Heim  >  Artikel  >  Web-Frontend  >  Detaillierte Einführung in die Implementierung von HTML5-3D-Spezialeffekten für Kleiderschaukelanimationen

Detaillierte Einführung in die Implementierung von HTML5-3D-Spezialeffekten für Kleiderschaukelanimationen

黄舟
黄舟Original
2017-03-24 16:49:053556Durchsuche

Dies ist ein weiteres 3D-Animations-Meisterwerk, das auf HTML5 Canvas basiert. Es handelt sich um einen 3D-Kleiderschaukel-Spezialeffekt, der im Wind flattern kann, was sehr realistisch ist. Wenn wir mit der Maus über die Kleidung fahren, schwingt die Kleidung. Wenn wir mit der Maus klicken, schwingt die Kleidung stärker.

HTML-Code

<p style="width:500px;margin:10px auto">
	<canvas id="cv" width="480" height="300"></canvas>
	<p>"3D on 2D Canvas" demo</p>
	<p>move cursor to pan / click to swing</p>
</p>

JS-Code der P3D-Bibliothek, der hauptsächlich zur Verarbeitung von 3D verwendet wird Effekte

window.P3D = {
	texture: null,
	g: null
};

P3D.clear = function(f, w, h) {
	var g = this.g;
	g.beginPath();
	g.fillStyle = f;
	g.fillRect(0, 0, w, h);

}

P3D.num_cmp = function(a,b){return a-b;}

P3D.drawTriangle = function(poss, uvs, shade_clr) {
	var w = this.texture.width;
	var h = this.texture.height;

	var g = this.g;

	var vAd = [ poss[1].x - poss[0].x , poss[1].y - poss[0].y ];
	var vBd = [ poss[2].x - poss[0].x , poss[2].y - poss[0].y ];

	var vA = [ uvs[1].u - uvs[0].u , uvs[1].v - uvs[0].v ];
	var vB = [ uvs[2].u - uvs[0].u , uvs[2].v - uvs[0].v ];

	vA[0] *= w;
	vA[1] *= h;

	vB[0] *= w;
	vB[1] *= h;

	var m = new M22();
	m._11 = vA[0];
	m._12 = vA[1];
	m._21 = vB[0];
	m._22 = vB[1];

	var im = m.getInvert();
	if (!im) return false;

	var a = im._11 * vAd[0] + im._12 * vBd[0];
	var b = im._21 * vAd[0] + im._22 * vBd[0];

	var c = im._11 * vAd[1] + im._12 * vBd[1];
	var d = im._21 * vAd[1] + im._22 * vBd[1];

	var wu = uvs[0].u * w;
	var hv = uvs[0].v * h;
	var du = wu * a + hv * b;
	var dv = wu * c + hv * d;

	g.save();

	g.beginPath();
	g.moveTo(poss[0].x, poss[0].y);
	g.lineTo(poss[1].x, poss[1].y);
	g.lineTo(poss[2].x, poss[2].y);
	g.clip();

	g.transform(a, c, b, d, poss[0].x - du, poss[0].y - dv);

	// bounds
	var bx = [wu, wu+vA[0], wu+vB[0]];
	var by = [hv, hv+vA[1], hv+vB[1]];

	bx.sort(P3D.num_cmp);
	by.sort(P3D.num_cmp);

	var bw = bx[2] - bx[0];
	var bh = by[2] - by[0];

	if ((bx[0]+bw) <= (w-1)) bw++;
	if ((by[0]+bh) <= (h-1)) bh++;
	if (bx[0] >= 1) {bx[0]--; bw++;}
	if (by[0] >= 1) {by[0]--; bh++;}

	g.drawImage(this.texture, bx[0], by[0], bw, bh, bx[0], by[0], bw, bh);

	if (shade_clr) {
		g.fillStyle = shade_clr;
		g.fillRect(bx[0], by[0], bw, bh);
	}

	g.restore();

	return true;
}

P3D.drawTestByIndexBuffer = function(pos_buf, ix_buf, culling) {
	var g = this.g;

	if ((ix_buf.length%3) != 0)
		throw "invalid index buffer length!";

