webui-aria2/js/libs/dojox/gfx3d/object.js.uncompressed.js
2012-05-01 19:52:07 +08:00

1115 lines
33 KiB
JavaScript

//>>built
define("dojox/gfx3d/object", [
"dojo/_base/array",
"dojo/_base/declare",
"dojo/_base/lang",
"dojox/gfx",
"dojox/gfx/matrix",
"./_base",
"./scheduler",
"./gradient",
"./vector",
"./matrix",
"./lighting"
], function(arrayUtil,declare,lang,gfx,matrixUtil2d,gfx3d,schedulerExtensions,Gradient,VectorUtil,matrixUtil,lightUtil){
var scheduler = schedulerExtensions.scheduler;
// FIXME: why the "out" var here?
var out = function(o, x){
if(arguments.length > 1){
// console.debug("debug:", o);
o = x;
}
var e = {};
for(var i in o){
if(i in e){ continue; }
// console.debug("debug:", i, typeof o[i], o[i]);
}
};
declare("dojox.gfx3d.Object", null, {
constructor: function(){
// summary: a Object object, which knows how to map
// 3D objects to 2D shapes.
// object: Object: an abstract Object object
// (see dojox.gfx3d.defaultEdges,
// dojox.gfx3d.defaultTriangles,
// dojox.gfx3d.defaultQuads
// dojox.gfx3d.defaultOrbit
// dojox.gfx3d.defaultCube
// or dojox.gfx3d.defaultCylinder)
this.object = null;
// matrix: dojox.gfx3d.matrix: world transform
this.matrix = null;
// cache: buffer for intermediate result, used late for draw()
this.cache = null;
// renderer: a reference for the Viewport
this.renderer = null;
// parent: a reference for parent, Scene or Viewport object
this.parent = null;
// strokeStyle: Object: a stroke object
this.strokeStyle = null;
// fillStyle: Object: a fill object or texture object
this.fillStyle = null;
// shape: dojox.gfx.Shape: an underlying 2D shape
this.shape = null;
},
setObject: function(newObject){
// summary: sets a Object object
// object: Object: an abstract Object object
// (see dojox.gfx3d.defaultEdges,
// dojox.gfx3d.defaultTriangles,
// dojox.gfx3d.defaultQuads
// dojox.gfx3d.defaultOrbit
// dojox.gfx3d.defaultCube
// or dojox.gfx3d.defaultCylinder)
this.object = gfx.makeParameters(this.object, newObject);
return this;
},
setTransform: function(matrix){
// summary: sets a transformation 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)
this.matrix = matrixUtil.clone(matrix ? matrixUtil.normalize(matrix) : gfx3d.identity, true);
return this; // self
},
// apply left & right transformation
applyRightTransform: 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.gfx.matrix.Matrix
// constructor for a list of acceptable arguments)
return matrix ? this.setTransform([this.matrix, matrix]) : this; // self
},
applyLeftTransform: 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.gfx.matrix.Matrix
// constructor for a list of acceptable arguments)
return matrix ? this.setTransform([matrix, this.matrix]) : this; // self
},
applyTransform: function(matrix){
// summary: a shortcut for dojox.gfx.Shape.applyRightTransform
// 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)
return matrix ? this.setTransform([this.matrix, matrix]) : this; // self
},
setFill: function(fill){
// summary: sets a fill object
// (the default implementation is to delegate to
// the underlying 2D shape).
// fill: Object: a fill object
// (see dojox.gfx.defaultLinearGradient,
// dojox.gfx.defaultRadialGradient,
// dojox.gfx.defaultPattern,
// dojo.Color
// or dojox.gfx.MODEL)
this.fillStyle = fill;
return this;
},
setStroke: function(stroke){
// summary: sets a stroke object
// (the default implementation simply ignores it)
// stroke: Object: a stroke object
// (see dojox.gfx.defaultStroke)
this.strokeStyle = stroke;
return this;
},
toStdFill: function(lighting, normal){
return (this.fillStyle && typeof this.fillStyle['type'] != "undefined") ?
