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- /**
- * 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;
- }
- };
- /**
- * 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} s
- */
- 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, applied to the canvas elements.
- *
- * The values of the matrix are stored in a numeric array.
- *
- * @class
- * @param {array} [values]
- */
- 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 and origin point.
- */
- 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(ox !== 0 || oy !== 0)
- {
- this.multiply(new Matrix([1, 0, 0, 1, -ox, -oy]));
- }
- if(sx !== 1 || sy !== 1)
- {
- 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 "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(){}
- /**
- * Generate new random UUID v4 as string.
- *
- * http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
- *
- * @static
- */
- 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;
- /**
- * Depth level in the object tree, objects with higher depth are drawn on top.
- *
- * The layer value is considered first.
- */
- this.level = 0;
- /**
- * Position of the object.
- */
- this.position = new Vector2(0, 0);
- /**
- * Origin of the object used as point of rotation.
- */
- this.origin = 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();
- /**
- * Masks being applied to this object.
- *
- * Multiple masks can be used simultaneously.
- */
- this.masks = [];
- /**
- * 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 = false;
- /**
- * Indicates if this object uses pointer events.
- *
- * Can be set false to skip the pointer interaction events.
- */
- this.pointerEvents = true;
- /**
- * Flag to indicate wheter this objet ignores the viewport transformation.
- */
- this.ignoreViewport = false;
- /**
- * Flag to indicate if the context of canvas should be saved before render.
- */
- this.saveContextState = true;
- /**
- * Flag to indicate if the context of canvas should be restored after render.
- */
- this.restoreContextState = 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;
- 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 object Object to be removed.
- */
- Object2D.prototype.remove = function(object)
- {
- var index = this.children.indexOf(object);
-
- 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.
- */
- 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.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.
- *
- * Can also be used for pre rendering logic.
- *
- * @param {CanvasContext} context Canvas 2d drawing context.
- * @param {Viewport} viewport Viewport applied to the canvas.
- */
- Object2D.prototype.transform = function(context, viewport)
- {
- this.globalMatrix.tranformContext(context);
- };
- /**
- * Draw the object into the canvas.
- *
- * Has to be implemented by underlying classes.
- *
- * @param {CanvasContext} 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.
- */
- Object2D.prototype.draw = 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.
- *
- * Receives (pointer, viewport, delta) as arguments.
- */
- Object2D.prototype.onPointerDrag = function(pointer, viewport, delta)
- {
- this.position.add(delta);
- };
- /**
- * Method called when the object its added to a parent.
- *
- * Receives (parent) as arguments.
- */
- Object2D.prototype.onAdd = null;
- /**
- * Method called when the object gets removed from its parent
- *
- * Receives (parent) as arguments.
- */
- Object2D.prototype.onRemove = null;
- /**
- * 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 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).
- *
- * Receives (pointer, viewport) as arguments.
- */
- Object2D.prototype.onButtonDown = null;
- /**
- * Callback method called when the pointer button is released (single time).
- *
- * Receives (pointer, viewport) as arguments.
- */
- 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 object is used to colled input from the user, works for booth mouse or touch screens.
- *
- * It is responsible for syncronizing user input with the render of the graphics.
- *
- * @class
- * @param {DOM} domElement DOM element to craete the pointer events.
- * @param {DOM} 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();
- };
- /**
- * Used to indicate how the user views the content inside of the canvas.
- *
- * @class
- * @param {DOM} 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 scalling.
- *
- * For some application its easier to focus the target if the viewport moves to the pointer location while scalling.
- */
- 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);
- }
- /*var ox = (this.canvas.width / 2.0);
- var oy = (this.canvas.height / 2.0);
- if(ox !== 0 || oy !== 0)
- {
- this.matrix.multiply(new Matrix([1, 0, 0, 1, -ox, -oy]));
- }*/
- 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 {DOM} 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 resposible for drawing the structure into the canvas element.
- *
- * Its also resposible for managing the canvas state.
- *
- * @class
- */
- 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 on each new frame.
- */
- 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 rendererd.
- * @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();
- };
- /**
- * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
- *
- * 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.
- *
- * 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 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)
- {
- // 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)
- {
- 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
- if(child.pointerEvents)
- {
- var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : 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 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;
- 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)
- {
- 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)
- {
- var lastPosition = pointer.position.clone();
- lastPosition.sub(pointer.delta);
- var positionWorld = viewport.inverseMatrix.transformPoint(pointer.position);
- var lastWorld = viewport.inverseMatrix.transformPoint(lastPosition);
- // Mouse delta in world coordinates
- positionWorld.sub(lastWorld);
- if(child.onPointerDrag !== null)
- {
- child.onPointerDrag(pointer, viewport, 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);
- 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 ? false : true;
- };
- /**
- * 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 ? false : true;
- };
- /**
- * 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 simulatenously, 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
- */
- 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 {CanvasContext} 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 drwaing 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();
- };
- /**
- * Circle object draw a circular object, into the canvas.
