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Diffstat (limited to 'js/helper-classes/RDGE')
34 files changed, 0 insertions, 10901 deletions
diff --git a/js/helper-classes/RDGE/GLAnchorPoint.js b/js/helper-classes/RDGE/GLAnchorPoint.js deleted file mode 100755 index c3e95b34..00000000 --- a/js/helper-classes/RDGE/GLAnchorPoint.js +++ /dev/null | |||
@@ -1,168 +0,0 @@ | |||
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 | GLAnchorPoint.prototype.setPos = function (x, y, z) { this._x = x; this._y = y; this._z = z; } | ||
32 | GLAnchorPoint.prototype.setPrevPos = function (x, y, z) { this._prevX = x; this._prevY = y; this._prevZ = z; } | ||
33 | GLAnchorPoint.prototype.setNextPos = function (x, y, z) { this._nextX = x; this._nextY = y; this._nextZ = z; } | ||
34 | |||
35 | GLAnchorPoint.prototype.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 | 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; | ||
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 | GLAnchorPoint.prototype.translateNextFromPrev = function (tx, ty, tz) { | ||
58 | //do nothing if the total translation is zero | ||
59 | var totalTransSq = (tx*tx) + (ty*ty) + (tz*tz); | ||
60 | if (totalTransSq < 0.0000001) | ||
61 | return; | ||
62 | |||
63 | // *** compute the rotation of the prev vector *** | ||
64 | var oldP = Vector.create([this._prevX + tx - this._x, this._prevY + ty - this._y, this._prevZ + tz - this._z]); | ||
65 | var newP = Vector.create([this._prevX - this._x, this._prevY - this._y, this._prevZ - this._z]); | ||
66 | //compute angle between the two vectors | ||
67 | var axis = Vector.create([0, 0, 0]); | ||
68 | var angle = MathUtils.getAxisAngleBetween3DVectors(oldP, newP, axis); | ||
69 | if (angle === 0) | ||
70 | return; | ||
71 | |||
72 | // *** compute the vector from anchor to next | ||
73 | var oldN = Vector.create([this._nextX - this._x, this._nextY - this._y, this._nextZ - this._z]); | ||
74 | var rotMat = Matrix.Rotation(-angle, axis); | ||
75 | var newN = MathUtils.transformVector(oldN, rotMat); | ||
76 | |||
77 | //TEMP for some situations the axis angle computation returns NaNs | ||
78 | if (isNaN(newN[0]) || isNaN(newN[1]) || isNaN(newN[2])) { | ||
79 | console.log("NaN in translateNextFromPrev"); | ||
80 | return; | ||
81 | } | ||
82 | //end TEMP | ||
83 | this._nextX = this._x + newN[0]; | ||
84 | this._nextY = this._y + newN[1]; | ||
85 | this._nextZ = this._z + newN[2]; | ||
86 | } | ||
87 | //translate the next point from the translation that was applied to the prev. point | ||
88 | GLAnchorPoint.prototype.translatePrevFromNext = function (tx, ty, tz) { | ||
89 | //do nothing if the total translation is zero | ||
90 | var totalTransSq = (tx*tx) + (ty*ty) + (tz*tz); | ||
91 | if (totalTransSq < 0.0000001) | ||
92 | return; | ||
93 | |||
94 | // *** compute the rotation of the next vector *** | ||
95 | var oldN = Vector.create([this._nextX + tx - this._x, this._nextY + ty - this._y, this._nextZ + tz - this._z]); | ||
96 | var newN = Vector.create([this._nextX - this._x, this._nextY - this._y, this._nextZ - this._z]); | ||
97 | //compute angle between the two vectors | ||
98 | var axis = Vector.create([0, 0, 0]); | ||
99 | var angle = MathUtils.getAxisAngleBetween3DVectors(oldN, newN, axis); | ||
100 | if (angle === 0) | ||
101 | return; | ||
