From 9b7dac9215fbd7c0fe7a80d3e8f1ff378332fec3 Mon Sep 17 00:00:00 2001 From: Pushkar Joshi Date: Fri, 23 Mar 2012 14:32:46 -0700 Subject: Almost working version of brush tool that uses only local coordinates to store the brush stroke points. Current version does not yet update the width and height of the brush stroke canvas upon changing the brush stroke through the PI. Also, current version does not obtain 3D position of points properly from the drawing tool base (see BrushTool _getUnsnappedPosition) --- js/lib/geom/brush-stroke.js | 460 ++++++++++++++++++++++++++++++-------------- 1 file changed, 314 insertions(+), 146 deletions(-) (limited to 'js/lib/geom/brush-stroke.js') diff --git a/js/lib/geom/brush-stroke.js b/js/lib/geom/brush-stroke.js index afeaf6e6..a3a5ed9a 100755 --- a/js/lib/geom/brush-stroke.js +++ b/js/lib/geom/brush-stroke.js @@ -7,6 +7,7 @@ No rights, expressed or implied, whatsoever to this software are provided by Mot var VecUtils = require("js/helper-classes/3D/vec-utils").VecUtils; var GeomObj = require("js/lib/geom/geom-obj").GeomObj; var CanvasController = require("js/controllers/elements/canvas-controller").CanvasController; +var ViewUtils = require("js/helper-classes/3D/view-utils").ViewUtils; // Todo: This entire class should be converted to a module @@ -19,14 +20,15 @@ var BrushStroke = function GLBrushStroke() { /////////////////////////////////////////////////// // Instance variables /////////////////////////////////////////////////// - this._Points = []; - this._OrigPoints = []; + this._Points = []; //current state of points in stage-world space (may be different from input) + this._OrigPoints = []; //copy of input points without any smoothing + this._LocalPoints = []; //_Points in local coordinates...do this before rendering the points in the canvas + this._stageWorldCenter = [0,0,0]; //coordinate for the canvas midPoint: a 3D vector in stage world space this._BBoxMin = [0, 0, 0]; this._BBoxMax = [0, 0, 0]; - this._dirty = true; + this._isDirty = true; this._isInit = false; - this._addedSamples = false; - this._storedOrigPoints = false; + //whether or not to use the canvas drawing to stroke/fill this._useCanvasDrawing = true; @@ -57,7 +59,7 @@ var BrushStroke = function GLBrushStroke() { this._MIN_SAMPLE_DISTANCE_THRESHOLD = 2; //prevent extremely long paths that can take a long time to render - this._MAX_ALLOWED_SAMPLES = 500; + this._MAX_ALLOWED_SAMPLES = 5000; //drawing context this._world = null; @@ -67,6 +69,7 @@ var BrushStroke = function GLBrushStroke() { this._planeMat = null; this._planeMatInv = null; this._planeCenter = null; + this._dragPlane = null; ///////////////////////////////////////////////////////// // Property Accessors/Setters @@ -107,6 +110,10 @@ var BrushStroke = function GLBrushStroke() { this._planeCenter = pc; }; + this.setDragPlane = function(p){ + this._dragPlane = p; + }; + this.getCanvasX = function(){ return this._canvasX; }; @@ -141,25 +148,32 @@ var BrushStroke = function GLBrushStroke() { var diffPtMag = Math.sqrt(diffPt[0]*diffPt[0] + diffPt[1]*diffPt[1]); if (diffPtMag>threshold){ this._Points.push(pt); - this._dirty=true; + this._isDirty=true; + this._isInit = false; } } else { this._Points.push(pt); - this._dirty=true; + this._isDirty=true; + this._isInit = false; } }; this.insertPoint = function(pt, index){ this._Points.splice(index, 0, pt); - this._dirty=true; + this._isDirty=true; + this._isInit = false; }; this.isDirty = function(){ - return this._dirty; + return this._isDirty; }; this.makeDirty = function(){ - this._dirty=true; + this._isDirty=true; + }; + + this.getStageWorldCenter = function() { + return this._stageWorldCenter; }; this.getBBoxMin = function () { @@ -176,7 +190,7 @@ var BrushStroke = function GLBrushStroke() { this.setStrokeWidth = function (w) { this._strokeWidth = w; - this._dirty=true; + this._isDirty=true; }; this.getStrokeMaterial = function () { @@ -184,7 +198,7 @@ var BrushStroke = function GLBrushStroke() { }; this.setStrokeMaterial = function (m) { - this._strokeMaterial = m; this._dirty = true; + this._strokeMaterial = m; this._isDirty = true; }; this.getStrokeColor = function () { @@ -192,17 +206,17 @@ var BrushStroke = function GLBrushStroke() { }; this.setStrokeColor = function (c) { - this._strokeColor = c; this._dirty = true; + this._strokeColor = c; this._isDirty = true; }; this.setSecondStrokeColor = function(c){ - this._secondStrokeColor=c; this._dirty = true; + this._secondStrokeColor=c; this._isDirty = true; } this.setStrokeHardness = function(h){ if (this._strokeHardness!