lighting[this.fillStyle.type](normal, this.fillStyle.finish, this.fillStyle.color)
: this.fillStyle;
},
invalidate: function(){
this.renderer.addTodo(this);
},
destroy: function(){
if(this.shape){
var p = this.shape.getParent();
if(p){
p.remove(this.shape);
}
this.shape = null;
}
},
// All the 3D objects need to override the following virtual functions:
// render, getZOrder, getOutline, draw, redraw if necessary.
render: function(camera){
throw "Pure virtual function, not implemented";
},
draw: function(lighting){
throw "Pure virtual function, not implemented";
},
getZOrder: function(){
return 0;
},
getOutline: function(){
return null;
}
});
declare("dojox.gfx3d.Scene", gfx3d.Object, {
// summary: the Scene is just a containter.
// note: we have the following assumption:
// all objects in the Scene are not overlapped with other objects
// outside of the scene.
constructor: function(){
// summary: a containter of other 3D objects
this.objects= [];
this.todos = [];
this.schedule = scheduler.zOrder;
this._draw = gfx3d.drawer.conservative;
},
setFill: function(fill){
this.fillStyle = fill;
arrayUtil.forEach(this.objects, function(item){
item.setFill(fill);
});
return this;
},
setStroke: function(stroke){
this.strokeStyle = stroke;
arrayUtil.forEach(this.objects, function(item){
item.setStroke(stroke);
});
return this;
},
render: function(camera, deep){
var m = matrixUtil.multiply(camera, this.matrix);
if(deep){
this.todos = this.objects;
}
arrayUtil.forEach(this.todos, function(item){ item.render(m, deep); });
},
draw: function(lighting){
this.objects = this.schedule(this.objects);
this._draw(this.todos, this.objects, this.renderer);
},
addTodo: function(newObject){
// FIXME: use indexOf?
if(arrayUtil.every(this.todos, function(item){ return item != newObject; })){
this.todos.push(newObject);
this.invalidate();
}
},
invalidate: function(){
this.parent.addTodo(this);
},
getZOrder: function(){
var zOrder = 0;
arrayUtil.forEach(this.objects, function(item){ zOrder += item.getZOrder(); });
return (this.objects.length > 1) ? zOrder / this.objects.length : 0;
}
});
declare("dojox.gfx3d.Edges", gfx3d.Object, {
constructor: function(){
// summary: a generic edge in 3D viewport
this.object = lang.clone(gfx3d.defaultEdges);
},
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;
},
getZOrder: function(){
var zOrder = 0;
arrayUtil.forEach(this.cache, function(item){ zOrder += item.z;} );
return (this.cache.length > 1) ? zOrder / this.cache.length : 0;
},
render: function(camera){
var m = matrixUtil.multiply(camera, this.matrix);
this.cache = arrayUtil.map(this.object.points, function(item){
return matrixUtil.multiplyPoint(m, item);
});
},
draw: function(){
var c = this.cache;
if(this.shape){
this.shape.setShape("")
}else{
this.shape = this.renderer.createPath();
}
var p = this.shape.setAbsoluteMode("absolute");
if(this.object.style == "strip" || this.object.style == "loop"){
p.moveTo(c[0].x, c[0].y);
arrayUtil.forEach(c.slice(1), function(item){
p.lineTo(item.x, item.y);
});
if(this.object.style == "loop"){
p.closePath();
}
}else{
for(var i = 0; i < this.cache.length; ){
p.moveTo(c[i].x, c[i].y);
i ++;
p.lineTo(c[i].x, c[i].y);
i ++;
}
}
// FIXME: doe setFill make sense here?
p.setStroke(this.strokeStyle);
}
});
declare("dojox.gfx3d.Orbit", gfx3d.Object, {
constructor: function(){
// summary: a generic edge in 3D viewport
this.object = lang.clone(gfx3d.defaultOrbit);
},
render: function(camera){
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 matrixUtil.multiplyPoint(m, item);
});
var normal = VectorUtil.normalize(marks);
marks = arrayUtil.map(marks, function(item){
return VectorUtil.substract(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) );
this.cache = {cx: center.x, cy: center.y, rx: rx, ry: ry, theta: theta, normal: normal};
},
draw: function(lighting){
if(this.shape){
this.shape.setShape(this.cache);
} else {
this.shape = this.renderer.createEllipse(this.cache);
}
this.shape.applyTransform(matrixUtil2d.rotateAt(this.cache.theta, this.cache.cx, this.cache.cy))
.setStroke(this.strokeStyle)
.setFill(this.toStdFill(lighting, this.cache.normal));
}
});
declare("dojox.gfx3d.Path3d", gfx3d.Object, {
// This object is still very immature !
