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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 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;
var drawUtils = require("js/helper-classes/3D/draw-utils").DrawUtils;
var vecUtils = require("js/helper-classes/3D/vec-utils").VecUtils;
///////////////////////////////////////////////////////////////////////
// Class GLCircle
// GL representation of a circle.
// Derived from class GLGeomObj
// The position and dimensions of the stroke, fill, and inner Radius should be in pixels
///////////////////////////////////////////////////////////////////////
exports.Circle = 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 },
_radius: { value : 2.0, writable: true },
_strokeWidth: { value : 0.25, writable: true },
_innerRadius: { value : 0, writable: true },
_ovalHeight: { value : 4.0, writable: true },
_strokeStyle: { value : "Solid", writable: true },
_aspectRatio: { value : 1.0, writable: true },
init: {
value: function(world, xOffset, yOffset, width, height, strokeSize, strokeColor, fillColor, innerRadius, strokeMaterial, fillMaterial, strokeStyle) {
if(arguments.length > 0) {
this._width = width;
this._height = height;
this._xOffset = xOffset;
this._yOffset = yOffset;
this._ovalHeight = 2.0 * this._radius;
this._strokeWidth = strokeSize;
this._innerRadius = innerRadius;
this._strokeColor = strokeColor;
this._fillColor = fillColor;
this._strokeStyle = strokeStyle;
this._matrix = Matrix.I(4);
//this._matrix[12] = xOffset;
//this._matrix[13] = yOffset;
}
this.m_world = world;
if(strokeMaterial) {
this._strokeMaterial = strokeMaterial.dup();
} else {
this._strokeMaterial = MaterialsModel.getMaterial( MaterialsModel.getDefaultMaterialName() ).dup();
}
if (strokeColor && this._strokeMaterial.hasProperty( "color" )) this._strokeMaterial.setProperty( "color", this._strokeColor );
if(fillMaterial) {
this._fillMaterial = fillMaterial.dup();
} else {
this._fillMaterial = MaterialsModel.getMaterial( MaterialsModel.getDefaultMaterialName() ).dup();
}
if (fillColor && this._fillMaterial.hasProperty( "color" )) this._fillMaterial.setProperty( "color", this._fillColor );
}
},
///////////////////////////////////////////////////////////////////////
// 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 this._fillMaterial;
}
},
setFillMaterial: {
value: function(m) {
this._fillMaterial = m;
}
},
getRadius: {
value: function() {
return this._radius;
}
},
setRadius: {
value: function(r) {
this._radius = r;
}
},
getInnerRadius: {
value: function() {
return this._innerRadius;
}
},
setInnerRadius: {
value: function(r) {
this._innerRadius = r;
}
},
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;
}
},
geomType: {
value: function() {
return this.GEOM_TYPE_CIRCLE;
}
},
///////////////////////////////////////////////////////////////////////
// update the "color of the material
getFillColor: {
value: function() {
return this._fillColor;
}
},
// setFillColor: {
// value: function(c) {
// this._fillColor = c;
// }
// },
getStrokeColor: {
value: function() {
return this._strokeColor;
}
},
// setStrokeColor: {
// value: function(c) {
// this._strokeColor = c;
// }
// },
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
