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|
/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
///////////////////////////////////////////////////////////////////////
// Class Utils
// Math Utility functions
///////////////////////////////////////////////////////////////////////
var VecUtils = require("js/helper-classes/3D/vec-utils").VecUtils,
ViewUtils = require("js/helper-classes/3D/view-utils").ViewUtils,
Rectangle = require("js/helper-classes/3D/rectangle").Rectangle;
var MathUtilsClass = exports.MathUtilsClass = Object.create(Object.prototype, {
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
// VecUtils: { value: null, writable: true },
EPSILON: { value: 1.e-5, writable: true },
// these are used in containment tests
INSIDE: { value: -1, writable: true },
ON: { value: 0, writable: true },
OUTSIDE: { value: 1, writable: true },
PI2: { value: 2*Math.PI, writable: true },
RAD_TO_DEG: { value: 180/Math.PI, writable: true },
DEG_TO_RAD: { value: Math.PI/180, writable: true },
///////////////////////////////////////////////////////////////////////
// Property accessors
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Vector Methods
///////////////////////////////////////////////////////////////////////
vecIntersectPlaneForParam: {
value: function( pt0, vec, plane )
{
// declare the variable to return - undefined when there is no solution
var param;
var a = plane[0], b = plane[1], c = plane[2], d = plane[3];
var dx = vec[0], dy = vec[1], dz = vec[2];
var x0 = pt0[0], y0 = pt0[1], z0 = pt0[2];
var numerator = -(a*x0 + b*y0 + c*z0 + d);
var denominator = a*dx + b*dy + c*dz;
var rtnPt;
if (this.fpSign(denominator) != 0)
param = numerator / denominator;
return param;
}
},
vecMag3: {
value: function( vec )
{
if (vec.length < 3) return;
var mag = vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2];
mag = Math.sqrt( mag );
return mag;
}
},
vecMag: {
value: function( dimen, vec )
{
var sum = 0.0;
for (var i=0; i<dimen; i++)
sum += vec[i]*vec[i];
return Math.sqrt( sum );
}
},
vecSubtract: {
value: function( a, b )
{
var rtnVec;
var n = a.length;
if (b.length < n) n = b.length;
if (n > 0)
{
rtnVec = Vector.create([0]);
for (var i=0; i<n; i++)
rtnVec[i] = a[i] - b[i];
}
return rtnVec;
}
},
vecAdd: {
value: function( a, b )
{
var rtnVec;
var n = a.length;
if (b.length < n) n = b.length;
if (n > 0)
{
rtnVec = Vector.create([0]);
for (var i=0; i<n; i++)
rtnVec[i] = a[i] + b[i];
}
return rtnVec;
}
},
vecDist: {
value: function( a, b )
{
var sum;
var n = a.length;
if (b.length < n) n = b.length;
if (n > 0)
{
var sum = 0.0;
for (var i=0; i<n; i++)
{
var d = a[i] - b[i];
sum += d*d;
}
sum = Math.sqrt( sum );
}
return sum;
}
},
vecIntersectPlane: {
value: function( pt0, vec, plane )
{
// declare the return point. May be undefined in ill-conditioned cases.
var rtnPt;
var t = this.vecIntersectPlaneForParam( pt0, vec, plane );
if (t != undefined)
{
var x0 = pt0[0], y0 = pt0[1], z0 = pt0[2];
var dx = vec[0], dy = vec[1], dz = vec[2];
rtnPt = Vector.create( [x0 + t*dx,
y0 + t*dy,
z0 + t*dz] );
}
return rtnPt;
}
},
getPointOnPlane: {
value: function( plane )
{
// abreviate the plane equation
var a = plane[0], b = plane[1], c = plane[2], d = plane[3];
var x = 0.0, y = 0.0, z = 0.0;
if ( Math.abs(plane[0]) > Math.abs(plane[1]) )
{
if ( Math.abs(plane[0]) > Math.abs(plane[2]) )
x = -d/a;
else
z = -d/c;
}
else
{
if (Math.abs(plane[1]) > Math.abs(plane[2]) )
y = -d/b;
else
z = -d/c;
}
// get the point on the plane
return [x, y, z];
}
},
transformPlane: {
value: function( plane, mat )
{
// we will project a point down one of the coordinate axes to find a point on the plane
// that point and the normal to the plane will be transformed by the matrix, and the 'd'
// component of the plane equation will be reset using the new normal and point.
