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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> */
var VecUtils = require("js/helper-classes/3D/vec-utils").VecUtils;
var GeomObj = require("js/lib/geom/geom-obj").GeomObj;
var CanvasController = require("js/controllers/elements/canvas-controller").CanvasController;
var ViewUtils = require("js/helper-classes/3D/view-utils").ViewUtils;
// Todo: This entire class should be converted to a module
///////////////////////////////////////////////////////////////////////
// Class GLBrushStroke
// representation a sequence points (polyline) created by brush tool.
// Derived from class GLGeomObj
///////////////////////////////////////////////////////////////////////
var BrushStroke = function GLBrushStroke() {
///////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////
this._Points = []; //current state of points in stage-world space (may be different from input)
this._LocalPoints = []; //_Points in local coordinates...do this before rendering the points in the canvas
this._OrigLocalPoints = []; //copy of input points without any smoothing
this._stageWorldCenter = [0,0,0]; //coordinate for the canvas midPoint: a 3D vector in stage world space
this._BBoxMin = [0, 0, 0];
this._BBoxMax = [0, 0, 0];
this._isDirty = true;
this._isInit = false;
//the HTML5 canvas that holds this brush stroke
this._canvas = null;
//stroke information
this._strokeWidth = 1.0;
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;
this._strokeAmountSmoothing = 0;
// currently, brush does not support a fill region
this.canFill = false;
//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 = 5000;
//drawing context
this._world = null;
//tool that owns this brushstroke
this._drawingTool = null;
this._planeMat = null;
this._planeMatInv = null;
this._planeCenter = null;
this._dragPlane = null;
/////////////////////////////////////////////////////////
// Property Accessors/Setters
/////////////////////////////////////////////////////////
this.setCanvas = function(c) {
this._canvas = c;
}
this.setWorld = function (world) {
this._world = world;
};
this.getWorld = function () {
return this._world;
};
this.geomType = function () {
return this.GEOM_TYPE_BRUSH_STROKE;
};
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.setDragPlane = function(p){
this._dragPlane = p;
};
this.getNumPoints = function () {
if (this._LocalPoints.length)
return this._LocalPoints.length;
else
return this._Points.length;
};
this.getPoint = function (index) {
return this._Points[index].slice(0);
};
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;
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._isDirty=true;
this._isInit = false;
}
} else {
this._Points.push(pt);
this._isDirty=true;
this._isInit = false;
}
};
this.insertPoint = function(pt, index){
this._Points.splice(index, 0, pt);
this._isDirty=true;
this._isInit = false;
};
this.isDirty = function(){
return this._isDirty;
};
this.makeDirty = function(){
this._isDirty=true;
};
this.getStageWorldCenter = function() {
return this._stageWorldCenter;
};
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;
if (this._strokeWidth<1) {
this._strokeWidth = 1;
}
this._isDirty=true;
};
this.getStrokeMaterial = function () {
return this._strokeMaterial;
};
this.setStrokeMaterial = function (m) {
this._strokeMaterial = m; this._isDirty = true;
};