==h){ this._strokeHardness=h; - this._dirty = true; + this._isDirty = true; } } this.getStrokeHardness = function(){ @@ -212,7 +226,7 @@ var BrushStroke = function GLBrushStroke() { this.setDoSmoothing = function(s){ if (this._strokeDoSmoothing!==s) { this._strokeDoSmoothing = s; - this._dirty = true; + this._isDirty = true; } } @@ -223,7 +237,7 @@ var BrushStroke = function GLBrushStroke() { this.setSmoothingAmount = function(a){ if (this._strokeAmountSmoothing!==a) { this._strokeAmountSmoothing = a; - this._dirty = true; + this._isDirty = true; } } @@ -234,14 +248,14 @@ var BrushStroke = function GLBrushStroke() { this.setStrokeUseCalligraphic = function(c){ if (this._strokeUseCalligraphic!==c){ this._strokeUseCalligraphic = c; - this._dirty = true; + this._isDirty = true; } } this.setStrokeAngle = function(a){ if (this._strokeAngle!==a){ this._strokeAngle = a; - this._dirty = true; + this._isDirty = true; }; } @@ -269,127 +283,276 @@ var BrushStroke = function GLBrushStroke() { };//NO-OP for now + this.getWidth = function() { + if (this._isDirty){ + this.update(); + } + return this._BBoxMax[0]-this._BBoxMin[0]; + }; + + this.getHeight = function() { + if (this._isDirty){ + this.update(); + } + return this._BBoxMax[1]-this._BBoxMin[1]; + }; + //remove all the points this.clear = function () { this._Points = []; this._OrigPoints = []; - this._dirty=true; - } + this._isDirty=true; + this._isInit = false; + }; + + this._addSamples = function() { + //**** add samples to the long sections of the path --- Catmull-Rom spline interpolation ***** + // instead of the following, may use 4-point subdivision iterations over continuous regions of 'long' segments + // look at http://www.gvu.gatech.edu/~jarek/Split&Tweak/ for formula + + var numPoints = this._Points.length; + var numInsertedPoints = 0; + var newSampledPoints = []; + var threshold = this._MAX_SAMPLE_DISTANCE_THRESHOLD;//this determines whether a segment between two sample too long + var prevPt = this._Points[0]; + newSampledPoints.push(this._Points[0]); + for (var i=1;ithreshold){ + //build the control polygon for the Catmull-Rom spline (prev. 2 points and next 2 points) + var prev = (i===1) ? i-1 : i-2; + var next = (i===numPoints-1) ? i : i+1; + var ctrlPts = [this._Points[prev], this._Points[i-1], this._Points[i], this._Points[next]]; + //insert points along the prev. to current point + var numNewPoints = Math.floor(distance/threshold); + for (var j=0;j this._MAX_ALLOWED_SAMPLES){ + console.log("leaving the resampling because numPoints is greater than limit:"+this._MAX_ALLOWED_SAMPLES); + break; + } + } + this._Points = newSampledPoints.slice(0); + newSampledPoints = []; + }; + + this.init = function(){ + if (!this._isInit){ + // **** add samples to the _Points in stageworld space **** + this._addSamples(); + + // **** compute the 2D (canvas space) coord. of the _Points **** + this._buildLocalCoordFromStageWorldCoord(); + + // **** turn off the init. flag **** + this._isInit = true; + this._isDirty= true; + } + + // **** update the current brush stroke **** + // smoothing, re-compute bounding box, etc. + this.update(); + }; + + this._unprojectPt = function(pt, pespectiveDist){ + var retPt = pt.slice(0); + if (MathUtils.fpCmp(pespectiveDist,-pt[2]) !