(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : typeof define === 'function' && define.amd ? define(['exports'], factory) : (global = global || self, factory(global.Escher = {})); }(this, (function (exports) { 'use strict'; /** * Class representing a 2D vector. A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to represent points in space, directions, etc. * * @class * @param {number} x * @param {number} y */ function Vector2(x, y) { this.x = x || 0; this.y = y || 0; } /** * Set vector x and y values. * * @param {number} x * @param {number} y */ Vector2.prototype.set = function(x, y) { this.x = x; this.y = y; }; /** * Set a scalar value into the x and y values. */ Vector2.prototype.setScalar = function(scalar) { this.x = scalar; this.y = scalar; }; /** * Create a clone of this vector object. */ Vector2.prototype.clone = function() { return new Vector2(this.x, this.y); }; /** * Copy the content of another vector into this one. * * @param {Vector2} v */ Vector2.prototype.copy = function(v) { this.x = v.x; this.y = v.y; }; /** * Add the content of another vector to this one. * * @param {Vector2} v */ Vector2.prototype.add = function(v) { this.x += v.x; this.y += v.y; }; /** * Add a scalar value to booth vector components. * * @param {number} s */ Vector2.prototype.addScalar = function(s) { this.x += s; this.y += s; }; /** * Add two vectors and store the result in this vector. * * @param {Vector2} a * @param {Vector2} b */ Vector2.prototype.addVectors = function(a, b) { this.x = a.x + b.x; this.y = a.y + b.y; }; /** * Scale a vector components and add the result to this vector. * * @param {Vector2} v * @param {number} s */ Vector2.prototype.addScaledVector = function(v, s) { this.x += v.x * s; this.y += v.y * s; }; /** * Subtract the content of another vector to this one. * * @param {Vector2} v */ Vector2.prototype.sub = function(v) { this.x -= v.x; this.y -= v.y; }; /** * Subtract a scalar value to booth vector components. * * @param {number} s */ Vector2.prototype.subScalar = function(s) { this.x -= s; this.y -= s; }; /** * Subtract two vectors and store the result in this vector. * * @param {Vector2} a * @param {Vector2} b */ Vector2.prototype.subVectors = function(a, b) { this.x = a.x - b.x; this.y = a.y - b.y; }; /** * Multiply the content of another vector to this one. * * @param {Vector2} v */ Vector2.prototype.multiply = function(v) { this.x *= v.x; this.y *= v.y; }; /** * Multiply a scalar value by booth vector components. * * @param {number} scalar */ Vector2.prototype.multiplyScalar = function(scalar) { this.x *= scalar; this.y *= scalar; }; /** * Divide the content of another vector from this one. * * @param {Vector2} v */ Vector2.prototype.divide = function(v) { this.x /= v.x; this.y /= v.y; }; /** * Divide a scalar value by booth vector components. * * @param {number} s */ Vector2.prototype.divideScalar = function(scalar) { return this.multiplyScalar(1 / scalar); }; /** * Set the minimum of x and y coordinates between two vectors. * * X is set as the min between this vector and the other vector. * * @param {Vector2} v */ Vector2.prototype.min = function(v) { this.x = Math.min(this.x, v.x); this.y = Math.min(this.y, v.y); }; /** * Set the maximum of x and y coordinates between two vectors. * * X is set as the max between this vector and the other vector. * * @param {Vector2} v */ Vector2.prototype.max = function(v) { this.x = Math.max(this.x, v.x); this.y = Math.max(this.y, v.y); }; Vector2.prototype.clamp = function(min, max) { // assumes min < max, componentwise this.x = Math.max(min.x, Math.min(max.x, this.x)); this.y = Math.max(min.y, Math.min(max.y, this.y)); }; Vector2.prototype.clampScalar = function(minVal, maxVal) { this.x = Math.max(minVal, Math.min(maxVal, this.x)); this.y = Math.max(minVal, Math.min(maxVal, this.y)); }; Vector2.prototype.clampLength = function(min, max) { var length = this.length(); return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); }; /** * Round the vector coordinates to integer by flooring to the smaller integer. */ Vector2.prototype.floor = function() { this.x = Math.floor(this.x); this.y = Math.floor(this.y); }; /** * Round the vector coordinates to integer by ceiling to the bigger integer. */ Vector2.prototype.ceil = function() { this.x = Math.ceil(this.x); this.y = Math.ceil(this.y); }; /** * Round the vector coordinates to their closest integer. */ Vector2.prototype.round = function() { this.x = Math.round(this.x); this.y = Math.round(this.y); }; /** * Negate the coordinates of this vector. */ Vector2.prototype.negate = function() { this.x = -this.x; this.y = -this.y; return this; }; /** * Dot multiplication between this vector and another vector. * * @param {Vector2} vector * @return {number} Result of the dot multiplication. */ Vector2.prototype.dot = function(v) { return this.x * v.x + this.y * v.y; }; /** * Cross multiplication between this vector and another vector. * * @param {Vector2} vector * @return {number} Result of the cross multiplication. */ Vector2.prototype.cross = function(v) { return this.x * v.y - this.y * v.x; }; /** * Squared length of the vector. * * Faster for comparions. */ Vector2.prototype.lengthSq = function() { return this.x * this.x + this.y * this.y; }; /** * Length of the vector. */ Vector2.prototype.length = function() { return Math.sqrt(this.x * this.x + this.y * this.y); }; /** * Manhattan length of the vector. */ Vector2.prototype.manhattanLength = function() { return Math.abs(this.x) + Math.abs(this.y); }; /** * Normalize the vector (make it length one). */ Vector2.prototype.normalize = function() { return this.divideScalar(this.length() || 1); }; /** * Computes the angle in radians with respect to the positive x-axis */ Vector2.prototype.angle = function() { var angle = Math.atan2(this.y, this.x); if(angle < 0) { angle += 2 * Math.PI; } return angle; }; /** * Distance between two vector positions. */ Vector2.prototype.distanceTo = function(v) { return Math.sqrt(this.distanceToSquared(v)); }; /** * Distance between two vector positions squared. * * Faster for comparisons. */ Vector2.prototype.distanceToSquared = function(v) { var dx = this.x - v.x; var dy = this.y - v.y; return dx * dx + dy * dy; }; /** * Manhattan distance between two vector positions. */ Vector2.prototype.manhattanDistanceTo = function(v) { return Math.abs(this.x - v.x) + Math.abs(this.y - v.y); }; /** * Scale the vector to have a defined length value. */ Vector2.prototype.setLength = function(length) { return this.normalize().multiplyScalar(length); }; Vector2.prototype.lerp = function(v, alpha) { this.x += (v.x - this.x) * alpha; this.y += (v.y - this.y) * alpha; }; Vector2.prototype.lerpVectors = function(v1, v2, alpha) { return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1); }; /** * Check if two vectors are equal. * * @param {Vector2} v */ Vector2.prototype.equals = function(v) { return ((v.x === this.x) && (v.y === this.y)); }; /** * Set vector value from array with a offset. * * @param {array} array * @param {number} [offset] */ Vector2.prototype.fromArray = function(array, offset) { if(offset === undefined) offset = 0; this.x = array[offset]; this.y = array[offset + 1]; }; /** * Convert this vector to an array. * * @param {array} array * @param {number} [offset] */ Vector2.prototype.toArray = function(array, offset) { if(array === undefined) array = []; if(offset === undefined) offset = 0; array[offset] = this.x; array[offset + 1] = this.y; return array; }; /** * Rotate the vector around a central point. * * @param {Vector2} center * @param {number} angle */ Vector2.prototype.rotateAround = function(center, angle) { var c = Math.cos(angle); var s = Math.sin(angle); var x = this.x - center.x; var y = this.y - center.y; this.x = x * c - y * s + center.x; this.y = x * s + y * c + center.y; }; /** * 2D 3x2 transformation matrix, used to represent linear geometric transformations over objects. * * The values of the matrix are stored in a numeric array and can be applied to the canvas or DOM elements. * * @class * @param {number[]} values Array of matrix values by row, needs to have exactly 6 values. */ function Matrix(values) { if(values !== undefined) { this.m = values; } else { this.identity(); } } /** * Copy the content of another matrix and store in this one. * * @param {Matrix} mat Matrix to copy values from. */ Matrix.prototype.copy = function(mat) { this.m = mat.m.slice(0); }; /** * Create a new matrix object with a copy of the content of this one. * * @return {Matrix} Copy of this matrix. */ Matrix.prototype.clone = function() { return new Matrix(this.m.slice(0)) }; /** * Reset this matrix to identity. */ Matrix.prototype.identity = function() { this.m = [1, 0, 0, 1, 0, 0]; }; /** * Multiply another matrix by this one and store the result. * * @param {Matrix} mat */ Matrix.prototype.multiply = function(mat) { var m0 = this.m[0] * mat.m[0] + this.m[2] * mat.m[1]; var m1 = this.m[1] * mat.m[0] + this.m[3] * mat.m[1]; var m2 = this.m[0] * mat.m[2] + this.m[2] * mat.m[3]; var m3 = this.m[1] * mat.m[2] + this.m[3] * mat.m[3]; var m4 = this.m[0] * mat.m[4] + this.m[2] * mat.m[5] + this.m[4]; var m5 = this.m[1] * mat.m[4] + this.m[3] * mat.m[5] + this.m[5]; this.m = [m0, m1, m2, m3, m4, m5]; }; /** * Premultiply another matrix by this one and store the result. * * @param {Matrix} mat */ Matrix.prototype.premultiply = function(mat) { var m0 = mat.m[0] * this.m[0] + mat.m[2] * this.m[1]; var m1 = mat.m[1] * this.m[0] + mat.m[3] * this.m[1]; var m2 = mat.m[0] * this.m[2] + mat.m[2] * this.m[3]; var m3 = mat.m[1] * this.m[2] + mat.m[3] * this.m[3]; var m4 = mat.m[0] * this.m[4] + mat.m[2] * this.m[5] + mat.m[4]; var m5 = mat.m[1] * this.m[4] + mat.m[3] * this.m[5] + mat.m[5]; this.m = [m0, m1, m2, m3, m4, m5]; }; /** * Compose this transformation matrix with position scale and rotation and origin point. * * @param {number} px Position X * @param {number} py Position Y * @param {number} sx Scale X * @param {number} sy Scale Y * @param {number} ox Origin X (applied before scale and rotation) * @param {number} oy Origin Y (applied before scale and rotation) * @param {number} a Rotation angle (radians). */ Matrix.prototype.compose = function(px, py, sx, sy, ox, oy, a) { this.m = [1, 0, 0, 1, px, py]; if(a !== 0) { var c = Math.cos(a); var s = Math.sin(a); this.multiply(new Matrix([c, s, -s, c, 0, 0])); } if(sx !== 1 || sy !== 1) { this.scale(sx, sy); } if(ox !== 0 || oy !