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author | Jose Antonio Marquez | 2012-02-09 12:09:09 -0800 |
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committer | Jose Antonio Marquez | 2012-02-09 12:09:09 -0800 |
commit | 44c65bc6bbd5b754f9073f93a3afca8dd9acc864 (patch) | |
tree | 0e9ac4c8b2f8ce3246739ab06053e9986e8c9b51 /js/helper-classes | |
parent | d7e198f5a95011679fa2c536780edbdc533a4893 (diff) | |
parent | ce81a3f4387d80f9ac406e73b843fb5dbe9cf432 (diff) | |
download | ninja-44c65bc6bbd5b754f9073f93a3afca8dd9acc864.tar.gz |
Merge branch 'refs/heads/NinjaInternal' into FileIO
Diffstat (limited to 'js/helper-classes')
30 files changed, 1609 insertions, 1778 deletions
diff --git a/js/helper-classes/3D/math-utils.js b/js/helper-classes/3D/math-utils.js index 71ed62a0..3d24f76e 100755 --- a/js/helper-classes/3D/math-utils.js +++ b/js/helper-classes/3D/math-utils.js | |||
@@ -802,19 +802,21 @@ var MathUtilsClass = exports.MathUtilsClass = Object.create(Object.prototype, { | |||
802 | getAxisAngleBetween3DVectors: { | 802 | getAxisAngleBetween3DVectors: { |
803 | value: function (vec1, vec2, axis) { | 803 | value: function (vec1, vec2, axis) { |
804 | //compute magnitudes of the vectors | 804 | //compute magnitudes of the vectors |
805 | var mag1 = VecUtils.vecMag(3, vec1); | 805 | var v1n = VecUtils.vecNormalize(3, vec1, 1.0); |
806 | var mag2 = VecUtils.vecMag(3, vec2); | 806 | var v2n = VecUtils.vecNormalize(3, vec2, 1.0); |
807 | |||
808 | if (mag1 < this.EPSILON || mag2 < this.EPSILON) { | ||
809 | return 0; //if angle 0 is returned nothing from this function should be used | ||
810 | } | ||
811 | //angle between the vectors (acos for now...) | 807 | //angle between the vectors (acos for now...) |
812 | var angle = Math.acos(VecUtils.vecDot(3, vec1, vec2) / (mag1 * mag2)); | 808 | var angle = Math.acos(VecUtils.vecDot(3, v1n, v2n)); |
813 | if (Math.abs(angle) < this.EPSILON) { | 809 | if (Math.abs(angle) < this.EPSILON) { |
814 | return 0; | 810 | return 0; |
815 | } | 811 | } |
812 | //TODO testing...remove this block | ||
813 | console.log("getAxisAngleBetween3DVectors Angle: "+angle); | ||
814 | if (isNaN(angle)){ | ||
815 | console.log("getAxisAngleBetween3DVectors Angle is NaN"); | ||
816 | } | ||
817 | //TODO end testing block | ||
816 | //optionally, if axis is provided, create the axis of rotation as well | 818 | //optionally, if axis is provided, create the axis of rotation as well |
817 | var rotAxis = VecUtils.vecCross(3, vec1, vec2); | 819 | var rotAxis = VecUtils.vecCross(3, v1n, v2n); |
818 | rotAxis = VecUtils.vecNormalize(3, rotAxis, 1); | 820 | rotAxis = VecUtils.vecNormalize(3, rotAxis, 1); |
819 | axis[0] = rotAxis[0]; | 821 | axis[0] = rotAxis[0]; |
820 | axis[1] = rotAxis[1]; | 822 | axis[1] = rotAxis[1]; |
diff --git a/js/helper-classes/RDGE/GLAnchorPoint.js b/js/helper-classes/RDGE/GLAnchorPoint.js index 496b6f60..716f59d4 100755 --- a/js/helper-classes/RDGE/GLAnchorPoint.js +++ b/js/helper-classes/RDGE/GLAnchorPoint.js | |||
@@ -26,125 +26,136 @@ function GLAnchorPoint() { | |||
26 | this._nextX = 0.0; | 26 | this._nextX = 0.0; |