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();
// determine the number of triangles to generate
var nTriangles = 60; // yes, we will do better than this
// 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,
xRadNDC = this._width/vpw, yRadNDC = this._height/vph,
xStrokeNDC = 2*this._strokeWidth/vpw, yStrokeNDC = 2*this._strokeWidth/vph,
xInnRadNDC = this._innerRadius*xRadNDC, yInnRadNDC = this._innerRadius*yRadNDC;
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 radii
var xRad = -z*(r-l)/(2.0*zn)*xRadNDC,
yRad = -z*(t-b)/(2.0*zn)*yRadNDC;
// save the overall dimensions to be used in the uv calculations
this._ovalWidth = xRad; this._ovalHeight = yRad;
// 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 inner radius
var xInnRad = -z*(r-l)/(2.0*zn)*xInnRadNDC,
yInnRad = -z*(t-b)/(2.0*zn)*yInnRadNDC;
// get a matrix to rotate a point around the circle
var angle = 2.0 * Math.PI/Number(nTriangles);
var mat = Matrix.RotationZ( angle );
var reverseRotMat = Matrix.RotationZ( -angle );
// calculate matrices to scale the circle and stroke to fit the bounds of the ellipse
var strokeScaleMat = Matrix.I(4);
strokeScaleMat[0] = xRad;
strokeScaleMat[5] = yRad;
var fillScaleMat = Matrix.I(4);
fillScaleMat[0] = xRad - xStroke;
fillScaleMat[5] = yRad - yStroke;
var innerRadiusScaleMat = Matrix.I(4);
innerRadiusScaleMat[0] = xInnRad;
innerRadiusScaleMat[5] = yInnRad;
var innerStrokeScaleMat = Matrix.I(4);
innerStrokeScaleMat[0] = xInnRad - xStroke;
innerStrokeScaleMat[5] = yInnRad - yStroke;
var fillPrim, strokePrim0, strokePrim1;
var fillMaterial, strokeMaterial0, strokeMaterial2;
this._primArray = [];
this._materialArray = [];
this._materialTypeArray = [];
this._materialNodeArray = [];
/////////////////////////////////////////////////////////////
// Strokes
if(this._strokeWidth > 0) {
var numStrokes = 1;
if(this._innerRadius !== 0) {
strokeMaterial0 = this.makeStrokeMaterial();
strokePrim0 = this.generateOvalRing(x, y, reverseRotMat, innerStrokeScaleMat, innerRadiusScaleMat, nTriangles, strokeMaterial0);
}
strokeMaterial2 = this.makeStrokeMaterial();
strokePrim1 = this.generateOvalRing(x, y, reverseRotMat, fillScaleMat, strokeScaleMat, nTriangles, strokeMaterial2);
}
if (strokePrim0) {
strokeMaterial0.fitToPrimitive( strokePrim0 );
this._primArray.push( strokePrim0 );
this._materialNodeArray.push( strokeMaterial0.getMaterialNode() );
}
if (strokePrim1) {
strokeMaterial2.fitToPrimitive( strokePrim1 );
this._primArray.push( strokePrim1 );
this._materialNodeArray.push( strokeMaterial2.getMaterialNode() );
}
/////////////////////////////////////////////////////////////
// Fill
fillMaterial = this.makeFillMaterial();
if(this._innerRadius === 0) {
fillPrim = this.generateOval(x, y, mat, fillScaleMat, nTriangles, fillMaterial);
} else {
fillPrim = this.generateOvalRing(x, y, reverseRotMat, innerRadiusScaleMat, fillScaleMat, nTriangles, fillMaterial);
}
if (fillPrim) {
fillMaterial.fitToPrimitive( fillPrim );
this._primArray.push( fillPrim );
this._materialNodeArray.push( fillMaterial.getMaterialNode() );
}
world.updateObject(this);
}
},
generateOval: {
value: function(xOff, yOff, rotationMat, scaleMat, nTriangles, material) {
var pt = [1.0, 0.0, 0.0];
//var pts = scaleMat.multiply(pt);
