/*
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 RuntimeGeomObj
// Super class for all geometry classes
///////////////////////////////////////////////////////////////////////
function RuntimeGeomObj()
{
///////////////////////////////////////////////////////////////////////
// Constants
///////////////////////////////////////////////////////////////////////
this.GEOM_TYPE_RECTANGLE = 1;
this.GEOM_TYPE_CIRCLE = 2;
this.GEOM_TYPE_LINE = 3;
this.GEOM_TYPE_PATH = 4;
this.GEOM_TYPE_CUBIC_BEZIER = 5;
this.GEOM_TYPE_UNDEFINED = -1;
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._children;
// stroke and fill colors
this._strokeColor = [0,0,0,0];
this._fillColor = [0,0,0,0];
// array of materials
this._materials = [];
///////////////////////////////////////////////////////////////////////
// Property accessors
///////////////////////////////////////////////////////////////////////
this.geomType = function() { return this.GEOM_TYPE_UNDEFINED; }
this.setWorld = function(w) { this._world = w; }
this.getWorld = function() { return this._world; }
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
this.makeStrokeMaterial = function()
{
}
this.makeFillMaterial = function()
{
}
this.render = function()
{
}
this.addChild = function( child )
{
if (!this._children) this._children = [];
this._children.push( child );
}
this.import = function()
{
}
this.importMaterials = function(importStr)
{
var nMaterials = Number( getPropertyFromString( "nMaterials: ", importStr ) );
for (var i=0; i= 0.001)
{
var scale = len/sum;
rtnVec = [];
for (var i=0; i= 0)
rtnStr = rtnStr.substr(0, index);
return rtnStr;
}
///////////////////////////////////////////////////////////////////////
// Class RuntimeRectangle
///////////////////////////////////////////////////////////////////////
function RuntimeRectangle()
{
// inherit the members of RuntimeGeomObj
this.inheritedFrom = RuntimeGeomObj;
this.inheritedFrom();
this.import = function( importStr )
{
this._xOffset = Number( getPropertyFromString( "xoff: ", importStr ) );
this._yOffset = Number( getPropertyFromString( "yoff: ", importStr ) );
this._width = Number( getPropertyFromString( "width: ", importStr ) );
this._height = Number( getPropertyFromString( "height: ", importStr ) );
this._strokeWidth = Number( getPropertyFromString( "strokeWidth: ", importStr ) );
this._innerRadius = Number( getPropertyFromString( "innerRadius: ", importStr ) );
this._strokeStyle = Number( getPropertyFromString( "strokeStyle: ", importStr ) );
var strokeMaterialName = getPropertyFromString( "strokeMat: ", importStr );
var fillMaterialName = getPropertyFromString( "fillMat: ", importStr );
this._strokeStyle = getPropertyFromString( "strokeStyle: ", importStr );
this._fillColor = eval( "[" + getPropertyFromString( "fillColor: ", importStr ) + "]" );
this._strokeColor = eval( "[" + getPropertyFromString( "strokeColor: ", importStr ) + "]" );
this._tlRadius = Number( getPropertyFromString( "tlRadius: ", importStr ) );
this._trRadius = Number( getPropertyFromString( "trRadius: ", importStr ) );
this._blRadius = Number( getPropertyFromString( "blRadius: ", importStr ) );
this._brRadius = Number( getPropertyFromString( "brRadius: ", importStr ) );
this.importMaterials( importStr );
}
this.renderPath = function( inset, ctx )
{
// various declarations
var pt, rad, ctr, startPt, bPts;
var width = Math.round(this._width),
height = Math.round(this._height);
pt = [inset, inset]; // top left corner
var tlRad = this._tlRadius; //top-left radius
var trRad = this._trRadius;
var blRad = this._blRadius;
var brRad = this._brRadius;
if ((tlRad <= 0) && (blRad <= 0) && (brRad <= 0) && (trRad <= 0))
{
ctx.rect(pt[0], pt[1], width - 2*inset, height - 2*inset);
}
else
{
// get the top left point
rad = tlRad - inset;
if (rad < 0) rad = 0;
pt[1] += rad;
