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|
/* <copyright>
Copyright (c) 2012, Motorola Mobility, Inc
All Rights Reserved.
BSD License.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
- Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
- Neither the name of Motorola Mobility nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
</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 cir
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