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wipeout.js
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wipeout.js
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"use strict"
var Wipeout = function(containerId, width, height){
this.renderer = new THREE.WebGLRenderer( { antialias: true } );
this.renderer.setSize( width, height );
this.renderer.setClearColor( 0x000000 );
this.container = document.getElementById( containerId );
this.container.appendChild( this.renderer.domElement );
this.width = width;
this.height = height;
this.activeCameraMode = 'fly';
window.addEventListener('resize', this.resize.bind(this), true);
this.clear();
this.animate();
};
Wipeout.prototype.clear = function() {
this.scene = new THREE.Scene();
this.sprites = [];
// Add Camera and controls for orbit
this.camera = new THREE.PerspectiveCamera( 45, this.width / this.height, 64, 2048576 );
this.camera.position.set( 0, 10000, 50000 );
this.camera.rotation.order = 'YZX';
this.controls = new THREE.OrbitControls( this.camera, this.renderer.domElement );
this.controls.damping = 0.2;
this.controls.zoomSpeed = 2;
// Add Camera for fly through
this.splineCamera = new THREE.PerspectiveCamera( 84, window.innerWidth / window.innerHeight, 64, 2048576 );
this.splineCamera.currentLookAt = new THREE.Vector3(0,0,0);
this.splineCamera.roll = 0;
this.splineCamera.rotation.order = 'YZX';
this.cameraSpline = null;
this.sceneMaterial = {};
this.trackMaterial = null;
this.weaponTileMaterial = null;
this.startTime = Date.now();
this.ticks = 0;
};
Wipeout.prototype.resize = function() {
this.width = window.innerWidth;
this.height = window.innerHeight;
this.camera.aspect = this.width / this.height;
this.camera.updateProjectionMatrix();
this.splineCamera.aspect = this.width / this.height;
this.splineCamera.updateProjectionMatrix();
this.renderer.setSize( window.innerWidth, window.innerHeight );
}
Wipeout.prototype.animate = function() {
requestAnimationFrame( this.animate.bind(this) );
var time = Date.now();
// Update weapon tile color
if(this.weaponTileMaterial) {
this.updateWeaponMaterial(time);
}
// Camera is in fly mode and we have a spline to follow?
if( this.activeCameraMode === 'fly' && this.cameraSpline ) {
var elapsedTime = time - this.startTime;
var elapsedTicks = elapsedTime / 1000 * 60;
// Fixed time step loop (60hz)
while(this.ticks < elapsedTicks) {
this.updateSplineCamera();
this.ticks++;
}
this.rotateSpritesToCamera(this.splineCamera);
this.renderer.render(this.scene, this.splineCamera);
}
// Default Orbit camera
else {
this.controls.update();
this.rotateSpritesToCamera(this.camera);
this.renderer.render( this.scene, this.camera );
}
};
Wipeout.prototype.updateSplineCamera = function() {
var damping = 0.90;
var time = this.ticks * 1000 / 60;
var loopTime = this.cameraSpline.points.length * 100;
// Camera position along the spline
var tmod = ( time % loopTime ) / loopTime;
var cameraPos = this.cameraSpline.getPointAt( tmod ).clone();
this.splineCamera.position.multiplyScalar(damping)
.add(cameraPos.clone().add({x:0, y:600, z:0}).multiplyScalar(1-damping));
// Camera lookAt along the spline