this.getStrokeColor = function () {
return this._strokeColor;
};
this.setStrokeColor = function (c) {
this._strokeColor = c; this._isDirty = true;
};
this.setFillColor = function(c){
return;
}; //NO-OP for now as we have no fill region
this.setSecondStrokeColor = function(c){
this._secondStrokeColor=c; this._isDirty = true;
}
this.setStrokeHardness = function(h){
if (this._strokeHardness!==h){
this._strokeHardness=h;
this._isDirty = true;
}
}
this.getStrokeHardness = function(){
return this._strokeHardness;
}
this.setDoSmoothing = function(s){
if (this._strokeDoSmoothing!==s) {
this._strokeDoSmoothing = s;
this._isDirty = true;
}
}
this.getDoSmoothing = function(){
return this._strokeDoSmoothing;
}
this.setSmoothingAmount = function(a){
if (this._strokeAmountSmoothing!==a) {
this._strokeAmountSmoothing = a;
this._isDirty = true;
}
}
this.getSmoothingAmount = function(){
return this._strokeAmountSmoothing;
}
this.setStrokeUseCalligraphic = function(c){
if (this._strokeUseCalligraphic!==c){
this._strokeUseCalligraphic = c;
this._isDirty = true;
}
}
this.setStrokeAngle = function(a){
if (this._strokeAngle!==a){
this._strokeAngle = a;
this._isDirty = true;
};
}
this.getStrokeUseCalligraphic = function(){
return this._strokeUseCalligraphic;
}
this.getStrokeAngle = function(){
return this._strokeAngle;
}
this.getStrokeStyle = function () {
return this._strokeStyle;
};
this.setStrokeStyle = function (s) {
this._strokeStyle = s;
};
this.setWidth = function (newW) {
if (newW<1) {
newW=1; //clamp minimum width to 1
}
//scale the contents of this subpath to lie within this width
//determine the scale factor by comparing with the old width
var oldWidth = this._BBoxMax[0]-this._BBoxMin[0];
if (oldWidth<1) {
oldWidth=1;
}
var scaleX = newW/oldWidth;
if (scaleX===1) {
return; //no need to do anything
}
//scale the local point positions such that the width of the bbox is the newW
var origX = this._BBoxMin[0];
var numPoints = this._LocalPoints.length;
for (var i=0;i<numPoints;i++){
//compute the distance from the bboxMin
var oldW = this._LocalPoints[i][0] - origX;
this._LocalPoints[i] = [(origX + oldW*scaleX),this._LocalPoints[i][1],this._LocalPoints[i][2]];
oldW = this._OrigLocalPoints[i][0] - origX;
this._OrigLocalPoints[i] = [(origX + oldW*scaleX),this._OrigLocalPoints[i][1],this._OrigLocalPoints[i][2]];
}
this._isDirty = true;
};
this.setHeight = function (newH) {
if (newH<1) {
newH=1; //clamp minimum width to 1
}
//scale the contents of this subpath to lie within this height
//determine the scale factor by comparing with the old height
var oldHeight = this._BBoxMax[1]-this._BBoxMin[1];
if (oldHeight<1) {
oldHeight=1;
}
var scaleY = newH/oldHeight;
if (scaleY===1) {
return; //no need to do anything
}
//scale the local point positions such that the width of the bbox is the newW
var origY = this._BBoxMin[1];
var numPoints = this._LocalPoints.length;
for (var i=0;i<numPoints;i++){
//compute the distance from the bboxMin
var oldH = this._LocalPoints[i][1] - origY;
this._LocalPoints[i] = [this._LocalPoints[i][0],(origY + oldH*scaleY),this._LocalPoints[i][2]];
oldH = this._OrigLocalPoints[i][1] - origY;
this._OrigLocalPoints[i] = [this._OrigLocalPoints[i][0],(origY + oldH*scaleY),this._OrigLocalPoints[i][2]];
}
this._isDirty = true;
};
this.getWidth = function() {
if (this._isDirty){
this.update();
}
return this._BBoxMax[0]-this._BBoxMin[0];
