From 381e6b89a054d545519874fd5e828ef534287336 Mon Sep 17 00:00:00 2001 From: Valerio Virgillito Date: Thu, 15 Mar 2012 01:09:01 -0700 Subject: Removing the backup-delete folder and the RDGE tools directory. Signed-off-by: Valerio Virgillito --- js/helper-classes/backup-delete/GLSubpath.js | 1286 -------------------------- 1 file changed, 1286 deletions(-) delete mode 100755 js/helper-classes/backup-delete/GLSubpath.js (limited to 'js/helper-classes/backup-delete/GLSubpath.js') diff --git a/js/helper-classes/backup-delete/GLSubpath.js b/js/helper-classes/backup-delete/GLSubpath.js deleted file mode 100755 index 2fb91d33..00000000 --- a/js/helper-classes/backup-delete/GLSubpath.js +++ /dev/null @@ -1,1286 +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. -
*/ - -// Todo: This entire class should be converted to a module -var VecUtils = require("js/helper-classes/3D/vec-utils").VecUtils; - - -function SubpathOffsetPoint(pos, mapPos) { - this.Pos = Vector.create([pos[0],pos[1],pos[2]]); - this.CurveMapPos = Vector.create([mapPos[0], mapPos[1], mapPos[2]]); -} - -function SubpathOffsetTriangle(v0, v1, v2) { - this.v0 = v0; - this.v1 = v1; - this.v2 = v2; - this.n = Vector.create([0,0,1]); //replace with the actual cross product later -} - -function sortNumberAscending(a,b){ - return a-b; -} -function sortNumberDescending(a,b){ - return b-a; -} -function SegmentIntersections(){ - this.paramArray = []; -} - -/////////////////////////////////////////////////////////////////////// -// Class GLSubpath -// representation a sequence of cubic bezier curves. -// Derived from class GLGeomObj -/////////////////////////////////////////////////////////////////////// - -function GLSubpath() { - /////////////////////////////////////////////////// - // Instance variables - /////////////////////////////////////////////////// - this._Anchors = []; - this._BBoxMin = [0, 0, 0]; - this._BBoxMax = [0, 0, 0]; - this._isClosed = false; - - this._samples = []; //polyline representation of this curve - this._sampleParam = []; //parametric distance of samples, within [0, N], where N is # of Bezier curves (=# of anchor points if closed, =#anchor pts -1 if open) - this._anchorSampleIndex = []; //index within _samples corresponding to anchor points - - this._UnprojectedAnchors = []; - - //initially set the _dirty bit so we will construct samples - this._dirty = true; - - //whether or not to use the canvas drawing to stroke/fill - this._useCanvasDrawing = true; - - //the X and Y location of this subpath's canvas in stage world space of Ninja - this._canvasX = 0; - this._canvasY = 0; - - //stroke information - this._strokeWidth = 0.0; - this._strokeColor = [0.4, 0.4, 0.4, 1.0]; - this._strokeMaterial; - this._strokeStyle = "Solid"; - this._materialAmbient = [0.2, 0.2, 0.2, 1.0]; - this._materialDiffuse = [0.4, 0.4, 0.4, 1.0]; - this._materialSpecular = [0.4, 0.4, 0.4, 1.0]; - this._fillColor = [0.4, 0.4, 0.4, 1.0]; - this._fillMaterial; - this._DISPLAY_ANCHOR_RADIUS = 5; - //drawing context - this._world = null; - - //tool that owns this subpath - this._drawingTool = null; - this._planeMat = null; - this._planeMatInv = null; - this._planeCenter = null; - - this.inheritedFrom = GLGeomObj; - this.inheritedFrom(); - - //used to query what the user selected, OR-able for future extensions - this.SEL_NONE = 0; //nothing was selected - this.SEL_ANCHOR = 1; //anchor point was selected - this.SEL_PREV = 2; //previous handle of anchor point was selected - this.SEL_NEXT = 4; //next handle of anchor point was