== 0){ + z = pt[2]*pespectiveDist/(pespectiveDist + pt[2]); + var x = pt[0]*(pespectiveDist - z)/pespectiveDist, + y = pt[1]*(pespectiveDist - z)/pespectiveDist; + retPt[0] = x; retPt[1] = y; retPt[2] = z; + } + return retPt; + }; + + this._buildLocalCoordFromStageWorldCoord = function() { + var stage = ViewUtils.getStage(); + var stageOffset = ViewUtils.getElementOffset(stage); + ViewUtils.setViewportObj(stage); + + var numPoints = this._Points.length; + var i; + + // ***** compute center of bbox based on stage world coords ***** + var bboxMin = [Infinity, Infinity, Infinity]; + var bboxMax = [-Infinity, -Infinity, -Infinity]; + for (i=0;i pt[d]) { + bboxMin[d] = pt[d]; + } + if (bboxMax[d] < pt[d]) { + bboxMax[d] = pt[d]; + } + } + } + //save the center of the bbox for later use (while constructing the canvas) + this._stageWorldCenter = VecUtils.vecInterpolate(3, bboxMin, bboxMax, 0.5); + + // ***** center the input stageworld data about the center of the bbox ***** + this._LocalPoints = this._Points.slice(0); + for (i=0;ithreshold){ - //build the control polygon for the Catmull-Rom spline (prev. 2 points and next 2 points) - var prev = (i===1) ? i-1 : i-2; - var next = (i===numPoints-1) ? i : i+1; - var ctrlPts = [this._Points[prev], this._Points[i-1], this._Points[i], this._Points[next]]; - //insert points along the prev. to current point - var numNewPoints = Math.floor(distance/threshold); - for (var j=0;j this._MAX_ALLOWED_SAMPLES){ - // console.log("leaving the resampling because numPoints is greater than limit:"+this._MAX_ALLOWED_SAMPLES); - // break; - //} + //build coordinates for the brush stroke in local space of the canvas...will assume that the canvas width, height, left and top will not be changed now + this.buildLocalCoord = function(){ + /* + if (this._isLocalDirty) { + //DEBUGGING + //confirm that localToStageWorld produces the same coordinates as those I used for rendering currently + var numPoints = this._Points.length; + var objToStageWorldMat = ViewUtils.getObjToStageWorldMatrix(this._canvas, true); + var stageworldToObjMat = glmat4.inverse(objToStageWorldMat, []); + var wh = ViewUtils.getStageDimension(); + for (var i=0;i1) { - //iterations of Laplacian smoothing (setting the points to the average of their neighbors) - var numLaplacianIterations = this._strokeAmountSmoothing; - for (var n=0;n 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 + + //end DEBUGGING + this._isLocalDirty=false; + } //if this._isLocalDirty + */ + }; + + + + this.update = function() { + if (this._isDirty){ + // **** do smoothing if necessary **** + this._doSmoothing(); + + // **** recompute the bounding box **** + this._updateBoundingBox(); + + // **** turn off the dirty flag **** + this._isDirty = false; + } + }; + + this._doSmoothing = function() { + var numPoints = this._LocalPoints.length; + if (this._strokeDoSmoothing && numPoints>1) { + this._LocalPoints = this._OrigPoints.slice(0); + //iterations of Laplacian smoothing (setting the points to the average of their neighbors) + var numLaplacianIterations = this._strokeAmountSmoothing; + for (var n=0;n 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 } - } //if this was dirty - this._dirty = false; + } + //increase the bbox given the stroke width and the angle (in case of calligraphic brush) + var bboxPadding = this._strokeWidth/2; + //todo TEMP! + //bboxPadding = 0; //for now, ignore the effect of stroke width on bounding box + //end todo TEMP + //if (this._strokeUseCalligraphic) { + //todo re-enable this if check once we are able to change the left and top of the brush canvas + if (false){ + this._BBoxMin[0]-= bboxPadding*Math.cos(this._strokeAngle); + this._BBoxMin[1]-= bboxPadding*Math.sin(this._strokeAngle); + this._BBoxMax[0]+= bboxPadding*Math.cos(this._strokeAngle); + this._BBoxMax[1]+= bboxPadding*Math.sin(this._strokeAngle); + } else { + for (var d = 0; d < 3; d++) { + this._BBoxMin[d]-= bboxPadding; + this._BBoxMax[d]+= bboxPadding; + }//for every dimension d from 0 to 2 + } }; this.buildBuffers = function () { @@ -410,32 +573,34 @@ var BrushStroke = function GLBrushStroke() { return; //nothing to do for empty paths } - this.computeMetaGeometry(); + if (this._isDirty){ + this.update(); + } var bboxMin = this.getBBoxMin(); var bboxMax = this.getBBoxMax(); var bboxWidth = bboxMax[0] - bboxMin[0]; var bboxHeight = bboxMax[1] - bboxMin[1]; - if (this._canvas) { - // this