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path: root/includes/js/dojox/gfx3d/object.js
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-rw-r--r--includes/js/dojox/gfx3d/object.js1092
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diff --git a/includes/js/dojox/gfx3d/object.js b/includes/js/dojox/gfx3d/object.js
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--- a/includes/js/dojox/gfx3d/object.js
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@@ -1,1092 +0,0 @@
-if(!dojo._hasResource["dojox.gfx3d.object"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
-dojo._hasResource["dojox.gfx3d.object"] = true;
-dojo.provide("dojox.gfx3d.object");
-
-dojo.require("dojox.gfx");
-dojo.require("dojox.gfx3d.lighting");
-dojo.require("dojox.gfx3d.scheduler");
-dojo.require("dojox.gfx3d.vector");
-dojo.require("dojox.gfx3d.gradient");
-
-// FIXME: why the global "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]);
- }
-};
-
-dojo.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 = dojox.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 = dojox.gfx3d.matrix.clone(matrix ? dojox.gfx3d.matrix.normalize(matrix) : dojox.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;
- }
-
-});
-
-dojo.declare("dojox.gfx3d.Scene", dojox.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 = dojox.gfx3d.scheduler.zOrder;
- this._draw = dojox.gfx3d.drawer.conservative;
- },
-
- setFill: function(fill){
- this.fillStyle = fill;
- dojo.forEach(this.objects, function(item){
- item.setFill(fill);
- });
- return this;
- },
-
- setStroke: function(stroke){
- this.strokeStyle = stroke;
- dojo.forEach(this.objects, function(item){
- item.setStroke(stroke);
- });
- return this;
- },
-
- render: function(camera, deep){
- var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
- if(deep){
- this.todos = this.objects;
- }
- dojo.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(dojo.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;
- dojo.forEach(this.objects, function(item){ zOrder += item.getZOrder(); });
- return (this.objects.length > 1) ? zOrder / this.objects.length : 0;
- }
-});
-
-
-dojo.declare("dojox.gfx3d.Edges", dojox.gfx3d.Object, {
- constructor: function(){
- // summary: a generic edge in 3D viewport
- this.object = dojo.clone(dojox.gfx3d.defaultEdges);
- },
-
- setObject: function(newObject, /* String, optional */ style){
- // summary: setup the object
- // newObject: Array of points || Object
- // style: String, optional
- this.object = dojox.gfx.makeParameters(this.object, (newObject instanceof Array) ? { points: newObject, style: style } : newObject);
- return this;
- },
-
- getZOrder: function(){
- var zOrder = 0;
- dojo.forEach(this.cache, function(item){ zOrder += item.z;} );
- return (this.cache.length > 1) ? zOrder / this.cache.length : 0;
- },
-
- render: function(camera){
- var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
- this.cache = dojo.map(this.object.points, function(item){
- return dojox.gfx3d.matrix.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);
- dojo.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);
- }
-});
-
-dojo.declare("dojox.gfx3d.Orbit", dojox.gfx3d.Object, {
- constructor: function(){
- // summary: a generic edge in 3D viewport
- this.object = dojo.clone(dojox.gfx3d.defaultOrbit);
- },
-
- render: function(camera){
- var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
- var angles = [0, Math.PI/4, Math.PI/3];
- var center = dojox.gfx3d.matrix.multiplyPoint(m, this.object.center);
- var marks = dojo.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 = dojo.map(marks, function(item){
- return dojox.gfx3d.matrix.multiplyPoint(m, item);
- });
-
- var normal = dojox.gfx3d.vector.normalize(marks);
-
- marks = dojo.map(marks, function(item){
- return dojox.gfx3d.vector.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 = dojo.map(marks, function(item){
- return -Math.pow(item.x, 2);
- });
-
- // X is 2b, c, f
- var X = dojox.gfx3d.matrix.multiplyPoint(dojox.gfx3d.matrix.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 = dojo.map(marks, function(item){
- return dojox.gfx.matrix.multiplyPoint(dojox.gfx.matrix.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(dojox.gfx.matrix.rotateAt(this.cache.theta, this.cache.cx, this.cache.cy))
- .setStroke(this.strokeStyle)
- .setFill(this.toStdFill(lighting, this.cache.normal));
