/*
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 ElementPlanes
// This class represents the 5 planes generated by an element
// in the world - the face itself, and one plane going back in Z
// for each side of the element. Lines drawn will clip against
// those 5 planes.
///////////////////////////////////////////////////////////////////////
var viewUtils = require("js/helper-classes/3D/view-utils").ViewUtils,
vecUtils = require("js/helper-classes/3D/vec-utils").VecUtils,
Rectangle = require("js/helper-classes/3D/rectangle").Rectangle;
var ElementPlanes = exports.ElementPlanes = Object.create(Object.prototype, {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
// maintain a back pointer to the original element
_elt: { value: null, writable: true },
// the 4 3D boundary points in world space
_boundaryPts: { value: null, writable: true },
// the 2D boundary rectangle. Used for quick rejection tests.
_rect: { value: null, writable: true },
_zMin: { value: 0, writable: true },
_zMax: { value: 0, writable: true },
// keep a flag indicating that the element is back facing
_backFacing: { value: false, writable: true },
// cache the normal
_planeEq: { value: null, writable: true },
///////////////////////////////////////////////////////////////////////
// Property accessors
///////////////////////////////////////////////////////////////////////
setElement: { value: function( elt ) { this._elt = elt; } },
getElement: { value: function() { return this._elt; } },
getPlaneEq: { value: function() { return this._planeEq.slice(0); } },
setPlaneEq: { value: function(p) { this._planeEq = p; } },
getRectangle: { value: function() { return this._rect; } },
getBoundaryPoints: { value: function() { return this._boundaryPts; } },
isBackFacing: { value: function() { return this._backFacing; } },
getZMin: { value: function() { return this._zMin; } },
getZMax: { value: function() { return this._zMax; } },
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
init: {
value: function()
{
if (this._elt)
{
// get the 3D boundary points
var elt = this._elt;
this._boundaryPts = viewUtils.getElementViewBounds3D( elt );
//var mat = viewUtils.getMatrixFromElement( elt );
var tmpMat = viewUtils.getLocalToGlobalMatrix( elt );
for (var i=0; i<4; i++)
{
// this._boundaryPts[i] = viewUtils.localToGlobal(this._boundaryPts[i], elt );
this._boundaryPts[i] = viewUtils.localToGlobal2(this._boundaryPts[i], tmpMat);
}
// set the backfacing flag based on the direction of the normal
// for the purposes of stage drawing, we use a left-handed coordinate system
// (as opposed to the left-handed system used in the browser). With that
// assumption, the points are specified counterclockwise on the stage, producing
// a negative Z for the normal, hence a positive Z implies back facing.
var nrm = this.computeNormal();
this._backFacing = false;
if (nrm[2] > 0)
this._backFacing = true;
else
MathUtils.negate( nrm );
// create the plane equation
//var d = -( nrm.dot( this._boundaryPts[0]) );
var d = -vecUtils.vecDot(3, nrm, this._boundaryPts[0]);
var planeEq = [nrm[0], nrm[1], nrm[2], d] ;
this.setPlaneEq( planeEq );
// get the 2D rectangle
var rect = Object.create(Rectangle, {});
rect.setLeft( this._boundaryPts[0][0] );
rect.setTop( this._boundaryPts[0][1] );
rect.setRight( this._boundaryPts[0][0] );
rect.setBottom( this._boundaryPts[0][1] );
this._zMin = this._boundaryPts[0][2];
this._zMax = this._boundaryPts[0][2];
for (var i=1; i<4; i++)
{
rect.unionPoint( this._boundaryPts[i] );
var z = this._boundaryPts[i][2];
if (z < this._zMin) this._zMin = z;
if (z > this._zMax) this._zMax = z;
}
this._rect = rect;
}
}
},
computeNormal: {
value: function()
{
var xPts = new Array(), yPts = new Array(), zPts = new Array();
var n = this._boundaryPts.length;
for (var i=0; i