var pts = glmat4.multiplyVec3( scaleMat, pt, []);
var x = pts[0], y = pts[1], z = 0;
var xs = scaleMat[0], ys = scaleMat[4];
var vrts = [], nrms = [], uvs = [], indices = [];
var index = 0;
for (var i=0; i<nTriangles; i++) {
//pt = rotationMat.multiply( pt );
//pts = scaleMat.multiply(pt);
glmat4.multiplyVec3( rotationMat, pt );
glmat4.multiplyVec3( scaleMat, pt, pts );
// push the 3 vertices for the next triangle
vrts.push(pts[0]+xOff);
vrts.push(pts[1]+yOff);
vrts.push(z);
vrts.push(x+xOff);
vrts.push(y+yOff);
vrts.push(z);
vrts.push(xOff);
vrts.push(yOff);
vrts.push(z);
// push a texture coordinate pair for each vertex
uvs.push(0.5);
uvs.push(0.5);
uvs.push(x/(2.0 * xs) + 0.5, y/(2.0 * ys) + 0.5);
uvs.push(pts[0]/(2.0 * xs) + 0.5, pts[1]/(2.0 * ys) + 0.5);
// push a normal for each vertex
nrms.push(0.0);
nrms.push(0.0);
nrms.push(1);
nrms.push(0.0);
nrms.push(0.0);
nrms.push(1);
nrms.push(0.0);
nrms.push(0.0);
nrms.push(1);
x = pts[0]; y = pts[1];
indices[index] = index++;
indices[index] = index++;
indices[index] = index++;
}
this.recalcTexMapCoords( vrts, uvs );
//refine the mesh for vertex deformations
if (material) {
if (material.hasVertexDeformation()) {
var paramRange = material.getVertexDeformationRange();
var tolerance = material.getVertexDeformationTolerance();
ShapePrimitive.refineMesh( vrts, nrms, uvs, indices, vrts.length/3, paramRange, tolerance );
}
}
return ShapePrimitive.create(vrts, nrms, uvs, indices, RDGE.globals.engine.getContext().renderer.TRIANGLES, index);
}
},
generateOvalRing: {
value: function(xOff, yOff, rotationMat, innerScaleMat, outerScaleMat, nTriangles, material) {
var pt = [1.0, 0.0, 0.0];
var z = 0;
var pt0s, pt1s;
//pt0s = innerScaleMat.multiply(pt);
//pt1s = outerScaleMat.multiply(pt);
pt0s = glmat4.multiplyVec3(innerScaleMat, pt, []);
pt1s = glmat4.multiplyVec3(outerScaleMat, pt, []);
var vrts = [], nrms = [], uvs = [], indices = [];
// normals
var insideAngle = -15.0*Math.PI/180.0,
outsideAngle = 15.0*Math.PI/180.0;
var cs1 = Math.cos(insideAngle), sn0 = Math.sin(insideAngle),
cs0 = Math.cos(outsideAngle), sn1 = Math.sin(outsideAngle);
var nrm0 = [-sn0, 0, cs0],
nrm1 = [-sn1, 0, cs1];
var index = 0;
vrts.push( pt0s[0]+xOff); vrts.push(pt0s[1]+yOff); vrts.push(z);
vrts.push( pt1s[0]+xOff); vrts.push(pt1s[1]+yOff); vrts.push(z);
uvs.push(0.5*pt0s[0] + 0.5); uvs.push(0.5*pt0s[1] + 0.5);
uvs.push(0.5*pt1s[0] + 0.5); uvs.push(0.5*pt1s[1] + 0.5);
nrms.push( nrm0[0] ); nrms.push(nrm0[1] ); nrms.push(nrm0[2] );
nrms.push( nrm1[0] ); nrms.push(nrm1[1] ); nrms.push(nrm1[2] );
indices[index] = index++;
indices[index] = index++;
for (var i=0; i<nTriangles; i++) {
pt = glmat4.multiplyVec3( rotationMat, pt );
glmat4.multiplyVec3( innerScaleMat, pt, pt0s );
glmat4.multiplyVec3( outerScaleMat, pt, pt1s );
// vertices
vrts.push( pt0s[0]+xOff); vrts.push(pt0s[1]+yOff); vrts.push(z);
vrts.push( pt1s[0]+xOff); vrts.push(pt1s[1]+yOff); vrts.push(z);
// textures
uvs.push(0.5*pt0s[0] + 0.5); uvs.push(0.5*pt0s[1] + 0.5);
uvs.push(0.5*pt1s[0] + 0.5); uvs.push(0.5*pt1s[1] + 0.5);
// normals
glmat4.multiplyVec3( rotationMat, nrm0 );
glmat4.multiplyVec3( rotationMat, nrm1 );
nrms.push( nrm0[0]); nrms.push(nrm0[1]); nrms.push(nrm0[2] );