if (Math.abs(rad) < 0.001) pt[1] = inset;
ctx.moveTo( pt[0], pt[1] );
// get the bottom left point
pt = [inset, height - inset];
rad = blRad - inset;
if (rad < 0) rad = 0;
pt[1] -= rad;
ctx.lineTo( pt[0], pt[1] );
// get the bottom left curve
if (rad > 0.001)
ctx.quadraticCurveTo( inset, height-inset, inset+rad, height-inset );
// do the bottom of the rectangle
pt = [width - inset, height - inset];
rad = brRad - inset;
if (rad < 0) rad = 0;
pt[0] -= rad;
ctx.lineTo( pt[0], pt[1] );
// get the bottom right arc
if (rad > 0.001)
ctx.quadraticCurveTo( width-inset, height-inset, width-inset, height-inset-rad );
// get the right of the rectangle
pt = [width - inset, inset];
rad = trRad - inset;
if (rad < 0) rad = 0;
pt[1] += rad;
ctx.lineTo( pt[0], pt[1] );
// do the top right corner
if (rad > 0.001)
ctx.quadraticCurveTo( width-inset, inset, width-inset-rad, inset );
// do the top of the rectangle
pt = [inset, inset]
rad = tlRad - inset;
if (rad < 0) rad = 0;
pt[0] += rad;
ctx.lineTo( pt[0], pt[1] );
// do the top left corner
if (rad > 0.001)
ctx.quadraticCurveTo( inset, inset, inset, inset+rad );
else
ctx.lineTo( inset, 2*inset );
}
}
this.render = function()
{
// get the world
var world = this.getWorld();
if (!world) throw( "null world in rectangle render" );
// get the context
var ctx = world.get2DContext();
if (!ctx) return;
// get some dimensions
var lw = this._strokeWidth;
var w = world.getViewportWidth(),
h = world.getViewportHeight();
// render the fill
ctx.beginPath();
if (this._fillColor)
{
var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")";
ctx.fillStyle = c;
ctx.lineWidth = lw;
var inset = Math.ceil( lw ) + 0.5;
this.renderPath( inset, ctx );
ctx.fill();
ctx.closePath();
}
// render the stroke
ctx.beginPath();
if (this._strokeColor)
{
var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")";
ctx.strokeStyle = c;
ctx.lineWidth = lw;
var inset = Math.ceil( 0.5*lw ) + 0.5;
this.renderPath( inset, ctx );
ctx.stroke();
ctx.closePath();
}
}
}
///////////////////////////////////////////////////////////////////////
// Class RuntimeOval
///////////////////////////////////////////////////////////////////////
function RuntimeOval()
{
// inherit the members of RuntimeGeomObj
this.inheritedFrom = RuntimeGeomObj;
this.inheritedFrom();
this.import = function( importStr )
{
this._xOffset = Number( getPropertyFromString( "xoff: ", importStr ) );
this._yOffset = Number( getPropertyFromString( "yoff: ", importStr ) );
this._width = Number( getPropertyFromString( "width: ", importStr ) );
this._height = Number( getPropertyFromString( "height: ", importStr ) );
this._strokeWidth = Number( getPropertyFromString( "strokeWidth: ", importStr ) );
this._innerRadius = Number( getPropertyFromString( "innerRadius: ", importStr ) );
this._strokeStyle = getPropertyFromString( "strokeStyle: ", importStr );
var strokeMaterialName = getPropertyFromString( "strokeMat: ", importStr );
var fillMaterialName = getPropertyFromString( "fillMat: ", importStr );
this._fillColor = eval( "[" + getPropertyFromString( "fillColor: ", importStr ) + "]" );
this._strokeColor = eval( "[" + getPropertyFromString( "strokeColor: ", importStr ) + "]" );
this.importMaterials( importStr );
}
this.render = function()
{
// get the world
var world = this.getWorld();
if (!world) throw( "null world in buildBuffers" );
// get the context
var ctx = world.get2DContext();
if (!ctx) return;
// declare some variables
var p0, p1;
var x0, y1, x1, y1;
// create the matrix
var lineWidth = this._strokeWidth;
var innerRad = this._innerRadius;
var xScale = 0.5*this._width - lineWidth,
yScale = 0.5*this._height - lineWidth;
// translate
var xCtr = 0.5*world.getViewportWidth() + this._xOffset,
yCtr = 0.5*world.getViewportHeight() + this._yOffset;
var mat = Matrix.create( [
