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-rwxr-xr-xjs/lib/geom/sub-path.js311
1 files changed, 156 insertions, 155 deletions
diff --git a/js/lib/geom/sub-path.js b/js/lib/geom/sub-path.js
index a9034def..db115655 100755
--- a/js/lib/geom/sub-path.js
+++ b/js/lib/geom/sub-path.js
@@ -68,178 +68,179 @@ var GLSubpath = function GLSubpath() {
68 this._selectedAnchorIndex = -1; 68 this._selectedAnchorIndex = -1;
69 69
70 this._SAMPLING_EPSILON = 0.5; //epsilon used for sampling the curve 70 this._SAMPLING_EPSILON = 0.5; //epsilon used for sampling the curve
71}; //function GLSubpath ...class definition
71 72
72 // (current GeomObj complains if buildBuffers/render is added to GLSubpath prototype) 73GLSubpath.prototype = Object.create(GeomObj, {});
73 //buildBuffers
74 // Build the stroke vertices, normals, textures and colors
75 // Add that array data to the GPU using OpenGL data binding
76 this.buildBuffers = function () {
77 // return; //no need to do anything for now
78 };
79
80 //render
81 // specify how to render the subpath in Canvas2D
82 this.render = function () {
83 // get the world
84 var world = this.getWorld();
85 if (!world) throw( "null world in subpath render" );
86 if (!this._canvas){
87 //set the canvas by querying the world
88 this._canvas = this.getWorld().getCanvas();
89 }
90 // get the context
91 var ctx = world.get2DContext();
92 if (!ctx) throw ("null context in subpath render");
93
94 var numAnchors = this.getNumAnchors();
95 if (numAnchors === 0) {
96 return; //nothing to do for empty paths
97 }
98 this.createSamples(false); //dirty bit checked in this function...will generate a polyline representation
99 74
100 var numPoints = this._Samples.length; 75//buildBuffers
101 if (numPoints === 0){ 76GLSubpath.prototype.buildBuffers = function () {
102 return; //nothing to do for empty paths 77 //no need to do anything for now (no WebGL)
103 } 78};
104
105 //figure the size of the area we will draw into
106 var bboxWidth=0, bboxHeight=0;
107 bboxWidth = this._BBoxMax[0] - this._BBoxMin[0];
108 bboxHeight = this._BBoxMax[1] - this._BBoxMin[1];
109
110 ctx.save();
111 ctx.clearRect(0, 0, bboxWidth, bboxHeight);
112
113 ctx.lineWidth = this._strokeWidth;
114 ctx.strokeStyle = "black";
115 if (this._strokeColor) {
116 //ctx.strokeStyle = MathUtils.colorToHex( this._strokeColor );
117 var strokeColorStr = "rgba("+parseInt(255*this._strokeColor[0])+","+parseInt(255*this._strokeColor[1])+","+parseInt(255*this._strokeColor[2])+","+this._strokeColor[3]+")";
118 ctx.strokeStyle = strokeColorStr;
119 }
120 79
121 ctx.fillStyle = "white"; 80//render
122 if (this._fillColor){ 81// specify how to render the subpath in Canvas2D
123 //ctx.fillStyle = MathUtils.colorToHex( this._fillColor ); 82GLSubpath.prototype.render = function () {
124 var fillColorStr = "rgba("+parseInt(255*this._fillColor[0])+","+parseInt(255*this._fillColor[1])+","+parseInt(255*this._fillColor[2])+","+this._fillColor[3]+")"; 83 // get the world
125 ctx.fillStyle = fillColorStr; 84 var world = this.getWorld();
126 } 85 if (!world) throw( "null world in subpath render" );
127 var lineCap = ['butt','round','square']; 86 if (!this._canvas){
128 ctx.lineCap = lineCap[1]; 87 //set the canvas by querying the world
129 var lineJoin = ['round','bevel','miter']; 88 this._canvas = this.getWorld().getCanvas();
130 ctx.lineJoin = lineJoin[0]; 89 }
131 90 // get the context