var tmodLookAt = ( (time+800) % loopTime ) / loopTime;
var lookAtPos = this.cameraSpline.getPointAt( tmodLookAt ).clone();
this.splineCamera.currentLookAt = this.splineCamera.currentLookAt.multiplyScalar(damping)
.add(lookAtPos.clone().multiplyScalar(1-damping));
this.splineCamera.lookAt(this.splineCamera.currentLookAt);
// Roll into corners - there's probably an easier way to do this. This
// takes the angle between the current camera position and the current
// lookAt, applies some damping and rolls the camera along its view vector
var cn = cameraPos.sub(this.splineCamera.position);
var tn = lookAtPos.sub(this.splineCamera.currentLookAt);
var roll = (Math.atan2(cn.z, cn.x) - Math.atan2(tn.z, tn.x));
roll += (roll > Math.PI)
? -Math.PI*2
: (roll < -Math.PI) ? Math.PI * 2 : 0;
this.splineCamera.roll = this.splineCamera.roll * 0.95 + (roll)*0.1;
this.splineCamera.up = (new THREE.Vector3(0,1,0)).applyAxisAngle(
this.splineCamera.position.clone().sub(this.splineCamera.currentLookAt).normalize(),
this.splineCamera.roll * 0.25
);
}
Wipeout.prototype.rotateSpritesToCamera = function(camera) {
for( var i = 0; i < this.sprites.length; i++ ) {
this.sprites[i].rotation.y = camera.rotation.y;
}
};
Wipeout.prototype.updateWeaponMaterial = function(time) {
// Purple -> blue -> cyan -> yellow -> amber (never 100% red or green)
var colors = [0x800080, 0x0000ff, 0x00ffff, 0xffff00, 0xff8000];
var t = time / 1050;
var index = Math.floor(t);
var alpha = t - index;
var colorA = new THREE.Color(colors[index%colors.length]);
var colorB = new THREE.Color(colors[(index+1)%colors.length]);
this.weaponTileMaterial.color = colorA.lerp(colorB, alpha).multiplyScalar(1.5);
};
// ----------------------------------------------------------------------------
// Wipeout Data Types
// .TRV Files ---------------------------------------------
Wipeout.TrackVertex = Struct.create(
Struct.int32('x'),
Struct.int32('y'),
Struct.int32('z'),
Struct.int32('padding')
);
// .TRF Files ---------------------------------------------
Wipeout.TrackFace = Struct.create(
Struct.array('indices', Struct.uint16(), 4),
Struct.int16('normalx'),
Struct.int16('normaly'),
Struct.int16('normalz'),
Struct.uint8('tile'),
Struct.uint8('flags'),
Struct.uint32('color')
);
Wipeout.TrackFace.FLAGS = {
WALL: 0,
TRACK: 1,
WEAPON: 2,
FLIP: 4,
WEAPON_2: 8,
UNKNOWN: 16,
BOOST: 32
};
// .TTF Files ---------------------------------------------
Wipeout.TrackTextureIndex = Struct.create(
Struct.array('near', Struct.uint16(), 16), // 4x4 tiles
Struct.array('med', Struct.uint16(), 4), // 2x2 tiles
Struct.array('far', Struct.uint16(), 1) // 1 tile
);
// .TRS Files ---------------------------------------------
Wipeout.TrackSection = Struct.create(
Struct.int32('nextJunction'),
Struct.int32('previous'),
Struct.int32('next'),
Struct.int32('x'),
Struct.int32('y'),
Struct.int32('z'),
Struct.skip(116),
Struct.uint32('firstFace'),
Struct.uint16('numFaces'),
Struct.skip(4),
Struct.uint16('flags'),
Struct.skip(4)
);
// .TEX Files ---------------------------------------------
Wipeout.TrackTexture = Struct.create(
Struct.uint8('tile'),
Struct.uint8('flags')
);
