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path: root/js/lib/geom/geom-obj.js
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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 MaterialsModel = require("js/models/materials-model").MaterialsModel;

///////////////////////////////////////////////////////////////////////
// Class GLGeomObj
//      Super class for all geometry classes
///////////////////////////////////////////////////////////////////////
var GeomObj = function GLGeomObj() {
    ///////////////////////////////////////////////////////////////////////
    // Constants
    ///////////////////////////////////////////////////////////////////////
    this.GEOM_TYPE_RECTANGLE = 1;
    this.GEOM_TYPE_CIRCLE = 2;
    this.GEOM_TYPE_LINE = 3;
    this.GEOM_TYPE_PATH = 4;
    this.GEOM_TYPE_CUBIC_BEZIER = 5;
    this.GEOM_TYPE_BRUSH_STROKE = 6;
    this.GEOM_TYPE_UNDEFINED = -1;

    // Needed for calculating dashed/dotted strokes
    this.DASH_LENGTH = 0.15;
    this.DOT_LENGTH = 0.05;
    this.GAP_LENGTH = 0.05;

    ///////////////////////////////////////////////////////////////////////
    // Instance variables
    ///////////////////////////////////////////////////////////////////////
    this._matrix = Matrix.I(4);

    this._next = undefined;
    this._prev = undefined;
    this._child = undefined;
    this._parent = undefined;

    this.m_world = null;

    // stroke and fill colors
    this._strokeColor = [0, 0, 0, 0];
    this._fillColor = [0, 0, 0, 0];

    // stroke and fill materials
    this._fillMaterial = null;
    this._strokeMaterial = null;

    // Shapes (such as lines) that don't support fill should set this to false
    this.canFill = true;

    // array of primitives - used in RDGE
    this._primArray = [];
    this._materialNodeArray = [];
    this._materialArray = [];
    this._materialTypeArray = [];

    // the transform node used by RDGE
    this._trNode = null;

    ///////////////////////////////////////////////////////////////////////
    // Property accessors
    ///////////////////////////////////////////////////////////////////////
    this.setWorld = function (world) {
        this.m_world = world;
    };

    this.getWorld = function () {
        return this.m_world;
    };

    this.getMatrix = function () {
        return this._matrix.slice(0);
    };

    this.setMatrix = function (m) {
        this._matrix = m.slice(0);
    };

    this.setNext = function (next) {
        this._next = next;
    };

    this.getNext = function () {
        return this._next;
    };

    this.setPrev = function (prev) {
        this._prev = prev;
    };

    this.getPrev = function () {
        return this._prev;
    };

    this.setChild = function (child) {
        this._child = child;
    };

    this.getChild = function () {
        return this._child;
    };

    this.setParent = function (parent) {
        this._parent = parent;
    };

    this.getParent = function () {
        return this._parent;
    };

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

    this.getPrimitiveArray = function () {
        return this._primArray;
    };

    this.getMaterialNodeArray = function () {
        return this._materialNodeArray;
    };

    this.getMaterialArray = function () {
        return this._materialArray;
    };

    this.getTransformNode = function () {
        return this._trNode;
    };

    this.setTransformNode = function (t) {
        this._trNode = t;
    };

    this.setFillColor = function (c) {
        this.setMaterialColor(c, "fill");
    };

    this.setStrokeColor = function (c) {
        this.setMaterialColor(c, "stroke");
    };
    ///////////////////////////////////////////////////////////////////////
    // Methods
    ///////////////////////////////////////////////////////////////////////
    this.setMaterialColor = function (c, type) {
        var i = 0,
            nMats = 0;
        if (c) {
            if (c.gradientMode) {
                // Gradient support
                if (this._materialArray && this._materialTypeArray) {
                    nMats = this._materialArray.length;
                }

                var stops = [],
                    colors = c.color;

                var len = colors.length;
                // TODO - Current shaders only support 4 color stops
                if (len > 4) {
                    len = 4;
                }

                for (var n = 0; n < len; n++) {
                    var position = colors[n].position / 100;
                    var cs = colors[n].value;
                    var stop = [cs.r / 255, cs.g / 255, cs.b / 255, cs.a];
                    stops.push(stop);

