/** * EventManager is used to manager DOM events creationg 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 {DOM} 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; } }; function Vector2(x, y) { this.x = x || 0; this.y = y || 0; } Object.assign(Vector2.prototype, { set: function(x, y) { this.x = x; this.y = y; }, setScalar: function(scalar) { this.x = scalar; this.y = scalar; }, clone: function() { return new Vector2(this.x, this.y); }, copy: function(v) { this.x = v.x; this.y = v.y; }, add: function(v, w) { this.x += v.x; this.y += v.y; }, addScalar: function(s) { this.x += s; this.y += s; }, addVectors: function(a, b) { this.x = a.x + b.x; this.y = a.y + b.y; }, addScaledVector: function(v, s) { this.x += v.x * s; this.y += v.y * s; }, sub: function(v, w) { this.x -= v.x; this.y -= v.y; }, subScalar: function(s) { this.x -= s; this.y -= s; }, subVectors: function(a, b) { this.x = a.x - b.x; this.y = a.y - b.y; }, multiply: function(v) { this.x *= v.x; this.y *= v.y; }, multiplyScalar: function(scalar) { this.x *= scalar; this.y *= scalar; }, divide: function(v) { this.x /= v.x; this.y /= v.y; }, divideScalar: function(scalar) { return this.multiplyScalar(1 / scalar); }, min: function(v) { this.x = Math.min(this.x, v.x); this.y = Math.min(this.y, v.y); }, max: function(v) { this.x = Math.max(this.x, v.x); this.y = Math.max(this.y, v.y); }, 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)); }, clampScalar: function(minVal, maxVal) { this.x = Math.max(minVal, Math.min(maxVal, this.x)); this.y = Math.max(minVal, Math.min(maxVal, this.y)); }, clampLength: function(min, max) { var length = this.length(); return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); }, floor: function() { this.x = Math.floor(this.x); this.y = Math.floor(this.y); }, ceil: function() { this.x = Math.ceil(this.x); this.y = Math.ceil(this.y); }, round: function() { this.x = Math.round(this.x); this.y = Math.round(this.y); }, roundToZero: function() { this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x); this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y); }, negate: function() { this.x = -this.x; this.y = -this.y; return this; }, dot: function(v) { return this.x * v.x + this.y * v.y; }, cross: function(v) { return this.x * v.y - this.y * v.x; }, lengthSq: function() { return this.x * this.x + this.y * this.y; }, length: function() { return Math.sqrt(this.x * this.x + this.y * this.y); }, manhattanLength: function() { return Math.abs(this.x) + Math.abs(this.y); }, normalize: function() { return this.divideScalar(this.length() || 1); }, /** * Computes the angle in radians with respect to the positive x-axis */ angle: function() { var angle = Math.atan2(this.y, this.x); if(angle < 0) angle += 2 * Math.PI; return angle; }, distanceTo: function(v) { return Math.sqrt(this.distanceToSquared(v)); }, distanceToSquared: function(v) { var dx = this.x - v.x, dy = this.y - v.y; return dx * dx + dy * dy; }, manhattanDistanceTo: function(v) { return Math.abs(this.x - v.x) + Math.abs(this.y - v.y); }, setLength: function(length) { return this.normalize().multiplyScalar(length); }, lerp: function(v, alpha) { this.x += (v.x - this.x) * alpha; this.y += (v.y - this.y) * alpha; }, lerpVectors: function(v1, v2, alpha) { return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1); }, equals: function(v) { return ((v.x === this.x) && (v.y === this.y)); }, fromArray: function(array, offset) { if(offset === undefined) offset = 0; this.x = array[offset]; this.y = array[offset + 1]; }, toArray: function(array, offset) { if(array === undefined) array = []; if(offset === undefined) offset = 0; array[offset] = this.x; array[offset + 1] = this.y; return array; }, rotateAround: function(center, angle) { var c = Math.cos(angle), 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, applied to the canvas elements. * * @class */ function Matrix(values) { if(values !