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authorValerio Virgillito2012-03-06 10:58:25 -0800
committerValerio Virgillito2012-03-06 10:58:25 -0800
commit84332ab81c1b445195f1d9be8bbeae0725c8e758 (patch)
treee322baa1f98d4507ec255279198fa2284b2dff3c /js/lib/geom/anchor-point.js
parent13f52cf0c74f53a919fa864f86669e8155f82961 (diff)
downloadninja-84332ab81c1b445195f1d9be8bbeae0725c8e758.tar.gz
Squashed commit of preload-fix into Master
- Requiring all the previously pre-loaded files - RDGE, Codemirror and gl-matrix are not included via a script tag. Signed-off-by: Valerio Virgillito <valerio@motorola.com>
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diff --git a/js/lib/geom/anchor-point.js b/js/lib/geom/anchor-point.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/////////////////////////////////////////////
8// Class GLAnchorPoint
9// GL representation of a point clicked
10// and dragged during pen tool
11//
12//
13/////////////////////////////////////////////
14var GLAnchorPoint = function GLAnchorPoint() {
15 /////////////////////////////////////////
16 // Instance variables
17 /////////////////////////////////////////
18 this._x = 0.0;
19 this._y = 0.0;
20 this._z = 0.0;
21
22 this._prevX = 0.0;
23 this._prevY = 0.0;
24 this._prevZ = 0.0;
25
26 this._nextX = 0.0;
27 this._nextY = 0.0;
28 this._nextZ = 0.0;
29};
30 // *********** setters ************
31GLAnchorPoint.prototype.setPos = function (x, y, z) {
32 this._x = x;
33 this._y = y;
34 this._z = z;
35};
36
37GLAnchorPoint.prototype.setPrevPos = function (x, y, z) {
38 this._prevX = x;
39 this._prevY = y;
40 this._prevZ = z;
41};
42
43GLAnchorPoint.prototype.setNextPos = function (x, y, z) {
44 this._nextX = x;
45 this._nextY = y;
46 this._nextZ = z;
47};
48
49GLAnchorPoint.prototype.setPrevFromNext = function () {
50 //set the previous control point by reflecting the next control point
51 var dispX = this._nextX - this._x;
52 var dispY = this._nextY - this._y;
53 var dispZ = this._nextZ - this._z;
54
55 this._prevX = this._x - dispX;
56 this._prevY = this._y - dispY;
57 this._prevZ = this._z - dispZ;
58};
59
60GLAnchorPoint.prototype.setNextFromPrev = function () {
61 //set the previous control point by reflecting the next control point
62 var dispX = this._prevX - this._x;
63 var dispY = this._prevY - this._y;
64 var dispZ = this._prevZ - this._z;
65
66 this._nextX = this._x - dispX;
67 this._nextY = this._y - dispY;
68 this._nextZ = this._z - dispZ;
69};
70
71//translate the next point from the translation that was applied to the prev. point
72GLAnchorPoint.prototype.translateNextFromPrev = function (tx, ty, tz) {
73 //do nothing if the total translation is zero
74 var totalTransSq = (tx*tx) + (ty*ty) + (tz*tz);
75 if (totalTransSq < 0.0000001) {
76 return;
77 }
78
79 // *** compute the rotation of the prev vector ***
80 var oldP = [this._prevX + tx - this._x, this._prevY + ty - this._y, this._prevZ + tz - this._z];
81 var newP = [this._prevX - this._x, this._prevY - this._y, this._prevZ - this._z];
82 //compute angle between the two vectors
83 var axis = [0, 0, 0];
84 var angle = MathUtils.getAxisAngleBetween3DVectors(oldP, newP, axis);
85 if (angle === 0) {
86 return;
87 }
88
89 // *** compute the vector from anchor to next
90 var oldN = [this._nextX - this._x, this._nextY - this._y, this._nextZ - this._z];
91 var rotMat = Matrix.Rotation(-angle, axis);
92 var newN = MathUtils.transformVector(oldN, rotMat);
93
94 //TEMP for some situations the axis angle computation returns NaNs
95 if (isNaN(newN[0]) || isNaN(newN[1]) || isNaN(newN[2])) {
96 console.log("NaN in translateNextFromPrev");
97 return;
98 }
99 //end TEMP
100 this._nextX = this._x + newN[0];
101 this._nextY = this._y + newN[1];
102 this._nextZ = this._z + newN[2];
103};
104
105//translate the next point from the translation that was applied to the prev. point
106GLAnchorPoint.prototype.translatePrevFromNext = function (tx, ty, tz) {
