Mat4.row(this.viewMatrixInverse$,2)))))},get worldSpaceViewDirection(){return SpiderGL.Math.Vec3.dup(this.worldSpaceViewDirection$)},project:function(e){return SpiderGL.Math.project(e,this.modelViewProjectionMatrix$,this.viewportRect$,this.depthRange$)},unproject:function(e){return SpiderGL.Math.unproject(e,this.modelViewProjectionMatrixInverse$,this.viewportRect$,this.depthRange$)}},SpiderGL.Type.extend(SpiderGL.Space.TransformationStack,SpiderGL.Core.ObjectBase),SpiderGL.WebGL={},SpiderGL.WebGL.Context={},SpiderGL.WebGL.Context.WEBGL_STRING="experimental-webgl",SpiderGL.WebGL.Context.DEFAULT_UNPACK_FLIP_Y=!0,SpiderGL.WebGL.Context.DEFAULT_UNPACK_PREMULTIPLY_ALPHA=!1,SpiderGL.WebGL.Context.DEFAULT_UNPACK_COLORSPACE_CONVERSION=WebGLRenderingContext.prototype.NONE,SpiderGL.WebGL.Context.get=function(e,t){var r=e;return SpiderGL.Type.isString(r)&&(r=SpiderGL.DOM.getElementById(r)),SpiderGL.Type.instanceOf(r,HTMLCanvasElement)?r.getContext(SpiderGL.WebGL.Context.WEBGL_STRING,t):null},SpiderGL.WebGL.Context._prepareContex=function(e){if(e){var t=e._spidergl;if(!t){t={},e._spidergl=t,t.TAG=0,t.gl=e;var r={};for(var i in t.glFunctions=r,e){var n=e[n];"function"==typeof n&&(r[i]=n)}}}},SpiderGL.WebGL.Context._addExtension=function(e,t,r,i){if(e){var n=e.getExtension;e.getExtension=function(a){if(a==t){var s=this._spidergl;if(!s)return null;var o=s[r];if(!o){(o={}).TAG=0;var u={};o._ext=u,u[r]=o,u.sgl=s,u.gl=e;if(u.glFunctions={},!i(e,o))return null;s[r]=o}return o}return n.call(this,a)}}},SpiderGL.WebGL.Context._setup_SGL_current_binding=function(e,t){if(!e)return!1;if(!t)return!1;if(!e._spidergl)return!1;if(e._spidergl.cb)return!1;var r=t,i=r._ext,n=i.glFunctions;i.currentBuffer={},i.currentBuffer[e.ARRAY_BUFFER]=e.getParameter(e.ARRAY_BUFFER_BINDING),i.currentBuffer[e.ELEMENT_ARRAY_BUFFER]=e.getParameter(e.ELEMENT_ARRAY_BUFFER_BINDING),i.bufferStack={},i.bufferStack[e.ARRAY_BUFFER]=[],i.bufferStack[e.ELEMENT_ARRAY_BUFFER]=[],n.bindBuffer=e.bindBuffer,e.bindBuffer=function(e,t){var r=this._spidergl.cb._ext;r.currentBuffer[e]!=t&&(r.currentBuffer[e]=t,r.glFunctions.bindBuffer.call(this,e,t))},r.getCurrentBuffer=function(e){return this._ext.currentBuffer[e]},r.pushBuffer=function(e){var t=this._ext,r=t.bufferStack[e],i=t.currentBuffer[e];r.push(i)},r.popBuffer=function(e){var t=this._ext,r=t.bufferStack[e];if(!(r.length<=0)){var i=r.pop();t.gl.bindBuffer(e,i)}},i.currentFramebuffer={},i.currentFramebuffer[e.FRAMEBUFFER]=e.getParameter(e.FRAMEBUFFER_BINDING),i.framebufferStack={},i.framebufferStack[e.FRAMEBUFFER]=[],n.bindFramebuffer=e.bindFramebuffer,e.bindFramebuffer=function(e,t){var r=this._spidergl.cb._ext;r.currentFramebuffer[e]!=t&&(r.currentFramebuffer[e]=t,r.glFunctions.bindFramebuffer.call(this,e,t))},r.getCurrentFramebuffer=function(e){return this._ext.currentFramebuffer[e]},r.pushFramebuffer=function(e){var t=this._ext,r=t.framebufferStack[e],i=t.currentFramebuffer[e];r.push(i)},r.popFramebuffer=function(e){var t=this._ext,r=t.framebufferStack[e];if(!(r.length<=0)){var i=r.pop();t.gl.bindFramebuffer(e,i)}},i.currentProgram=e.getParameter(e.CURRENT_PROGRAM),i.programStack=[],n.useProgram=e.useProgram,e.useProgram=function(e){var t=this._spidergl.cb._ext;t.currentProgram!=e&&(t.currentProgram=e,t.glFunctions.useProgram.call(this,e))},r.getCurrentProgram=function(){return this._ext.currentProgram},r.pushProgram=function(){var e=this._ext,t=e.programStack,r=e.currentProgram;t.push(r)},r.popProgram=function(){var e=this._ext,t=e.programStack;if(!(t.length<=0)){var r=t.pop();e.gl.useProgram(r)}},i.currentRenderbuffer={},i.currentRenderbuffer[e.RENDERBUFFER]=e.getParameter(e.RENDERBUFFER_BINDING),i.renderbufferStack={},i.renderbufferStack[e.RENDERBUFFER]=[],n.bindRenderbuffer=e.bindRenderbuffer,e.bindRenderbuffer=function(e,t){var r=this._spidergl.cb._ext;r.currentRenderbuffer[e]!=t&&(r.currentRenderbuffer[e]=t,r.glFunctions.bindRenderbuffer.call(this,e,t))},r.getCurrentRenderbuffer=function(e){return this._ext.currentRenderbuffer[e]},r.pushRenderbuffer=function(e){var t=this._ext,r=t.renderbufferStack[e],i=t.currentRenderbuffer[e];r.push(i)},r.popRenderbuffer=function(e){var t=this._ext,r=t.renderbufferStack[e];if(!(r.length<=0)){var i=r.pop();t.gl.bindRenderbuffer(e,i)}},i.currentShader={},i.currentShader[e.VERTEX_SHADER]=null,i.currentShader[e.FRAGMENT_SHADER]=null,i.shaderStack={},i.shaderStack[e.VERTEX_SHADER]=[],i.shaderStack[e.FRAGMENT_SHADER]=[],i.glFunctions.bindShader=function(e,t){},r.bindShader=function(e,t){var r=this._ext;r.currentShader[e]!=t&&(r.currentShader[e]=t,r.glFunctions.bindShader.call(r.gl,e,t))},r.getCurrentShader=function(e){return this._ext.currentShader[e]},r.pushShader=function(e){var t=this._ext,r=t.shaderStack[e],i=t.currentShader[e];r.push(i)},r.popShader=function(e){var t=this._ext,r=t.shaderStack[e];if(!(r.length<=0)){var i=r.pop();t.gl.bindShader(e,i)}},i.currentTexture={};var a=e.getParameter(e.ACTIVE_TEXTURE),s=e.getParameter(e.MAX_TEXTURE_IMAGE_UNITS);i.currentTexture={},i.textureStack={},i.textureUnitStack=[];for(var o=0;o0},get size(){return this._size},get usage(){return this._usage},setSize:function(e,t){t=SpiderGL.Utility.getDefaultValue(t,SpiderGL.WebGL.Buffer.DEFAULT_USAGE),this._dsa.bufferData(this._h,this._t,e,t)},setData:function(e,t){t=SpiderGL.Utility.getDefaultValue(t,SpiderGL.WebGL.Buffer.DEFAULT_USAGE),this._dsa.bufferData(this._h,this._t,e,t)},setSubData:function(e,t){t=SpiderGL.Utility.getDefaultValue(t,SpiderGL.WebGL.Buffer.DEFAULT_SUB_DATA_OFFSET),this._dsa.bufferSubData(this._h,this._t,t,e)},destroy:function(){this._gl.deleteBuffer(this._h)},bind:function(){this._gl.bindBuffer(this._t,this._h)},unbind:function(){this._gl.bindBuffer(this._t,null)}},SpiderGL.Type.extend(SpiderGL.WebGL.Buffer,SpiderGL.WebGL.ObjectGL),SpiderGL.WebGL.VertexBuffer=function(e,t){return SpiderGL.WebGL.Context.isHijacked(e)?(SpiderGL.WebGL.Buffer.call(this,e,SpiderGL.WebGL.VertexBuffer.TARGET,t),this._h&&this._h._spidergl&&this._h._spidergl!=this?this._h._spidergl:void 0):null},SpiderGL.WebGL.VertexBuffer.TARGET=WebGLRenderingContext.prototype.ARRAY_BUFFER,SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_INDEX=0,SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_SIZE=3,SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_TYPE=WebGLRenderingContext.prototype.FLOAT,SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_NORMALIZED=!1,SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_STRIDE=0,SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_OFFSET=0,SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_ENABLE=!0,SpiderGL.WebGL.VertexBuffer.unbind=function(e){e.bindBuffer(SpiderGL.WebGL.VertexBuffer.TARGET,null)},SpiderGL.WebGL.VertexBuffer.prototype={vertexAttribPointer:function(e){e=SpiderGL.Utility.getDefaultObject({index:SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_INDEX,size:SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_SIZE,glType:SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_TYPE,normalized:SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_NORMALIZED,stride:SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_STRIDE,offset:SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_OFFSET,enable:SpiderGL.WebGL.VertexBuffer.DEFAULT_ATTRIBUTE_ENABLE},e),this._dsa.vertexAttribPointer(this._h,e.index,e.size,e.glType,e.normalized,e.stride,e.offset),e.enable&&this._gl.enableVertexAttribArray(e.index)}},SpiderGL.Type.extend(SpiderGL.WebGL.VertexBuffer,SpiderGL.WebGL.Buffer),SpiderGL.WebGL.IndexBuffer=function(e,t){return SpiderGL.WebGL.Context.isHijacked(e)?(SpiderGL.WebGL.Buffer.call(this,e,SpiderGL.WebGL.IndexBuffer.TARGET,t),this._h&&this._h._spidergl&&this._h._spidergl!=this?this._h._spidergl:void 0):null},SpiderGL.WebGL.IndexBuffer.TARGET=WebGLRenderingContext.prototype.ELEMENT_ARRAY_BUFFER,SpiderGL.WebGL.IndexBuffer.DEFAULT_DRAW_ELEMENTS_MODE=WebGLRenderingContext.prototype.TRIANGLES,SpiderGL.WebGL.IndexBuffer.DEFAULT_DRAW_ELEMENTS_COUNT=-1,SpiderGL.WebGL.IndexBuffer.DEFAULT_DRAW_ELEMENTS_TYPE=WebGLRenderingContext.prototype.UNSIGNED_SHORT,SpiderGL.WebGL.IndexBuffer.DEFAULT_DRAW_ELEMENTS_OFFSET=0,SpiderGL.WebGL.IndexBuffer.unbind=function(e){e.bindBuffer(SpiderGL.WebGL.IndexBuffer.TARGET,null)},SpiderGL.WebGL.IndexBuffer.prototype={drawElements:function(e){if((e=SpiderGL.Utility.getDefaultObject({glMode:SpiderGL.WebGL.IndexBuffer.DEFAULT_DRAW_ELEMENTS_MODE,count:SpiderGL.WebGL.IndexBuffer.DEFAULT_DRAW_ELEMENTS_COUNT,glType:SpiderGL.WebGL.IndexBuffer.DEFAULT_DRAW_ELEMENTS_TYPE,offset:SpiderGL.WebGL.IndexBuffer.DEFAULT_DRAW_ELEMENTS_OFFSET},e)).count<1){var t=SpiderGL.Type.typeSizeFromGL(e.glType);e.count=(this._size-e.offset)/t}this._dsa.drawElements(this._h,e.glMode,e.count,e.glType,e.offset)}},SpiderGL.Type.extend(SpiderGL.WebGL.IndexBuffer,SpiderGL.WebGL.Buffer),SpiderGL.WebGL.Framebuffer=function(e,t){if(!SpiderGL.WebGL.Context.isHijacked(e))return null;SpiderGL.Type.instanceOf(t,WebGLFramebuffer)&&(t={handle:t}),t=SpiderGL.Utility.getDefaultObject({handle:null,autoViewport:SpiderGL.WebGL.Framebuffer.DEFAULT_AUTO_VIEWPORT},t);SpiderGL.WebGL.ObjectGL.call(this,e,SpiderGL.WebGL.Framebuffer.TARGET,t);if(this._h&&this._h._spidergl&&this._h._spidergl!=this)return this._h._spidergl;e=this._gl;var r=this._cb,i=(this._dsa,this._t),n=this._h,a=!1;if(n?a=!0:(n=e.createFramebuffer(),this._h=n),n._spidergl=this,this._attachments={},this._status=0,this._autoViewport=t.autoViewport,this._viewport=[0,0,1,1],r.pushFramebuffer(i),e.bindFramebuffer(i,n),a){var s=null,o=0,u=0;for(var d in SpiderGL.WebGL.Framebuffer._attachmentName)switch(s=e.getFramebufferAttachmentParameter(i,att,e.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME),e.getFramebufferAttachmentParameter(i,att,e.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE)){case e.RENDERBUFFER:u=e.RENDERBUFFER,this._importRenderbuffer(i,d,u,s);break;case e.TEXTURE:o=e.getFramebufferAttachmentParameter(i,att,e.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL),0==(u=e.getFramebufferAttachmentParameter(i,att,e.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE))&&(u=e.TEXTURE_2D),this._importTexture(i,d,u,s,o)}}this._status=e.checkFramebufferStatus(i),r.popFramebuffer(i),this.setAttachments(t)},SpiderGL.WebGL.Framebuffer.TARGET=WebGLRenderingContext.prototype.FRAMEBUFFER,SpiderGL.WebGL.Framebuffer.DEFAULT_AUTO_VIEWPORT=!0,SpiderGL.WebGL.Framebuffer.DEFAULT_ATTACHMENT_TEXTURE_LEVEL=0,SpiderGL.WebGL.Framebuffer.DEFAULT_ATTACHMENT_CUBE_MAP_FACE=WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_POSITIVE_X,SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_X=0,SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_Y=0,SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_WIDTH=-1,SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_HEIGHT=-1,SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_FORMAT=WebGLRenderingContext.prototype.RGBA,SpiderGL.WebGL.Framebuffer.DEFAULT_CLEAR_MASK=WebGLRenderingContext.prototype.COLOR_BUFFER_BIT|WebGLRenderingContext.prototype.DEPTH_BUFFER_BIT|WebGLRenderingContext.prototype.STENCIL_BUFFER_BIT,SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_TYPE=WebGLRenderingContext.UNSIGNED_BYTE,SpiderGL.WebGL.Framebuffer.unbind=function(e){e.bindFramebuffer(SpiderGL.WebGL.Framebuffer.TARGET,null)},SpiderGL.WebGL.Framebuffer._attachmentName={},SpiderGL.WebGL.Framebuffer._attachmentName[WebGLRenderingContext.prototype.COLOR_ATTACHMENT0]="color",SpiderGL.WebGL.Framebuffer._attachmentName[WebGLRenderingContext.prototype.DEPTH_ATTACHMENT]="depth",SpiderGL.WebGL.Framebuffer._attachmentName[WebGLRenderingContext.prototype.STENCIL_ATTACHMENT]="stencil",SpiderGL.WebGL.Framebuffer._attachmentName[WebGLRenderingContext.prototype.DEPTH_STENCIL_ATTACHMENT]="depthStencil",SpiderGL.WebGL.Framebuffer.prototype={_gl_deleteFramebuffer:function(e){this._h=null},_gl_isFramebuffer:function(e){},_gl_bindFramebuffer:function(e,t){},_gl_checkFramebufferStatus:function(e){},_gl_getFramebufferAttachmentParameter:function(e,t,r){},_gl_framebufferRenderbuffer:function(e,t,r,i){this._importRenderbuffer.apply(this,arguments),this._status=this._gl.checkFramebufferStatus(this._t)},_gl_framebufferTexture2D:function(e,t,r,i,n){this._importTexture.apply(this,arguments),this._status=this._gl.checkFramebufferStatus(this._t)},_gl_clear:function(e){},_gl_readPixels:function(e,t,r,i,n,a,s){},_importTexture:function(e,t,r,i,n){var a=SpiderGL.WebGL.Framebuffer._attachmentName[t];if(a)if(i){var s=this._gl,o={attachment:t,resource:null,target:r,level:n,face:s.NONE};this._attachments[a]=o,r==s.TEXTURE_2D?o.resource=new SpiderGL.WebGL.Texture2D(s,{handle:i}):(o.resource=new SpiderGL.WebGL.TextureCubeMap(s,{handle:i}),o.face=r),this._viewport=[0,0,SpiderGL.Math.max(o.resource.width,1),SpiderGL.Math.max(o.resource.height,1)]}else delete this._attachments[a]},_importRenderbuffer:function(e,t,r,i){var n=SpiderGL.WebGL.Framebuffer._attachmentName[t];if(n)if(i){var a=this._gl,s={attachment:t,resource:null,target:r,level:0,face:a.NONE};this._attachments[n]=s,s.resource=new SpiderGL.WebGL.Renderbuffer(a,{handle:i}),this._viewport=[0,0,SpiderGL.Math.max(s.resource.width,1),SpiderGL.Math.max(s.resource.height,1)]}else delete this._attachments[n]},_setAttachment:function(e,t){var r=SpiderGL.WebGL.Framebuffer._attachmentName[e];if(!r)return!1;var i=this._gl;if(!(!t||"resource"in t&&!t.resource)){var n=i.NONE;SpiderGL.Type.instanceOf(t,WebGLTexture)?(t={resource:t},n=i.TEXTURE):SpiderGL.Type.instanceOf(t,WebGLRenderbuffer)?(t={resource:t},n=i.RENDERBUFFER):SpiderGL.Type.instanceOf(t,SpiderGL.WebGL.Texture)?(t={resource:t.handle},n=i.TEXTURE):SpiderGL.Type.instanceOf(t,SpiderGL.WebGL.Renderbuffer)&&(t={resource:t.handle},n=i.RENDERBUFFER);var a=!!t&&void 0!==t.face;t=SpiderGL.Utility.getDefaultObject({resource:null,level:SpiderGL.WebGL.Framebuffer.DEFAULT_ATTACHMENT_TEXTURE_LEVEL,face:SpiderGL.WebGL.Framebuffer.DEFAULT_ATTACHMENT_CUBE_MAP_FACE},t);var s=this._t;switch(n){case i.TEXTURE:var o=SpiderGL.Type.instanceOf(t,SpiderGL.WebGL.TextureCubeMap)||a?t.face:i.TEXTURE_2D;i.framebufferTexture2D(s,e,o,t.resource,t.level);break;case i.RENDERBUFFER:i.framebufferRenderbuffer(s,e,i.RENDERBUFFER,t.resource)}return!0}var u=this._attachments[r];u&&(u.target===i.RENDERBUFFER?i.framebufferRenderbuffer(s,u.attachment,i.RENDERBUFFER,null):i.framebufferTexture2D(s,u.attachment,i.TEXTURE_2D,null,0))},get isReady(){return this.isComplete},get status(){return this._status},get isComplete(){return this._status===this._gl.FRAMEBUFFER_COMPLETE},get viewport(){return this._viewport.slice()},get width(){return this._viewport[2]},get height(){return this._viewport[3]},get autoViewport(){return this._autoViewport},set autoViewport(e){this._autoViewport=!!e},setAttachments:function(e){e=e||{};var t=this._gl,r=this._cb,i=this._t,n=this._h;return r.pushFramebuffer(i),t.bindFramebuffer(i,n),"color"in e&&this._setAttachment(t.COLOR_ATTACHMENT0,e.color),"depthStencil"in e?