                    if (nMats === this._materialTypeArray.length) {
                        for (i = 0; i < nMats; i++) {
                            if (this._materialTypeArray[i] == type) {
                                this._materialArray[i].setProperty("color" + (n + 1), stop.slice(0));
                                this._materialArray[i].setProperty("colorStop" + (n + 1), position);
                            }
                        }
                    }
                }
                if (type === "fill") {
                    this._fillColor = c;
                } else {
                    this._strokeColor = c;
                }
            } else {
                if (type === "fill") {
                    this._fillColor = c.slice(0);
                } else {
                    this._strokeColor = c.slice(0);
                }

                if (this._materialArray && this._materialTypeArray) {
                    nMats = this._materialArray.length;
                    if (nMats === this._materialTypeArray.length) {
                        for (i = 0; i < nMats; i++) {
                            if (this._materialTypeArray[i] == type) {
                                this._materialArray[i].setProperty("color", c.slice(0));
                            }
                        }
                    }
                }
            }
        } else {
            if (type === "fill") {
                this._fillColor = null;
            } else {
                this._strokeColor = null;
            }

            if (this._materialArray && this._materialTypeArray) {
                nMats = this._materialArray.length;
                if (nMats === this._materialTypeArray.length) {
                    for (i = 0; i < nMats; i++) {
                        if (this._materialTypeArray[i] == type) {
                            // TODO - Not sure how to set color to null values in shaders
                            this._materialArray[i].setProperty("color", [0, 0, 0, 0]);
                        }
                    }
                }
            }
        }

        var world = this.getWorld();
        if (world) {
            world.restartRenderLoop();
        }
    };

    this.makeStrokeMaterial = function () {
        var strokeMaterial;
        if (this.getStrokeMaterial()) {
            strokeMaterial = this.getStrokeMaterial().dup();
        } else {
            strokeMaterial = MaterialsModel.exportFlatMaterial();
        }

        if (strokeMaterial) {
            strokeMaterial.init(this.getWorld());
        }

        this._materialArray.push(strokeMaterial);
        this._materialTypeArray.push("stroke");

        if (this._strokeColor) {
            this.setStrokeColor(this._strokeColor);
        }

        return strokeMaterial;
    };

    this.makeFillMaterial = function () {
        var fillMaterial;
        if (this.getFillMaterial()) {
            fillMaterial = this.getFillMaterial().dup();
        } else {
            fillMaterial = MaterialsModel.exportFlatMaterial();
        }

        if (fillMaterial) {
            fillMaterial.init(this.getWorld());
        }

        this._materialArray.push(fillMaterial);
        this._materialTypeArray.push("fill");

        if (this._fillColor) {
            this.setFillColor(this._fillColor);
        }

        return fillMaterial;
    };

    this.exportMaterialsJSON = function () {
        var jObj;
        if (this._materialArray && this._materialNodeArray && this.getWorld().isWebGL()) {
            var nMats = this._materialArray.length;
            if (nMats > 0) {
                var arr = [];

                for (var i = 0; i < nMats; i++) {
                    var matObj =
                    {
                        'materialNodeName':this._materialNodeArray[i].name,
                        'material':this._materialArray[i].exportJSON(),
                        'type':this._materialTypeArray[i]
                    }
                    arr.push(matObj);
                }

                jObj =
                {
                    'nMaterials':nMats,
                    'materials':arr
                };
            }
        }

        return jObj;
    }

    this.importMaterialsJSON = function (jObj) {
        this._materialArray = [];
        this._materialTypeArray = [];

        if (!jObj)  return;

        var nMaterials = jObj.nMaterials;
        var matArray = jObj.materials;
        for (var i = 0; i < nMaterials; i++) {
            var mat;
            var matObj = matArray[i].material;
            var shaderName = matObj.material;
            switch (shaderName) {
                case "flat":
                case "radialGradient":
                case "linearGradient":
                case "bumpMetal":
                case "uber":
                case "plasma":
                case "deform":
                case "water":
                case "paris":
                case "raiders":
                case "tunnel":
                case "reliefTunnel":
                case "squareTunnel":
                case "twist":
                case "fly":
                case "julia":
                case "mandel":
                case "star":
                case "zinvert":
                case "keleidoscope":
                case "radialBlur":
                case "pulse":
                    mat = MaterialsModel.getMaterialByShader(shaderName);
                    if (mat)  mat = mat.dup();
                    break;