Wipeout.TrackSection.FLAGS = {
JUMP: 1,
JUNCTION_END: 8,
JUNCTION_START: 16,
JUNCTION: 32
};
// .PRM Files ---------------------------------------------
Wipeout.Vector3 = Struct.create(
Struct.int32('x'),
Struct.int32('y'),
Struct.int32('z')
);
Wipeout.Vertex = Struct.create(
Struct.int16('x'),
Struct.int16('y'),
Struct.int16('z'),
Struct.int16('padding')
);
Wipeout.UV = Struct.create(
Struct.uint8('u'),
Struct.uint8('v')
);
Wipeout.ObjectHeader = Struct.create(
Struct.string('name', 15),
Struct.skip(1),
Struct.uint16('vertexCount'),
Struct.skip(14),
Struct.uint16('polygonCount'),
Struct.skip(20),
Struct.uint16('index1'),
Struct.skip(28),
Struct.struct('origin', Wipeout.Vector3),
Struct.skip(20),
Struct.struct('position', Wipeout.Vector3),
Struct.skip(16)
);
Wipeout.POLYGON_TYPE = {
UNKNOWN_00: 0x00,
FLAT_TRIS_FACE_COLOR: 0x01,
TEXTURED_TRIS_FACE_COLOR: 0x02,
FLAT_QUAD_FACE_COLOR: 0x03,
TEXTURED_QUAD_FACE_COLOR: 0x04,
FLAT_TRIS_VERTEX_COLOR: 0x05,
TEXTURED_TRIS_VERTEX_COLOR: 0x06,
FLAT_QUAD_VERTEX_COLOR: 0x07,
TEXTURED_QUAD_VERTEX_COLOR: 0x08,
SPRITE_TOP_ANCHOR: 0x0A,
SPRITE_BOTTOM_ANCHOR: 0x0B
};
Wipeout.PolygonHeader = Struct.create(
Struct.uint16('type'),
Struct.uint16('subtype')
);
Wipeout.Polygon = {}
Wipeout.Polygon[Wipeout.POLYGON_TYPE.UNKNOWN_00] = Struct.create(
Struct.struct('header', Wipeout.PolygonHeader),
Struct.array('unknown', Struct.uint16(), 7)
);
Wipeout.Polygon[Wipeout.POLYGON_TYPE.FLAT_TRIS_FACE_COLOR] = Struct.create(
Struct.struct('header', Wipeout.PolygonHeader),
Struct.array('indices', Struct.uint16(), 3),
Struct.uint16('unknown'),
Struct.uint32('color')
);
Wipeout.Polygon[Wipeout.POLYGON_TYPE.TEXTURED_TRIS_FACE_COLOR] = Struct.create(
Struct.struct('header', Wipeout.PolygonHeader),
Struct.array('indices', Struct.uint16(), 3),
Struct.uint16('texture'),
Struct.array('unknown', Struct.uint16(), 2), // 4
Struct.array('uv', Wipeout.UV, 3), // 6
Struct.array('unknown2', Struct.uint16(), 1),
Struct.uint32('color')
);
Wipeout.Polygon[Wipeout.POLYGON_TYPE.FLAT_QUAD_FACE_COLOR] = Struct.create(
Struct.struct('header', Wipeout.PolygonHeader),
Struct.array('indices', Struct.uint16(), 4),
Struct.uint32('color')
);
Wipeout.Polygon[Wipeout.POLYGON_TYPE.TEXTURED_QUAD_FACE_COLOR] = Struct.create(
Struct.struct('header', Wipeout.PolygonHeader),
Struct.array('indices', Struct.uint16(), 4),
Struct.uint16('texture'),
Struct.array('unknown', Struct.uint16(), 2),
Struct.array('uv', Wipeout.UV, 4),
Struct.array('unknown2', Struct.uint16(), 1),
Struct.uint32('color')
);
Wipeout.Polygon[Wipeout.POLYGON_TYPE.FLAT_TRIS_VERTEX_COLOR] = Struct.create(
Struct.struct('header', Wipeout.PolygonHeader),
Struct.array('indices', Struct.uint16(), 3),
Struct.uint16('unknown'),
Struct.array('colors',Struct. uint32(), 3)
);
Wipeout.Polygon[Wipeout.POLYGON_TYPE.TEXTURED_TRIS_VERTEX_COLOR] = Struct.create(
Struct.struct('header', Wipeout.PolygonHeader),
Struct.array('indices', Struct.uint16(), 3),
Struct.uint16('texture'),
Struct.array('unknown', Struct.uint16(), 2), // 4
Struct.array('uv', Wipeout.UV, 3), // 6
Struct.array('unknown2', Struct.uint16(), 1),
Struct.array('colors', Struct.uint32(), 3) // ?
