| Index: chrome/test/data/dromaeo/tests/dromaeo-3d-cube.html
|
| ===================================================================
|
| --- chrome/test/data/dromaeo/tests/dromaeo-3d-cube.html (revision 0)
|
| +++ chrome/test/data/dromaeo/tests/dromaeo-3d-cube.html (revision 0)
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| @@ -0,0 +1,340 @@
|
| +<html>
|
| +<head>
|
| +<script src="../htmlrunner.js"></script>
|
| +<script>
|
| +// 3D Cube Rotation
|
| +// http://www.speich.net/computer/moztesting/3d.htm
|
| +// Created by Simon Speich
|
| +
|
| +var Q = new Array();
|
| +var MTrans = new Array(); // transformation matrix
|
| +var MQube = new Array(); // position information of qube
|
| +var I = new Array(); // entity matrix
|
| +var Origin = new Object();
|
| +var Testing = new Object();
|
| +var LoopTimer;
|
| +
|
| +var DisplArea = new Object();
|
| +DisplArea.Width = 300;
|
| +DisplArea.Height = 300;
|
| +
|
| +function DrawLine(From, To) {
|
| + var x1 = From.V[0];
|
| + var x2 = To.V[0];
|
| + var y1 = From.V[1];
|
| + var y2 = To.V[1];
|
| + var dx = Math.abs(x2 - x1);
|
| + var dy = Math.abs(y2 - y1);
|
| + var x = x1;
|
| + var y = y1;
|
| + var IncX1, IncY1;
|
| + var IncX2, IncY2;
|
| + var Den;
|
| + var Num;
|
| + var NumAdd;
|
| + var NumPix;
|
| +
|
| + if (x2 >= x1) { IncX1 = 1; IncX2 = 1; }
|
| + else { IncX1 = -1; IncX2 = -1; }
|
| + if (y2 >= y1) { IncY1 = 1; IncY2 = 1; }
|
| + else { IncY1 = -1; IncY2 = -1; }
|
| + if (dx >= dy) {
|
| + IncX1 = 0;
|
| + IncY2 = 0;
|
| + Den = dx;
|
| + Num = dx / 2;
|
| + NumAdd = dy;
|
| + NumPix = dx;
|
| + }
|
| + else {
|
| + IncX2 = 0;
|
| + IncY1 = 0;
|
| + Den = dy;
|
| + Num = dy / 2;
|
| + NumAdd = dx;
|
| + NumPix = dy;
|
| + }
|
| +
|
| + NumPix = Math.round(Q.LastPx + NumPix);
|
| +
|
| + var i = Q.LastPx;
|
| + for (; i < NumPix; i++) {
|
| + Num += NumAdd;
|
| + if (Num >= Den) {
|
| + Num -= Den;
|
| + x += IncX1;
|
| + y += IncY1;
|
| + }
|
| + x += IncX2;
|
| + y += IncY2;
|
| + }
|
| + Q.LastPx = NumPix;
|
| +}
|
| +
|
| +function CalcCross(V0, V1) {
|
| + var Cross = new Array();
|
| + Cross[0] = V0[1]*V1[2] - V0[2]*V1[1];
|
| + Cross[1] = V0[2]*V1[0] - V0[0]*V1[2];
|
| + Cross[2] = V0[0]*V1[1] - V0[1]*V1[0];
|
| + return Cross;
|
| +}
|
| +
|
| +function CalcNormal(V0, V1, V2) {
|
| + var A = new Array(); var B = new Array();
|
| + for (var i = 0; i < 3; i++) {
|
| + A[i] = V0[i] - V1[i];
|
| + B[i] = V2[i] - V1[i];
|
| + }
|
| + A = CalcCross(A, B);
|
| + var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]);
|
| + for (var i = 0; i < 3; i++) A[i] = A[i] / Length;
|
| + A[3] = 1;
|
| + return A;
|
| +}
|
| +
|
| +function CreateP(X,Y,Z) {
|
| + this.V = [X,Y,Z,1];
|
| +}
|
| +
|
| +// mulitplies two matrices
|
| +function MMulti(M1, M2) {
|
| + var M = [[],[],[],[]];
|
| + var i = 0;
|
| + var j = 0;
|
| + for (; i < 4; i++) {
|
| + j = 0;
|
| + 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];
|
| + }
|
| + return M;
|
| +}
|
| +
|
| +//multiplies matrix with vector
|
| +function VMulti(M, V) {
|
| + var Vect = new Array();
|
| + var i = 0;
|
| + 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];
|
| + return Vect;
|
| +}
|
| +
|
| +function VMulti2(M, V) {
|
| + var Vect = new Array();
|
| + var i = 0;
|
| + for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2];
|
| + return Vect;
|
| +}
|
| +
|
| +// add to matrices
|
| +function MAdd(M1, M2) {
|
| + var M = [[],[],[],[]];
|
| + var i = 0;
|
| + var j = 0;
|
| + for (; i < 4; i++) {
|
| + j = 0;
|
| + for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j];
|
| + }
|
| + return M;
|
| +}
|
| +
|
| +function Translate(M, Dx, Dy, Dz) {
|
| + var T = [
|
| + [1,0,0,Dx],
|
| + [0,1,0,Dy],
|
| + [0,0,1,Dz],
|
| + [0,0,0,1]
|
| + ];
|
| + return MMulti(T, M);
|
| +}
|
| +
|
| +function RotateX(M, Phi) {
|
| + var a = Phi;
|
| + a *= Math.PI / 180;
|
| + var Cos = Math.cos(a);
|
| + var Sin = Math.sin(a);
|
| + var R = [
|
| + [1,0,0,0],
|
| + [0,Cos,-Sin,0],
|
| + [0,Sin,Cos,0],
|
| + [0,0,0,1]
|
| + ];
|
| + return MMulti(R, M);
|
| +}
|
| +
|
| +function RotateY(M, Phi) {
|
| + var a = Phi;
|
| + a *= Math.PI / 180;
|
| + var Cos = Math.cos(a);
|
| + var Sin = Math.sin(a);
|
| + var R = [
|
| + [Cos,0,Sin,0],
|
| + [0,1,0,0],
|
| + [-Sin,0,Cos,0],
|
| + [0,0,0,1]
|
| + ];
|
| + return MMulti(R, M);
|
| +}
|
| +
|
| +function RotateZ(M, Phi) {
|
| + var a = Phi;
|
| + a *= Math.PI / 180;
|
| + var Cos = Math.cos(a);
|
| + var Sin = Math.sin(a);
|
| + var R = [
|
| + [Cos,-Sin,0,0],
|
| + [Sin,Cos,0,0],
|
| + [0,0,1,0],
|
| + [0,0,0,1]
|
| + ];
|
| + return MMulti(R, M);
|
| +}
|
| +
|
| +function DrawQube() {
|
| + // calc current normals
|
| + var CurN = new Array();
|
| + var i = 5;
|
| + Q.LastPx = 0;
|
