diff options
author | Pushkar Joshi | 2012-02-01 12:16:11 -0800 |
---|---|---|
committer | Pushkar Joshi | 2012-02-01 12:16:11 -0800 |
commit | ada488781ff815a827e7f5903f2c55773e3be0f3 (patch) | |
tree | 57617a934ece90edfc1393f9cfd42d5cce5d488a /js/helper-classes/RDGE | |
parent | 107f79288ed87a282dd52075640297cc02bdf318 (diff) | |
download | ninja-ada488781ff815a827e7f5903f2c55773e3be0f3.tar.gz |
when selecting anchor points, first check if the selected anchor position is close enough
Diffstat (limited to 'js/helper-classes/RDGE')
-rw-r--r-- | js/helper-classes/RDGE/GLSubpath.js | 168 |
1 files changed, 98 insertions, 70 deletions
diff --git a/js/helper-classes/RDGE/GLSubpath.js b/js/helper-classes/RDGE/GLSubpath.js index c4ca1b20..9b6ae917 100644 --- a/js/helper-classes/RDGE/GLSubpath.js +++ b/js/helper-classes/RDGE/GLSubpath.js | |||
@@ -433,17 +433,111 @@ GLSubpath.prototype.pickAnchor = function (pickX, pickY, pickZ, radius) { | |||
433 | var retCode = this.SEL_NONE; | 433 | var retCode = this.SEL_NONE; |
434 | var radSq = radius * radius; | 434 | var radSq = radius * radius; |
435 | var minDistance = Infinity; | 435 | var minDistance = Infinity; |
436 | for (var i = 0; i < numAnchors; i++) { | 436 | //check if the clicked location is close to the currently selected anchor position |
437 | var distSq = this._Anchors[i].getDistanceSq(pickX, pickY, pickZ); | 437 | if (this._selectedAnchorIndex>=0 && this._selectedAnchorIndex<this._Anchors.length){ |
438 | var distSq = this._Anchors[this._selectedAnchorIndex].getDistanceSq(pickX, pickY, pickZ); | ||
438 | //check the anchor point | 439 | //check the anchor point |
439 | if (distSq < minDistance && distSq < radSq) { | 440 | if (distSq < minDistance && distSq < radSq) { |
440 | selAnchorIndex = i; | 441 | selAnchorIndex = this._selectedAnchorIndex; |
441 | minDistance = distSq; | 442 | minDistance = distSq; |
443 | retCode = retCode | this.SEL_ANCHOR; | ||
442 | } | 444 | } |
443 | }//for every anchor i | 445 | } |
446 | //now check if the click location is close to any anchor position | ||
447 | if (selAnchorIndex===-1) { | ||
448 | for (var i = 0; i < numAnchors; i++) { | ||
449 | var distSq = this._Anchors[i].getDistanceSq(pickX, pickY, pickZ); | ||
450 | //check the anchor point | ||
451 | if (distSq < minDistance && distSq < radSq) { | ||
452 | selAnchorIndex = i; | ||
453 | minDistance = distSq; | ||
454 | } | ||
455 | }//for every anchor i | ||
456 | } | ||
444 | return selAnchorIndex; | 457 | return selAnchorIndex; |
445 | } | 458 | } |
446 | 459 | ||
460 | |||
461 | //pick the path point closest to the specified location, return null if some anchor point (or its handles) is within radius, else return the parameter distance | ||
462 | GLSubpath.prototype.pickPath = function (pickX, pickY, pickZ, radius) { | ||
463 | var numAnchors = this._Anchors.length; | ||
464 | var selAnchorIndex = -1; | ||
465 | var retCode = this.SEL_NONE; | ||
466 | var radSq = radius * radius; | ||
467 | var minDistance = Infinity; | ||
468 | //check if the clicked location is close to the currently selected anchor position | ||
469 | if (this._selectedAnchorIndex>=0 && this._selectedAnchorIndex<this._Anchors.length){ | ||
470 | var distSq = this._Anchors[this._selectedAnchorIndex].getDistanceSq(pickX, pickY, pickZ); | ||
471 | //check the anchor point | ||
472 | if (distSq < minDistance && distSq < radSq) { | ||
473 | selAnchorIndex = this._selectedAnchorIndex; | ||
474 | minDistance = distSq; | ||
475 | retCode = retCode | this.SEL_ANCHOR; | ||
476 | } | ||
477 | } | ||
478 | //now check if the click location is close to any anchor position | ||
479 | if (selAnchorIndex===-1) { | ||
480 | for (var i = 0; i < numAnchors; i++) { | ||
