1115 lines
33 KiB
JavaScript
1115 lines
33 KiB
JavaScript
//>>built
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define("dojox/gfx3d/object", [
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"dojo/_base/array",
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"dojo/_base/declare",
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"dojo/_base/lang",
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"dojox/gfx",
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"dojox/gfx/matrix",
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"./_base",
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"./scheduler",
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"./gradient",
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"./vector",
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"./matrix",
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"./lighting"
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], function(arrayUtil,declare,lang,gfx,matrixUtil2d,gfx3d,schedulerExtensions,Gradient,VectorUtil,matrixUtil,lightUtil){
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var scheduler = schedulerExtensions.scheduler;
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// FIXME: why the "out" var here?
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var out = function(o, x){
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if(arguments.length > 1){
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// console.debug("debug:", o);
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o = x;
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}
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var e = {};
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for(var i in o){
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if(i in e){ continue; }
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// console.debug("debug:", i, typeof o[i], o[i]);
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}
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};
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declare("dojox.gfx3d.Object", null, {
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constructor: function(){
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// summary: a Object object, which knows how to map
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// 3D objects to 2D shapes.
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// object: Object: an abstract Object object
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// (see dojox.gfx3d.defaultEdges,
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// dojox.gfx3d.defaultTriangles,
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// dojox.gfx3d.defaultQuads
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// dojox.gfx3d.defaultOrbit
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// dojox.gfx3d.defaultCube
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// or dojox.gfx3d.defaultCylinder)
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this.object = null;
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// matrix: dojox.gfx3d.matrix: world transform
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this.matrix = null;
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// cache: buffer for intermediate result, used late for draw()
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this.cache = null;
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// renderer: a reference for the Viewport
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this.renderer = null;
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// parent: a reference for parent, Scene or Viewport object
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this.parent = null;
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// strokeStyle: Object: a stroke object
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this.strokeStyle = null;
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// fillStyle: Object: a fill object or texture object
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this.fillStyle = null;
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// shape: dojox.gfx.Shape: an underlying 2D shape
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this.shape = null;
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},
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setObject: function(newObject){
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// summary: sets a Object object
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// object: Object: an abstract Object object
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// (see dojox.gfx3d.defaultEdges,
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// dojox.gfx3d.defaultTriangles,
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// dojox.gfx3d.defaultQuads
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// dojox.gfx3d.defaultOrbit
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// dojox.gfx3d.defaultCube
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// or dojox.gfx3d.defaultCylinder)
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this.object = gfx.makeParameters(this.object, newObject);
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return this;
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},
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setTransform: function(matrix){
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// summary: sets a transformation matrix
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// matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
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// (see an argument of dojox.gfx3d.matrix.Matrix
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// constructor for a list of acceptable arguments)
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this.matrix = matrixUtil.clone(matrix ? matrixUtil.normalize(matrix) : gfx3d.identity, true);
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return this; // self
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},
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// apply left & right transformation
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applyRightTransform: function(matrix){
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// summary: multiplies the existing matrix with an argument on right side
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// (this.matrix * matrix)
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// matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
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// (see an argument of dojox.gfx.matrix.Matrix
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// constructor for a list of acceptable arguments)
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return matrix ? this.setTransform([this.matrix, matrix]) : this; // self
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},
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applyLeftTransform: function(matrix){
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// summary: multiplies the existing matrix with an argument on left side
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// (matrix * this.matrix)
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// matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
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// (see an argument of dojox.gfx.matrix.Matrix
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// constructor for a list of acceptable arguments)
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return matrix ? this.setTransform([matrix, this.matrix]) : this; // self
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},
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applyTransform: function(matrix){
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// summary: a shortcut for dojox.gfx.Shape.applyRightTransform
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// matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
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// (see an argument of dojox.gfx.matrix.Matrix
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// constructor for a list of acceptable arguments)
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return matrix ? this.setTransform([this.matrix, matrix]) : this; // self
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},
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setFill: function(fill){
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// summary: sets a fill object
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// (the default implementation is to delegate to
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// the underlying 2D shape).
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// fill: Object: a fill object
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// (see dojox.gfx.defaultLinearGradient,
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// dojox.gfx.defaultRadialGradient,
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// dojox.gfx.defaultPattern,
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// dojo.Color
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// or dojox.gfx.MODEL)
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this.fillStyle = fill;
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return this;
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},
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setStroke: function(stroke){
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// summary: sets a stroke object
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// (the default implementation simply ignores it)
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// stroke: Object: a stroke object
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// (see dojox.gfx.defaultStroke)
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this.strokeStyle = stroke;
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return this;
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},
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toStdFill: function(lighting, normal){
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return (this.fillStyle && typeof this.fillStyle['type'] != "undefined") ?
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lighting[this.fillStyle.type](normal, this.fillStyle.finish, this.fillStyle.color)
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: this.fillStyle;
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},
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invalidate: function(){
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this.renderer.addTodo(this);
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},
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destroy: function(){
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if(this.shape){
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var p = this.shape.getParent();
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if(p){
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p.remove(this.shape);
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}
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this.shape = null;
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}
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},
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// All the 3D objects need to override the following virtual functions:
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// render, getZOrder, getOutline, draw, redraw if necessary.