== undefined) { this.m = values; } else { this.identity(); } } /** * Copy the content of another matrix and store in this one. */ 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. */ Matrix.prototype.clone = function() { return new Matrix(this.m.slice(0)) }; /** * Reset this matrix to indentity. */ Matrix.prototype.identity = function() { this.m = [1, 0, 0, 1, 0, 0]; }; /** * Multiply another matrix by this one and store the result. * * @param mat Matrix array. */ 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 mat Matrix array to multiply. */ 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. */ Matrix.prototype.compose = function(px, py, sx, sy, a) { this.m = [1, 0, 0, 1, px, py]; var c = Math.cos(a); var s = Math.sin(a); this.multiply(new Matrix([c, s, -s, c, 0, 0])); this.scale(sx, sy); }; /** * Apply translation to this matrix. */ 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 angle Angle 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. */ 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. */ Matrix.prototype.setPosition = function(x, y) { this.m[4] = x; this.m[5] = y; }; /** * Get the scale from the transformation matrix. */ Matrix.prototype.getScale = function() { return new Vector2(this.m[0], this.m[3]); }; /** * Get the position from the transformation matrix. */ 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. */ Matrix.prototype.determinant = function() { return 1 / (this.m[0] * this.m[3] - this.m[1] * this.m[2]); }; /** * Get 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. */ 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. */ 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. */ 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]); }; Matrix.prototype.cssTransform = function() { return "matrix3d(" + this.m[0] + "," + this.m[2] + "," + this.m[4] + ",0," + this.m[1] + "," + this.m[3] + "," + this.m[5] + ",0,0,0,1,0,0,0,0,1)"; }; /** * Implements all UUID related methods. * * @class */ function UUID(){} /** * Generate new random UUID v4 as string. * * http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 */ 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 2D object class, implements all the object positioning and scalling features. * * @class */ function Object2D() { /** * UUID of the object. */ this.uuid = UUID.generate(); /** * List of children objects attached to the object. */ this.children = []; /** * Parent object, the object position is affected by its parent position. */ this.parent = null; /** * Position of the object. */ this.position = new Vector2(0, 0); /** * Scale of the object. */ this.scale = new Vector2(1, 1); /** * Rotation of the object relative to its center. */ this.rotation = 0.0; /** * Indicates if the object is visible. */ this.visible = true; /** * Layer of this object, objects are sorted by layer value. * * Lower layer value is draw first. */ this.layer = 0; /** * Local transformation matrix applied to the object. */ this.matrix = new Matrix(); /** * Global transformation matrix multiplied by the parent matrix. * * Used to transform the object before projecting into screen coordinates. */ this.globalMatrix = new Matrix(); /** * Inverse of the global matrix. * * Used to convert pointer input points into object coordinates. */ this.inverseGlobalMatrix = new Matrix(); /** * If true the matrix is updated before rendering the object. */ this.matrixNeedsUpdate = true; /** * Indicates if its possible to drag the object around. * * If true the onPointerDrag callback is used to update the state of the object. */ this.draggable = true; /** * Flag indicating if the pointer is inside of the element. * * Used to control object event. */ this.pointerInside = false; /** * Flag to indicate if the object is currently being dragged. */ this.beingDragged = false; } /** * Traverse the object tree and run a function for all objects. * * @param callback Callback function that receives the object as parameter. */ Object2D.prototype.traverse = function(callback) { callback(this); var children = this.children; for(var i = 0; i < children.length; i++) { children[i].traverse(callback); } }; /** * Attach a children to the object. * * @param object Object to attach to this object. */ Object2D.prototype.add = function(object) { object.parent = this; this.children.push(object); }; /** * Remove object from the children list. * * @param object Object to be removed. */ Object2D.prototype.remove = function(object) { var index = this.children.indexOf(object); if(index !