(this._setAttachment(t.DEPTH_ATTACHMENT,null),this._setAttachment(t.STENCIL_ATTACHMENT,null),this._setAttachment(t.DEPTH_STENCIL_ATTACHMENT,e.depthStencil)):"depth"in e?(this._setAttachment(t.DEPTH_STENCIL_ATTACHMENT,null),this._setAttachment(t.STENCIL_ATTACHMENT,null),this._setAttachment(t.DEPTH_ATTACHMENT,e.depth)):"stencil"in e&&(this._setAttachment(t.DEPTH_STENCIL_ATTACHMENT,null),this._setAttachment(t.DEPTH_ATTACHMENT,null),this._setAttachment(t.STENCIL_ATTACHMENT,e.stencil)),this._status=t.checkFramebufferStatus(i),r.popFramebuffer(i),this.isComplete},getAttachments:function(){var e={},t=null;for(var r in this._attachments)t=this._attachments[r],e[r]={attachment:t.attachment,resource:t.resource,target:t.target,level:t.level};return e},detachAll:function(){this.setAttachments({color:null,depthStencil:null})},get colorTarget(){var e=this._attachments.color;return e?e.resource:null},set colorTarget(e){this.setAttachments({color:e})},get depthTarget(){var e=this._attachments.depth;return e?e.resource:null},set depthTarget(e){this.setAttachments({depth:e})},get stencilTarget(){var e=this._attachments.stencil;return e?e.resource:null},set stencilTarget(e){this.setAttachments({stencil:e})},get depthStencilTarget(){var e=this._attachments.depthStencil;return e?e.resource:null},set depthStencilTarget(e){this.setAttachments({depthStencil:e})},clear:function(e){e=SpiderGL.Utility.getDefaultValue(e,SpiderGL.WebGL.Framebuffer.DEFAULT_CLEAR_MASK),this._dsa.clear(this._h,e)},readPixels:function(e,t){(t=SpiderGL.Utility.getDefaultObject({x:SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_X,y:SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_Y,width:SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_WIDTH,height:SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_HEIGHT,format:SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_FORMAT,type:SpiderGL.WebGL.Framebuffer.DEFAULT_READ_PIXELS_TYPE},t)).width<0&&(t.width=this._viewport[2]),t.height<0&&(t.height=this._viewport[3]),this._dsa.readPixels(this._h,t.x,t.y,t.width,t.height,t.format,t.type,e)},applyViewport:function(){var e=this._gl,t=this._viewport;e.viewport(t[0],t[1],t[2],t[3])},destroy:function(){this._gl.deleteFramebuffer(this._h)},bind:function(e){var t=this._gl;if(t.bindFramebuffer(this._t,this._h),SpiderGL.Utility.getDefaultValue(e,this._autoViewport)){var r=this._viewport;t.viewport(r[0],r[1],r[2],r[3])}},unbind:function(){this._gl.bindFramebuffer(this._t,null)}},SpiderGL.Type.extend(SpiderGL.WebGL.Framebuffer,SpiderGL.WebGL.ObjectGL),SpiderGL.WebGL.Program=function(e,t){if(!SpiderGL.WebGL.Context.isHijacked(e))return null;if(SpiderGL.Type.instanceOf(t,WebGLProgram)&&(t={handle:t}),t=SpiderGL.Utility.getDefaultObject({handle:null,autoLink:SpiderGL.WebGL.Program.DEFAULT_AUTO_LINK},t),SpiderGL.WebGL.ObjectGL.call(this,e,SpiderGL.WebGL.Program.TARGET,t),this._h&&this._h._spidergl&&this._h._spidergl!=this)return this._h._spidergl;e=this._gl,this._cb,this._dsa;var r=this._h,i=!1,n="",a=!1;if(r?(a=!0,i=!!e.getProgramParameter(r,e.LINK_STATUS),(n=e.getProgramInfoLog(r))||(n="")):(r=e.createProgram(),this._h=r),r._spidergl=this,this._shaders=[],this._linked=i,this._log=n,this._autoLink=t.autoLink,this._attributes={},this._uniforms={},a)for(var s=e.getAttachedShaders(r),o=0,u=s.length;o=0)){var t=this._gl,r=e._spidergl;if(!r)switch(t.getShaderParameter(e,t.SHADER_TYPE)){case t.VERTEX_SHADER:r=new SpiderGL.WebGL.VertexShader(t,{handle:e});break;case t.FRAGMENT_SHADER:r=new SpiderGL.WebGL.FragmentShader(t,{handle:e});break;default:return}this._shaders.push(r)}},_updateActiveInfo:function(){var e=this._gl,t=this._h,r=0,i=null,n=null,a=null,s={};r=e.getProgramParameter(t,e.ACTIVE_ATTRIBUTES);for(var o=0;o1){var d=n.lastIndexOf("[0]");if(d==n.length-3)for(var p=n.slice(0,d),h=1;h=0},getShaders:function(){return this._shaders.slice()},link:function(){return this._gl.linkProgram(this._h),this._linked},validate:function(){var e=this._gl,t=this._h;return e.validateProgram(t),!!e.getProgramParameter(t,e.VALIDATE_STATUS)},setAttributes:function(e){return!!this._setAttributes(e)&&(!this._autoLink||this.link())},getAttributesNames:function(){var e=this._attributes,t=[];for(var r in e)t.push(e[r].name);return t},getAttributesIndices:function(){var e=this._attributes,t={};for(var r in e)t[r]=e[r].location;return t},getAttributesInfo:function(){var e=this._attributes,t=null,r={};for(var i in e)t=e[i],r[i]={index:t.index,name:t.name,size:t.size,type:t.type,location:t.location};return r},setUniforms:function(e){if(!e)return!1;var t=this._gl,r=this._cb,i=this._dsa,n=this._h;r.pushProgram(),t.useProgram(n);var a=this._uniforms,s=null;for(var o in e)(s=a[o])&&s.setValue(i,n,e[o]);return r.popProgram(),!0},getUniformsNames:function(){var e=this._uniforms,t=[];for(var r in e)t.push(e[r].name);return t},getUniformsValues:function(){var e=this._gl,t=this._h,r=this._uniforms,i={};for(var n in r)i[n]=e.getUniform(t,r[n].location);return i},getUniformsInfo:function(){var e=this._uniforms,t=null,r={};for(var i in e)t=e[i],r[i]={index:t.index,name:t.name,size:t.size,type:t.type,location:t.location};return r},destroy:function(){this._gl.deleteProgram(this._h)},bind:function(){this._gl.useProgram(this._h)},unbind:function(){this._gl.useProgram(null)}},SpiderGL.Type.extend(SpiderGL.WebGL.Program,SpiderGL.WebGL.ObjectGL),SpiderGL.WebGL.Renderbuffer=function(e,t){if(!SpiderGL.WebGL.Context.isHijacked(e))return null;if(SpiderGL.Type.instanceOf(n,WebGLRenderbuffer)&&(t={handle:t}),t=SpiderGL.Utility.getDefaultObject({handle:null},t),SpiderGL.WebGL.ObjectGL.call(this,e,SpiderGL.WebGL.Renderbuffer.TARGET,t),this._h&&this._h._spidergl&&this._h._spidergl!=this)return this._h._spidergl;e=this._gl;var r=this._cb,i=(this._dsa,this._t),n=this._h,a=e.NONE,s=0,o=0;n?(r.pushRenderbuffer(i),e.bindRenderbuffer(i,n),a=e.getRenderbufferParameter(i,e.RENDERBUFFER_INTERNAL_FORMAT),s=e.getRenderbufferParameter(i,e.RENDERBUFFER_WIDTH),o=e.getRenderbufferParameter(i,e.RENDERBUFFER_HEIGHT),r.popRenderbuffer(i)):(n=e.createRenderbuffer(),this._h=n),n._spidergl=this,this._width=s,this._height=o,this._format=a,SpiderGL.Type.isNumber(t.internalFormat)&&SpiderGL.Type.isNumber(t.width)&&SpiderGL.Type.isNumber(t.height)&&this.setStorage(t.internalFormat,t.width,t.height,t.format)},SpiderGL.WebGL.Renderbuffer.TARGET=WebGLRenderingContext.prototype.RENDERBUFFER,SpiderGL.WebGL.Renderbuffer.unbind=function(e){e.bindRenderbuffer(SpiderGL.WebGL.Renderbuffer.TARGET,null)},SpiderGL.WebGL.Renderbuffer.prototype={_gl_deleteRenderbuffer:function(e){this._h=null},_gl_isRenderbuffer:function(e){},_gl_bindRenderbuffer:function(e,t){},_gl_getRenderbufferParameter:function(e,t){},_gl_renderbufferStorage:function(e,t,r,i){this._format=t,this._width=r,this._height=i},get isReady(){return this._width>0&&this._height>0},get format(){return this._format},get width(){return this._width},get height(){return this._height},setStorage:function(e,t,r){this._dsa.renderbufferStorage(this._h,this._t,e,t,r)},destroy:function(){this._gl.deleteRenderbuffer(this._h)},bind:function(){this._gl.bindRenderbuffer(this._t,this._h)},unbind:function(){this._gl.bindRenderbuffer(this._t,null)}},SpiderGL.Type.extend(SpiderGL.WebGL.Renderbuffer,SpiderGL.WebGL.ObjectGL),SpiderGL.WebGL.Shader=function(e,t,r,i){if(!SpiderGL.WebGL.Context.isHijacked(e))return null;if(SpiderGL.Type.instanceOf(i,WebGLShader)?i={handle:i}:SpiderGL.Type.isString(i)&&(i={source:i}),i=SpiderGL.Utility.getDefaultObject({handle:null,source:null,autoCompile:SpiderGL.WebGL.Shader.DEFAULT_AUTO_COMPILE},i),SpiderGL.WebGL.ObjectGL.call(this,e,t,i),this._h&&this._h._spidergl&&this._h._spidergl!=this)return this._h._spidergl;e=this._gl,this._cb,this._dsa;var n="",a=!1,s="",o=this._h;o?((n=e.getShaderSource(o))||(n=""),a=!!e.getShaderParameter(o,e.COMPILE_STATUS),!!e.getShaderParameter(o,e.DELETE_STATUS),(s=e.getShaderInfoLog(o))||(s="")):(o=e.createShader(r),this._h=o),o._spidergl=this,this._source=n,this._compiled=a,this._log=s,this._autoCompile=i.autoCompile,i.source&&this.setSource(i.source)},SpiderGL.WebGL.Shader.TARGET=WebGLRenderingContext.prototype.NONE,SpiderGL.WebGL.Shader.DEFAULT_AUTO_COMPILE=!0,SpiderGL.WebGL.Shader.unbind=function(e){},SpiderGL.WebGL.Shader.prototype={_gl_deleteShader:function(e){this._h=null},_gl_isShader:function(e){},_gl_getShaderParameter:function(e,t){},_gl_getShaderInfoLog:function(e){},_gl_getShaderSource:function(e){},_gl_compileShader:function(e){this._postCompile()},_gl_shaderSource:function(e,t){this._source=t,this._source||(this._source="")},_postCompile:function(){var e=this._gl,t=this._h;this._compiled=!!e.getShaderParameter(t,e.COMPILE_STATUS),this._log=e.getShaderInfoLog(t),this._log||(this._log="")},get isReady(){return this.isCompiled},get isCompiled(){return this._compiled},get log(){return this._log},get autoCompile(){return this._autoCompile},set autoCompile(e){this._autoCompile=!!e},setSource:function(e,t){var r=this._gl,i=this._h;r.shaderSource(i,e);SpiderGL.Utility.getDefaultValue(t,this._autoCompile);return this.compile()},get source(){return this._source},set source(e){this.setSource(e)},compile:function(){return this._gl.compileShader(this._h),this._compiled},destroy:function(){this._gl.deleteShader(this._h)},bind:function(){},unbind:function(){}},SpiderGL.Type.extend(SpiderGL.WebGL.Shader,SpiderGL.WebGL.ObjectGL),SpiderGL.WebGL.VertexShader=function(e,t){return SpiderGL.WebGL.Context.isHijacked(e)?(SpiderGL.WebGL.Shader.call(this,e,SpiderGL.WebGL.VertexShader.TARGET,e.VERTEX_SHADER,t),this._h&&this._h._spidergl&&this._h._spidergl!=this?this._h._spidergl:void 0):null},SpiderGL.WebGL.VertexShader.TARGET=WebGLRenderingContext.prototype.NONE,SpiderGL.WebGL.VertexShader.unbind=function(e){},SpiderGL.WebGL.VertexShader.prototype={},SpiderGL.Type.extend(SpiderGL.WebGL.VertexShader,SpiderGL.WebGL.Shader),SpiderGL.WebGL.FragmentShader=function(e,t){return SpiderGL.WebGL.Context.isHijacked(e)?(SpiderGL.WebGL.Shader.call(this,e,SpiderGL.WebGL.FragmentShader.TARGET,e.FRAGMENT_SHADER,t),this._h&&this._h._spidergl&&this._h._spidergl!=this?this._h._spidergl:void 0):null},SpiderGL.WebGL.FragmentShader.TARGET=WebGLRenderingContext.prototype.NONE,SpiderGL.WebGL.FragmentShader.unbind=function(e){},SpiderGL.WebGL.FragmentShader.prototype={},SpiderGL.Type.extend(SpiderGL.WebGL.FragmentShader,SpiderGL.WebGL.Shader),SpiderGL.WebGL.Texture=function(e,t,r){if(!SpiderGL.WebGL.Context.isHijacked(e))return null;if(SpiderGL.Type.instanceOf(r,WebGLTexture)?r={handle:r}:SpiderGL.Type.isString(r)&&(r={url:r}),r=SpiderGL.Utility.getDefaultObject({handle:null,magFilter:SpiderGL.WebGL.Texture.DEFAULT_MAG_FILTER,minFilter:SpiderGL.WebGL.Texture.DEFAULT_MIN_FILTER,wrapS:SpiderGL.WebGL.Texture.DEFAULT_WRAP_S,wrapT:SpiderGL.WebGL.Texture.DEFAULT_WRAP_T,flipYPolicy:SpiderGL.WebGL.Context.DEFAULT_UNPACK_FLIP_Y,premultiplyAlphaPolicy:SpiderGL.WebGL.Context.DEFAULT_UNPACK_PREMULTIPLY_ALPHA,colorspaceConversionPolicy:SpiderGL.WebGL.Context.DEFAULT_UNPACK_COLORSPACE_CONVERSION,autoMipmap:SpiderGL.WebGL.Texture.DEFAULT_AUTO_GENERATE_MIPMAP,format:e.NONE,width:0,height:0},r),SpiderGL.WebGL.ObjectGL.call(this,e,t,r),this._h&&this._h._spidergl&&this._h._spidergl!=this)return this._h._spidergl;e=this._gl;var i=this._cb,n=(this._dsa,this._t),a=this._h;a||(a=e.createTexture(),this._h=a),i.pushTexture(n),e.bindTexture(n,a),this._magFilter=e.getTexParameter(n,e.TEXTURE_MAG_FILTER),this._minFilter=e.getTexParameter(n,e.TEXTURE_MIN_FILTER),this._wrapS=e.getTexParameter(n,e.TEXTURE_WRAP_S),this._wrapT=e.getTexParameter(n,e.TEXTURE_WRAP_T),i.popTexture(n),a._spidergl=this,this._format=r.format,this._width=r.width,this._height=r.height,this._flipY=r.flipYPolicy,this._premultiplyAlpha=r.premultiplyAlphaPolicy,this._colorspaceConversion=r.colorspaceConversionPolicy,this._autoMipmap=r.autoMipmap,this._missingFaces=SpiderGL.WebGL.Texture._FACE_ALL_BITS,this.setSampler(r)},SpiderGL.WebGL.Texture.TARGET=WebGLRenderingContext.prototype.NONE,SpiderGL.WebGL.Texture.DEFAULT_BORDER=0,SpiderGL.WebGL.Texture.DEFAULT_FORMAT=WebGLRenderingContext.prototype.RGBA,SpiderGL.WebGL.Texture.DEFAULT_AUTO_GENERATE_MIPMAP=!1,SpiderGL.WebGL.Texture.DEFAULT_INTERNAL_FORMAT=WebGLRenderingContext.prototype.RGBA,SpiderGL.WebGL.Texture.DEFAULT_LEVEL=0,SpiderGL.WebGL.Texture.DEFAULT_MAG_FILTER=WebGLRenderingContext.prototype.LINEAR,SpiderGL.WebGL.Texture.DEFAULT_MIN_FILTER=WebGLRenderingContext.prototype.LINEAR,SpiderGL.WebGL.Texture.DEFAULT_TYPE=WebGLRenderingContext.prototype.UNSIGNED_BYTE,SpiderGL.WebGL.Texture.DEFAULT_WRAP_S=WebGLRenderingContext.prototype.REPEAT,SpiderGL.WebGL.Texture.DEFAULT_WRAP_T=WebGLRenderingContext.prototype.REPEAT,SpiderGL.WebGL.Texture.DEFAULT_X_OFFSET=0,SpiderGL.WebGL.Texture.DEFAULT_Y_OFFSET=0,SpiderGL.WebGL.Texture.DEFAULT_UNPACK_FLIP_Y=!0,SpiderGL.WebGL.Texture.DEFAULT_UNPACK_PREMULTIPLY_ALPHA=!1,SpiderGL.WebGL.Texture.DEFAULT_UNPACK_COLORSPACE_CONVERSION=WebGLRenderingContext.prototype.NONE,SpiderGL.WebGL.Texture.unbind=function(e){},SpiderGL.WebGL.Texture._FACE_POSITIVE_X_BIT=1,SpiderGL.WebGL.Texture._FACE_NEGATIVE_X_BIT=2,SpiderGL.WebGL.Texture._FACE_POSITIVE_Y_BIT=4,SpiderGL.WebGL.Texture._FACE_NEGATIVE_Y_BIT=8,SpiderGL.WebGL.Texture._FACE_POSITIVE_Z_BIT=16,SpiderGL.WebGL.Texture._FACE_NEGATIVE_Z_BIT=32,SpiderGL.WebGL.Texture._FACE_ALL_BITS=SpiderGL.WebGL.Texture._FACE_POSITIVE_X_BIT|SpiderGL.WebGL.Texture._FACE_NEGATIVE_X_BIT|SpiderGL.WebGL.Texture._FACE_POSITIVE_Y_BIT|SpiderGL.WebGL.Texture._FACE_NEGATIVE_Y_BIT|SpiderGL.WebGL.Texture._FACE_POSITIVE_Z_BIT|SpiderGL.WebGL.Texture._FACE_NEGATIVE_Z_BIT,SpiderGL.WebGL.Texture._faceBits={},SpiderGL.WebGL.Texture._faceBits[WebGLRenderingContext.prototype.TEXTURE_2D]=SpiderGL.WebGL.Texture._FACE_ALL_BITS,SpiderGL.WebGL.Texture._faceBits[WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP]=SpiderGL.WebGL.Texture._FACE_ALL_BITS,SpiderGL.WebGL.Texture._faceBits[WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_POSITIVE_X]=SpiderGL.WebGL.Texture._FACE_POSITIVE_X_BIT,SpiderGL.WebGL.Texture._faceBits[WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_NEGATIVE_X]=SpiderGL.WebGL.Texture._FACE_NEGATIVE_X_BIT,SpiderGL.WebGL.Texture._faceBits[WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_POSITIVE_Y]=SpiderGL.WebGL.Texture._FACE_POSITIVE_Y_BIT,SpiderGL.WebGL.Texture._faceBits[WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_NEGATIVE_Y]=SpiderGL.WebGL.Texture._FACE_NEGATIVE_Y_BIT,SpiderGL.WebGL.Texture._faceBits[WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_POSITIVE_Z]=SpiderGL.WebGL.Texture._FACE_POSITIVE_Z_BIT,SpiderGL.WebGL.Texture._faceBits[WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_NEGATIVE_Z]=SpiderGL.WebGL.Texture._FACE_NEGATIVE_Z_BIT,SpiderGL.WebGL.Texture.prototype={_gl_deleteTexture:function(e){this._h=null},_gl_isTexture:function(e){},_gl_bindTexture:function(e,t){},_gl_getTexParameter:function(e,t){},_gl_copyTexImage2D:function(e,t,r,i,n,a,s,o){0==t&&(this._format=r,this._width=a,this._height=s)},_gl_copyTexSubImage2D:function(e,t,r,i,n,a,s,o,u){},_gl_generateMipmap:function(e){},_gl_texImage2D:function(e){var t=arguments.length;6===t?0===arguments[1]&&(this._format=arguments[2],this._width=arguments[5].width,this._height=arguments[5].height):9===t&&0===arguments[1]&&(this._format=arguments[2],this._width=arguments[3],this._height=arguments[4])},_gl_texParameterf:function(e,t,r){this._setTexParameter(t,r)},_gl_texParameteri:function(e,t,r){this._setTexParameter(t,r)},_gl_texSubImage2D:function(e){},_setTexParameter:function(e,t){var r=this._gl;switch(e){case r.TEXTURE_MAG_FILTER:this._magFilter=t;break;case r.TEXTURE_MIN_FILTER:this._minFilter=t;break;case r.TEXTURE_WRAP_S:this._wrapS=t;break;case r.TEXTURE_WRAP_T:this._wrapT=t}},_setImageData:function(e,t,r){var i=!!