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Diffstat (limited to 'js/helper-classes/RDGE')
70 files changed, 24011 insertions, 0 deletions
diff --git a/js/helper-classes/RDGE/GLAnchorPoint.js b/js/helper-classes/RDGE/GLAnchorPoint.js new file mode 100644 index 00000000..496b6f60 --- /dev/null +++ b/js/helper-classes/RDGE/GLAnchorPoint.js | |||
@@ -0,0 +1,150 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No 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 | ///////////////////////////////////////////// | ||
14 | 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 ************ | ||
31 | this.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; } | ||
33 | this.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 | |||
56 | //translate the next point from the translation that was applied to the prev. point | ||
57 | this.translateNextFromPrev = function (tx, ty, tz) { | ||
58 | // *** compute the rotation of the prev vector *** | ||
59 | var oldP = Vector.create([this._prevX + tx - this._x, this._prevY + ty - this._y, this._prevZ + tz - this._z]); | ||
60 | var newP = Vector.create([this._prevX - this._x, this._prevY - this._y, this._prevZ - 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); | ||