132 /* 91 var ctx = world.get2DContext();
133 commenting this out for now because of Chrome bug where coincident endpoints of bezier curve cause the curve to not be rendered 92 if (!ctx) throw ("null context in subpath render");
134 ctx.beginPath();
135 var prevAnchor = this.getAnchor(0);
136 ctx.moveTo(prevAnchor.getPosX()-bboxMin[0],prevAnchor.getPosY()-bboxMin[1]);
137 for (var i = 1; i < numAnchors; i++) {
138 var currAnchor = this.getAnchor(i);
139 ctx.bezierCurveTo(prevAnchor.getNextX()-bboxMin[0],prevAnchor.getNextY()-bboxMin[1], currAnchor.getPrevX()-bboxMin[0], currAnchor.getPrevY()-bboxMin[1], currAnchor.getPosX()-bboxMin[0], currAnchor.getPosY()-bboxMin[1]);
140 prevAnchor = currAnchor;
141 }
142 if (this._isClosed === true) {
143 var currAnchor = this.getAnchor(0);
144 ctx.bezierCurveTo(prevAnchor.getNextX()-bboxMin[0],prevAnchor.getNextY()-bboxMin[1], currAnchor.getPrevX()-bboxMin[0], currAnchor.getPrevY()-bboxMin[1], currAnchor.getPosX()-bboxMin[0], currAnchor.getPosY()-bboxMin[1]);
145 prevAnchor = currAnchor;
146 ctx.fill();
147 }
148 */
149 93
94 var numAnchors = this.getNumAnchors();
95 if (numAnchors === 0) {
96 return; //nothing to do for empty paths
97 }
98 this.createSamples(false); //dirty bit checked in this function...will generate a polyline representation
150 99
151 ctx.beginPath(); 100 var numPoints = this._Samples.length;
152 ctx.moveTo(this._Samples[0][0],this._Samples[0][1]); 101 if (numPoints === 0){
153 for (var i=0;i<numPoints;i++){ 102 return; //nothing to do for empty paths
154 ctx.lineTo(this._Samples[i][0],this._Samples[i][1]); 103 }
155 }
156 if (this._isClosed === true) {
157 ctx.lineTo(this._Samples[0][0],this._Samples[0][1]);
158 }
159 ctx.fill();
160 ctx.stroke();
161 ctx.restore();
162 }; //render()
163
164 this.geomType = function () {
165 return this.GEOM_TYPE_CUBIC_BEZIER;
166 };
167
168 this.setWidth = function (newW) {
169 var strokeWidth = this._strokeWidth;
170 var halfStrokeWidth = strokeWidth*0.5;
171 if (newW<1) {
172 newW=1; //clamp minimum width to 1
173 }
174 104
175 //scale the contents of this subpath to lie within this width 105 //figure the size of the area we will draw into
176 //determine the scale factor by comparing with the old width 106 var bboxWidth=0, bboxHeight=0;
177 var oldWidth = this._BBoxMax[0]-this._BBoxMin[0]; 107 bboxWidth = this._BBoxMax[0] - this._BBoxMin[0];
178 if (oldWidth<1) { 108 bboxHeight = this._BBoxMax[1] - this._BBoxMin[1];
179 oldWidth=1;
180 }
181 109
182 var scaleX = newW/oldWidth; 110 ctx.save();
183 if (scaleX===1) { 111 ctx.clearRect(0, 0, bboxWidth, bboxHeight);
184 return; //no need to do anything
185 }
186 112
187 //scale the anchor point positions such that the width of the bbox is the newW 113 ctx.lineWidth = this._strokeWidth;
188 var origX = this._BBoxMin[0]; //this should always be zero since we only deal with local coordinates 114 ctx.strokeStyle = "black";
189 var numAnchors = this._Anchors.length; 115 if (this._strokeColor) {
190 for (var i=0;i<numAnchors;i++){ 116 //ctx.strokeStyle = MathUtils.colorToHex( this._strokeColor );
191 //compute the distance from the bboxMin 117 var strokeColorStr = "rgba("+parseInt(255*this._strokeColor[0])+","+parseInt(255*this._strokeColor[1])+","+parseInt(255*this._strokeColor[2])+","+this._strokeColor[3]+")";
192 var oldW = this._Anchors[i].getPosX() - origX; 118 ctx.strokeStyle = strokeColorStr;
193 var prevW = this._Anchors[i].getPrevX() - origX; 119 }