nrms.push( nrm1[0]); nrms.push(nrm1[1]); nrms.push(nrm1[2] );
indices[index] = index++;
indices[index] = index++;
}
this.recalcTexMapCoords( vrts, uvs );
/*
//refine the mesh for vertex deformations
if (material) {
if (material.hasVertexDeformation()) {
var paramRange = material.getVertexDeformationRange();
var tolerance = material.getVertexDeformationTolerance();
ShapePrimitive.refineMesh( vrts, nrms, uvs, indices, indices.length, paramRange, tolerance );
}
}
*/
return ShapePrimitive.create(vrts, nrms, uvs, indices, RDGE.globals.engine.getContext().renderer.TRIANGLE_STRIP, indices.length);
}
},
render: {
value: 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;
// declare some variables
var p0, p1;
var x0, y1, x1, y1;
// create the matrix
var lineWidth = this._strokeWidth;
var innerRad = this.getInnerRadius();
var xScale = 0.5*this._width - lineWidth,
yScale = 0.5*this._height - lineWidth;
// translate
var xCtr = 0.5*world.getViewportWidth() + this._xOffset,
yCtr = 0.5*world.getViewportHeight() + this._yOffset;
//ctx.setTransform( xScale, 0.0, 0.0, yScale, xCtr, yCtr );
var mat = Matrix.create( [
[ xScale, 0.0, 0.0, xCtr],
[ 0.0, yScale, 0.0, yCtr],
[ 0.0, 0.0, 1.0, 0.0],
[ 0.0, 0.0, 0.0, 1.0]
] );
// get a bezier representation of the circle
var bezPts = MathUtils.circularArcToBezier( [0,0,0], [1,0,0], 2.0*Math.PI );
if (bezPts) {
var n = bezPts.length;
var gradient,
colors,
len,
j,
position,
cs,
c;
// set up the fill style
ctx.beginPath();
ctx.lineWidth = 0;
if (this._fillColor) {
if(this._fillColor.gradientMode) {
if(this._fillColor.gradientMode === "radial") {
gradient = ctx.createRadialGradient(xCtr, yCtr, 0,
xCtr, yCtr, Math.max(this._width, this._height)/2 - lineWidth);
} else {
gradient = ctx.createLinearGradient(lineWidth, this._height/2, this._width-lineWidth, this._height/2);
}
colors = this._fillColor.color;
len = colors.length;
for(j=0; j<len; j++) {
position = colors[j].position/100;
cs = colors[j].value;
gradient.addColorStop(position, "rgba(" + cs.r + "," + cs.g + "," + cs.b + "," + cs.a + ")");
}
ctx.fillStyle = gradient;
} else {
c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")";
ctx.fillStyle = c;
}
// draw the fill
// ctx.beginPath();
var p = MathUtils.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
var index = 1;
while (index < n) {
p0 = MathUtils.transformPoint( bezPts[index], mat );
p1 = MathUtils.transformPoint( bezPts[index+1], mat );
x0 = p0[0]; y0 = p0[1];
x1 = p1[0]; y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
if (MathUtils.fpSign(innerRad) > 0) {
xScale = 0.5*innerRad*this._width;
yScale = 0.5*innerRad*this._height;
mat[0] = xScale;
mat[5] = yScale;
// get the bezier points
var bezPts = MathUtils.circularArcToBezier( [0,0,0], [1,0,0], -2.0*Math.PI );
if (bezPts) {
var n = bezPts.length;
p = MathUtils.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n) {
p0 = MathUtils.transformPoint( bezPts[index], mat );
p1 = MathUtils.transformPoint( bezPts[index+1], mat );
var x0 = p0[0], y0 = p0[1],
x1 = p1[0], y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
}
}
// fill the path
ctx.fill();
}
// calculate the stroke matrix
xScale = 0.5*this._width - 0.5*lineWidth;
yScale = 0.5*this._height - 0.5*lineWidth;