// find a point on the plane
var ptOnPlane = this.getPointOnPlane(plane);
ptOnPlane[3] = 1.0; // 4 dimen so we can transform it
// transform the point
//ptOnPlane = mat.multiply( ptOnPlane );
ptOnPlane = glmat4.multiplyVec3(mat, ptOnPlane, []);
plane = this.transformVector( plane, mat );
plane[3] = -this.dot3(plane, ptOnPlane );
return plane;
}
},
transformHomogeneousPoint: {
value: function( srcPt, mat )
{
var pt = srcPt.slice(0);
this.makeDimension4( pt );
var x = VecUtils.vecDot(4, pt, [mat[0], mat[4], mat[ 8], mat[12]] ),
y = VecUtils.vecDot(4, pt, [mat[1], mat[5], mat[ 9], mat[13]] ),
z = VecUtils.vecDot(4, pt, [mat[2], mat[6], mat[10], mat[14]] ),
w = VecUtils.vecDot(4, pt, [mat[3], mat[7], mat[11], mat[15]] );
return [x, y, z, w];
}
},
applyHomogeneousCoordinate: {
value: function( hPt )
{
var w = hPt[3];
hPt[0] /= w;
hPt[1] /= w;
hPt[2] /= w;
hPt[3] = 1;
return hPt;
}
},
transformAndDivideHomogeneousPoint: {
value: function( pt, mat )
{
return this.applyHomogeneousCoordinate( this.transformHomogeneousPoint(pt, mat) );
}
},
transformPoint: {
value: function( srcPt, mat )
{
var pt = srcPt.slice(0);
this.makeDimension3( pt );
var x = VecUtils.vecDot(3, pt, [mat[0], mat[4], mat[ 8]] ) + mat[12],
y = VecUtils.vecDot(3, pt, [mat[1], mat[5], mat[ 9]] ) + mat[13],
z = VecUtils.vecDot(3, pt, [mat[2], mat[6], mat[10]] ) + mat[14];
return [x, y, z];
}
},
transformVector: {
value: function( vec, mat )
{
this.makeDimension3( vec );
var x = VecUtils.vecDot(3, vec, [mat[0], mat[4], mat[ 8]] ),
y = VecUtils.vecDot(3, vec, [mat[1], mat[5], mat[ 9]] ),
z = VecUtils.vecDot(3, vec, [mat[2], mat[6], mat[10]] );
return [x, y, z];
}
},
interpolateLine3D: {
value: function( pt0, pt1, t )
{
var x0 = pt0[0], y0 = pt0[1], z0 = pt0[2],
x1 = pt1[0], y1 = pt1[1], z1 = pt1[2];
var pt = Vector.create( [
x0 + t*(x1 - x0),
y0 + t*(y1 - y0),
z0 + t*(z1 - z0)
] );
return pt;
}
},
dot: {
value: function( v0, v1 )
{
var dimen = v0.length;
if (v1.length < v0.length) dimen = v1.length;
var sum = 0.0;
for (var i=0; i<dimen; i++)
sum += v0[i] * v1[i];
return sum;
}
},
dot3: {
value: function( v0, v1 )
{
var sum = 0.0;
if ((v0.length < 3) || (v1.length < 3)) return;
for (var i=0; i<3; i++)
sum += v0[i] * v1[i];
return sum;
}
},
dot2: {
value: function( v0, v1 )
{
if ((v0.length < 2) || (v1.length < 2)) return;
var sum = v0[0]*v1[0] + v0[1]*v1[1];
return sum;
}
},
cross: {
value: function( v0, v1 )
{
var rtnVal;
if ((v0.length == 2) && (v1.length == 2))
rtnVal = v0[0]*v1[1] - v0[1]*v1[0];
else if ((v0.length == 3) && (v1.length == 3))
rtnVal = VecUtils.vecCross(3, v0, v1 );
return rtnVal;
}
},
negate: {
value: function( v )
{
var dimen = v.length;
for (var i=0; i<dimen; i++)
v[i] = -v[i];
return v;
}
},
//returns the intersection point between the two segments (null if no intersection)
segSegIntersection2D: {
value: function (seg0Start, seg0End, seg1Start, seg1End, epsilon) {
//check for parallel segments
var denom = (seg1End[1] - seg1Start[1]) * (seg0End[0] - seg0Start[0]) - (seg1End[0] - seg1Start[0]) * (seg0End[1] - seg0Start[1]);
if (Math.abs(denom) <= epsilon) {
return null; //no intersection reported for segments that are close to parallel or parallel
}
//the parameter value of intersection point on seg0
var paramSeg0 = (seg1End[0] - seg1Start[0]) * (seg0Start[1] - seg1Start[1]) - (seg1End[1] - seg1Start[1]) * (seg0Start[0] - seg1Start[0]);
paramSeg0 /= denom;
//the parameter value of intersection point on seg1