(r=SpiderGL.Utility.getDefaultObject({internalFormat:SpiderGL.WebGL.Texture.DEFAULT_INTERNAL_FORMAT,border:SpiderGL.WebGL.Texture.DEFAULT_BORDER,xoffset:SpiderGL.WebGL.Texture.DEFAULT_X_OFFSET,yoffset:SpiderGL.WebGL.Texture.DEFAULT_Y_OFFSET,level:SpiderGL.WebGL.Texture.DEFAULT_LEVEL,format:SpiderGL.WebGL.Texture.DEFAULT_FORMAT,type:SpiderGL.WebGL.Texture.DEFAULT_TYPE,width:0,height:0,generateMipmap:this._autoMipmap,flipY:this._flipY,premultiplyAlpha:this._premultiplyAlpha,colorspaceConversion:this._colorspaceConversion,data:null,url:null,onCancel:null,onError:null,onProgress:null,onSuccess:null},r)).url,n=!1;i||(n=!r.data||SpiderGL.Type.isTypedArray(r.data));var a=!1;i||n||(a=SpiderGL.Type.instanceOf(r.data,HTMLImageElement)||SpiderGL.Type.instanceOf(r.data,HTMLCanvasElement)||SpiderGL.Type.instanceOf(r.data,HTMLVideoElement))||"undefined"!=typeof ImageData&&(a=SpiderGL.Type.instanceOf(r.data,ImageData));var s=this._gl,o=(this._cb,this._dsa),u=t,d=this._h,p=-1,h=-1,_=-1,f=-1,l=-1,c=-1;(n||a)&&((p=r.flipY)!=SpiderGL.Core.DONT_CARE&&(p==(h=s.getParameter(s.UNPACK_FLIP_Y_WEBGL))?h=-1:s.pixelStorei(s.UNPACK_FLIP_Y_WEBGL,p)),(_=r.premultiplyAlpha)!=SpiderGL.Core.DONT_CARE&&(_==(f=s.getParameter(s.UNPACK_PREMULTIPLY_ALPHA_WEBGL))?f=-1:s.pixelStorei(s.UNPACK_PREMULTIPLY_ALPHA_WEBGL,_)),(l=r.colorspaceConversion)!=SpiderGL.Core.DONT_CARE&&(l==(c=s.getParameter(s.UNPACK_COLORSPACE_CONVERSION_WEBGL))?c=-1:s.pixelStorei(s.UNPACK_COLORSPACE_CONVERSION_WEBGL,l)));var L=!1;if(i){var S={internalFormat:r.internalFormat,border:r.border,xoffset:r.xoffset,yoffset:r.yoffset,level:r.level,format:r.format,type:r.type,generateMipmap:r.generateMipmap,flipY:r.flipY,premultiplyAlpha:r.premultiplyAlpha,colorspaceConversion:r.colorspaceConversion,data:null},g=this,G=r.onSuccess,m=new SpiderGL.IO.ImageRequest(r.url,{onCancel:r.onCancel,onError:r.onError,onProgress:r.onProgress,onSuccess:function(){S.data=m.image,e?g._setImage(t,S):g._setSubImage(t,S),G&&G()},send:!0});return!0}if(n){if(r.width<=0||r.height<=0)return!1;e?(o.texImage2D(d,u,r.level,r.internalFormat,r.width,r.height,r.border,r.format,r.type,r.data),L=!0):o.texSubImage2D(d,u,r.level,r.xoffset,r.yoffset,r.width,r.height,r.format,r.type,r.data)}else{if(!a)return!1;e?(o.texImage2D(d,u,r.level,r.internalFormat,r.format,r.type,r.data),L=!0):o.texSubImage2D(d,u,r.level,r.xoffset,r.yoffset,r.format,r.type,r.data)}return L&&(this._missingFaces&=~SpiderGL.WebGL.Texture._faceBits[u]),(n||a)&&(-1!=h&&s.pixelStorei(s.UNPACK_FLIP_Y_WEBGL,h),-1!=f&&s.pixelStorei(s.UNPACK_PREMULTIPLY_ALPHA_WEBGL,f),-1!=c&&s.pixelStorei(s.UNPACK_COLORSPACE_CONVERSION_WEBGL,c)),r.generateMipmap&&this.generateMipmap(),!0},_setImage:function(e,t){return this._setImageData(!0,e,t)},_setSubImage:function(e,t){return this._setImageData(!1,e,t)},get isReady(){return 0==this._missingFaces&&this._width>0&&this._height>0},get flipYPolicy(){return this._flipY},set flipYPolicy(e){this._flipY=SpiderGL.Utility.getDefaultValue(e,SpiderGL.WebGL.Context.DEFAULT_UNPACK_FLIP_Y)},get premultuplyAlphaPolicy(){return this._premultuplyAlpha},set premultuplyAlphaPolicy(e){this._premultuplyAlpha=SpiderGL.Utility.getDefaultValue(e,SpiderGL.WebGL.Context.DEFAULT_UNPACK_PREMULTIPLY_ALPHA)},get colorspaceConversionPolicy(){return this._colorspaceConversion},set colorspaceConversionPolicy(e){this._colorspaceConversion=SpiderGL.Utility.getDefaultValue(e,SpiderGL.WebGL.Context.DEFAULT_UNPACK_COLORSPACE_CONVERSION)},get autoMipmap(){return this._autoMipmap},set autoMipmap(e){this._autoMipmap=e},get format(){return this._format},get width(){return this._width},get height(){return this._height},get magFilter(){return this._magFilter},set magFilter(e){e=SpiderGL.Utility.getDefaultValue(w,SpiderGL.WebGL.Texture.DEFAULT_MAG_FILTER),this._dsa.texParameteri(this._h,this._t,gl.TEXTURE_MAG_FILTER,e)},get minFilter(){return this._minFilter},set minFilter(e){e=SpiderGL.Utility.getDefaultValue(w,SpiderGL.WebGL.Texture.DEFAULT_MIN_FILTER),this._dsa.texParameteri(this._h,this._t,gl.TEXTURE_MIN_FILTER,e)},get wrapS(){return this._wrapS},set wrapS(e){e=SpiderGL.Utility.getDefaultValue(e,SpiderGL.WebGL.Texture.DEFAULT_WRAP_S),this._dsa.texParameteri(this._h,this._t,gl.TEXTURE_WRAP_S,e)},get wrapT(){return this._wrapT},set wrapT(e){e=SpiderGL.Utility.getDefaultValue(e,SpiderGL.WebGL.Texture.DEFAULT_WRAP_T),this._dsa.texParameteri(this._h,this._t,gl.TEXTURE_WRAP_T,e)},setSampler:function(e){if(!e)return!1;var t=this._gl,r=this._cb,i=(this._dsa,this._t),n=this._h;r.pushTexture(i),t.bindTexture(i,n);var a=0;return"magFilter"in e&&(a=SpiderGL.Utility.getDefaultValue(e.magFilter,SpiderGL.WebGL.Texture.DEFAULT_MAG_FILTER),t.texParameteri(i,t.TEXTURE_MAG_FILTER,a)),"minFilter"in e&&(a=SpiderGL.Utility.getDefaultValue(e.minFilter,SpiderGL.WebGL.Texture.DEFAULT_MIN_FILTER),t.texParameteri(i,t.TEXTURE_MIN_FILTER,a)),"wrapS"in e&&(a=SpiderGL.Utility.getDefaultValue(e.wrapS,SpiderGL.WebGL.Texture.DEFAULT_WRAP_S),t.texParameteri(i,t.TEXTURE_WRAP_S,a)),"wrapT"in e&&(a=SpiderGL.Utility.getDefaultValue(e.wrapT,SpiderGL.WebGL.Texture.DEFAULT_WRAP_T),t.texParameteri(i,t.TEXTURE_WRAP_T,a)),r.popTexture(i),!0},getSampler:function(){return{magFilter:this._magFilter,minFilter:this._minFilter,wrapS:this._wrapS,wrapT:this._wrapT}},generateMipmap:function(){0==this._missingFaces&&this._dsa.generateMipmap(this._h,this._t)},destroy:function(){this._gl.deleteTexture(this._h)},bind:function(e){var t=this._gl,r=(this._cb,this._dsa);void 0===e?t.bindTexture(this._t,this._h):r.bindTexture(t.TEXTURE0+e,this._t,this._h)},unbind:function(e){var t=this._gl,r=(this._cb,this._dsa);void 0===e?t.bindTexture(this._t,null):r.bindTexture(t.TEXTURE0+e,this._t,null)}},SpiderGL.Type.extend(SpiderGL.WebGL.Texture,SpiderGL.WebGL.ObjectGL),SpiderGL.WebGL.Texture2D=function(e,t){return SpiderGL.WebGL.Context.isHijacked(e)?(SpiderGL.WebGL.Texture.call(this,e,SpiderGL.WebGL.Texture2D.TARGET,t),this._h&&this._h._spidergl&&this._h._spidergl!=this?this._h._spidergl:(t=t||{},SpiderGL.Type.instanceOf(t,WebGLTexture)?t={handle:t}:SpiderGL.Type.isString(t)&&(t={url:t}),void(("url"in t||"data"in t||"width"in t&&"height"in t)&&this.setImage(t)))):null},SpiderGL.WebGL.Texture2D.TARGET=WebGLRenderingContext.prototype.TEXTURE_2D,SpiderGL.WebGL.Texture2D.unbind=function(e,t){e.getExtension("SGL_current_binding");var r=e.getExtension("SGL_direct_state_access");void 0===t?e.bindTexture(SpiderGL.WebGL.Texture2D.TARGET,null):r.bindTexture(e.TEXTURE0+t,SpiderGL.WebGL.Texture2D.TARGET,null)},SpiderGL.WebGL.Texture2D.prototype={setImage:function(e){return this._setImage(this._t,e)},setSubImage:function(e){return this._setSubImage(this._t,e)}},SpiderGL.Type.extend(SpiderGL.WebGL.Texture2D,SpiderGL.WebGL.Texture),SpiderGL.WebGL.TextureCubeMap=function(e,t){if(!SpiderGL.WebGL.Context.isHijacked(e))return null;if(SpiderGL.WebGL.Texture.call(this,e,SpiderGL.WebGL.TextureCubeMap.TARGET,t),this._h&&this._h._spidergl&&this._h._spidergl!=this)return this._h._spidergl;t=t||{},SpiderGL.Type.instanceOf(t,WebGLTexture)?t={handle:t}:SpiderGL.Type.isString(t)&&(t={url:t});var r,i=SpiderGL.WebGL.TextureCubeMap._faceTargets;if(t.url){var n=t.url,a=t.onSuccess;a&&(t.onSuccess=(r=6,function(){0==--r&&a.apply(t,null)}));for(var s=0;s<6;++s)t.url=n[s],this.setImage(i[s],t);t.onSuccess=a}else if(t.data){var o=t.data;for(s=0;s<6;++s)t.data=o[s],this.setImage(i[s],t)}else if(t.width>0&&t.height>0)for(s=0;s<6;++s)this.setImage(i[s],t)},SpiderGL.WebGL.TextureCubeMap.TARGET=WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP,SpiderGL.WebGL.TextureCubeMap.unbind=function(e,t){e.getExtension("SGL_current_binding");var r=e.getExtension("SGL_direct_state_access");void 0===t?e.bindTexture(SpiderGL.WebGL.TextureCubeMap.TARGET,null):r.bindTexture(e.TEXTURE0+t,SpiderGL.WebGL.TextureCubeMap.TARGET,null)},SpiderGL.WebGL.TextureCubeMap._faceTargets=[WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_POSITIVE_X,WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_NEGATIVE_X,WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_POSITIVE_Y,WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_NEGATIVE_Y,WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_POSITIVE_Z,WebGLRenderingContext.prototype.TEXTURE_CUBE_MAP_NEGATIVE_Z],SpiderGL.WebGL.TextureCubeMap.prototype={setImage:function(e,t){return this._setImage(e,t)},setSubImage:function(e,t){return this._setSubImage(e,t)}},SpiderGL.Type.extend(SpiderGL.WebGL.TextureCubeMap,SpiderGL.WebGL.Texture),SpiderGL.Model={},SpiderGL.Model.Model=function(e,t,r){SpiderGL.Core.ObjectBase.call(this),r=SpiderGL.Utility.getDefaultObject({},r),t&&"vertices"in t&&(t=SpiderGL.Model.Model._createSimpleDescriptor(t)),this._descriptor=SpiderGL.Model.Model._fixDescriptor(t),this._gl=null,this._renderData={},e&&(this.updateGL(e,r),this.updateRenderData())},SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_SIZE=3,SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_TYPE=SpiderGL.Type.FLOAT32,SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_NORMALIZED=!1,SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_STRIDE=0,SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_OFFSET=0,SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_MODE=SpiderGL.Type.TRIANGLES,SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_FIRST=0,SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_COUNT=-1,SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_TYPE=SpiderGL.Type.UINT16,SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_OFFSET=0,SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_VERTEX_MAP={},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_VERTEX_MAP.position={size:3,type:SpiderGL.Type.FLOAT32,normalized:!1,semantic:"POSITION",index:0,value:[0,0,0,1]},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_VERTEX_MAP.normal={size:3,type:SpiderGL.Type.FLOAT32,normalized:!1,semantic:"NORMAL",index:0,value:[0,0,1,0]},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_VERTEX_MAP.color={size:4,type:SpiderGL.Type.UINT8,normalized:!0,semantic:"COLOR",index:0,value:[0,0,0,255]},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_VERTEX_MAP.texcoord={size:2,type:SpiderGL.Type.FLOAT32,normalized:!1,semantic:"TEXCOORD",index:0,value:[0,0,0,1]},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_VERTEX_MAP.user={size:3,type:SpiderGL.Type.FLOAT32,normalized:!1,semantic:"USER",index:0,value:[0,0,0,1]},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_PRIMITIVE_MAP={},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_PRIMITIVE_MAP.triangles={mode:SpiderGL.Type.TRIANGLES,type:SpiderGL.Type.UINT16,count:-1,semantic:"FILL"},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_PRIMITIVE_MAP.triangleStrip={mode:SpiderGL.Type.TRIANGLE_STRIP,type:SpiderGL.Type.UINT16,count:-1,semantic:"FILL"},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_PRIMITIVE_MAP.triangleFan={mode:SpiderGL.Type.TRIANGLE_FAN,type:SpiderGL.Type.UINT16,count:-1,semantic:"FILL"},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_PRIMITIVE_MAP.lines={mode:SpiderGL.Type.LINES,type:SpiderGL.Type.UINT16,count:-1,semantic:"LINE"},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_PRIMITIVE_MAP.lineStrip={mode:SpiderGL.Type.LINE_STRIP,type:SpiderGL.Type.UINT16,count:-1,semantic:"LINE"},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_PRIMITIVE_MAP.lineLoop={mode:SpiderGL.Type.LINE_LOOP,type:SpiderGL.Type.UINT16,count:-1,semantic:"LINE"},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_PRIMITIVE_MAP.points={mode:SpiderGL.Type.POINTS,type:SpiderGL.Type.UINT16,count:-1,semantic:"POINT"},SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_PRIMITIVE_MAP.user={mode:SpiderGL.Type.TRIANGLES,type:SpiderGL.Type.UINT16,count:-1,semantic:"FILL"},SpiderGL.Model.Model._fixDescriptor=function(e){return(e=SpiderGL.Utility.getDefaultObject({version:"0.0.0.1 EXP",meta:null,data:null,access:null,semantic:null,logic:null},e)).meta=SpiderGL.Model.Model._fixDescriptorMeta(e.meta),e.data=SpiderGL.Model.Model._fixDescriptorData(e.data),e.access=SpiderGL.Model.Model._fixDescriptorAccess(e.access),e.semantic=SpiderGL.Model.Model._fixDescriptorSemantic(e.semantic),e.logic=SpiderGL.Model.Model._fixDescriptorLogic(e.logic),e},SpiderGL.Model.Model._fixDescriptorMeta=function(e){return