	var len = ix_buf.length/3;

	var i, ibase, vbase;
	var poss = [{},{},{}];
	g.strokeWidth = 1;
	for (i = 0, ibase = 0;i < len;++i)
	{
		vbase = ix_buf[ibase++] << 2;
		poss[0].x = pos_buf[vbase++];
		poss[0].y = pos_buf[vbase  ];

		vbase = ix_buf[ibase++] << 2;
		poss[1].x = pos_buf[vbase++];
		poss[1].y = pos_buf[vbase  ];

		vbase = ix_buf[ibase++] << 2;
		poss[2].x = pos_buf[vbase++];
		poss[2].y = pos_buf[vbase  ];

		// z component of cross product < 0 ?

		var Ax = poss[1].x - poss[0].x;
		var Ay = poss[1].y - poss[0].y;
		var Cx = poss[2].x - poss[1].x;
		var Cy = poss[2].y - poss[1].y;

		var cull = ( (((Ax * Cy) - (Ay * Cx))*culling) < 0);

		g.beginPath();
		g.strokeStyle = cull ? "#592" : "#0f0";
		g.moveTo(poss[0].x, poss[0].y);
		g.lineTo(poss[1].x, poss[1].y);
		g.lineTo(poss[2].x, poss[2].y);
		g.lineTo(poss[0].x, poss[0].y);
		g.stroke();
	}
}

P3D.drawByIndexBuffer = function(pos_buf, ix_buf, tx_buf, culling, z_clip) {
	var w, h;
	var color_polygon = !this.texture;
	if (this.texture) {
		w = this.texture.width;
		h = this.texture.height;
	}

	var g = this.g;
	var m = new M22();

	if (!culling) culling = 0;

	if ((ix_buf.length%3) != 0)
		throw "invalid index buffer length!";

	var i, ibase, vbase, tbase, poss = [{},{},{}];
	var len = ix_buf.length/3;
	var uv_0u, uv_0v, uv_1u, uv_1v, uv_2u, uv_2v;

	for (i = 0, ibase = 0;i < len;++i)
	{
		tbase = ix_buf[ibase++] << 1
		vbase = tbase << 1;
		poss[0].x = pos_buf[vbase++]; uv_0u = tx_buf[tbase++];
		poss[0].y = pos_buf[vbase++]; uv_0v = tx_buf[tbase];
		if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {ibase += 2; continue;}

		tbase = ix_buf[ibase++] << 1
		vbase = tbase << 1;
		poss[1].x = pos_buf[vbase++]; uv_1u = tx_buf[tbase++];
		poss[1].y = pos_buf[vbase++]; uv_1v = tx_buf[tbase];
		if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {++ibase; continue;}

		tbase = ix_buf[ibase++] << 1
		vbase = tbase << 1;
		poss[2].x = pos_buf[vbase++]; uv_2u = tx_buf[tbase++];
		poss[2].y = pos_buf[vbase++]; uv_2v = tx_buf[tbase];
		if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {continue;}

		var vAd = [ poss[1].x - poss[0].x , poss[1].y - poss[0].y ];
		var vBd = [ poss[2].x - poss[0].x , poss[2].y - poss[0].y ];

		var vCd = [ poss[2].x - poss[1].x , poss[2].y - poss[1].y ];

		// z component of cross product < 0 ?
		if( (((vAd[0] * vCd[1]) - (vAd[1] * vCd[0]))*culling) < 0)
			continue;

		if (color_polygon) {
			g.fillStyle = uv_0u;

			g.beginPath();
			g.moveTo(poss[0].x, poss[0].y);
			g.lineTo(poss[1].x, poss[1].y);
			g.lineTo(poss[2].x, poss[2].y);
			g.fill();
			continue;
		}

		var vA = [ uv_1u - uv_0u , uv_1v - uv_0v ];
		var vB = [ uv_2u - uv_0u , uv_2v - uv_0v ];

		vA[0] *= w;
		vA[1] *= h;

		vB[0] *= w;
		vB[1] *= h;

		m._11 = vA[0];
		m._12 = vA[1];
		m._21 = vB[0];
		m._22 = vB[1];

