// Javascript library basic 3d rendering using text.
// v0.1a
//
// Copyright (C) 2007  W. Xavier Snelgrove
// 
// 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 2
// 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, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
//
// http://www.wxs.ca/gpl.txt

var PHI = 1.61803398874989484820458683;
var PHI_INV = 1/PHI;


// This function multiplies a 4x4 matrix by a 4x1 vector
function multV(m,v0,v1,v2,v3) {
	// Initialize the result vector.
	var result = new Array(3);
	
	// Perform the multiplication
	result[0] = m[0][0]*v0 + m[0][1]*v1 + m[0][2]*v2 + m[0][3]*v3;
	result[1] = m[1][0]*v0 + m[1][1]*v1 + m[1][2]*v2 + m[1][3]*v3;
	result[2] = m[2][0]*v0 + m[2][1]*v1 + m[2][2]*v2 + m[2][3]*v3;
	result[3] = m[3][0]*v0 + m[3][1]*v1 + m[3][2]*v2 + m[3][3]*v3;
	return result;
}

// This funciton returns the identity matrix
function identity() {
	return [[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]];
}


// This class will represent a single stand-alone renderer.
function JS3D(renderDiv, maxZ) {	

	// The div in which all will be drawn.
	this.rField=document.getElementById(renderDiv);
	
	// xCut is the maximum displayable z value.
	if (maxZ) this.maxZ = maxZ;
	else this.maxZ = 0;
	// Find the coordinates of the canvas thing.
	this.xPos = this.rField.style.left.substring(0,this.rField.style.left.indexOf("px"));
	this.yPos = this.rField.style.top.substring(0,this.rField.style.left.indexOf("px"));
	
	this.width = this.rField.style.width.substring(0,this.rField.style.width.indexOf("px"));
//	alert("width"+this.rField.style.width);
	this.height = this.rField.style.height.substring(0,this.rField.style.height.indexOf("px"));
	
	this.resetMatrix();
	
	// This array will contain all the points to be drawn.
	this.points = new Array();
}

JS3D.prototype.rotateX = rotateX;
JS3D.prototype.rotateY = rotateY;
JS3D.prototype.rotateZ = rotateZ;
JS3D.prototype.scale = scale;
JS3D.prototype.translate = translate;
JS3D.prototype.addPoint = addPoint;
JS3D.prototype.addPointV = addPointV;
JS3D.prototype.clearPoints = clearPoints;
JS3D.prototype.drawPoint = drawPoint;
JS3D.prototype.paint = paint;
JS3D.prototype.resetMatrix = resetMatrix;
JS3D.prototype.addLine = addLine;

function resetMatrix() {
	// translate the axes to the center of the canvas.
	this.matrix = identity();
	this.matrix = this.translate(this.width/2,this.height/2,0);
}
function rotateX(angle,m) {
	if(!m) m = this.matrix;
	var c = Math.cos(angle);
	var s = Math.sin(angle);
	return mult(m,[[1, 0, 0, 0],[0, c, -s, 0],[0, s, c, 0],[0, 0, 0, 1]]);
}
function rotateY(angle,m) {
	if(!m) m = this.matrix;
	var c = Math.cos(angle);
	var s = Math.sin(angle);
	return mult(m,[[c, 0, s, 0],[0, 1, 0, 0],[-s, 0, c, 0],[0, 0, 0, 1]]);
}
function rotateZ(angle,m) {
	if(!m) m = this.matrix;
	var c = Math.cos(angle);
	var s = Math.sin(angle);
	return mult(m,[[c, -s, 0, 0],[s, c, 0, 0],[0, 0, 1, 0],[0, 0, 0, 1]]);
}
function scale(scaleX,scaleY,scaleZ,m) {
	if(!m) m = this.matrix;
	return mult(m,[[scaleX,0,0,0],[0,scaleY,0,0],[0,0,scaleZ,0],[0,0,0,1]]);
}

function translate(dX, dY, dZ,m) {
	if(!m) m = this.matrix;
	return mult(m,[[1,0,0,dX],[0,1,0,dY],[0,0,1,dZ],[0,0,0,1]]);
}

function addPoint(x,y,z,text,m) {
	if(!m) m=identity();
	var v = multV(m,x,y,z,1);
	var l = this.points.length;
	this.points[l]=new Point(v[0],v[1],v[2],text);
	this.rField.appendChild(this.points[l].div);
	return this.points[l];
}
function addPointV(v,text) {
	this.addPoint(v[0],v[1],v[2],text);
}
function clearPoints() {
	for (var i = 0; i <this.points.length; i++) {
		this.rField.removeChild(this.points[i].div);
	}
	this.points.length=0;
}
function drawPoint(index) {
	// The transformed position of this point.
	var tPoint = multV(this.matrix,this.points[index].x,this.points[index].y,this.points[index].z,this.points[index].W);
	if (tPoint[0] < 0 ||
	    tPoint[0] > this.width ||
	    tPoint[1] < 0 ||
	    tPoint[1] > this.height ||
	    tPoint[2] >= this.maxZ) {
		this.points[index].div.style.visibility = "hidden";
		return;
	}
	this.points[index].div.style.visibility = "visible";
	this.points[index].div.style.left=tPoint[0]+"px";
	this.points[index].div.style.top=tPoint[1]+"px";
	this.points[index].div.style.fontSize =5000/(-tPoint[2])+"px";
}
// This function paints each point onto the screen.
function paint() {
	for(var i = 0; i<this.points.length; i++) {
		this.drawPoint(i);
	}
}

// This function multiplies two 4x4 matrices
function mult(m1, m2) {
	//Initialize the result matrix
	var result = new Array(4);
	for (var i = 0; i<4;i++) {
		result[i] = new Array(4);
	}
	
	// Perform the multiplication.
	for(var i = 0; i < 3; i++){
		result[i][0] = m1[i][0] * m2[0][0] + m1[i][1] * m2[1][0] + m1[i][2] * m2[2][0] + m1[i][3] * m2[3][0];
		result[i][1] = m1[i][0] * m2[0][1] + m1[i][1] * m2[1][1] + m1[i][2] * m2[2][1] + m1[i][3] * m2[3][1];
		result[i][2] = m1[i][0] * m2[0][2] + m1[i][1] * m2[1][2] + m1[i][2] * m2[2][2] + m1[i][3] * m2[3][2];
		result[i][3] = m1[i][0] * m2[0][3] + m1[i][1] * m2[1][3] + m1[i][2] * m2[2][3] + m1[i][3] * m2[3][3];
	}
	return result;
}


function Point(x, y, z, text) {
	this.x = x;
	this.y = y;
	this.z = z;
	this.W = 1;
	
	this.div = document.createElement("div");
	if(text) this.div.innerHTML = text;
	else this.div.innerHTML = "*";
	this.div.style.position = "absolute";
	this.div.style.fontSize = "10px";
	this.div.style.fontFamily = "times";
}
// Draws a line from the given point to the next.
function addLine(x1,y1,z1,x2,y2,z2,num,text,m) {
	if(!text) text="*";
	if(!m) m=identity();
	var dx = x2-x1;
	var dy = y2-y1;
	var dz = z2-z1;
	var length = Math.sqrt(dx*dx+dy*dy+dz*dz);
	for(var i = 0; i <= num; i++) {
		var px = x1+dx*i/num;
		var py = y1+dy*i/num;
		var pz = z1+dz*i/num;
		this.addPoint(px,py,pz,text,m);
	}
}