);
Wipeout.Polygon[Wipeout.POLYGON_TYPE.FLAT_QUAD_VERTEX_COLOR] = Struct.create(
Struct.struct('header', Wipeout.PolygonHeader),
Struct.array('indices', Struct.uint16(), 4),
Struct.array('colors', Struct.uint32(), 4)
);
Wipeout.Polygon[Wipeout.POLYGON_TYPE.TEXTURED_QUAD_VERTEX_COLOR] = Struct.create(
Struct.struct('header', Wipeout.PolygonHeader),
Struct.array('indices', Struct.uint16(), 4),
Struct.uint16('texture'),
Struct.array('unknown', Struct.uint16(), 2),
Struct.array('uv', Wipeout.UV, 4),
Struct.array('unknown2', Struct.uint8(), 2),
Struct.array('colors', Struct.uint32(), 4)
);
Wipeout.Polygon[Wipeout.POLYGON_TYPE.SPRITE_TOP_ANCHOR] = Struct.create(
Struct.struct('header', Wipeout.PolygonHeader),
Struct.uint16('index'),
Struct.uint16('width'),
Struct.uint16('height'),
Struct.uint16('texture'),
Struct.uint32('color')
);
Wipeout.Polygon[Wipeout.POLYGON_TYPE.SPRITE_BOTTOM_ANCHOR] =
Wipeout.Polygon[Wipeout.POLYGON_TYPE.SPRITE_TOP_ANCHOR];
// .TIM Files (Little Endian!) -------------------------------
Wipeout.IMAGE_TYPE = {
PALETTED_4_BPP: 0x08,
PALETTED_8_BPP: 0x09,
TRUE_COLOR_16_BPP: 0x02
};
Wipeout.ImageFileHeader = Struct.create(
Struct.uint32('magic', Struct.LITTLE_ENDIAN),
Struct.uint32('type', Struct.LITTLE_ENDIAN),
Struct.uint32('headerLength', Struct.LITTLE_ENDIAN),
Struct.uint16('paletteX', Struct.LITTLE_ENDIAN),
Struct.uint16('paletteY', Struct.LITTLE_ENDIAN),
Struct.uint16('paletteColors', Struct.LITTLE_ENDIAN),
Struct.uint16('palettes', Struct.LITTLE_ENDIAN)
);
Wipeout.ImagePixelHeader = Struct.create(
Struct.uint16('skipX', Struct.LITTLE_ENDIAN),
Struct.uint16('skipY', Struct.LITTLE_ENDIAN),
Struct.uint16('width', Struct.LITTLE_ENDIAN),
Struct.uint16('height', Struct.LITTLE_ENDIAN)
);
// ----------------------------------------------------------------------------
// Utility Functions to load a binary buffer via AJAX
Wipeout.prototype.loadBinary = function(url, callback) {
var req = new XMLHttpRequest();
req.open("GET", url, true);
req.responseType = "arraybuffer";
if( req.overrideMimeType ) {
req.overrideMimeType('text/plain; charset=x-user-defined');
}
else {
req.setRequestHeader('Accept-Charset', 'x-user-defined');
}
req.onload = function(ev) {
if( req.status == 200 ) {
callback(req.response);
}
};
req.send();
};
Wipeout.prototype.loadBinaries = function(urls, callback) {
var files = {};
var pending = 0;
for( var name in urls ) {
pending++;
}
var that = this;
for( var name in urls ) {
(function( name, url ){
that.loadBinary(url, function(buffer) {
files[name] = buffer;
pending--;
if( pending === 0 ) {
callback(files);
}
});
})(name, urls[name]);
}
};
Wipeout.prototype.int32ToColor = function( v ) {
return new THREE.Color( ((v >> 24) & 0xff)/0x80, ((v >> 16) & 0xff)/0x80, ((v >> 8) & 0xff)/0x80);
};
// ----------------------------------------------------------------------------
// Read 3D Objects from a PRM File
Wipeout.prototype.readObjects = function(buffer) {
var offset = 0;
var objects = [];
while( offset < buffer.byteLength ) {
var object = this.readObject(buffer, offset);
offset += object.byteLength;
objects.push(object);
}
return objects;
};
Wipeout.prototype.readObject = function(buffer, offset) {
var initialOffset = offset;
var header = Wipeout.ObjectHeader.readStructs(buffer, offset, 1)[0];
offset += Wipeout.ObjectHeader.byteLength;
var vertices = Wipeout.Vertex.readStructs(buffer, offset, header.vertexCount);
offset += Wipeout.Vertex.byteLength * header.vertexCount;
var polygons = [];
for( var i = 0; i < header.polygonCount; i++ ) {
// Peek into the header first to select the right Polygon type
var polygonHeader = Wipeout.PolygonHeader.readStructs(buffer, offset, 1)[0];