};
this.getHeight = function() {
if (this._isDirty){
this.update();
}
return this._BBoxMax[1]-this._BBoxMin[1];
};
//remove all the points
this.clear = function () {
this._Points = [];
this._OrigLocalPoints = [];
this._isDirty=true;
this._isInit = false;
};
this._addSamples = function() {
//**** add samples to the long sections of the path --- Catmull-Rom spline interpolation *****
// instead of the following, may use 4-point subdivision iterations over continuous regions of 'long' segments
// look at http://www.gvu.gatech.edu/~jarek/Split&Tweak/ for formula
var numPoints = this._Points.length;
var numInsertedPoints = 0;
var newSampledPoints = [];
var threshold = this._MAX_SAMPLE_DISTANCE_THRESHOLD;//this determines whether a segment between two sample too long
var prevPt = this._Points[0];
newSampledPoints.push(this._Points[0]);
for (var i=1;i<numPoints;i++) {
var pt = this._Points[i];
var diff = [pt[0]-prevPt[0], pt[1]-prevPt[1]];
var distance = Math.sqrt(diff[0]*diff[0]+diff[1]*diff[1]);
if (distance>threshold){
//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<numNewPoints;j++){
var param = (j+1)/(numNewPoints+1);
var newpt = this._CatmullRomSplineInterpolate(ctrlPts, param);
newSampledPoints.push(newpt);
numInsertedPoints++;
}
}
newSampledPoints.push(pt);
prevPt=pt;
//end this function if the numPoints has gone above the max. size specified
if (numPoints> this._MAX_ALLOWED_SAMPLES){
console.log("leaving the resampling because numPoints is greater than limit:"+this._MAX_ALLOWED_SAMPLES);
break;
}
}
this._Points = newSampledPoints.slice(0);
newSampledPoints = [];
};
this.init = function(){
if (!this._isInit){
// **** add samples to the _Points in stageworld space ****
this._addSamples();
// **** compute the 2D (canvas space) coord. of the _Points ****
this._buildLocalCoordFromStageWorldCoord();
// **** turn off the init. flag ****
this._isInit = true;
this._isDirty= true;
}
// **** update the current brush stroke ****
// smoothing, re-compute bounding box, etc.
this.update();
};
this._unprojectPt = function(pt, pespectiveDist){
var retPt = pt.slice(0);
if (MathUtils.fpCmp(pespectiveDist,-pt[2]) !== 0){
z = pt[2]*pespectiveDist/(pespectiveDist + pt[2]);
var x = pt[0]*(pespectiveDist - z)/pespectiveDist,
y = pt[1]*(pespectiveDist - z)/pespectiveDist;
retPt[0] = x; retPt[1] = y; retPt[2] = z;
}
return retPt;
};
this._buildLocalCoordFromStageWorldCoord = function() {
var stage = ViewUtils.getStage();
var stageOffset = ViewUtils.getElementOffset(stage);
ViewUtils.setViewportObj(stage);
var numPoints = this._Points.length;
var i;
// ***** compute center of bbox based on stage world coords *****
var bboxMin = [Infinity, Infinity, Infinity];
var bboxMax = [-Infinity, -Infinity, -Infinity];
for (i=0;i<numPoints;i++){
var pt = this._Points[i];
for (var d = 0; d < 3; d++) {
if (bboxMin[d] > pt[d]) {
bboxMin[d] = pt[d];
}
if (bboxMax[d] < pt[d]) {
bboxMax[d] = pt[d];
}
}
}
//save the center of the bbox for later use (while constructing the canvas)
this._stageWorldCenter = VecUtils.vecInterpolate(3, bboxMin, bboxMax, 0.5);
// ***** center the input stageworld data about the center of the bbox *****
this._LocalPoints = [];
for (i=0;i<numPoints;i++){
var localPoint = [this._Points[i][0],this._Points[i][1],this._Points[i][2]];
localPoint[0]-= this._stageWorldCenter[0];