e=SpiderGL.Utility.getDefaultObject({author:null,date:null,description:null},e)},SpiderGL.Model.Model._fixDescriptorData=function(e){return(e=SpiderGL.Utility.getDefaultObject({vertexBuffers:null,indexBuffers:null},e)).vertexBuffers=SpiderGL.Model.Model._fixDescriptorDataVertexBuffers(e.vertexBuffers),e.indexBuffers=SpiderGL.Model.Model._fixDescriptorDataIndexBuffers(e.indexBuffers),e},SpiderGL.Model.Model._fixDescriptorDataVertexBuffers=function(e){for(var t in e=SpiderGL.Utility.getDefaultObject({},e))e[t]=SpiderGL.Model.Model._fixDescriptorDataVertexBuffer(e[t]);return e},SpiderGL.Model.Model._fixDescriptorDataVertexBuffer=function(e){return SpiderGL.Model.Model._fixDescriptorDataBuffer(e)},SpiderGL.Model.Model._fixDescriptorDataIndexBuffers=function(e){for(var t in e=SpiderGL.Utility.getDefaultObject({},e))e[t]=SpiderGL.Model.Model._fixDescriptorDataIndexBuffer(e[t]);return e},SpiderGL.Model.Model._fixDescriptorDataIndexBuffer=function(e){return SpiderGL.Model.Model._fixDescriptorDataBuffer(e)},SpiderGL.Model.Model._fixDescriptorDataBuffer=function(e){return e=SpiderGL.Utility.getDefaultObject({type:SpiderGL.Type.NO_TYPE,glType:WebGLRenderingContext.prototype.NONE,untypedArray:null,typedArray:null,glBuffer:null},e)},SpiderGL.Model.Model._fixDescriptorAccess=function(e){return(e=SpiderGL.Utility.getDefaultObject({vertexStreams:null,primitiveStreams:null},e)).vertexStreams=SpiderGL.Model.Model._fixDescriptorAccessVertexStreams(e.vertexStreams),e.primitiveStreams=SpiderGL.Model.Model._fixDescriptorAccessPrimitiveStreams(e.primitiveStreams),e},SpiderGL.Model.Model._fixDescriptorAccessVertexStreams=function(e){for(var t in e=SpiderGL.Utility.getDefaultObject({},e))e[t]=SpiderGL.Model.Model._fixDescriptorAccessVertexStream(e[t]);return e},SpiderGL.Model.Model._fixDescriptorAccessVertexStream=function(e){return e=SpiderGL.Utility.getDefaultObject({buffer:null,size:SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_SIZE,type:SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_TYPE,glType:SpiderGL.Type.typeToGL(SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_TYPE),normalized:SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_NORMALIZED,stride:SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_STRIDE,offset:SpiderGL.Model.Model.DEFAULT_VERTEX_STREAM_OFFSET},e)},SpiderGL.Model.Model._fixDescriptorAccessPrimitiveStreams=function(e){for(var t in e=SpiderGL.Utility.getDefaultObject({},e))e[t]=SpiderGL.Model.Model._fixDescriptorAccessPrimitiveStream(e[t]);return e},SpiderGL.Model.Model._fixDescriptorAccessPrimitiveStream=function(e){return e=SpiderGL.Utility.getDefaultObject({buffer:null,mode:SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_MODE,first:SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_FIRST,count:SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_COUNT,type:SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_TYPE,glType:SpiderGL.Type.typeToGL(SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_TYPE),offset:SpiderGL.Model.Model.DEFAULT_PRIMITIVE_STREAM_OFFSET},e)},SpiderGL.Model.Model._fixDescriptorSemantic=function(e){return(e=SpiderGL.Utility.getDefaultObject({bindings:null,chunks:null},e)).bindings=SpiderGL.Model.Model._fixDescriptorSemanticBindings(e.bindings),e.chunks=SpiderGL.Model.Model._fixDescriptorSemanticChunks(e.chunks),e},SpiderGL.Model.Model._fixDescriptorSemanticBindings=function(e){for(var t in e=SpiderGL.Utility.getDefaultObject({},e))e[t]=SpiderGL.Model.Model._fixDescriptorSemanticBinding(e[t]);return e},SpiderGL.Model.Model._fixDescriptorSemanticBinding=function(e){return(e=SpiderGL.Utility.getDefaultObject({vertexStreams:null,primitiveStreams:null},e)).vertexStreams=SpiderGL.Model.Model._fixDescriptorSemanticBindingVertexStreams(e.vertexStreams),e.primitiveStreams=SpiderGL.Model.Model._fixDescriptorSemanticBindingPrimitiveStreams(e.primitiveStreams),e},SpiderGL.Model.Model._fixDescriptorSemanticBindingVertexStreams=function(e){for(var t in e=SpiderGL.Utility.getDefaultObject({},e))e[t]=SpiderGL.Model.Model._fixDescriptorSemanticBindingVertexStream(e[t]);return e},SpiderGL.Model.Model._fixDescriptorSemanticBindingVertexStream=function(e){return e?SpiderGL.Type.isArray(e)?e.slice():[e]:null},SpiderGL.Model.Model._fixDescriptorSemanticBindingPrimitiveStreams=function(e){for(var t in e=SpiderGL.Utility.getDefaultObject({},e))e[t]=SpiderGL.Model.Model._fixDescriptorSemanticBindingPrimitiveStream(e[t]);return e},SpiderGL.Model.Model._fixDescriptorSemanticBindingPrimitiveStream=function(e){return e?SpiderGL.Type.isArray(e)?e.slice():[e]:null},SpiderGL.Model.Model._fixDescriptorSemanticChunks=function(e){for(var t in e=SpiderGL.Utility.getDefaultObject({},e))e[t]=SpiderGL.Model.Model._fixDescriptorSemanticChunk(e[t]);return e},SpiderGL.Model.Model._fixDescriptorSemanticChunk=function(e){return(e=SpiderGL.Utility.getDefaultObject({techniques:null},e)).techniques=SpiderGL.Model.Model._fixDescriptorSemanticChunkTechniques(e.techniques),e},SpiderGL.Model.Model._fixDescriptorSemanticChunkTechniques=function(e){for(var t in e=SpiderGL.Utility.getDefaultObject({},e))e[t]=SpiderGL.Model.Model._fixDescriptorSemanticChunkTechnique(e[t]);return e},SpiderGL.Model.Model._fixDescriptorSemanticChunkTechnique=function(e){return e=SpiderGL.Utility.getDefaultObject({binding:null},e)},SpiderGL.Model.Model._fixDescriptorLogic=function(e){return(e=SpiderGL.Utility.getDefaultObject({parts:null},e)).parts=SpiderGL.Model.Model._fixDescriptorLogicParts(e.parts),e},SpiderGL.Model.Model._fixDescriptorLogicParts=function(e){for(var t in e=SpiderGL.Utility.getDefaultObject({},e))e[t]=SpiderGL.Model.Model._fixDescriptorLogicPart(e[t]);return e},SpiderGL.Model.Model._fixDescriptorLogicPart=function(e){return(e=SpiderGL.Utility.getDefaultObject({chunks:null},e)).chunks=SpiderGL.Model.Model._fixDescriptorLogicPartChunks(e.chunks),e},SpiderGL.Model.Model._fixDescriptorLogicPartChunks=function(e){return e?SpiderGL.Type.isArray(e)?e.slice():[e]:null},SpiderGL.Model.Model._createSimpleDescriptor=function(e){e=SpiderGL.Utility.getDefaultObject({vertices:null,primitives:null,options:null},e);var t={data:{vertexBuffers:{},indexBuffers:{}},access:{vertexStreams:{},primitiveStreams:{}},semantic:{bindings:{},chunks:{}},logic:{parts:{}}},r={vertexStreams:{},primitiveStreams:{}};t.semantic.bindings.mainBinding=r;var i={techniques:{common:{binding:"mainBinding"}}};t.semantic.chunks.mainChunk=i;var n={chunks:["mainChunk"]};t.logic.parts.mainPart=n;var a=-1,s=!1,o=!1;for(var u in e.vertices){if(T=e.vertices[u]){(SpiderGL.Type.isArray(T)||SpiderGL.Type.isTypedArray(T)||SpiderGL.Type.instanceOf(T,ArrayBuffer))&&(T={data:T});var d=null;(M=SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_VERTEX_MAP[u])?d=M.semantic:(M=SpiderGL.Model.Model.DEFAULT_SIMPLE_MODEL_VERTEX_MAP.user,d=u.toUpperCase());var p={buffer:null,size:(E=SpiderGL.Utility.getDefaultObject({size:M.size,type:M.type,normalized:M.normalized,semantic:d,index:M.index,data:null,value:M.value.slice()},T)).size,type:E.type,normalized:E.normalized,stride:0,offset:0,value:E.value.slice()};if(E.data){var h={type:E.type},_=0;if(SpiderGL.Type.isArray(E.data))h.untypedArray=E.data,_=h.untypedArray.length/p.size;else{if(!SpiderGL.Type.isTypedArray(T)&&!SpiderGL.Type.instanceOf(T,ArrayBuffer))continue;h.typedArray=E.data,_=(h.typedArray.byteLength-p.offset)/(p.size*SpiderGL.Type.typeSize(p.type))}_=SpiderGL.Math.floor(_),s=!0,a=a>=0?SpiderGL.Math.min(a,_):_;var f=u+"VertexBuffer";t.data.vertexBuffers[f]=h,p.buffer=f}else o=!0;var l=u;t.access.vertexStreams[l]=p,(b=new Array(E.index+1))[E.index]=l,r.vertexStreams[E.semantic]=b}}var c=0;s?c=a:o&&(c=1);var L=e.primitives;if(SpiderGL.Type.isString(L)&&(L=[L]),SpiderGL.Type.isArray(L)){var S=L;L={};for(var g=0,G=S.length;g=0?M.count:c,semantic:M.semantic},T)).mode,first:0,count:E.count,type:E.type,offset:0};if(E.data){h={type:E.type},_=0;if(SpiderGL.Type.isArray(E.data))h.untypedArray=E.data,_=h.untypedArray.length;else{if(!SpiderGL.Type.isTypedArray(T)&&!SpiderGL.Type.instanceOf(T,ArrayBuffer))continue;h.typedArray=E.data,_=(h.typedArray.byteLength-p.offset)/SpiderGL.Type.typeSize(p.type)}_=SpiderGL.Math.floor(_);f=u+"IndexBuffer";t.data.indexBuffers[f]=h,p.buffer=f,p.count=_}var b;l=u;t.access.primitiveStreams[l]=p,(b=new Array(1))[0]=l,r.primitiveStreams[E.semantic]=b}}return t},SpiderGL.Model.Model.prototype={get descriptor(){return this._descriptor},get isReady(){return!!this._descriptor},get gl(){return this._gl},get renderData(){return this._renderData},updateTypedArrays:function(){var e=this._descriptor;if(!e)return!1;var t=null,r=null,i=e.data.vertexBuffers;for(var n in i)(t=i[n]).untypedArray&&(r=SpiderGL.Type.typeToTypedArrayConstructor(t.type),t.typedArray=new r(t.untypedArray));var a=e.data.indexBuffers;for(var n in a)(t=a[n]).untypedArray&&(r=SpiderGL.Type.typeToTypedArrayConstructor(t.type),t.typedArray=new r(t.untypedArray));return!0},updateGL:function(e,t){if(!e)return!1;var r=this._descriptor;if(!r)return!1;this._gl=e;var i=null,n=null,a=SpiderGL.Utility.getDefaultObject({data:null,usage:SpiderGL.Core.DEFAULT},t);for(var s in a.data=null,r.data.vertexBuffers)i=r.data.vertexBuffers[s],a.data=i.typedArray,a.data||(n=SpiderGL.Type.typeToTypedArrayConstructor(i.type),a.data=new n(i.untypedArray)),i.glBuffer&&(i.glBuffer.destroy(),i.glBuffer=null),i.glBuffer=new SpiderGL.WebGL.VertexBuffer(e,a);for(var s in r.data.indexBuffers)i=r.data.indexBuffers[s],a.data=i.typedArray,a.data||(n=SpiderGL.Type.typeToTypedArrayConstructor(i.type),a.data=new n(i.untypedArray)),i.glBuffer&&(i.glBuffer.destroy(),i.glBuffer=null),i.glBuffer=new SpiderGL.WebGL.IndexBuffer(e,a);var o=null;for(var s in r.access.vertexStreams)(o=r.access.vertexStreams[s]).glType=SpiderGL.Type.typeToGL(o.type);for(var s in r.access.primitiveStreams)(o=r.access.primitiveStreams[s]).glMode=SpiderGL.Type.primitiveToGL(o.mode),o.glType=SpiderGL.Type.typeToGL(o.type);return!0},destroyGL:function(){var e=this._descriptor;if(!e)return!1;var t=null;for(var r in e.data.vertexBuffers)(t=e.data.vertexBuffers[r]).glBuffer&&(t.glBuffer.destroy(),t.glBuffer=null);for(var r in e.data.indexBuffers)(t=e.data.indexBuffers[r]).glBuffer&&(t.glBuffer.destroy(),t.glBuffer=null)},updateRenderData:function(){var e=this._descriptor;if(!e)return!1;var t={partMap:{}};for(var r in e.logic.parts){var i=e.logic.parts[r].chunks,n={};t.partMap[r]=n;for(var a=0,s=i.length;a=0;--d){var p=s.charAt(d);if(-1=="0123456789".indexOf(p,0)){o=s.substring(0,d+1);break}u=p+u}var h=u.length>0?parseInt(u):0,_=o.length;if(_>=2)if("a"==o.charAt(0))"_"==(p=o.charAt(1))&&_>2?o=o.substring(2):p==o.charAt(1).toUpperCase()&&(o=o.substring(1));var f=o.toUpperCase();i[s]={semantic:f,index:h,value:[0,0,0,1]}}var l={};for(var c in t){var L=i[c];if(L){var S=t[c];SpiderGL.Type.isString(S)?S={semantic:S}:SpiderGL.Type.isArray(S)||SpiderGL.Type.isTypedArray(S)?S={value:S}:SpiderGL.Type.isNumber(S)&&(S={value:[S,S,S,S]}),l[c]=SpiderGL.Utility.getDefaultObject({semantic:L.semantic,index:L.index,value:L.value},S)}}return t=SpiderGL.Utility.getDefaultObject(i,l)},SpiderGL.Model.Technique._fixGlobals=function(e,t){var r=e.getUniformsValues(),i={};for(var n in r){var a=n,s=a.length;if(s>=2&&"u"==a.charAt(0)){var o=a.charAt(1);"_"==o&&s>2?a=a.substring(2):o==a.charAt(1).toUpperCase()&&(a=a.substring(1))}var u=a.toUpperCase();i[n]={semantic:u,value:r[n]}}return t=SpiderGL.Utility.getDefaultObject(i,t)},SpiderGL.Model.Technique._createSimpleDescriptor=function(e,t){(t=SpiderGL.Utility.getDefaultObject({name:"common",vertexShader:null,fragmentShader:null,attributes:null,uniforms:null,semantic:{},vertexStreams:null,globals:null,options:null},t)).vertexStreams&&(t.semantic.vertexStreams=t.vertexStreams,delete t.vertexStreams),t.globals&&(t.semantic.globals=t.globals,delete t.globals);var r={name:t.name,program:null,semantic:t.semantic};if(!e)return r;var i=t.vertexShader,n=t.fragmentShader;if(!i||!n)return r;if(SpiderGL.Type.isString(i))i=new SpiderGL.WebGL.VertexShader(e,i);else if(!SpiderGL.Type.instanceOf(i,SpiderGL.WebGL.VertexShader))return r;if(SpiderGL.Type.isString(n))n=new SpiderGL.WebGL.FragmentShader(e,n);else if(!SpiderGL.Type.instanceOf(n,SpiderGL.WebGL.FragmentShader))return r;var a=new SpiderGL.WebGL.Program(e,{shaders:[i,n],attributes:t.attributes,uniforms:t.uniforms});return r.program=a,r},SpiderGL.Model.Technique.prototype={get descriptor(){return this._descriptor},get isReady(){return!!this._descriptor},get gl(){return this._gl},get name(){return this._descriptor.name},get renderData(){return this._renderData},get program(){return this._descriptor.program},setUniforms:function(e){this._descriptor.program.setUniforms(e)},updateRenderData:function(){var e=this._descriptor,t={};this._renderData=t;var r={};t.attributesMap=r;var i=e.program.getAttributesIndices();for(var n in e.semantic.vertexStreams){var a=(d=e.semantic.vertexStreams[n]).semantic,s=r[a];s||(s=[],r[a]=s),s[d.index]={index:i[n],value:d.value}}var o={};for(var u in t.globalsMap=o,e.semantic.globals){var d;o[(d=e.semantic.globals[u]).semantic]={name:u,value:d.value}}}},SpiderGL.Model.ModelRenderer=function(e){this._gl=e,this._vertexAttributesCount=e.getParameter(e.MAX_VERTEX_ATTRIBS),this._textureUnitsCount=e.getParameter(e.MAX_TEXTURE_IMAGE_UNITS),this._internalFramebuffer=new SpiderGL.WebGL.Framebuffer(e),this._reset()},SpiderGL.Model.ModelRenderer.prototype={_reset:function(){this._technique=null,this._model=null,this._partName=null,this._chunkName=null,this._primMode=null,this._framebuffer=null,this._inBegin=!1,this._enabledArrays=[],this._boundTextures=[],this._attribValues=[],this._primitiveStreams=[],this._techniqueDirty=!0,this._modelDirty=!0,this._modelPartDirty=!0,this._modelChunkDirty=!0,this._primModeDirty=!0,this._framebufferDirty=!0,this._viewportDirty=!0,this._dirty=!0},_resetContext:function(){for(var e=this._gl,t=0,r=this._vertexAttributesCount;t=0;--t)e.activeTexture(e.TEXTURE0+t),e.bindTexture(e.TEXTURE_2D,null),e.bindTexture(e.TEXTURE_CUBE_MAP,null);SpiderGL.WebGL.VertexBuffer.unbind(e),SpiderGL.WebGL.IndexBuffer.unbind(e),SpiderGL.WebGL.Program.unbind(e),SpiderGL.WebGL.Framebuffer.unbind(e)},_update:function(){if(!this._dirty)return!0;var e=this._gl;if(this._techniqueDirty){if(!