		var im = m.getInvert();
		if (!im) { continue;}

		var a = im._11 * vAd[0] + im._12 * vBd[0];
		var b = im._21 * vAd[0] + im._22 * vBd[0];

		var c = im._11 * vAd[1] + im._12 * vBd[1];
		var d = im._21 * vAd[1] + im._22 * vBd[1];

		var wu = uv_0u * w;
		var hv = uv_0v * h;
		var du = wu * a + hv * b;
		var dv = wu * c + hv * d;

		g.save();

		g.beginPath();
		g.moveTo(poss[0].x, poss[0].y);
		g.lineTo(poss[1].x, poss[1].y);
		g.lineTo(poss[2].x, poss[2].y);
		g.clip();
		g.transform(a, c, b, d, poss[0].x - du, poss[0].y - dv);

		// bounds
		var bx = [wu, wu+vA[0], wu+vB[0]];
		var by = [hv, hv+vA[1], hv+vB[1]];

		bx.sort(P3D.num_cmp);
		by.sort(P3D.num_cmp);

		var bw = bx[2] - bx[0];
		var bh = by[2] - by[0];

		if ((bx[0]+bw) <= (w-1)) bw++;
		if ((by[0]+bh) <= (h-1)) bh++;
		if (bx[0] >= 1) {bx[0]--; bw++;}
		if (by[0] >= 1) {by[0]--; bh++;}

		g.drawImage(this.texture, bx[0], by[0], bw, bh, bx[0], by[0], bw, bh);
/*
		if (shade_clr) {
			g.fillStyle = shade_clr;
			g.fillRect(bx[0], by[0], bw, bh);
		}
*/
		g.restore();

	}

}

function Vec3(_x, _y, _z)
{
	this.x = _x || 0;
	this.y = _y || 0;
	this.z = _z || 0;
}

Vec3.prototype = {
	zero: function() {
		this.x = this.y = this.z = 0;
	},

	sub: function(v) {
		this.x -= v.x;
		this.y -= v.y;
		this.z -= v.z;

		return this;
	},

	add: function(v) {
		this.x += v.x;
		this.y += v.y;
		this.z += v.z;

		return this;
	},

	copyFrom: function(v) {
		this.x = v.x;
		this.y = v.y;
		this.z = v.z;

		return this;
	},

	norm:function() {
		return Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);
	},

	normalize: function() {
		var nrm = Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);
		if (nrm != 0)
		{
			this.x /= nrm;
			this.y /= nrm;
			this.z /= nrm;
		}
		return this;
	},

	smul: function(k) {
		this.x *= k;
		this.y *= k;
		this.z *= k;

		return this;
	},

	dpWith: function(v)	{
		return this.x*v.x + this.y*v.y + this.z*v.z;
	},

	cp: function(v, w) {
		this.x = (w.y * v.z) - (w.z * v.y);
		this.y = (w.z * v.x) - (w.x * v.z);
		this.z = (w.x * v.y) - (w.y * v.x);

		return this;
	},

	toString: function() {
		return this.x + ", " + this.y + "," + this.z;
	}
}

function M44(cpy)
{
	if (cpy)
		this.copyFrom(cpy);
	else {
		this.ident();
	}
}

M44.prototype = {
	ident: function() {
			  this._12 = this._13 = this._14 = 0;
		this._21 =       this._23 = this._24 = 0;
		this._31 = this._32 =       this._34 = 0;
		this._41 = this._42 = this._43 =       0;

		this._11 = this._22 = this._33 = this._44 = 1;

		return this;
	},

	copyFrom: function(m) {
		this._11 = m._11;
		this._12 = m._12;
		this._13 = m._13;
		this._14 = m._14;

		this._21 = m._21;
		this._22 = m._22;
		this._23 = m._23;
		this._24 = m._24;

		this._31 = m._31;
		this._32 = m._32;
		this._33 = m._33;
		this._34 = m._34;

		this._41 = m._41;
		this._42 = m._42;
		this._43 = m._43;
		this._44 = m._44;