== -1) { this.children[index].parent = null; this.children.splice(index, 1); } }; /** * Check if a point is inside of the object. */ Object2D.prototype.isInside = function(point) { return false; }; /** * Update the transformation matrix of the object. */ Object2D.prototype.updateMatrix = function(context) { if(this.matrixNeedsUpdate) { this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.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; } }; /** * Draw the object into the canvas. * * Has to be implemented by underlying classes. * * @param context Canvas 2d drawing context. */ Object2D.prototype.draw = function(context){}; /** * Callback method called every time before the object is draw into the canvas. * * Can be used to run preparation code, move the object, etc. */ Object2D.prototype.onUpdate = null; /** * Callback method called when the pointer enters the object. * * Receives (pointer, viewport) as arguments. */ Object2D.prototype.onPointerEnter = null; /** * Callback method called when the was inside of the object and leaves the object. * * Receives (pointer, viewport) as arguments. */ Object2D.prototype.onPointerLeave = null; /** * Callback method while the pointer is over (inside) of the object. * * Receives (pointer, viewport) as arguments. */ Object2D.prototype.onPointerOver = null; /** * Callback method while the object is being dragged across the screen. * * Receives (pointer, viewport, delta) as arguments. Delta is the movement of the pointer already translated into local object coordinates. */ Object2D.prototype.onPointerDrag = null; /** * Callback method called while the pointer button is pressed. * * Receives (pointer, viewport) as arguments. */ Object2D.prototype.onButtonPressed = null; /** * Callback method called when the pointer button is pressed down (single time). */ Object2D.prototype.onButtonDown = null; /** * Callback method called when the pointer button is released (single time). */ Object2D.prototype.onButtonUp = null; /** * 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 instance for input in sync with the running 3D application. * * The pointer object provided by scripts is automatically updated by the runtime handler. * * @class * @param {DOM} domElement DOM element to craete the pointer events. * @param {Boolean} dontInitialize If true the pointer events are not created. */ function Pointer(domElement) { //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; /** * 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(); }; /** * The renderer is resposible for drawing the structure into the canvas element. * * Its also resposible for managing the canvas state. * * @class */ function Renderer(canvas) { /** * 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"); this.context.imageSmoothingEnabled = true; this.context.globalCompositeOperation = "source-over"; /** * Pointer input handler object. */ this.pointer = new Pointer(); this.pointer.setCanvas(canvas); } /** * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices. * * @param object Object to be updated. * @param viewport Viewport to be updated (should be the one where the objects will be rendered after). */ Renderer.prototype.update = function(object, viewport) { this.pointer.update(); var pointer = this.pointer; // Viewport transform matrix viewport.updateControls(pointer); viewport.updateMatrix(); // Project pointer coordinates var point = pointer.position.clone(); var viewportPoint = viewport.inverseMatrix.transformPoint(point); // Object transformation matrices object.traverse(function(child) { var childPoint = child.inverseGlobalMatrix.transformPoint(viewportPoint); // Check if the pointer pointer is inside if(child.isInside(childPoint)) { // Pointer enter if(!child.pointerInside && child.onPointerEnter !== null) { child.onPointerEnter(pointer, viewport); } // Pointer over if(child.onPointerOver !== null) { child.onPointerOver(pointer, viewport); } // Pointer just pressed if(pointer.buttonJustPressed(Pointer.LEFT)) { if(child.onButtonDown !== null) { child.onButtonDown(pointer, viewport); } if(child.draggable) { child.beingDragged = true; } } // 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); } 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) { child.beingDragged = false; } } // Pointer drag event if(child.beingDragged) { var matrix = viewport.inverseMatrix.clone(); matrix.multiply(child.inverseGlobalMatrix); matrix.setPosition(0, 0); var delta = matrix.transformPoint(pointer.delta); child.position.add(delta); if(child.onPointerDrag !