                default:
                    console.log("material type: " + shaderName + " is not supported");
                    break;
            }

            if (mat) {
                mat.importJSON(matObj);
                this._materialArray.push(mat);
                this._materialTypeArray.push(matObj.type);
                var type = matArray[i].type;
                if (type == "fill")  this._fillMaterial = mat;
                else  this._strokeMaterial = mat;
            }
        }
    };

    this.translate = function (v) {
        var mat = Matrix.Translation(v);
        //var mat2 = mat.multiply( this._matrix );
        //this._matrix = mat2;
        glmat4.multiply(mat, this._matrix, this._matrix);
    };

    this.transform = function (mat) {
        if (mat) {
            //this._matrix = mat.multiply( this._matrix );
            glmat4.multiply(mat, this._matrix, this._matrix);
        }
    };

    this.setMatrix = function (mat) {
        var gl = this.getWorld().getGLContext();
        if (gl) {
            gl.uniformMatrix4fv(this.getWorld().getShaderProgram().mvMatrixUniform, false, new Float32Array(mat));
        }
    };

    this.buildBuffers = function () {
        // this function must be overridden by the base class
        alert("GLGeomObj.buildBuffers must be overridden by base class");
    };

    this.render = function () {
        alert("GLGeomObj.render method must be overridden by sub class");
    };

    this.collidesWithPoint = function (x, y) {
        alert("GLGeomObj.collidesWithPoint method must be overridden by sub class");
    };

    this.getNearPoint = function (pt, dir) {
        // the alert is not displayed.  Objects may choose not to implement this method.
        //alert( "GLGeomObj.getNearPoint method must be overridden by sub class" );
    };

    this.getNearVertex = function (pt, dir) {
        // this should be overridden by objects (such as rectangles) that have corners
    };

    this.containsPoint = function (pt, dir) {
        // the alert is not displayed.  Objects may choose not to implement this method.
        //alert( "GLGeomObj.containsPoint method must be overridden by sub class" );
    };

    this.getPropertyFromString = function (prop, str) {
        var index = str.indexOf(prop);
        if (index < 0)  throw new Error("property " + prop + " not found in string: " + str);

        var rtnStr = str.substr(index + prop.length);
        index = rtnStr.indexOf("\n");
        if (index >= 0) {
            rtnStr = rtnStr.substr(0, index);
        }

        return rtnStr;
    };

    // Gradient stops for rgba(255,0,0,1) at 0%; rgba(0,255,0,1) at 33%; rgba(0,0,255,1) at 100% will return
    // 255,0,0,1@0;0,255,0,1@33;0,0,255,1@100
    this.gradientToString = function (colors) {
        var rtnStr = "";
        if (colors && colors.length) {
            var c = colors[0],
                len = colors.length;

            rtnStr += String(c.value.r + "," + c.value.g + "," + c.value.b + "," + c.value.a + "@" + c.position);
            for (var i = 1; i < len; i++) {
                c = colors[i];
                rtnStr += ";" + String(c.value.r + "," + c.value.g + "," + c.value.b + "," + c.value.a + "@" + c.position);
            }
        }
        return rtnStr;
    };

    // Given a gradientStr "255,0,0,1@0;0,255,0,1@33;0,0,255,1@100" will return:
    // colors array [{position:0, value:{r:255, g:0, b:0, a:1}},
    //               {position:33, value:{r:0, g:255, b:0, a:1}},
    //               {position:100, value:{r:0, g:0, b:255, a:1}}
    //             ]
    this.stringToGradient = function (gradientStr) {
        var rtnArr = [];

        var i,
            len,
            stops,
            stop,
            c;

        stops = gradientStr.split(";");
        len = stops.length;
        for (i = 0; i < len; i++) {
            stop = stops[i].split("@");
            c = stop[0].split(",");
            rtnArr.push({ position:Number(stop[1]), value:{r:Number(c[0]), g:Number(c[1]), b:Number(c[2]), a:Number(c[3])} });
        }

        return rtnArr;
    };

    /*
     this.export = function() {
     var rtnStr;
     return rtnStr;
     }
     */
};

if (typeof exports === "object") {
    exports.GeomObj = GeomObj;
}