194 var nextW = this._Anchors[i].getNextX() - origX;
195
196 this._Anchors[i].setPos(origX + oldW*scaleX,this._Anchors[i].getPosY(),this._Anchors[i].getPosZ());
197 this._Anchors[i].setPrevPos(origX + prevW*scaleX,this._Anchors[i].getPrevY(),this._Anchors[i].getPrevZ());
198 this._Anchors[i].setNextPos(origX + nextW*scaleX,this._Anchors[i].getNextY(),this._Anchors[i].getNextZ());
199 }
200 this.makeDirty();
201 this.computeBoundingBox(true, false);
202 };
203 120
204 this.setHeight = function (newH) { 121 ctx.fillStyle = "white";
205 if (newH<1) { 122 if (this._fillColor){
206 newH=1; //clamp minimum width to 1 123 //ctx.fillStyle = MathUtils.colorToHex( this._fillColor );
207 } 124 var fillColorStr = "rgba("+parseInt(255*this._fillColor[0])+","+parseInt(255*this._fillColor[1])+","+parseInt(255*this._fillColor[2])+","+this._fillColor[3]+")";
208 //scale the contents of this subpath to lie within this height 125 ctx.fillStyle = fillColorStr;
209 //determine the scale factor by comparing with the old height 126 }
210 var oldHeight = this._BBoxMax[1]-this._BBoxMin[1]; 127 var lineCap = ['butt','round','square'];
211 if (oldHeight<1){ 128 ctx.lineCap = lineCap[1];
212 oldHeight=1; 129 var lineJoin = ['round','bevel','miter'];
213 } 130 ctx.lineJoin = lineJoin[0];
131
132
133 //commenting this out for now because of Chrome bug where coincident endpoints of bezier curve cause the curve to not be rendered
134 /*
135 ctx.beginPath();
136 var prevAnchor = this.getAnchor(0);
137 ctx.moveTo(prevAnchor.getPosX(),prevAnchor.getPosY());
138 for (var i = 1; i < numAnchors; i++) {
139 var currAnchor = this.getAnchor(i);
140 ctx.bezierCurveTo(prevAnchor.getNextX(),prevAnchor.getNextY(), currAnchor.getPrevX(), currAnchor.getPrevY(), currAnchor.getPosX(), currAnchor.getPosY());
141 prevAnchor = currAnchor;
142 }
143 if (this._isClosed === true) {
144 var currAnchor = this.getAnchor(0);
145 ctx.bezierCurveTo(prevAnchor.getNextX(),prevAnchor.getNextY(), currAnchor.getPrevX(), currAnchor.getPrevY(), currAnchor.getPosX(), currAnchor.getPosY());
146 prevAnchor = currAnchor;
147 }
148 ctx.fill();
149 ctx.stroke();
150 */
214 151
215 var scaleY = newH/oldHeight;
216 if (scaleY===1){
217 return; //no need to do anything
218 }
219 152
220 //scale the anchor point positions such that the height of the bbox is the newH 153 ctx.beginPath();
221 var origY = this._BBoxMin[1]; 154 ctx.moveTo(this._Samples[0][0],this._Samples[0][1]);
222 var numAnchors = this._Anchors.length; 155 for (var i=0;i<numPoints;i++){
223 for (var i=0;i<numAnchors;i++){ 156 ctx.lineTo(this._Samples[i][0],this._Samples[i][1]);
224 //compute the distance from the bboxMin
225 var oldW = this._Anchors[i].getPosY() - origY;
226 var prevW = this._Anchors[i].getPrevY() - origY;
227 var nextW = this._Anchors[i].getNextY() - origY;
228
229 this._Anchors[i].setPos(this._Anchors[i].getPosX(), origY + oldW*scaleY,this._Anchors[i].getPosZ());
230 this._Anchors[i].setPrevPos(this._Anchors[i].getPrevX(), origY + prevW*scaleY,this._Anchors[i].getPrevZ());
231 this._Anchors[i].setNextPos(this._Anchors[i].getNextX(), origY + nextW*scaleY,this._Anchors[i].getNextZ());
232 }
233 this.makeDirty();
234 } 157 }
158 if (this._isClosed === true) {
159 ctx.lineTo(this._Samples[0][0],this._Samples[0][1]);
160 }
161 ctx.fill();
162 ctx.stroke();
235 163
236}; //function GLSubpath ...class definition 164 ctx.restore();
237