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-rw-r--r--js/helper-classes/3D/math-utils.js115
1 files changed, 106 insertions, 9 deletions
diff --git a/js/helper-classes/3D/math-utils.js b/js/helper-classes/3D/math-utils.js
index 71ed62a0..37044763 100644
--- a/js/helper-classes/3D/math-utils.js
+++ b/js/helper-classes/3D/math-utils.js
@@ -8,7 +8,9 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot
8// Class Utils 8// Class Utils
9// Math Utility functions 9// Math Utility functions
10/////////////////////////////////////////////////////////////////////// 10///////////////////////////////////////////////////////////////////////
11var VecUtils = require("js/helper-classes/3D/vec-utils").VecUtils; 11var VecUtils = require("js/helper-classes/3D/vec-utils").VecUtils,
12 ViewUtils = require("js/helper-classes/3D/view-utils").ViewUtils,
13 Rectangle = require("js/helper-classes/3D/rectangle").Rectangle;
12 14
13var MathUtilsClass = exports.MathUtilsClass = Object.create(Object.prototype, { 15var MathUtilsClass = exports.MathUtilsClass = Object.create(Object.prototype, {
14 /////////////////////////////////////////////////////////////////////// 16 ///////////////////////////////////////////////////////////////////////
@@ -536,6 +538,99 @@ var MathUtilsClass = exports.MathUtilsClass = Object.create(Object.prototype, {
536 } 538 }
537 }, 539 },
538 540
541 rectsOverlap:
542 {
543 value: function( pt, width, height, elt )
544 {
545 // only consider rectangles with non-zero area
546 if ((width == 0) || (height == 0)) return false;
547
548 // get the mins/maxs of the onput rectangle
549 var xMin, xMax, yMin, yMax;
550 if (width > 0) { xMin = pt[0]; xMax = pt[0] + width; }
551 else { xMax = pt[0]; xMin = pt[0] + width; }
552 if (height > 0) { yMin = pt[1]; yMax = pt[1] + height; }
553 else { yMax = pt[1]; yMin = pt[1] + height; }
554
555 // get the bounds of the element in global screen space
556 var bounds = ViewUtils.getElementViewBounds3D( elt );
557 var bounds3D = [];
558 for (var i=0; i<4; i++)
559 bounds3D[i] = ViewUtils.localToGlobal( bounds[i], elt );
560
561 // get the min/maxs for the element
562 var xMinElt = bounds3D[0][0], xMaxElt = bounds3D[0][0],
563 yMinElt = bounds3D[0][1], yMaxElt = bounds3D[0][1];
564 for (var i=1; i<4; i++)
565 {
566 if (bounds3D[i][0] < xMinElt) xMinElt = bounds3D[i][0];
567 else if (bounds3D[i][0] > xMaxElt) xMaxElt = bounds3D[i][0];
568 if (bounds3D[i][1] < yMinElt) yMinElt = bounds3D[i][1];
569 else if (bounds3D[i][1] > yMaxElt) yMaxElt = bounds3D[i][1];
570 }
571
572 // test 1. Overall bounding box test
573 if ((xMaxElt < xMin) || (xMinElt > xMax) || (yMaxElt < yMin) || (yMinElt > yMax))
574 return false;
575
576 // test 2. See if any of the corners of the element are contained in the rectangle
577 var rect = Object.create(Rectangle, {});
578 rect.set( pt[0], pt[1], width, height );
579 for (var i=0; i<4; i++)
580 {
581 if (rect.contains( bounds3D[i][0], bounds3D[i][1] )) return true;
582 }
583
584 // test 3. Bounding box tests on individual edges of the element
585 for (var i=0; i<4; i++)
586 {
587 var pt0 = bounds3D[i],
588 pt1 = bounds3D[(i+1)%4];
589
590 // get the extremes of the edge
591 if (pt0[0] < pt1[0]) { xMinElt = pt0[0]; xMaxElt = pt1[0]; }
592 else { xMaxElt = pt0[0]; xMinElt = pt1[0]; }
593 if (pt0[1] < pt1[1]) { yMinElt = pt0[1]; yMaxElt = pt1[1]; }
594 else { yMaxElt = pt0[1]; yMinElt = pt1[1]; }
595
596 if ((xMaxElt < xMin) || (xMinElt > xMax) || (yMaxElt < yMin) || (yMinElt > yMax))
597 continue;
598 else
599 {
600 // intersect the element edge with the 4 sides of the rectangle
601 // vertical edges
602 var xRect = xMin;
603 for (var j=0; j<2; j++)
604 {
605 if ((xMinElt < xRect) && (xMaxElt > xRect))
606 {
607 var t = (xRect - pt0[0])/(pt1[0] - pt0[0]);
608 var y = pt0[1] + t*(pt1[1] - pt0[1]);
609 if ((y >= yMin) && (y <= yMax)) return true;
610 }
611 xRect = xMax;
612 }
613
614 // horizontal edges
615 var yRect = yMin;
616 for (var j=0; j<2; j++)
617 {
618 if ((yMinElt < yRect) && (yMaxElt > yRect))
619 {
620 var t = (yRect - pt0[1])/(pt1[1] - pt0[1]);
621 var x = pt0[0] + t*(pt1[0] - pt0[0]);
622 if ((x >= xMin) && (x <= xMax)) return true;
623 }
624 yRect = yMax;
625 }
626 }
627 }
628
629 // if we get here there is no overlap
630 return false;
631 }
632 },
633
539 /////////////////////////////////////////////////////////////////////// 634 ///////////////////////////////////////////////////////////////////////
540 // Bezier Methods 635 // Bezier Methods
541 /////////////////////////////////////////////////////////////////////// 636 ///////////////////////////////////////////////////////////////////////
@@ -802,19 +897,21 @@ var MathUtilsClass = exports.MathUtilsClass = Object.create(Object.prototype, {
802 getAxisAngleBetween3DVectors: { 897 getAxisAngleBetween3DVectors: {
803 value: function (vec1, vec2, axis) { 898 value: function (vec1, vec2, axis) {
804 //compute magnitudes of the vectors 899 //compute magnitudes of the vectors
805 var mag1 = VecUtils.vecMag(3, vec1); 900 var v1n = VecUtils.vecNormalize(3, vec1, 1.0);
806 var mag2 = VecUtils.vecMag(3, vec2); 901 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...) 902 //angle between the vectors (acos for now...)
812 var angle = Math.acos(VecUtils.vecDot(3, vec1, vec2) / (mag1 * mag2)); 903 var angle = Math.acos(VecUtils.vecDot(3, v1n, v2n));
813 if (Math.abs(angle) < this.EPSILON) { 904 if (Math.abs(angle) < this.EPSILON) {
814 return 0; 905 return 0;
815 } 906 }
907 //TODO testing...remove this block
908 console.log("getAxisAngleBetween3DVectors Angle: "+angle);
909 if (isNaN(angle)){
910 console.log("getAxisAngleBetween3DVectors Angle is NaN");
911 }
912 //TODO end testing block
816 //optionally, if axis is provided, create the axis of rotation as well 913 //optionally, if axis is provided, create the axis of rotation as well
817 var rotAxis = VecUtils.vecCross(3, vec1, vec2); 914 var rotAxis = VecUtils.vecCross(3, v1n, v2n);
818 rotAxis = VecUtils.vecNormalize(3, rotAxis, 1); 915 rotAxis = VecUtils.vecNormalize(3, rotAxis, 1);
819 axis[0] = rotAxis[0]; 916 axis[0] = rotAxis[0];
820 axis[1] = rotAxis[1]; 917 axis[1] = rotAxis[1];