== 0) { this.multiply(new Matrix([1, 0, 0, 1, -ox, -oy])); } }; /** * Apply translation to this matrix. * * Adds position over the transformation already stored in the matrix. * * @param {number} x * @param {number} y */ Matrix.prototype.translate = function(x, y) { this.m[4] += this.m[0] * x + this.m[2] * y; this.m[5] += this.m[1] * x + this.m[3] * y; }; /** * Apply rotation to this matrix. * * @param {number} rad Angle to rotate the matrix in radians. */ Matrix.prototype.rotate = function(rad) { var c = Math.cos(rad); var s = Math.sin(rad); var m11 = this.m[0] * c + this.m[2] * s; var m12 = this.m[1] * c + this.m[3] * s; var m21 = this.m[0] * -s + this.m[2] * c; var m22 = this.m[1] * -s + this.m[3] * c; this.m[0] = m11; this.m[1] = m12; this.m[2] = m21; this.m[3] = m22; }; /** * Apply scale to this matrix. * * @param {number} sx * @param {number} sy */ Matrix.prototype.scale = function(sx, sy) { this.m[0] *= sx; this.m[1] *= sx; this.m[2] *= sy; this.m[3] *= sy; }; /** * Set the position of the transformation matrix. * * @param {number} x * @param {number} y */ Matrix.prototype.setPosition = function(x, y) { this.m[4] = x; this.m[5] = y; }; /** * Extract the scale from the transformation matrix. * * @return {Vector2} Scale of the matrix transformation. */ Matrix.prototype.getScale = function() { return new Vector2(this.m[0], this.m[3]); }; /** * Extract the position from the transformation matrix. * * @return {Vector2} Position of the matrix transformation. */ Matrix.prototype.getPosition = function() { return new Vector2(this.m[4], this.m[5]); }; /** * Apply skew to this matrix. */ Matrix.prototype.skew = function(radianX, radianY) { this.multiply(new Matrix([1, Math.tan(radianY), Math.tan(radianX), 1, 0, 0])); }; /** * Get the matrix determinant. * * @return {number} Determinant of this matrix. */ Matrix.prototype.determinant = function() { return 1 / (this.m[0] * this.m[3] - this.m[1] * this.m[2]); }; /** * Get the inverse matrix. * * @return {Matrix} New matrix instance containing the inverse matrix. */ Matrix.prototype.getInverse = function() { var d = this.determinant(); return new Matrix([this.m[3] * d, -this.m[1] * d, -this.m[2] * d, this.m[0] * d, d * (this.m[2] * this.m[5] - this.m[3] * this.m[4]), d * (this.m[1] * this.m[4] - this.m[0] * this.m[5])]); }; /** * Transform a point using this matrix. * * @param {Vector2} p Point to be transformed. * @return {Vector2} Transformed point. */ Matrix.prototype.transformPoint = function(p) { var px = p.x * this.m[0] + p.y * this.m[2] + this.m[4]; var py = p.x * this.m[1] + p.y * this.m[3] + this.m[5]; return new Vector2(px, py); }; /** * Set a canvas context to use this transformation. * * @param {CanvasRenderingContext2D} context Canvas context to apply this matrix transform. */ Matrix.prototype.setContextTransform = function(context) { context.setTransform(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5]); }; /** * Transform on top of the current context transformation. * * @param {CanvasRenderingContext2D} context Canvas context to apply this matrix transform. */ Matrix.prototype.tranformContext = function(context) { context.transform(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5]); }; /** * Generate a CSS transform string that can be applied to the transform style of any DOM element. * * @returns {string} CSS transform matrix. */ Matrix.prototype.cssTransform = function() { return "matrix(" + this.m[0] + "," + this.m[1] + "," + this.m[2] + "," + this.m[3] + "," + this.m[4] + "," + this.m[5] + ")"; }; /** * Class to implement UUID generation methods. * * @class */ function UUID(){} /** * Generates a new random UUID v4 as string. * * @static * @return {string} UUID generated as string. */ UUID.generate = (function () { var lut = []; for(var i = 0; i < 256; i++) { lut[i] = (i < 16 ? "0" : "") + (i).toString(16); } return function generateUUID() { var d0 = Math.random() * 0XFFFFFFFF | 0; var d1 = Math.random() * 0XFFFFFFFF | 0; var d2 = Math.random() * 0XFFFFFFFF | 0; var d3 = Math.random() * 0XFFFFFFFF | 0; var uuid = lut[d0 & 0xff] + lut[d0 >> 8 & 0xff] + lut[d0 >> 16 & 0xff] + lut[d0 >> 24 & 0xff] + "-" + lut[d1 & 0xff] + lut[d1 >> 8 & 0xff] + "-" + lut[d1 >> 16 & 0x0f | 0x40] + lut[d1 >> 24 & 0xff] + "-" + lut[d2 & 0x3f | 0x80] + lut[d2 >> 8 & 0xff] + "-" + lut[d2 >> 16 & 0xff] + lut[d2 >> 24 & 0xff] + lut[d3 & 0xff] + lut[d3 >> 8 & 0xff] + lut[d3 >> 16 & 0xff] + lut[d3 >> 24 & 0xff]; return uuid.toUpperCase(); }; })(); /** * Base object class, implements all the object positioning and scaling features. * * Stores all the base properties shared between all objects as the position, transformation properties, children etc. * * Object2D object can be used as a group to the other objects drawn. * * @class */ function Object2D() { /** * UUID of the object. * * @type {string} */ this.uuid = UUID.generate(); /** * List of children objects attached to the object. * * @type {Object2D[]} */ this.children = []; /** * Parent object, the object position is affected by its parent position. * * @type {Object2D} */ this.parent = null; /** * Depth level in the object tree, objects with higher depth are drawn on top. * * The layer value is considered first. * * @type {number} */ this.level = 0; /** * Position of the object. * * The world position of the object is affected by its parent transform. * * @type {Vector2} */ this.position = new Vector2(0, 0); /** * Origin of the object used as point of rotation. * * @type {Vector2} */ this.origin = new Vector2(0, 0); /** * Scale of the object. * * The world scale of the object is affected by the parent transform. * * @type {Vector2} */ this.scale = new Vector2(1, 1); /** * Rotation of the object relative to its center. * * The world rotation of the object is affected by the parent transform. * * @type {number} */ this.rotation = 0.0; /** * Indicates if the object is visible. * * @type {boolean} */ this.visible = true; /** * Layer of this object, objects are sorted by layer value. * * Lower layer value is draw first, higher layer value is drawn on top. * * @type {number} */ this.layer = 0; /** * Local transformation matrix applied to the object. * * @type {Matrix} */ this.matrix = new Matrix(); /** * Global transformation matrix multiplied by the parent matrix. * * Used to transform the object before projecting into screen coordinates. * * @type {Matrix} */ this.globalMatrix = new Matrix(); /** * Inverse of the global (world) transform matrix. * * Used to convert pointer input points (viewport space) into object coordinates. * * @type {Matrix} */ this.inverseGlobalMatrix = new Matrix(); /** * Mask objects being applied to this object. Used to mask/subtract portions of this object when rendering. * * Multiple masks can be used simultaneously. Same mask might be reused for multiple objects. * * @type {Mask[]} */ this.masks = []; /** * Indicates if the transform matrix should be automatically updated every frame. * * Set this false for better performance. But if you do so dont forget to set matrixNeedsUpdate every time that a transform attribute is changed. * * @type {boolean} */ this.matrixAutoUpdate = true; /** * Indicates if the matrix needs to be updated, should be set true after changes to the object position, scale or rotation. * * The matrix is updated before rendering the object, after the matrix is updated this attribute is automatically reset to false. * * @type {boolean} */ this.matrixNeedsUpdate = true; /** * Draggable controls if its possible to drag the object around. Set this true to enable dragging events on this object. * * The onPointerDrag callback is used to update the state of the object while being dragged, by default it just updates the object position. * * @type {boolean} */ this.draggable = false; /** * Indicates if this object uses pointer events. * * Can be set false to skip the pointer interaction events, better performance if pointer events are not required. * * @type {boolean} */ this.pointerEvents = true; /** * Flag to indicate whether this object ignores the viewport transformation. * * @type {boolean} */ this.ignoreViewport = false; /** * Flag to indicate if the context of canvas should be saved before render. * * @type {boolean} */ this.saveContextState = true; /** * Flag to indicate if the context of canvas should be restored after render. * * @type {boolean} */ this.restoreContextState = true; /** * Flag indicating if the pointer is inside of the element. * * Used to control object event. * * @type {boolean} */ this.pointerInside = false; /** * Flag to indicate if the object is currently being dragged. * * @type {boolean} */ this.beingDragged = false; } /** * Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected. * * @param {Vector2} point Point in world coordinates. * @param {Object2D[]} list List of objects intersected passed to children objects recursively. * @return {Object2D[]} List of object intersected by this point. */ Object2D.prototype.getWorldPointIntersections = function(point, list) { if(list === undefined) { list = []; } // Calculate the pointer position in the object coordinates var localPoint = this.inverseGlobalMatrix.transformPoint(point); if(this.isInside(localPoint)) { list.push(this); } // Iterate trough the children for(var i = 0; i < this.children.length; i++) { this.children[i].getWorldPointIntersections(point, list); } return list; }; /** * Check if a point in world coordinates intersects this object or some of its children. * * @param {Vector2} point Point in world coordinates. * @param {boolean} recursive If set to true it will also check intersections with the object children. * @return {boolean} Returns true if the point in inside of the object. */ Object2D.prototype.isWorldPointInside = function(point, recursive) { // Calculate the pointer position in the object coordinates var localPoint = this.inverseGlobalMatrix.transformPoint(point); if(this.isInside(localPoint)) { return true; } // Iterate trough the children if(recursive) { for(var i = 0; i < this.children.length; i++) { if(this.children[i].isWorldPointInside(point, true)) { return true; } } } return false; }; /** * Destroy the object, removes it from the parent object. */ Object2D.prototype.destroy = function() { if(this.parent !== null) { this.parent.remove(this); } }; /** * Traverse the object tree and run a function for all objects. * * @param {Function} callback Callback function that receives the object as parameter. */ Object2D.prototype.traverse = function(callback) { callback(this); for(var i = 0; i < this.children.length; i++) { this.children[i].traverse(callback); } }; /** * Get a object from its children list by its UUID. * * @param {string} uuid UUID of the object to get. * @return {Object2D} The object that has the UUID specified, null if the object was not found. */ Object2D.prototype.getChildByUUID = function(uuid) { var object = null; this.traverse(function(child) { if(child.uuid === uuid) { object = child; } }); return object; }; /** * Attach a children to this object. * * The object is set as children of this object and the transformations applied to this object are traversed to its children. * * @param {Object2D} object Object to attach to this object. */ Object2D.prototype.add = function(object) { object.parent = this; object.level = this.level + 1; object.traverse(function(child) { if(child.onAdd !== null) { child.onAdd(this); } }); this.children.push(object); }; /** * Remove object from the children list. * * @param {Object2D} children Object to be removed. */ Object2D.prototype.remove = function(children) { var index = this.children.indexOf(children); if(index !== -1) { var object = this.children[index]; object.parent = null; object.level = 0; object.traverse(function(child) { if(child.onRemove !