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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 RuntimeMaterial = require("js/lib/rdge/runtime/RuntimeMaterial");
var RuntimeFlatMaterial = RuntimeMaterial.RuntimeFlatMaterial,
RuntimeRadialGradientMaterial = RuntimeMaterial.RuntimeRadialGradientMaterial,
RuntimeLinearGradientMaterial = RuntimeMaterial.RuntimeLinearGradientMaterial,
RuntimeBumpMetalMaterial = RuntimeMaterial.RuntimeBumpMetalMaterial,
RuntimeUberMaterial = RuntimeMaterial.RuntimeUberMaterial,
RuntimePulseMaterial = RuntimeMaterial.RuntimePulseMaterial,
RuntimePlasmaMaterial = RuntimeMaterial.RuntimePlasmaMaterial;
///////////////////////////////////////////////////////////////////////
// Class RuntimeGeomObj
// Super class for all geometry classes
///////////////////////////////////////////////////////////////////////
var RuntimeGeomObj = function RuntimeGeomObj()
{
///////////////////////////////////////////////////////////////////////
// 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_UNDEFINED = -1;
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._children;
// stroke and fill colors
this._strokeColor = [0,0,0,0];
this._fillColor = [0,0,0,0];
// array of materials
this._materials = [];
///////////////////////////////////////////////////////////////////////
// Property accessors
///////////////////////////////////////////////////////////////////////
this.geomType = function() { return this.GEOM_TYPE_UNDEFINED; }
this.setWorld = function(w) { this._world = w; }
this.getWorld = function() { return this._world; }
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
this.makeStrokeMaterial = function()
{
}
this.makeFillMaterial = function()
{
}
this.render = function()
{
}
this.addChild = function( child )
{
if (!this._children) this._children = [];
this._children.push( child );
}
this.import = function()
{
}
this.importMaterials = function(importStr)
{
var nMaterials = Number( getPropertyFromString( "nMaterials: ", importStr ) );
for (var i=0; i<nMaterials; i++)
{
var matNodeName = getPropertyFromString( "materialNodeName: ", importStr );
var mat;
var materialType = getPropertyFromString( "material: ", importStr );
switch (materialType)
{
case "flat": mat = new RuntimeFlatMaterial(); break;
case "radialGradient": mat = new RuntimeRadialGradientMaterial(); break;
case "linearGradient": mat = new RuntimeLinearGradientMaterial(); break;
case "bumpMetal": mat = new RuntimeBumpMetalMaterial(); break;
case "uber": mat = new RuntimeUberMaterial(); break;
case "plasma": mat = new RuntimePlasmaMaterial(); break;
case "deform":
case "water":
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 = new RuntimePulseMaterial(); break;
default:
console.log( "material type: " + materialType + " is not supported" );
break;
}
if (mat)
{
mat.import( importStr );
mat._materialNodeName = matNodeName;
this._materials.push( mat );
}
var endIndex = importStr.indexOf( "endMaterial\n" );
if (endIndex < 0) break;
importStr = importStr.substr( endIndex );
}
}
////////////////////////////////////////////////////////////////////
// vector function
this.vecAdd = function( dimen, a, b )
{
var rtnVec;
if ((a.length < dimen) || (b.length < dimen))
{
throw new Error( "dimension error in vecAdd" );
}
rtnVec = [];
for (var i=0; i<dimen; i++)
rtnVec[i] = a[i] + b[i];
return rtnVec;
}
this.vecSubtract = function( dimen, a, b )
{
var rtnVec;
if ((a.length < dimen) || (b.length < dimen))
{
throw new Error( "dimension error in vecSubtract" );
}