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render: function(camera){
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throw "Pure virtual function, not implemented";
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},
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draw: function(lighting){
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throw "Pure virtual function, not implemented";
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},
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getZOrder: function(){
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return 0;
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},
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getOutline: function(){
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return null;
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}
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});
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declare("dojox.gfx3d.Scene", gfx3d.Object, {
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// summary: the Scene is just a containter.
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// note: we have the following assumption:
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// all objects in the Scene are not overlapped with other objects
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// outside of the scene.
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constructor: function(){
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// summary: a containter of other 3D objects
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this.objects= [];
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this.todos = [];
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this.schedule = scheduler.zOrder;
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this._draw = gfx3d.drawer.conservative;
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},
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setFill: function(fill){
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this.fillStyle = fill;
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arrayUtil.forEach(this.objects, function(item){
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item.setFill(fill);
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});
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return this;
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},
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setStroke: function(stroke){
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this.strokeStyle = stroke;
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arrayUtil.forEach(this.objects, function(item){
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item.setStroke(stroke);
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});
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return this;
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},
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render: function(camera, deep){
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var m = matrixUtil.multiply(camera, this.matrix);
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if(deep){
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this.todos = this.objects;
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}
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arrayUtil.forEach(this.todos, function(item){ item.render(m, deep); });
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},
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draw: function(lighting){
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this.objects = this.schedule(this.objects);
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this._draw(this.todos, this.objects, this.renderer);
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},
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addTodo: function(newObject){
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// FIXME: use indexOf?
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if(arrayUtil.every(this.todos, function(item){ return item != newObject; })){
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this.todos.push(newObject);
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this.invalidate();
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}
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},
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invalidate: function(){
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this.parent.addTodo(this);
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},
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getZOrder: function(){
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var zOrder = 0;
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arrayUtil.forEach(this.objects, function(item){ zOrder += item.getZOrder(); });
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return (this.objects.length > 1) ? zOrder / this.objects.length : 0;
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}
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});
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declare("dojox.gfx3d.Edges", gfx3d.Object, {
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constructor: function(){
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// summary: a generic edge in 3D viewport
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this.object = lang.clone(gfx3d.defaultEdges);
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},
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setObject: function(newObject, /* String, optional */ style){
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// summary: setup the object
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// newObject: Array of points || Object
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// style: String, optional
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this.object = gfx.makeParameters(this.object, (newObject instanceof Array) ? { points: newObject, style: style } : newObject);
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return this;
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},
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getZOrder: function(){
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var zOrder = 0;
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arrayUtil.forEach(this.cache, function(item){ zOrder += item.z;} );
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return (this.cache.length > 1) ? zOrder / this.cache.length : 0;
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},
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render: function(camera){
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var m = matrixUtil.multiply(camera, this.matrix);
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this.cache = arrayUtil.map(this.object.points, function(item){
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return matrixUtil.multiplyPoint(m, item);
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});
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},
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draw: function(){
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var c = this.cache;
