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authorEric Guzman2012-03-17 00:05:14 -0700
committerEric Guzman2012-03-17 00:05:14 -0700
commita3192d8bc0f8c0698265817c14dcd2284fd89d7d (patch)
tree497ac55f550ed52f9d73b464aafb2aa6cb5f5038 /js/helper-classes/backup-delete/GLBrushStroke.js
parenta6a6f9bcc5ff92f5bb5e9275336dfaec2d8e8f4c (diff)
parent954f5a13e371febcb1c0fb8015c577ee51c23130 (diff)
downloadninja-a3192d8bc0f8c0698265817c14dcd2284fd89d7d.tar.gz
Merge branch 'refs/heads/master' into AddAnimationsLibrary
Conflicts: js/panels/presets/default-transition-presets.js
Diffstat (limited to 'js/helper-classes/backup-delete/GLBrushStroke.js')
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diff --git a/js/helper-classes/backup-delete/GLBrushStroke.js b/js/helper-classes/backup-delete/GLBrushStroke.js
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1/* <copyright>
2This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
3No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
4(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
5</copyright> */
6
7// Todo: This entire class should be converted to a module
8var VecUtils = require("js/helper-classes/3D/vec-utils").VecUtils;
9
10///////////////////////////////////////////////////////////////////////
11// Class GLBrushStroke
12// representation a sequence points (polyline) created by brush tool.
13// Derived from class GLGeomObj
14///////////////////////////////////////////////////////////////////////
15function GLBrushStroke() {
16 ///////////////////////////////////////////////////
17 // Instance variables
18 ///////////////////////////////////////////////////
19 this._Points = [];
20 this._BBoxMin = [0, 0, 0];
21 this._BBoxMax = [0, 0, 0];
22 this._dirty = true;
23
24 //whether or not to use the canvas drawing to stroke/fill
25 this._useCanvasDrawing = true;
26
27 //the X and Y location of this subpath's canvas in stage world space of Ninja
28 this._canvasX = 0;
29 this._canvasY = 0;
30
31 //stroke information
32 this._strokeWidth = 0.0;
33 this._strokeColor = [0.4, 0.4, 0.4, 1.0];
34 this._strokeMaterial;
35 this._strokeStyle = "Solid";
36
37 //the wetness of the brush (currently this is multiplied to the square of the stroke width, but todo should be changed to not depend on stroke width entirely
38 //smaller value means more samples for the path
39 this._WETNESS_FACTOR = 0.25;
40
41 //prevent extremely long paths that can take a long time to render
42 this._MAX_ALLOWED_SAMPLES = 500;
43
44 //drawing context
45 this._world = null;
46
47 //tool that owns this brushstroke
48 this._drawingTool = null;
49 this._planeMat = null;
50 this._planeMatInv = null;
51 this._planeCenter = null;
52
53 // initialize the inherited members
54 this.inheritedFrom = GLGeomObj;
55 this.inheritedFrom();
56
57 /////////////////////////////////////////////////////////
58 // Property Accessors/Setters
59 /////////////////////////////////////////////////////////
60 this.setWorld = function (world) { this._world = world; }
61 this.getWorld = function () { return this._world; }
62 this.geomType = function () { return this.GEOM_TYPE_CUBIC_BEZIER; }
63 this.setDrawingTool = function (tool) {this._drawingTool = tool;}
64 this.getDrawingTool = function () {return this._drawingTool;}
65 this.setPlaneMatrix = function(planeMat){this._planeMat = planeMat;}
66 this.setPlaneMatrixInverse = function(planeMatInv){this._planeMatInv = planeMatInv;}
67 this.setPlaneCenter = function(pc){this._planeCenter = pc;}
68
69 this.getCanvasX = function(){return this._canvasX;}
70 this.getCanvasY = function(){return this._canvasY;}
71 this.setCanvasX = function(cx){this._canvasX=cx;}
72 this.setCanvasY = function(cy){this._canvasY=cy;}
73
74
75 this.getNumPoints = function () { return this._Points.length; }
76 this.getPoint = function (index) { return this._Points[index]; }
77 this.addPoint = function (pt)
78 {
79 //add the point only if it is some epsilon away from the previous point
80 var numPoints = this._Points.length;
81 if (numPoints>0) {
82 var threshold = this._WETNESS_FACTOR*this._strokeWidth;
83 var prevPt = this._Points[numPoints-1];
84 var diffPt = [prevPt[0]-pt[0], prevPt[1]-pt[1]];