(p=this._technique))return!1;var t=(h=p.renderData).attributesMap,r=[];for(var i in t){var n=t[i];for(var a in n){var s=n[a],o=null;s&&(o={index:s.index,value:s.value}),r.push(o)}}this._attribValues=r,p.program.bind(),this._techniqueDirty=!1}if(this._modelDirty){var u=this._model;if(!u)return!1;a=0;for(var d=(r=this._attribValues).length;a0&&this._onAnimate(),this.postDrawEvent()},_dispatch:function(){var e=arguments[0],t=this._handler,r=t[e];if(r){var i=Array.prototype.slice.call(arguments,1);r.apply(t,i)}},_postDrawEvent:function(){this._postDrawCount=5,this._drawEventPending||(this._drawEventPending=!0,requestAnimationFrame(this._delegateDraw))},_getMouseClientPos:function(e){var t,r,i=this._canvas.getBoundingClientRect(),n=this._canvas.width,a=this._canvas.height;return[t=e.changedTouches?e.changedTouches[0].clientX-i.left:e.clientX-i.left,r=e.changedTouches?a-(e.changedTouches[0].clientY-i.top):a-(e.clientY-i.top),t<0||t>=n||r<0||r>=a,e.timeStamp]},_onInitialize:function(){this._dispatch("onInitialize")},_onTerminate:function(){this._dispatch("onTerminate")},_onBlur:function(e){this._gl;var t=this._keysDown;for(var r in t)t[r]&&(t[r]=!1,this._dispatch("onKeyUp",r,null))},_onKeyDown:function(e){var t=e.keyCode;t>=48&&t<=90&&(t=String.fromCharCode(t).toUpperCase());var r=this._keysDown[t];this._keysDown[t]=!0,r&&this._ignoreKeyRepeat||this._dispatch("onKeyDown",t,e)},_onKeyUp:function(e){var t=e.keyCode;t>=48&&t<=90&&(t=String.fromCharCode(t).toUpperCase());this._keysDown[t]=!1,this._dispatch("onKeyUp",t,e)},_onKeyPress:function(e){var t=e.keyCode;t>=48&&t<=90&&(t=String.fromCharCode(t).toUpperCase());this._dispatch("onKeyPress",t,e)},_onTouchStart:function(e){var t;if(this._canvas.focus(),e.changedTouches)t=e.targetTouches;else{var r={id:e.pointerId,evt:e};for(i=0;i1&&this._resolveTouchZoom(e),1==t.length){this._cursorPrevPos=this._cursorPos;var i=this._getMouseClientPos(e);if(this._cursorPos=i,this._cursorDeltaPos=[this._cursorPos[0]-this._cursorPrevPos[0],this._cursorPos[1]-this._cursorPrevPos[1]],this._cursorDeltaTime=this._cursorPos[3]-this._cursorPrevPos[3],this._cursorDeltaPos[0]>0?this._cursorDeltaPos[0]=Math.floor(this._cursorDeltaPos[0]):this._cursorDeltaPos[0]=Math.ceil(this._cursorDeltaPos[0]),this._cursorDeltaPos[1]>0?this._cursorDeltaPos[1]=Math.floor(this._cursorDeltaPos[1]):this._cursorDeltaPos[1]=Math.ceil(this._cursorDeltaPos[1]),this._touchPanResolved||(this._cursorIncrPos+=SpiderGL.Math.Vec2.length(this._cursorDeltaPos),this._cursorIncrTime+=this._cursorDeltaTime,this._resolveTouchPan(e)),0!=this._cursorDeltaPos[0]||0!=this._cursorDeltaPos[1]){for(var n=0;n<3;++n)if(this._mouseButtonsDown[n]){var a=this._dragStartPos[n],s=[i[0],i[1]];this._dragEndPos[n]=s,this._dragDeltaPos[n]=[s[0]-a[0],s[1]-a[1]],this._dragging[n]?this._dispatch("onDrag",n,s[0],s[1]):(this._dragging[n]=!0,this._dispatch("onDragStart",n,a[0],a[1]))}this._dispatch("onMouseMove",i[0],i[1],e)}}e.preventDefault&&e.preventDefault(),e.stopPropagation()},_resolveTouchZoom:function(e){var t;t=e.changedTouches?e.targetTouches:[this._touches[0].evt,this._touches[1].evt];var r=Math.sqrt(Math.pow(t[0].clientX-t[1].clientX,2)+Math.pow(t[0].clientY-t[1].clientY,2)),i=r-this._touchZoomDelta;this._touchZoomDelta=r,i>-.995&&i<.995||(i=i>0?1:-1,this._dispatch("onMouseWheel",i))},_resolveTouchPan:function(e){var t=25,r=new SglBrowser;if((r.isIE||r.isEdge)&&(t=5),this._cursorIncrPos=0?this._animateWithTimeout&&setTimeout(this._animateEventHandler,this._animateMS):this._fastAnimate&&window.postMessage(SpiderGL.UserInterface.CanvasHandler._FAST_ANIMATE_MESSAGE_NAME,"*")},_onDraw:function(e){if(this._drawEventPending=!1,this._fpsTime&&5!=this.postDrawCount){this._fpsCount++;var t=e-this._fpsTime;this._fps=.8*this._fps+1e3/t*.2}else this._fpsCount=0;this._fpsTime=e,this._dispatch("onDraw"),this._postDrawCount-- >0&&(this._drawEventPending=!0,requestAnimationFrame(this._delegateDraw))},get gl(){return this._gl},get canvas(){return this._canvas},get width(){return this._canvas.width},get height(){return this._canvas.height},get postDrawEvent(){return this._postDrawEventFunction},get animateTime(){return this._animateTime},get animatePrevTime(){return this._animatePrevTime},get animateDeltaTime(){return this._animateDeltaTime},get animateRate(){return this._animateRate},set animateRate(e){e=SpiderGL.Utility.getDefaultValue(e,SpiderGL.UserInterface.CanvasHandler.DEFAULT_ANIMATE_RATE),this._animateRate!==e&&(this._fastAnimate=!1,this._animateMS=-1,this._animateTime=Date.now(),this._animatePrevTime=this._animateTime,this._animateDeltaTime=0,this._animateID&&(clearInterval(this._animateID),this._animateID=null),this._animateRate=e,e>0?(this._animateMS=SpiderGL.Math.floor(1e3/e),this._animateWithTimeout?setTimeout(this._animateEventHandler,this._animateMS):this._animateID=setInterval(this._animateEventHandler,this._animateMS)):e<0&&(this._fastAnimate=!0,window.postMessage(SpiderGL.UserInterface.CanvasHandler._FAST_ANIMATE_MESSAGE_NAME,"*")))},get framesPerSecond(){return this._fps},get ignoreKeyRepeat(){return this._ignoreKeyRepeat},set ignoreKeyRepeat(e){this._ignoreKeyRepeat=SpiderGL.Utility.getDefaultValue(e,SpiderGL.UserInterface.CanvasHandler.DEFAULT_IGNORE_KEY_REPEAT)},isKeyDown:function(e){return e.toUpperCase&&(e=e.toUpperCase()),this._keysDown[e]},isMouseButtonDown:function(e){return this._mouseButtonsDown[e]},isDragging:function(e){return this._dragging[e]},dragStartX:function(e){return this._dragStartPos[e][0]},dragStartY:function(e){return this._dragStartPos[e][1]},dragEndX:function(e){return this._dragEndPos[e][0]},dragEndY:function(e){return this._dragEndPos[e][1]},dragDeltaX:function(e){return this._dragDeltaPos[e][0]},dragDeltaY:function(e){return this._dragDeltaPos[e][1]},get cursorX(){return this._cursorPos[0]},get cursorY(){return this._cursorPos[1]},get cursorPrevX(){return this._cursorPrevPos[0]},get cursorPrevY(){return this._cursorPrevPos[1]},get cursorDeltaX(){return this._cursorDeltaPos[0]},get cursorDeltaY(){return this._cursorDeltaPos[1]},draw:function(){this._onDraw()}},SpiderGL.Type.extend(SpiderGL.UserInterface.CanvasHandler,SpiderGL.Core.ObjectBase),SpiderGL.UserInterface.handleCanvas=function(e,t,r){if(!e||!t)return!1;r=r||{};var i=SpiderGL.WebGL.Context.getHijacked(e,r);if(!i)return!1;var n=new SpiderGL.UserInterface.CanvasHandler(i,t,r);return!!n&&(t[SpiderGL.Utility.getDefaultValue(r.uiName,SpiderGL.UserInterface.CanvasHandler.DEFAULT_PROPERTY_NAME)]=n,n._firstNotify(),!0)},SpiderGL.UserInterface.handleCanvasOnLoad=function(e,t,r){if(!e||!t)return!1;r=r||{};var i=SpiderGL.Utility.getDefaultValue(r.onLoad,null);return window.addEventListener("load",function(){SpiderGL.UserInterface.handleCanvas(e,t,r),i&&i()},!1),!0}; diff --git a/frontend/public/vendor/3dhop/trackball_pantilt.js b/frontend/public/vendor/3dhop/trackball_pantilt.js new file mode 100755 index 0000000..76e29ec --- /dev/null +++ b/frontend/public/vendor/3dhop/trackball_pantilt.js @@ -0,0 +1,383 @@ +/* +3DHOP - 3D Heritage Online Presenter +Copyright (c) 2014-2023, Visual Computing Lab, ISTI - CNR +All rights reserved. + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . +*/ + +/** + * Constructs a PanTiltTrackball object. + * @class Interactor which implements a pan-tilt trackball controller with bounds. + */ +function PanTiltTrackball() { +} + +PanTiltTrackball.prototype = { + + setup : function (options,myPresenter) { + options = options || {}; + var opt = sglGetDefaultObject({ + startCenter : [ 0.0, 0.0, 0.0 ], + startPanX : 0.0, + startPanY : 0.0, + startAngleX : 0.0, + startAngleY : 0.0, + startDistance : 2.0, + minMaxDist : [0.2, 4.0], + minMaxPanX : [-0.7, 0.7], + minMaxPanY : [-0.7, 0.7], + minMaxAngleX : [-70.0, 70.0], + minMaxAngleY : [-70.0, 70.0], + pathStates : [ ], // path points array + animationLocked : false,// if true disable trackball interactions during animation + animationTime : null // when single position navigation, each to point navigation is # seconds (if null, automatically computed) + }, options); + + this._action = SGL_TRACKBALL_NO_ACTION; + this._new_action = true; + this._matrix = SglMat4.identity(); + + this.myPresenter = myPresenter;// parent presenter + + // path + this._pathStates = opt.pathStates; + this._animationLocked = opt.animationLocked; + this._pathPosNum = 0; + + // trackball center + this._center = opt.startCenter; + + // starting/default parameters + this._startPanX = opt.startPanX; //pan X + this._startPanY = opt.startPanY; //pan Y + this._startAngleX = sglDegToRad(opt.startAngleX); //angle X + this._startAngleY = sglDegToRad(opt.startAngleY); //angle Y + this._startDistance = opt.startDistance; //distance + + // current parameters + this._panX = this._startPanX; + this._panY = this._startPanY; + this._angleX = this._startAngleX; + this._angleY = this._startAngleY; + this._distance = this._startDistance; + + // target paramenters + this._targetPanX = this._startPanX; + this._targetPanY = this._startPanY; + this._targetAngleX = this._startAngleX; + this._targetAngleY = this._startAngleY; + this._targetDistance = this._startDistance; + + //animation data + this._isAnimating = false; + this._speedPanX = 0.0; + this._speedPanY = 0.0; + this._speedAngleX = 0.0; + this._speedAngleY = 0.0; + this._speedDistance = 0.0; + this._isAutoWalking = false; + this._animationTime = opt.animationTime; + + //limits + this._minMaxDist = opt.minMaxDist; + this._minMaxPanX = opt.minMaxPanX; + this._minMaxPanY = opt.minMaxPanY; + this._minMaxAngleX = opt.minMaxAngleX; + this._minMaxAngleX[0] = sglDegToRad(this._minMaxAngleX[0]); + this._minMaxAngleX[1] = sglDegToRad(this._minMaxAngleX[1]); + this._minMaxAngleY = opt.minMaxAngleY; + this._minMaxAngleY[0] = sglDegToRad(this._minMaxAngleY[0]); + this._minMaxAngleY[1] = sglDegToRad(this._minMaxAngleY[1]); + + this._start = [0.0, 0.0]; + this.reset(); + }, + + _clamp : function(value, low, high) { + if(value < low) return low; + if(value > high) return high; + return value; + }, + + _computeMatrix: function() { + var m = SglMat4.identity(); + + // centering + m = SglMat4.mul(m, SglMat4.translation([-this._center[0], -this._center[1], -this._center[2]])); + // zoom + m = SglMat4.mul(m, SglMat4.translation([0.0, 0.0, -this._distance])); + // tilt + m = SglMat4.mul(m, SglMat4.rotationAngleAxis(this._angleY, [1.0, 0.0, 0.0])); + m = SglMat4.mul(m, SglMat4.rotationAngleAxis(this._angleX, [0.0, -1.0, 0.0])); + // pan + m = SglMat4.mul(m, SglMat4.translation([this._panX, this._panY, 0.0])); + + this._matrix = m; + + if(typeof onTrackballUpdate != "undefined") + onTrackballUpdate(this.getState()); + }, + + getState : function () { + return [this._panX, this._panY, sglRadToDeg(this._angleX), sglRadToDeg(this._angleY), this._distance]; + }, + + setState : function (newstate) { + // stop animation + this._isAnimating = this._isAutoWalking = false; + + this._panX = newstate[0]; + this._panY = newstate[1]; + this._angleX = sglDegToRad(newstate[2]); + this._angleY = sglDegToRad(newstate[3]); + this._distance = newstate[4]; + + //check limits + this._panX = this._clamp(this._panX, this._minMaxPanX[0], this._minMaxPanX[1]); + this._panY = this._clamp(this._panY, this._minMaxPanY[0], this._minMaxPanY[1]); + this._angleX = this._clamp(this._angleX, this._minMaxAngleX[0], this._minMaxAngleX[1]); + this._angleY = this._clamp(this._angleY, this._minMaxAngleY[0], this._minMaxAngleY[1]); + this._distance = this._clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]); + + this._computeMatrix(); + }, + + animateToState : function (newstate, newtime) { + // stop animation + this._isAnimating = false; + + if(newstate) + { + // stop autoWalking + this._isAutoWalking = false; + + // setting targets + this._targetPanX = newstate[0]; + this._targetPanY = newstate[1]; + this._targetAngleX = sglDegToRad(newstate[2]); + this._targetAngleY = sglDegToRad(newstate[3]); + this._targetDistance = newstate[4]; + + //check limits + this._targetPanX = this._clamp(this._targetPanX, this._minMaxPanX[0], this._minMaxPanX[1]); + this._targetPanY = this._clamp(this._targetPanY, this._minMaxPanY[0], this._minMaxPanY[1]); + this._targetAngleX = this._clamp(this._targetAngleX, this._minMaxAngleX[0], this._minMaxAngleX[1]); + this._targetAngleY = this._clamp(this._targetAngleY, this._minMaxAngleY[0], this._minMaxAngleY[1]); + this._targetDistance = this._clamp(this._targetDistance, this._minMaxDist[0], this._minMaxDist[1]); + + // setting base velocities + this._speedPanX = 2.0; + this._speedPanY = 2.0; + this._speedAngleX = Math.PI; + this._speedAngleY = Math.PI; + this._speedDistance = 2.0; + + // find max animation time to set a time limit and then synchronize all movements + var timePanX = Math.abs((this._targetPanX - this._panX) / this._speedPanX); + var timePanY = Math.abs((this._targetPanY - this._panY) / this._speedPanY); + var timeAngleX = Math.abs((this._targetAngleX - this._angleX) / this._speedAngleX); + var timeAngleY = Math.abs((this._targetAngleY - this._angleY) / this._speedAngleY); + var timeDistance = Math.abs((this._targetDistance - this._distance) / this._speedDistance); + + var maxtime = Math.max( timePanX, Math.max( timePanY, Math.max( timeAngleX, Math.max( timeAngleY, timeDistance ) ) )); + var animationtime = this._clamp(maxtime, 0.5, 2.0); + + if(newtime) animationtime = newtime; + else if (this._animationTime) animationtime = this._animationTime; + + this._speedPanX *= timePanX / animationtime; + this._speedPanY *= timePanY / animationtime; + this._speedAngleX *= timeAngleX / animationtime; + this._speedAngleY *= timeAngleY / animationtime; + this._speedDistance *= timeDistance / animationtime; + } + else + { + if(this._pathPosNum == this._pathStates.length){ + this._isAutoWalking = false; + this._pathPosNum = 0; + } + else { + var state = this._pathStates[this._pathPosNum][0]; + var time = this._animationTime; + if(!Array.isArray(state)) state = this._pathStates[this._pathPosNum]; + else if (this._pathStates[this._pathPosNum][1]) time = this._pathStates[this._pathPosNum][1]; + if(!this._isAutoWalking) this.animateToState(state, time); + this._isAutoWalking = true; + } + } + + // start animation + this._isAnimating = true; + }, + + recenter : function (newpoint) { + // stop animation + this._isAnimating = this._isAutoWalking = false; + + var newpanX = -(newpoint[0]-this.myPresenter.sceneCenter[0]) * this.myPresenter.sceneRadiusInv; + var newpanY = -(newpoint[1]-this.myPresenter.sceneCenter[1]) * this.myPresenter.sceneRadiusInv; + + this.animateToState([newpanX, newpanY, sglRadToDeg(this._angleX), sglRadToDeg(this._angleY), (this._distance * 0.6)]); + }, + + tick : function (dt) { + if(!this._isAnimating) return false; + + var deltaPanX = this._speedPanX * dt; + var deltaPanY = this._speedPanY * dt; + var deltaAngleX = this._speedAngleX * dt; + var deltaAngleY = this._speedAngleY * dt; + var deltaDistance = this._speedDistance * dt; + + var diffPanX = this._targetPanX - this._panX; + var diffPanY = this._targetPanY - this._panY; + var diffAngleX = this._targetAngleX - this._angleX; + var diffAngleY = this._targetAngleY - this._angleY; + var diffDistance = this._targetDistance - this._distance; + + if (diffPanX > deltaPanX) + this._panX += deltaPanX; + else if (diffPanX < -deltaPanX) + this._panX -= deltaPanX; + else + this._panX = this._targetPanX; + + if (diffPanY > deltaPanY) + this._panY += deltaPanY; + else if (diffPanY < -deltaPanY) + this._panY -= deltaPanY; + else + this._panY = this._targetPanY; + + if (diffAngleX > deltaAngleX) + this._angleX += deltaAngleX; + else if (diffAngleX < -deltaAngleX) + this._angleX -= deltaAngleX; + else + this._angleX = this._targetAngleX; + + if (diffAngleY > deltaAngleY) + this._angleY += deltaAngleY; + else if (diffAngleY < -deltaAngleY) + this._angleY -= deltaAngleY; + else + this._angleY = this._targetAngleY; + + if (diffDistance > deltaDistance) + this._distance += deltaDistance; + else if (diffDistance < -deltaDistance) + this._distance -= deltaDistance; + else + this._distance = this._targetDistance; + + if(this._panX == this._targetPanX) + if(this._panY == this._targetPanY) + if(this._angleX == this._targetAngleX) + if(this._angleY == this._targetAngleY) + if(this._distance == this._targetDistance){ + this._isAnimating = false; + if(typeof onTrackballArrived != "undefined") + onTrackballArrived(this.getState()); + if(this._isAutoWalking) { this._pathPosNum++; this._isAutoWalking = false; this.animateToState(); } + } + + this._computeMatrix(); + return true; + }, + + set action(a) { if(this._action != a) { this._new_action = true; this._action = a; } }, + + get action() { return this._action; }, + + get matrix() { this._computeMatrix(); return this._matrix; }, + + get distance() { return this._distance; }, + + reset : function () { + this._matrix = SglMat4.identity(); + this._action = SGL_TRACKBALL_NO_ACTION; + this._new_action = true; + + this._panX = this._startPanX; + this._panY = this._startPanY; + this._angleX = this._startAngleX; + this._angleY = this._startAngleY; + this._distance = this._startDistance; + + this._pathPosNum = 0; + + this._isAutoWalking = false; + this._isAnimating = false; + + this._computeMatrix(); + }, + + track : function(m, x, y, z) { + if(this._animationLocked && this._isAnimating) this._action = SGL_TRACKBALL_NO_ACTION; + if(this._new_action) { + this._start[0] = x; + this._start[1] = y; + this._new_action = false; + } + + var dx = this._start[0] - x; + var dy = this._start[1] - y; + this._start[0] = x; + this._start[1] = y; + + switch (this._action) { + case SGL_TRACKBALL_ROTATE: + this._isAnimating = this._isAutoWalking = false; //stopping animation + this.rotate(m, dx, dy); + break; + + case SGL_TRACKBALL_PAN: + this._isAnimating = this._isAutoWalking = false; //stopping animation + this.pan(m, dx, dy); + break; + + case SGL_TRACKBALL_SCALE: + this._isAnimating = this._isAutoWalking = false; //stopping animation + this.scale(m, z); + break; + + default: + break; + } + return this._computeMatrix(); + }, + + rotate: function(m, dx, dy) { + this._angleX += dx; + this._angleY += dy; + this._angleX = this._clamp(this._angleX, this._minMaxAngleX[0], this._minMaxAngleX[1]); + this._angleY = this._clamp(this._angleY, this._minMaxAngleY[0], this._minMaxAngleY[1]); + }, + + pan: function(m, dx, dy) { + var panSpeed = Math.max(Math.min(1.5, this._distance),0.05); + this._panX -= dx/2.0 * panSpeed; + this._panY -= dy/2.0 * panSpeed; + this._panX = this._clamp(this._panX, this._minMaxPanX[0], this._minMaxPanX[1]); + this._panY = this._clamp(this._panY, this._minMaxPanY[0], this._minMaxPanY[1]); + }, + + scale : function(m, s) { + this._distance *= s; + this._distance = this._clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]); + } +}; +/***********************************************************************/ diff --git a/frontend/public/vendor/3dhop/trackball_sphere.js b/frontend/public/vendor/3dhop/trackball_sphere.js new file mode 100644 index 0000000..04edc8e --- /dev/null +++ b/frontend/public/vendor/3dhop/trackball_sphere.js @@ -0,0 +1,241 @@ +/* +3DHOP - 3D Heritage Online Presenter +Copyright (c) 2014-2020, Visual Computing Lab, ISTI - CNR +All rights reserved. + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . +*/ + +/** + * Constructs a SphereTrackball object. + * @class Interactor which implements a full spherical trackball controller. + */ +function SphereTrackball() { +} + +SphereTrackball.prototype = { + + setup : function (options) { + options = options || {}; + var opt = sglGetDefaultObject({ + startCenter : [ 0.0, 0.0, 0.0 ], + startDistance : 2.0, + minMaxDist : [0.2, 4.0], + }, options); + + this._action = SGL_TRACKBALL_NO_ACTION; + this._new_action = true; + this._matrix = SglMat4.identity(); + this._sphereMatrix = SglMat4.identity(); + + // starting/default parameters + this._startDistance = opt.startDistance; //distance + + // current parameters + this._distance = this._startDistance; + + //limits + this._minMaxDist = opt.minMaxDist; + + this._pts = [ [0.0, 0.0], [0.0, 0.0] ]; + this._start = [0.0, 0.0]; + this.reset(); + }, + + clamp : function(value, low, high) { + if(value < low) return low; + if(value > high) return high; + return value; + }, + + _computeMatrix: function() { + var m = SglMat4.identity(); + + // zoom + m = SglMat4.mul(m, SglMat4.translation([0.0, 0.0, -this._distance])); + // spheretrack + m = SglMat4.mul(m, this._sphereMatrix); + + this._matrix = m; + + if(typeof onTrackballUpdate != "undefined") + onTrackballUpdate(this.getState()); + }, + + _projectOnSphere : function(x, y) { + var r = 1.0; + + var z = 0.0; + var d = sglSqrt(x*x + y*y); + if (d < (r * 0.70710678118654752440)) { + /* Inside sphere */ + z = sglSqrt(r*r - d*d); + } + else { + /* On hyperbola */ + t = r / 1.41421356237309504880; + z = t*t / d; + } + return z; + }, + + _transform : function(m, x, y, z) { + return SglMat4.mul4(m, [x, y, z, 0.0]); + }, + + _transformOnSphere : function(m, x, y) { + var z = this._projectOnSphere(x, y); //get z value + return this._transform(m, x, y, z); + }, + + _translate : function(offset, f) { + var invMat = SglMat4.inverse(this._sphereMatrix); + var t = SglVec3.to4(offset, 0.0); + t = SglMat4.mul4(invMat, t); + t = SglVec4.muls(t, f); + var trMat = SglMat4.translation(t); + this._sphereMatrix = SglMat4.mul(this._sphereMatrix, trMat); + }, + + getState : function () { + return this._sphereMatrix; + }, + + setState : function (newstate) { + this._sphereMatrix = newstate; + this._computeMatrix(); + }, + + animateToState : function (newstate) { + this._sphereMatrix = newstate; + this._computeMatrix(); + }, + + recenter : function (newpoint) { + var newpanX = (newpoint[0]-presenter.sceneCenter[0]) * presenter.sceneRadiusInv; + var newpanY = (newpoint[1]-presenter.sceneCenter[1]) * presenter.sceneRadiusInv; + var newpanZ = (newpoint[2]-presenter.sceneCenter[2]) * presenter.sceneRadiusInv; + + this._sphereMatrix[12] = -newpanX; + this._sphereMatrix[13] = -newpanY; + this._sphereMatrix[14] = -newpanZ; + this._distance *= 0.6; + this._distance = this.clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]); + this._computeMatrix(); + }, + + tick : function (dt) { + return false; + }, + + set action(a) { if(this._action != a) this._new_action = true; this._action = a; }, + + get action() { return this._action; }, + + get matrix() { this._computeMatrix(); return this._matrix; }, + + get distance() { return this._distance; }, + + reset : function () { + this._matrix = SglMat4.identity(); + this._sphereMatrix = SglMat4.identity(); + this._action = SGL_TRACKBALL_NO_ACTION; + this._new_action = true; + + this._distance = this._startDistance; + + this._pts = [ [0.0, 0.0], [0.0, 0.0] ]; + + this._computeMatrix(); + }, + + track : function(m, x, y, z) { + + if(this._new_action) { + this._start[0] = x; + this._start[1] = y; + this._new_action = false; + } + + var dx = this._start[0] - x; + var dy = this._start[1] - y; + this._start[0] = x; + this._start[1] = y; + + this._pts[0][0] = this._pts[1][0] + dx; + this._pts[0][1] = this._pts[1][1] + dy; + this._pts[1][0] = dx; + this._pts[1][1] = dy; + + switch (this._action) { + case SGL_TRACKBALL_ROTATE: + this.rotate(m); + break; + + case SGL_TRACKBALL_PAN: + this.pan(m); + break; + + case SGL_TRACKBALL_DOLLY: + this.dolly(m, z); + break; + + case SGL_TRACKBALL_SCALE: + this.scale(m, z); + break; + + default: + break; + } + }, + + rotate : function(m) { + if ((this._pts[0][0] == this._pts[1][0]) && (this._pts[0][1] == this._pts[1][1])) return; //if Xold == Xnew && Yold ==Ynew return + + var mInv = SglMat4.inverse(m); + + var v0 = this._transformOnSphere(mInv, this._pts[0][0], this._pts[0][1]); //project on sphere (Xold, Yold) + var v1 = this._transformOnSphere(mInv, this._pts[1][0], this._pts[1][1]); //project on sphere (Xnew, Ynew) + + var axis = SglVec3.cross(v0, v1); //axis of rotation + var angle = SglVec3.length(axis); //angle of rotation + var rotMat = SglMat4.rotationAngleAxis(angle, axis); + + this._sphereMatrix = SglMat4.mul(rotMat, this._sphereMatrix); + this._computeMatrix(); + }, + + pan : function(m) { + var mInv = SglMat4.inverse(m); + var v0 = this._transform(mInv, this._pts[0][0], this._pts[0][1], -1.0); + var v1 = this._transform(mInv, this._pts[1][0], this._pts[1][1], -1.0); + var offset = SglVec3.sub(v1, v0); + this._translate(offset, 2.0); + this._computeMatrix(); + }, + + dolly : function(m, dz) { + var mInv = SglMat4.inverse(m); + var offset = this._transform(mInv, 0.0, 0.0, dz); + this._translate(offset, 1.0); + this._computeMatrix(); + }, + + scale : function(m, s) { + this._distance *= s; + this._distance = this.clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]); + this._computeMatrix(); + } +}; +/***********************************************************************/ diff --git a/frontend/public/vendor/3dhop/trackball_turntable.js b/frontend/public/vendor/3dhop/trackball_turntable.js new file mode 100644 index 0000000..eb59101 --- /dev/null +++ b/frontend/public/vendor/3dhop/trackball_turntable.js @@ -0,0 +1,354 @@ +/* +3DHOP - 3D Heritage Online Presenter +Copyright (c) 2014-2020, Visual Computing Lab, ISTI - CNR +All rights reserved. + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . +*/ + +/** + * Constructs a TurntableTrackball object. + * @class Interactor which implements a Turntable controller with bounds. + */ +function TurnTableTrackball() { +} + +TurnTableTrackball.prototype = { + + setup : function (options) { + options = options || {}; + var opt = sglGetDefaultObject({ + startCenter : [ 0.0, 0.0, 0.0 ], + startPhi : 0.0, + startTheta : 0.0, + startDistance : 2.0, + minMaxDist : [0.2, 4.0], + minMaxPhi : [-180, 180], + minMaxTheta : [-80.0, 80.0], + pathStates : [ ], // path points array + animationLocked : false,// if true disable trackball interactions during animation + animationTime : null // when single position navigation, each to point navigation is # seconds (if null, automatically computed) + }, options); + + this._action = SGL_TRACKBALL_NO_ACTION; + this._new_action = true; + this._matrix = SglMat4.identity(); + + // path + this._pathStates = opt.pathStates; + this._animationLocked = opt.animationLocked; + this._pathPosNum = 0; + + // trackball center + this._center = opt.startCenter; + + // starting/default parameters + this._startPhi = sglDegToRad(opt.startPhi); //phi (horizontal rotation) + this._startTheta = sglDegToRad(opt.startTheta); //theta (vertical rotation) + this._startDistance = opt.startDistance; //distance + + // current parameters + this._phi = this._startPhi; + this._theta = this._startTheta; + this._distance = this._startDistance; + + // target paramenters + this._targetPhi = this._startPhi; + this._targetTheta = this._startTheta; + this._targetDistance = this._startDistance; + + //animation data + this._isAnimating = false; + this._speedPhi = 0.0; + this._speedTheta = 0.0; + this._speedDistance = 0.0; + this._isAutoWalking = false; + this._animationTime = opt.animationTime; + + // limits + this._minMaxDist = opt.minMaxDist; + if((opt.minMaxPhi[0] == -180)&&(opt.minMaxPhi[1] == 180)) + this._limitPhi = false; + else + this._limitPhi = true; + this._minMaxPhi = opt.minMaxPhi; + this._minMaxPhi[0] = sglDegToRad(this._minMaxPhi[0]); + this._minMaxPhi[1] = sglDegToRad(this._minMaxPhi[1]); + this._minMaxTheta = opt.minMaxTheta; + this._minMaxTheta[0] = sglDegToRad(this._minMaxTheta[0]); + this._minMaxTheta[1] = sglDegToRad(this._minMaxTheta[1]); + + this._start = [0.0, 0.0]; + this.reset(); + }, + + _clamp : function(value, low, high) { + if(value < low) return low; + if(value > high) return high; + return value; + }, + + _computeMatrix: function() { + var m = SglMat4.identity(); + + // centering + m = SglMat4.mul(m, SglMat4.translation([-this._center[0], -this._center[1], -this._center[2]])); + // zoom + m = SglMat4.mul(m, SglMat4.translation([0.0, 0.0, -this._distance])); + // rotation + m = SglMat4.mul(m, SglMat4.rotationAngleAxis(this._theta, [1.0, 0.0, 0.0])); + // tilt + m = SglMat4.mul(m, SglMat4.rotationAngleAxis(this._phi, [0.0, -1.0, 0.0])); + + this._matrix = m; + + if(typeof onTrackballUpdate != "undefined") + onTrackballUpdate(this.getState()); + }, + + getState : function () { + return [sglRadToDeg(this._phi), sglRadToDeg(this._theta), this._distance]; + }, + + setState : function (newstate) { + // stop animation + this._isAnimating = this._isAutoWalking = false; + + this._phi = sglDegToRad(newstate[0]); + this._theta = sglDegToRad(newstate[1]); + this._distance = newstate[2]; + + //check limits + if(this._limitPhi) + this._phi = this._clamp(this._phi, this._minMaxPhi[0], this._minMaxPhi[1]); + this._theta = this._clamp(this._theta, this._minMaxTheta[0], this._minMaxTheta[1]); + this._distance = this._clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]); + + this._computeMatrix(); + }, + + animateToState : function (newstate, newtime) { + // stop animation + this._isAnimating = false; + + if(newstate) + { + // stop