| + for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]);
|
| + if (CurN[0][2] < 0) {
|
| + if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; };
|
| + if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; };
|
| + if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; };
|
| + if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; };
|
| + }
|
| + if (CurN[1][2] < 0) {
|
| + if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; };
|
| + if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; };
|
| + if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
|
| + if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; };
|
| + }
|
| + if (CurN[2][2] < 0) {
|
| + if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
|
| + if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
|
| + if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
|
| + if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
|
| + }
|
| + if (CurN[3][2] < 0) {
|
| + if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
|
| + if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; };
|
| + if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; };
|
| + if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; };
|
| + }
|
| + if (CurN[4][2] < 0) {
|
| + if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; };
|
| + if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; };
|
| + if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; };
|
| + if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
|
| + }
|
| + if (CurN[5][2] < 0) {
|
| + if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; };
|
| + if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
|
| + if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; };
|
| + if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; };
|
| + }
|
| + Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
|
| + Q.LastPx = 0;
|
| +}
|
| +
|
| +function Loop() {
|
| + if (Testing.LoopCount > Testing.LoopMax) return;
|
| + var TestingStr = String(Testing.LoopCount);
|
| + while (TestingStr.length < 3) TestingStr = "0" + TestingStr;
|
| + MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]);
|
| + MTrans = RotateX(MTrans, 1);
|
| + MTrans = RotateY(MTrans, 3);
|
| + MTrans = RotateZ(MTrans, 5);
|
| + MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]);
|
| + MQube = MMulti(MTrans, MQube);
|
| + var i = 8;
|
| + for (; i > -1; i--) {
|
| + Q[i].V = VMulti(MTrans, Q[i].V);
|
| + }
|
| + DrawQube();
|
| + Testing.LoopCount++;
|
| + Loop();
|
| +}
|
| +
|
| +function Init(CubeSize) {
|
| + // init/reset vars
|
| + Origin.V = [150,150,20,1];
|
| + Testing.LoopCount = 0;
|
| + Testing.LoopMax = 50;
|
| + Testing.TimeMax = 0;
|
| + Testing.TimeAvg = 0;
|
| + Testing.TimeMin = 0;
|
| + Testing.TimeTemp = 0;
|
| + Testing.TimeTotal = 0;
|
| + Testing.Init = false;
|
| +
|
| + // transformation matrix
|
| + MTrans = [
|
| + [1,0,0,0],
|
| + [0,1,0,0],
|
| + [0,0,1,0],
|
| + [0,0,0,1]
|
| + ];
|
| +
|
| + // position information of qube
|
| + MQube = [
|
| + [1,0,0,0],
|
| + [0,1,0,0],
|
| + [0,0,1,0],
|
| + [0,0,0,1]
|
| + ];
|
| +
|
| + // entity matrix
|
| + I = [
|
| + [1,0,0,0],
|
| + [0,1,0,0],
|
| + [0,0,1,0],
|
| + [0,0,0,1]
|
| + ];
|
| +
|
| + // create qube
|
| + Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize);
|
| + Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize);
|
| + Q[2] = new CreateP( CubeSize, CubeSize, CubeSize);
|
| + Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize);
|
| + Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize);
|
| + Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize);
|
| + Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize);
|
| + Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize);
|
| +
|
| + // center of gravity
|
| + Q[8] = new CreateP(0, 0, 0);
|
| +
|
| + // anti-clockwise edge check
|
| + Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]];
|
| +
|
| + // calculate squad normals
|
| + Q.Normal = new Array();
|
| + 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);
|
| +
|
| + // line drawn ?
|
| + Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
|
| +
|
| + // create line pixels
|
| + Q.NumPx = 9 * 2 * CubeSize;
|
| + for (var i = 0; i < Q.NumPx; i++) new CreateP(0,0,0);
|
| +
|
| + MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]);
|
| + MQube = MMulti(MTrans, MQube);
|
| +
|
| + var i = 0;
|
| + for (; i < 9; i++) {
|
| + Q[i].V = VMulti(MTrans, Q[i].V);
|
| + }
|
| + DrawQube();
|
| + Testing.Init = true;
|
| + Loop();
|
| +}
|
| +
|
| +window.onload = function(){ startTest("dromaeo-3d-cube", '');
|
| +
|
| +test("Rotate 3D Cube", function(){
|
| + Init(20);
|
| +});
|
| +
|
| +endTest(); };
|
| +</script>
|
| +</head>
|
| +<body></body>
|
| +</html>
|
|
|