var PolygonType = Wipeout.Polygon[polygonHeader.type];
var polygon = PolygonType.readStructs(buffer, offset, 1)[0];
offset += PolygonType.byteLength;
polygons.push(polygon);
}
return {
header: header,
vertices: vertices,
polygons: polygons,
byteLength: offset - initialOffset
};
};
// ----------------------------------------------------------------------------
// Create a ThreeJS Model from a single PRM 3D Object
Wipeout.prototype.createModelFromObject = function(object, spriteCollection) {
var model = new THREE.Object3D();
var geometry = new THREE.Geometry();
model.position.set(object.header.position.x, -object.header.position.y, -object.header.position.z);
// Load vertices
for( var i = 0; i < object.vertices.length; i++ ) {
geometry.vertices.push( new THREE.Vector3(object.vertices[i].x, -object.vertices[i].y, -object.vertices[i].z) );
}
var whiteColor = new THREE.Color(1,1,1);
var nullVector = new THREE.Vector2(0, 0);
// Create faces
for( var i = 0; i < object.polygons.length; i++ ) {
var p = object.polygons[i];
// Sprite
if(
p.header.type === Wipeout.POLYGON_TYPE.SPRITE_BOTTOM_ANCHOR ||
p.header.type === Wipeout.POLYGON_TYPE.SPRITE_TOP_ANCHOR
) {
var v = geometry.vertices[p.index];
var color = this.int32ToColor( p.color );
var yOffset = p.header.type === Wipeout.POLYGON_TYPE.SPRITE_BOTTOM_ANCHOR
? p.height/2
: -p.height/2;
// We can't use THREE.Sprite here, because they rotate to the camera on
// all axis. We just want rotation around the Y axis, so we do it manually.
var spriteMaterial = new THREE.MeshBasicMaterial({map: this.sceneMaterial.materials[p.texture].map, color: color, alphaTest:0.5});
var spriteMesh = new THREE.Mesh( new THREE.PlaneBufferGeometry(p.width, p.height), spriteMaterial );
var sprite = new THREE.Object3D();
sprite.position.set(v.x, v.y + yOffset, v.z);
sprite.add( spriteMesh );
model.add(sprite);
// We have to collect sprites separately, so we can go through all of them
// and rotate them to the camera before rendering the frame
spriteCollection.push( sprite );
}
// Tris or Quad
else if( p.indices ) {
var materialIndex = this.sceneMaterial.flatMaterialIndex;
var c = [whiteColor, whiteColor, whiteColor, whiteColor];
var uv = [nullVector, nullVector, nullVector, nullVector];
// Textured
if( typeof(p.texture) !== 'undefined' ) {
materialIndex = p.texture;
var img = this.sceneMaterial.materials[materialIndex].map.image;
for( var j = 0; j < p.uv.length; j++ ) {
uv[j] = new THREE.Vector2(p.uv[j].u/img.width, 1-p.uv[j].v/img.height);
}
}
// Face or Vertex color?
if( p.color || p.colors ) {
for( var j = 0; j < p.indices.length; j++ ) {
c[j] = this.int32ToColor( p.color || p.colors[j] );
}
}
geometry.faceVertexUvs[0].push([uv[2], uv[1], uv[0]]);
geometry.faces.push( new THREE.Face3(p.indices[2], p.indices[1], p.indices[0], null, [c[2], c[1], c[0]], materialIndex) );
// Push extra UV and Face for Quads
if( p.indices.length === 4 ) {
geometry.faceVertexUvs[0].push([uv[2], uv[3], uv[1]]);
geometry.faces.push( new THREE.Face3(p.indices[2], p.indices[3], p.indices[1], null, [c[2], c[3], c[1]], materialIndex) );
}
}
}
if( geometry.faces.length ) {
var mesh = new THREE.Mesh(geometry, this.sceneMaterial);
model.add(mesh);
}
return model;
};
// ----------------------------------------------------------------------------
// Unpack TIM images from a compressed CMP File (LZ77)
Wipeout.prototype.unpackImages = function(buffer) {
var data = new DataView(buffer);
// Read the file header
var numberOfFiles = data.getUint32(0, true);
var packedDataOffset = (numberOfFiles+1)*4;
var unpackedLength = 0;
for( var i = 0; i < numberOfFiles; i++ ) {
unpackedLength += data.getUint32((i+1)*4, true);
