/* Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Motorola Mobility LLC nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ ///////////////////////////////////////////// // 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]; }; GLAnchorPoint.prototype.getAllPos = function() { return [[this._prevX, this._prevY, this._prevZ],[this._x, this._y, this._z],[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; }