27 | this._nextY = 0.0; | 27 | this._nextY = 0.0; |
28 | this._nextZ = 0.0; | 28 | this._nextZ = 0.0; |
29 | 29 | } | |
30 | // *********** setters ************ | 30 | // *********** setters ************ |
31 | this.setPos = function (x, y, z) { this._x = x; this._y = y; this._z = z; } | 31 | GLAnchorPoint.prototype.setPos = function (x, y, z) { this._x = x; this._y = y; this._z = z; } |
32 | this.setPrevPos = function (x, y, z) { this._prevX = x; this._prevY = y; this._prevZ = z; } | 32 | GLAnchorPoint.prototype.setPrevPos = function (x, y, z) { this._prevX = x; this._prevY = y; this._prevZ = z; } |
33 | this.setNextPos = function (x, y, z) { this._nextX = x; this._nextY = y; this._nextZ = z; } | 33 | GLAnchorPoint.prototype.setNextPos = function (x, y, z) { this._nextX = x; this._nextY = y; this._nextZ = z; } |
34 | |||
35 | this.setPrevFromNext = function () { | ||
36 | //set the previous control point by reflecting the next control point | ||
37 | var dispX = this._nextX - this._x; | ||
38 | var dispY = this._nextY - this._y; | ||
39 | var dispZ = this._nextZ - this._z; | ||
40 | |||
41 | this._prevX = this._x - dispX; | ||
42 | this._prevY = this._y - dispY; | ||
43 | this._prevZ = this._z - dispZ; | ||
44 | } | ||
45 | this.setNextFromPrev = function () { | ||
46 | //set the previous control point by reflecting the next control point | ||
47 | var dispX = this._prevX - this._x; | ||
48 | var dispY = this._prevY - this._y; | ||
49 | var dispZ = this._prevZ - this._z; | ||
50 | |||
51 | this._nextX = this._x - dispX; | ||
52 | this._nextY = this._y - dispY; | ||
53 | this._nextZ = this._z - dispZ; | ||
54 | } | ||
55 | 34 | ||
56 | //translate the next point from the translation that was applied to the prev. point | 35 | GLAnchorPoint.prototype.setPrevFromNext = function () { |
57 | this.translateNextFromPrev = function (tx, ty, tz) { | 36 | //set the previous control point by reflecting the next control point |
58 | // *** compute the rotation of the prev vector *** | 37 | var dispX = this._nextX - this._x; |
59 | var oldP = Vector.create([this._prevX + tx - this._x, this._prevY + ty - this._y, this._prevZ + tz - this._z]); | 38 | var dispY = this._nextY - this._y; |
60 | var newP = Vector.create([this._prevX - this._x, this._prevY - this._y, this._prevZ - this._z]); | 39 | var dispZ = this._nextZ - this._z; |
61 | //compute angle between the two vectors | ||
62 | var axis = Vector.create([0, 0, 0]); | ||
63 | var angle = MathUtils.getAxisAngleBetween3DVectors(oldP, newP, axis); | ||
64 | if (angle === 0) | ||
65 | return; | ||
66 | |||
67 | // *** compute the vector from anchor to next | ||
68 | var oldN = Vector.create([this._nextX - this._x, this._nextY - this._y, this._nextZ - this._z]); | ||
69 | var rotMat = Matrix.Rotation(-angle, axis); | ||
70 | var newN = MathUtils.transformVector(oldN, rotMat); | ||
71 | |||
72 | //TEMP for some situations the axis angle computation returns NaNs | ||
73 | if (isNaN(newN[0]) || isNaN(newN[1]) || isNaN(newN[2])) { | ||
74 | return; | ||
75 | } | ||
76 | //end TEMP | ||
77 | this._nextX = this._x + newN[0]; | ||