seems to produce drift as the stroke size is changed smoothly...bug due to floating point round off + // this seems to produce drift as the stroke size is changed smoothly...bug due to floating point round off? //get the old left, top, width, and height -// var oldLeft = parseInt(CanvasController.getProperty(this._canvas, "left")); -// var oldTop = parseInt(CanvasController.getProperty(this._canvas, "top")); -// var oldWidth = parseInt(CanvasController.getProperty(this._canvas, "width")); -// var oldHeight = parseInt(CanvasController.getProperty(this._canvas, "height")); -// var newLeft = oldLeft - parseInt((bboxWidth-oldWidth)*0.5); -// var newTop = oldTop - parseInt((bboxHeight-oldHeight)*0.5); -// -// //assign the new width and height as the canvas dimensions through the canvas controller -// CanvasController.setProperty(this._canvas, "left", newLeft+"px"); -// CanvasController.setProperty(this._canvas, "top", newTop+"px");*/ - CanvasController.setProperty(this._canvas, "width", bboxWidth+"px"); - CanvasController.setProperty(this._canvas, "height", bboxHeight+"px"); + var oldLeft = parseInt(CanvasController.getProperty(this._canvas, "left")); + var oldTop = parseInt(CanvasController.getProperty(this._canvas, "top")); + var oldWidth = parseInt(CanvasController.getProperty(this._canvas, "width")); + var oldHeight = parseInt(CanvasController.getProperty(this._canvas, "height")); + var newLeft = oldLeft - ((bboxWidth-oldWidth)*0.5); + var newTop = oldTop - ((bboxHeight-oldHeight)*0.5); + + //assign the new width and height as the canvas dimensions through the canvas controller + //CanvasController.setProperty(this._canvas, "left", newLeft+"px"); + //CanvasController.setProperty(this._canvas, "top", newTop+"px"); + + //CanvasController.setProperty(this._canvas, "width", bboxWidth+"px"); + //CanvasController.setProperty(this._canvas, "height", bboxHeight+"px"); this._canvas.elementModel.shapeModel.GLWorld.setViewportFromCanvas(this._canvas); - } + //get the context var ctx = world.get2DContext(); if (!ctx) { @@ -443,12 +608,17 @@ var BrushStroke = function GLBrushStroke() { } ctx.save(); ctx.clearRect(0, 0, bboxWidth, bboxHeight); - this.drawToContext(ctx, bboxMin[0], bboxMin[1]); + this.drawToContext(ctx, 0, 0, false); ctx.restore(); } //this.render() - this.drawToContext = function(ctx, origX, origY){ - var numPoints = this.getNumPoints(); + this.drawToContext = function(ctx, origX, origY, drawStageWorldPts){ + var points = this._LocalPoints; + if (drawStageWorldPts){ + points = this._Points; + } + var numPoints = points.length; + if (this._strokeUseCalligraphic) { //build the stamp for the brush stroke var t=0; @@ -457,6 +627,7 @@ var BrushStroke = function GLBrushStroke() { var opaqueRegionHalfWidth = 0.5*this._strokeHardness*numTraces*0.01; //the 0.01 is to convert the strokeHardness from [0,100] to [0,1] var maxTransparentRegionHalfWidth = halfNumTraces-opaqueRegionHalfWidth; + //todo this brush stamp should be created outside of this function //build an angled (calligraphic) brush stamp var deltaDisplacement = [Math.cos(this._strokeAngle),Math.sin(this._strokeAngle)]; deltaDisplacement = VecUtils.vecNormalize(2, deltaDisplacement, 1); @@ -485,19 +656,16 @@ var BrushStroke = function GLBrushStroke() { alphaVal = 1.0 - distFromOpaqueRegion/maxTransparentRegionHalfWidth; alphaVal *= 1.0/ctx.lineWidth; //factor that accounts for lineWidth !== 1 } - ctx.save(); ctx.strokeStyle="rgba("+parseInt(255*this._strokeColor[0])+","+parseInt(255*this._strokeColor[1])+","+parseInt(255*this._strokeColor[2])+","+alphaVal+")"; - //linearly interpolate between the two stroke colors var currStrokeColor = VecUtils.vecInterpolate(4, this._strokeColor, this._secondStrokeColor, t/numTraces); //ctx.strokeStyle="rgba("+parseInt(255*currStrokeColor[0])+","+parseInt(255*currStrokeColor[1])+","+parseInt(255*currStrokeColor[2])+","+alphaVal+")"; - ctx.translate(disp[0],disp[1]); ctx.beginPath(); - ctx.moveTo(this._Points[0][0]-origX, this._Points[0][1]-origY); + ctx.moveTo(points[0][0]-origX, points[0][1]-origY); for (var i=0;i