mat[0] = xScale;
mat[5] = yScale;
// set up the stroke style
ctx.beginPath();
ctx.lineWidth = lineWidth;
if (this._strokeColor) {
if(this._strokeColor.gradientMode) {
if(this._strokeColor.gradientMode === "radial") {
gradient = ctx.createRadialGradient(xCtr, yCtr, 0,
xCtr, yCtr, 0.5*Math.max(this._height, this._width));
} else {
gradient = ctx.createLinearGradient(0, this._height/2, this._width, this._height/2);
}
colors = this._strokeColor.color;
len = colors.length;
for(j=0; j<len; j++) {
position = colors[j].position/100;
cs = colors[j].value;
gradient.addColorStop(position, "rgba(" + cs.r + "," + cs.g + "," + cs.b + "," + cs.a + ")");
}
ctx.strokeStyle = gradient;
} else {
c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")";
ctx.strokeStyle = c;
}
// draw the stroke
p = MathUtils.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n) {
var p0 = MathUtils.transformPoint( bezPts[index], mat );
var p1 = MathUtils.transformPoint( bezPts[index+1], mat );
var x0 = p0[0], y0 = p0[1],
x1 = p1[0], y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
if (MathUtils.fpSign(innerRad) > 0) {
// calculate the stroke matrix
xScale = 0.5*innerRad*this._width - 0.5*lineWidth;
yScale = 0.5*innerRad*this._height - 0.5*lineWidth;
mat[0] = xScale;
mat[5] = yScale;
// draw the stroke
p = MathUtils.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n) {
var p0 = MathUtils.transformPoint( bezPts[index], mat );
var p1 = MathUtils.transformPoint( bezPts[index+1], mat );
var x0 = p0[0], y0 = p0[1],
x1 = p1[0], y1 = p1[1];
ctx.quadraticCurveTo( x0, y0, x1, y1 );
index += 2;
}
}
// render the stroke
ctx.stroke();
}
}
}
},
exportJSON: {
value: function() {
var jObj =
{
'type' : this.geomType(),
'xoff' : this._xOffset,
'yoff' : this._yOffset,
'width' : this._width,
'height' : this._height,
'strokeWidth' : this._strokeWidth,
'strokeColor' : this._strokeColor,
'fillColor' : this._fillColor,
'innerRadius' : this._innerRadius,
'strokeStyle' : this._strokeStyle,
'strokeMat' : this._strokeMaterial ? this._strokeMaterial.getName() : MaterialsModel.getDefaultMaterialName(),
'fillMat' : this._fillMaterial ? this._fillMaterial.getName() : MaterialsModel.getDefaultMaterialName(),
'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._strokeWidth = jObj.strokeWidth;
this._strokeColor = jObj.strokeColor;
this._fillColor = jObj.fillColor;
this._innerRadius = jObj.innerRadius;
this._strokeStyle = jObj.strokeStyle;
var strokeMaterialName = jObj.strokeMat;
var fillMaterialName = jObj.fillMat;
var strokeMat = MaterialsModel.getMaterial( strokeMaterialName ).dup();
if (!strokeMat) {
console.log( "object material not found in library: " + strokeMaterialName );
strokeMat = MaterialsModel.getMaterial( MaterialsModel.getDefaultMaterialName() ).dup();
}
this._strokeMaterial = strokeMat;
if (this._strokeMaterial.hasProperty( 'color' ))
this._strokeMaterial.setProperty( 'color', this._strokeColor );
var fillMat = MaterialsModel.getMaterial( fillMaterialName ).dup();
if (!fillMat) {
console.log( "object material not found in library: " + fillMaterialName );
fillMat = MaterialsModel.getMaterial( MaterialsModel.getDefaultMaterialName() ).dup();
}
this._fillMaterial = fillMat;
if (this._fillMaterial.hasProperty( 'color' ))