== null) { child.onRemove(this); } }); this.children.splice(index, 1); } }; /** * Check if a point is inside of the object. Used by the renderer check for pointer collision (required for the object to properly process pointer events). * * Point should be in local object coordinates. * * To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method. * * @param {Vector2} point Point in local object coordinates. * @return {boolean} True if the point is inside of the object. */ Object2D.prototype.isInside = function(point) { return false; }; /** * Update the transformation matrix of the object. * * @param {CanvasRenderingContext2D} context Canvas 2d drawing context. */ Object2D.prototype.updateMatrix = function(context) { if(this.matrixAutoUpdate || this.matrixNeedsUpdate) { this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation); this.globalMatrix.copy(this.matrix); if(this.parent !== null) { this.globalMatrix.premultiply(this.parent.globalMatrix); } this.inverseGlobalMatrix = this.globalMatrix.getInverse(); this.matrixNeedsUpdate = false; } }; /** * Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context. * * This is called before style() and draw(). It can also be used for some pre-rendering logic. * * @param {CanvasRenderingContext2D} context Canvas 2d drawing context. * @param {Viewport} viewport Viewport applied to the canvas. */ Object2D.prototype.transform = function(context, viewport) { this.globalMatrix.tranformContext(context); }; /** * Style is called right before draw() it should not draw any content into the canvas, all context styling should be applied here (colors, fonts, etc). * * The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently. * * Should be implemented by underlying classes. * * @param {CanvasRenderingContext2D} context Canvas 2d drawing context. * @param {Viewport} viewport Viewport used to view the canvas content. * @param {DOM} canvas DOM canvas element where the content is being drawn. */ Object2D.prototype.style = null; // function(context, viewport, canvas){}; /** * Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas. * * Should be implemented by underlying classes. * * @param {CanvasRenderingContext2D} context Canvas 2d drawing context. * @param {Viewport} viewport Viewport used to view the canvas content. * @param {DOM} canvas DOM canvas element where the content is being drawn. */ Object2D.prototype.draw = null; // function(context, viewport, canvas){}; /** * Callback method while the object is being dragged across the screen. * * By default is adds the delta value to the object position (making it follow the mouse movement). * * Delta is the movement of the pointer already translated into local object coordinates. * * To detect when the object drag stops the onPointerDragEnd() method can be used. * * @param {Pointer} pointer Pointer object that receives the user input. * @param {Viewport} viewport Viewport where the object is drawn. * @param {Vector2} delta Pointer movement diff in world space since the last frame. * @param {Vector2} positionWorld Position of the dragging pointer in world coordinates. */ Object2D.prototype.onPointerDrag = function(pointer, viewport, delta, positionWorld) { this.position.add(delta); }; /** * Callback method called when the pointer drag start after the button was pressed * * @param {Pointer} pointer Pointer object that receives the user input. * @param {Viewport} viewport Viewport where the object is drawn. */ Object2D.prototype.onPointerDragStart = null; /** * Callback method called when the pointer drag ends after the button has been released. * * @param {Pointer} pointer Pointer object that receives the user input. * @param {Viewport} viewport Viewport where the object is drawn. */ Object2D.prototype.onPointerDragEnd = null; /** * Method called when the object its added to a parent. * * @param {Object2D} parent Parent object were it was added. */ Object2D.prototype.onAdd = null; /** * Method called when the object gets removed from its parent * * @param {Object2D} parent Parent object from were the object is being removed. */ Object2D.prototype.onRemove = null; /** * Callback method called every time before the object is draw into the canvas. * * Should be used to run object logic, any preparation code, move the object, etc. * * This method is called for every object before rendering. */ Object2D.prototype.onUpdate = null; /** * Callback method called when the pointer enters the object. * * It is not called while the pointer is inside of the object, just on the first time that the pointer enters the object for that use onPointerOver() * * @param {Pointer} pointer Pointer object that receives the user input. * @param {Viewport} viewport Viewport where the object is drawn. */ Object2D.prototype.onPointerEnter = null; /** * Method called when the was inside of the object and leaves the object. * * @param {Pointer} pointer Pointer object that receives the user input. * @param {Viewport} viewport Viewport where the object is drawn. */ Object2D.prototype.onPointerLeave = null; /** * Method while the pointer is over (inside) of the object. * * @param {Pointer} pointer Pointer object that receives the user input. * @param {Viewport} viewport Viewport where the object is drawn. */ Object2D.prototype.onPointerOver = null; /** * Method called while the pointer button is pressed. * * @param {Pointer} pointer Pointer object that receives the user input. * @param {Viewport} viewport Viewport where the object is drawn. */ Object2D.prototype.onButtonPressed = null; /** * Method called while the pointer button is double clicked. * * @param {Pointer} pointer Pointer object that receives the user input. * @param {Viewport} viewport Viewport where the object is drawn. */ Object2D.prototype.onDoubleClick = null; /** * Callback method called when the pointer button is pressed down (single time). * * @param {Pointer} pointer Pointer object that receives the user input. * @param {Viewport} viewport Viewport where the object is drawn. */ Object2D.prototype.onButtonDown = null; /** * Method called when the pointer button is released (single time). * * @param {Pointer} pointer Pointer object that receives the user input. * @param {Viewport} viewport Viewport where the object is drawn. */ Object2D.prototype.onButtonUp = null; /** * Text element, used to draw single line text into the canvas. * * For multi line text with support for line break check {MultiLineText} object. * * @class * @extends {Object2D} */ function Text() { Object2D.call(this); /** * Text value displayed by this element. * * @type {string} */ this.text = ""; /** * Font of the text. * * @type {string} */ this.font = "16px Arial"; /** * Style of the object border line. If set null it is ignored. * * @type {string} */ this.strokeStyle = null; /** * Line width, only used if a valid strokeStyle is defined. * * @type {number} */ this.lineWidth = 1; /** * CSS background color of the box. If set null it is ignored. * * @type {string} */ this.fillStyle = "#000000"; /** * Text align property. Same values as used for canvas text applies * * Check documentation at https://developer.mozilla.org/en-US/docs/Web/CSS/text-align for mode details about this property. * * @type {string} */ this.textAlign = "center"; /** * Text baseline defines the vertical position of the text relative to the imaginary line Y position. Same values as used for canvas text applies * * Check documentation at https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/textBaseline for mode details about this property. * * @type {string} */ this.textBaseline = "middle"; } Text.prototype = Object.create(Object2D.prototype); Text.prototype.draw = function(context, viewport, canvas) { context.font = this.font; context.textAlign = this.textAlign; context.textBaseline = this.textBaseline ; if(this.fillStyle !== null) { context.fillStyle = this.fillStyle; context.fillText(this.text, 0, 0); } if(this.strokeStyle !== null) { context.strokeStyle = this.strokeStyle; context.strokeText(this.text, 0, 0); } }; /** * Multiple line text drawing directly into the canvas. * * Has support for basic text indent and alignment. * * @class * @extends {Text} */ function MultiLineText() { Text.call(this); /** * Maximum width of the text content. After text reaches the max width a line break is placed. * * Can be set to null to be ignored. * * @type {number} */ this.maxWidth = null; /** * Height of each line of text, can be smaller or larger than the actual font size. * * Can be set to null to be ignored. * * @type {number} */ this.lineHeight = null; } MultiLineText.prototype = Object.create(Text.prototype); MultiLineText.prototype.draw = function(context, viewport, canvas) { context.font = this.font; context.textAlign = this.textAlign; context.textBaseline = this.textBaseline; var lineHeight = this.lineHeight || Number.parseFloat(this.font); var lines = this.text.split("\n"); var offsetY = 0; // Iterate trough all lines (breakpoints) for(var i = 0; i < lines.length; i++) { var line = lines[i]; var size = context.measureText(line); var sublines = []; // Split into multiple sub-lines if(this.maxWidth !== null && size.width > this.maxWidth) { while(line.length > 0) { var subline = ""; var subsize = context.measureText(subline + line[0]); while(subsize.width < this.maxWidth && line.length > 0) { subline += line[0]; line = line.substr(1); subsize = context.measureText(subline + line[0]); } sublines.push(subline); } } // Fits into a single line else { sublines = [line]; } for(var j = 0; j < sublines.length; j++) { if(this.fillStyle !== null) { context.fillStyle = this.fillStyle; context.fillText(sublines[j], this.position.x, this.position.y + offsetY); } if(this.strokeStyle !== null) { context.strokeStyle = this.strokeStyle; context.strokeText(sublines[j], this.position.x, this.position.y + offsetY); } offsetY += lineHeight; } } }; /** * EventManager is used to manager DOM events creating and destruction in a single function call. * * It is used by objects to make it easier to add and remove events from global DOM objects. * * @class */ function EventManager() { /** * Stores all events in the manager, their target and callback. * * Format [target, event, callback, active] * * @type {Array} */ this.events = []; } /** * Add new event to the manager. * * @param {Element} target Event target element. * @param {String} event Event name. * @param {Function} callback Callback function. */ EventManager.prototype.add = function(target, event, callback) { this.events.push([target, event, callback, false]); }; /** * Destroys this manager and remove all events. */ EventManager.prototype.clear = function() { this.destroy(); this.events = []; }; /** * Creates all events in this manager. */ EventManager.prototype.create = function() { for(var i = 0; i < this.events.length; i++) { var event = this.events[i]; event[0].addEventListener(event[1], event[2]); event[3] = true; } }; /** * Removes all events in this manager. */ EventManager.prototype.destroy = function() { for(var i = 0; i < this.events.length; i++) { var event = this.events[i]; event[0].removeEventListener(event[1], event[2]); event[3] = false; } }; /** * Key is used by Keyboard, Pointer, etc, to represent a key state. * * @class */ function Key() { /** * Indicates if this key is currently pressed. */ this.pressed = false; /** * Indicates if this key was just pressed. */ this.justPressed = false; /** * Indicates if this key was just released. */ this.justReleased = false; } Key.DOWN = -1; Key.UP = 1; Key.RESET = 0; Key.prototype.constructor = Key; /** * Update Key status based on new key state. */ Key.prototype.update = function(action) { this.justPressed = false; this.justReleased = false; if(action === Key.DOWN) { if(this.pressed === false) { this.justPressed = true; } this.pressed = true; } else if(action === Key.UP) { if(this.pressed) { this.justReleased = true; } this.pressed = false; } else if(action === Key.RESET) { this.justReleased = false; this.justPressed = false; } }; /** * Set this key attributes manually. */ Key.prototype.set = function(justPressed, pressed, justReleased) { this.justPressed = justPressed; this.pressed = pressed; this.justReleased = justReleased; }; /** * Reset key to default values. */ Key.prototype.reset = function() { this.justPressed = false; this.pressed = false; this.justReleased = false; }; /** * Pointer object is used to called input from the user, works for booth mouse or touch screens. * * It is responsible for synchronizing user input with the render of the graphics. * * @class * @param {Element} domElement DOM element to create the pointer events. * @param {Element} canvas Canvas DOM element where the content is being drawn. */ function Pointer(domElement, canvas) { //Raw data this._keys = new Array(5); this._position = new Vector2(0, 0); this._positionUpdated = false; this._delta = new Vector2(0, 0); this._wheel = 0; this._wheelUpdated = false; this._doubleClicked = new Array(5); /** * Array with pointer buttons status. */ this.keys = new Array(5); /** * Pointer position inside of the window (coordinates in window space). */ this.position = new Vector2(0, 0); /** * Pointer movement (coordinates in window space). */ this.delta = new Vector2(0, 0); /** * Pointer scroll wheel movement. */ this.wheel = 0; /** * Indicates a button of the pointer was double clicked. */ this.doubleClicked = new Array(5); /** * DOM element where to attach the pointer events. */ this.domElement = (domElement !== undefined) ? domElement : window; /** * Canvas attached to this pointer instance used to calculate position and delta in element space coordinates. */ this.canvas = null; if(canvas !== undefined) { this.setCanvas(canvas); } /** * Event manager responsible for updating the raw data variables. * * Diferent events are used depending on the host platform. * * When the update method is called the raw data is reset. */ this.events = new EventManager(); //Initialize key instances for(var i = 0; i < 5; i++) { this._doubleClicked[i] = false; this.doubleClicked[i] = false; this._keys[i] = new Key(); this.keys[i] = new Key(); } //Self pointer var self = this; //Scroll wheel if(window.onmousewheel !== undefined) { //Chrome, edge this.events.add(this.domElement, "mousewheel", function(event) { self._wheel = event.deltaY; self._wheelUpdated = true; }); } else if(window.addEventListener !== undefined) { //Firefox this.events.add(this.domElement, "DOMMouseScroll", function(event) { self._wheel = event.detail * 30; self._wheelUpdated = true; }); } else { this.events.add(this.domElement, "wheel", function(event) { self._wheel = event.deltaY; self._wheelUpdated = true; }); } //Touchscreen input events if(window.ontouchstart !== undefined || navigator.msMaxTouchPoints > 0) { //Auxiliar variables to calculate touch delta var lastTouch = new Vector2(0, 0); //Touch start event this.events.add(this.domElement, "touchstart", function(event) { var touch = event.touches[0]; self.updatePosition(touch.clientX, touch.clientY, 0, 0); self.updateKey(Pointer.LEFT, Key.DOWN); lastTouch.set(touch.clientX, touch.clientY); }); //Touch end event this.events.add(this.domElement, "touchend", function(event) { self.updateKey(Pointer.LEFT, Key.UP); }); //Touch cancel event this.events.add(this.domElement, "touchcancel", function(event) { self.updateKey(Pointer.LEFT, Key.UP); }); //Touch move event this.events.add(document.body, "touchmove", function(event) { var touch = event.touches[0]; self.updatePosition(touch.clientX, touch.clientY, touch.clientX - lastTouch.x, touch.clientY - lastTouch.y); lastTouch.set(touch.clientX, touch.clientY); }); } //Move this.events.add(this.domElement, "mousemove", function(event) { self.updatePosition(event.clientX, event.clientY, event.movementX, event.movementY); }); //Button pressed this.events.add(this.domElement, "mousedown", function(event) { self.updateKey(event.which - 1, Key.DOWN); }); //Button released this.events.add(this.domElement, "mouseup", function(event) { self.updateKey(event.which - 1, Key.UP); }); //Drag start this.events.add(this.domElement, "dragstart", function(event) { self.updateKey(event.which - 1, Key.UP); }); //Pointer double click this.events.add(this.domElement, "dblclick", function(event) { self._doubleClicked[event.which - 1] = true; }); this.create(); } Pointer.prototype = Pointer; Pointer.prototype.constructor = Pointer; /** * Left pointer button. */ Pointer.LEFT = 0; /** * Middle pointer button. */ Pointer.MIDDLE = 1; /** * Right pointer button. */ Pointer.RIGHT = 2; /** * Back pointer navigation button. */ Pointer.BACK = 3; /** * Forward pointer navigation button. */ Pointer.FORWARD = 4; /** * Element to be used for coordinates calculation relative to that canvas. * * @param {DOM} canvas Canvas to be attached to the Pointer instance */ Pointer.setCanvas = function(element) { this.canvas = element; element.pointerInside = false; element.addEventListener("mouseenter", function() { this.pointerInside = true; }); element.addEventListener("mouseleave", function() { this.pointerInside = false; }); }; /** * Check if pointer is inside attached canvas (updated async). * * @return {boolean} True if pointer is currently inside the canvas */ Pointer.insideCanvas = function() { return this.canvas !== null && this.canvas.pointerInside; }; /** * Check if pointer button is currently pressed. * * @param {Number} button Button to check status of * @return {boolean} True if button is currently pressed */ Pointer.buttonPressed = function(button) { return this.keys[button].pressed; }; /** * Check if pointer button was double clicked. * * @param {Number} button Button to check status of * @return {boolean} True if some pointer button was just double clicked */ Pointer.buttonDoubleClicked = function(button) { return this.doubleClicked[button]; }; /** * Check if a pointer button was just pressed. * * @param {Number} button Button to check status of * @return {boolean} True if button was just pressed */ Pointer.buttonJustPressed = function(button) { return this.keys[button].justPressed; }; /** * Check if a pointer button was just released. * * @param {Number} button Button to check status of * @return {boolean} True if button was just released */ Pointer.buttonJustReleased = function(button) { return this.keys[button].justReleased; }; /** * Update pointer position. * * Automatically called by the runtime. * * @param {Number} x * @param {Number} y * @param {Number} xDiff * @param {Number} yDiff */ Pointer.updatePosition = function(x, y, xDiff, yDiff) { if(this.canvas !== null) { var rect = this.canvas.getBoundingClientRect(); x -= rect.left; y -= rect.top; } this._position.set(x, y); this._delta.x += xDiff; this._delta.y += yDiff; this._positionUpdated = true; }; /** * Update a pointer button. * * Automatically called by the runtime. * * @param {Number} button * @param {Number} action */ Pointer.updateKey = function(button, action) { if(button > -1) { this._keys[button].update(action); } }; /** * Update pointer buttons state, position, wheel and delta synchronously. */ Pointer.update = function() { //Update pointer keys state for(var i = 0; i < 5; i++) { if(this._keys[i].justPressed && this.keys[i].justPressed) { this._keys[i].justPressed = false; } if(this._keys[i].justReleased && this.keys[i].justReleased) { this._keys[i].justReleased = false; } this.keys[i].set(this._keys[i].justPressed, this._keys[i].pressed, this._keys[i].justReleased); //Update pointer double click if(this._doubleClicked[i] === true) { this.doubleClicked[i] = true; this._doubleClicked[i] = false; } else { this.doubleClicked[i] = false; } } //Update pointer wheel if(this._wheelUpdated) { this.wheel = this._wheel; this._wheelUpdated = false; } else { this.wheel = 0; } //Update pointer Position if needed if(this._positionUpdated) { this.delta.copy(this._delta); this.position.copy(this._position); this._delta.set(0,0); this._positionUpdated = false; } else { this.delta.x = 0; this.delta.y = 0; } }; /** * Create pointer events. */ Pointer.create = function() { this.events.create(); }; /** * Dispose pointer events. */ Pointer.dispose = function() { this.events.destroy(); }; /** * Viewport defines the user view into the content being rendered, similar to a camera it defines the size of the content, rotation and position of the content. * * The viewport can be moved, rotated and scaled to navigate the virtual canvas. * * @class * @param {Element} canvas Canvas DOM element where the viewport is being rendered. */ function Viewport(canvas) { /** * UUID of the object. */ this.uuid = UUID.generate(); /** * Canvas DOM element where the viewport is being rendered. */ this.canvas = canvas; /** * Position of the object. */ this.position = new Vector2(0, 0); /** * Scale of the object. */ this.scale = 1.0; /** * Rotation of the object relative to its center. */ this.rotation = 0.0; /** * Local transformation matrix applied to the object. */ this.matrix = new Matrix(); /** * Inverse of the local transformation matrix. */ this.inverseMatrix = new Matrix(); /** * If true the matrix is updated before rendering the object. */ this.matrixNeedsUpdate = true; /** * Flag to indicate if the viewport should move when scaling. * * For some application its easier to focus the target if the viewport moves to the pointer location while scaling. */ this.moveOnScale = false; /** * Value of the initial point of rotation if the viewport is being rotated. * * Is set to null when the viewport is not being rotated. */ this.rotationPoint = null; } /** * Calculate and update the viewport transformation matrix. * * Also updates the inverse matrix of the viewport. */ Viewport.prototype.updateMatrix = function() { if(this.matrixNeedsUpdate) { this.matrix.m = [1, 0, 0, 1, this.position.x, this.position.y]; if(this.rotation !== 0) { var c = Math.cos(this.rotation); var s = Math.sin(this.rotation); this.matrix.multiply(new Matrix([c, s, -s, c, 0, 0])); } if(this.scale !== 1) { this.matrix.scale(this.scale, this.scale); } this.inverseMatrix = this.matrix.getInverse(); this.matrixNeedsUpdate = false; } }; /** * Center the viewport relative to a object. * * The position of the object is used a central point, this method does not consider "box" attributes or other strucures in the object. * * @param {Object2D} object Object to be centered on the viewport. * @param {Element} canvas Canvas element where the image is drawn. */ Viewport.prototype.centerObject = function(object, canvas) { var position = object.globalMatrix.transformPoint(new Vector2()); position.multiplyScalar(-this.scale); position.x += canvas.width / 2; position.y += canvas.height / 2; this.position.copy(position); this.matrixNeedsUpdate = true; }; /** * Viewport controls are used to allow the user to control the viewport. * * @class * @param {Viewport} viewport */ function ViewportControls(viewport) { /** * Viewport being controlled by this object. */ this.viewport = viewport; /** * Button used to drag and viewport around. * * On touch enabled devices the touch event is represented as a LEFT button. */ this.dragButton = Pointer.RIGHT; /** * Is set to true allow the viewport to be scalled. * * Scaling is performed using the pointer scroll. */ this.allowScale = true; /** * Flag to indicate if the viewport should move when scalling. * * For some application its easier to focus the target if the viewport moves to the pointer location while scalling. */ this.moveOnScale = false; /** * If true allows the viewport to be rotated. * * Rotation is performed by holding the RIGHT and LEFT pointer buttons and rotating around the initial point. */ this.allowRotation = true; /** * Value of the initial point of rotation if the viewport is being rotated. * * Is set to null when the viewport is not being rotated. */ this.rotationPoint = null; /** * Initial rotation of the viewport. */ this.rotationInitial = 0; } /** * Update the viewport controls using the pointer object. * * Should be called every frame before rendering. * * @param {Pointer} pointer */ ViewportControls.prototype.update = function(pointer) { // Scale if(this.allowScale && pointer.wheel !