/*
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;
var GeomObj = require("js/lib/geom/geom-obj").GeomObj;
///////////////////////////////////////////////////////////////////////
// Class GLBrushStroke
// representation a sequence points (polyline) created by brush tool.
// Derived from class GLGeomObj
///////////////////////////////////////////////////////////////////////
var BrushStroke = 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 = [1, 0.4, 0.4, 1.0];
this._strokeHardness = 100;
this._strokeMaterial = null;
this._strokeStyle = "Solid";
this._strokeDoSmoothing = false;
this._strokeUseCalligraphic = false;
this._strokeAngle = 0;
//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;
//threshold that tells us whether two samples are too far apart
this._MAX_SAMPLE_DISTANCE_THRESHOLD = 5;
//threshold that tells us whether two samples are too close
this._MIN_SAMPLE_DISTANCE_THRESHOLD = 2;
//prevent extremely long paths that can take a long time to render
this._MAX_ALLOWED_SAMPLES = 500;
//drawing context
this._world = null;
//tool that owns this brushstroke
this._drawingTool = null;
this._planeMat = null;
this._planeMatInv = null;
this._planeCenter = null;
/////////////////////////////////////////////////////////
// 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 = this._MIN_SAMPLE_DISTANCE_THRESHOLD;//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.setDoSmoothing = function(s){
this._strokeDoSmoothing = s;
}
this.setStrokeUseCalligraphic = function(c){
this._strokeUseCalligraphic = c;
}
this.setStrokeAngle = function(a){
this._strokeAngle = a;
}
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;
}
}
}
//todo 4-point subdivision iterations over continuous regions of 'long' segments
// look at http://www.gvu.gatech.edu/~jarek/Split&Tweak/ for formula
//**** add samples to the long sections of the path --- Catmull-Rom spline interpolation
if (this._strokeDoSmoothing && numPoints>1) {
var numInsertedPoints = 0;
var newPoints = [];
var threshold = this._MAX_SAMPLE_DISTANCE_THRESHOLD;//this determines whether a segment between two sample is long enough to warrant checking for angle
var prevPt = this._Points[0];
newPoints.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 = newPoints;
numPoints = this._Points.length;
console.log("Inserted "+numInsertedPoints+" additional CatmullRom points");
//now do 3-4 iterations of Laplacian smoothing (setting the points to the average of their neighbors)
var numLaplacianIterations = 3; //todo figure out the proper number of Laplacian iterations (perhaps as a function of stroke width)
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
}
}
//increase the bbox given the stroke width and the angle (in case of calligraphic brush)
var bboxPadding = this._strokeWidth/2;
if (this.__strokeUseCalligraphic) {
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._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);
if (this._strokeUseCalligraphic) {
//build the stamp for the brush stroke
var t=0;
var numTraces = this._strokeWidth;
var halfNumTraces = numTraces/2;
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;
//build an angled (calligraphic) brush stamp
var deltaDisplacement = [Math.cos(this._strokeAngle),Math.sin(this._strokeAngle)];
deltaDisplacement = VecUtils.vecNormalize(2, deltaDisplacement, 1);
var startPos = [-halfNumTraces*deltaDisplacement[0],-halfNumTraces*deltaDisplacement[1]];
var brushStamp = [];
for (t=0;t0) {
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]-bboxMin[0], this._Points[0][1]-bboxMin[1]);
for (var i=0;i 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 BrushStroke ...class definition
BrushStroke.prototype = new GeomObj();
BrushStroke.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;
}
if (typeof exports === "object") {
exports.BrushStroke = BrushStroke;
}