		return this;
	},

	transVec3: function(out, x, y, z) {
		out[0] = x * this._11 + y * this._21 + z * this._31 + this._41;
		out[1] = x * this._12 + y * this._22 + z * this._32 + this._42;
		out[2] = x * this._13 + y * this._23 + z * this._33 + this._43;
		out[3] = x * this._14 + y * this._24 + z * this._34 + this._44;
	},

	transVec3Rot: function(out, x, y, z) {
		out[0] = x * this._11 + y * this._21 + z * this._31;
		out[1] = x * this._12 + y * this._22 + z * this._32;
		out[2] = x * this._13 + y * this._23 + z * this._33;
	},

	perspectiveLH: function(vw, vh, z_near, z_far) {
		this._11 = 2.0*z_near/vw;
		this._12 = 0;
		this._13 = 0;
		this._14 = 0;

		this._21 = 0;
		this._22 = 2*z_near/vh;
		this._23 = 0;
		this._24 = 0;

		this._31 = 0;
		this._32 = 0;
		this._33 = z_far/(z_far-z_near);
		this._34 = 1;

		this._41 = 0;
		this._42 = 0;
		this._43 = z_near*z_far/(z_near-z_far);
		this._44 = 0;

		return this;
	},

	lookAtLH: function(aUp, aFrom, aAt) {
		var aX = new Vec3();
		var aY = new Vec3();

		var aZ = new Vec3(aAt.x, aAt.y, aAt.z);
		aZ.sub(aFrom).normalize();

		aX.cp(aUp, aZ).normalize();
		aY.cp(aZ, aX);

		this._11 = aX.x;  this._12 = aY.x;  this._13 = aZ.x;  this._14 = 0;
		this._21 = aX.y;  this._22 = aY.y;  this._23 = aZ.y;  this._24 = 0;
		this._31 = aX.z;  this._32 = aY.z;  this._33 = aZ.z;  this._34 = 0;

		this._41 = -aFrom.dpWith(aX);
		this._42 = -aFrom.dpWith(aY);
		this._43 = -aFrom.dpWith(aZ);
		this._44 = 1;

	    return this;
	},

	mul: function(A, B) {
		this._11 = A._11*B._11  +  A._12*B._21  +  A._13*B._31  +  A._14*B._41;
		this._12 = A._11*B._12  +  A._12*B._22  +  A._13*B._32  +  A._14*B._42;
		this._13 = A._11*B._13  +  A._12*B._23  +  A._13*B._33  +  A._14*B._43;
		this._14 = A._11*B._14  +  A._12*B._24  +  A._13*B._34  +  A._14*B._44;

		this._21 = A._21*B._11  +  A._22*B._21  +  A._23*B._31  +  A._24*B._41;
		this._22 = A._21*B._12  +  A._22*B._22  +  A._23*B._32  +  A._24*B._42;
		this._23 = A._21*B._13  +  A._22*B._23  +  A._23*B._33  +  A._24*B._43;
		this._24 = A._21*B._14  +  A._22*B._24  +  A._23*B._34  +  A._24*B._44;

		this._31 = A._31*B._11  +  A._32*B._21  +  A._33*B._31  +  A._34*B._41;
		this._32 = A._31*B._12  +  A._32*B._22  +  A._33*B._32  +  A._34*B._42;
		this._33 = A._31*B._13  +  A._32*B._23  +  A._33*B._33  +  A._34*B._43;
		this._34 = A._31*B._14  +  A._32*B._24  +  A._33*B._34  +  A._34*B._44;

		this._41 = A._41*B._11  +  A._42*B._21  +  A._43*B._31  +  A._44*B._41;
		this._42 = A._41*B._12  +  A._42*B._22  +  A._43*B._32  +  A._44*B._42;
		this._43 = A._41*B._13  +  A._42*B._23  +  A._43*B._33  +  A._44*B._43;
		this._44 = A._41*B._14  +  A._42*B._24  +  A._43*B._34  +  A._44*B._44;

		return this;
	},

	translate: function(x, y, z) {
		this._11 = 1;  this._12 = 0;  this._13 = 0;  this._14 = 0;
		this._21 = 0;  this._22 = 1;  this._23 = 0;  this._24 = 0;
		this._31 = 0;  this._32 = 0;  this._33 = 1;  this._34 = 0;

