/*
Copyright (c) 2012, Motorola Mobility LLC.
All Rights Reserved.
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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
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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*/
var GeomObj = require("js/lib/geom/geom-obj").GeomObj;
var ShapePrimitive = require("js/lib/geom/shape-primitive").ShapePrimitive;
var MaterialsModel = require("js/models/materials-model").MaterialsModel;
///////////////////////////////////////////////////////////////////////
// Class GLLine
// GL representation of a line.
// Derived from class GeomObj
///////////////////////////////////////////////////////////////////////
exports.Line = Object.create(GeomObj, {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
_width: { value : 2.0, writable: true },
_height: { value : 2.0, writable: true },
_xOffset: { value : 0, writable: true },
_yOffset: { value : 0, writable: true },
// If line doesn't fit in canvas world, we had to grow the canvas by this much on either side
_xAdj: { value : 0, writable: true },
_yAdj: { value : 0, writable: true },
_slope: { value : 0, writable: true },
_strokeWidth: { value : 0.25, writable: true },
_strokeStyle: { value : "Solid", writable: true },
_scaleX: { value : 1.0, writable: true },
_scaleY: { value : 1.0, writable: true },
canFill: { value : false, writable: false },
init: {
value: function(world, xOffset, yOffset, width, height, slope, strokeSize, strokeColor, strokeMaterial, strokeStyle, xAdj, yAdj) {
if (arguments.length > 0) {
this._width = width;
this._height = height;
this._xOffset = xOffset;
this._yOffset = yOffset;
this._xAdj = xAdj;
this._yAdj = yAdj;
this._slope = slope;
this._strokeWidth = strokeSize;
this._strokeColor = strokeColor;
this._strokeStyle = strokeStyle;
this._scaleX = (world.getViewportWidth())/(world.getViewportHeight());
}
this._strokeVerticesLen = 0;
this.m_world = world;
this._materialAmbient = [0.2, 0.2, 0.2, 1.0];
this._materialDiffuse = [0.4, 0.4, 0.4, 1.0];
this._materialSpecular = [0.4, 0.4, 0.4, 1.0];
if(strokeMaterial) {
this._strokeMaterial = strokeMaterial.dup();
}
this.initColors();
}
},
////////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
// TODO - Use getters/setters in the future
getStrokeWidth: {
value: function() {
return this._strokeWidth;
}
},
setStrokeWidth: {
value: function(w) {
this._strokeWidth = w;
}
},
getStrokeMaterial: {
value: function() {
return this._strokeMaterial;
}
},
setStrokeMaterial: {
value: function(m) {
this._strokeMaterial = m;
}
},
getFillMaterial: {
value: function() {
return null;
}
},
getStrokeColor: {
value: function() {
return this._strokeColor;
}
},
// setStrokeColor: {
// value: function(c) {
// this._strokeColor = c;
// }
// },
getStrokeStyle: {
value: function() {
return this._strokeStyle;
}
},
setStrokeStyle: {
value: function(s) {
this._strokeStyle = s;
}
},
getWidth: {
value: function() {
return this._width;
}
},
setWidth: {
value: function(w) {
this._width = w;
}
},
getHeight: {
value: function() {
return this._height;
}
},
setHeight: {
value: function(h) {
this._height = h;
}
},
getXAdj: {
value: function() {
return this._xAdj;
}
},
setXAdj: {
value: function(x) {
this._xAdj = x;
}
},
getYAdj: {
value: function() {
return this._yAdj;
}
},
setYAdj: {
value: function(y) {
this._yAdj = y;
}
},
getSlope: {
value: function() {
return this._slope;
}
},
setSlope: {
value: function(m) {
this._slope = m;
}
},
geomType: {
value: function() {
return this.GEOM_TYPE_LINE;
}
},
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
exportJSON: {
value: function() {
var jObj =
{
'type' : this.geomType(),
'xoff' : this._xOffset,
'yoff' : this._yOffset,
'width' : this._width,
'height' : this._height,
'xAdj' : this._xAdj,
'yAdj' : this._yAdj,
'slope' : this._slope,
'strokeWidth' : this._strokeWidth,
'strokeColor' : this._strokeColor,
'strokeStyle' : this._strokeStyle,
'strokeMat' : this._strokeMaterial ? this._strokeMaterial.getName() : null,
'materials' : this.exportMaterialsJSON()
};
return jObj;
}
},
importJSON: {
value: function(jObj) {
this._xOffset = jObj.xoff;
this._yOffset = jObj.yoff;
this._width = jObj.width;
this._height = jObj.height;
this._xAdj = jObj.xAdj;
this._yAdj = jObj.yAdj;
this._strokeWidth = jObj.strokeWidth;
this._slope = jObj.slope;
this._strokeStyle = jObj.strokeStyle;
this._strokeColor = jObj.strokeColor;
if(jObj.strokeMat) {
var strokeMat = MaterialsModel.getMaterial(jObj.strokeMat).dup();
if (!strokeMat) {
console.log("object material not found in library: " + jObj.strokeMat);
} else {
this._strokeMaterial = strokeMat;
}
}
this.initColors();
this.importMaterialsJSON( jObj.materials );
}
},
buildBuffers: {
value: function() {
// get the world
var world = this.getWorld();
if (!world) throw( "null world in buildBuffers" );
if (!world._useWebGL) return;
// make sure RDGE has the correct context
RDGE.globals.engine.setContext( world.getCanvas().rdgeid );
// create the gl buffer
var gl = world.getGLContext();
this._strokeVerticesLen = 0;
var strokeVertices = [];
var strokeTextures = [];
var strokeNormals = [];
var strokeColors = [];
// var scaleMat = Matrix.I(3);
// scaleMat.elements[0][0] = this._scaleX;
// scaleMat.elements[1][1] = this._scaleY;
// get the normalized device coordinates (NDC) for
// all position and dimensions.