102 | |||
103 | // *** compute the vector from anchor to prev | ||
104 | var oldP = Vector.create([this._prevX - this._x, this._prevY - this._y, this._prevZ - this._z]); | ||
105 | var rotMat = Matrix.Rotation(-angle, axis); | ||
106 | var newP = MathUtils.transformVector(oldP, rotMat); | ||
107 | |||
108 | //TEMP for some situations the axis angle computation returns NaNs | ||
109 | if (isNaN(newP[0]) || isNaN(newP[1]) || isNaN(newP[2])) { | ||
110 | return; | ||
111 | } | ||
112 | //end TEMP | ||
113 | this._prevX = this._x + newP[0]; | ||
114 | this._prevY = this._y + newP[1]; | ||
115 | this._prevZ = this._z + newP[2]; | ||
116 | } | ||
117 | |||
118 | |||
119 | // ******* modifiers ******* | ||
120 | GLAnchorPoint.prototype.translatePrev = function (x, y, z) { | ||
121 | this._prevX += x; this._prevY += y; this._prevZ += z; | ||
122 | } | ||
123 | GLAnchorPoint.prototype.translateNext = function (x, y, z) { | ||
124 | this._nextX += x; this._nextY += y; this._nextZ += z; | ||
125 | } | ||
126 | GLAnchorPoint.prototype.translate = function (x, y, z) { | ||
127 | this._x += x; this._y += y; this._z += z; | ||
128 | } | ||
129 | GLAnchorPoint.prototype.translateAll = function (x, y, z) { | ||
130 | this.translate(x, y, z); | ||
131 | this.translatePrev(x, y, z); | ||
132 | this.translateNext(x, y, z); | ||
133 | } | ||
134 | |||
135 | |||
136 | GLAnchorPoint.prototype.scaleAll = function(sx,sy,sz){ | ||
137 | this._x *= sx;this._prevX *= sx;this._nextX *= sx; | ||
138 | this._y *= sy;this._prevY *= sy;this._nextY *= sy; | ||
139 | this._z *= sz;this._prevZ *= sz;this._nextZ *= sz; | ||
140 | } | ||
141 | |||
142 | |||
143 | // ********* getters ********** | ||
144 | GLAnchorPoint.prototype.getPosX = function () { return this._x; } | ||
145 | GLAnchorPoint.prototype.getPosY = function () { return this._y; } | ||
146 | GLAnchorPoint.prototype.getPosZ = function () { return this._z; } | ||
147 | GLAnchorPoint.prototype.getPrevX = function () { return this._prevX; } | ||
148 | GLAnchorPoint.prototype.getPrevY = function () { return this._prevY; } | ||
149 | GLAnchorPoint.prototype.getPrevZ = function () { return this._prevZ; } | ||
150 | GLAnchorPoint.prototype.getNextX = function () { return this._nextX; } | ||
151 | GLAnchorPoint.prototype.getNextY = function () { return this._nextY; } | ||
152 | GLAnchorPoint.prototype.getNextZ = function () { return this._nextZ; } | ||
153 | GLAnchorPoint.prototype.getPos = function() { return Vector.create([this._x, this._y, this._z]);} | ||
154 | GLAnchorPoint.prototype.getPrev = function() { return Vector.create([this._prevX, this._prevY, this._prevZ]);} | ||
155 | GLAnchorPoint.prototype.getNext = function() { return Vector.create([this._nextX, this._nextY, this._nextZ]);} | ||
156 | //return the square of distance from passed in point to the anchor position | ||
157 | GLAnchorPoint.prototype.getDistanceSq = function (x, y, z) { | ||
158 | return (this._x - x) * (this._x - x) + (this._y - y) * (this._y - y) + (this._z - z) * (this._z - z); | ||
159 | } | ||
160 | //return sq. of distance to prev. | ||
161 | GLAnchorPoint.prototype.getPrevDistanceSq = function (x, y, z) { | ||
162 | return (this._prevX - x) * (this._prevX - x) + (this._prevY - y) * (this._prevY - y) + (this._prevZ - z) * (this._prevZ - z); | ||