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if(this.shape){
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this.shape.setShape("")
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}else{
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this.shape = this.renderer.createPath();
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}
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var p = this.shape.setAbsoluteMode("absolute");
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if(this.object.style == "strip" || this.object.style == "loop"){
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p.moveTo(c[0].x, c[0].y);
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arrayUtil.forEach(c.slice(1), function(item){
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p.lineTo(item.x, item.y);
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});
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if(this.object.style == "loop"){
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p.closePath();
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}
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}else{
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for(var i = 0; i < this.cache.length; ){
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p.moveTo(c[i].x, c[i].y);
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i ++;
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p.lineTo(c[i].x, c[i].y);
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i ++;
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}
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}
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// FIXME: doe setFill make sense here?
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p.setStroke(this.strokeStyle);
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}
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});
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declare("dojox.gfx3d.Orbit", gfx3d.Object, {
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constructor: function(){
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// summary: a generic edge in 3D viewport
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this.object = lang.clone(gfx3d.defaultOrbit);
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},
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render: function(camera){
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var m = matrixUtil.multiply(camera, this.matrix);
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var angles = [0, Math.PI/4, Math.PI/3];
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var center = matrixUtil.multiplyPoint(m, this.object.center);
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var marks = arrayUtil.map(angles, function(item){
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return {x: this.center.x + this.radius * Math.cos(item),
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y: this.center.y + this.radius * Math.sin(item), z: this.center.z};
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}, this.object);
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marks = arrayUtil.map(marks, function(item){
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return matrixUtil.multiplyPoint(m, item);
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});
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var normal = VectorUtil.normalize(marks);
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marks = arrayUtil.map(marks, function(item){
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return VectorUtil.substract(item, center);
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});
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// Use the algorithm here:
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// http://www.3dsoftware.com/Math/PlaneCurves/EllipseAlgebra/
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// After we normalize the marks, the equation is:
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// a x^2 + 2b xy + cy^2 + f = 0: let a = 1
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// so the final equation is:
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// [ xy, y^2, 1] * [2b, c, f]' = [ -x^2 ]'
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var A = {
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xx: marks[0].x * marks[0].y, xy: marks[0].y * marks[0].y, xz: 1,
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yx: marks[1].x * marks[1].y, yy: marks[1].y * marks[1].y, yz: 1,
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zx: marks[2].x * marks[2].y, zy: marks[2].y * marks[2].y, zz: 1,
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dx: 0, dy: 0, dz: 0
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};
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var B = arrayUtil.map(marks, function(item){
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return -Math.pow(item.x, 2);
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});
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// X is 2b, c, f
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var X = matrixUtil.multiplyPoint(matrixUtil.invert(A),B[0], B[1], B[2]);
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var theta = Math.atan2(X.x, 1 - X.y) / 2;
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// rotate the marks back to the canonical form
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var probes = arrayUtil.map(marks, function(item){
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return matrixUtil2d.multiplyPoint(matrixUtil2d.rotate(-theta), item.x, item.y);
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});
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// we are solving the equation: Ax = b
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// A = [x^2, y^2] X = [1/a^2, 1/b^2]', b = [1, 1]'
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// so rx = Math.sqrt(1/ ( inv(A)[1:] * b ) );
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// so ry = Math.sqrt(1/ ( inv(A)[2:] * b ) );
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var a = Math.pow(probes[0].x, 2);
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var b = Math.pow(probes[0].y, 2);
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var c = Math.pow(probes[1].x, 2);
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var d = Math.pow(probes[1].y, 2);
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// the invert matrix is
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// 1/(ad -bc) [ d, -b; -c, a];
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var rx = Math.sqrt( (a*d - b*c)/ (d-b) );
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var ry = Math.sqrt( (a*d - b*c)/ (a-c) );
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this.cache = {cx: center.x, cy: center.y, rx: rx, ry: ry, theta: theta, normal: normal};
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},
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draw: function(lighting){
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if(this.shape){
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this.shape.setShape(this.cache);
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} else {