		this._41 = x;  this._42 = y;  this._43 = z;  this._44 = 1;
		return this;
	},

	transpose33: function() {
		var t;

		t = this._12;
		this._12 = this._21;
		this._21 = t;

		t = this._13;
		this._13 = this._31;
		this._31 = t;

		t = this._23;
		this._23 = this._32;
		this._32 = t;

		return this;
	},

	// OpenGL style rotation
	glRotate: function(angle, x, y, z) {
		var s = Math.sin( angle );
		var c = Math.cos( angle );

		var xx = x * x;
		var yy = y * y;
		var zz = z * z;
		var xy = x * y;
		var yz = y * z;
		var zx = z * x;
		var xs = x * s;
		var ys = y * s;
		var zs = z * s;
		var one_c = 1.0 - c;
/*
		this._11 = (one_c * xx) + c;
		this._21 = (one_c * xy) - zs;
		this._31 = (one_c * zx) + ys;
		this._41 = 0;

		this._12 = (one_c * xy) + zs;
		this._22 = (one_c * yy) + c;
		this._32 = (one_c * yz) - xs;
		this._42 = 0;

		this._13 = (one_c * zx) - ys;
		this._23 = (one_c * yz) + xs;
		this._33 = (one_c * zz) + c;
		this._43 = 0;

		this._14 = 0;
		this._24 = 0;
		this._34 = 0;
		this._44 = 1;
*/

		this._11 = (one_c * xx) + c;
		this._12 = (one_c * xy) - zs;
		this._13 = (one_c * zx) + ys;
		this._14 = 0;

		this._21 = (one_c * xy) + zs;
		this._22 = (one_c * yy) + c;
		this._23 = (one_c * yz) - xs;
		this._24 = 0;

		this._31 = (one_c * zx) - ys;
		this._32 = (one_c * yz) + xs;
		this._33 = (one_c * zz) + c;
		this._34 = 0;

		this._41 = 0;
		this._42 = 0;
		this._43 = 0;
		this._44 = 1;

		return this;
	}

}

// matrix 2x2
function M22()
{
	this._11 = 1;
	this._12 = 0;
	this._21 = 0;
	this._22 = 1;
}

M22.prototype.getInvert = function()
{
	var out = new M22();
	var det = this._11 * this._22 - this._12 * this._21;
	if (det > -0.0001 && det < 0.0001)
		return null;

	out._11 = this._22 / det;
	out._22 = this._11 / det;

	out._12 = -this._12 / det;
	out._21 = -this._21 / det;

	return out;
}

3D-Kleideranimation JS-Code

function ClothApp()
{
	this.canvas = document.getElementById("cv");

	P3D.g = this.canvas.getContext("2d");

	var tex = new Image();
	this.texture1 = tex;
	tex.onload = function(){ _this.start(); };
	tex.src = "20090226032826.gif";

	tex = new Image();
	this.texture2 = tex;
	tex.onload = function(){ _this.start(); };
	tex.src = "20090226032825.png";

	this.mLoadCount = 2;
	this.mTickCount = 0;

	this.G = 0.53;
	this.G1 = 0.45;
	this.mProjMat  = null;
	this.mViewMat  = null;
	this.mViewFrom = new Vec3();
	this.mViewFrom.y = -150;
	this.mViewFrom.z = 1000;
	this.mViewFromA = (new Vec3()).copyFrom(this.mViewFrom);

	this.mViewAngle = 0;

	this.mNLen = 0;
	this.mNodes = [];
	this.mRenderTris = null;

	this.mLTNode = null;
	this.mRTNode = null;

	this.mLTNodeV = new Vec3();
	this.mRTNodeV = new Vec3();

	this.mWForce = new Vec3();
	this.frate = 15;

	var _this = this;
}

ClothApp.zsortCmp = function(t1, t2) {
	return t2.sortKey - t1.sortKey;
}

ClothApp.prototype = {
	start: function() {
		if (--this.mLoadCount != 0) return;

		this.vUP = new Vec3(0,  1, 0);
		this.vAT = new Vec3(0, 80, 0);

		this.mViewport = {};
		this.mViewport.w = 480;
		this.mViewport.h = 300;
		this.mViewport.ow = 240;
		this.mViewport.oh = 150;
		this.setupTransforms();

		this.generateCloth(180);
		this.generateRenderTriangles();

		var _this = this;
		this.canvas.addEventListener("mousemove", function(e){_this.onMouseMove(e);}, false);
		this.canvas.addEventListener("mousedown", function(e){_this.onClick(e);}, false);

		window.setTimeout(function(){_this.onInterval();}, this.frate);
	},

	onInterval: function() {
		this.mTickCount++;