- *
- * @class
- */
- 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.
- */
- 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);
-
- context.fillStyle = this.fillStyle;
- context.fill();
- if(this.strokeStyle !== null)
- {
- context.lineWidth = this.lineWidth;
- context.strokeStyle = this.strokeStyle;
- context.stroke();
- }
- };
- /**
- * 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();
- };
- /**
- * Box object draw a box.
- *
- * @class
- */
- function Box()
- {
- Object2D.call(this);
- /**
- * Box object containing the size of the object.
- */
- this.box = new Box2(new Vector2(-50, -35), new Vector2(50, 35));
- /**
- * 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.
- */
- 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;
- context.fillStyle = this.fillStyle;
- context.fillRect(this.box.min.x, this.box.min.y, width, height);
- context.lineWidth = this.lineWidth;
- 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.
- *
- * @class
- */
- 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 parttern is defined as the size of dashes as pairs of space with no line and with line.
- *
- * E.g if the daspattern 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.draw = function(context, viewport, canvas)
- {
- context.lineWidth = this.lineWidth;
- context.strokeStyle = this.strokeStyle;
- context.setLineDash(this.dashPattern);
-
- context.beginPath();
- context.moveTo(this.from.x, this.from.y);
- context.lineTo(this.to.x, this.to.y);
- context.stroke();
- };
- /**
- * Text element, used to draw text into the canvas.
- *
- * @class
- */
- 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 align property.
- */
- this.textAlign = "center";
- }
- Text.prototype = Object.create(Object2D.prototype);
- Text.prototype.draw = function(context, viewport, canvas)
- {
- context.font = this.font;
- context.textAlign = this.textAlign;
- context.fillStyle = this.color;
- context.textBaseline = "middle";
-
- context.fillText(this.text, 0, 0);
- };
- /**
- * Image object is used to draw an image from URL.
- *
- * @class
- * @param {string} [src] Source URL of the image.
- */
- 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 ver included in the graph.
- *
- * DOM objects always stay on top of everything else, mouse events are not supported for these.
- *
- * Use the normal DOM events for interaction.
- *
- * @class
- * @param parentDOM Parent DOM element that contains the drawing canvas.
- * @param type Type of the DOM element (e.g. "div", "p", ...)
- */
- function DOM(parentDOM, type)
- {
- Object2D.call(this);
- /**
- * Parent element that contains this DOM div.
- */
- this.parentDOM = parentDOM;
- /**
- * DOM element contained by this object.
- *
- * Bye default it has the pointerEvents style set to none.
- */
- this.element = document.createElement("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.prototype.onAdd = function()
- {
- this.parentDOM.appendChild(this.element);
- };
- DOM.prototype.onRemove = function()
- {
- this.parentDOM.removeChild(this.element);
- };
- DOM.prototype.transform = function(context, viewport, canvas)
- {
- // CSS trasnformation matrix
- 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 infinitly.
- *
- * @class
- */
- 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
- */
- 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();
- }
- };
- /**
- * BezierCurve object draw as bezier curve between two points.
- *
- * @class
- */
- function BezierCurve()
- {
- Object2D.call(this);
- /**
- * Initial point of the curve.
- *
- * Can be equal to the position object of another object. (Making it automatically follow that object.)
- */
- this.from = new Vector2();
- /**
- * Intial position control point, indicates the tangent of the bezier curve on the first point.
- */
- this.fromCp = new Vector2();
- /**
- * Final point of the curve.
- *
- * Can be equal to the position object of another object. (Making it automatically follow that object.)
- */
- this.to = new Vector2();
- /**
- * Final position control point, indicates the tangent of the bezier curve on the last point.
- */
- this.toCp = new Vector2();
- /**
- * Dash line pattern to be used, if empty draws a solid line.
- *
- * Dash parttern is defined as the size of dashes as pairs of space with no line and with line.
- *
- * E.g if the daspattern 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;
- }
- BezierCurve.prototype = Object.create(Object2D.prototype);
- /**
- * Create a bezier curve helper, to edit the bezier curve anchor points.
- *
- * @static
- */
- 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.lineWidth = this.lineWidth;
- context.strokeStyle = this.strokeStyle;
- context.setLineDash(this.dashPattern);
-
- 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();
- };
- export { BezierCurve, Box, Box2, BoxMask, Circle, DOM, EventManager, Graph, Helpers, Image, Key, Line, Mask, Matrix, Object2D, Pattern, Pointer, Renderer, Text, UUID, Vector2, Viewport, ViewportControls };
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