== 0) { var scale = pointer.wheel * 1e-3 * this.viewport.scale; this.viewport.scale -= scale; this.viewport.matrixNeedsUpdate = true; // Move on scale if(this.moveOnScale && pointer.canvas !== null) { this.viewport.updateMatrix(); var pointerWorld = this.viewport.inverseMatrix.transformPoint(pointer.position); var centerWorld = new Vector2(pointer.canvas.width / 2.0, pointer.canvas.height / 2.0); centerWorld = this.viewport.inverseMatrix.transformPoint(centerWorld); var delta = pointerWorld.clone(); delta.sub(centerWorld); delta.multiplyScalar(0.1); this.viewport.position.sub(delta); this.viewport.matrixNeedsUpdate = true; } } // Rotation if(this.allowRotation && pointer.buttonPressed(Pointer.RIGHT) && pointer.buttonPressed(Pointer.LEFT)) { // Rotation pivot if(this.rotationPoint === null) { this.rotationPoint = pointer.position.clone(); this.rotationInitial = this.viewport.rotation; } else { var pointer = pointer.position.clone(); pointer.sub(this.rotationPoint); this.viewport.rotation = this.rotationInitial + pointer.angle(); this.viewport.matrixNeedsUpdate = true; } } // Drag else { this.rotationPoint = null; if(pointer.buttonPressed(this.dragButton)) { this.viewport.position.x += pointer.delta.x; this.viewport.position.y += pointer.delta.y; this.viewport.matrixNeedsUpdate = true; } } }; /** * The renderer is responsible for drawing the objects structure into the canvas element and manage its rendering state. * * @class * @param {Element} canvas Canvas to render the content. * @param {Object} options Renderer canvas options. */ function Renderer(canvas, options) { if(options === undefined) { options = { alpha: true }; } /** * Canvas DOM element, has to be managed by the user. */ this.canvas = canvas; /** * Canvas 2D rendering context used to draw content. */ this.context = canvas.getContext("2d", {alpha: options.alpha}); this.context.imageSmoothingEnabled = true; this.context.globalCompositeOperation = "source-over"; /** * Pointer input handler object. */ this.pointer = new Pointer(window, canvas); /** * Indicates if the canvas should be automatically cleared before new frame is drawn. * * If set to false the user should clear the frame before drawing. */ this.autoClear = true; } /** * Creates a infinite render loop to render the group into a viewport each frame. * * The render loop cannot be destroyed, and it automatically creates a viewport controls object. * * @param {Object2D} group Group to be rendered. * @param {Viewport} viewport Viewport into the objects. * @param {Function} onUpdate Function called before rendering the frame. */ Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate) { var self = this; var controls = new ViewportControls(viewport); function loop() { if(onUpdate !== undefined) { onUpdate(); } controls.update(self.pointer); self.update(group, viewport); requestAnimationFrame(loop); } loop(); }; /** * Renders a object using a user defined viewport into a canvas element. * * Before rendering automatically updates the input handlers and calculates the objects/viewport transformation matrices. * * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one. * * Should be called at a fixed rate preferably using the requestAnimationFrame() method, its also possible to use the createRenderLoop() method, that automatically creates a infinite render loop. * * @param object {Object2D} Object to be updated and drawn into the canvas, the Object2D should be used as a group to store all the other objects to be updated and drawn. * @param viewport {Viewport} Viewport to be updated (should be the one where the objects will be rendered after). */ Renderer.prototype.update = function(object, viewport) { // Get objects to be rendered var objects = []; // Traverse object and get all objects into a list. object.traverse(function(child) { if(child.visible) { objects.push(child); } }); // Sort objects by layer objects.sort(function(a, b) { if(b.layer === a.layer) { return b.level - a.level; } return b.layer - a.layer; }); // Pointer object update var pointer = this.pointer; pointer.update(); // Viewport transform matrix viewport.updateMatrix(); // Project pointer coordinates var point = pointer.position.clone(); var viewportPoint = viewport.inverseMatrix.transformPoint(point); // Object pointer events for(var i = 0; i < objects.length; i++) { var child = objects[i]; //Process the object pointer events if(child.pointerEvents) { // Calculate the pointer position in the object coordinates var localPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint); // Check if the pointer pointer is inside if(child.isInside(localPoint)) { // Pointer enter if(!child.pointerInside && child.onPointerEnter !== null) { child.onPointerEnter(pointer, viewport); } // Pointer over if(child.onPointerOver !== null) { child.onPointerOver(pointer, viewport); } // Double click if(pointer.buttonDoubleClicked(Pointer.LEFT) && child.onDoubleClick !== null) { child.onDoubleClick(pointer, viewport); } // Pointer pressed if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null) { child.onButtonPressed(pointer, viewport); } // Just released if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null) { child.onButtonUp(pointer, viewport); } // Pointer just pressed if(pointer.buttonJustPressed(Pointer.LEFT)) { if(child.onButtonDown !== null) { child.onButtonDown(pointer, viewport); } // Drag object and break to only start a drag operation on the top element. if(child.draggable) { child.beingDragged = true; if(child.onPointerDragStart !== null) { child.onPointerDragStart(pointer, viewport); } break; } } child.pointerInside = true; } else if(child.pointerInside) { // Pointer leave if(child.onPointerLeave !== null) { child.onPointerLeave(pointer, viewport); } child.pointerInside = false; } // Stop object drag if(pointer.buttonJustReleased(Pointer.LEFT)) { if(child.draggable) { // On drag end callback if(child.beingDragged === true && child.onPointerDragEnd !== null) { child.onPointerDragEnd(pointer, viewport); } child.beingDragged = false; } } } } // Object drag events and update logic for(var i = 0; i < objects.length; i++) { var child = objects[i]; // Pointer drag event if(child.beingDragged) { if(child.onPointerDrag !== null) { var lastPosition = pointer.position.clone(); lastPosition.sub(pointer.delta); // Get position and last position in world space to calculate world pointer movement var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position); var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition); // Pointer movement delta in world coordinates var delta = positionWorld.clone(); delta.sub(lastWorld); child.onPointerDrag(pointer, viewport, delta, positionWorld); } } // On update if(child.onUpdate !== null) { child.onUpdate(); } } // Update transformation matrices object.traverse(function(child) { child.updateMatrix(); }); this.context.setTransform(1, 0, 0, 1, 0, 0); // Clear canvas content if(this.autoClear) { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } // Render into the canvas for(var i = objects.length - 1; i >= 0; i--) { if(objects[i].isMask) { continue; } if(objects[i].saveContextState) { this.context.save(); } // Apply all masks var masks = objects[i].masks; for(var j = 0; j < masks.length; j++) { if(!masks[j].ignoreViewport) { viewport.matrix.setContextTransform(this.context); } masks[j].transform(this.context, viewport, this.canvas); masks[j].clip(this.context, viewport, this.canvas); } // Set the viewport transform if(!objects[i].ignoreViewport) { viewport.matrix.setContextTransform(this.context); } else if(masks.length > 0) { this.context.setTransform(1, 0, 0, 1, 0, 0); } // Apply the object transform to the canvas context objects[i].transform(this.context, viewport, this.canvas); // Style the canvas context if(objects[i].style !== null) { objects[i].style(this.context, viewport, this.canvas); } // Draw content into the canvas. if(objects[i].draw !== null) { objects[i].draw(this.context, viewport, this.canvas); } if(objects[i].restoreContextState) { this.context.restore(); } } }; /** * Box is described by a minimum and maximum points. * * Can be used for collision detection with points and other boxes. * * @class * @param {Vector2} min * @param {Vector2} max */ function Box2(min, max) { this.min = (min !== undefined) ? min : new Vector2(); this.max = (max !== undefined) ? max : new Vector2(); } /** * Set the box values. * * @param {Vector2} min * @param {Vector2} max */ Box2.prototype.set = function(min, max) { this.min.copy(min); this.max.copy(max); return this; }; /** * Set the box from a list of Vector2 points. * * @param {Array} points */ Box2.prototype.setFromPoints = function(points) { this.min = new Vector2(+Infinity, +Infinity); this.max = new Vector2(-Infinity, -Infinity); for(var i = 0, il = points.length; i < il; i++) { this.expandByPoint(points[i]); } return this; }; /** * Set the box minimum and maximum from center point and size. * * @param {Vector2} center * @param {Vector2} size */ Box2.prototype.setFromCenterAndSize = function(center, size) { var v1 = new Vector2(); var halfSize = v1.copy(size).multiplyScalar(0.5); this.min.copy(center).sub(halfSize); this.max.copy(center).add(halfSize); return this; }; /** * Clone the box into a new object. * * Should be used when it it necessary to make operations to this box. * * @return {Box2} New box object with the copy of this object. */ Box2.prototype.clone = function() { var box = new Box2(); box.copy(this); return box; }; /** * Copy the box value from another box. * * @param {Box2} point */ Box2.prototype.copy = function(box) { this.min.copy(box.min); this.max.copy(box.max); }; /** * Check if the box is empty (size equals zero or is negative). * * The box size is condireded valid on two negative axis. * * @return {boolean} True if the box is empty. */ Box2.prototype.isEmpty = function() { return (this.max.x < this.min.x) || (this.max.y < this.min.y); }; /** * Calculate the center point of the box. * * @param {Vector2} [target] Vector to store the result. * @return {Vector2} Central point of the box. */ Box2.prototype.getCenter = function(target) { if(target === undefined) { target = new Vector2(); } this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5); return target; }; /** * Get the size of the box from its min and max points. * * @param {Vector2} [target] Vector to store the result. * @return {Vector2} Vector with the calculated size. */ Box2.prototype.getSize = function(target) { if(target === undefined) { target = new Vector2(); } this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min); return target; }; /** * Expand the box to contain a new point. * * @param {Vector2} point */ Box2.prototype.expandByPoint = function(point) { this.min.min(point); this.max.max(point); return this; }; /** * Expand the box by adding a border with the vector size. * * Vector is subtracted from min and added to the max points. * * @param {Vector2} vector */ Box2.prototype.expandByVector = function(vector) { this.min.sub(vector); this.max.add(vector); }; /** * Expand the box by adding a border with the scalar value. * * @param {number} scalar */ Box2.prototype.expandByScalar = function(scalar) { this.min.addScalar(-scalar); this.max.addScalar(scalar); }; /** * Check if the box contains a point inside. * * @param {Vector2} point * @return {boolean} True if the box contains point. */ Box2.prototype.containsPoint = function(point) { return !