		// this.mLTNodeV.z = Math.cos(this.mTickCount*0.1) * 2;

		this.tick();
		this.updatePosition();
		this.draw();

		var _this = this;
		window.setTimeout(function(){_this.onInterval();}, this.frate);
	},

	onMouseMove: function(e) {
		if (e.clientX || e.clientX == 0)
			this.mViewAngle = (e.clientX - 240) * 0.004;

		if (e.clientY || e.clientY == 0)
			this.mViewFromA.y = 90 - (e.clientY - 0) * 0.8;
	},

	onClick: function(e) {
		if (e.clientX || e.clientX == 0)
		{
			this.mWForce.z = -4;
			this.mWForce.x = (e.clientX - 240) * -0.03;
		}
	},

	tick: function() {
		this.updateViewTrans(this.mViewAngle);

		var nlen = this.mNodes.length;
		var i, nd;
		for(i = 0;i < nlen;i++)
		{
			nd = this.mNodes[i];
			nd.F.x = 0;
			nd.F.z = 0;
			if (nd.flags & 4)
				nd.F.y = -this.G1;
			else
				nd.F.y = -this.G;

			nd.F.add(this.mWForce);
		}

		this.mWForce.zero();
		this.applyTension();

		for(i = 0;i < nlen;i++)
		{
			nd = this.mNodes[i];

			if ((nd.flags&1) != 0) {
				nd.F.sub(nd.F);
			}

			nd.velo.add(nd.F);
		}

		this.mLTNode.velo.copyFrom(this.mLTNodeV);
		this.mRTNode.velo.copyFrom(this.mRTNodeV);
	},

	updatePosition: function() {
		var nlen = this.mNodes.length;
		var i, nd;
		for(i = 0;i < nlen;i++)
		{
			nd = this.mNodes[i];

			if ((nd.flags&1) != 0) {
				nd.cv.x = 0;
				nd.cv.y = 0;
				nd.cv.z = 0;
			}

			nd.pos.add(nd.velo);
			nd.velo.sub(nd.cv);
			nd.cv.x = 0;
			nd.cv.y = 0;
			nd.cv.z = 0;

			nd.velo.smul(0.95);
		}
	},

	draw: function() {
		P3D.clear("#000", this.mViewport.w, this.mViewport.h);
		this.transformPolygons();

		this.mRenderTris.sort(ClothApp.zsortCmp);
		var len = this.mRenderTris.length;
		var t, sh;
		for (var i = 0;i < len;i++) {
			t = this.mRenderTris[i];

			if (P3D.texture != t.texture)
				P3D.texture = t.texture;

			sh = undefined;
			if (t.lighting && t.shade > 0.01)
				sh = "rgba(0,0,0,"+t.shade+")";
			P3D.drawTriangle(t.tposs, t.uvs, sh);
		}
	},

	applyTension: function() {
		var i, k, nd;
		var v = new Vec3();
		var nlen = this.mNodes.length;
		var naturalLen = this.mNLen;

		for (k = 0;k < nlen;k++)
		{
			nd = this.mNodes[k];
			var F = nd.F;

			for (i = 0;i < 4;i++)
			{
				var nbr = nd.links[i];
				if (!nbr) continue;

				var len = v.copyFrom(nbr.pos).sub(nd.pos).norm();
				var dlen = len - naturalLen;
				if (dlen > 0) {
					v.smul(dlen * 0.5 / len);