[ xScale, 0.0, 0.0, xCtr],
[ 0.0, yScale, 0.0, yCtr],
[ 0.0, 0.0, 1.0, 0.0],
[ 0.0, 0.0, 0.0, 1.0]
] );
// get a bezier representation of the circle
var bezPts = this.circularArcToBezier( [0,0,0], [1,0,0], 2.0*Math.PI );
if (bezPts)
{
var n = bezPts.length;
// set up the fill style
ctx.beginPath();
ctx.lineWidth = 0;
if (this._fillColor)
{
var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")";
ctx.fillStyle = c;
// draw the fill
ctx.beginPath();
var p = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
var index = 1;
while (index < n)
{
p0 = this.transformPoint( bezPts[index], mat );
p1 = this.transformPoint( bezPts[index+1], mat );
x0 = p0[0]; y0 = p0[1];
x1 = p1[0]; y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
if ( innerRad > 0.001)
{
xScale = 0.5*innerRad*this._width;
yScale = 0.5*innerRad*this._height;
mat[0] = xScale;
mat[5] = yScale;
// get the bezier points
var bezPts = this.circularArcToBezier( Vector.create([0,0,0]), Vector.create([1,0,0]), -2.0*Math.PI );
if (bezPts)
{
var n = bezPts.length;
p = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n)
{
p0 = this.transformPoint( bezPts[index], mat );
p1 = this.transformPoint( bezPts[index+1], mat );
var x0 = p0[0], y0 = p0[1],
x1 = p1[0], y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
}
}
// fill the path
ctx.fill();
}
// calculate the stroke matrix
xScale = 0.5*this._width - 0.5*lineWidth;
yScale = 0.5*this._height - 0.5*lineWidth;
mat[0] = xScale;
mat[5] = yScale;
// set up the stroke style
ctx.beginPath();
ctx.lineWidth = lineWidth;
if (this._strokeColor)
{
var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")";
ctx.strokeStyle = c;
// draw the stroke
p = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n)
{
var p0 = this.transformPoint( bezPts[index], mat );
var p1 = this.transformPoint( bezPts[index+1], mat );
var x0 = p0[0], y0 = p0[1],
x1 = p1[0], y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
if (innerRad > 0.01)
{
// calculate the stroke matrix
xScale = 0.5*innerRad*this._width - 0.5*lineWidth;
yScale = 0.5*innerRad*this._height - 0.5*lineWidth;
mat[0] = xScale;
mat[5] = yScale;
// draw the stroke
p = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n)
{
var p0 = this.transformPoint( bezPts[index], mat );
var p1 = this.transformPoint( bezPts[index+1], mat );
var x0 = p0[0], y0 = p0[1],
x1 = p1[0], y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
}
// render the stroke
ctx.stroke();
}
}
}
///////////////////////////////////////////////////////////////////////
// this function returns the quadratic Bezier approximation to the specified
// circular arc. The input can be 2D or 3D, determined by the minimum dimension
// of the center and start point.
// includedAngle is in radians, can be positiveor negative
this.circularArcToBezier= function( ctr_, startPt_, includedAngle )
{
var dimen = 3;
var ctr = ctr_.slice();
var startPt = startPt_.slice();
// make sure the start point is good
var pt = this.vecSubtract(dimen, startPt, ctr);
var rad = this.vecMag(dimen, pt);
if ((dimen != 3) || (rad <= 0) || (includedAngle === 0))
{
if (dimen != 3) console.log( "circularArcToBezier works for 3 dimensional points only. Was " + dimen );
return [ startPt.slice(0), startPt.slice(0), startPt.slice(0) ];
}
// determine the number of segments. 45 degree span maximum.
var nSegs = Math.ceil( Math.abs(includedAngle)/(0.25*Math.PI) );
if (nSegs <= 0) return [ startPt.slice(0), startPt.slice(0), startPt.slice(0) ];
var dAngle = includedAngle/nSegs;
// determine the length of the center control point from the circle center
var cs = Math.cos( 0.5*Math.abs(dAngle) ), sn = Math.sin( 0.5*Math.abs(dAngle) );
var c = rad*sn;
var h = c*sn/cs;
var d = rad*cs + h;
var rtnPts = [ this.vecAdd(dimen, pt, ctr) ];
var rotMat = Matrix.RotationZ( dAngle );
for ( var i=0; i