85 var diffPtMag = Math.sqrt(diffPt[0]*diffPt[0] + diffPt[1]*diffPt[1]);
86 if (diffPtMag>threshold){
87 this._Points.push(pt);
88 this._dirty=true;
89 }
90 }else{
91 this._Points.push(pt);
92 this._dirty=true;
93 }
94 }
95
96 this.insertPoint = function(pt, index){ this._Points.splice(index, 0, pt); this._dirty=true;}
97 this.isDirty = function(){return this._dirty;}
98 this.makeDirty = function(){this._dirty=true;}
99
100 this.getBBoxMin = function () { return this._BBoxMin; }
101 this.getBBoxMax = function () { return this._BBoxMax; }
102
103 this.getStrokeWidth = function () { return this._strokeWidth; }
104 this.setStrokeWidth = function (w) { this._strokeWidth = w; this._dirty=true;}
105 this.getStrokeMaterial = function () { return this._strokeMaterial; }
106 this.setStrokeMaterial = function (m) { this._strokeMaterial = m; }
107 this.getStrokeColor = function () { return this._strokeColor; }
108 this.setStrokeColor = function (c) { this._strokeColor = c; }
109 this.getStrokeStyle = function () { return this._strokeStyle; }
110 this.setStrokeStyle = function (s) { this._strokeStyle = s; }
111
112 this.setWidth = function () { }//NO-OP for now
113 this.setHeight = function () {}//NO-OP for now
114
115
116 //remove and return anchor at specified index, return null on error
117 this.removePoint = function (index) {
118 var retAnchor = null;
119 if (index < this._Points.length) {
120 retPt = this._Points.splice(index, 1);
121 this._dirty=true;
122 }
123 return retPoint;
124 }
125
126 //remove all the points
127 this.clear = function () { this._Points = []; this._dirty=true;}
128
129 this.translate = function (tx, ty, tz) {
130 for (var i=0;i<this._Points.length;i++){
131 this._Points[i][0]+=tx;
132 this._Points[i][1]+=ty;
133 this._Points[i][2]+=tz;
134 }
135 }
136
137 this.computeMetaGeometry = function(){
138 if (this._dirty){
139 var numPoints = this._Points.length;
140
141 //**** add samples to the path if needed...linear interpolation for now
142 if (numPoints>1) {
143 var threshold = this._WETNESS_FACTOR*this._strokeWidth;
144 var prevPt = this._Points[0];
145 var prevIndex = 0;
146 for (var i=1;i<numPoints;i++){
147 var pt = this._Points[i];
148 var diff = [pt[0]-prevPt[0], pt[1]-prevPt[1]];
149 var distance = Math.sqrt(diff[0]*diff[0]+diff[1]*diff[1]);
150 if (distance>threshold){
151 //insert points along the prev. to current point
152 var numNewPoints = Math.floor(distance/threshold);
153 for (var j=0;j<numNewPoints;j++){
154 var param = (j+1)/(numNewPoints+1);
155 var newpt = [prevPt[0]+ diff[0]*param, prevPt[1]+ diff[1]*param];
156 //insert new point before point i
157 this._Points.splice(i, 0, [newpt[0], newpt[1], 0]);
158 i++;
159 }
160 this._dirty=true;
161 }
162 prevPt=pt;
163 //update numPoints to match the new length
164 numPoints = this._Points.length;
165
166 //end this function if the numPoints has gone above the max. size specified
167 if (numPoints> this._MAX_ALLOWED_SAMPLES){
168 console.log("leaving the resampling because numPoints is greater than limit:"+this._MAX_ALLOWED_SAMPLES);
169 break;
170 }
171 }
172 }
173
174 // *** compute the bounding box *********
175 this._BBoxMin = [Infinity, Infinity, Infinity];
176 this._BBoxMax = [-Infinity, -Infinity, -Infinity];
177 numPoints = this._Points.length;
178 if (numPoints === 0) {
179 this._BBoxMin = [0, 0, 0];
180 this._BBoxMax = [0, 0, 0];
181 } else {
182 for (var i=0;i<numPoints;i++){
183 var pt = this._Points[i];
184 for (var d = 0; d < 3; d++) {
185 if (this._BBoxMin[d] > pt[d]) {
186 this._BBoxMin[d] = pt[d];
187 }
188 if (this._BBoxMax[d] < pt[d]) {
189 this._BBoxMax[d] = pt[d];
190 }
191 }//for every dimension d from 0 to 2
192 }
193 }
194 //increase the bbox given the stroke width
195 for (var d = 0; d < 3; d++) {
196 this._BBoxMin[d]-= this._strokeWidth/2;
197 this._BBoxMax[d]+= this._strokeWidth/2;
198 }//for every dimension d from 0 to 2
199 }
200 this._dirty = false;
201 }
202
203 this.buildBuffers = function () {
204 return; //no need to do anything for now
205 }//buildBuffers()
206
207 //render
208 // specify how to render the subpath in Canvas2D
209 this.render = function () {
210 // get the world
211 var world = this.getWorld();