fpizlo@apple.com | 9f1dad4 | 2014-07-18 04:34:16 +0000 | [diff] [blame] | 1 | try { |
| 2 | |
| 3 | // 3D Cube Rotation |
| 4 | // http://www.speich.net/computer/moztesting/3d.htm |
| 5 | // Created by Simon Speich |
| 6 | |
saambarati1@gmail.com | 1a4ae06 | 2015-05-08 00:20:58 +0000 | [diff] [blame] | 7 | enableExceptionFuzz(); |
| 8 | |
| 9 | |
fpizlo@apple.com | 9f1dad4 | 2014-07-18 04:34:16 +0000 | [diff] [blame] | 10 | var Q = new Array(); |
| 11 | var MTrans = new Array(); // transformation matrix |
| 12 | var MQube = new Array(); // position information of qube |
| 13 | var I = new Array(); // entity matrix |
| 14 | var Origin = new Object(); |
| 15 | var Testing = new Object(); |
| 16 | var LoopTimer; |
| 17 | |
| 18 | var validation = { |
| 19 | 20: 2889.0000000000045, |
| 20 | 40: 2889.0000000000055, |
| 21 | 80: 2889.000000000005, |
| 22 | 160: 2889.0000000000055 |
| 23 | }; |
| 24 | |
| 25 | var DisplArea = new Object(); |
| 26 | DisplArea.Width = 300; |
| 27 | DisplArea.Height = 300; |
| 28 | |
| 29 | function DrawLine(From, To) { |
| 30 | var x1 = From.V[0]; |
| 31 | var x2 = To.V[0]; |
| 32 | var y1 = From.V[1]; |
| 33 | var y2 = To.V[1]; |
| 34 | var dx = Math.abs(x2 - x1); |
| 35 | var dy = Math.abs(y2 - y1); |
| 36 | var x = x1; |
| 37 | var y = y1; |
| 38 | var IncX1, IncY1; |
| 39 | var IncX2, IncY2; |
| 40 | var Den; |
| 41 | var Num; |
| 42 | var NumAdd; |
| 43 | var NumPix; |
| 44 | |
| 45 | if (x2 >= x1) { IncX1 = 1; IncX2 = 1; } |
| 46 | else { IncX1 = -1; IncX2 = -1; } |
| 47 | if (y2 >= y1) { IncY1 = 1; IncY2 = 1; } |
| 48 | else { IncY1 = -1; IncY2 = -1; } |
| 49 | if (dx >= dy) { |
| 50 | IncX1 = 0; |
| 51 | IncY2 = 0; |
| 52 | Den = dx; |
| 53 | Num = dx / 2; |
| 54 | NumAdd = dy; |
| 55 | NumPix = dx; |
| 56 | } |
| 57 | else { |
| 58 | IncX2 = 0; |
| 59 | IncY1 = 0; |
| 60 | Den = dy; |
| 61 | Num = dy / 2; |
| 62 | NumAdd = dx; |
| 63 | NumPix = dy; |
| 64 | } |
| 65 | |
| 66 | NumPix = Math.round(Q.LastPx + NumPix); |
| 67 | |
| 68 | var i = Q.LastPx; |
| 69 | for (; i < NumPix; i++) { |
| 70 | Num += NumAdd; |
| 71 | if (Num >= Den) { |
| 72 | Num -= Den; |
| 73 | x += IncX1; |
| 74 | y += IncY1; |
| 75 | } |
| 76 | x += IncX2; |
| 77 | y += IncY2; |
| 78 | } |
| 79 | Q.LastPx = NumPix; |
| 80 | } |
| 81 | |
| 82 | function CalcCross(V0, V1) { |
| 83 | var Cross = new Array(); |
| 84 | Cross[0] = V0[1]*V1[2] - V0[2]*V1[1]; |
| 85 | Cross[1] = V0[2]*V1[0] - V0[0]*V1[2]; |
| 86 | Cross[2] = V0[0]*V1[1] - V0[1]*V1[0]; |
| 87 | return Cross; |
| 88 | } |
| 89 | |
| 90 | function CalcNormal(V0, V1, V2) { |
| 91 | var A = new Array(); var B = new Array(); |
| 92 | for (var i = 0; i < 3; i++) { |
| 93 | A[i] = V0[i] - V1[i]; |
| 94 | B[i] = V2[i] - V1[i]; |
| 95 | } |
| 96 | A = CalcCross(A, B); |
| 97 | var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]); |
| 98 | for (var i = 0; i < 3; i++) A[i] = A[i] / Length; |
| 99 | A[3] = 1; |
| 100 | return A; |
| 101 | } |
| 102 | |
| 103 | function CreateP(X,Y,Z) { |
| 104 | this.V = [X,Y,Z,1]; |
| 105 | } |
| 106 | |
| 107 | // multiplies two matrices |
| 108 | function MMulti(M1, M2) { |
| 109 | var M = [[],[],[],[]]; |
| 110 | var i = 0; |
| 111 | var j = 0; |
| 112 | for (; i < 4; i++) { |
| 113 | j = 0; |
| 114 | for (; j < 4; j++) M[i][j] = M1[i][0] * M2[0][j] + M1[i][1] * M2[1][j] + M1[i][2] * M2[2][j] + M1[i][3] * M2[3][j]; |
| 115 | } |
| 116 | return M; |
| 117 | } |
| 118 | |
| 119 | //multiplies matrix with vector |
| 120 | function VMulti(M, V) { |
| 121 | var Vect = new Array(); |
| 122 | var i = 0; |
| 123 | for (;i < 4; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2] + M[i][3] * V[3]; |
| 124 | return Vect; |
| 125 | } |
| 126 | |
| 127 | function VMulti2(M, V) { |
| 128 | var Vect = new Array(); |
| 129 | var i = 0; |
| 130 | for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2]; |
| 131 | return Vect; |
