/*
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;
///////////////////////////////////////////////////////////////////////
// Class GLBrushStroke
// representation a sequence points (polyline) created by brush tool.
// Derived from class GLGeomObj
///////////////////////////////////////////////////////////////////////
function GLBrushStroke() {
///////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////
this._Points = [];
this._BBoxMin = [0, 0, 0];
this._BBoxMax = [0, 0, 0];
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._secondStrokeColor = this._strokeColor;
this._strokeHardness = 100;
this._strokeMaterial;
this._strokeStyle = "Solid";
//the wetness of the brush (currently this is multiplied to the square of the stroke width, but todo should be changed to not depend on stroke width entirely
//smaller value means more samples for the path
this._WETNESS_FACTOR = 0.25;
//prevent extremely long paths that can take a long time to render
this._MAX_ALLOWED_SAMPLES = 5000;
//drawing context
this._world = null;
//tool that owns this brushstroke
this._drawingTool = null;
this._planeMat = null;
this._planeMatInv = null;
this._planeCenter = null;
// initialize the inherited members
this.inheritedFrom = GLGeomObj;
this.inheritedFrom();
/////////////////////////////////////////////////////////
// Property Accessors/Setters
/////////////////////////////////////////////////////////
this.setWorld = function (world) { this._world = world; }
this.getWorld = function () { return this._world; }
this.geomType = function () { return this.GEOM_TYPE_CUBIC_BEZIER; }
this.setDrawingTool = function (tool) {this._drawingTool = tool;}
this.getDrawingTool = function () {return this._drawingTool;}
this.setPlaneMatrix = function(planeMat){this._planeMat = planeMat;}
this.setPlaneMatrixInverse = function(planeMatInv){this._planeMatInv = planeMatInv;}
this.setPlaneCenter = function(pc){this._planeCenter = pc;}
this.getCanvasX = function(){return this._canvasX;}
this.getCanvasY = function(){return this._canvasY;}
this.setCanvasX = function(cx){this._canvasX=cx;}
this.setCanvasY = function(cy){this._canvasY=cy;}
this.getNumPoints = function () { return this._Points.length; }
this.getPoint = function (index) { return this._Points[index]; }
this.addPoint = function (pt)
{
//add the point only if it is some epsilon away from the previous point
var numPoints = this._Points.length;
if (numPoints>0) {
var threshold = 1;//this._WETNESS_FACTOR*this._strokeWidth;
var prevPt = this._Points[numPoints-1];
var diffPt = [prevPt[0]-pt[0], prevPt[1]-pt[1]];
var diffPtMag = Math.sqrt(diffPt[0]*diffPt[0] + diffPt[1]*diffPt[1]);
if (diffPtMag>threshold){
this._Points.push(pt);
this._dirty=true;
}
}else{
this._Points.push(pt);
this._dirty=true;
}
}
this.insertPoint = function(pt, index){ this._Points.splice(index, 0, pt); this._dirty=true;}
this.isDirty = function(){return this._dirty;}
this.makeDirty = function(){this._dirty=true;}
this.getBBoxMin = function () { return this._BBoxMin; }
this.getBBoxMax = function () { return this._BBoxMax; }
this.getStrokeWidth = function () { return this._strokeWidth; }
this.setStrokeWidth = function (w) { this._strokeWidth = w; this._dirty=true;}
this.getStrokeMaterial = function () { return this._strokeMaterial; }
this.setStrokeMaterial = function (m) { this._strokeMaterial = m; }
this.getStrokeColor = function () { return this._strokeColor; }
this.setStrokeColor = function (c) { this._strokeColor = c; }
this.setSecondStrokeColor = function(c){this._secondStrokeColor=c;}
this.setStrokeHardness = function(h){this._strokeHardness=h;}
this.getStrokeStyle = function () { return this._strokeStyle; }
this.setStrokeStyle = function (s) { this._strokeStyle = s; }
this.setWidth = function () { }//NO-OP for now
this.setHeight = function () {}//NO-OP for now
//remove and return anchor at specified index, return null on error
this.removePoint = function (index) {
var retAnchor = null;
if (index < this._Points.length) {
retPt = this._Points.splice(index, 1);
this._dirty=true;
}
return retPoint;
}
//remove all the points
this.clear = function () { this._Points = []; this._dirty=true;}
this.translate = function (tx, ty, tz) {
for (var i=0;i1) {
if (0){
var threshold = this._WETNESS_FACTOR*this._strokeWidth;
var prevPt = this._Points[0];
var prevIndex = 0;
for (var i=1;ithreshold){
//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;
}
}
}
//**** add samples to the long sections of the path --- Catmull-Rom spline interpolation