rtnVec = [];
for (var i=0; i<dimen; i++)
rtnVec[i] = a[i] - b[i];
return rtnVec;
}
this.vecDot = function( dimen, v0, v1 )
{
if ((v0.length < dimen) || (v1.length < dimen))
{
throw new Error( "dimension error in vecDot" );
}
var sum = 0.0;
for (var i=0; i<dimen; i++)
sum += v0[i] * v1[i];
return sum;
}
this.vecMag = function( dimen, vec )
{
var sum = 0.0;
for (var i=0; i<dimen; i++)
sum += vec[i]*vec[i];
return Math.sqrt( sum );
}
this.vecScale = function(dimen, vec, scale)
{
for (var i=0; i<dimen; i++)
vec[i] *= scale;
return vec;
}
this.vecNormalize = function(dimen, vec, len)
{
var rtnVec;
if (!len) len = 1.0;
var sum = 0.0;
for (var i=0; i<dimen; i++)
sum += vec[i]*vec[i];
sum = Math.sqrt( sum );
if (Math.abs(sum) >= 0.001)
{
var scale = len/sum;
rtnVec = [];
for (var i=0; i<dimen; i++)
rtnVec[i] = vec[i]*scale;
}
return rtnVec;
},
this.transformPoint = function( srcPt, mat )
{
var pt = srcPt.slice(0);
var x = this.vecDot(3, pt, [mat[0], mat[4], mat[ 8]] ) + mat[12],
y = this.vecDot(3, pt, [mat[1], mat[5], mat[ 9]] ) + mat[13],
z = this.vecDot(3, pt, [mat[2], mat[6], mat[10]] ) + mat[14];
return [x, y, z];
}
}
var getPropertyFromString = function getPropertyFromString( 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;
}
///////////////////////////////////////////////////////////////////////
// Class RuntimeRectangle
///////////////////////////////////////////////////////////////////////
var RuntimeRectangle = function RuntimeRectangle()
{
// inherit the members of RuntimeGeomObj
this.inheritedFrom = RuntimeGeomObj;
this.inheritedFrom();
this.import = function( importStr )
{
this._xOffset = Number( getPropertyFromString( "xoff: ", importStr ) );
this._yOffset = Number( getPropertyFromString( "yoff: ", importStr ) );
this._width = Number( getPropertyFromString( "width: ", importStr ) );
this._height = Number( getPropertyFromString( "height: ", importStr ) );
this._strokeWidth = Number( getPropertyFromString( "strokeWidth: ", importStr ) );
this._innerRadius = Number( getPropertyFromString( "innerRadius: ", importStr ) );
this._strokeStyle = Number( getPropertyFromString( "strokeStyle: ", importStr ) );
var strokeMaterialName = getPropertyFromString( "strokeMat: ", importStr );
var fillMaterialName = getPropertyFromString( "fillMat: ", importStr );
this._strokeStyle = getPropertyFromString( "strokeStyle: ", importStr );
this._fillColor = eval( "[" + getPropertyFromString( "fillColor: ", importStr ) + "]" );
this._strokeColor = eval( "[" + getPropertyFromString( "strokeColor: ", importStr ) + "]" );
this._tlRadius = Number( getPropertyFromString( "tlRadius: ", importStr ) );
this._trRadius = Number( getPropertyFromString( "trRadius: ", importStr ) );
this._blRadius = Number( getPropertyFromString( "blRadius: ", importStr ) );
this._brRadius = Number( getPropertyFromString( "brRadius: ", importStr ) );
this.importMaterials( importStr );
}
this.renderPath = function( inset, ctx )
{
// various declarations
var pt, rad, ctr, startPt, bPts;
var width = Math.round(this._width),
height = Math.round(this._height);
pt = [inset, inset]; // top left corner
var tlRad = this._tlRadius; //top-left radius
var trRad = this._trRadius;
var blRad = this._blRadius;
var brRad = this._brRadius;
if ((tlRad <= 0) && (blRad <= 0) && (brRad <= 0) && (trRad <= 0))
{
ctx.rect(pt[0], pt[1], width - 2*inset, height - 2*inset);
}
else
{
// get the top left point
rad = tlRad - inset;
if (rad < 0) rad = 0;
pt[1] += rad;
if (Math.abs(rad) < 0.001) pt[1] = inset;
ctx.moveTo( pt[0], pt[1] );