== null) { child.onPointerDrag(pointer, viewport, delta); } } // On update if(child.onUpdate !== null) { child.onUpdate(); } child.updateMatrix(); }); }; /** * Render the object using the viewport into a canvas element. * * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one. * * @param object Object to be rendered. * @param viewport Viewport to render the objects. */ Renderer.prototype.render = function(object, viewport) { var context = this.context; // Clear canvas context.setTransform(1, 0, 0, 1, 0, 0); context.clearRect(0, 0, this.canvas.width, this.canvas.height); // Set viewport matrix transform viewport.matrix.setContextTransform(context); // Get objects to be rendered var objects = []; object.traverse(function(child) { if(child.visible) { objects.push(child); } }); // Sort objects by layer objects.sort(function(a, b) { return a.layer - b.layer; }); // Render into the canvas for(var i = 0; i < objects.length; i++) { context.save(); objects[i].globalMatrix.tranformContext(context); objects[i].draw(context); context.restore(); } }; /** * Used to indicate how the user views the content inside of the canvas. * * @class */ function Viewport() { /** * UUID of the object. */ this.uuid = UUID.generate(); /** * 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 scalling. * * For some application its easier to focus the target if the viewport moves to the pointer location while scalling. */ this.moveOnScale = true; } /** * Update the viewport controls using the pointer object. */ Viewport.prototype.updateControls = function(pointer) { if(pointer.wheel !== 0) { this.scale -= pointer.wheel * 1e-3 * this.scale; if(this.moveOnScale) { var speed = pointer.wheel / this.scale; var halfWidth = pointer.canvas.width / 2; var halfWeight = pointer.canvas.height / 2; this.position.x += ((pointer.position.x - halfWidth) / halfWidth) * speed; this.position.y += ((pointer.position.y - halfWeight) / halfWeight) * speed; } } if(pointer.buttonPressed(Pointer.RIGHT)) { this.position.x += pointer.delta.x; this.position.y += pointer.delta.y; } }; /** * Calculate and update the viewport transformation matrix. */ Viewport.prototype.updateMatrix = function() { if(this.matrixNeedsUpdate) { this.matrix.compose(this.position.x, this.position.y, this.scale, this.scale, this.rotation); this.inverseMatrix = this.matrix.getInverse(); //this.matrixNeedsUpdate = false; } }; /** * Box is described by a minimum and maximum points. * * Can be used for collision detection with points and other boxes. */ function Box2(min, max) { this.min = (min !== undefined) ? min : new Vector2(); this.max = (max !== undefined) ? max : new Vector2(); } Object.assign(Box2.prototype, { set: function(min, max) { this.min.copy(min); this.max.copy(max); return this; }, 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; }, 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: function() { var box = new Box2(); box.copy(this); return box; }, copy: function(box) { this.min.copy(box.min); this.max.copy(box.max); return this; }, isEmpty: function() { // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes return (this.max.x < this.min.x) || (this.max.y < this.min.y); }, getCenter: function(target) { return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5); }, getSize: function(target) { return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min); }, expandByPoint: function(point) { this.min.min(point); this.max.max(point); return this; }, expandByVector: function(vector) { this.min.sub(vector); this.max.add(vector); return this; }, expandByScalar: function(scalar) { this.min.addScalar(-scalar); this.max.addScalar(scalar); return this; }, containsPoint: function(point) { return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true; }, 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; }, getParameter: function(point, target) { // This can potentially have a divide by zero if the box // has a size dimension of 0. return target.set( (point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y) ); }, intersectsBox: function(box) { // using 4 splitting planes to rule out intersections 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 ? false : true; }, clampPoint: function(point, target) { return