if (numPoints>1) {
var numInsertedPoints = 0;
var threshold = 5;//0.25*this._strokeWidth; //this determines whether a segment between two sample is too long
var prevPt = 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;
}
}
console.log("Inserted "+numInsertedPoints+" additional CatmullRom points");
}
// *** compute the bounding box *********
this._BBoxMin = [Infinity, Infinity, Infinity];
this._BBoxMax = [-Infinity, -Infinity, -Infinity];
numPoints = this._Points.length;
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
}
}
//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
}
this._dirty = false;
}
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 brushstroke render" );
// get the context
var ctx = world.get2DContext();
if (!ctx) throw ("null context in brushstroke render")
var numPoints = this.getNumPoints();
if (numPoints === 0)
return; //nothing to do for empty paths
ctx.save();
this.computeMetaGeometry();
var bboxMin = this.getBBoxMin();
var bboxMax = this.getBBoxMax();
var bboxWidth = bboxMax[0] - bboxMin[0];
var bboxHeight = bboxMax[1] - bboxMin[1];
ctx.clearRect(0, 0, bboxWidth, bboxHeight);
/*
ctx.lineWidth = this._strokeWidth;
ctx.strokeStyle = "black";
if (this._strokeColor)
ctx.strokeStyle = MathUtils.colorToHex( this._strokeColor );
ctx.fillStyle = "blue";
if (this._fillColor)
ctx.fillStyle = MathUtils.colorToHex( this._fillColor );
var lineCap = ['butt','round','square'];
ctx.lineCap = lineCap[1];
ctx.beginPath();
var firstPoint = this._Points[0];
ctx.moveTo(firstPoint[0]-bboxMin[0], firstPoint[1]-bboxMin[1]);
for (var i = 1; i < numPoints; i++) {
var pt = this._Points[i];
ctx.lineTo(pt[0]-bboxMin[0], pt[1]-bboxMin[1]);
}
ctx.stroke();
*/
/*
var isDebug = false;
var prevPt = this._Points[0];
var prevX = prevPt[0]-bboxMin[0];
var prevY = prevPt[1]-bboxMin[1];
prevPt = [prevX,prevY];
for (var i = 1; i < numPoints; i++) {
var pt = this._Points[i];
ctx.globalCompositeOperation = 'source-over';
var x = pt[0]-bboxMin[0];
var y = pt[1]-bboxMin[1];
pt = [x,y];
//vector from prev to current pt
var seg = VecUtils.vecSubtract(2, pt, prevPt);
var segDir = VecUtils.vecNormalize(2, seg, 1.0);
var segMidPt = VecUtils.vecInterpolate(2, pt, prevPt, 0.5);
var w2 = this._strokeWidth*0.5;
var segDirOrtho = [w2*segDir[1], -w2*segDir[0]];
//add half the strokewidth to the segMidPt
var lgStart = VecUtils.vecAdd(2, segMidPt, segDirOrtho);
var lgEnd = VecUtils.vecSubtract(2, segMidPt, segDirOrtho);
ctx.save();
ctx.beginPath();
if (isDebug) {
ctx.strokeStyle="black";
ctx.lineWidth = 1;
ctx.moveTo(lgStart[0], lgStart[1]);
ctx.lineTo(lgEnd[0], lgEnd[1]);
ctx.stroke();
}
var lg = ctx.createLinearGradient(lgStart[0], lgStart[1], lgEnd[0], lgEnd[1]);
lg.addColorStop(1, 'rgba(0,0,0,0.0)');
lg.addColorStop(0.5,'rgba(255,0,0,1.0)');
lg.addColorStop(0, 'rgba(0,0,0,0.0)');
ctx.fillStyle = lg;
if (isDebug){
ctx.strokeStyle="blue";
ctx.lineWidth=0.5;
}
ctx.moveTo(prevX-w2, prevY);
ctx.lineTo(prevX+w2, prevY);
ctx.lineTo(x+w2, y);
ctx.lineTo(x-w2, y);
ctx.lineTo(prevX-w2, prevY);
ctx.fill();
ctx.closePath();
ctx.restore();
prevPt = pt;
prevX = x;
prevY = y;
}
if (isDebug)
ctx.stroke();
if (isDebug){
//draw the skeleton of this stroke
ctx.lineWidth = 1;
ctx.strokeStyle = "black";
var pt = this._Points[0];
ctx.beginPath();
ctx.moveTo(pt[0]-bboxMin[0],pt[1]-bboxMin[1]);
for (var i = 1; i < numPoints; i++) {
pt = this._Points[i];
var x = pt[0]-bboxMin[0];
var y = pt[1]-bboxMin[1];
ctx.lineTo(x,y);
}
ctx.stroke();
}
*/
/*
//build the stamp for the brush stroke
//todo get this directly from the UI
var t=0;
var numTraces = this._strokeWidth;
var halfNumTraces = numTraces/2;
var startPos = [-this._strokeWidth/2,0];
var brushStamp = [];
//build an angled (calligraphic) brush stamp
var deltaDisplacement = [1,1];//[this._strokeWidth/numTraces, 0]; //a horizontal line brush
for (t=0;t 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;
}
this.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;
}
} //function GLBrushStroke ...class definition
GLBrushStroke.prototype._CatmullRomSplineInterpolate = function(ctrlPts, t)
{
//perform CatmullRom interpolation on the spline...assume t is in [0,1]
var t2 = t*t;
var t3 = t2*t;
var retPoint = [0,0,0];
for (var i=0;i<3;i++){
retPoint[i] = 0.5 *(
(2*ctrlPts[1][i]) +
(-ctrlPts[0][i] + ctrlPts[2][i]) * t +
(2*ctrlPts[0][i] - 5*ctrlPts[1][i] + 4*ctrlPts[2][i] - ctrlPts[3][i]) * t2 +
(-ctrlPts[0][i] + 3*ctrlPts[1][i]- 3*ctrlPts[2][i] + ctrlPts[3][i]) * t3);
}
return retPoint;
}