| 132 | } |
| 133 | |
| 134 | // add to matrices |
| 135 | function MAdd(M1, M2) { |
| 136 | var M = [[],[],[],[]]; |
| 137 | var i = 0; |
| 138 | var j = 0; |
| 139 | for (; i < 4; i++) { |
| 140 | j = 0; |
| 141 | for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j]; |
| 142 | } |
| 143 | return M; |
| 144 | } |
| 145 | |
| 146 | function Translate(M, Dx, Dy, Dz) { |
| 147 | var T = [ |
| 148 | [1,0,0,Dx], |
| 149 | [0,1,0,Dy], |
| 150 | [0,0,1,Dz], |
| 151 | [0,0,0,1] |
| 152 | ]; |
| 153 | return MMulti(T, M); |
| 154 | } |
| 155 | |
| 156 | function RotateX(M, Phi) { |
| 157 | var a = Phi; |
| 158 | a *= Math.PI / 180; |
| 159 | var Cos = Math.cos(a); |
| 160 | var Sin = Math.sin(a); |
| 161 | var R = [ |
| 162 | [1,0,0,0], |
| 163 | [0,Cos,-Sin,0], |
| 164 | [0,Sin,Cos,0], |
| 165 | [0,0,0,1] |
| 166 | ]; |
| 167 | return MMulti(R, M); |
| 168 | } |
| 169 | |
| 170 | function RotateY(M, Phi) { |
| 171 | var a = Phi; |
| 172 | a *= Math.PI / 180; |
| 173 | var Cos = Math.cos(a); |
| 174 | var Sin = Math.sin(a); |
| 175 | var R = [ |
| 176 | [Cos,0,Sin,0], |
| 177 | [0,1,0,0], |
| 178 | [-Sin,0,Cos,0], |
| 179 | [0,0,0,1] |
| 180 | ]; |
| 181 | return MMulti(R, M); |
| 182 | } |
| 183 | |
| 184 | function RotateZ(M, Phi) { |
| 185 | var a = Phi; |
| 186 | a *= Math.PI / 180; |
| 187 | var Cos = Math.cos(a); |
| 188 | var Sin = Math.sin(a); |
| 189 | var R = [ |
| 190 | [Cos,-Sin,0,0], |
| 191 | [Sin,Cos,0,0], |
| 192 | [0,0,1,0], |
| 193 | [0,0,0,1] |
| 194 | ]; |
| 195 | return MMulti(R, M); |
| 196 | } |
| 197 | |
| 198 | function DrawQube() { |
| 199 | // calc current normals |
| 200 | var CurN = new Array(); |
| 201 | var i = 5; |
| 202 | Q.LastPx = 0; |
| 203 | for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]); |
| 204 | if (CurN[0][2] < 0) { |
| 205 | if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; }; |
| 206 | if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; }; |
| 207 | if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; }; |
| 208 | if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; }; |
| 209 | } |
| 210 | if (CurN[1][2] < 0) { |
| 211 | if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; }; |
| 212 | if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; }; |
| 213 | if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; }; |
| 214 | if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; }; |
| 215 | } |
| 216 | if (CurN[2][2] < 0) { |
| 217 | if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; }; |
| 218 | if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; }; |
| 219 | if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; }; |
| 220 | if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; }; |
| 221 | } |
| 222 | if (CurN[3][2] < 0) { |
| 223 | if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; }; |
| 224 | if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; }; |
| 225 | if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; }; |
| 226 | if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; }; |
| 227 | } |
| 228 | if (CurN[4][2] < 0) { |
| 229 | if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; }; |
| 230 | if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; }; |
| 231 | if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; }; |
| 232 | if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; }; |
| 233 | } |
| 234 | if (CurN[5][2] < 0) { |
| 235 | if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; }; |
| 236 | if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; }; |
| 237 | if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; }; |
| 238 | if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; }; |
| 239 | } |
| 240 | Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false]; |
| 241 | Q.LastPx = 0; |
| 242 | } |
| 243 | |
| 244 | function Loop() { |