					F.x += v.x;
					F.y += v.y;
					F.z += v.z;
					nd.cv.add(v.smul(0.8));
				}
			}
		}	
	},

	setupTransforms: function() {
		this.mProjMat = new M44();
		this.mProjMat.perspectiveLH(24, 15, 10, 9000);

		this.mViewMat = new M44();
		this.updateViewTrans(0);
	},

	updateViewTrans: function(ry) {
		this.mViewFromA.z = Math.cos(ry) * 380;
		this.mViewFromA.x = Math.sin(ry) * 380;

		this.mViewFrom.smul(0.7);
		this.mViewFrom.x += this.mViewFromA.x * 0.3;
		this.mViewFrom.y += this.mViewFromA.y * 0.3;
		this.mViewFrom.z += this.mViewFromA.z * 0.3;

		this.mViewMat.lookAtLH(this.vUP, this.mViewFrom, this.vAT);
	},

	generateCloth: function(base_y) {
		var cols = 9;
		var rows = 8;

		var step   = 22;
		this.mNLen = step*0.9;
		var w = (cols-1) * step;

		var i, k;
		for (k = 0;k < rows;k++)
		{
			for (i = 0;i < cols;i++)
			{
				var nd = new ClothNode();
				nd.pos.x = -(w/2) + i*step;
				nd.pos.y = base_y -k*step/2;
				nd.pos.z = k*16;

				nd.uv.u = i / (cols-1);
				nd.uv.v = k / (rows-1);

				if (i > 0) {
					var prv_nd = this.mNodes[this.mNodes.length-1];
					prv_nd.links[1] = nd;
					nd.links[0] = prv_nd;
				}

				if (k > 0) {
					var up_nd = this.mNodes[this.mNodes.length-cols];
					up_nd.links[4] = nd;
					nd.links[3] = up_nd;
				}

				if (i != 0 && i != 4 && i != (cols-1))
					nd.flags |= 4;

				this.mNodes.push(nd);
			}
		}

		// fix left-top and right-top
		this.mNodes[0     ].flags |= 1;
		this.mNodes[4     ].flags |= 1;
		this.mNodes[cols-1].flags |= 1;

		this.mLTNode = this.mNodes[0     ];
		this.mRTNode = this.mNodes[cols-1];
	},

	generateRenderTriangles: function()
	{
		if (!this.mRenderTris) this.mRenderTris = [];

		var i;
		var nd;
		var nlen = this.mNodes.length;

		for(i = 0;i < nlen;i++)
		{
			nd = this.mNodes[i];
			if (nd.links[1] && nd.links[1].links[4]) {
				var t = new RenderTriangle();
				t.texture = this.texture1;

				t.poss[0] = nd.pos;
				t.poss[1] = nd.links[1].pos;
				t.poss[2] = nd.links[1].links[4].pos;

				t.uvs[0]  = nd.uv;
				t.uvs[1]  = nd.links[1].uv;
				t.uvs[2]  = nd.links[1].links[4].uv;

				this.mRenderTris.push(t);

				t = new RenderTriangle();
				t.texture = this.texture1;

				t.poss[0] = nd.pos;
				t.poss[1] = nd.links[1].links[4].pos;
				t.poss[2] = nd.links[4].pos;

				t.uvs[0]  = nd.uv;
				t.uvs[1]  = nd.links[1].links[4].uv;
				t.uvs[2]  = nd.links[4].uv;

				this.mRenderTris.push(t);
			}
		}

		this.addBGTriangles(this.mNodes[0].pos.y);
	},

	addBGTriangles: function(by) {
		var cols = 4;
		var t, x, y, sz = 110;
		var ox = -(cols*sz)/2;
		var oz = -(cols*sz)/2;

		for (y = 0;y < cols;y++) {
			for (x = 0;x < cols;x++) {
				var bv = ((x+y)&1) * 0.5;
				t = new RenderTriangle();
				t.texture = this.texture2;

				t.poss[0] = new Vec3(ox + x*sz     , by, oz + y*sz     );
				t.poss[1] = new Vec3(ox + x*sz + sz, by, oz + y*sz     );
				t.poss[2] = new Vec3(ox + x*sz     , by, oz + y*sz + sz);