localPoint[1]-= this._stageWorldCenter[1];
// ***** unproject all the centered points and convert them to 2D (plane space)*****
// (undo the projection step performed by the browser)
//localPoint = this._unprojectPt(localPoint, 1400); //todo get the perspective distance from the canvas
localPoint = MathUtils.transformPoint(localPoint, this._planeMatInv);
//add to the list of local points
this._LocalPoints.push(localPoint);
}
// ***** compute width, height, and midpoint position (in stage world position) of the canvas
this._updateBoundingBox(); //compute the bbox to obtain the width and height used below
var halfwidth = 0.5*(this._BBoxMax[0]-this._BBoxMin[0]);
var halfheight = 0.5*(this._BBoxMax[1]-this._BBoxMin[1]);
this._OrigLocalPoints = [];
for (i=0;i<numPoints;i++) {
this._LocalPoints[i][0]+= halfwidth;
this._LocalPoints[i][1]+= halfheight;
//store the original points
this._OrigLocalPoints.push([this._LocalPoints[i][0],this._LocalPoints[i][1],this._LocalPoints[i][2]]);
}
//update the bbox with the same adjustment as was made for the local points above
this._BBoxMax[0]+= halfwidth;this._BBoxMin[0]+= halfwidth;
this._BBoxMax[1]+= halfheight;this._BBoxMin[1]+= halfheight;
};
this.update = function() {
if (this._isDirty){
// **** do smoothing if necessary ****
this._doSmoothing();
// **** recompute the bounding box ****
this._updateBoundingBox();
// **** offset the local coords to account for the change in bbox ****
this._offsetLocalCoord(-this._BBoxMin[0], -this._BBoxMin[1]);
// **** turn off the dirty flag ****
this._isDirty = false;
}
};
this._offsetLocalCoord = function(deltaW, deltaH){
var numPoints = this._LocalPoints.length;
for (var i=0;i<numPoints;i++) {
this._LocalPoints[i][0]+= deltaW;
this._LocalPoints[i][1]+= deltaH;
}
};
//I had to write this function to do a deep copy because I think slice(0) creates a copy by reference
this._copyCoordinates3D = function(srcCoord, destCoord){
var i=0;
var numPoints = srcCoord.length;
for (i=0;i<numPoints;i++){
destCoord[i] = [srcCoord[i][0],srcCoord[i][1],srcCoord[i][2]];
}
};
this._doSmoothing = function() {
var numPoints = this._LocalPoints.length;
if (this._strokeDoSmoothing && numPoints>1) {
this._copyCoordinates3D(this._OrigLocalPoints , this._LocalPoints);
//iterations of Laplacian smoothing (setting the points to the average of their neighbors)
var numLaplacianIterations = this._strokeAmountSmoothing;
for (var n=0;n<numLaplacianIterations;n++){
var newPoints = this._LocalPoints.slice(0); //I think this performs a copy by reference, which would make the following a SOR step
for (var i=1;i<numPoints-1;i++) {
var avgPos = [ 0.5*(this._LocalPoints[i-1][0] + this._LocalPoints[i+1][0]),
0.5*(this._LocalPoints[i-1][1] + this._LocalPoints[i+1][1]),
0.5*(this._LocalPoints[i-1][2] + this._LocalPoints[i+1][2])] ;
newPoints[i] = avgPos;
}
this._LocalPoints = newPoints.slice(0);
}
}
};
this._updateBoundingBox = function() {
// *** compute the bounding box *********
var points = this._LocalPoints;
var numPoints = points.length;
this._BBoxMin = [Infinity, Infinity, Infinity];
this._BBoxMax = [-Infinity, -Infinity, -Infinity];
if (numPoints === 0) {
this._BBoxMin = [0, 0, 0];
this._BBoxMax = [0, 0, 0];
} else {
for (var i=0;i<numPoints;i++){
var pt = points[i];
for (var d = 0; d < 3; d++) {
if (this._BBoxMin[d] > 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;
//todo TEMP!