| 245 | if (Testing.LoopCount > Testing.LoopMax) return; |
| 246 | var TestingStr = String(Testing.LoopCount); |
| 247 | while (TestingStr.length < 3) TestingStr = "0" + TestingStr; |
| 248 | MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]); |
| 249 | MTrans = RotateX(MTrans, 1); |
| 250 | MTrans = RotateY(MTrans, 3); |
| 251 | MTrans = RotateZ(MTrans, 5); |
| 252 | MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]); |
| 253 | MQube = MMulti(MTrans, MQube); |
| 254 | var i = 8; |
| 255 | for (; i > -1; i--) { |
| 256 | Q[i].V = VMulti(MTrans, Q[i].V); |
| 257 | } |
| 258 | DrawQube(); |
| 259 | Testing.LoopCount++; |
| 260 | Loop(); |
| 261 | } |
| 262 | |
| 263 | function Init(CubeSize) { |
| 264 | // init/reset vars |
| 265 | Origin.V = [150,150,20,1]; |
| 266 | Testing.LoopCount = 0; |
| 267 | Testing.LoopMax = 50; |
| 268 | Testing.TimeMax = 0; |
| 269 | Testing.TimeAvg = 0; |
| 270 | Testing.TimeMin = 0; |
| 271 | Testing.TimeTemp = 0; |
| 272 | Testing.TimeTotal = 0; |
| 273 | Testing.Init = false; |
| 274 | |
| 275 | // transformation matrix |
| 276 | MTrans = [ |
| 277 | [1,0,0,0], |
| 278 | [0,1,0,0], |
| 279 | [0,0,1,0], |
| 280 | [0,0,0,1] |
| 281 | ]; |
| 282 | |
| 283 | // position information of qube |
| 284 | MQube = [ |
| 285 | [1,0,0,0], |
| 286 | [0,1,0,0], |
| 287 | [0,0,1,0], |
| 288 | [0,0,0,1] |
| 289 | ]; |
| 290 | |
| 291 | // entity matrix |
| 292 | I = [ |
| 293 | [1,0,0,0], |
| 294 | [0,1,0,0], |
| 295 | [0,0,1,0], |
| 296 | [0,0,0,1] |
| 297 | ]; |
| 298 | |
| 299 | // create qube |
| 300 | Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize); |
| 301 | Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize); |
| 302 | Q[2] = new CreateP( CubeSize, CubeSize, CubeSize); |
| 303 | Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize); |
| 304 | Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize); |
| 305 | Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize); |
| 306 | Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize); |
| 307 | Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize); |
| 308 | |
| 309 | // center of gravity |
| 310 | Q[8] = new CreateP(0, 0, 0); |
| 311 | |
| 312 | // anti-clockwise edge check |
| 313 | Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]]; |
| 314 | |
| 315 | // calculate squad normals |
| 316 | Q.Normal = new Array(); |
| 317 | for (var i = 0; i < Q.Edge.length; i++) Q.Normal[i] = CalcNormal(Q[Q.Edge[i][0]].V, Q[Q.Edge[i][1]].V, Q[Q.Edge[i][2]].V); |
| 318 | |
| 319 | // line drawn ? |
| 320 | Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false]; |
| 321 | |
| 322 | // create line pixels |
| 323 | Q.NumPx = 9 * 2 * CubeSize; |
| 324 | for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0); |
| 325 | |
| 326 | MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]); |
| 327 | MQube = MMulti(MTrans, MQube); |
| 328 | |
| 329 | var i = 0; |
| 330 | for (; i < 9; i++) { |
| 331 | Q[i].V = VMulti(MTrans, Q[i].V); |
| 332 | } |
| 333 | DrawQube(); |
| 334 | Testing.Init = true; |
| 335 | Loop(); |
| 336 | |
| 337 | // Perform a simple sum-based verification. |
| 338 | var sum = 0; |
| 339 | for (var i = 0; i < Q.length; ++i) { |
| 340 | var vector = Q[i].V; |
| 341 | for (var j = 0; j < vector.length; ++j) |
| 342 | sum += vector[j]; |
| 343 | } |
| 344 | if (sum != validation[CubeSize]) |
| 345 | throw "Error: bad vector sum for CubeSize = " + CubeSize + "; expected " + validation[CubeSize] + " but got " + sum; |
| 346 | } |
| 347 | |
| 348 | for ( var i = 20; i <= 160; i *= 2 ) { |
| 349 | Init(i); |
| 350 | } |
| 351 | |
| 352 | Q = null; |
| 353 | MTrans = null; |
| 354 | MQube = null; |
| 355 | I = null; |
| 356 | Origin = null; |
| 357 | Testing = null; |
| 358 | LoopTime = null; |
| 359 | DisplArea = null; |
| 360 | |
| 361 | } catch (e) { |
| 362 | print("JSC EXCEPTION FUZZ: Caught exception: " + e); |
| 363 | } |