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this.shape = this.renderer.createEllipse(this.cache);
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}
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this.shape.applyTransform(matrixUtil2d.rotateAt(this.cache.theta, this.cache.cx, this.cache.cy))
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.setStroke(this.strokeStyle)
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.setFill(this.toStdFill(lighting, this.cache.normal));
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}
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});
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declare("dojox.gfx3d.Path3d", gfx3d.Object, {
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// This object is still very immature !
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constructor: function(){
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// summary: a generic line
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// (this is a helper object, which is defined for convenience)
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this.object = lang.clone(gfx3d.defaultPath3d);
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this.segments = [];
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this.absolute = true;
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this.last = {};
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this.path = "";
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},
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_collectArgs: function(array, args){
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// summary: converts an array of arguments to plain numeric values
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// array: Array: an output argument (array of numbers)
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// args: Array: an input argument (can be values of Boolean, Number, dojox.gfx.Point, or an embedded array of them)
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for(var i = 0; i < args.length; ++i){
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var t = args[i];
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if(typeof(t) == "boolean"){
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array.push(t ? 1 : 0);
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}else if(typeof(t) == "number"){
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array.push(t);
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}else if(t instanceof Array){
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this._collectArgs(array, t);
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}else if("x" in t && "y" in t){
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array.push(t.x);
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array.push(t.y);
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}
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}
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},
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// a dictionary, which maps segment type codes to a number of their argemnts
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_validSegments: {m: 3, l: 3, z: 0},
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_pushSegment: function(action, args){
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// summary: adds a segment
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// action: String: valid SVG code for a segment's type
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// args: Array: a list of parameters for this segment
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var group = this._validSegments[action.toLowerCase()], segment;
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if(typeof(group) == "number"){
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if(group){
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if(args.length >= group){
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segment = {action: action, args: args.slice(0, args.length - args.length % group)};
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this.segments.push(segment);
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}
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}else{
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segment = {action: action, args: []};
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this.segments.push(segment);
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}
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}
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},
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moveTo: function(){
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// summary: formes a move segment
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var args = [];
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this._collectArgs(args, arguments);
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this._pushSegment(this.absolute ? "M" : "m", args);
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return this; // self
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},
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lineTo: function(){
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// summary: formes a line segment
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var args = [];
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this._collectArgs(args, arguments);
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this._pushSegment(this.absolute ? "L" : "l", args);
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return this; // self
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},
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closePath: function(){
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// summary: closes a path
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this._pushSegment("Z", []);
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return this; // self
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},
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render: function(camera){
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// TODO: we need to get the ancestors' matrix
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var m = matrixUtil.multiply(camera, this.matrix);
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// iterate all the segments and convert them to 2D canvas
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// TODO consider the relative mode
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var path = ""
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var _validSegments = this._validSegments;
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arrayUtil.forEach(this.segments, function(item){
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path += item.action;
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for(var i = 0; i < item.args.length; i+= _validSegments[item.action.toLowerCase()] ){
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var pt = matrixUtil.multiplyPoint(m, item.args[i], item.args[i+1], item.args[i+2])
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path += " " + pt.x + " " + pt.y;
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}
