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path: root/includes/js/dojox/gfx3d/object.js
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+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;
+ }
+});
+
+}