}
// Unpack
var src = new Uint8Array(buffer, packedDataOffset);
var dst = new Uint8Array(unpackedLength);
var wnd = new Uint8Array(0x2000);
var srcPos = 0,
dstPos = 0,
wndPos = 1,
curBit = 0,
curByte = 0,
bitMask = 0x80;
var readBitfield = function( size ) {
var value = 0;
while( size > 0 ) {
if( bitMask === 0x80 ) {
curByte = src[srcPos++];
}
if( curByte & bitMask ) {
value |= size;
}
size >>= 1;
bitMask >>= 1;
if( bitMask === 0 ) {
bitMask = 0x80;
}
}
return value;
};
while( true ) {
if( srcPos > src.byteLength || dstPos > unpackedLength ) {
break;
}
if( bitMask === 0x80 ) {
curByte = src[srcPos++];
}
curBit = (curByte & bitMask);
bitMask >>= 1;
if( bitMask === 0 ) {
bitMask = 0x80;
}
if( curBit ) {
wnd[wndPos & 0x1fff] = dst[dstPos] = readBitfield(0x80);
wndPos++;
dstPos++;
}
else {
var position = readBitfield(0x1000);
if( position === 0 ) {
break;
}
var length = readBitfield(0x08)+2;
for( var i = 0; i <= length; i++ ) {
wnd[wndPos & 0x1fff] = dst[dstPos] = wnd[(i + position) & 0x1fff];
wndPos++;
dstPos++;
}
}
}
// Split unpacked data into separate buffer for each file
var fileOffset = 0;
var files = [];
for( var i = 0; i < numberOfFiles; i++ ) {
var fileLength = data.getUint32((i+1)*4, true);
files.push( dst.buffer.slice(fileOffset, fileOffset + fileLength) );
fileOffset += fileLength;
}
return files;
};
// ----------------------------------------------------------------------------
// Render a TIM image into a 2D canvas
Wipeout.prototype.readImage = function(buffer) {
var data = new DataView(buffer);
var file = Wipeout.ImageFileHeader.readStructs(buffer, 0, 1)[0];
var offset = Wipeout.ImageFileHeader.byteLength;
var palette = null;
if(
file.type === Wipeout.IMAGE_TYPE.PALETTED_4_BPP ||
file.type === Wipeout.IMAGE_TYPE.PALETTED_8_BPP
) {
palette = new Uint16Array(buffer, offset, file.paletteColors);
offset += file.paletteColors * 2;
}
offset += 4; // skip data size
var pixelsPerShort = 1;
if( file.type === Wipeout.IMAGE_TYPE.PALETTED_8_BPP ) {
pixelsPerShort = 2;
}
else if( file.type === Wipeout.IMAGE_TYPE.PALETTED_4_BPP ) {
pixelsPerShort = 4;
}
var dim = Wipeout.ImagePixelHeader.readStructs(buffer, offset, 1)[0];
offset += Wipeout.ImagePixelHeader.byteLength;
var width = dim.width * pixelsPerShort,
height = dim.height;
var canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
var ctx = canvas.getContext('2d');
var pixels = ctx.createImageData(width, height);
var putPixel = function(dst, offset, color) {
dst[offset + 0] = (color & 0x1f) << 3; // R
dst[offset + 1] = ((color >> 5) & 0x1f) << 3; // G
dst[offset + 2] = ((color >> 10) & 0x1f) << 3; // B
dst[offset + 3] = color === 0 ? 0 : 0xff; // A
}
var entries = dim.width * dim.height;
if( file.type === Wipeout.IMAGE_TYPE.TRUE_COLOR_16_BPP ) {
for( var i = 0; i < entries; i++ ) {
var c = data.getUint16(offset+i*2, true);
putPixel(pixels.data, i*4, c);
}
}
else if( file.type === Wipeout.IMAGE_TYPE.PALETTED_8_BPP ) {
for( var i = 0; i < entries; i++ ) {
var p = data.getUint16(offset+i*2, true);
putPixel(pixels.data, i*8+0, palette[ p & 0xff ]);
putPixel(pixels.data, i*8+4, palette[ (p>>8) & 0xff ]);
}
}
else if( file.type === Wipeout.IMAGE_TYPE.PALETTED_4_BPP ) {
for( var i = 0; i < entries; i++ ) {
var p = data.getUint16(offset+i*2, true);
putPixel(pixels.data, i*16+ 0, palette[ p & 0xf ]);
putPixel(pixels.data, i*16+ 4, palette[ (p>>4) & 0xf ]);
putPixel(pixels.data, i*16+ 8, palette[ (p>>8) & 0xf ]);
putPixel(pixels.data, i*16+12, palette[ (p>>12) & 0xf ]);
}
}
ctx.putImageData(pixels, 0, 0);
return canvas;
};
// ----------------------------------------------------------------------------