(point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y); }; /** * Check if the box fully contains another box inside (different from intersects box). * * Only returns true if the box is fully contained. * * @param {Box2} box * @return {boolean} True if the box contains box. */ Box2.prototype.containsBox = function(box) { return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y; }; /** * Check if two boxes intersect each other, using 4 splitting planes to rule out intersections. * * @param {Box2} box * @return {boolean} True if the boxes intersect each other. */ Box2.prototype.intersectsBox = function(box) { return !(box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y); }; /** * Calculate the distance to a point. * * @param {Vector2} point * @return {number} Distance to point calculated. */ Box2.prototype.distanceToPoint = function(point) { var v = new Vector2(); var clampedPoint = v.copy(point).clamp(this.min, this.max); return clampedPoint.sub(point).length(); }; /** * Make a intersection between this box and another box. * * Store the result in this object. * * @param {Box2} box */ Box2.prototype.intersect = function(box) { this.min.max(box.min); this.max.min(box.max); }; /** * Make a union between this box and another box. * * Store the result in this object. * * @param {Box2} box */ Box2.prototype.union = function(box) { this.min.min(box.min); this.max.max(box.max); }; /** * Translate the box by a offset value, adds the offset to booth min and max. * * @param {Vector2} offset */ Box2.prototype.translate = function(offset) { this.min.add(offset); this.max.add(offset); }; /** * Checks if two boxes are equal. * * @param {Box2} box * @return {boolean} True if the two boxes are equal. */ Box2.prototype.equals = function(box) { return box.min.equals(this.min) && box.max.equals(this.max); }; /** * A mask can be used to set the drawing region. * * Masks are treated as objects their shape is used to filter other objects shape. * * Multiple mask objects can be active simultaneously, they have to be attached to the object mask list to filter the render region. * * A mask objects is draw using the context.clip() method. * * @class * @extends {Object2D} */ function Mask() { Object2D.call(this); } Mask.prototype = Object.create(Object2D.prototype); Mask.prototype.isMask = true; /** * Clip the canvas context, to ensure that next objects being drawn are cliped to the path stored here. * * @param {CanvasRenderingContext2D} context Canvas 2d drawing context. * @param {Viewport} viewport Viewport applied to the canvas. * @param {DOM} canvas DOM canvas element where the content is being drawn. */ Mask.prototype.clip = function(context, viewport, canvas){}; /** * Box mask can be used to clear a box mask region. * * It will limit the drawing region to this box. * * @class * @extends {Mask} */ function BoxMask() { Mask.call(this); /** * Box object containing the size of the object. */ this.box = new Box2(new Vector2(-50, -35), new Vector2(50, 35)); /** * If inverted the mask considers the outside of the box instead of the inside. */ this.invert = false; } BoxMask.prototype = Object.create(Mask.prototype); BoxMask.prototype.isInside = function(point) { return this.box.containsPoint(point); }; BoxMask.prototype.clip = function(context, viewport, canvas) { context.beginPath(); var width = this.box.max.x - this.box.min.x; if(this.invert) { context.rect(this.box.min.x - 1e4, -5e3, 1e4, 1e4); context.rect(this.box.max.x, -5e3, 1e4, 1e4); context.rect(this.box.min.x, this.box.min.y - 1e4, width, 1e4); context.rect(this.box.min.x, this.box.max.y, width, 1e4); } else { var height = this.box.max.y - this.box.min.y; context.fillRect(this.box.min.x, this.box.min.y, width, height); } context.clip(); }; /** * Box object draw a rectangular object. * * Can be used as a base to implement other box objects, already implements collision for pointer events. * * @class * @extends {Object2D} */ function Box() { Object2D.call(this); /** * Box object containing the size of the object. */ this.box = new Box2(new Vector2(-50, -50), new Vector2(50, 50)); /** * Style of the object border line. * * If set null it is ignored. */ this.strokeStyle = "#000000"; /** * Line width, only used if a valid strokeStyle is defined. */ this.lineWidth = 1; /** * Background color of the box. * * If set null it is ignored. */ this.fillStyle = "#FFFFFF"; } Box.prototype = Object.create(Object2D.prototype); Box.prototype.onPointerEnter = function(pointer, viewport) { this.fillStyle = "#CCCCCC"; }; Box.prototype.onPointerLeave = function(pointer, viewport) { this.fillStyle = "#FFFFFF"; }; Box.prototype.isInside = function(point) { return this.box.containsPoint(point); }; Box.prototype.draw = function(context, viewport, canvas) { var width = this.box.max.x - this.box.min.x; var height = this.box.max.y - this.box.min.y; if(this.fillStyle !== null) { context.fillStyle = this.fillStyle; context.fillRect(this.box.min.x, this.box.min.y, width, height); } if(this.strokeStyle !== null) { context.lineWidth = this.lineWidth; context.strokeStyle = this.strokeStyle; context.strokeRect(this.box.min.x, this.box.min.y, width, height); } }; /** * Circle object draw a circular object, into the canvas. * * Can be used as a base to implement other circular objects, already implements the circle collision for pointer events. * * @class * @extends {Object2D} */ function Circle() { Object2D.call(this); /** * Radius of the circle. */ this.radius = 10.0; /** * Style of the object border line. * * If set null it is ignored. */ this.strokeStyle = "#000000"; /** * Line width, only used if a valid strokeStyle is defined. */ this.lineWidth = 1; /** * Background color of the circle. * * If set null it is ignored. */ this.fillStyle = "#FFFFFF"; } Circle.prototype = Object.create(Object2D.prototype); Circle.prototype.isInside = function(point) { return point.length() <= this.radius; }; Circle.prototype.onPointerEnter = function(pointer, viewport) { this.fillStyle = "#CCCCCC"; }; Circle.prototype.onPointerLeave = function(pointer, viewport) { this.fillStyle = "#FFFFFF"; }; Circle.prototype.draw = function(context, viewport, canvas) { context.beginPath(); context.arc(0, 0, this.radius, 0, 2 * Math.PI); if(this.fillStyle !== null) { context.fillStyle = this.fillStyle; context.fill(); } if(this.strokeStyle !== null) { context.lineWidth = this.lineWidth; context.strokeStyle = this.strokeStyle; context.stroke(); } }; /** * Line object draw a line from one point to another without any kind of interpolation. * * For drawing lines with interpolation check {BezierCurve} * * @class * @extends {Object2D} */ function Line() { Object2D.call(this); /** * Initial point of the line. * * Can be equal to the position object of another object. Making it automatically follow that object. */ this.from = new Vector2(); /** * Final point of the line. * * Can be equal to the position object of another object. Making it automatically follow that object. */ this.to = new Vector2(); /** * Dash line pattern to be used, if empty draws a solid line. * * Dash pattern is defined as the size of dashes as pairs of space with no line and with line. * * E.g if the dash pattern is [1, 2] we get 1 point with line, 2 without line repeat infinitelly. */ this.dashPattern = [5, 5]; /** * Style of the object line. */ this.strokeStyle = "#000000"; /** * Line width of the line. */ this.lineWidth = 1; } Line.prototype = Object.create(Object2D.prototype); Line.prototype.style = function(context, viewport, canvas) { context.lineWidth = this.lineWidth; context.strokeStyle = this.strokeStyle; context.setLineDash(this.dashPattern); }; Line.prototype.draw = function(context, viewport, canvas) { context.beginPath(); context.moveTo(this.from.x, this.from.y); context.lineTo(this.to.x, this.to.y); context.stroke(); }; /** * Image object is used to draw an image from URL. * * @class * @param {string} src Source URL of the image. * @extends {Object2D} */ function Image(src) { Object2D.call(this); /** * Box object containing the size of the object. */ this.box = new Box2(); /** * Image source DOM element. */ this.image = document.createElement("img"); if(src !== undefined) { this.setImage(src); } } Image.prototype = Object.create(Object2D.prototype); /** * Set the image of the object. * * Automatically sets the box size to match the image. * * @param {string} src Source URL of the image. */ Image.prototype.setImage = function(src) { var self = this; this.image.onload = function() { self.box.min.set(0, 0); self.box.max.set(this.naturalWidth, this.naturalHeight); }; this.image.src = src; }; Image.prototype.isInside = function(point) { return this.box.containsPoint(point); }; Image.prototype.draw = function(context, viewport, canvas) { if(this.image.src.length > 0) { context.drawImage(this.image, 0, 0, this.image.naturalWidth, this.image.naturalHeight, this.box.min.x, this.box.min.y, this.box.max.x - this.box.min.x, this.box.max.y - this.box.min.y); } }; /** * A DOM object transformed using CSS3D to be included in the scene. * * DOM objects always stay on top of everything else, it is not possible to layer these object with regular canvas objects. * * By default mouse events are not supported for these objects (it does not implement pointer collision checking). Use the DOM events for interaction with these types of objects. * * @class * @param {Element} parentDOM Parent DOM element that contains the drawing canvas. * @param {string} type Type of the DOM element (e.g. "div", "p", ...) * @extends {Object2D} */ function DOM(parentDOM, type) { Object2D.call(this); /** * Parent element that contains this DOM div. * * @type {Element} */ this.parentDOM = parentDOM; /** * DOM element contained by this object. * * By default it has the pointerEvents style set to none. In order to use any DOM event with this object first you have to set the element.style.pointerEvents to "auto". * * @type {Element} */ this.element = document.createElement(type || "div"); this.element.style.transformStyle = "preserve-3d"; this.element.style.position = "absolute"; this.element.style.top = "0px"; this.element.style.bottom = "0px"; this.element.style.transformOrigin = "0px 0px"; this.element.style.overflow = "auto"; this.element.style.pointerEvents = "none"; /** * Size of the DOM element (in world coordinates). */ this.size = new Vector2(100, 100); } DOM.prototype = Object.create(Object2D.prototype); /** * DOM object implements onAdd() method to automatically attach the DOM object to the DOM tree. */ DOM.prototype.onAdd = function() { this.parentDOM.appendChild(this.element); }; /** * DOM object implements onAdd() method to automatically remove the DOM object to the DOM tree. */ DOM.prototype.onRemove = function() { this.parentDOM.removeChild(this.element); }; DOM.prototype.transform = function(context, viewport, canvas) { // CSS transformation matrix if(this.ignoreViewport) { this.element.style.transform = this.globalMatrix.cssTransform(); } else { var projection = viewport.matrix.clone(); projection.multiply(this.globalMatrix); this.element.style.transform = projection.cssTransform(); } // Size of the element this.element.style.width = this.size.x + "px"; this.element.style.height = this.size.y + "px"; // Visibility this.element.style.display = this.visible ? "block" : "none"; }; /** * Pattern object draw a image repeated as a pattern. * * Its similar to the Image class but the image can be repeat infinitely. * * @class * @extends {Object2D} * @param {string} src Source image URL. */ function Pattern(src) { Object2D.call(this); /** * Box object containing the size of the object. */ this.box = new Box2(); /** * Image source DOM element. */ this.image = document.createElement("img"); /** * A DOMString indicating how to repeat the pattern image. */ this.repetition = "repeat"; if(src !