constructor: function(){
// summary: a generic line
// (this is a helper object, which is defined for convenience)
this.object = lang.clone(gfx3d.defaultPath3d);
this.segments = [];
this.absolute = true;
this.last = {};
this.path = "";
},
_collectArgs: function(array, args){
// summary: converts an array of arguments to plain numeric values
// array: Array: an output argument (array of numbers)
// args: Array: an input argument (can be values of Boolean, Number, dojox.gfx.Point, or an embedded array of them)
for(var i = 0; i < args.length; ++i){
var t = args[i];
if(typeof(t) == "boolean"){
array.push(t ? 1 : 0);
}else if(typeof(t) == "number"){
array.push(t);
}else if(t instanceof Array){
this._collectArgs(array, t);
}else if("x" in t && "y" in t){
array.push(t.x);
array.push(t.y);
}
}
},
// a dictionary, which maps segment type codes to a number of their argemnts
_validSegments: {m: 3, l: 3, z: 0},
_pushSegment: function(action, args){
// summary: adds a segment
// action: String: valid SVG code for a segment's type
// args: Array: a list of parameters for this segment
var group = this._validSegments[action.toLowerCase()], segment;
if(typeof(group) == "number"){
if(group){
if(args.length >= group){
segment = {action: action, args: args.slice(0, args.length - args.length % group)};
this.segments.push(segment);
}
}else{
segment = {action: action, args: []};
this.segments.push(segment);
}
}
},
moveTo: function(){
// summary: formes a move segment
var args = [];
this._collectArgs(args, arguments);
this._pushSegment(this.absolute ? "M" : "m", args);
return this; // self
},
lineTo: function(){
// summary: formes a line segment
var args = [];
this._collectArgs(args, arguments);
this._pushSegment(this.absolute ? "L" : "l", args);
return this; // self
},
closePath: function(){
// summary: closes a path
this._pushSegment("Z", []);
return this; // self
},
render: function(camera){
// TODO: we need to get the ancestors' matrix
var m = matrixUtil.multiply(camera, this.matrix);
// iterate all the segments and convert them to 2D canvas
// TODO consider the relative mode
var path = ""
var _validSegments = this._validSegments;
arrayUtil.forEach(this.segments, function(item){
path += item.action;
for(var i = 0; i < item.args.length; i+= _validSegments[item.action.toLowerCase()] ){
var pt = matrixUtil.multiplyPoint(m, item.args[i], item.args[i+1], item.args[i+2])
path += " " + pt.x + " " + pt.y;
}
});
this.cache = path;
},
_draw: function(){
return this.parent.createPath(this.cache);
}
});
declare("dojox.gfx3d.Triangles", gfx3d.Object, {
constructor: function(){
// summary: a generic triangle
// (this is a helper object, which is defined for convenience)
this.object = lang.clone(gfx3d.defaultTriangles);
},
setObject: function(newObject, /* String, optional */ style){
// summary: setup the object
// newObject: Array of points || Object
// style: String, optional
if(newObject instanceof Array){
this.object = gfx.makeParameters(this.object, { points: newObject, style: style } );
} else {
this.object = gfx.makeParameters(this.object, newObject);
}
return this;
},
render: function(camera){
var m = matrixUtil.multiply(camera, this.matrix);
var c = arrayUtil.map(this.object.points, function(item){
return matrixUtil.multiplyPoint(m, item);
});
this.cache = [];
var pool = c.slice(0, 2);
var center = c[0];
if(this.object.style == "strip"){
arrayUtil.forEach(c.slice(2), function(item){
pool.push(item);
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;
});