selected - this.SEL_PATH = 8; //the path itself was selected - this._selectMode = this.SEL_NONE; - this._selectedAnchorIndex = -1; - - this._SAMPLING_EPSILON = 0.5; //epsilon used for sampling the curve - this._DEFAULT_STROKE_WIDTH = 20; //use only if stroke width not specified - this._MAX_OFFSET_ANGLE = 10; //max angle (in degrees) between consecutive vectors from curve to offset path - - // (current GLGeomObj complains if buildBuffers/render is added to GLSubpath prototype) - //buildBuffers - // Build the stroke vertices, normals, textures and colors - // Add that array data to the GPU using OpenGL data binding - this.buildBuffers = function () { - return; //no need to do anything for now - }//buildBuffers() - - //render - // specify how to render the subpath in Canvas2D - this.render = function () { - // get the world - var world = this.getWorld(); - if (!world) throw( "null world in subpath render" ); - - // get the context - var ctx = world.get2DContext(); - if (!ctx) throw ("null context in subpath render") - - var numAnchors = this.getNumAnchors(); - if (numAnchors === 0) - return; //nothing to do for empty paths - - ctx.save(); - - this.createSamples(); //dirty bit checked in this function...will generate a polyline representation - var bboxMin = this.getBBoxMin(); - var bboxMax = this.getBBoxMax(); - var bboxWidth = bboxMax[0] - bboxMin[0]; - var bboxHeight = bboxMax[1] - bboxMin[1]; - var bboxMid = Vector.create([0.5 * (bboxMax[0] + bboxMin[0]), 0.5 * (bboxMax[1] + bboxMin[1]), 0.5 * (bboxMax[2] + bboxMin[2])]); - - ctx.clearRect(0, 0, bboxWidth, bboxHeight); - - - ctx.lineWidth = this._strokeWidth; - ctx.strokeStyle = "black"; - if (this._strokeColor) - ctx.strokeStyle = MathUtils.colorToHex( this._strokeColor ); - ctx.fillStyle = "white"; - if (this._fillColor){ - //ctx.fillStyle = MathUtils.colorToHex( this._fillColor ); - var fillColorStr = "rgba("+parseInt(255*this._fillColor[0])+","+parseInt(255*this._fillColor[1])+","+parseInt(255*this._fillColor[2])+","+this._fillColor[3]+")"; - ctx.fillStyle = fillColorStr; - } - var lineCap = ['butt','round','square']; - ctx.lineCap = lineCap[1]; - ctx.beginPath(); - - /* - commenting this out for now because of Chrome bug where coincident endpoints of bezier curve cause the curve to not be rendered - var prevAnchor = this.getAnchor(0); - ctx.moveTo(prevAnchor.getPosX()-bboxMin[0],prevAnchor.getPosY()-bboxMin[1]); - for (var i = 1; i < numAnchors; i++) { - var currAnchor = this.getAnchor(i); - 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]); - prevAnchor = currAnchor; - } - if (this._isClosed === true) { - var currAnchor = this.getAnchor(0); - 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]); - prevAnchor = currAnchor; - ctx.fill(); - } - */ - - - var numPoints = this._samples.length/3; - ctx.moveTo(this._samples[0]-bboxMin[0],this._samples[1]-bboxMin[1]); - for (var i=0;i=0;i--) { - var newAnchor = new GLAnchorPoint(); - var oldAnchor = this._Anchors[i]; - newAnchor.setPos(oldAnchor.getPosX(),oldAnchor.getPosY(),oldAnchor.getPosZ()); - newAnchor.setPrevPos(oldAnchor.getNextX(),oldAnchor.getNextY(),oldAnchor.getNextZ()); - newAnchor.setNextPos(oldAnchor.getPrevX(),oldAnchor.getPrevY(),oldAnchor.getPrevZ()); - revAnchors.push(newAnchor); - } - if (this._selectedAnchorIndex >= 0){ - this._selectedAnchorIndex = (numAnchors-1) - this._selectedAnchorIndex; - } - this._Anchors = revAnchors; - this._dirty=true; -} - -//remove all the anchor points -GLSubpath.prototype.clearAllAnchors = function () { - this._Anchors = []; - this._isClosed = false; - this._dirty = true; -} - -GLSubpath.prototype.insertAnchorAtParameter = function(index, param) { - if (index+1 >= this._Anchors.length && !this._isClosed) { - return; - } - //insert an anchor after the specified index using the parameter, using De Casteljau subdivision - var nextIndex = (index+1)%this._Anchors.length; - - //build the De Casteljau points - var P0P1 = VecUtils.vecInterpolate(3, this._Anchors[index].getPos(), this._Anchors[index].getNext(), param); - var P1P2 = VecUtils.vecInterpolate(3, this._Anchors[index].getNext(), this._Anchors[nextIndex].getPrev(), param); - var P2P3 = VecUtils.vecInterpolate(3, this._Anchors[nextIndex].getPrev(), this._Anchors[nextIndex].getPos(), param); - - var P0P1P2 = VecUtils.vecInterpolate(3, P0P1, P1P2, param); - var P1P2P3 = VecUtils.vecInterpolate(3, P1P2, P2P3, param); - var anchorPos = VecUtils.vecInterpolate(3, P0P1P2, P1P2P3, param); - - - //update the next of the anchor at index and prev of anchor at nextIndex - var isPrevCoincident = false; - var isNextCoincident = false; - if (VecUtils.vecDist( 3, P0P1, this._Anchors[index].getNext()) < this._SAMPLING_EPSILON) { - //no change to the next point - isPrevCoincident = true; - } else { - this._Anchors[index].setNextPos(P0P1[0], P0P1[1], P0P1[2]); - } - - if (VecUtils.vecDist( 3, P2P3, this._Anchors[nextIndex].getPrev()) < this._SAMPLING_EPSILON) { - //no change to the prev point - isNextCoincident = true; - } else { - this._Anchors[nextIndex].setPrevPos(P2P3[0], P2P3[1], P2P3[2]); - } - - //create a new anchor point - var newAnchor = new GLAnchorPoint(); - - if (isPrevCoincident && isNextCoincident){ - anchorPos[0]=P1P2[0];anchorPos[1]=P1P2[1];anchorPos[2]=P1P2[2]; - newAnchor.setPos(anchorPos[0],anchorPos[1],anchorPos[2]); - newAnchor.setPrevPos(anchorPos[0],anchorPos[1],anchorPos[2]); - newAnchor.setNextPos(anchorPos[0],anchorPos[1],anchorPos[2]); - } else { - newAnchor.setPrevPos(P0P1P2[0], P0P1P2[1], P0P1P2[2]); - newAnchor.setNextPos(P1P2P3[0], P1P2P3[1], P1P2P3[2]); - newAnchor.setPos(anchorPos[0], anchorPos[1], anchorPos[2]); - } - - //insert the new anchor point at the correct index and set it as the selected anchor - this._Anchors.splice(nextIndex, 0, newAnchor); - this._selectedAnchorIndex = nextIndex; - this._dirty = true; -} - -GLSubpath.prototype._checkIntersectionWithSamples = function(startIndex, endIndex, point, radius){ - //check whether the point is within the radius distance from the curve represented as a polyline in _samples - //return the parametric distance along the curve if there is an intersection, else return null - //will assume that the BBox test is performed outside this function - if (endIndex bboxMax[d]){ - bboxMax[d] = controlPts[i][d]; - } - } - } - //check whether the bbox of the control points contains the point within the specified radius - for (var d=0;d<3;d++){ - if (point[d] < (bboxMin[d]-radius)){ - return null; - } - if (point[d] > (bboxMax[d]+radius)){ - return null; - } - } - - //check if the curve is already flat, and if so, check the distance from the segment C0C3 to the point - //measure distance of C1 and C2 to segment C0-C3 - var distC1 = MathUtils.distPointToSegment(controlPts[1], controlPts[0], controlPts[3]); - var distC2 = MathUtils.distPointToSegment(controlPts[2], controlPts[0], controlPts[3]); - var maxDist = Math.max(distC1, distC2); - var threshold = this._SAMPLING_EPSILON; //this should be set outside this function //TODO - if (maxDist < threshold) { //if the curve is flat - var