481 | var distSq = this._Anchors[i].getDistanceSq(pickX, pickY, pickZ); | ||
482 | //check the anchor point | ||
483 | if (distSq < minDistance && distSq < radSq) { | ||
484 | selAnchorIndex = i; | ||
485 | minDistance = distSq; | ||
486 | retCode = retCode | this.SEL_ANCHOR; | ||
487 | } | ||
488 | }//for every anchor i | ||
489 | } | ||
490 | |||
491 | //check the prev and next of the selected anchor if the above did not register a hit | ||
492 | if (this._selectedAnchorIndex>=0 && selAnchorIndex === -1) { | ||
493 | var distSq = this._Anchors[this._selectedAnchorIndex].getPrevDistanceSq(pickX, pickY, pickZ); | ||
494 | if (distSq < minDistance && distSq < radSq){ | ||
495 | selAnchorIndex = this._selectedAnchorIndex; | ||
496 | minDistance = distSq; | ||
497 | retCode = retCode | this.SEL_PREV; | ||
498 | } else { | ||
499 | //check the next for this anchor point | ||
500 | distSq = this._Anchors[this._selectedAnchorIndex].getNextDistanceSq(pickX, pickY, pickZ); | ||
501 | if (distSq<minDistance && distSq<radSq){ | ||
502 | selAnchorIndex = this._selectedAnchorIndex; | ||
503 | minDistance = distSq; | ||
504 | retCode = retCode | this.SEL_NEXT; | ||
505 | } | ||
506 | } | ||
507 | } | ||
508 | var retParam = null; | ||
509 | if (retCode !== this.SEL_NONE) { | ||
510 | retCode = retCode | this.SEL_PATH; //ensure that path is also selected if anything else is selected | ||
511 | this._selectedAnchorIndex = selAnchorIndex; | ||
512 | } else { | ||
513 | this._selectedAnchorIndex = -1; | ||
514 | var numSegments = this._isClosed ? numAnchors : numAnchors-1; | ||
515 | for (var i = 0; i < numSegments; i++) { | ||
516 | var nextIndex = (i+1)%numAnchors; | ||
517 | //check if the point is close to the bezier segment between anchor i and anchor nextIndex | ||
518 | var controlPoints = Vector.create([Vector.create([this._Anchors[i].getPosX(),this._Anchors[i].getPosY(),this._Anchors[i].getPosZ()]), | ||
519 | Vector.create([this._Anchors[i].getNextX(),this._Anchors[i].getNextY(),this._Anchors[i].getNextZ()]), | ||
520 | Vector.create([this._Anchors[nextIndex].getPrevX(),this._Anchors[nextIndex].getPrevY(),this._Anchors[nextIndex].getPrevZ()]), | ||
521 | Vector.create([this._Anchors[nextIndex].getPosX(),this._Anchors[nextIndex].getPosY(),this._Anchors[nextIndex].getPosZ()])]); | ||
522 | var point = Vector.create([pickX, pickY, pickZ]); | ||
523 | if (this._isWithinBoundingBox(point, controlPoints, radius)) { | ||
524 | //var intersectParam = this._checkIntersection(controlPoints, 0.0, 1.0, point, radius); | ||
525 | var intersectParam = this._checkIntersectionWithSamples(this._anchorSampleIndex[i], this._anchorSampleIndex[nextIndex], point, radius); | ||
526 | console.log("intersectParam:"+intersectParam); | ||
527 | if (intersectParam){ | ||
528 | retCode = retCode | this.SEL_PATH; | ||
529 | retParam = intersectParam-i; //make the retParam go from 0 to 1 | ||
530 | this._selectedAnchorIndex = i; | ||
531 | break; | ||
532 | } | ||
533 | } | ||
534 | }//for every anchor i | ||
535 | } | ||
536 | this._selectMode = retCode; | ||
537 | return retParam; | ||
538 | } //GLSubpath.pickPath function | ||
539 | |||
540 | |||
447 | GLSubpath.prototype.getSelectedAnchorIndex = function () { return this._selectedAnchorIndex; } | 541 | GLSubpath.prototype.getSelectedAnchorIndex = function () { return this._selectedAnchorIndex; } |
448 | GLSubpath.prototype.getSelectedMode = function () { return this._selectMode; } | 542 | GLSubpath.prototype.getSelectedMode = function () { return this._selectMode; } |
449 | 543 | ||
@@ -1019,69 +1113,3 @@ GLSubpath.prototype.collidesWithPoint = function (x, y) { | |||
1019 | return true; | 1113 | return true; |
1020 | } | 1114 | } |
1021 | 1115 | ||
1022 | |||