var vpw = world.getViewportWidth(), vph = world.getViewportHeight();
var xNDC = 2*this._xOffset/vpw, yNDC = 2*this._yOffset/vph,
xFillNDC = this._width/vpw, yFillNDC = this._height/vph,
xAdjNDC = this._xAdj/vpw, yAdjNDC = this._yAdj/vph,
xStrokeNDC = this._strokeWidth/vpw, yStrokeNDC = this._strokeWidth/vph;
var aspect = world.getAspect();
var zn = world.getZNear(), zf = world.getZFar();
var t = zn * Math.tan(world.getFOV() * Math.PI / 360.0),
b = -t,
r = aspect*t,
l = -r;
// calculate the object coordinates from their NDC coordinates
var z = -world.getViewDistance();
// get the position of the origin
var x = -z*(r-l)/(2.0*zn)*xNDC,
y = -z*(t-b)/(2.0*zn)*yNDC;
// get the x and y fill
var xFill = -z*(r-l)/(2.0*zn)*xFillNDC,
yFill = -z*(t-b)/(2.0*zn)*yFillNDC;
// get the x & y stroke size
var xStroke = -z*(r-l)/(2.0*zn)*xStrokeNDC,
yStroke = -z*(t-b)/(2.0*zn)*yStrokeNDC;
// get the x & y adjustments size
var xAdj = -z*(r-l)/(2.0*zn)*xAdjNDC*2,
yAdj = -z*(t-b)/(2.0*zn)*yAdjNDC*2;
this._primArray = [];
this._materialArray = [];
this._materialTypeArray = [];
this._materialNodeArray = [];
this._scaleX = (world._viewportWidth)/(world._viewportHeight);
var innerX = xFill-xStroke;
var innerY = yFill-yStroke;
if(this._slope === "vertical") {
strokeVertices = [
-xFill+x, yFill+y, 0.0,
xFill+x, yFill+y, 0.0,
-xFill+x, -yFill+y, 0.0,
xFill+x, -yFill+y, 0.0,
-xFill+x, -yFill+y, 0.0,
xFill+x, yFill+y, 0.0
];
strokeTextures = [
0, 1,
1, 1,
0, 0,
1, 0,
0, 0,
1, 1
];
} else if(this._slope === "horizontal") {
// right now, this is the same as vertical line because,
// our canvas is the same size as us.
// But, we will need to use this when drawing in an existing GLWorld with other shapes
strokeVertices = [
-xFill+x, yFill+y, 0.0,
xFill+x, yFill+y, 0.0,
-xFill+x, -yFill+y, 0.0,
xFill+x, -yFill+y, 0.0,
-xFill+x, -yFill+y, 0.0,
xFill+x, yFill+y, 0.0
];
strokeTextures = [
0, 1,
1, 1,
0, 0,
1, 0,
0, 0,
1, 1
];
} else if(this._slope > 0) {
// if slope is positive, draw a line from top-left to bottom-right
strokeVertices = [
-xFill+x, yFill-2*yAdj+y, 0.0,
-xFill+2*xAdj+x, yFill+y, 0.0,
xFill-2*xAdj+x, -yFill+y, 0.0,
xFill+x, -yFill+2*yAdj+y, 0.0,
xFill-2*xAdj+x, -yFill+y, 0.0,
-xFill+2*xAdj+x, yFill+y, 0.0
];
strokeTextures = [
0, 0,
0, 1,
1, 0,
1, 1,
1, 0,
0, 1
];
} else {
// else slope is negative, draw a line from bottom-left to top-right
strokeVertices = [
xFill-2*xAdj+x, yFill+y, 0.0,
-xFill+2*xAdj+x, -yFill+y, 0.0,
-xFill+x, -yFill+2*yAdj+y, 0.0,
-xFill+2*xAdj+x, -yFill+y, 0.0,
xFill-2*xAdj+x, yFill+y, 0.0,
xFill+x, yFill-2*yAdj+y, 0.0
];
strokeTextures = [
1, 1,
0, 0,
0, 1,
0, 0,
1, 1,
1, 0
];
}
var z = 0;
var indices = [];
var nVerts = strokeVertices.length/3;
// stroke normals
var index = 0;
for (var i=0; i 0) {
p0 = [this._xAdj, this._yAdj];
p1 = [w - this._xAdj, h - this._yAdj];
} else {
p0 = [this._xAdj, h - this._yAdj];
p1 = [w - this._xAdj, this._yAdj];
}
// draw the line
ctx.moveTo( p0[0]+xOff, p0[1]+yOff );
ctx.lineTo( p1[0]+xOff, p1[1]+yOff );
ctx.stroke();
}
}
},
collidesWithPoint: {
value: function(x, y) {
if(x < this._xOffset) return false;
if(x > (this._xOffset + this._width)) return false;
if(y < this._yOffset) return false;
if(y > (this._yOffset + this._height)) return false;
return true;
}
}
});