distP = MathUtils.distPointToSegment(point, controlPts[0], controlPts[3]); //TODO we may need to neglect cases where the non-perpendicular distance is used... - if (distP>radius) - return null; - else { - var param = MathUtils.paramPointProjectionOnSegment(point, controlPts[0], controlPts[3]); //TODO this function is already called in distPointToSegment...optimize by removing redundant call - //var param = VecUtils.vecDist(3, point, controlPts[0])/VecUtils.vecDist(3, controlPts[3], controlPts[0]); - if (param<0) - param=0; - if (param>1) - param=1; - - return beginParam + (endParam-beginParam)*param; - } - } - - //subdivide this curve using De Casteljau interpolation - var C0_ = VecUtils.vecInterpolate(3, controlPts[0], controlPts[1], 0.5); - var C1_ = VecUtils.vecInterpolate(3, controlPts[1], controlPts[2], 0.5); - var C2_ = VecUtils.vecInterpolate(3, controlPts[2], controlPts[3], 0.5); - - var C0__ = VecUtils.vecInterpolate(3, C0_, C1_, 0.5); - var C1__ = VecUtils.vecInterpolate(3, C1_, C2_, 0.5); - - var C0___ = VecUtils.vecInterpolate(3, C0__, C1__, 0.5); - - //recursively sample the first half of the curve - var midParam = (endParam+beginParam)*0.5; - var param1 = this._checkIntersection(Vector.create([controlPts[0],C0_,C0__,C0___]), beginParam, midParam, point, radius); - if (param1!==null){ - return param1; - } - - //recursively sample the second half of the curve - var param2 = this._checkIntersection(Vector.create([C0___,C1__,C2_,controlPts[3]]), midParam, endParam, point, radius); - if (param2!==null){ - return param2; - } - - //no intersection, so return null - return null; -} - -//whether the point lies within the bbox given by the four control points -GLSubpath.prototype._isWithinBoundingBox = function(point, ctrlPts, radius) { - var bboxMin = Vector.create([Infinity, Infinity, Infinity]); - var bboxMax = Vector.create([-Infinity,-Infinity,-Infinity]); - for (var i=0;i bboxMax[d]){ - bboxMax[d] = ctrlPts[i][d]; - } - } - } - //check whether the bbox of the control points contains the point within the specified radius - for (var d=0;d<3;d++){ - if (point[d] < (bboxMin[d]-radius)){ - return false; - } - if (point[d] > (bboxMax[d]+radius)){ - return false; - } - } - return true; -} - -GLSubpath.prototype.pickAnchor = function (pickX, pickY, pickZ, radius) { - var numAnchors = this._Anchors.length; - var selAnchorIndex = -1; - var radSq = radius * radius; - var minDistance = Infinity; - //check if the clicked location is close to the currently selected anchor position - if (this._selectedAnchorIndex>=0 && this._selectedAnchorIndexx || this._BBoxMin[1]>y || this._BBoxMin[2]>z){ - return false; - } - if (this._BBoxMax[0]=0 && this._selectedAnchorIndex=0 && selAnchorIndex === -1) { - var distSq = this._Anchors[this._selectedAnchorIndex].getPrevDistanceSq(pickX, pickY, pickZ); - if (distSq < minDistance && distSq < radSq){ - selAnchorIndex = this._selectedAnchorIndex; - minDistance = distSq; - } else { - //check the next for this anchor point - distSq = this._Anchors[this._selectedAnchorIndex].getNextDistanceSq(pickX, pickY, pickZ); - if (distSq=0 && this._selectedAnchorIndex=0 && selAnchorIndex === -1) { - var distSq = this._Anchors[this._selectedAnchorIndex].getPrevDistanceSq(pickX, pickY, pickZ); - if (distSq < minDistance && distSq < radSq){ - selAnchorIndex = this._selectedAnchorIndex; - minDistance = distSq; - retCode = retCode | this.SEL_PREV; - } else { - //check the next for this anchor point - distSq = this._Anchors[this._selectedAnchorIndex].getNextDistanceSq(pickX, pickY, pickZ); - if (distSq 1) { - //start with the first anchor position (since the Bezier curve start point is not added in the sample function below) - //this._samples.push(this._Anchors[0].getPosX()); - //this._samples.push(this._Anchors[0].getPosY()); - //this._samples.push(this._Anchors[0].getPosZ()); - - for (var i = 0; i < numAnchors - 1; i++) { - //get the control points - var C0X = this._Anchors[i].getPosX(); - var C0Y = this._Anchors[i].getPosY(); - var C0Z = this._Anchors[i].getPosZ(); - - var C1X = this._Anchors[i].getNextX(); - var C1Y = this._Anchors[i].getNextY(); - var C1Z = this._Anchors[i].getNextZ(); - - var C2X = this._Anchors[i + 1].getPrevX(); - var C2Y = this._Anchors[i + 1].getPrevY(); - var C2Z = this._Anchors[i + 1].getPrevZ(); - - var C3X = this._Anchors[i + 1].getPosX(); - var C3Y = this._Anchors[i + 1].getPosY(); - var C3Z = this._Anchors[i + 1].getPosZ(); - - var beginParam = i; - var endParam = i+1; - this._anchorSampleIndex.push(this._samples.length/3); //index of sample corresponding to anchor i - this._sampleCubicBezier(C0X, C0Y, C0Z, C1X, C1Y, C1Z, C2X, C2Y, C2Z, C3X, C3Y, C3Z, beginParam, endParam); - } //for every anchor point i, except last - - if (this._isClosed) { - var i = numAnchors - 1; - //get the control points - var C0X = this._Anchors[i].getPosX(); - var C0Y = this._Anchors[i].getPosY(); - var C0Z = this._Anchors[i].getPosZ(); - - var C1X = this._Anchors[i].getNextX(); - var C1Y = this._Anchors[i].getNextY(); - var C1Z = this._Anchors[i].getNextZ(); - - var C2X = this._Anchors[0].getPrevX(); - var C2Y = this._Anchors[0].getPrevY(); - var C2Z = this._Anchors[0].getPrevZ(); - - var C3X = this._Anchors[0].getPosX(); - var C3Y = this._Anchors[0].getPosY(); - var C3Z = this._Anchors[0].getPosZ(); - - var beginParam = i; - var endParam = i+1; - this._anchorSampleIndex.push(this._samples.length/3); //index of sample corresponding to anchor i - this._sampleCubicBezier(C0X, C0Y, C0Z, C1X, C1Y, C1Z, C2X, C2Y, C2Z, C3X, C3Y, C3Z, beginParam, endParam); - } else { - this._anchorSampleIndex.push((this._samples.length/3) - 1); //index of sample corresponding to last anchor - } - } //if (numAnchors >== 2) { - - //re-compute the bounding box (this also accounts for stroke width, so assume the stroke width is set) - this.computeBoundingBox(true); - - } //if (this._dirty) - this._dirty = false; -} - -GLSubpath.prototype.computeBoundingBox = function(useSamples){ - this._BBoxMin = [Infinity, Infinity, Infinity]; - this._BBoxMax = [-Infinity, -Infinity, -Infinity]; - if (useSamples) { - var numPoints = this._samples.length/3; - if (numPoints === 0) { - this._BBoxMin = [0, 0, 0]; - this._BBoxMax = [0, 0, 0]; - } else { - for (var i=0;i pt[d]) { - this._BBoxMin[d] = pt[d]; - } - if (this._BBoxMax[d] < pt[d]) { - this._BBoxMax[d] = pt[d]; - } - }//for every dimension d from 0 to 2 - } - } - } - else{ - //build a bbox of the anchor points, not the path itself - var numAnchors = this._Anchors.length; - var anchorPts = [Vector.create([0,0,0]), Vector.create([0,0,0]), Vector.create([0,0,0])]; - if (numAnchors === 0) { - this._BBoxMin = [0, 0, 0]; - this._BBoxMax = [0, 0, 0]; - } else { - for (var i = 0; i < numAnchors; i++) { - anchorPts[0] = (Vector.create([this._Anchors[i].getPosX(),this._Anchors[i].getPosY(),this._Anchors[i].getPosZ()])); - anchorPts[1] = (Vector.create([this._Anchors[i].getPrevX(),this._Anchors[i].getPrevY(),this._Anchors[i].getPrevZ()])); - anchorPts[2] = (Vector.create([this._Anchors[i].getNextX(),this._Anchors[i].getNextY(),this._Anchors[i].getNextZ()])); - - for (var p=0;p<3;p++){ - for (var d = 0; d < 3; d++) { - if (this._BBoxMin[d] > anchorPts[p][d]) { - this._BBoxMin[d] = anchorPts[p][d]; - } - if (this._BBoxMax[d] < anchorPts[p][d]) { - this._BBoxMax[d] = anchorPts[p][d]; - } - }//for every dimension d from 0 to 2 - } //for every anchorPts p from 0 to 2 - } //for every anchor point i - } //else of if (numSamples === 0) { - }//else of if useSamples - - //increase the bbox given the stroke width - for (var d = 0; d < 3; d++) { - this._BBoxMin[d]-= this._strokeWidth/2; - this._BBoxMax[d]+= this._strokeWidth/2; - }//for every dimension d from 0 to 2 -} - -//returns v such that it is in [min,max] -GLSubpath.prototype._clamp = function (v, min, max) { - if (v < min) - return min; - if (v > max) - return max; - return v; -}, - - //input: point sIn in stage-world space, planeMidPt in stage-world space, matrix planeMat that rotates plane into XY (parallel to view plane), inverse of planeMat -//returns: sIn 'unprojected' -GLSubpath.prototype.unprojectPoint = function ( sIn, planeMidPt, planeMat, planeMatInv) -{ - var s = sIn.slice(0); - s[0] -= planeMidPt[0]; s[1] -= planeMidPt[1]; //bring s to the center of the plane - - // unproject the point s - var i; - var viewZ = 1400; - if (MathUtils.fpCmp(viewZ,-s[2]) !== 0){ - z = s[2]*viewZ/(viewZ + s[2]); - var x = s[0]*(viewZ - z)/viewZ, - y = s[1]*(viewZ - z)/viewZ; - s[0] = x; s[1] = y; s[2] = z; - } - - // add the translation back in - s[0] += planeMidPt[0]; s[1] += planeMidPt[1]; - - return s; -}, - -GLSubpath.prototype.computeUnprojectedNDC = function (pos, bboxMid, bboxDim, r, l, t, b, z, zn) { - //unproject pos from stageworld to unprojected state - var ppos = this.unprojectPoint(pos, this._planeCenter, this._planeMat, this._planeMatInv); - - //make the coordinates lie in [-1,1] - var x = (ppos[0] - bboxMid[0]) / bboxDim[0]; - var y = -(ppos[1] - bboxMid[1]) / bboxDim[1]; - - //x and y should never be outside the [-1,1] range - x = this._clamp(x, -1, 1); - y = this._clamp(y, -1, 1); - - //apply the perspective transform - x *= -z * (r - l) / (2.0 * zn); - y *= -z * (t - b) / (2.0 * zn); - - ppos[0] = x; - ppos[1] = y; - ppos[2] = 0; //z; - return ppos; -} - - -GLSubpath.prototype.makeStrokeMaterial = function() -{ - var strokeMaterial; - if (this.getStrokeMaterial()) - strokeMaterial = this.getStrokeMaterial().dup(); - else - strokeMaterial = new FlatMaterial(); - - if (strokeMaterial) - { - strokeMaterial.init(); - //if(!this.getStrokeMaterial() && this._strokeColor) - if(this._strokeColor) - { - strokeMaterial.setProperty("color", this._strokeColor); - } - } - - this._materialArray.push( strokeMaterial ); - this._materialTypeArray.push( "stroke" ); - - return strokeMaterial; -} - -GLSubpath.prototype.makeFillMaterial = function() -{ - var fillMaterial; - if (this.getFillMaterial()) - fillMaterial = this.getFillMaterial().dup(); - else - fillMaterial = new FlatMaterial(); - - if (fillMaterial) - { - fillMaterial.init(); - //if(!this.getFillMaterial() && this._fillColor) - if (this._fillColor) - { - fillMaterial.setProperty("color", this._fillColor); - } - } - - this._materialArray.push( fillMaterial ); - this._materialTypeArray.push( "fill" ); - - return fillMaterial; -} - -GLSubpath.prototype.getNearVertex = function( eyePt, dir ){ - //get the parameters used for computing perspective transformation - var bboxDim = []; - var bboxMid = []; - bboxDim[0] = 0.5 * (this._BBoxMax[0] - this._BBoxMin[0]); - bboxMid[0] = 0.5 * (this._BBoxMax[0] + this._BBoxMin[0]); - bboxDim[1] = 0.5 * (this._BBoxMax[1] - this._BBoxMin[1]); - bboxMid[1] = 0.5 * (this._BBoxMax[1] + this._BBoxMin[1]); - bboxDim[2] = 0.5 * (this._BBoxMax[2] - this._BBoxMin[2]); - bboxMid[3] = 0.5 * (this._BBoxMax[2] + this._BBoxMin[2]); - - // convert the stroke vertices into normalized device coordinates - var world = this.getWorld(); - if (!world) return null; - var aspect = world.getAspect(); - var zn = world.getZNear(), zf = world.getZFar(); - var t = zn * Math.tan(world.getFOV() * Math.PI / 360.0), //top of the frustum - b = -t, //bottom - r = aspect * t, //right - l = -r; //left - - // calculate the object coordinates from their NDC coordinates - var z = -world.getViewDistance(); - - // the eyePt and dir are in WebGL space...we need to convert each anchor point into the WebGL space - var numAnchors = this._Anchors.length; - var selAnchorPpos = null; - var minDistance = Infinity; - for (var i = 0; i < numAnchors; i++) { - var anchorPos = Vector.create([this._Anchors[i].getPosX(), this._Anchors[i].getPosY(), this._Anchors[i].getPosZ()]); - var ppos = this.computeUnprojectedNDC(anchorPos, bboxMid, bboxDim, r, l, t, b, z, zn); - var dist = MathUtils.distPointToRay(ppos, eyePt, dir); - if (dist < minDistance) { - selAnchorPpos = ppos; - minDistance = dist; - } - } - return selAnchorPpos; -} - -GLSubpath.prototype.getNearPoint = function( eyePt, dir ){ - return null; -} - -//returns true if P is left of line through l0 and l1 or on it -GLSubpath.prototype.isLeft = function(l0, l1, P){ - var signedArea = (l1[0]-l0[0])*(P[1] - l0[1]) - (P[0]-l0[0])*(l1[1]-l0[1]); - if (signedArea>=0) - return true; - else - return false; -} -//returns true if 2D point p is contained within 2D quad given by r0,r1,r2,r3 (need not be axis-aligned) -GLSubpath.prototype.isPointInQuad2D = function(r0,r1,r2,r3,p){ - //returns true if the point is on the same side of the segments r0r1, r1r2, r2r3, r3r0 - var isLeft0 = this.isLeft(r0,r1,p); - var isLeft1 = this.isLeft(r1,r2,p); - var isLeft2 = this.isLeft(r2,r3,p); - var isLeft3 = this.isLeft(r3,r0,p); - var andAll = isLeft0 & isLeft1 & isLeft2 & isLeft3; - if (andAll) - return true; - var orAll = isLeft0 | isLeft1 | isLeft2 | isLeft3; - if (!orAll) - return true; - return false; -} - - -GLSubpath.prototype.export = function() -{ - var rtnStr = "type: " + this.geomType() + "\n"; - - rtnStr += "strokeWidth: " + this._strokeWidth + "\n"; - rtnStr += "strokeStyle: " + this._strokeStyle + "\n"; - - rtnStr += "strokeMat: "; - if (this._strokeMaterial) - rtnStr += this._strokeMaterial.getName(); - else - rtnStr += "flatMaterial"; - rtnStr += "\n"; - - rtnStr += "fillMat: "; - if (this._fillMaterial) - rtnStr += this._fillMaterial.getName(); - else - rtnStr += "flatMaterial"; - rtnStr += "\n"; - - var isClosedStr = "false"; - if (this._isClosed) - isClosedStr = "true"; - rtnStr += "isClosed: " + isClosedStr + "\n"; - - //add the anchor points - var numAnchors = this._Anchors.length; - rtnStr += "numAnchors: " + numAnchors + "\n"; - for (var i=0;i this._BBoxMax[0]) return false; - if (y < this._BBoxMin[1]) return false; - if (y > this._BBoxMax[1]) return false; - if (z < this._BBoxMin[2]) return false; - if (z > this._BBoxMax[2]) return false; - - return true; -} - -GLSubpath.prototype.collidesWithPoint = function (x, y) { - if (x < this._BBoxMin[0]) return false; - if (x > this._BBoxMax[0]) return false; - if (y < this._BBoxMin[1]) return false; - if (y > this._BBoxMax[1]) return false; - - return true; -} - -- cgit v1.2.3