//bboxPadding = 0; //for now, ignore the effect of stroke width on bounding box
//end todo TEMP
//if (this._strokeUseCalligraphic) {
//todo re-enable this if check once we are able to change the left and top of the brush canvas
if (false){
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.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" );
}
var numPoints = this.getNumPoints();
if (numPoints === 0) {
return; //nothing to do for empty paths
}
if (this._isDirty){
this.update();
}
var bboxMin = this.getBBoxMin();
var bboxMax = this.getBBoxMax();
var bboxWidth = bboxMax[0] - bboxMin[0];
var bboxHeight = bboxMax[1] - bboxMin[1];
if (!this._canvas){
//set the canvas by querying the world
this._canvas = this.getWorld().getCanvas();
}
if (this._canvas) {
var newLeft = Math.round(this._stageWorldCenter[0] - 0.5 * bboxWidth);
var newTop = Math.round(this._stageWorldCenter[1] - 0.5 * bboxHeight);
//assign the new position, width, and height as the canvas dimensions through the canvas controller
//CanvasController.setProperty(this._canvas, "left", newLeft+"px");
//CanvasController.setProperty(this._canvas, "top", newTop+"px");
CanvasController.setProperty(this._canvas, "width", bboxWidth+"px");
CanvasController.setProperty(this._canvas, "height", bboxHeight+"px");
//this._canvas.elementModel.shapeModel.GLWorld.setViewportFromCanvas(this._canvas);
}
//get the context
var ctx = world.get2DContext();
if (!ctx) {
throw ("null context in brushstroke render");
}
ctx.save();
ctx.clearRect(0, 0, bboxWidth, bboxHeight);
this.drawToContext(ctx, false);
ctx.restore();
} //this.render()
this.drawToContext = function(ctx, drawStageWorldPts, stageWorldDeltaX, stageWorldDeltaY, stageWorldToScreenMat){
var points = this._LocalPoints;
if (drawStageWorldPts){ //this is usually true when we're drawing the brush stroke on the stage (no canvas yet)
points = this._Points;
}
var numPoints = points.length;
var tempP, p;
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;
//todo this brush stamp should be created outside of this function
//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;t<numTraces;t++){
var brushPt = [startPos[0]+t*deltaDisplacement[0], startPos[1]+t*deltaDisplacement[1]];
brushStamp.push(brushPt);
}
ctx.lineJoin="bevel";
ctx.lineCap="butt";
ctx.globalCompositeOperation = 'source-over';
ctx.globalAlpha = this._strokeColor[3];
//todo figure out the correct formula for the line width
ctx.lineWidth=2;
if (t===numTraces-1){
ctx.lineWidth = 1;
}
for (t=0;t<numTraces;t++){
var disp = [brushStamp[t][0], brushStamp[t][1]];
var alphaVal = 1.0;
var distFromOpaqueRegion = Math.abs(t-halfNumTraces) - opaqueRegionHalfWidth;
if (distFromOpaqueRegion>0) {
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();
if (drawStageWorldPts) {
tempP = points[0].slice(0);
tempP[0]+=stageWorldDeltaX; tempP[1]+=stageWorldDeltaY;
p = MathUtils.transformAndDivideHomogeneousPoint(tempP, stageWorldToScreenMat);
} else {
p = points[0];
}
ctx.moveTo(p[0],p[1]);
for (var i=0;i<numPoints;i++){
if (drawStageWorldPts) {
tempP = points[i].slice(0);
tempP[0]+=stageWorldDeltaX; tempP[1]+=stageWorldDeltaY;
p = MathUtils.transformAndDivideHomogeneousPoint(tempP, stageWorldToScreenMat);
} else {
p = points[i];
}
ctx.lineTo(p[0],p[1]);
}
ctx.stroke();
ctx.restore();
}
} else {
ctx.globalCompositeOperation = 'lighter'; //we wish to add up the colors
ctx.globalAlpha = this._strokeColor[3];
ctx.lineCap = "round";
ctx.lineJoin="round";
var minStrokeWidth = (this._strokeHardness*this._strokeWidth)/100; //the hardness is the percentage of the stroke width that's fully opaque
var numlayers = 1 + Math.ceil((this._strokeWidth-minStrokeWidth)*0.5);
var alphaVal = 1.0/(numlayers); //this way the alpha at the first path will be 1
ctx.strokeStyle="rgba("+parseInt(255*this._strokeColor[0])+","+parseInt(255*this._strokeColor[1])+","+parseInt(255*this._strokeColor[2])+","+alphaVal+")";