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});
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this.cache = path;
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},
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_draw: function(){
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return this.parent.createPath(this.cache);
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}
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});
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declare("dojox.gfx3d.Triangles", gfx3d.Object, {
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constructor: function(){
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// summary: a generic triangle
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// (this is a helper object, which is defined for convenience)
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this.object = lang.clone(gfx3d.defaultTriangles);
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},
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setObject: function(newObject, /* String, optional */ style){
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// summary: setup the object
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// newObject: Array of points || Object
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// style: String, optional
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if(newObject instanceof Array){
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this.object = gfx.makeParameters(this.object, { points: newObject, style: style } );
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} else {
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this.object = gfx.makeParameters(this.object, newObject);
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}
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return this;
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},
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render: function(camera){
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var m = matrixUtil.multiply(camera, this.matrix);
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var c = arrayUtil.map(this.object.points, function(item){
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return matrixUtil.multiplyPoint(m, item);
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});
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this.cache = [];
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var pool = c.slice(0, 2);
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var center = c[0];
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if(this.object.style == "strip"){
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arrayUtil.forEach(c.slice(2), function(item){
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pool.push(item);
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|
pool.push(pool[0]);
|
|
this.cache.push(pool);
|
|
pool = pool.slice(1, 3);
|
|
}, this);
|
|
} else if(this.object.style == "fan"){
|
|
arrayUtil.forEach(c.slice(2), function(item){
|
|
pool.push(item);
|
|
pool.push(center);
|
|
this.cache.push(pool);
|
|
pool = [center, item];
|
|
}, this);
|
|
} else {
|
|
for(var i = 0; i < c.length; ){
|
|
this.cache.push( [ c[i], c[i+1], c[i+2], c[i] ]);
|
|
i += 3;
|
|
}
|
|
}
|
|
},
|
|
|
|
draw: function(lighting){
|
|
// use the BSP to schedule
|
|
this.cache = scheduler.bsp(this.cache, function(it){ return it; });
|
|
if(this.shape){
|
|
this.shape.clear();
|
|
} else {
|
|
this.shape = this.renderer.createGroup();
|
|
}
|
|
arrayUtil.forEach(this.cache, function(item){
|
|
this.shape.createPolyline(item)
|
|
.setStroke(this.strokeStyle)
|
|
.setFill(this.toStdFill(lighting, VectorUtil.normalize(item)));
|
|
}, this);
|
|
},
|
|
|
|
getZOrder: function(){
|
|
var zOrder = 0;
|
|
arrayUtil.forEach(this.cache, function(item){
|
|
zOrder += (item[0].z + item[1].z + item[2].z) / 3; });
|
|
return (this.cache.length > 1) ? zOrder / this.cache.length : 0;
|
|
}
|
|
});
|
|
|
|
declare("dojox.gfx3d.Quads", gfx3d.Object, {
|
|
constructor: function(){
|
|
// summary: a generic triangle
|
|
// (this is a helper object, which is defined for convenience)
|
|
this.object = lang.clone(gfx3d.defaultQuads);
|
|
},
|
|
|
|
setObject: function(newObject, /* String, optional */ style){
|
|
// summary: setup the object
|
|
// newObject: Array of points || Object
|
|
// style: String, optional
|
|
this.object = gfx.makeParameters(this.object, (newObject instanceof Array) ?
|
|
{ points: newObject, style: style }
|
|
: newObject );
|
|
return this;
|
|
},
|
|
render: function(camera){
|
|
var m = matrixUtil.multiply(camera, this.matrix), i;
|
|
var c = arrayUtil.map(this.object.points, function(item){
|
|
return matrixUtil.multiplyPoint(m, item);
|
|
});
|
|
this.cache = [];
|
|
if(this.object.style == "strip"){
|
|
var pool = c.slice(0, 2);
|
|
for(i = 2; i < c.length; ){
|
|
pool = pool.concat( [ c[i], c[i+1], pool[0] ] );
|
|
this.cache.push(pool);
|
|
pool = pool.slice(2,4);
|
|
i += 2;
|
|
}
|
|
}else{
|
|
for(i = 0; i < c.length; ){
|
|
this.cache.push( [c[i], c[i+1], c[i+2], c[i+3], c[i] ] );
|
|
i += 4;
|
|
}
|
|
}
|
|
},
|
|
|
|
draw: function(lighting){
|
|
// use the BSP to schedule
|
|
this.cache = gfx3d.scheduler.bsp(this.cache, function(it){ return it; });
|
|
if(this.shape){
|
|
this.shape.clear();
|
|
}else{
|
|
this.shape = this.renderer.createGroup();
|
|
}
|
|
// using naive iteration to speed things up a bit by avoiding function call overhead
|
|
for(var x=0; x<this.cache.length; x++){
|
|
this.shape.createPolyline(this.cache[x])
|
|
.setStroke(this.strokeStyle)
|
|
.setFill(this.toStdFill(lighting, VectorUtil.normalize(this.cache[x])));
|
|
}
|
|
/*
|
|
dojo.forEach(this.cache, function(item){
|
|
this.shape.createPolyline(item)
|
|
.setStroke(this.strokeStyle)
|
|
.setFill(this.toStdFill(lighting, dojox.gfx3d.vector.normalize(item)));
|
|
}, this);
|
|
*/
|
|
},
|
|
|
|
getZOrder: function(){
|
|
var zOrder = 0;
|
|
// using naive iteration to speed things up a bit by avoiding function call overhead
|
|
for(var x=0; x<this.cache.length; x++){
|
|
var i = this.cache[x];
|
|
zOrder += (i[0].z + i[1].z + i[2].z + i[3].z) / 4;
|
|
}
|
|
/*
|
|
dojo.forEach(this.cache, function(item){
|
|
zOrder += (item[0].z + item[1].z + item[2].z + item[3].z) / 4; });
|
|
*/
|
|
return (this.cache.length > 1) ? zOrder / this.cache.length : 0;
|
|
}
|
|
});
|
|
|
|
declare("dojox.gfx3d.Polygon", gfx3d.Object, {
|
|
constructor: function(){
|
|
// summary: a generic triangle
|
|
// (this is a helper object, which is defined for convenience)
|
|
this.object = lang.clone(gfx3d.defaultPolygon);
|
|
},
|
|
|
|
setObject: function(newObject){
|
|
// summary: setup the object
|
|
// newObject: Array of points || Object
|
|
this.object = gfx.makeParameters(this.object, (newObject instanceof Array) ? {path: newObject} : newObject)
|
|
return this;
|
|
},
|
|
|
|
render: function(camera){
|
|
var m = matrixUtil.multiply(camera, this.matrix);
|
|
this.cache = arrayUtil.map(this.object.path, function(item){
|
|
return matrixUtil.multiplyPoint(m, item);
|
|
});
|
|
// add the first point to close the polyline
|
|
this.cache.push(this.cache[0]);
|
|
},
|
|
|
|
draw: function(lighting){
|
|
if(this.shape){
|
|
this.shape.setShape({points: this.cache});
|
|
}else{
|
|
