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/lib/geom/anchor-point.js | 242 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 242 insertions(+) create mode 100755 js/lib/geom/anchor-point.js (limited to 'js/lib/geom/anchor-point.js') diff --git a/js/lib/geom/anchor-point.js b/js/lib/geom/anchor-point.js new file mode 100755 index 00000000..0e9f65ea --- /dev/null +++ b/js/lib/geom/anchor-point.js @@ -0,0 +1,242 @@ +/* +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 +// +// +///////////////////////////////////////////// +var GLAnchorPoint = 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 = [this._prevX + tx - this._x, this._prevY + ty - this._y, this._prevZ + tz - this._z]; + var newP = [this._prevX - this._x, this._prevY - this._y, this._prevZ - this._z]; + //compute angle between the two vectors + var axis = [0, 0, 0]; + var angle = MathUtils.getAxisAngleBetween3DVectors(oldP, newP, axis); + if (angle === 0) { + return; + } + + // *** compute the vector from anchor to next + var oldN = [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 = [this._nextX + tx - this._x, this._nextY + ty - this._y, this._nextZ + tz - this._z]; + var newN = [this._nextX - this._x, this._nextY - this._y, this._nextZ - this._z]; + //compute angle between the two vectors + var axis = [0, 0, 0]; + var angle = MathUtils.getAxisAngleBetween3DVectors(oldN, newN, axis); + if (angle === 0) { + return; + } + + // *** compute the vector from anchor to prev + var oldP = [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 [this._x, this._y, this._z]; +}; + +GLAnchorPoint.prototype.getPrev = function() { + return [this._prevX, this._prevY, this._prevZ]; +}; + +GLAnchorPoint.prototype.getNext = function() { + return [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); +}; + +if (typeof exports === "object") { + exports.AnchorPoint = GLAnchorPoint; +} + -- cgit v1.2.3