var paramSeg1 = (seg0End[0] - seg0Start[0]) * (seg0Start[1] - seg1Start[1]) - (seg0End[1] - seg0Start[1]) * (seg0Start[0] - seg1Start[0]);
paramSeg1 /= denom;
//check whether the parameters are both between 0 and 1
if (Math.abs(paramSeg0) > 1.0 || Math.abs(paramSeg1) > 1.0) {
return null; //no intersection unless the the intersection point lies on both segments
}
var intPt = Vector.create([seg0Start[0] + paramSeg0 * (seg0End[0] - seg0Start[0]),
seg0Start[1] + paramSeg0 * (seg0End[1] - seg0Start[1])]);
return intPt;
}
}, //this.segSegIntersection = function (seg0, seg1)
distPointToRay: {
value: function (pt, rayOrig, rayDir)
{
var rayMagSq = rayDir[0]*rayDir[0] + rayDir[1]*rayDir[1] + rayDir[2]*rayDir[2]; //sq. of the ray direction magnitude (need not be 1)
//find the projection of pt on ray
var U = (
( (pt[0] - rayOrig[0] ) * ( rayDir[0]) ) +
( (pt[1] - rayOrig[1] ) * ( rayDir[1]) ) +
( (pt[2] - rayOrig[2] ) * ( rayDir[2]) )
) / ( rayMagSq );
if( U < 0.0 ) {
// closest point falls behind rayOrig
// so return the min. of distance to rayOrig
return this.vecDist(rayOrig, pt);
}//if( U < 0.0) {
var intersection = Vector.create([
rayOrig[0] + U * (rayDir[0]),
rayOrig[1] + U * (rayDir[1]),
rayOrig[2] + U * (rayDir[2])]);
return this.vecDist(intersection, pt);
}
},
//returns the parameter value of projection of pt on SegP0P1 (param. at P0 is 0, param at P1 is 1)
paramPointProjectionOnSegment: {
value: function(pt, segP0, segP1){
var segMag = this.vecDist(segP0, segP1);
return (
( (pt[0] - segP0[0] ) * ( segP1[0] - segP0[0]) ) +
( (pt[1] - segP0[1] ) * ( segP1[1] - segP0[1]) ) +
( (pt[2] - segP0[2] ) * ( segP1[2] - segP0[2]) )
) / ( segMag * segMag );
}
},
//returns the distance of pt to segment P0P1
// note the distance is to segment, not to line
distPointToSegment: {
value: function (pt, segP0, segP1)
{
var U = this.paramPointProjectionOnSegment(pt, segP0, segP1);
if( U < 0.0 || U > 1.0 ) {
// closest point does not fall within the segment
// so return the min. of distance to segment endpoints
var distToP0 = this.vecDist(segP0, pt);
var distToP1 = this.vecDist(segP1, pt);
if (distToP0 < distToP1) {
return distToP0;
} else {
return distToP1;
}
}//if( U < 0.0 || U > 1.0 ) {
var intersection = Vector.create([
segP0[0] + U * (segP1[0] - segP0[0]),
segP0[1] + U * (segP1[1] - segP0[1]),
segP0[2] + U * (segP1[2] - segP0[2])]);
return this.vecDist(intersection, pt);
}
},
nearestPointOnLine2D: {
value: function( linePt, lineDir, pt )
{
var vec = this.vecSubtract( pt, linePt );
var dot = this.dot( lineDir, vec );
var mag = this.vecMag(2,lineDir);
if (this.fpSign(mag) == 0) return;
var d = dot/mag;
var dVec = VecUtils.vecNormalize( 2, lineDir, d );
return this.vecAdd( linePt, dVec );
}
},
parameterizePointOnLine2D: {
value: function( linePt, lineDir, ptOnLine )
{
var t;
if (Math.abs(lineDir[0]) > Math.abs(lineDir[1]))
{
var x1 = linePt[0] + lineDir[0];
if (this.fpCmp(ptOnLine[0],x1) == 0)
t = 1.0;
else
t = (ptOnLine[0] - linePt[0]) / (linePt[0]+lineDir[0] - linePt[0]);
}
else
{
var y1 = linePt[1] + lineDir[1];
if (this.fpCmp(ptOnLine[1],y1) == 0)
t = 1.0;
else
t = (ptOnLine[1] - linePt[1]) / (linePt[1]+lineDir[1] - linePt[1]);
}
return t;
}
},
pointsEqual: {
value: function( dimen, a, b )
{
if ((a.length < dimen) || (b.length < dimen))
throw new Error( "dimension error in VecUtils.vecAdd" );
for (var i=0; i<dimen; i++)
{
if (this.fpCmp(a[i],b[i]) != 0) return false;
}
return true;
}
},
makeDimension4: {
value: function( vec )
{
var dimen = vec.length;
if (dimen < 4)
{
for (var i=0; i<3-dimen; i++)