- }
-});
-
-dojo.declare("dojox.gfx3d.Path3d", dojox.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 = dojo.clone(dojox.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()];
- if(typeof(group) == "number"){
- if(group){
- if(args.length >= group){
- var segment = {action: action, args: args.slice(0, args.length - args.length % group)};
- this.segments.push(segment);
- }
- }else{
- var 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 = dojox.gfx3d.matrix.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;
- dojo.forEach(this.segments, function(item){
- path += item.action;
- for(var i = 0; i < item.args.length; i+= _validSegments[item.action.toLowerCase()] ){
- var pt = dojox.gfx3d.matrix.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);
- }
-});
-
-dojo.declare("dojox.gfx3d.Triangles", dojox.gfx3d.Object, {
- constructor: function(){
- // summary: a generic triangle
- // (this is a helper object, which is defined for convenience)
- this.object = dojo.clone(dojox.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 = dojox.gfx.makeParameters(this.object, { points: newObject, style: style } );
- } else {
- this.object = dojox.gfx.makeParameters(this.object, newObject);
- }
- return this;
- },
- render: function(camera){
- var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
- var c = dojo.map(this.object.points, function(item){
- return dojox.gfx3d.matrix.multiplyPoint(m, item);
- });
- this.cache = [];
- var pool = c.slice(0, 2);
- var center = c[0];
- if(this.object.style == "strip"){
- dojo.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"){
- dojo.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 = dojox.gfx3d.scheduler.bsp(this.cache, function(it){ return it; });
- if(this.shape){
- this.shape.clear();
- } else {
- this.shape = this.renderer.createGroup();
- }
- 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;
- dojo.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;
- }
-});
-
-dojo.declare("dojox.gfx3d.Quads", dojox.gfx3d.Object, {
- constructor: function(){
- // summary: a generic triangle
- // (this is a helper object, which is defined for convenience)
- this.object = dojo.clone(dojox.gfx3d.defaultQuads);
- },
-
- setObject: function(newObject, /* String, optional */ style){
- // summary: setup the object
- // newObject: Array of points || Object
- // style: String, optional
- this.object = dojox.gfx.makeParameters(this.object, (newObject instanceof Array) ? { points: newObject, style: style } : newObject );
- return this;
- },
- render: function(camera){
- var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
- var c = dojo.map(this.object.points, function(item){
- return dojox.gfx3d.matrix.multiplyPoint(m, item);
- });
- this.cache = [];
- if(this.object.style == "strip"){
- var pool = c.slice(0, 2);
- for(var 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(var 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 = dojox.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, dojox.gfx3d.vector.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;
- }
-});
-
-dojo.declare("dojox.gfx3d.Polygon", dojox.gfx3d.Object, {
- constructor: function(){
- // summary: a generic triangle
- // (this is a helper object, which is defined for convenience)
- this.object = dojo.clone(dojox.gfx3d.defaultPolygon);
- },
-
- setObject: function(newObject){
- // summary: setup the object
- // newObject: Array of points || Object
- this.object = dojox.gfx.makeParameters(this.object, (newObject instanceof Array) ? {path: newObject} : newObject)
- return this;
- },
-
- render: function(camera){
- var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
- this.cache = dojo.map(this.object.path, function(item){
- return dojox.gfx3d.matrix.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, dojox.gfx3d.matrix.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);
- }
-});
-
-dojo.declare("dojox.gfx3d.Cube", dojox.gfx3d.Object, {
- constructor: function(){
- // summary: a generic triangle
- // (this is a helper object, which is defined for convenience)
- this.object = dojo.clone(dojox.gfx3d.defaultCube);
- this.polygons = [];
- },
-
- setObject: function(newObject){
- // summary: setup the object
- // newObject: Array of points || Object
- this.object = dojox.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 = dojox.gfx3d.matrix.multiply(camera, this.matrix);
