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manipulators.js
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manipulators.js
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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* @fileoverview This file contains classes that implement several
* forms of 2D and 3D manipulation.
*/
o3djs.provide('o3djs.manipulators');
o3djs.require('o3djs.lineprimitives');
o3djs.require('o3djs.material');
o3djs.require('o3djs.math');
o3djs.require('o3djs.picking');
o3djs.require('o3djs.primitives');
o3djs.require('o3djs.quaternions');
/**
* A module implementing several forms of 2D and 3D manipulation.
* @namespace
*/
o3djs.manipulators = o3djs.manipulators || {};
/**
* Creates a new manipulator manager, which maintains multiple
* manipulators in the same scene. The manager is implicitly
* associated with a particular O3D client via the Pack which is
* passed in, although multiple managers can be created for a given
* client. The manipulators are positioned in world coordinates and
* are placed in the scene graph underneath the parent transform which
* is passed in.
* @param {!o3d.Pack} pack Pack in which manipulators' geometry and
* materials will be created.
* @param {!o3d.Transform} parentTransform The parent transform under
* which the manipulators' geometry should be parented.
* @param {!o3d.RenderNode} parentRenderNode The parent render node
* under which the manipulators' draw elements should be placed.
* @param {number} renderNodePriority The priority that the
* manipulators' geometry should use for rendering.
* @param {!o3d.DrawContext} drawContext The DrawContext to use for the
* manipulators.
* @return {!o3djs.manipulators.Manager} The created manipulator
* manager.
*/
o3djs.manipulators.createManager = function(pack,
parentTransform,
parentRenderNode,
renderNodePriority,
drawContext) {
return new o3djs.manipulators.Manager(pack,
parentTransform,
parentRenderNode,
renderNodePriority,
drawContext);
};
//
// Some linear algebra classes.
// TODO(kbr): find a better home for these.
//
/**
* Creates a new Line object, which implements projection and
* closest-point operations.
* @constructor
* @private
* @param {!o3djs.math.Vector3} opt_direction The direction of the
* line. Does not need to be normalized but must not be the zero
* vector. Defaults to [1, 0, 0] if not specified.
* @param {!o3djs.math.Vector3} opt_point A point through which the
* line goes. Defaults to [0, 0, 0] if not specified.
*/
o3djs.manipulators.Line_ = function(opt_direction,
opt_point) {
/**
* The direction of the line.
* @private
* @type {!o3djs.math.Vector3}
*/
this.direction_ = o3djs.math.copyVector(opt_direction || [1, 0, 0]);
/**
* A point through which the line goes.
* @private
* @type {!o3djs.math.Vector3}
*/
this.point_ = o3djs.math.copyVector(opt_point || [0, 0, 0]);
this.recalc_();
};
/**
* Sets the direction of this line.
* @private
* @param {!o3djs.math.Vector3} direction The new direction of the
* line. Does not need to be normalized but must not be the zero
* vector.
*/
o3djs.manipulators.Line_.prototype.setDirection = function(direction) {
this.direction_ = o3djs.math.copyVector(direction);
this.recalc_();
};
/**
* Gets the direction of this line.
* @private
* @return {!o3djs.math.Vector3} The direction of the line.
*/
o3djs.manipulators.Line_.prototype.getDirection = function() {
return this.direction_;
};
/**
* Sets one point through which this line travels.
* @private
* @param {!o3djs.math.Vector3} point A point which through the line
* will travel.
*/
o3djs.manipulators.Line_.prototype.setPoint = function(point) {
this.point_ = o3djs.math.copyVector(point);
this.recalc_();
};
/**
* Gets one point through which this line travels.
* @private
* @return {!o3djs.math.Vector3} A point which through the line
* travels.
*/
o3djs.manipulators.Line_.prototype.getPoint = function() {
return this.point_;
};
/**
* Projects a point onto the line.
