From 84332ab81c1b445195f1d9be8bbeae0725c8e758 Mon Sep 17 00:00:00 2001 From: Valerio Virgillito Date: Tue, 6 Mar 2012 10:58:25 -0800 Subject: 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 --- js/helper-classes/RDGE/GLAnchorPoint.js | 168 -------------------------------- 1 file changed, 168 deletions(-) delete mode 100755 js/helper-classes/RDGE/GLAnchorPoint.js (limited to 'js/helper-classes/RDGE/GLAnchorPoint.js') 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 @@ -/* -This file contains proprietary software owned by Motorola Mobility, Inc.
-No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
-(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. -
*/ - -///////////////////////////////////////////// -// Class GLAnchorPoint -// GL representation of a point clicked -// and dragged during pen tool -// -// -///////////////////////////////////////////// -function GLAnchorPoint() { - ///////////////////////////////////////// - // Instance variables - ///////////////////////////////////////// - this._x = 0.0; - this._y = 0.0; - this._z = 0.0; - - this._prevX = 0.0; - this._prevY = 0.0; - this._prevZ = 0.0; - - this._nextX = 0.0; - this._nextY = 0.0; - this._nextZ = 0.0; -} - // *********** setters ************ -GLAnchorPoint.prototype.setPos = function (x, y, z) { this._x = x; this._y = y; this._z = z; } -GLAnchorPoint.prototype.setPrevPos = function (x, y, z) { this._prevX = x; this._prevY = y; this._prevZ = z; } -GLAnchorPoint.prototype.setNextPos = function (x, y, z) { this._nextX = x; this._nextY = y; this._nextZ = z; } - -GLAnchorPoint.prototype.setPrevFromNext = function () { - //set the previous control point by reflecting the next control point - var dispX = this._nextX - this._x; - var dispY = this._nextY - this._y; - var dispZ = this._nextZ - this._z; - - this._prevX = this._x - dispX; - this._prevY = this._y - dispY; - this._prevZ = this._z - dispZ; -} -GLAnchorPoint.prototype.setNextFromPrev = function () { - //set the previous control point by reflecting the next control point - var dispX = this._prevX - this._x; - var dispY = this._prevY - this._y; - var dispZ = this._prevZ - this._z; - - this._nextX = this._x - dispX; - this._nextY = this._y - dispY; - this._nextZ = this._z - dispZ; -} - -//translate the next point from the translation that was applied to the prev. point -GLAnchorPoint.prototype.translateNextFromPrev = function (tx, ty, tz) { - //do nothing if the total translation is zero - var totalTransSq = (tx*tx) + (ty*ty) + (tz*tz); - if (totalTransSq < 0.0000001) - return; - - // *** compute the rotation of the prev vector *** - var oldP = Vector.create([this._prevX + tx - this._x, this._prevY + ty - this._y, this._prevZ + tz - this._z]); - var newP = Vector.create([this._prevX - this._x, this._prevY - this._y, this._prevZ - this._z]); - //compute angle between the two vectors - var axis = Vector.create([0, 0, 0]); - var angle = MathUtils.getAxisAngleBetween3DVectors(oldP, newP, axis); - if (angle === 0) - return; - - // *** compute the vector from anchor to next - var oldN = Vector.create([this._nextX - this._x, this._nextY - this._y, this._nextZ - this._z]); - var rotMat = Matrix.Rotation(-angle, axis); - var newN = MathUtils.transformVector(oldN, rotMat); - - //TEMP for some situations the axis angle computation returns NaNs - if (isNaN(newN[0]) || isNaN(newN[1]) || isNaN(newN[2])) { - console.log("NaN in translateNextFromPrev"); - return; - } - //end TEMP - this._nextX = this._x + newN[0]; - this._nextY = this._y + newN[1]; - this._nextZ = this._z + newN[2]; -} -//translate the next point from the translation that was applied to the prev. point -GLAnchorPoint.prototype.translatePrevFromNext = function (tx, ty, tz) { - //do nothing if the total translation is zero - var totalTransSq = (tx*tx) + (ty*ty) + (tz*tz); - if (totalTransSq < 0.0000001) - return; - - // *** compute the rotation of the next vector *** - var oldN = Vector.create([this._nextX + tx - this._x, this._nextY + ty - this._y, this._nextZ + tz - this._z]); - var newN = Vector.create([this._nextX - this._x, this._nextY - this._y, this._nextZ - this._z]); - //compute angle between the two vectors - var axis = Vector.create([0, 0, 0]); - var angle = MathUtils.getAxisAngleBetween3DVectors(oldN, newN, axis); - if (angle === 0) - return; - - // *** compute the vector from anchor to prev - var oldP = Vector.create([this._prevX - this._x, this._prevY - this._y, this._prevZ - this._z]); - var rotMat = Matrix.Rotation(-angle, axis); - var newP = MathUtils.transformVector(oldP, rotMat); - - //TEMP for some situations the axis angle computation returns NaNs - if (isNaN(newP[0]) || isNaN(newP[1]) || isNaN(newP[2])) { - return; - } - //end TEMP - this._prevX = this._x + newP[0]; - this._prevY = this._y + newP[1]; - this._prevZ = this._z + newP[2]; -} - - -// ******* modifiers ******* -GLAnchorPoint.prototype.translatePrev = function (x, y, z) { - this._prevX += x; this._prevY += y; this._prevZ += z; -} -GLAnchorPoint.prototype.translateNext = function (x, y, z) { - this._nextX += x; this._nextY += y; this._nextZ += z; -} -GLAnchorPoint.prototype.translate = function (x, y, z) { - this._x += x; this._y += y; this._z += z; -} -GLAnchorPoint.prototype.translateAll = function (x, y, z) { - this.translate(x, y, z); - this.translatePrev(x, y, z); - this.translateNext(x, y, z); -} - - -GLAnchorPoint.prototype.scaleAll = function(sx,sy,sz){ - this._x *= sx;this._prevX *= sx;this._nextX *= sx; - this._y *= sy;this._prevY *= sy;this._nextY *= sy; - this._z *= sz;this._prevZ *= sz;this._nextZ *= sz; -} - - -// ********* getters ********** -GLAnchorPoint.prototype.getPosX = function () { return this._x; } -GLAnchorPoint.prototype.getPosY = function () { return this._y; } -GLAnchorPoint.prototype.getPosZ = function () { return this._z; } -GLAnchorPoint.prototype.getPrevX = function () { return this._prevX; } -GLAnchorPoint.prototype.getPrevY = function () { return this._prevY; } -GLAnchorPoint.prototype.getPrevZ = function () { return this._prevZ; } -GLAnchorPoint.prototype.getNextX = function () { return this._nextX; } -GLAnchorPoint.prototype.getNextY = function () { return this._nextY; } -GLAnchorPoint.prototype.getNextZ = function () { return this._nextZ; } -GLAnchorPoint.prototype.getPos = function() { return Vector.create([this._x, this._y, this._z]);} -GLAnchorPoint.prototype.getPrev = function() { return Vector.create([this._prevX, this._prevY, this._prevZ]);} -GLAnchorPoint.prototype.getNext = function() { return Vector.create([this._nextX, this._nextY, this._nextZ]);} -//return the square of distance from passed in point to the anchor position -GLAnchorPoint.prototype.getDistanceSq = function (x, y, z) { - return (this._x - x) * (this._x - x) + (this._y - y) * (this._y - y) + (this._z - z) * (this._z - z); -} -//return sq. of distance to prev. -GLAnchorPoint.prototype.getPrevDistanceSq = function (x, y, z) { - return (this._prevX - x) * (this._prevX - x) + (this._prevY - y) * (this._prevY - y) + (this._prevZ - z) * (this._prevZ - z); -} -//return sq. of distance to next -GLAnchorPoint.prototype.getNextDistanceSq = function (x, y, z) { - return (this._nextX - x) * (this._nextX - x) + (this._nextY - y) * (this._nextY - y) + (this._nextZ - z) * (this._nextZ - z); -} - -- cgit v1.2.3