// Create a single ThreeJS MeshFaceMaterial with the given images
Wipeout.prototype.createMeshFaceMaterial = function(images, vertexColors, side){
var materials = [];
var basicMaterial = new THREE.MeshBasicMaterial({wireframe:false});
basicMaterial.vertexColors = vertexColors;
for( var i = 0; i < images.length; i++ ) {
var material = basicMaterial;
if( images[i].byteLength !== 0 ) {
var texture = new THREE.Texture(images[i]);
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
material = new THREE.MeshBasicMaterial({map:texture});
if( i === 3 && vertexColors === THREE.FaceColors ) {
//this is weapon tile. store material, so we can update color later
material.vertexColors = THREE.NoColors;
this.weaponTileMaterial = material;
}
else {
material.vertexColors = vertexColors;
}
material.side = side;
material.alphaTest = 0.5;
}
materials.push(material);
}
materials.push(basicMaterial)-1;
var faceMat = new THREE.MeshFaceMaterial(materials);
faceMat.flatMaterialIndex = materials.length-1;
return faceMat;
};
// ----------------------------------------------------------------------------
// Add objects from the PRM and CMP files to the scene
Wipeout.prototype.createScene = function(files, modify) {
var rawImages = files.textures ? this.unpackImages(files.textures) : [];
var images = rawImages.map(this.readImage.bind(this));
this.sceneMaterial = this.createMeshFaceMaterial(images, THREE.VertexColors, THREE.FrontSide);
var objects = this.readObjects(files.objects);
for( var i = 0; i < objects.length; i++ ) {
var model = this.createModelFromObject(objects[i], this.sprites);
if( modify && modify.scale ) {
model.scale.set(modify.scale, modify.scale, modify.scale);
}
if( modify && modify.move ) {
model.position.add(modify.move);
}
if( modify && modify.space ) {
model.position.add({x: (i + 0.5 - objects.length/2)*modify.space, y:0, z: 0});
}
this.scene.add( model );
}
};
// ----------------------------------------------------------------------------
// Add a track from TRV, TRF, CMP and TTF files to the scene
Wipeout.prototype.createTrack = function(files) {
var rawImages = this.unpackImages(files.textures);
var images = rawImages.map(this.readImage.bind(this));
// Load Track Texture Index
var indexEntries = files.textureIndex.byteLength / Wipeout.TrackTextureIndex.byteLength;
var textureIndex = Wipeout.TrackTextureIndex.readStructs(files.textureIndex, 0, indexEntries);
// Extract the big (near) versions of these textures only. The near
// version is composed of 4x4 32px tiles.
var composedImages = [];
for( var i = 0; i < textureIndex.length; i++ ) {
var idx = textureIndex[i];
var composedImage = document.createElement('canvas');
composedImage.width = 128;
composedImage.height = 128;
var ctx = composedImage.getContext('2d');
for( var x = 0; x < 4; x++ ) {
for( var y = 0; y < 4; y++ ) {
var image = images[idx.near[y * 4 + x]];
ctx.drawImage(image, x*32, y*32)
}
}
composedImages.push(composedImage);
}
this.trackMaterial = this.createMeshFaceMaterial(composedImages, THREE.FaceColors, THREE.DoubleSide);
var model = new THREE.Object3D();
var geometry = new THREE.Geometry();
// Load vertices
var vertexCount = files.vertices.byteLength / Wipeout.TrackVertex.byteLength;
var rawVertices = Wipeout.TrackVertex.readStructs(files.vertices, 0, vertexCount);
for( var i = 0; i < rawVertices.length; i++ ) {
geometry.vertices.push( new THREE.Vector3(rawVertices[i].x, -rawVertices[i].y, -rawVertices[i].z) );
}
// Load Faces
var faceCount = files.faces.byteLength / Wipeout.TrackFace.byteLength;
var faces = Wipeout.TrackFace.readStructs(files.faces, 0, faceCount);
// Load track texture file (WO2097/WOXL only)
if( files.trackTexture ) {