				t.uvs[0]  = {u:0  , v:bv    };
				t.uvs[1]  = {u:0.5, v:bv    };
				t.uvs[2]  = {u:0  , v:bv+0.5};

				if ((x==1 || x==2) && (y==1 || y==2))
					this.modifyRoofUV(t, x == 2, bv);

				t.lighting = false;
				t.zBias = 0.5;
				this.mRenderTris.push(t);

				t = new RenderTriangle();
				t.texture = this.texture2;

				t.poss[0] = new Vec3(ox + x*sz     , by, oz + y*sz + sz);
				t.poss[1] = new Vec3(ox + x*sz + sz, by, oz + y*sz    );
				t.poss[2] = new Vec3(ox + x*sz + sz, by, oz + y*sz + sz);

				t.uvs[0]  = {u:0  , v:bv+0.5};
				t.uvs[1]  = {u:0.5, v:bv    };
				t.uvs[2]  = {u:0.5, v:bv+0.5};

				if ((x==1 || x==2) && (y==1 || y==2))
					this.modifyRoofUV(t, x == 2, bv);

				t.lighting = false;
				t.zBias = 0.5;
				this.mRenderTris.push(t);

			}
		}
	},

	modifyRoofUV: function(t, rv, bv) {
		if (rv) {
			t.uvs[0].u = 0.5 - t.uvs[0].u;
			t.uvs[1].u = 0.5 - t.uvs[1].u;
			t.uvs[2].u = 0.5 - t.uvs[2].u;
		}

		t.uvs[0].u += 0.5;
		t.uvs[1].u += 0.5;
		t.uvs[2].u += 0.5;

		if (rv) {
			t.uvs[0].v = 0.5 - t.uvs[0].v + bv + bv;
			t.uvs[1].v = 0.5 - t.uvs[1].v + bv + bv;
			t.uvs[2].v = 0.5 - t.uvs[2].v + bv + bv;
		}

	},

	transformPolygons: function() {
		var trans = new M44();
		trans.mul(this.mViewMat, this.mProjMat);

		var hw = this.mViewport.ow;
		var hh = this.mViewport.oh;

		var len = this.mRenderTris.length;
		var t;
		var spos = [0, 0, 0, 0];
		for (var i = 0;i < len;i++) {
			t = this.mRenderTris[i];
			for (var k = 0;k < 3;k++) {
				trans.transVec3(spos, t.poss[k].x, t.poss[k].y, t.poss[k].z);

				var W = spos[3];
				spos[0] /= W;
				spos[1] /= W;
				spos[2] /= W;

				spos[0] *= this.mViewport.w;
				spos[1] *= -this.mViewport.h;
				spos[0] += hw;
				spos[1] += hh;

				t.tposs[k].x = spos[0];
				t.tposs[k].y = spos[1];
				t.tposs[k].z = spos[2];
			}

			var v1 = (new Vec3()).copyFrom(t.poss[1]).sub(t.poss[0]).normalize();
			var v2 = (new Vec3()).copyFrom(t.poss[2]).sub(t.poss[1]).normalize();
			var N = (new Vec3()).cp(v1, v2);

			trans.transVec3Rot(spos, N.x, N.y, N.z);

			if (t.lighting) {
				if (spos[2] > 0)
					t.shade = 0.8
				else {
					t.shade = 0.1 - N.y * 0.6;
					if (t.shade < 0) t.shade = 0;
				}
			}

			t.sortKey = Math.floor( (t.tposs[0].z + t.tposs[1].z + t.tposs[2].z + t.zBias) *1000 );
		}
	}
}

function ClothNode()
{
	this.flags = 0;
	this.pos  = new Vec3();
	this.velo = new Vec3();
	this.cv   = new Vec3();
	this.F    = new Vec3();
	this.links = [null, null, null, null];
	this.uv = {u:0, v:0};
}

function RenderTriangle()
{
	this.texture = null;
	this.poss  = new Array(3);
	this.tposs = [new Vec3(), new Vec3(), new Vec3()];
	this.uvs = [{u:0, v:0}, {u:0, v:0}, {u:0, v:0}];
	this.shade = 0;
	this.lighting = true;
	this.zBias = 0;

	this.sortKey = 0;
}

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