107 //do nothing if the total translation is zero
108 var totalTransSq = (tx*tx) + (ty*ty) + (tz*tz);
109 if (totalTransSq < 0.0000001) {
110 return;
111 }
112
113 // *** compute the rotation of the next vector ***
114 var oldN = [this._nextX + tx - this._x, this._nextY + ty - this._y, this._nextZ + tz - this._z];
115 var newN = [this._nextX - this._x, this._nextY - this._y, this._nextZ - this._z];
116 //compute angle between the two vectors
117 var axis = [0, 0, 0];
118 var angle = MathUtils.getAxisAngleBetween3DVectors(oldN, newN, axis);
119 if (angle === 0) {
120 return;
121 }
122
123 // *** compute the vector from anchor to prev
124 var oldP = [this._prevX - this._x, this._prevY - this._y, this._prevZ - this._z];
125 var rotMat = Matrix.Rotation(-angle, axis);
126 var newP = MathUtils.transformVector(oldP, rotMat);
127
128 //TEMP for some situations the axis angle computation returns NaNs
129 if (isNaN(newP[0]) || isNaN(newP[1]) || isNaN(newP[2])) {
130 return;
131 }
132 //end TEMP
133 this._prevX = this._x + newP[0];
134 this._prevY = this._y + newP[1];
135 this._prevZ = this._z + newP[2];
136};
137
138// ******* modifiers *******
139GLAnchorPoint.prototype.translatePrev = function (x, y, z) {
140 this._prevX += x;
141 this._prevY += y;
142 this._prevZ += z;
143};
144
145GLAnchorPoint.prototype.translateNext = function (x, y, z) {
146 this._nextX += x;
147 this._nextY += y;
148 this._nextZ += z;
149};
150
151GLAnchorPoint.prototype.translate = function (x, y, z) {
152 this._x += x;
153 this._y += y;
154 this._z += z;
155};
156
157GLAnchorPoint.prototype.translateAll = function (x, y, z) {
158 this.translate(x, y, z);
159 this.translatePrev(x, y, z);
160 this.translateNext(x, y, z);
161};
162
163GLAnchorPoint.prototype.scaleAll = function(sx,sy,sz){
164 this._x *= sx;
165 this._prevX *= sx;
166 this._nextX *= sx;
167 this._y *= sy;
168 this._prevY *= sy;
169 this._nextY *= sy;
170 this._z *= sz;
171 this._prevZ *= sz;
172 this._nextZ *= sz;
173};
174
175// ********* getters **********
176GLAnchorPoint.prototype.getPosX = function () {
177 return this._x;
178};
179
180GLAnchorPoint.prototype.getPosY = function () {
181 return this._y;
182};
183
184GLAnchorPoint.prototype.getPosZ = function () {
185 return this._z;
186};
187
188GLAnchorPoint.prototype.getPrevX = function () {
189 return this._prevX;
190};
191
192GLAnchorPoint.prototype.getPrevY = function () {
193 return this._prevY;
194};
195
196GLAnchorPoint.prototype.getPrevZ = function () {
197 return this._prevZ;
198};
199
200GLAnchorPoint.prototype.getNextX = function () {
201 return this._nextX;
202};
203
204GLAnchorPoint.prototype.getNextY = function () {
205 return this._nextY;
206};
207
208GLAnchorPoint.prototype.getNextZ = function () {
209 return this._nextZ;
210};
211
212GLAnchorPoint.prototype.getPos = function() {
213 return [this._x, this._y, this._z];
214};
215
216GLAnchorPoint.prototype.getPrev = function() {
217 return [this._prevX, this._prevY, this._prevZ];
218};
219
220GLAnchorPoint.prototype.getNext = function() {
221 return [this._nextX, this._nextY, this._nextZ];
222};
223
224//return the square of distance from passed in point to the anchor position
225GLAnchorPoint.prototype.getDistanceSq = function (x, y, z) {
226 return (this._x - x) * (this._x - x) + (this._y - y) * (this._y - y) + (this._z - z) * (this._z - z);
227};
228
229//return sq. of distance to prev.
230GLAnchorPoint.prototype.getPrevDistanceSq = function (x, y, z) {
231 return (this._prevX - x) * (this._prevX - x) + (this._prevY - y) * (this._prevY - y) + (this._prevZ - z) * (this._prevZ - z);
232};
233
234//return sq. of distance to next
235GLAnchorPoint.prototype.getNextDistanceSq = function (x, y, z) {
236 return (this._nextX - x) * (this._nextX - x) + (this._nextY - y) * (this._nextY - y) + (this._nextZ - z) * (this._nextZ - z);
237};
238
239if (typeof exports === "object") {
240 exports.AnchorPoint = GLAnchorPoint;
241}