var trackTextureCount = files.trackTexture.byteLength / Wipeout.TrackTexture.byteLength;
var trackTextures = Wipeout.TrackTexture.readStructs(files.trackTexture, 0, trackTextureCount);
// Copy data from TEX to TRF structure
for( var i = 0; i < faces.length; i++ ) {
var f = faces[i];
var t = trackTextures[i];
f.tile = t.tile;
f.flags = t.flags;
}
}
for( var i = 0; i < faces.length; i++ ) {
var f = faces[i];
var color = this.int32ToColor( f.color );
var materialIndex = f.tile;
if(f.flags & Wipeout.TrackFace.FLAGS.BOOST)
{
//render boost tile as bright blue
color = new THREE.Color(0.25, 0.25, 2);
}
geometry.faces.push( new THREE.Face3(f.indices[0], f.indices[1], f.indices[2], null, color, materialIndex) );
geometry.faces.push( new THREE.Face3(f.indices[2], f.indices[3], f.indices[0], null, color, materialIndex) );
var flipx = (f.flags & Wipeout.TrackFace.FLAGS.FLIP) ? 1: 0;
geometry.faceVertexUvs[0].push([
new THREE.Vector2(1-flipx, 1),
new THREE.Vector2(0+flipx, 1),
new THREE.Vector2(0+flipx, 0)
]);
geometry.faceVertexUvs[0].push([
new THREE.Vector2(0+flipx, 0),
new THREE.Vector2(1-flipx, 0),
new THREE.Vector2(1-flipx, 1)
]);
}
var mesh = new THREE.Mesh(geometry, this.trackMaterial);
model.add(mesh);
this.scene.add( model );
this.createCameraSpline(files.sections, faces, geometry.vertices);
};
// ----------------------------------------------------------------------------
// Extract a camera from the track section file (.TRS)
Wipeout.prototype.createCameraSpline = function(buffer, faces, vertices) {
var sectionCount = buffer.byteLength / Wipeout.TrackSection.byteLength;
var sections = Wipeout.TrackSection.readStructs(buffer, 0, sectionCount);
var cameraPoints = [];
var jumpIndexes = [];
// First curve, always skip junctions
var index = 0;
do {
var s = sections[index];
if(s.flags & Wipeout.TrackSection.FLAGS.JUMP)
jumpIndexes.push(cameraPoints.length);
var pos = this.getSectionPosition(s, faces, vertices);
cameraPoints.push(pos);
index = s.next;
} while(index > 0 && index < sections.length);
// Second curve, take junctions when possible
index = 0;
do {
var s = sections[index];
if(s.flags & Wipeout.TrackSection.FLAGS.JUMP)
jumpIndexes.push(cameraPoints.length);
var pos = this.getSectionPosition(s, faces, vertices);
cameraPoints.push(pos);
// Get next section, look for junctions
if(s.nextJunction != -1 && (sections[s.nextJunction].flags & Wipeout.TrackSection.FLAGS.JUNCTION_START)) {
index = s.nextJunction;
}
else {
index = s.next;
}
} while(index > 0 && index < sections.length);
//extend path near jumps by adding tangent vector
for(var i = 0 ; i < jumpIndexes.length ; i++ ) {
var index = jumpIndexes[i];
var jumpPoint = cameraPoints[index];
var tangent = jumpPoint.clone().sub(cameraPoints[(index+cameraPoints.length-1)%cameraPoints.length]);
var lengthNext = cameraPoints[(index+1)%cameraPoints.length].clone().sub(jumpPoint).length();
jumpPoint.add(tangent.setLength(lengthNext/4));
}
this.cameraSpline = new THREE.HermiteCurve3(cameraPoints, 0.5, 0.0);
// Increase arc length subdivisions to get constant camera speed during jumps.
// This prevent camera going too fast due imprecise length distance estimations.
this.cameraSpline.__arcLengthDivisions = 20000;
// Draw the Camera Spline
// this.scene.add( new THREE.Mesh(
// new THREE.TubeGeometry(this.cameraSpline, cameraPoints.length, 50, 5, true),
// new THREE.MeshBasicMaterial({color: 0xff00ff})
// ));
};
// ----------------------------------------------------------------------------
// Get track section center position from track vertices
Wipeout.prototype.getSectionPosition = function(section, faces, vertices) {
var verticescount = 0;