target.copy(point).clamp(this.min, this.max); }, distanceToPoint: function(point) { var v = new Vector2(); var clampedPoint = v.copy(point).clamp(this.min, this.max); return clampedPoint.sub(point).length(); }, intersect: function(box) { this.min.max(box.min); this.max.min(box.max); return this; }, union: function(box) { this.min.min(box.min); this.max.max(box.max); return this; }, translate: function(offset) { this.min.add(offset); this.max.add(offset); return this; }, equals: function(box) { return box.min.equals(this.min) && box.max.equals(this.max); } }); /** * Circle object draw a circular object. */ function Circle() { Object2D.call(this); /** * Radius of the circle. */ this.radius = 10.0; /** * Color of the circle border line. */ this.strokeStyle = "#000000"; /** * Background color of the circle. */ 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) { context.fillStyle = this.fillStyle; context.beginPath(); context.arc(0, 0, this.radius, 0, 2 * Math.PI); context.fill(); context.lineWidth = 1; context.strokeStyle = this.strokeStyle; context.beginPath(); context.arc(0, 0, this.radius, 0, 2 * Math.PI); context.stroke(); }; /** * Box object draw a box. */ function Box(resizable) { Object2D.call(this); /** * Box 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 = "#000000"; /** * Background color of the box. */ this.fillStyle = "#FFFFFF"; if(resizable) { this.createResizeHelpers(); } } Box.prototype = Object.create(Object2D.prototype); Box.prototype.createResizeHelpers = function(first_argument) { var self = this; function updateHelpers() { topRight.position.copy(self.box.min); bottomLeft.position.copy(self.box.max); topLeft.position.set(self.box.max.x, self.box.min.y); bottomRight.position.set(self.box.min.x, self.box.max.y); } var topRight = new Circle(); topRight.radius = 4; topRight.onPointerDrag = function(pointer, viewport, delta) { self.box.min.copy(topRight.position); updateHelpers(); }; this.add(topRight); var topLeft = new Circle(); topLeft.radius = 4; topLeft.onPointerDrag = function(pointer, viewport, delta) { self.box.max.x = topLeft.position.x; self.box.min.y = topLeft.position.y; updateHelpers(); }; this.add(topLeft); var bottomLeft = new Circle(); bottomLeft.radius = 4; bottomLeft.onPointerDrag = function(pointer, viewport, delta) { self.box.max.copy(bottomLeft.position); updateHelpers(); }; this.add(bottomLeft); var bottomRight = new Circle(); bottomRight.radius = 4; bottomRight.onPointerDrag = function(pointer, viewport, delta) { self.box.min.x = bottomRight.position.x; self.box.max.y = bottomRight.position.y; updateHelpers(); }; this.add(bottomRight); updateHelpers(); }; 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) { var width = this.box.max.x - this.box.min.x; var height = this.box.max.y - this.box.min.y; context.fillStyle = this.fillStyle; context.fillRect(this.box.min.x, this.box.min.y, width, height); context.lineWidth = 1; context.strokeStyle = this.strokeStyle; context.strokeRect(this.box.min.x, this.box.min.y, width, height); }; /** * Line object draw a line from one point to another. */ 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(); /** * Color of the line. */ this.strokeStyle = "#000000"; } Line.prototype = Object.create(Object2D.prototype); Line.prototype.draw = function(context) { context.lineWidth = 1; context.strokeStyle = this.strokeStyle; context.setLineDash([5, 5]); context.beginPath(); context.moveTo(this.from.x, this.from.y); context.lineTo(this.to.x, this.to.y); context.stroke(); }; function Text() { Object2D.call(this); /** * Text value. */ this.text = ""; /** * Font of the text. */ this.font = "16px Arial"; /** * Color (style) of the text. */ this.color = "#000000"; } Text.prototype = Object.create(Object2D.prototype); Text.prototype.draw = function(context) { context.font = this.font; context.textAlign = "center"; context.fillStyle = this.color; context.fillText(this.text, 0, 0); }; function Image(src) { Object2D.call(this); this.image = document.createElement("img"); this.image.src = src; } Image.prototype = Object.create(Object2D.prototype); Image.prototype.draw = function(context) { context.drawImage(this.image, 0, 0); }; export { Box, Box2, Circle, EventManager, Image, Key, Line, Matrix, Object2D, Pointer, Renderer, Text, UUID, Vector2, Viewport };