1023 | //pick the path point closest to the specified location, return null if some anchor point (or its handles) is within radius, else return the parameter distance | ||
1024 | GLSubpath.prototype.pickPath = function (pickX, pickY, pickZ, radius) { | ||
1025 | var numAnchors = this._Anchors.length; | ||
1026 | var selAnchorIndex = -1; | ||
1027 | var retCode = this.SEL_NONE; | ||
1028 | var radSq = radius * radius; | ||
1029 | var minDistance = Infinity; | ||
1030 | for (var i = 0; i < numAnchors; i++) { | ||
1031 | var distSq = this._Anchors[i].getDistanceSq(pickX, pickY, pickZ); | ||
1032 | //check the anchor point | ||
1033 | if (distSq < minDistance && distSq < radSq) { | ||
1034 | selAnchorIndex = i; | ||
1035 | minDistance = distSq; | ||
1036 | retCode = retCode | this.SEL_ANCHOR; | ||
1037 | } | ||
1038 | }//for every anchor i | ||
1039 | |||
1040 | //check the prev and next of the selected anchor if the above did not register a hit | ||
1041 | if (this._selectedAnchorIndex>=0 && selAnchorIndex === -1) { | ||
1042 | var distSq = this._Anchors[this._selectedAnchorIndex].getPrevDistanceSq(pickX, pickY, pickZ); | ||
1043 | if (distSq < minDistance && distSq < radSq){ | ||
1044 | selAnchorIndex = this._selectedAnchorIndex; | ||
1045 | minDistance = distSq; | ||
1046 | retCode = retCode | this.SEL_PREV; | ||
1047 | } else { | ||
1048 | //check the next for this anchor point | ||
1049 | distSq = this._Anchors[this._selectedAnchorIndex].getNextDistanceSq(pickX, pickY, pickZ); | ||
1050 | if (distSq<minDistance && distSq<radSq){ | ||
1051 | selAnchorIndex = this._selectedAnchorIndex; | ||
1052 | minDistance = distSq; | ||
1053 | retCode = retCode | this.SEL_NEXT; | ||
1054 | } | ||
1055 | } | ||
1056 | } | ||
1057 | var retParam = null; | ||
1058 | if (retCode !== this.SEL_NONE) { | ||
1059 | retCode = retCode | this.SEL_PATH; //ensure that path is also selected if anything else is selected | ||
1060 | this._selectedAnchorIndex = selAnchorIndex; | ||
1061 | } else { | ||
1062 | this._selectedAnchorIndex = -1; | ||
1063 | var numSegments = this._isClosed ? numAnchors : numAnchors-1; | ||
1064 | for (var i = 0; i < numSegments; i++) { | ||
1065 | var nextIndex = (i+1)%numAnchors; | ||
1066 | //check if the point is close to the bezier segment between anchor i and anchor nextIndex | ||
1067 | var controlPoints = Vector.create([Vector.create([this._Anchors[i].getPosX(),this._Anchors[i].getPosY(),this._Anchors[i].getPosZ()]), | ||
1068 | Vector.create([this._Anchors[i].getNextX(),this._Anchors[i].getNextY(),this._Anchors[i].getNextZ()]), | ||
1069 | Vector.create([this._Anchors[nextIndex].getPrevX(),this._Anchors[nextIndex].getPrevY(),this._Anchors[nextIndex].getPrevZ()]), | ||
1070 | Vector.create([this._Anchors[nextIndex].getPosX(),this._Anchors[nextIndex].getPosY(),this._Anchors[nextIndex].getPosZ()])]); | ||
1071 | var point = Vector.create([pickX, pickY, pickZ]); | ||
1072 | if (this._isWithinBoundingBox(point, controlPoints, radius)) { | ||
1073 | //var intersectParam = this._checkIntersection(controlPoints, 0.0, 1.0, point, radius); | ||
1074 | var intersectParam = this._checkIntersectionWithSamples(this._anchorSampleIndex[i], this._anchorSampleIndex[nextIndex], point, radius); | ||
1075 | console.log("intersectParam:"+intersectParam); | ||
1076 | if (intersectParam){ | ||
1077 | retCode = retCode | this.SEL_PATH; | ||
1078 | retParam = intersectParam-i; //make the retParam go from 0 to 1 | ||
1079 | this._selectedAnchorIndex = i; | ||
1080 | break; | ||
1081 | } | ||
1082 | } | ||
1083 | }//for every anchor i | ||
1084 | } | ||
1085 | this._selectMode = retCode; | ||
1086 | return retParam; | ||
1087 | } //GLSubpath.pickPath function \ No newline at end of file | ||