vec.push(0);
vec.push(1);
}
else if (dimen > 4)
{
for (var i=0; i<dimen-4; i++)
vec.pop();
}
return vec;
}
},
makeDimension3: {
value: function( vec )
{
var dimen = vec.length;
if (dimen < 3)
{
for (var i=0; i<3-dimen; i++)
vec.push(0);
}
else if (dimen > 3)
{
for (var i=0; i<dimen-3; i++)
vec.pop();
}
return vec;
}
},
styleToNumber: {
value: function( str )
{
var index = str.indexOf( "px" );
if (index >= 0)
str = str.substr( 0, index );
var n = Number( str );
return n;
}
},
rectsOverlap:
{
value: function( pt, width, height, elt )
{
// only consider rectangles with non-zero area
if ((width == 0) || (height == 0)) return false;
// get the mins/maxs of the onput rectangle
var xMin, xMax, yMin, yMax;
if (width > 0) { xMin = pt[0]; xMax = pt[0] + width; }
else { xMax = pt[0]; xMin = pt[0] + width; }
if (height > 0) { yMin = pt[1]; yMax = pt[1] + height; }
else { yMax = pt[1]; yMin = pt[1] + height; }
// get the bounds of the element in global screen space
var bounds = ViewUtils.getElementViewBounds3D( elt );
var bounds3D = [];
for (var i=0; i<4; i++)
bounds3D[i] = ViewUtils.localToGlobal( bounds[i], elt );
// get the min/maxs for the element
var xMinElt = bounds3D[0][0], xMaxElt = bounds3D[0][0],
yMinElt = bounds3D[0][1], yMaxElt = bounds3D[0][1];
for (var i=1; i<4; i++)
{
if (bounds3D[i][0] < xMinElt) xMinElt = bounds3D[i][0];
else if (bounds3D[i][0] > xMaxElt) xMaxElt = bounds3D[i][0];
if (bounds3D[i][1] < yMinElt) yMinElt = bounds3D[i][1];
else if (bounds3D[i][1] > yMaxElt) yMaxElt = bounds3D[i][1];
}
// test 1. Overall bounding box test
if ((xMaxElt < xMin) || (xMinElt > xMax) || (yMaxElt < yMin) || (yMinElt > yMax))
return false;
// test 2. See if any of the corners of the element are contained in the rectangle
var rect = Object.create(Rectangle, {});
rect.set( pt[0], pt[1], width, height );
for (var i=0; i<4; i++)
{
if (rect.contains( bounds3D[i][0], bounds3D[i][1] )) return true;
}
// test 3. Bounding box tests on individual edges of the element
for (var i=0; i<4; i++)
{
var pt0 = bounds3D[i],
pt1 = bounds3D[(i+1)%4];
// get the extremes of the edge
if (pt0[0] < pt1[0]) { xMinElt = pt0[0]; xMaxElt = pt1[0]; }
else { xMaxElt = pt0[0]; xMinElt = pt1[0]; }
if (pt0[1] < pt1[1]) { yMinElt = pt0[1]; yMaxElt = pt1[1]; }
else { yMaxElt = pt0[1]; yMinElt = pt1[1]; }
if ((xMaxElt < xMin) || (xMinElt > xMax) || (yMaxElt < yMin) || (yMinElt > yMax))
continue;
else
{
// intersect the element edge with the 4 sides of the rectangle
// vertical edges
var xRect = xMin;
for (var j=0; j<2; j++)
{
if ((xMinElt < xRect) && (xMaxElt > xRect))
{
var t = (xRect - pt0[0])/(pt1[0] - pt0[0]);
var y = pt0[1] + t*(pt1[1] - pt0[1]);
if ((y >= yMin) && (y <= yMax)) return true;
}
xRect = xMax;
}
// horizontal edges
var yRect = yMin;
for (var j=0; j<2; j++)
{
if ((yMinElt < yRect) && (yMaxElt > yRect))
{
var t = (yRect - pt0[1])/(pt1[1] - pt0[1]);
var x = pt0[0] + t*(pt1[0] - pt0[0]);
if ((x >= xMin) && (x <= xMax)) return true;
}
yRect = yMax;
}
}
}
// if we get here there is no overlap
return false;
}
},
///////////////////////////////////////////////////////////////////////
// Bezier Methods
///////////////////////////////////////////////////////////////////////
// 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
circularArcToBezier: {
value: function( ctr_, startPt_, includedAngle )
{
var dimen = 3;
var ctr = ctr_.slice(); MathUtils.makeDimension3( ctr );
var startPt = startPt_.slice(); MathUtils.makeDimension3( startPt );
// make sure the start
|