autoWalking + this._isAutoWalking = false; + + // setting targets + this._targetPhi = sglDegToRad(newstate[0]); + this._targetTheta = sglDegToRad(newstate[1]); + this._targetDistance = newstate[2]; + + //check limits + if(this._limitPhi) + this._targetPhi = this._clamp(this._targetPhi, this._minMaxPhi[0], this._minMaxPhi[1]); + this._targetPhi = this._targetPhi % (2*Math.PI); + this._targetTheta = this._clamp(this._targetTheta, this._minMaxTheta[0], this._minMaxTheta[1]); + this._targetDistance = this._clamp(this._targetDistance, this._minMaxDist[0], this._minMaxDist[1]); + + // setting base velocities + this._speedPhi = Math.PI; + this._speedTheta = Math.PI; + this._speedDistance = 2.0; + + //if phi unconstrained rotation, it is necessary to find a good rotation direction + if(!this._limitPhi){ + // normalize (-2pi 2pi) current phi angle, to prevent endless unwinding + this._phi = this._phi % (2*Math.PI); + + // determine minimal, normalized target phi angle, to prevent endless unwinding + var clampedangle = this._targetPhi; + clampedangle = clampedangle % (2*Math.PI); + + if(Math.abs(clampedangle - this._phi) < Math.PI) { // standard rotation + if(clampedangle > this._phi){ + this.speedphi = Math.PI; + } + else{ + this.speedphi = -Math.PI; + } + } + else{ + if(clampedangle > this._phi){ + clampedangle = (clampedangle - 2*Math.PI) + this.speedphi = -Math.PI; + } + else{ + clampedangle = (clampedangle + 2*Math.PI) + this.speedphi = Math.PI; + } + } + + this._targetPhi = clampedangle; + } + + // find max animation time to set a time limit and then synchronize all movements + var timePhi = Math.abs((this._targetPhi - this._phi) / this._speedPhi); + var timeTheta = Math.abs((this._targetTheta - this._theta) / this._speedTheta); + var timeDistance = Math.abs((this._targetDistance - this._distance) / this._speedDistance); + + var maxtime = Math.max( timePhi, Math.max( timeTheta, timeDistance )); + var animationtime = this._clamp(maxtime, 0.5, 2.0); + + if(newtime) animationtime = newtime; + else if (this._animationTime) animationtime = this._animationTime; + + this._speedPhi *= timePhi / animationtime; + this._speedTheta *= timeTheta / animationtime; + this._speedDistance *= timeDistance / animationtime; + } + else + { + if(this._pathPosNum == this._pathStates.length){ + this._isAutoWalking = false; + this._pathPosNum = 0; + } + else { + var state = this._pathStates[this._pathPosNum][0]; + var time = this._animationTime; + if(!Array.isArray(state)) state = this._pathStates[this._pathPosNum]; + else if (this._pathStates[this._pathPosNum][1]) time = this._pathStates[this._pathPosNum][1]; + if(!this._isAutoWalking) this.animateToState(state, time); + this._isAutoWalking = true; + } + } + + // start animation + this._isAnimating = true; + }, + + tick : function (dt) { + if(!this._isAnimating) return false; + + var deltaPhi = this._speedPhi * dt; + var deltaTheta = this._speedTheta * dt; + var deltaDistance = this._speedDistance * dt; + + var diffPhi = this._targetPhi - this._phi; + var diffTheta = this._targetTheta - this._theta; + var diffDistance = this._targetDistance - this._distance; + + if (diffPhi > deltaPhi) + this._phi += deltaPhi; + else if (diffPhi < -deltaPhi) + this._phi -= deltaPhi; + else + this._phi = this._targetPhi; + + if (diffTheta > deltaTheta) + this._theta += deltaTheta; + else if (diffTheta < -deltaTheta) + this._theta -= deltaTheta; + else + this._theta = this._targetTheta; + + if (diffDistance > deltaDistance) + this._distance += deltaDistance; + else if (diffDistance < -deltaDistance) + this._distance -= deltaDistance; + else + this._distance = this._targetDistance; + + if(this._phi == this._targetPhi) + if(this._theta == this._targetTheta) + if(this._distance == this._targetDistance){ + this._isAnimating = false; + if(typeof onTrackballArrived != "undefined") + onTrackballArrived(this.getState()); + if(this._isAutoWalking) { this._pathPosNum++; this._isAutoWalking = false; this.animateToState(); } + } + + this._computeMatrix(); + return true; + }, + + set action(a) { if(this._action != a) { this._new_action = true; this._action = a; } }, + + get action() { return this._action; }, + + get matrix() { this._computeMatrix(); return this._matrix; }, + + get distance() { return this._distance; }, + + reset : function () { + this._matrix = SglMat4.identity(); + this._action = SGL_TRACKBALL_NO_ACTION; + this._new_action = true; + + this._phi = this._startPhi; + this._theta = this._startTheta; + this._distance = this._startDistance; + + this._pathPosNum = 0; + + this._isAutoWalking = false; + this._isAnimating = false; + + this._computeMatrix(); + }, + + track : function(m, x, y, z) { + if(this._animationLocked && this._isAnimating) this._action = SGL_TRACKBALL_NO_ACTION; + if(this._new_action) { + this._start[0] = x; + this._start[1] = y; + this._new_action = false; + } + + var dx = this._start[0] - x; + var dy = this._start[1] - y; + this._start[0] = x; + this._start[1] = y; + + switch (this._action) { + case SGL_TRACKBALL_ROTATE: + this._isAnimating = this._isAutoWalking = false; //stopping animation + this.rotate(m, dx, dy); + break; + + case SGL_TRACKBALL_PAN: + break; + + case SGL_TRACKBALL_SCALE: + this._isAnimating = this._isAutoWalking = false; //stopping animation + this.scale(m, z); + break; + + default: + break; + } + return this._computeMatrix(); + }, + + rotate: function(m, dx, dy) { + this._phi += dx; + if(this._limitPhi) + this._phi = this._clamp(this._phi, this._minMaxPhi[0], this._minMaxPhi[1]); + + // avoid eternal accumulation of rotation, just for the sake of cleanliness + if (this._phi > 10.0) this._phi = this._phi - 10.0; + if (this._phi < -10.0) this._phi = this._phi + 10.0; + + this._theta += dy; + this._theta = this._clamp(this._theta, this._minMaxTheta[0], this._minMaxTheta[1]); + }, + + scale : function(m, s) { + this._distance *= s; + this._distance = this._clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]); + } +}; +/***********************************************************************/ diff --git a/frontend/public/vendor/3dhop/trackball_turntable_pan.js b/frontend/public/vendor/3dhop/trackball_turntable_pan.js new file mode 100644 index 0000000..9a83285 --- /dev/null +++ b/frontend/public/vendor/3dhop/trackball_turntable_pan.js @@ -0,0 +1,467 @@ +/* +3DHOP - 3D Heritage Online Presenter +Copyright (c) 2014-2020, Visual Computing Lab, ISTI - CNR +All rights reserved. + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . +*/ + +/** + * Constructs a TurntableCylTrackball object. + * @class Interactor which implements a Turntable controller + cylindrical pan with bounds. + */ +function TurntablePanTrackball() { +} + +TurntablePanTrackball.prototype = { + + setup : function (options) { + options = options || {}; + var opt = sglGetDefaultObject({ + startCenter : [ 0.0, 0.0, 0.0 ], + startPhi : 0.0, + startTheta : 0.0, + startDistance : 2.0, + startPanX : 0.0, + startPanY : 0.0, + startPanZ : 0.0, + minMaxDist : [0.2, 4.0], + minMaxPhi : [-180, 180], + minMaxTheta : [-80.0, 80.0], + minMaxPanX : [-1.0, 1.0], + minMaxPanY : [-1.0, 1.0], + minMaxPanZ : [-1.0, 1.0], + pathStates : [ ], // path points array + animationLocked : false,// if true disable trackball interactions during animation + animationTime : null // when single position navigation, each to point navigation is # seconds (if null, automatically computed) + }, options); + + this._action = SGL_TRACKBALL_NO_ACTION; + this._new_action = true; + this._matrix = SglMat4.identity(); + + // path + this._pathStates = opt.pathStates; + this._animationLocked = opt.animationLocked; + this._pathPosNum = 0; + + // trackball center + this._center = opt.startCenter; + + // starting/default parameters + this._startPhi = sglDegToRad(opt.startPhi); //phi (horizontal rotation) + this._startTheta = sglDegToRad(opt.startTheta); //theta (vertical rotation) + this._startPanX = opt.startPanX; //panX + this._startPanY = opt.startPanY; //panY + this._startPanZ = opt.startPanZ; //panZ + this._startDistance = opt.startDistance; //distance + + // current parameters + this._phi = this._startPhi; + this._theta = this._startTheta; + this._panX = this._startPanX; + this._panY = this._startPanY; + this._panZ = this._startPanZ; + this._distance = this._startDistance; + + // target paramenters + this._targetPhi = this._startPhi; + this._targetTheta = this._startTheta; + this._targetPanX = this._startPanX; + this._targetPanY = this._startPanY; + this._targetPanZ = this._startPanZ; + this._targetDistance = this._startDistance; + + //animation data + this._isAnimating = false; + this._speedPhi = 0.0; + this._speedTheta = 0.0; + this._speedPanX = 0.0; + this._speedPanY = 0.0; + this._speedPanZ = 0.0; + this._speedDistance = 0.0; + this._isAutoWalking = false; + this._animationTime = opt.animationTime; + + // limits + this._minMaxDist = opt.minMaxDist; + if((opt.minMaxPhi[0] == -180)&&(opt.minMaxPhi[1] == 180)) + this._limitPhi = false; + else + this._limitPhi = true; + this._minMaxPhi = opt.minMaxPhi; + this._minMaxPhi[0] = sglDegToRad(this._minMaxPhi[0]); + this._minMaxPhi[1] = sglDegToRad(this._minMaxPhi[1]); + this._minMaxTheta = opt.minMaxTheta; + this._minMaxTheta[0] = sglDegToRad(this._minMaxTheta[0]); + this._minMaxTheta[1] = sglDegToRad(this._minMaxTheta[1]); + this._minMaxPanX = opt.minMaxPanX; + this._minMaxPanY = opt.minMaxPanY; + this._minMaxPanZ = opt.minMaxPanZ; + + this._start = [0.0, 0.0]; + this.reset(); + }, + + _clamp : function(value, low, high) { + if(value < low) return low; + if(value > high) return high; + return value; + }, + + _computeMatrix: function() { + var m = SglMat4.identity(); + + // centering + m = SglMat4.mul(m, SglMat4.translation([-this._center[0], -this._center[1], -this._center[2]])); + // zoom + m = SglMat4.mul(m, SglMat4.translation([0.0, 0.0, -this._distance])); + // rotation + m = SglMat4.mul(m, SglMat4.rotationAngleAxis(this._theta, [1.0, 0.0, 0.0])); + // tilt + m = SglMat4.mul(m, SglMat4.rotationAngleAxis(this._phi, [0.0, -1.0, 0.0])); + // panning + m = SglMat4.mul(m, SglMat4.translation([-this._panX, -this._panY, -this._panZ])); + + this._matrix = m; + + if(typeof onTrackballUpdate != "undefined") + onTrackballUpdate(this.getState()); + }, + + getState : function () { + return [sglRadToDeg(this._phi), sglRadToDeg(this._theta), this._panX, this._panY, this._panZ, this._distance]; + }, + + setState : function (newstate) { + // stop animation + this._isAnimating = this._isAutoWalking = false; + + this._phi = sglDegToRad(newstate[0]); + this._theta = sglDegToRad(newstate[1]); + this._panX = newstate[2]; + this._panY = newstate[3]; + this._panZ = newstate[4]; + this._distance = newstate[5]; + + //check limits + if(this._limitPhi) + this._phi = this._clamp(this._phi, this._minMaxPhi[0], this._minMaxPhi[1]); + this._theta = this._clamp(this._theta, this._minMaxTheta[0], this._minMaxTheta[1]); + this._distance = this._clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]); + this._panX = this._clamp(this._panX, this._minMaxPanX[0], this._minMaxPanX[1]); + this._panY = this._clamp(this._panY, this._minMaxPanY[0], this._minMaxPanY[1]); + this._panZ = this._clamp(this._panZ, this._minMaxPanZ[0], this._minMaxPanZ[1]); + + this._computeMatrix(); + }, + + animateToState : function (newstate, newtime) { + // stop animation + this._isAnimating = false; + + if(newstate) + { + // stop autoWalking + this._isAutoWalking = false; + + // setting targets + this._targetPhi = sglDegToRad(newstate[0]); + this._targetTheta = sglDegToRad(newstate[1]); + this._targetPanX = newstate[2]; + this._targetPanY = newstate[3]; + this._targetPanZ = newstate[4]; + this._targetDistance = newstate[5]; + + //check limits + if(this._limitPhi) + this._targetPhi = this._clamp(this._targetPhi, this._minMaxPhi[0], this._minMaxPhi[1]); + this._targetPhi = this._targetPhi % (2*Math.PI); + this._targetTheta = this._clamp(this._targetTheta, this._minMaxTheta[0], this._minMaxTheta[1]); + this._targetPanX = this._clamp(this._targetPanX, this._minMaxPanX[0], this._minMaxPanX[1]); + this._targetPanY = this._clamp(this._targetPanY, this._minMaxPanY[0], this._minMaxPanY[1]); + this._targetPanZ = this._clamp(this._targetPanZ, this._minMaxPanZ[0], this._minMaxPanZ[1]); + this._targetDistance = this._clamp(this._targetDistance, this._minMaxDist[0], this._minMaxDist[1]); + + // setting base velocities + this._speedPhi = Math.PI; + this._speedTheta = Math.PI; + this._speedPanX = 1.0; + this._speedPanY = 1.0; + this._speedPanZ = 1.0; + this._speedDistance = 2.0; + + //if phi unconstrained rotation, it is necessary to find a good rotation direction + if(!this._limitPhi){ + // normalize (-2pi 2pi) current phi angle, to prevent endless unwinding + this._phi = this._phi % (2*Math.PI); + + // determine minimal, normalized target phi angle, to prevent endless unwinding + var clampedangle = this._targetPhi; + clampedangle = clampedangle % (2*Math.PI); + + if(Math.abs(clampedangle - this._phi) < Math.PI) { // standard rotation + if(clampedangle > this._phi){ + this.speedphi = Math.PI; + } + else{ + this.speedphi = -Math.PI; + } + } + else{ + if(clampedangle > this._phi){ + clampedangle = (clampedangle - 2*Math.PI) + this.speedphi = -Math.PI; + } + else{ + clampedangle = (clampedangle + 2*Math.PI) + this.speedphi = Math.PI; + } + } + + this._targetPhi = clampedangle; + } + + // find max animation time to set a time limit and then synchronize all movements + var timePhi = Math.abs((this._targetPhi - this._phi) / this._speedPhi); + var timeTheta = Math.abs((this._targetTheta - this._theta) / this._speedTheta); + var timeDistance = Math.abs((this._targetDistance - this._distance) / this._speedDistance); + var timePanX = Math.abs((this._targetPanX - this._panX) / this._speedPanX); + var timePanY = Math.abs((this._targetPanY - this._panY) / this._speedPanY); + var timePanZ = Math.abs((this._targetPanZ - this._panZ) / this._speedPanZ); + + var maxtime = Math.max( timePhi, Math.max( timeTheta, Math.max( timeDistance, Math.max( timePanX, Math.max( timePanY, timePanZ ))))); + var animationtime = this._clamp(maxtime, 0.5, 2.0); + + if(newtime) animationtime = newtime; + else if (this._animationTime) animationtime = this._animationTime; + + this._speedPhi *= timePhi / animationtime; + this._speedTheta *= timeTheta / animationtime; + this._speedDistance *= timeDistance / animationtime; + this._speedPanX *= timePanX / animationtime; + this._speedPanY *= timePanY / animationtime; + this._speedPanZ *= timePanZ / animationtime; + } + else + { + if(this._pathPosNum == this._pathStates.length){ + this._isAutoWalking = false; + this._pathPosNum = 0; + } + else { + var state = this._pathStates[this._pathPosNum][0]; + var time = this._animationTime; + if(!Array.isArray(state)) state = this._pathStates[this._pathPosNum]; + else if (this._pathStates[this._pathPosNum][1]) time = this._pathStates[this._pathPosNum][1]; + if(!this._isAutoWalking) this.animateToState(state, time); + this._isAutoWalking = true; + } + } + + // start animation + this._isAnimating = true; + }, + + recenter : function (newpoint) { + // stop animation + this._isAnimating = this._isAutoWalking = false; + + var newpanX = (newpoint[0]-presenter.sceneCenter[0]) * presenter.sceneRadiusInv; + var newpanY = (newpoint[1]-presenter.sceneCenter[1]) * presenter.sceneRadiusInv; + var newpanZ = (newpoint[2]-presenter.sceneCenter[2]) * presenter.sceneRadiusInv; + + this.animateToState([sglRadToDeg(this._phi), sglRadToDeg(this._theta), newpanX, newpanY, newpanZ, (this._distance * 0.6)]); + }, + + tick : function (dt) { + if(!this._isAnimating) return false; + + var deltaPhi = this._speedPhi * dt; + var deltaTheta = this._speedTheta * dt; + var deltaDistance = this._speedDistance * dt; + var deltaPanX = this._speedPanX * dt; + var deltaPanY = this._speedPanY * dt; + var deltaPanZ = this._speedPanZ * dt; + + var diffPhi = this._targetPhi - this._phi; + var diffTheta = this._targetTheta - this._theta; + var diffDistance = this._targetDistance - this._distance; + var diffPanX = this._targetPanX - this._panX; + var diffPanY = this._targetPanY - this._panY; + var diffPanZ = this._targetPanZ - this._panZ; + + if (diffPhi > deltaPhi) + this._phi += deltaPhi; + else if (diffPhi < -deltaPhi) + this._phi -= deltaPhi; + else + this._phi = this._targetPhi; + + if (diffTheta > deltaTheta) + this._theta += deltaTheta; + else if (diffTheta < -deltaTheta) + this._theta -= deltaTheta; + else + this._theta = this._targetTheta; + + if (diffDistance > deltaDistance) + this._distance += deltaDistance; + else if (diffDistance < -deltaDistance) + this._distance -= deltaDistance; + else + this._distance = this._targetDistance; + + if (diffPanX > deltaPanX) + this._panX += deltaPanX; + else if (diffPanX < -deltaPanX) + this._panX -= deltaPanX; + else + this._panX = this._targetPanX; + + if (diffPanY > deltaPanY) + this._panY += deltaPanY; + else if (diffPanY < -deltaPanY) + this._panY -= deltaPanY; + else + this._panY = this._targetPanY; + + if (diffPanZ > deltaPanZ) + this._panZ += deltaPanZ; + else if (diffPanZ < -deltaPanZ) + this._panZ -= deltaPanZ; + else + this._panZ = this._targetPanZ; + + if(this._phi == this._targetPhi) + if(this._theta == this._targetTheta) + if(this._distance == this._targetDistance) + if(this._panX == this._targetPanX) + if(this._panY == this._targetPanY) + if(this._panZ == this._targetPanZ){ + this._isAnimating = false; + if(typeof onTrackballArrived != "undefined") + onTrackballArrived(this.getState()); + if(this._isAutoWalking) { this._pathPosNum++; this._isAutoWalking = false; this.animateToState(); } + } + + this._computeMatrix(); + return true; + }, + + set action(a) { if(this._action != a) { this._new_action = true; this._action = a; } }, + + get action() { return this._action; }, + + get matrix() { this._computeMatrix(); return this._matrix; }, + + get distance() { return this._distance; }, + + reset : function () { + this._matrix = SglMat4.identity(); + this._action = SGL_TRACKBALL_NO_ACTION; + this._new_action = true; + + this._phi = this._startPhi; + this._theta = this._startTheta; + this._distance = this._startDistance; + this._panX = this._startPanX; + this._panY = this._startPanY; + this._panZ = this._startPanZ; + + this._pathPosNum = 0; + + this._isAutoWalking = false; + this._isAnimating = false; + + this._computeMatrix(); + }, + + track : function(m, x, y, z) { + if(this._animationLocked && this._isAnimating) this._action = SGL_TRACKBALL_NO_ACTION; + if(this._new_action) { + this._start[0] = x; + this._start[1] = y; + this._new_action = false; + } + + var dx = this._start[0] - x; + var dy = this._start[1] - y; + this._start[0] = x; + this._start[1] = y; + + switch (this._action) { + case SGL_TRACKBALL_ROTATE: + this._isAnimating = this._isAutoWalking = false; //stopping animation + this.rotate(m, dx, dy); + break; + + case SGL_TRACKBALL_PAN: + this._isAnimating = this._isAutoWalking = false; //stopping animation + this.pan(m, dx, dy); + break; + + case SGL_TRACKBALL_SCALE: + this._isAnimating = this._isAutoWalking = false; //stopping animation + this.scale(m, z); + break; + + default: + break; + } + return this._computeMatrix(); + }, + + pan: function(m, dx, dy) { + //determining current X, Y and Z axis + var Xvec = [1.0, 0.0, 0.0, 1.0]; + var Yvec = [0.0, 1.0, 0.0, 1.0]; + var Zvec = [0.0, 0.0, 1.0, 1.0]; + Xvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._phi, [0.0, -1.0, 0.0]), Xvec); + Yvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._phi, [0.0, -1.0, 0.0]), Yvec); + Zvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._phi, [0.0, -1.0, 0.0]), Zvec); + Xvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._theta, [1.0, 0.0, 0.0]), Xvec); + Yvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._theta, [1.0, 0.0, 0.0]), Yvec); + Zvec = SglMat4.mul4(SglMat4.rotationAngleAxis(this._theta, [1.0, 0.0, 0.0]), Zvec); + + var panSpeed = Math.max(Math.min(1.5, this._distance),0.05); + this._panX += ((dx * Xvec[0]) + (dy * Xvec[1])) * panSpeed; + this._panY += ((dx * Yvec[0]) + (dy * Yvec[1])) * panSpeed; + this._panZ += ((dx * Zvec[0]) + (dy * Zvec[1])) * panSpeed; + + //clamping + this._panX = this._clamp(this._panX, this._minMaxPanX[0], this._minMaxPanX[1]); + this._panY = this._clamp(this._panY, this._minMaxPanY[0], this._minMaxPanY[1]); + this._panZ = this._clamp(this._panZ, this._minMaxPanZ[0], this._minMaxPanZ[1]); + }, + + rotate: function(m, dx, dy) { + this._phi += dx; + if(this._limitPhi) + this._phi = this._clamp(this._phi, this._minMaxPhi[0], this._minMaxPhi[1]); + + // avoid eternal accumulation of rotation, just for the sake of cleanliness + if (this._phi > 10.0) this._phi = this._phi - 10.0; + if (this._phi < -10.0) this._phi = this._phi + 10.0; + + this._theta += dy; + this._theta = this._clamp(this._theta, this._minMaxTheta[0], this._minMaxTheta[1]); + }, + + scale : function(m, s) { + this._distance *= s; + this._distance = this._clamp(this._distance, this._minMaxDist[0], this._minMaxDist[1]); + } +}; +/***********************************************************************/ diff --git a/frontend/src/config/bootstrap.ts b/frontend/src/config/bootstrap.ts new file mode 100644 index 0000000..961d819 --- /dev/null +++ b/frontend/src/config/bootstrap.ts @@ -0,0 +1,23 @@ +import "@/styles/main.css" + + +type BootstrapOptions = { + activeLink?: string | null; + onReady?: () => void | Promise; +}; + +export async function bootstrap(options: BootstrapOptions = {}): Promise { + const { + activeLink = null, + onReady, + } = options; + + if(activeLink !== null){setActiveLink(activeLink);} + + await onReady?.(); +} + +function setActiveLink(activeLink:string): void{ + const link = document.getElementById(activeLink); + link?.classList.add('active'); +} \ No newline at end of file diff --git a/frontend/src/config/ui.ts b/frontend/src/config/ui.ts new file mode 100644 index 0000000..e69de29 diff --git a/frontend/src/pages/index/index.ts b/frontend/src/pages/index/index.ts new file mode 100644 index 0000000..5ef5512 --- /dev/null +++ b/frontend/src/pages/index/index.ts @@ -0,0 +1,9 @@ +import { bootstrap } from "@/config/bootstrap" + +bootstrap({ + onReady:() => init() +}) + +export function init(){ + console.log('index') +} \ No newline at end of file diff --git a/frontend/src/styles/main.css b/frontend/src/styles/main.css new file mode 100644 index 0000000..2ee3f41 --- /dev/null +++ b/frontend/src/styles/main.css @@ -0,0 +1,8 @@ +@import "tailwindcss"; +@plugin "daisyui"; /* NOSONAR */ + +:root{ + --dc-primary: rgb(34, 69, 138); + --dc-dark-blue: rgb(0, 15, 46); + --dc-white: rgb(255, 255, 255); +} \ No newline at end of file diff --git a/frontend/tsconfig.json b/frontend/tsconfig.json new file mode 100644 index 0000000..07789e0 --- /dev/null +++ b/frontend/tsconfig.json @@ -0,0 +1,31 @@ +{ + "compilerOptions": { + "target": "ES2022", + "useDefineForClassFields": true, + "module": "ESNext", + "lib": ["ES2022", "DOM", "DOM.Iterable"], + "types": ["vite/client", "node", "leaflet"], + "skipLibCheck": true, + + /* Bundler mode */ + "moduleResolution": "bundler", + "allowImportingTsExtensions": true, + "verbatimModuleSyntax": true, + "moduleDetection": "force", + "noEmit": true, + + /* Linting */ + "strict": true, + "noUnusedLocals": true, + "noUnusedParameters": true, + "erasableSyntaxOnly": true, + "noFallthroughCasesInSwitch": true, + "noUncheckedSideEffectImports": true, + + /* Path Aliases - Molto utile per evitare ../../../ */ + "paths": { + "@/*": ["./src/*"] + } + }, + "include": ["src"] +} \ No newline at end of file diff --git a/frontend/vite.config.ts b/frontend/vite.config.ts new file mode 100644 index 0000000..1ab055c --- /dev/null +++ b/frontend/vite.config.ts @@ -0,0 +1,106 @@ +import { defineConfig } from 'vitest/config' +import type { Plugin } from 'vite' +import { fileURLToPath } from 'node:url' +import { readdirSync } from 'node:fs' +import tailwindcss from '@tailwindcss/vite' +import { visualizer } from 'rollup-plugin-visualizer' + +// MPA: raccoglie automaticamente ogni *.html nella root di frontend/ come entry di build. +// { 'index': '/app/index.html', 'scheda': '/app/scheda.html', ... } +const frontendRoot = fileURLToPath(new URL('.', import.meta.url)) +const htmlEntries = Object.fromEntries( + readdirSync(frontendRoot) + .filter((file) => file.endsWith('.html')) + .map((file) => [file.slice(0, -'.html'.length), fileURLToPath(new URL(file, import.meta.url))]) +) + +function mpaRewritePlugin(): Plugin { + return { + name: 'mpa-rewrite', + configureServer(server: any) { + server.middlewares.use((req: any, _res: any, next: any) => { + if ( + req.url && + !req.url.includes('.') && + !req.url.startsWith('/@') && + !req.url.startsWith('/api') && + !req.url.startsWith('/sanctum') && + !req.url.startsWith('/storage') && + !req.url.startsWith('/documentation') && + !req.url.startsWith('/api-docs') && + req.url !== '/' + ) { + // Mappa il primo segmento del path sul relativo .html. + // Es: /scheda/uno-slug -> /scheda.html (lo slug resta leggibile da location.pathname) + const firstSegment = req.url.split('?')[0].split('/')[1] + req.url = `/${firstSegment}.html` + } + next() + }) + } + } +} + +export default defineConfig({ + plugins: [ + tailwindcss(), + visualizer(), + mpaRewritePlugin() + ], + resolve: { + // Alias lato Vite/bundler: tsconfig `paths` vale solo per il type-check, Vite + // ha bisogno del proprio alias per risolvere `@/...` a runtime e in build. + alias: { + '@': fileURLToPath(new URL('./src', import.meta.url)), + }, + }, + build: { + rollupOptions: { + // MPA: auto-detect delle pagine. Ogni *.html nella root di frontend/ è un entry + // (nome = file senza estensione). Aggiungere una pagina = creare il suo .html, + // nessuna modifica qui. Vedi htmlEntries sotto. + input: htmlEntries, + } + }, + server: { + host: '0.0.0.0', + allowedHosts: ['dyncoll-dev.local'], + port: 5173, + proxy: { + '/api-docs': { + target: 'http://backend:8000', + changeOrigin: true, + secure: false, + rewrite: (path: string) => path.replace(/^\/api-docs/, '/docs') + }, + '/api': { + target: 'http://backend:8000', + changeOrigin: true, + secure: false // accetta certificati self-signed + }, + '/sanctum': { + target: 'http://backend:8000', + changeOrigin: true, + secure: false, + }, + '/storage': { + target: 'http://backend:8000', + changeOrigin: true, + secure: false // accetta certificati self-signed + }, + // Documentazione utente (MkDocs) — servizio docker `docs` + '/documentation': { + target: 'http://docs:8000', + changeOrigin: true, + secure: false, + rewrite: (path: string) => path.replace(/^\/documentation/, '') || '/' + } + } + }, + test: { + coverage: { + provider: 'v8', + reporter: ['text', 'html', 'lcov'], + }, + } +}) diff --git a/sonar-project.properties b/sonar-project.properties new file mode 100644 index 0000000..b6bee74 --- /dev/null +++ b/sonar-project.properties @@ -0,0 +1,39 @@ +# Identità del progetto +sonar.projectKey=dyncoll +sonar.projectName=Dynamic Collection +sonar.projectVersion=3.0 +sonar.projectBaseDir=. + +# Sorgenti da analizzare +sonar.sources=backend/app, backend/resources/, backend/routes, frontend/src + +# Esclusioni per non appesantire l'analisi e ignorare file inutili +sonar.exclusions=**/*.spec.ts,frontend/node_modules/**,frontend/dist/**,backend/vendor/**,backend/storage/**,backend/database/migrations/**,backend/database/seeders/**,backend/tests/**,backend/config/**,backend/app/Actions/**,backend/app/Providers/**,backend/routes/**,backend/app/Http/Traits/** + +# Esclusioni dalla COPERTURA (i file restano analizzati per gli issue, ma non +# contano nella coverage): codice UI/DOM e wiring non coperto da unit test +# (pages = entry/wiring, config = bootstrap/ui, viewer = integrazione 3DHOP WebGL, +# types = solo dichiarazioni .d.ts). La logica testabile (shared/**: utils, api, …) +# resta misurata. +sonar.coverage.exclusions=frontend/src/pages/**,frontend/src/config/**,frontend/src/viewer/**,frontend/src/types/** + +# Configurazione specifica per Lingue +# sonar.language=php +sonar.php.exclusions=**/vendor/** +sonar.typescript.tsconfigPath=frontend/tsconfig.json +sonar.javascript.lcov.reportPaths=frontend/coverage/lcov.info +sonar.typescript.lcov.reportPaths=frontend/coverage/lcov.info + +# Codifica file +sonar.sourceEncoding=UTF-8 + +# Qualità: Forza lo scanner ad aspettare l'esito della Quality Gate +sonar.qualitygate.wait=true + +sonar.php.coverage.reportPaths=backend/coverage.xml + +# Escludi le at-rule custom di Tailwind v4 dall'analisi CSS +sonar.css.stylelint.reportPaths= +sonar.issue.ignore.multicriteria=e1 +sonar.issue.ignore.multicriteria.e1.ruleKey=css:S4662 +sonar.issue.ignore.multicriteria.e1.resourceKey=**/*.css