aboutsummaryrefslogtreecommitdiff
path: root/js/helper-classes/RDGE/GLPath.js
blob: c711888bda86ddc8b0012b4fdb5ed65a5092c60f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
/* <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 GLPath
//      GL representation of a path.
//      Derived from class GLGeomObj
//		The position and dimensions of the stroke, fill, and inner Radius should be in pixels
///////////////////////////////////////////////////////////////////////
function GLPath()
{

	// initialize the inherited members
	this.inheritedFrom = GLGeomObj;
	this.inheritedFrom();

	this.init = function( world,  dataArray,  typeArray, strokeWidth, strokeColor, strokeMaterial )
	{
		///////////////////////////////////////////////////////////////////////
		// Instance variables
		///////////////////////////////////////////////////////////////////////


		// stroke
		this._strokeWidth = 0.25;
		this._strokeColor = strokeColor;
		this._strokeMaterial = strokeMaterial;

		// data 
		this._dataArray = dataArray.slice(0);
		this._typeArray = typeArray.slice(0);

		this._world = world;
	}

    ///////////////////////////////////////////////////////////////////////
    // Property Accessors
    ///////////////////////////////////////////////////////////////////////
	this.getStrokeWidth		= function()		{  return this._strokeWidth;		}
	this.setStrokeWidth		= function(w)		{  this._strokeWidth = w;			}

	this.getStrokeMaterial	= function()		{  return this._strokeMaterial;		}
	this.setStrokeMaterial	= function(m)		{  this._strokeMaterial = m;		}

	this.getWorld			= function()		{  return this._world;				}
	this.setWorld			= function(w)		{  this._world = w;					}

	this.geomType	= function()				{  return this.GEOM_TYPE_PATH;	}

    ///////////////////////////////////////////////////////////////////////
    // Methods
    ///////////////////////////////////////////////////////////////////////

    ///////////////////////////////////////////////////////////////////////
	// update the "color of the material
    this.getStrokeColor	= function()
	{
		return this._strokeColor;
	}
	
//	this.setStrokeColor	= function(c)
//	{
//		this._strokeColor = c;
//	}
    ///////////////////////////////////////////////////////////////////////

	this.buildBuffers = function()
    {
		// currently no GL representation
    }

    this.render = function()
    {
        // get the world
        var world = this.getWorld();
        if (!world)  throw( "null world in buildBuffers" );

         // get the context
		var ctx = world.get2DContext();
		if (!ctx)  return;

		// create the matrix
		var lineWidth = this._strokeWidth;

		// set up the stroke style
		ctx.beginPath();
		ctx.lineWidth	= lineWidth;
		ctx.strokeStyle = "#0000ff";
		if (this._strokeColor)
			ctx.strokeStyle = MathUtils.colorToHex( this._strokeColor );

		// declarations
		var pt, p0, p1, p2;
			
		// draw the stroke
		var index = 0;
		var dataIndex = 0;
		var n = this._typeArray.length;
		while (index < n)
		{
			var type = this._typeArray[index];
			index++;

			switch (type)
			{
				case 0:		// moveTo
					pt = this._dataArray[dataIndex];
					dataIndex++;
					ctx.moveTo( pt[0], pt[1] );
					break;

				case 1:		// line
					pt = this._dataArray[dataIndex];
					dataIndex++;
					ctx.lineTo( pt[0], pt[1] );
					break;

				case 2:		// quadratic Bezier
					p0 = this._dataArray[dataIndex];  dataIndex++;
					p1 = this._dataArray[dataIndex];  dataIndex++;
					ctx.quadraticCurveTo( p0[0], p0[1],   p1[0], p1[1] );
					break;

				case 3:		// cubic Bezier
					p0 = this._dataArray[dataIndex];  dataIndex++;
					p1 = this._dataArray[dataIndex];  dataIndex++;
					p2 = this._dataArray[dataIndex];  dataIndex++;
					ctx.bezierCurveTo( p0[0], p0[1],   p1[0], p1[1],  p2[0], p2[1] );
					break;

				default:
					console.log( "unsupported path type: " + type );
					break;
			}
		}

		// render the stroke
		ctx.stroke();
    }

	this.export = function()
	{
		var rtnStr = "type: " + this.geomType() + "\n";

		rtnStr += "strokeWidth: "	+ this._strokeWidth	+ "\n";

		rtnStr += "strokeMat: ";
		if (this._strokeMaterial)
			rtnStr += this._strokeMaterial.getName();
		else
			rtnStr += "flatMaterial";
		rtnStr += "\n";

		return rtnStr;
	}

	this.import = function( importStr )
	{
		this._strokeWidth		= this.getPropertyFromString( "strokeWidth: ",	importStr );
		var strokeMaterialName	= this.getPropertyFromString( "strokeMat: ",	importStr );

		var strokeMat = MaterialsLibrary.getMaterial( strokeMaterialName );
		if (!strokeMat)
		{
			console.log( "object material not found in library: " + strokeMaterialName );
			strokeMat = new FlatMaterial();
		}
		this._strokeMaterial = strokeMat;
	}

    this.collidesWithPoint = function( x, y )
    {
        return false;
    }

    this.containsPoint = function( pt,  dir )
    {
		return false;
    }

    this.getNearPoint = function( pt, dir )
    {
        var world = this.getWorld();
        if (!world)  throw( "null world in getNearPoint" );
		
		// get a point on the plane of the circle
		// the point is in NDC, as is the input parameters
		var mat = this.getMatrix();
		var plane = [0,0,1,0];
		plane = MathUtils.transformPlane( plane, mat );
		var projPt = MathUtils.vecIntersectPlane ( pt, dir, plane );

		// transform the projected point back to the XY plane
		//var invMat = mat.inverse();
		var invMat = glmat4.inverse( mat, [] );
		var planePt = MathUtils.transformPoint( projPt, invMat );

		// get the normalized device coordinates (NDC) for
		// the position and radii.
		var	vpw = world.getViewportWidth(),  vph = world.getViewportHeight();
		var	xNDC = 2*this._xOffset/vpw,  yNDC = 2*this._yOffset/vph;
		var projMat = world.makePerspectiveMatrix();
		var z = -world.getViewDistance();
		var planePtNDC = planePt.slice(0);
		planePtNDC[2] = z;
		planePtNDC = MathUtils.transformHomogeneousPoint( planePtNDC, projMat );
		planePtNDC = MathUtils.applyHomogeneousCoordinate( planePtNDC );

        // get the gl coordinates
		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;

		// convert to GL coordinates
		var objPt = [0, 0, 0];
		objPt[0] = -z*(r-l)/(2.0*zn)*objPt[0];
		objPt[1] = -z*(t-b)/(2.0*zn)*objPt[1];

		// re-apply the transform
		objPt = MathUtils.transformPoint( objPt, mat );

		return objPt;
    }
 }