78 | this._nextY = this._y + newN[1]; | ||
79 | this._nextZ = this._z + newN[2]; | ||
80 | } | ||
81 | //translate the next point from the translation that was applied to the prev. point | ||
82 | this.translatePrevFromNext = function (tx, ty, tz) { | ||
83 | // *** compute the rotation of the next vector *** | ||
84 | var oldN = Vector.create([this._nextX + tx - this._x, this._nextY + ty - this._y, this._nextZ + tz - this._z]); | ||
85 | var newN = Vector.create([this._nextX - this._x, this._nextY - this._y, this._nextZ - this._z]); | ||
86 | //compute angle between the two vectors | ||
87 | var axis = Vector.create([0, 0, 0]); | ||
88 | var angle = MathUtils.getAxisAngleBetween3DVectors(oldN, newN, axis); | ||
89 | if (angle === 0) | ||
90 | return; | ||
91 | |||
92 | // *** compute the vector from anchor to prev | ||
93 | var oldP = Vector.create([this._prevX - this._x, this._prevY - this._y, this._prevZ - this._z]); | ||
94 | var rotMat = Matrix.Rotation(-angle, axis); | ||
95 | var newP = MathUtils.transformVector(oldP, rotMat); | ||
96 | |||
97 | //TEMP for some situations the axis angle computation returns NaNs | ||
98 | if (isNaN(newP[0]) || isNaN(newP[1]) || isNaN(newP[2])) { | ||
99 | return; | ||
100 | } | ||
101 | //end TEMP | ||
102 | this._prevX = this._x + newP[0]; | ||
103 | this._prevY = this._y + newP[1]; | ||
104 | this._prevZ = this._z + newP[2]; | ||
105 | } | ||
106 | 40 | ||
41 | this._prevX = this._x - dispX; | ||
42 | this._prevY = this._y - dispY; | ||
43 | this._prevZ = this._z - dispZ; | ||
44 | } | ||
45 | GLAnchorPoint.prototype.setNextFromPrev = function () { | ||
46 | //set the previous control point by reflecting the next control point | ||
47 | var dispX = this._prevX - this._x; | ||
48 | var dispY = this._prevY - this._y; | ||
49 | var dispZ = this._prevZ - this._z; | ||
107 | 50 | ||
108 | // ******* modifiers ******* | 51 | this._nextX = this._x - dispX; |
109 | this.translatePrev = function (x, y, z) { | 52 | this._nextY = this._y - dispY; |
110 | this._prevX += x; this._prevY += y; this._prevZ += z; | 53 | this._nextZ = this._z - dispZ; |
111 | } | 54 | } |
112 | this.translateNext = function (x, y, z) { | 55 | |
113 | this._nextX += x; this._nextY += y; this._nextZ += z; | 56 | //translate the next point from the translation that was applied to the prev. point |
114 | } | 57 | GLAnchorPoint.prototype.translateNextFromPrev = function (tx, ty, tz) { |
115 | this.translate = function (x, y, z) { | 58 | //do nothing if the total translation is zero |
116 | this._x += x; this._y += y; this._z += z; | 59 | var totalTransSq = (tx*tx) + (ty*ty) + (tz*tz); |
117 | } | 60 | if (totalTransSq < 0.0000001) |
118 | this.translateAll = function (x, y, z) { | 61 | return; |
119 | this.translate(x, y, z); | ||
120 | this.translatePrev(x, y, z); | ||
121 | this.translateNext(x, y, z); | ||
122 | } | ||
123 | |||
124 | 62 | ||
125 | // ********* getters ********** | 63 | // *** compute the rotation of the prev vector *** |
126 | this.getPosX = function () { return this._x; } | 64 | var oldP = Vector.create([this._prevX + tx - this._x, this._p |