for (var l=0;l<numlayers;l++){
ctx.beginPath();
if (drawStageWorldPts) {
tempP = points[0].slice(0);
tempP[0]+=stageWorldDeltaX; tempP[1]+=stageWorldDeltaY;
p = MathUtils.transformAndDivideHomogeneousPoint(tempP, stageWorldToScreenMat);
} else {
p = points[0];
}
ctx.moveTo(p[0],p[1]);
if (numPoints===1){
//display a tiny segment as a single point
ctx.lineTo(p[0],p[1]+0.01);
}
for (var i=1;i<numPoints;i++){
if (drawStageWorldPts) {
tempP = points[i].slice(0);
tempP[0]+=stageWorldDeltaX; tempP[1]+=stageWorldDeltaY;
p = MathUtils.transformAndDivideHomogeneousPoint(tempP, stageWorldToScreenMat);
} else {
p = points[i];
}
ctx.lineTo(p[0],p[1]);
}
ctx.lineWidth=2*l+minStrokeWidth;
//experiments with shadows
/*
ctx.shadowOffsetX = 10;
ctx.shadowOffsetY = 10;
ctx.shadowBlur = 10;
ctx.shadowColor = //"rgb("+parseInt(255*this._strokeColor[0])+","+parseInt(255*this._strokeColor[1])+","+parseInt(255*this._strokeColor[2])+")";
"#FF6666"; //or use rgb(red, green, blue)
*/
ctx.stroke();
}//for every layer l
} //if there is no calligraphic stroke
}; //this.drawToCanvas()
this.exportJSON = function(){
var retObject= new Object();
//the type of this object
retObject.type = this.geomType();
retObject.geomType = retObject.type;
//the geometry for this object
retObject.localPoints = this._LocalPoints.slice(0);
this._copyCoordinates3D(this._LocalPoints, retObject.localPoints); //todo is this necessary in addition to the slice(0) above?
retObject.origLocalPoints = this._OrigLocalPoints.slice(0);
this._copyCoordinates3D(this._OrigLocalPoints, retObject.origLocalPoints); //todo <ditto>
retObject.stageWorldCenter = [this._stageWorldCenter[0],this._stageWorldCenter[1],this._stageWorldCenter[2]];
retObject.planeMat = this._planeMat;
retObject.planeMatInv = this._planeMatInv;
retObject.dragPlane = [this._dragPlane[0],this._dragPlane[1],this._dragPlane[2],this._dragPlane[3]];
//stroke appearance properties
retObject.strokeWidth = this._strokeWidth;
retObject.strokeColor = this._strokeColor;
retObject.strokeHardness = this._strokeHardness;
retObject.strokeUseCalligraphic = this._strokeUseCalligraphic;
retObject.strokeAngle = this._strokeAngle;
//stroke smoothing properties
retObject.strokeDoSmoothing = this._strokeDoSmoothing;
retObject.strokeAmountSmoothing = this._strokeAmountSmoothing;
return retObject;
};
this.importJSON = function(jo){
if (this.geomType()!== jo.geomType){
return;
}
//the geometry for this object
this._LocalPoints = jo.localPoints.slice(0);
this._copyCoordinates3D(jo.localPoints, this._LocalPoints); //todo is this necessary in addition to the slice(0) above?
this._OrigLocalPoints = jo.origLocalPoints.slice(0);
this._copyCoordinates3D(jo.origLocalPoints, this._OrigLocalPoints); //todo <ditto>
this._stageWorldCenter = [jo.stageWorldCenter[0],jo.stageWorldCenter[1],jo.stageWorldCenter[2]];
this._planeMat = jo.planeMat;
this._planeMatInv = jo.planeMatInv;
this._dragPlane = [jo.dragPlane[0],jo.dragPlane[1],jo.dragPlane[2],jo.dragPlane[3]];
//stroke appearance properties
this._strokeWidth = jo.strokeWidth;
this._strokeColor = jo.strokeColor;
this._strokeHardness = jo.strokeHardness;
this._strokeUseCalligraphic = jo.strokeUseCalligraphic;
this._strokeAngle = jo.strokeAngle;
//stroke smoothing properties
this._strokeDoSmoothing = jo.strokeDoSmoothing;
this._strokeAmountSmoothing = jo.strokeAmountSmoothing;
this._isInit = true; //do not re-initialize this brush stroke
this._isDirty = true; //force a re-computation of meta-geometry before rendering
this.update(); //after this, the stroke is ready to be rendered
};
this.collidesWithPoint = function (x, y, z) {
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;
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;
}
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