// get the bottom left point
pt = [inset, height - inset];
rad = blRad - inset;
if (rad < 0) rad = 0;
pt[1] -= rad;
ctx.lineTo( pt[0], pt[1] );
// get the bottom left curve
if (rad > 0.001)
ctx.quadraticCurveTo( inset, height-inset, inset+rad, height-inset );
// do the bottom of the rectangle
pt = [width - inset, height - inset];
rad = brRad - inset;
if (rad < 0) rad = 0;
pt[0] -= rad;
ctx.lineTo( pt[0], pt[1] );
// get the bottom right arc
if (rad > 0.001)
ctx.quadraticCurveTo( width-inset, height-inset, width-inset, height-inset-rad );
// get the right of the rectangle
pt = [width - inset, inset];
rad = trRad - inset;
if (rad < 0) rad = 0;
pt[1] += rad;
ctx.lineTo( pt[0], pt[1] );
// do the top right corner
if (rad > 0.001)
ctx.quadraticCurveTo( width-inset, inset, width-inset-rad, inset );
// do the top of the rectangle
pt = [inset, inset]
rad = tlRad - inset;
if (rad < 0) rad = 0;
pt[0] += rad;
ctx.lineTo( pt[0], pt[1] );
// do the top left corner
if (rad > 0.001)
ctx.quadraticCurveTo( inset, inset, inset, inset+rad );
else
ctx.lineTo( inset, 2*inset );
}
}
this.render = function()
{
// get the world
var world = this.getWorld();
if (!world) throw( "null world in rectangle render" );
// get the context
var ctx = world.get2DContext();
if (!ctx) return;
// get some dimensions
var lw = this._strokeWidth;
var w = world.getViewportWidth(),
h = world.getViewportHeight();
// render the fill
ctx.beginPath();
if (this._fillColor)
{
var c = "rgba(" + 255*this._fillColor[0] + "," + 255*this._fillColor[1] + "," + 255*this._fillColor[2] + "," + this._fillColor[3] + ")";
ctx.fillStyle = c;
ctx.lineWidth = lw;
var inset = Math.ceil( lw ) + 0.5;
this.renderPath( inset, ctx );
ctx.fill();
ctx.closePath();
}
// render the stroke
ctx.beginPath();
if (this._strokeColor)
{
var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")";
ctx.strokeStyle = c;
ctx.lineWidth = lw;
var inset = Math.ceil( 0.5*lw ) + 0.5;
this.renderPath( inset, ctx );
ctx.stroke();
ctx.closePath();
}
}
}
///////////////////////////////////////////////////////////////////////
// Class RuntimeOval
///////////////////////////////////////////////////////////////////////
var RuntimeOval = function RuntimeOval()
{
// inherit the members of RuntimeGeomObj
this.inheritedFrom = RuntimeGeomObj;
this.inheritedFrom();
this.import = function( importStr )
{
this._xOffset = Number( getPropertyFromString( "xoff: ", importStr ) );
this._yOffset = Number( getPropertyFromString( "yoff: ", importStr ) );
this._width = Number( getPropertyFromString( "width: ", importStr ) );
this._height = Number( getPropertyFromString( "height: ", importStr ) );
this._strokeWidth = Number( getPropertyFromString( "strokeWidth: ", importStr ) );
this._innerRadius = Number( getPropertyFromString( "innerRadius: ", importStr ) );
this._strokeStyle = getPropertyFromString( "strokeStyle: ", importStr );
var strokeMaterialName = getPropertyFromString( "strokeMat: ", importStr );
var fillMaterialName = getPropertyFromString( "fillMat: ", importStr );
this._fillColor = eval( "[" + getPropertyFromString( "fillColor: ", importStr ) + "]" );
this._strokeColor = eval( "[" + getPropertyFromString( "strokeColor: ", importStr ) + "]" );
this.importMaterials( importStr );
}
this.render = 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._innerRadius;
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;
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 = this.circularArcToBezier( [0,0,0], [1,0,0], 2.0*Math.PI );
if (bezPts)