- var p = dojo.map(polygons, function(item){
- return dojox.gfx3d.matrix.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 = dojox.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, dojox.gfx3d.vector.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;
- }
-});
-
-
-dojo.declare("dojox.gfx3d.Cylinder", dojox.gfx3d.Object, {
- constructor: function(){
- this.object = dojo.clone(dojox.gfx3d.defaultCylinder);
- },
-
- render: function(camera){
- // get the bottom surface first
- var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
- var angles = [0, Math.PI/4, Math.PI/3];
- var center = dojox.gfx3d.matrix.multiplyPoint(m, this.object.center);
- var marks = dojo.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 = dojo.map(marks, function(item){
- return dojox.gfx3d.vector.substract(dojox.gfx3d.matrix.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 = dojo.map(marks, function(item){
- return -Math.pow(item.x, 2);
- });
-
- // X is 2b, c, f
- var X = dojox.gfx3d.matrix.multiplyPoint(dojox.gfx3d.matrix.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 = dojo.map(marks, function(item){
- return dojox.gfx.matrix.multiplyPoint(dojox.gfx.matrix.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 = dojox.gfx3d.matrix.multiplyPoint(m,
- dojox.gfx3d.vector.sum(this.object.center, {x: 0, y:0, z: this.object.height}));
-
- var gradient = this.fillStyle.type == "constant" ? this.fillStyle.color
- : dojox.gfx3d.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 = dojox.gfx3d.vector, m = dojox.gfx.matrix,
- 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
-dojo.declare("dojox.gfx3d.Viewport", dojox.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 = dojox.gfx3d.scheduler.zOrder;
- this.draw = dojox.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 = dojox.gfx3d.matrix.clone(matrix ? dojox.gfx3d.matrix.normalize(matrix) : dojox.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 dojox.gfx3d.lighting.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(dojo.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){
- this.dimension = {
- width: dojo.isString(dim.width) ? parseInt(dim.width) : dim.width,
- height: dojo.isString(dim.height) ? parseInt(dim.height) : dim.height
- };
- }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 = dojox.gfx3d.matrix;
-
- // Iterate the todos and call render to prepare the rendering:
- for(var x=0; x<this.todos.length; x++){
- this.todos[x].render(dojox.gfx3d.matrix.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
-dojox.gfx3d.Viewport.nodeType = dojox.gfx.Group.nodeType;
-
-dojox.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(dojox.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(dojox.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(dojox.gfx3d.Quads, quads, style); // dojox.gfx3d.Edge
- },
- createPolygon: function(points){
- // summary: creates an triangle object
- // points: Array of points || Object
- return this.create3DObject(dojox.gfx3d.Polygon, points); // dojox.gfx3d.Polygon
- },
-
- createOrbit: function(orbit){
- // summary: creates an triangle object
- // points: Array of points || Object
- return this.create3DObject(dojox.gfx3d.Orbit, orbit); // dojox.gfx3d.Cube
- },
-
- createCube: function(cube){
- // summary: creates an triangle object
- // points: Array of points || Object
- return this.create3DObject(dojox.gfx3d.Cube, cube); // dojox.gfx3d.Cube
- },
-
- createCylinder: function(cylinder){
- // summary: creates an triangle object
- // points: Array of points || Object
- return this.create3DObject(dojox.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(dojox.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(dojox.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;
- }
-};
-
-dojo.extend(dojox.gfx3d.Viewport, dojox.gfx3d._creators);
-dojo.extend(dojox.gfx3d.Scene, dojox.gfx3d._creators);
-delete dojox.gfx3d._creators;
-
-
-//FIXME: extending dojox.gfx.Surface and masquerading Viewport as Group is hacky!
-
-// Add createViewport to dojox.gfx.Surface
-dojo.extend(dojox.gfx.Surface, {
- createViewport: function(){
- //FIXME: createObject is non-public method!
- var viewport = this.createObject(dojox.gfx3d.Viewport, null, true);
- //FIXME: this may not work with dojox.gfx.Group !!
- viewport.setDimensions(this.getDimensions());
- return viewport;
- }
-});
-
-}