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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> */
// 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;i<this._Points.length;i++){
this._Points[i][0]+=tx;
this._Points[i][1]+=ty;
this._Points[i][2]+=tz;
}
};
this.computeMetaGeometry = function() {
if (this._dirty) {
var numPoints = this._Points.length;
//**** add samples to the path if needed...linear interpolation for now
//if (numPoints>1) {
if (0){
var threshold = this._WETNESS_FACTOR*this._strokeWidth;
var prevPt = this._Points[0];
var prevIndex = 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){
//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 = [prevPt[0]+ diff[0]*param, prevPt[1]+ diff[1]*param];
//insert new point before point i
this._Points.splice(i, 0, [newpt[0], newpt[1], 0]);
i++;
}
this._dirty=true;
}
prevPt=pt;
//update numPoints to match the new length
numPoints = this._Points.length;
//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;
}
}
}
//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;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);
//insert new point before point i
//this._Points.splice(i, 0, newpt);
//i++;
newPoints.push(newpt);
numInsertedPoints++;
}
this._dirty=true;
}
newPoints.push(pt);
prevPt=pt;
//update numPoints to match the new length
numPoints = this._Points.length;
//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 = 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<numLaplacianIterations;n++){
newPoints = this._Points;
for (var i=1;i<numPoints-1;i++){
var avgPos = [ 0.5*(this._Points[i-1][0] + this._Points[i+1][0]),
0.5*(this._Points[i-1][1] + this._Points[i+1][1]),
0.5*(this._Points[i-1][2] + this._Points[i+1][2])] ;
newPoints[i] = avgPos;
}
this._Points = newPoints;
}
}
// *** compute the bounding box *********
this._BBoxMin = [Infinity, Infinity, Infinity];
this._BBoxMax = [-Infinity, -Infinity, -Infinity];
numPoints = this._Points.length;
if (numPoints === 0) {
this._BBoxMin = [0, 0, 0];
this._BBoxMax = [0, 0, 0];
} else {
for (var i=0;i<numPoints;i++){
var pt = this._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;
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;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];
//ctx.lineWidth=this._strokeWidth/10;//todo figure out the correct formula for the line width
//if (ctx.lineWidth<2)
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();
ctx.moveTo(this._Points[0][0]-bboxMin[0], this._Points[0][1]-bboxMin[1]);
for (var i=0;i<numPoints;i++){
ctx.lineTo(this._Points[i][0]-bboxMin[0], this._Points[i][1]-bboxMin[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 + (this._strokeWidth-minStrokeWidth)/2;
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();
ctx.moveTo(this._Points[0][0]-bboxMin[0], this._Points[0][1]-bboxMin[1]);
if (numPoints===1){
//display a tiny segment as a single point
ctx.lineTo(this._Points[0][0]-bboxMin[0], this._Points[0][1]-bboxMin[1]+0.01);
}
for (var i=1;i<numPoints;i++){
ctx.lineTo(this._Points[i][0]-bboxMin[0], this._Points[i][1]-bboxMin[1]);
}
ctx.lineWidth=2*l+minStrokeWidth;
ctx.stroke();
}
}
ctx.restore();
}; //render()
this.export = function() {
return "type: " + this.geomType() + "\n";
};
this.import = function( importStr ) {
}
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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