this.shape = this.renderer.createPolyline({points: this.cache});
|
|
}
|
|
|
|
this.shape.setStroke(this.strokeStyle)
|
|
.setFill(this.toStdFill(lighting, matrixUtil.normalize(this.cache)));
|
|
},
|
|
|
|
getZOrder: function(){
|
|
var zOrder = 0;
|
|
// using naive iteration to speed things up a bit by avoiding function call overhead
|
|
for(var x=0; x<this.cache.length; x++){
|
|
zOrder += this.cache[x].z;
|
|
}
|
|
return (this.cache.length > 1) ? zOrder / this.cache.length : 0;
|
|
},
|
|
|
|
getOutline: function(){
|
|
return this.cache.slice(0, 3);
|
|
}
|
|
});
|
|
|
|
declare("dojox.gfx3d.Cube", gfx3d.Object, {
|
|
constructor: function(){
|
|
// summary: a generic triangle
|
|
// (this is a helper object, which is defined for convenience)
|
|
this.object = lang.clone(gfx3d.defaultCube);
|
|
this.polygons = [];
|
|
},
|
|
|
|
setObject: function(newObject){
|
|
// summary: setup the object
|
|
// newObject: Array of points || Object
|
|
this.object = gfx.makeParameters(this.object, newObject);
|
|
},
|
|
|
|
render: function(camera){
|
|
// parse the top, bottom to get 6 polygons:
|
|
var a = this.object.top;
|
|
var g = this.object.bottom;
|
|
var b = {x: g.x, y: a.y, z: a.z};
|
|
var c = {x: g.x, y: g.y, z: a.z};
|
|
var d = {x: a.x, y: g.y, z: a.z};
|
|
var e = {x: a.x, y: a.y, z: g.z};
|
|
var f = {x: g.x, y: a.y, z: g.z};
|
|
var h = {x: a.x, y: g.y, z: g.z};
|
|
var polygons = [a, b, c, d, e, f, g, h];
|
|
var m = matrixUtil.multiply(camera, this.matrix);
|
|
var p = arrayUtil.map(polygons, function(item){
|
|
return matrixUtil.multiplyPoint(m, item);
|
|
});
|
|
a = p[0]; b = p[1]; c = p[2]; d = p[3]; e = p[4]; f = p[5]; g = p[6]; h = p[7];
|
|
this.cache = [[a, b, c, d, a], [e, f, g, h, e], [a, d, h, e, a], [d, c, g, h, d], [c, b, f, g, c], [b, a, e, f, b]];
|
|
},
|
|
|
|
draw: function(lighting){
|
|
// use bsp to sort.
|
|
this.cache = gfx3d.scheduler.bsp(this.cache, function(it){ return it; });
|
|
// only the last 3 polys are visible.
|
|
var cache = this.cache.slice(3);
|
|
|
|
if(this.shape){
|
|
this.shape.clear();
|
|
}else{
|
|
this.shape = this.renderer.createGroup();
|
|
}
|
|
for(var x=0; x<cache.length; x++){
|
|
this.shape.createPolyline(cache[x])
|
|
.setStroke(this.strokeStyle)
|
|
.setFill(this.toStdFill(lighting, VectorUtil.normalize(cache[x])));
|
|
}
|
|
/*
|
|
dojo.forEach(cache, function(item){
|
|
this.shape.createPolyline(item)
|
|
.setStroke(this.strokeStyle)
|
|
.setFill(this.toStdFill(lighting, dojox.gfx3d.vector.normalize(item)));
|
|
}, this);
|
|
*/
|
|
},
|
|
|
|
getZOrder: function(){
|
|
var top = this.cache[0][0];
|
|
var bottom = this.cache[1][2];
|
|
return (top.z + bottom.z) / 2;
|
|
}
|
|
});
|
|
|
|
|
|
declare("dojox.gfx3d.Cylinder", gfx3d.Object, {
|
|
constructor: function(){
|
|
this.object = lang.clone(gfx3d.defaultCylinder);
|
|
},
|
|
|
|
render: function(camera){
|
|
// get the bottom surface first
|
|
var m = matrixUtil.multiply(camera, this.matrix);
|
|
var angles = [0, Math.PI/4, Math.PI/3];
|
|
var center = matrixUtil.multiplyPoint(m, this.object.center);
|
|
var marks = arrayUtil.map(angles, function(item){
|
|
return {x: this.center.x + this.radius * Math.cos(item),
|
|
y: this.center.y + this.radius * Math.sin(item), z: this.center.z};
|
|
}, this.object);
|
|
|
|
marks = arrayUtil.map(marks, function(item){
|
|
return VectorUtil.substract(matrixUtil.multiplyPoint(m, item), center);
|
|
});
|
|
|
|
// Use the algorithm here:
|
|
// http://www.3dsoftware.com/Math/PlaneCurves/EllipseAlgebra/
|
|
// After we normalize the marks, the equation is:
|
|
// a x^2 + 2b xy + cy^2 + f = 0: let a = 1
|
|
// so the final equation is:
|
|
// [ xy, y^2, 1] * [2b, c, f]' = [ -x^2 ]'
|
|
|
|
var A = {
|
|
xx: marks[0].x * marks[0].y, xy: marks[0].y * marks[0].y, xz: 1,
|
|
yx: marks[1].x * marks[1].y, yy: marks[1].y * marks[1].y, yz: 1,
|
|
zx: marks[2].x * marks[2].y, zy: marks[2].y * marks[2].y, zz: 1,
|
|
dx: 0, dy: 0, dz: 0
|
|
};
|
|
var B = arrayUtil.map(marks, function(item){
|
|
return -Math.pow(item.x, 2);
|
|
});
|
|
|
|
// X is 2b, c, f
|
|
var X = matrixUtil.multiplyPoint(matrixUtil.invert(A), B[0], B[1], B[2]);
|
|
var theta = Math.atan2(X.x, 1 - X.y) / 2;
|
|
|
|
// rotate the marks back to the canonical form
|
|
var probes = arrayUtil.map(marks, function(item){
|
|
return matrixUtil2d.multiplyPoint(matrixUtil2d.rotate(-theta), item.x, item.y);
|
|
});
|
|
|
|
// we are solving the equation: Ax = b
|
|
// A = [x^2, y^2] X = [1/a^2, 1/b^2]', b = [1, 1]'
|
|
// so rx = Math.sqrt(1/ ( inv(A)[1:] * b ) );
|
|
// so ry = Math.sqrt(1/ ( inv(A)[2:] * b ) );
|
|
|
|
var a = Math.pow(probes[0].x, 2);
|
|
var b = Math.pow(probes[0].y, 2);
|
|
var c = Math.pow(probes[1].x, 2);
|
|
var d = Math.pow(probes[1].y, 2);
|
|
|
|
// the invert matrix is
|
|
// 1/(ad - bc) [ d, -b; -c, a];
|
|
var rx = Math.sqrt((a * d - b * c) / (d - b));
|
|
var ry = Math.sqrt((a * d - b * c) / (a - c));
|
|
if(rx < ry){
|
|
var t = rx;
|
|
rx = ry;
|
|
ry = t;
|
|
theta -= Math.PI/2;
|
|
}
|
|
|
|
var top = matrixUtil.multiplyPoint(m,
|
|
VectorUtil.sum(this.object.center, {x: 0, y:0, z: this.object.height}));
|
|
|
|
var gradient = this.fillStyle.type == "constant" ? this.fillStyle.color
|
|
: Gradient(this.renderer.lighting, this.fillStyle, this.object.center, this.object.radius, Math.PI, 2 * Math.PI, m);
|
|
if(isNaN(rx) || isNaN(ry) || isNaN(theta)){
|
|
// in case the cap is invisible (parallel to the incident vector)
|
|
rx = this.object.radius, ry = 0, theta = 0;
|
|
}
|
|
this.cache = {center: center, top: top, rx: rx, ry: ry, theta: theta, gradient: gradient};
|
|
},
|
|
|
|
draw: function(){
|
|
var c = this.cache, v = VectorUtil, m = matrixUtil2d,
|
|
centers = [c.center, c.top], normal = v.substract(c.top, c.center);
|
|
if(v.dotProduct(normal, this.renderer.lighting.incident) > 0){
|
|
centers = [c.top, c.center];
|
|
normal = v.substract(c.center, c.top);
|
|
}
|
|
|
|
var color = this.renderer.lighting[this.fillStyle.type](normal, this.fillStyle.finish, this.fillStyle.color),
|
|
d = Math.sqrt( Math.pow(c.center.x - c.top.x, 2) + Math.pow(c.center.y - c.top.y, 2) );
|
|
|
|
if(this.shape){
|
|
this.shape.clear();
|
|
}else{
|
|
this.shape = this.renderer.createGroup();
|
|
}
|
|
|
|
this.shape.createPath("")
|
|
.moveTo(0, -c.rx)
|
|
.lineTo(d, -c.rx)
|
|
.lineTo(d, c.rx)
|
|
.lineTo(0, c.rx)
|
|
.arcTo(c.ry, c.rx, 0, true, true, 0, -c.rx)
|
|
.setFill(c.gradient).setStroke(this.strokeStyle)
|
|
.setTransform([m.translate(centers[0]),
|
|
m.rotate(Math.atan2(centers[1].y - centers[0].y, centers[1].x - centers[0].x))]);
|
|
|
|
if(c.rx > 0 && c.ry > 0){
|
|
this.shape.createEllipse({cx: centers[1].x, cy: centers[1].y, rx: c.rx, ry: c.ry})
|
|
.setFill(color).setStroke(this.strokeStyle)
|
|
.applyTransform(m.rotateAt(c.theta, centers[1]));
|
|
}
|
|
}
|
|
});
|
|
|
|
|
|
// the ultimate container of 3D world
|
|
declare("dojox.gfx3d.Viewport", gfx.Group, {
|
|
constructor: function(){
|
|
// summary: a viewport/container for 3D objects, which knows
|
|
// the camera and lightings
|
|
|
|
// matrix: dojox.gfx3d.matrix: world transform
|
|
// dimension: Object: the dimension of the canvas
|
|
this.dimension = null;
|
|
|
|
// objects: Array: all 3d Objects
|
|
this.objects = [];
|
|
// todos: Array: all 3d Objects that needs to redraw
|
|
this.todos = [];
|
|
|
|
// FIXME: memory leak?