{
var n = bezPts.length;
// set up the fill style
ctx.beginPath();
ctx.lineWidth = 0;
if (this._fillColor)
{
var 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 = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
var index = 1;
while (index < n)
{
p0 = this.transformPoint( bezPts[index], mat );
p1 = this.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 ( innerRad > 0.001)
{
xScale = 0.5*innerRad*this._width;
yScale = 0.5*innerRad*this._height;
mat[0] = xScale;
mat[5] = yScale;
// get the bezier points
var bezPts = this.circularArcToBezier( Vector.create([0,0,0]), Vector.create([1,0,0]), -2.0*Math.PI );
if (bezPts)
{
var n = bezPts.length;
p = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n)
{
p0 = this.transformPoint( bezPts[index], mat );
p1 = this.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)
{
var c = "rgba(" + 255*this._strokeColor[0] + "," + 255*this._strokeColor[1] + "," + 255*this._strokeColor[2] + "," + this._strokeColor[3] + ")";
ctx.strokeStyle = c;
// draw the stroke
p = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n)
{
var p0 = this.transformPoint( bezPts[index], mat );
var p1 = this.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 (innerRad > 0.01)
{
// 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 = this.transformPoint( bezPts[0], mat );
ctx.moveTo( p[0], p[1] );
index = 1;
while (index < n)
{
var p0 = this.transformPoint( bezPts[index], mat );
var p1 = this.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();
}
}
}
///////////////////////////////////////////////////////////////////////
// this function returns the quadratic Bezier approximation to the specified
// circular arc. The input can be 2D or 3D, determined by the minimum dimension
// of the center and start point.
// includedAngle is in radians, can be positiveor negative
this.circularArcToBezier= function( ctr_, startPt_, includedAngle )
{
var dimen = 3;
var ctr = ctr_.slice();
var startPt = startPt_.slice();
// make sure the start point is good
var pt = this.vecSubtract(dimen, startPt, ctr);
var rad = this.vecMag(dimen, pt);
if ((dimen != 3) || (rad <= 0) || (includedAngle === 0))
{
if (dimen != 3) console.log( "circularArcToBezier works for 3 dimensional points only. Was " + dimen );
return [ startPt.slice(0), startPt.slice(0), startPt.slice(0) ];
}
// determine the number of segments. 45 degree span maximum.
var nSegs = Math.ceil( Math.abs(includedAngle)/(0.25*Math.PI) );
if (nSegs <= 0) return [ startPt.slice(0), startPt.slice(0), startPt.slice(0) ];
var dAngle = includedAngle/nSegs;
// determine the length of the center control point from the circle center
var cs = Math.cos( 0.5*Math.abs(dAngle) ), sn = Math.sin( 0.5*Math.abs(dAngle) );
var c = rad*sn;
var h = c*sn/cs;
var d = rad*cs + h;
var rtnPts = [ this.vecAdd(dimen, pt, ctr) ];
var rotMat = Matrix.RotationZ( dAngle );
for ( var i=0; i<nSegs; i++)
{
// get the next end point
var pt2 = this.transformPoint( pt, rotMat );
// get the next center control point
var midPt = this.vecAdd(3, pt, pt2);
this.vecScale(dimen, midPt, 0.5);
midPt = this.vecNormalize( dimen, midPt, d );
// save the next segment
rtnPts.push( this.vecAdd(dimen, midPt, ctr) );
rtnPts.push( this.vecAdd(dimen, pt2, ctr) );
// advance for the next segment
pt = pt2;
}
return rtnPts;
}
}
if (typeof exports === "object")
{
exports.getPropertyFromString = getPropertyFromString;
exports.RuntimeGeomObj = RuntimeGeomObj;
exports.RuntimeRectangle = RuntimeRectangle;
exports.RuntimeOval = RuntimeOval;
}
|