== undefined) { this.setImage(src); } } Pattern.prototype = Object.create(Object2D.prototype); /** * Set the image of the object. * * Automatically sets the box size to match the image. */ Pattern.prototype.setImage = function(src) { var self = this; this.image.onload = function() { self.box.min.set(0, 0); self.box.max.set(this.naturalWidth, this.naturalHeight); }; this.image.src = src; }; Pattern.prototype.isInside = function(point) { return this.box.containsPoint(point); }; Pattern.prototype.draw = function(context, viewport, canvas) { var width = this.box.max.x - this.box.min.x; var height = this.box.max.y - this.box.min.y; if(this.image.src.length > 0) { var pattern = context.createPattern(this.image, this.repetition); context.fillStyle = pattern; context.fillRect(this.box.min.x, this.box.min.y, width, height); } }; /** * Graph object is used to draw simple graph data into the canvas. * * Graph data is composed of X, Y values. * * @class * @extends {Object2D} */ function Graph() { Object2D.call(this); /** * Graph object containing the size of the object. */ this.box = new Box2(new Vector2(-50, -35), new Vector2(50, 35)); /** * Color of the box border line. */ this.strokeStyle = "rgb(0, 153, 255)"; /** * Line width. */ this.lineWidth = 1; /** * Background color of the box. */ this.fillStyle = "rgba(0, 153, 255, 0.3)"; /** * Minimum value of the graph. */ this.min = 0; /** * Maximum value of the graph. */ this.max = 10; /** * Data to be presented in the graph. * * The array should store numeric values. */ this.data = []; } Graph.prototype = Object.create(Object2D.prototype); Graph.prototype.isInside = function(point) { return this.box.containsPoint(point); }; Graph.prototype.draw = function(context, viewport, canvas) { if(this.data.length === 0) { return; } var width = this.box.max.x - this.box.min.x; var height = this.box.max.y - this.box.min.y; context.lineWidth = this.lineWidth; context.strokeStyle = this.strokeStyle; context.beginPath(); var step = width / (this.data.length - 1); var gamma = this.max - this.min; context.moveTo(this.box.min.x, this.box.max.y - ((this.data[0] - this.min) / gamma) * height); for(var i = 1, s = step; i < this.data.length; s += step, i++) { context.lineTo(this.box.min.x + s, this.box.max.y - ((this.data[i] - this.min) / gamma) * height); } context.stroke(); if(this.fillStyle !== null) { context.fillStyle = this.fillStyle; context.lineTo(this.box.max.x, this.box.max.y); context.lineTo(this.box.min.x, this.box.max.y); context.fill(); } }; /** * Bezier curve object draw as bezier curve between two points. * * @class * @extends {Line} */ function BezierCurve() { Line.call(this); /** * Initial position control point, indicates the tangent of the bezier curve on the first point. * * @type {Vector2} */ this.fromCp = new Vector2(); /** * Final position control point, indicates the tangent of the bezier curve on the last point. * * @type {Vector2} */ this.toCp = new Vector2(); } BezierCurve.prototype = Object.create(Line.prototype); /** * Create a bezier curve helper, to edit the bezier curve anchor points. * * Helper objects are added to the parent of the curve object. * * @static * @param {BezierCurve} object Object to create the helper for. */ BezierCurve.curveHelper = function(object) { var fromCp = new Circle(); fromCp.radius = 3; fromCp.layer = object.layer + 1; fromCp.draggable = true; fromCp.onPointerDrag = function(pointer, viewport, delta) { Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta); object.fromCp.copy(fromCp.position); }; object.parent.add(fromCp); var fromLine = new Line(); fromLine.from = object.from; fromLine.to = object.fromCp; object.parent.add(fromLine); var toCp = new Circle(); toCp.radius = 3; toCp.layer = object.layer + 1; toCp.draggable = true; toCp.onPointerDrag = function(pointer, viewport, delta) { Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta); object.toCp.copy(toCp.position); }; object.parent.add(toCp); var toLine = new Line(); toLine.from = object.to; toLine.to = object.toCp; object.parent.add(toLine); }; BezierCurve.prototype.draw = function(context, viewport, canvas) { context.beginPath(); context.moveTo(this.from.x, this.from.y); context.bezierCurveTo(this.fromCp.x, this.fromCp.y, this.toCp.x, this.toCp.y, this.to.x, this.to.y); context.stroke(); }; /** * Bezier curve object draw as bezier curve between two points. * * @class * @extends {Object2D} */ function QuadraticCurve() { Line.call(this); /** * Control point of the quadratic curve used to control the curvature of the line between the from and to point. * * The curve is interpolated in the direction of the control point it defined the path of the curve. * * @type {Vector2} */ this.controlPoint = new Vector2(); } QuadraticCurve.prototype = Object.create(Line.prototype); /** * Create a quadratic curve helper, to edit the curve control point. * * Helper objects are added to the parent of the curve object. * * @static * @param {QuadraticCurve} object Object to create the helper for. */ QuadraticCurve.curveHelper = function(object) { var fromLine = new Line(); fromLine.from = object.from; fromLine.to = object.controlPoint; object.parent.add(fromLine); var controlPoint = new Circle(); controlPoint.radius = 3; controlPoint.layer = object.layer + 1; controlPoint.draggable = true; controlPoint.position = object.controlPoint; controlPoint.onPointerDrag = function(pointer, viewport, delta) { Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta); object.controlPoint.copy(controlPoint.position); }; object.parent.add(controlPoint); var toLine = new Line(); toLine.from = object.to; toLine.to = object.controlPoint; object.parent.add(toLine); }; QuadraticCurve.prototype.draw = function(context, viewport, canvas) { context.beginPath(); context.moveTo(this.from.x, this.from.y); context.quadraticCurveTo(this.controlPoint.x, this.controlPoint.y, this.to.x, this.to.y); context.stroke(); }; /** * Rounded box object draw a rectangular object with rounded corners. * * @class * @extends {Box} */ function RoundedBox() { Box.call(this); /** * Radius of the circular section that makes up the box corners. * * @type {number} */ this.radius = 5; } RoundedBox.prototype = Object.create(Box.prototype); /** * Draw a rounded rectangle into the canvas context using path to draw the rounded rectangle. * * @param {CanvasRenderingContext2D} context * @param {number} x The top left x coordinate * @param {number} y The top left y coordinate * @param {number} width The width of the rectangle * @param {number} height The height of the rectangle * @param {number} radius Radius of the rectangle corners. */ RoundedBox.roundRect = function(context, x, y, width, height, radius) { context.beginPath(); context.moveTo(x + radius, y); context.lineTo(x + width - radius, y); context.quadraticCurveTo(x + width, y, x + width, y + radius); context.lineTo(x + width, y + height - radius); context.quadraticCurveTo(x + width, y + height, x + width - radius, y + height); context.lineTo(x + radius, y + height); context.quadraticCurveTo(x, y + height, x, y + height - radius); context.lineTo(x, y + radius); context.quadraticCurveTo(x, y, x + radius, y); context.closePath(); }; RoundedBox.prototype.draw = function(context, viewport, canvas) { var width = this.box.max.x - this.box.min.x; var height = this.box.max.y - this.box.min.y; if(this.fillStyle !== null) { context.fillStyle = this.fillStyle; RoundedBox.roundRect(context, this.box.min.x, this.box.min.y, width, height, this.radius); context.fill(); } if(this.strokeStyle !== null) { context.lineWidth = this.lineWidth; context.strokeStyle = this.strokeStyle; RoundedBox.roundRect(context, this.box.min.x, this.box.min.y, width, height, this.radius); context.stroke(); } }; /** * Node connector is used to connect a output of a node to a input of another node. * * Some nodes inputs/outputs might support just one or multiple connections. * * @class NodeConnector */ function NodeConnector() { BezierCurve.call(this); this.lineWidth = 2; /** * Origin hook that is attached to a node. * * @type {NodeSocket} */ this.outputSocket = null; /** * Destination hook that is attached to a node. * * @type {NodeSocket} */ this.inputSocket = null; } NodeConnector.prototype = Object.create(BezierCurve.prototype); NodeConnector.prototype.destroy = function() { BezierCurve.prototype.destroy.call(this); if(this.outputSocket !== null) { this.outputSocket.connector = null; } if(this.inputSocket !== null) { this.inputSocket.connector = null; } }; NodeConnector.prototype.onUpdate = function() { if(this.outputSocket !== null) { this.from.copy(this.outputSocket.position); } if(this.inputSocket !== null) { this.to.copy(this.inputSocket.position); } // Center control points this.fromCp.copy(this.from); this.fromCp.add(this.to); this.fromCp.multiplyScalar(0.5); this.toCp.copy(this.fromCp); var curvature = 0.5; // Check vertical/horizontal distances var yDistance = this.to.y - this.from.y; var xDistance = this.to.x - this.from.x; // Apply a offset to the control points if(Math.abs(xDistance) > Math.abs(yDistance)) { this.toCp.x += xDistance * curvature; this.fromCp.x -= xDistance * curvature; } else { this.toCp.y += yDistance * curvature; this.fromCp.y -= yDistance * curvature; } }; /** * Represents a node hook point. Is attached to the node element and represented visually. * * Can be used as a node input, output or as a bidirectional connection. * * @class NodeSocket * @param {Node} node Node of this hook. * @param {number} direction Direction of the hook. * @param {string} type Data type of the node socket. * @param {string} name Name of the node socket. */ function NodeSocket(node, direction, type, name) { Circle.call(this); this.draggable = true; this.radius = 6; this.layer = 1; /** * Name of the socket presented to the user. * * @type {string} */ this.name = name !