* @private
* @param {!o3djs.math.Vector3} point Point to be projected.
* @return {!o3djs.math.Vector3} Point on the line closest to the
* passed point.
*/
o3djs.manipulators.Line_.prototype.projectPoint = function(point) {
var dotp = o3djs.math.dot(this.direction_, point);
return o3djs.math.addVector(this.alongVec_,
o3djs.math.mulScalarVector(dotp,
this.direction_));
};
/**
* A threshold / error tolerance for determining if a number should be
* considered zero.
* @type {!number}
*/
o3djs.manipulators.EPSILON = 0.00001;
/**
* A unit vector pointing along the positive X-axis.
* @type {!o3djs.math.Vector3}
*/
o3djs.manipulators.X_AXIS = [1, 0, 0];
/**
* A unit vector pointing along the positive Z-axis.
* @type {!o3djs.math.Vector3}
*/
o3djs.manipulators.Z_AXIS = [0, 0, 1];
/**
* Returns the closest point on this line to the given ray, which is
* specified by start and end points. If the ray is parallel to the
* line, returns null.
* @private
* @param {!o3djs.math.Vector3} startPoint Start point of ray.
* @param {!o3djs.math.Vector3} endPoint End point of ray.
* @return {o3djs.math.Vector3} The closest point on the line to the
* ray, or null if the ray is parallel to the line.
*/
o3djs.manipulators.Line_.prototype.closestPointToRay = function(startPoint,
endPoint) {
// Consider a two-sided line and a one-sided ray, both in in 3D
// space, and assume they are not parallel. Their parametric
// formulation is:
//
// p1 = point + t * dir
// p2 = raystart + u * raydir
//
// Here t and u are scalar parameter values, and the other values
// are three-dimensional vectors. p1 and p2 are arbitrary points on
// the line and ray, respectively.
//
// At the points cp1 and cp2 on these two lines where the line and
// the ray are closest together, the line segment between cp1 and
// cp2 is perpendicular to both of the lines.
//
// We can therefore write the following equations:
//
// dot( dir, (cp2 - cp1)) = 0
// dot(raydir, (cp2 - cp1)) = 0
//
// Define t' and u' as the parameter values for cp1 and cp2,
// respectively. Expanding, these equations become
//
// dot( dir, ((raystart + u' * raydir) - (point + t' * dir))) = 0
// dot(raydir, ((raystart + u' * raydir) - (point + t' * dir))) = 0
//
// With some reshuffling, these can be expressed in vector/matrix
// form:
//
// [ dot( dir, raystart) - dot( dir, point) ]
// [ dot(raydir, raystart) - dot(raydir, point) ] + (continued)
//
// [ -dot( dir, dir) dot( dir, raydir) ] [ t' ] [0]
// [ -dot(raydir, dir) dot(raydir, raydir) ] * [ u' ] = [0]
//
// u' is the parameter for the world space ray being cast into the
// screen. We can deduce whether the starting point of the ray is
// actually the closest point to the infinite 3D line by whether the
// value of u' is less than zero.
var rayDirection = o3djs.math.subVector(endPoint, startPoint);
var ddrd = o3djs.math.dot(this.direction_, rayDirection);
var A = o3djs.math.makeMatrix2(-o3djs.math.lengthSquared(this.direction_),
ddrd,
ddrd,
-o3djs.math.lengthSquared(rayDirection));
var det = o3djs.math.det2(A);
if (Math.abs(det) < o3djs.manipulators.EPSILON) {
return null;
}
var Ainv = o3djs.math.inverse2(A);
var b = [o3djs.math.dot(this.point_, this.direction_) -
o3djs.math.dot(startPoint, this.direction_),
o3djs.math.dot(startPoint, rayDirection) -
o3djs.math.dot(this.point_, rayDirection)];
var x = o3djs.math.mulMatrixVector(Ainv, b);
if (x[1] < 0) {
// Means that start point is closest point to this line
return startPoint;
} else {
return o3djs.math.addVector(this.point_,
o3djs.math.mulScalarVector(
x[0],
this.direction_));
}
};
/**
* Performs internal recalculations when the parameters of the line change.