|
|
this.renderer = this;
|
|
// Using zOrder as the default scheduler
|
|
this.schedule = gfx3d.scheduler.zOrder;
|
|
this.draw = gfx3d.drawer.conservative;
|
|
// deep: boolean, true means the whole viewport needs to re-render, redraw
|
|
this.deep = false;
|
|
|
|
// lights: Array: an array of light objects
|
|
this.lights = [];
|
|
this.lighting = null;
|
|
},
|
|
|
|
setCameraTransform: function(matrix){
|
|
// summary: sets a transformation matrix
|
|
// matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
|
|
// (see an argument of dojox.gfx.matrix.Matrix
|
|
// constructor for a list of acceptable arguments)
|
|
this.camera = matrixUtil.clone(matrix ? matrixUtil.normalize(matrix) : gfx3d.identity, true);
|
|
this.invalidate();
|
|
return this; // self
|
|
},
|
|
|
|
applyCameraRightTransform: function(matrix){
|
|
// summary: multiplies the existing matrix with an argument on right side
|
|
// (this.matrix * matrix)
|
|
// matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
|
|
// (see an argument of dojox.gfx3d.matrix.Matrix
|
|
// constructor for a list of acceptable arguments)
|
|
return matrix ? this.setCameraTransform([this.camera, matrix]) : this; // self
|
|
},
|
|
|
|
applyCameraLeftTransform: function(matrix){
|
|
// summary: multiplies the existing matrix with an argument on left side
|
|
// (matrix * this.matrix)
|
|
// matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
|
|
// (see an argument of dojox.gfx3d.matrix.Matrix
|
|
// constructor for a list of acceptable arguments)
|
|
return matrix ? this.setCameraTransform([matrix, this.camera]) : this; // self
|
|
},
|
|
|
|
applyCameraTransform: function(matrix){
|
|
// summary: a shortcut for dojox.gfx3d.Object.applyRightTransform
|
|
// matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
|
|
// (see an argument of dojox.gfx3d.matrix.Matrix
|
|
// constructor for a list of acceptable arguments)
|
|
return this.applyCameraRightTransform(matrix); // self
|
|
},
|
|
|
|
setLights: function(/* Array || Object */lights, /* Color, optional */ ambient,
|
|
/* Color, optional */ specular){
|
|
// summary: set the lights
|
|
// lights: Array: an array of light object
|
|
// or lights object
|
|
// ambient: Color: an ambient object
|
|
// specular: Color: an specular object
|
|
this.lights = (lights instanceof Array) ?
|
|
{sources: lights, ambient: ambient, specular: specular}
|
|
: lights;
|
|
var view = {x: 0, y: 0, z: 1};
|
|
|
|
this.lighting = new lightUtil.Model(view, this.lights.sources,
|
|
this.lights.ambient, this.lights.specular);
|
|
this.invalidate();
|
|
return this;
|
|
},
|
|
|
|
addLights: function(lights){
|
|
// summary: add new light/lights to the viewport.
|
|
// lights: Array || light object: light object(s)
|
|
return this.setLights(this.lights.sources.concat(lights));
|
|
},
|
|
|
|
addTodo: function(newObject){
|
|
// NOTE: Viewport implements almost the same addTodo,
|
|
// except calling invalidate, since invalidate is used as
|
|
// any modification needs to redraw the object itself, call invalidate.
|
|
// then call render.
|
|
if(arrayUtil.every(this.todos,
|
|
function(item){
|
|
return item != newObject;
|
|
}
|
|
)){
|
|
this.todos.push(newObject);
|
|
}
|
|
},
|
|
|
|
invalidate: function(){
|
|
this.deep = true;
|
|
this.todos = this.objects;
|
|
},
|
|
|
|
setDimensions: function(dim){
|
|
if(dim){
|
|
var w = lang.isString(dim.width) ? parseInt(dim.width) : dim.width;
|
|
var h = lang.isString(dim.height) ? parseInt(dim.height) : dim.height;
|
|
// there is no rawNode in canvas GFX implementation
|
|
if(this.rawNode){
|
|
var trs = this.rawNode.style;
|
|
trs.height = h;
|
|
trs.width = w;
|
|
}
|
|
this.dimension = {
|
|
width: w,
|
|
height: h
|
|
};
|
|
}else{
|
|
this.dimension = null;
|
|
}
|
|
},
|
|
|
|
render: function(){
|
|
// summary: iterate all children and call their render callback function.