== undefined ? name : ""; /** * Type of data available from this socket, only hooks of the same type can be connected. * * Should directly store data type as text * * @type {string} */ this.type = type !== undefined ? type : ""; /** * Direction of the node hook. * * @type {number} */ this.direction = direction; /** * Node where this input element in attached. * * @type {Node} */ this.node = node; /** * Node connector used to connect this hook to another node hook. * * @type {NodeConnector} */ this.connector = null; /** * Text object used to present the name of the socket. * * @type {Text} */ this.text = new Text(); this.text.text = this.name; if(this.direction === NodeSocket.INPUT) { this.text.position.x -= 10; this.text.textAlign = "right"; } else if(this.direction === NodeSocket.OUTPUT) { this.text.position.x += 10; this.text.textAlign = "left"; } this.add(this.text); } /** * Input hook can only be connected to an output. * * Is used to read data from the output. * * @type {number} */ NodeSocket.INPUT = 1; /** * Output hook can only be connected to an input. * * Writes data to the output. * * @type {number} */ NodeSocket.OUTPUT = 2; NodeSocket.prototype = Object.create(Circle.prototype); /** * Connect this node socket to another socket. * * Sockets have to be compatible otherwise the connection cannot be made and an error will be thrown. * * @param {NodeSocket} socket Socket to be connected with this * @return {NodeConnector} Node connector created. */ NodeSocket.prototype.connectTo = function(socket) { if(!this.isCompatible(socket)) { throw new Error("Sockets are not compatible they cannot be connected."); } var connector = new NodeConnector(); this.attachConnector(connector); socket.attachConnector(connector); return connector; }; /** * Attach a node connector to this socket. Sets the correct input/output attributes on the socket and the connector. * * Automatically adds the connector to the same parent and the node socket if no parent defined for the connector. * * @param {NodeConnector} connector Connector to be attached to this socket. */ NodeSocket.prototype.attachConnector = function(connector) { if(this.direction === NodeSocket.INPUT) { connector.inputSocket = this; } else if(this.direction === NodeSocket.OUTPUT) { connector.outputSocket = this; } this.connector = connector; if(connector.parent === null) { this.parent.add(connector); } }; /** * Check if this socket can be connected (is compatible) with another socket. * * For two sockets to be compatible the data flow should be correct (one input and a output) and they should carry the same data type. * * @param {NodeSocket} socket Socket to verify compatibility with. * @return {boolean} Returns true if the two sockets are compatible. */ NodeSocket.prototype.isCompatible = function(socket) { return this.direction !== socket.direction && this.type === socket.type; }; NodeSocket.prototype.destroy = function() { Circle.prototype.destroy.call(this); if(this.connector !== null) { this.connector.destroy(); } }; NodeSocket.prototype.onPointerDragStart = function(pointer, viewport) { if(this.connector === null) { this.attachConnector(new NodeConnector()); } }; NodeSocket.prototype.onPointerDrag = function(pointer, viewport, delta, position) { if(this.connector !== null) { if(this.direction === NodeSocket.INPUT) { this.connector.from.copy(position); } else if(this.direction === NodeSocket.OUTPUT) { this.connector.to.copy(position); } } }; NodeSocket.prototype.onPointerDragEnd = function(pointer, viewport) { if(this.connector !== null) { var position = viewport.inverseMatrix.transformPoint(pointer.position); var objects = this.parent.getWorldPointIntersections(position); var found = false; for(var i = 0; i < objects.length; i++) { if(objects[i] instanceof NodeSocket) { if(this.isCompatible(objects[i])) { objects[i].attachConnector(this.connector); found = true; break; } } } if(!found) { this.connector.destroy(); } } }; /** * Node objects can be connected between them to create graphs. * * Each node contains inputs, outputs and a set of attributes containing their state. Inputs can be connected to outputs of other nodes, and vice-versa. * * This class implements node basic functionality, the logic to connected node and define inputs/outputs of the nodes. * * @class Node */ function Node() { RoundedBox.call(this); this.draggable = true; /** * List of inputs of the node. * * @type {NodeSocket[]} */ this.inputs = []; /** * List of outputs of the node. * * @type {NodeSocket[]} */ this.outputs = []; } Node.prototype = Object.create(RoundedBox.prototype); /** * This method should be used for the node to register their socket inputs/outputs. * * It is called automatically after the node is added to the node graph to create sockets. */ Node.prototype.registerSockets = null; /** * Add input to this node, can be connected to other nodes to receive data. * * @param {string} type Data type of the node socket. * @param {string} name Name of the node socket. * @return {NodeSocket} Node socket created for this node. */ Node.prototype.addInput = function(type, name) { var socket = new NodeSocket(this, NodeSocket.INPUT, type, name); this.inputs.push(socket); this.parent.add(socket); return socket; }; /** * Add output socket to this node, can be connected to other nodes to send data. * * @param {string} type Data type of the node socket. * @param {string} name Name of the node socket. * @return {NodeSocket} Node socket created for this node. */ Node.prototype.addOutput = function(type, name) { var socket = new NodeSocket(this, NodeSocket.OUTPUT, type, name); this.outputs.push(socket); this.parent.add(socket); return socket; }; Node.prototype.destroy = function() { RoundedBox.prototype.destroy.call(this); for(var i = 0; i < this.inputs.length; i++) { this.inputs[i].destroy(); } for(var i = 0; i < this.outputs.length; i++) { this.outputs[i].destroy(); } }; Node.prototype.onUpdate = function() { var height = this.box.max.y - this.box.min.y; // Input hooks position var step = height / (this.inputs.length + 1); var start = this.box.min.y + step; for(var i = 0; i < this.inputs.length; i++) { this.inputs[i].position.set(this.position.x + this.box.min.x, this.position.y + (start + step * i)); } // Output hooks position step = height / (this.outputs.length + 1); start = this.box.min.y + step; for(var i = 0; i < this.outputs.length; i++) { this.outputs[i].position.set(this.position.x + this.box.max.x, this.position.y + (start + step * i)); } }; /** * Node graph object should be used as a container for node elements. * * The node graph object specifies how the nodes are processed, each individual node can store and process data, the node graph specified how this information is processed. * * All node elements are stored as children of the node graph. * * @class NodeGraph */ function NodeGraph() { Object2D.call(this); } NodeGraph.prototype = Object.create(Object2D.prototype); /** * Create and add a new node of specific node type to the graph. * * Automatically finds an empty space as close as possible to other nodes to add this new node. * * @param {Node} node Node object to be added. * @return {Node} Node created (already added to the graph). */ NodeGraph.prototype.addNode = function(node) { // Check available position on screen. var x = 0, y = 0; for(var i = 0; i < this.children.length; i++) { if(this.children[i].position.x > x) { x = this.children[i].position.x; } if(this.children[i].position.y > y) { y = this.children[i].position.y; } } // Create and add new node node.position.set(x + 300, y / 2.0); this.add(node); if(node.registerSockets !== null) { node.registerSockets(); } return node; }; /** * Class contains helper functions to create editing object tools. * * @class */ function Helpers(){} /** * Create a rotation tool helper. * * When the object is dragged is changes the parent object rotation. * * @static */ Helpers.rotateTool = function(object) { var tool = new Circle(); tool.radius = 4; tool.layer = object.layer + 1; tool.onPointerDrag = function(pointer, viewport, delta) { object.rotation += delta.x * 1e-3; }; object.add(tool); }; /** * Create a box resize helper and attach it to an object to change the size of the object box. * * Each helper is positioned on one corner of the box, and the value of the corner is copied to the boxes as they are dragged. * * This method required to object to have a box property. * * @static */ Helpers.boxResizeTool = function(object) { if(object.box === undefined) { console.warn("escher.js: Helpers.boxResizeTool(), object box property missing."); return; } function updateHelpers() { topRight.position.copy(object.box.min); bottomLeft.position.copy(object.box.max); topLeft.position.set(object.box.max.x, object.box.min.y); bottomRight.position.set(object.box.min.x, object.box.max.y); } var topRight = new Circle(); topRight.radius = 4; topRight.layer = object.layer + 1; topRight.draggable = true; topRight.onPointerDrag = function(pointer, viewport, delta) { Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta); object.box.min.copy(topRight.position); updateHelpers(); }; object.add(topRight); var topLeft = new Circle(); topLeft.radius = 4; topLeft.layer = object.layer + 1; topLeft.draggable = true; topLeft.onPointerDrag = function(pointer, viewport, delta) { Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta); object.box.max.x = topLeft.position.x; object.box.min.y = topLeft.position.y; updateHelpers(); }; object.add(topLeft); var bottomLeft = new Circle(); bottomLeft.radius = 4; bottomLeft.layer = object.layer + 1; bottomLeft.draggable = true; bottomLeft.onPointerDrag = function(pointer, viewport, delta) { Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta); object.box.max.copy(bottomLeft.position); updateHelpers(); }; object.add(bottomLeft); var bottomRight = new Circle(); bottomRight.radius = 4; bottomRight.layer = object.layer + 1; bottomRight.draggable = true; bottomRight.onPointerDrag = function(pointer, viewport, delta) { Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta); object.box.min.x = bottomRight.position.x; object.box.max.y = bottomRight.position.y; updateHelpers(); }; object.add(bottomRight); updateHelpers(); }; exports.BezierCurve = BezierCurve; exports.Box = Box; exports.Box2 = Box2; exports.BoxMask = BoxMask; exports.Circle = Circle; exports.DOM = DOM; exports.EventManager = EventManager; exports.Graph = Graph; exports.Helpers = Helpers; exports.Image = Image; exports.Key = Key; exports.Line = Line; exports.Mask = Mask; exports.Matrix = Matrix; exports.MultiLineText = MultiLineText; exports.Node = Node; exports.NodeConnector = NodeConnector; exports.NodeGraph = NodeGraph; exports.NodeSocket = NodeSocket; exports.Object2D = Object2D; exports.Pattern = Pattern; exports.Pointer = Pointer; exports.QuadraticCurve = QuadraticCurve; exports.Renderer = Renderer; exports.RoundedBox = RoundedBox; exports.Text = Text; exports.UUID = UUID; exports.Vector2 = Vector2; exports.Viewport = Viewport; exports.ViewportControls = ViewportControls; Object.defineProperty(exports, '__esModule', { value: true }); })));