this._fillMaterial.setProperty( 'color', this._fillColor );
this.importMaterialsJSON( jObj.materials );
}
},
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;
}
},
containsPoint: {
value: function(pt, dir) {
var world = this.getWorld();
if (!world) throw( "null world in containsPoint" );
// 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,
xRadNDC = this._width/vpw, yRadNDC = this._height/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;
var angle = Math.atan2( planePtNDC[1] - yNDC, planePtNDC[0] - xNDC );
var degrees = angle*180.0/Math.PI;
var objPtNDC = [Math.cos(angle)*xRadNDC + xNDC, Math.sin(angle)*yRadNDC + yNDC, 0];
var ctrNDC = [xNDC, yNDC];
var distToBoundary = VecUtils.vecDist( 2, ctrNDC, objPtNDC ),
distToPt = VecUtils.vecDist( 2, ctrNDC, planePtNDC );
return (MathUtils.fpCmp(distToPt,distToBoundary) <= 0);
}
},
getNearPoint: {
value: function(pt, dir) {
var world = this.getWorld();
if (!world) throw( "null world in getNearPoint" );
// the input point and direction are in GL space
// project to the z == 0 plane
var mat = this.getMatrix();
var plane = [0,0,1,0];
plane = MathUtils.transformPlane( plane, mat );
var projPt = MathUtils.vecIntersectPlane ( pt, dir, plane );
// get the center of the circle in GL space
var ctr = this.getGLCenter();
// transform the projected point to the plane of the circle
var planePt = MathUtils.transformPoint( projPt, mat );
// get a matrix mapping the circle to a 2D coordinate system
var normal = [ mat[8], mat[9], mat[10] ];
var planeMat = drawUtils.getPlaneToWorldMatrix(normal, ctr);
var planeMatInv = glmat4.inverse( planeMat, [] );
var planePt2D = MathUtils.transformPoint( planePt, planeMatInv );
// get 2 points on the axes of the oval
var wPt = this.preViewToGL( [this._xOffset + 0.5*this.getWidth(), this._yOffset, 0] ),
hPt = this.preViewToGL( [this._xOffset, this._yOffset + 0.5*this.getHeight(), 0] );
var w = vecUtils.vecDist( 2, wPt, ctr ),
h = vecUtils.vecDist( 2, hPt, ctr );
var aspect = w/h;
// get the angle of the projected point relative to the circle
var angle = Math.atan2( planePt2D[1], planePt2D[0]/aspect );
var degrees = angle*180.0/Math.PI;
// get the corresponding point on the object
var pt = [ Math.cos(angle)*w, Math.sin(angle)*h, 0 ];
var glPt = MathUtils.transformPoint( pt, planeMat );
return glPt;
}
},
recalcTexMapCoords: {
value: function(vrts, uvs) {
var n = vrts.length/3;
if (n === 0) return;
var ivrt = 0, iuv = 0;
var uMin = 1.e8, uMax = -1.e8,
vMin = 1.e8, vMax = -1.e8;
var i, index = 3;
var xMin = vrts[0], xMax = vrts[0],
yMin = vrts[1], yMax = vrts[1];
for (i=1; i<n; i++)
{
if (vrts[index] < xMin) xMin = vrts[index];
else if (vrts[index] > xMax) xMax = vrts[index];
if (vrts[index+1] < yMin) yMin = vrts[index+1];
else if (vrts[index+1] > yMax) yMax = vrts[index+1];
index += 3;
}
var ovalWidth = xMax - xMin,
ovalHeight = yMax - yMin;
for (i=0; i<n; i++) {
uvs[iuv] = (vrts[ivrt]-xMin)/ovalWidth;
if (uvs[iuv] < uMin) uMin = uvs[iuv];
if (uvs[iuv] > uMax) uMax = uvs[iuv];
iuv++; ivrt++;
uvs[iuv] = (vrts[ivrt]-yMin)/ovalHeight;
if (uvs[iuv] < vMin) vMin = uvs[iuv];
if (uvs[iuv] > vMax) vMax = uvs[iuv];
iuv++; ivrt += 2;
}
//co
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