|
|
if(!this.todos.length){ return; }
|
|
// console.debug("Viewport::render");
|
|
var m = matrixUtil;
|
|
|
|
// Iterate the todos and call render to prepare the rendering:
|
|
for(var x=0; x<this.todos.length; x++){
|
|
this.todos[x].render(matrixUtil.normalize([
|
|
m.cameraRotateXg(180),
|
|
m.cameraTranslate(0, this.dimension.height, 0),
|
|
this.camera
|
|
]), this.deep);
|
|
}
|
|
|
|
this.objects = this.schedule(this.objects);
|
|
this.draw(this.todos, this.objects, this);
|
|
this.todos = [];
|
|
this.deep = false;
|
|
}
|
|
|
|
});
|
|
|
|
//FIXME: Viewport cannot masquerade as a Group
|
|
gfx3d.Viewport.nodeType = gfx.Group.nodeType;
|
|
|
|
gfx3d._creators = {
|
|
// summary: object creators
|
|
createEdges: function(edges, style){
|
|
// summary: creates an edge object
|
|
// line: Object: a edge object (see dojox.gfx3d.defaultPath)
|
|
return this.create3DObject(gfx3d.Edges, edges, style); // dojox.gfx3d.Edge
|
|
},
|
|
createTriangles: function(tris, style){
|
|
// summary: creates an edge object
|
|
// line: Object: a edge object (see dojox.gfx3d.defaultPath)
|
|
return this.create3DObject(gfx3d.Triangles, tris, style); // dojox.gfx3d.Edge
|
|
},
|
|
createQuads: function(quads, style){
|
|
// summary: creates an edge object
|
|
// line: Object: a edge object (see dojox.gfx3d.defaultPath)
|
|
return this.create3DObject(gfx3d.Quads, quads, style); // dojox.gfx3d.Edge
|
|
},
|
|
createPolygon: function(points){
|
|
// summary: creates an triangle object
|
|
// points: Array of points || Object
|
|
return this.create3DObject(gfx3d.Polygon, points); // dojox.gfx3d.Polygon
|
|
},
|
|
|
|
createOrbit: function(orbit){
|
|
// summary: creates an triangle object
|
|
// points: Array of points || Object
|
|
return this.create3DObject(gfx3d.Orbit, orbit); // dojox.gfx3d.Cube
|
|
},
|
|
|
|
createCube: function(cube){
|
|
// summary: creates an triangle object
|
|
// points: Array of points || Object
|
|
return this.create3DObject(gfx3d.Cube, cube); // dojox.gfx3d.Cube
|
|
},
|
|
|
|
createCylinder: function(cylinder){
|
|
// summary: creates an triangle object
|
|
// points: Array of points || Object
|
|
return this.create3DObject(gfx3d.Cylinder, cylinder); // dojox.gfx3d.Cube
|
|
},
|
|
|
|
createPath3d: function(path){
|
|
// summary: creates an edge object
|
|
// line: Object: a edge object (see dojox.gfx3d.defaultPath)
|
|
return this.create3DObject(gfx3d.Path3d, path); // dojox.gfx3d.Edge
|
|
},
|
|
createScene: function(){
|
|
// summary: creates an triangle object
|
|
// line: Object: a triangle object (see dojox.gfx3d.defaultPath)
|
|
return this.create3DObject(gfx3d.Scene); // dojox.gfx3d.Scene
|
|
},
|
|
|
|
create3DObject: function(objectType, rawObject, style){
|
|
// summary: creates an instance of the passed shapeType class
|
|
// shapeType: Function: a class constructor to create an instance of
|
|
// rawShape: Object: properties to be passed in to the classes "setShape" method
|
|
var obj = new objectType();
|
|
this.adopt(obj);
|
|
if(rawObject){ obj.setObject(rawObject, style); }
|
|
return obj; // dojox.gfx3d.Object
|
|
},
|
|
// todo : override the add/remove if necessary
|
|
adopt: function(obj){
|
|
// summary: adds a shape to the list
|
|
// shape: dojox.gfx.Shape: a shape
|
|
obj.renderer = this.renderer; // obj._setParent(this, null); more TODOs HERER?
|
|
obj.parent = this;
|
|
this.objects.push(obj);
|
|
this.addTodo(obj);
|
|
return this;
|
|
},
|
|
abandon: function(obj, silently){
|
|
// summary: removes a shape from the list
|
|
// silently: Boolean?: if true, do not redraw a picture yet
|
|
for(var i = 0; i < this.objects.length; ++i){
|
|
if(this.objects[i] == obj){
|
|
this.objects.splice(i, 1);
|
|
}
|
|
}
|
|
// if(this.rawNode == shape.rawNode.parentNode){
|
|
// this.rawNode.removeChild(shape.rawNode);
|
|
// }
|
|
// obj._setParent(null, null);
|
|
obj.parent = null;
|
|
return this; // self
|
|
},
|
|
|
|
|
|
setScheduler: function(scheduler){
|
|
this.schedule = scheduler;
|
|
},
|
|
|
|
setDrawer: function(drawer){
|
|
this.draw = drawer;
|
|
}
|
|
};
|
|
|
|
lang.extend(gfx3d.Viewport, gfx3d._creators);
|
|
lang.extend(gfx3d.Scene, gfx3d._creators);
|
|
delete gfx3d._creators;
|
|
|
|
|
|
//FIXME: extending dojox.gfx.Surface and masquerading Viewport as Group is hacky!
|
|
|
|
// Add createViewport to dojox.gfx.Surface
|
|
lang.extend(gfx.Surface, {
|
|
createViewport: function(){
|
|
//FIXME: createObject is non-public method!
|
|
var viewport = this.createObject(gfx3d.Viewport, null, true);
|
|
//FIXME: this may not work with dojox.gfx.Group !!
|
|
viewport.setDimensions(this.getDimensions());
|
|
return viewport;
|
|
}
|
|
});
|
|
|
|
return gfx3d.Object;
|
|
});
|