* @private
*/
o3djs.manipulators.Line_.prototype.recalc_ = function() {
var denom = o3djs.math.lengthSquared(this.direction_);
if (denom == 0.0) {
throw 'Line_.recalc_: ERROR: direction was the zero vector (not allowed)';
}
/**
* Helper (internal cache) for computing projections along the line.
* @private
* @type {!o3djs.math.Vector3}
*/
this.alongVec_ =
o3djs.math.subVector(this.point_,
o3djs.math.mulScalarVector(
o3djs.math.dot(this.point_,
this.direction_),
this.direction_));
};
/**
* The default color for manipulators (used when not highlighted).
* In [r, g, b, a] format.
* @type {!o3djs.math.Vector4}
*/
o3djs.manipulators.DEFAULT_COLOR = [0.8, 0.8, 0.8, 1.0];
/**
* The color used for manipulators when they are highlighted.
* In [r, g, b, a] format.
* @type {!o3djs.math.Vector4}
*/
o3djs.manipulators.HIGHLIGHTED_COLOR = [0.9, 0.9, 0.0, 1.0];
/**
* Creates a new Plane object.
* @constructor
* @private
* @param {!o3djs.math.Vector3} opt_normal The normal of the
* plane. Does not need to be unit length, but must not be the zero
* vector. Defaults to [0, 1, 0] if not specified.
* @param {!o3djs.math.Vector3} opt_point A point through which the
* plane passes. Defaults to [0, 0, 0] if not specified.
*/
o3djs.manipulators.Plane_ = function(opt_normal,
opt_point) {
/**
* A point through which the plane passes.
* @private
* @type {!o3djs.math.Vector3}
*/
this.point_ = o3djs.math.copyVector(opt_point || [0, 0, 0]);
this.setNormal(opt_normal || [0, 1, 0]);
};
/**
* Sets the normal of this plane.
* @private
* @param {!o3djs.math.Vector3} normal The new normal of the
* plane. Does not need to be unit length, but must not be the zero
* vector.
*/
o3djs.manipulators.Plane_.prototype.setNormal = function(normal) {
// Make sure the normal isn't zero.
var denom = o3djs.math.lengthSquared(normal);
if (denom == 0.0) {
throw 'Plane_.setNormal: ERROR: normal was the zero vector (not allowed)';
}
/**
* The normal to the plane. Normalized, cannot be zero.
* @private
* @type {!o3djs.math.Vector3}
*/
this.normal_ = o3djs.math.normalize(normal); // Makes copy.
this.recalc_();
};
/**
* Gets the normal of this plane, as a unit vector.
* @private
* @return {!o3djs.math.Vector3} The (normalized) normal of the plane.
*/
o3djs.manipulators.Plane_.prototype.getNormal = function() {
return this.normal_;
};
/**
* Sets one point through which this plane passes.
* @private
* @param {!o3djs.math.Vector3} point A point through which the plane passes.
*/
o3djs.manipulators.Plane_.prototype.setPoint = function(point) {
this.point_ = o3djs.math.copyVector(point);
this.recalc_();
};
/**
* Gets one point through which this plane passes.
* @private
* @return {!o3djs.math.Vector3} A point which through the plane passes.
*/
o3djs.manipulators.Plane_.prototype.getPoint = function() {
return this.point_;
};
/**
* Projects a point onto the plane.
* @private
* @param {!o3djs.math.Vector3} point Point to be projected.
* @return {!o3djs.math.Vector3} Point on the plane closest to the
* passed point.
*/
o3djs.manipulators.Plane_.prototype.projectPoint = function(point) {
var distFromPlane =
o3djs.math.dot(this.normal_, point) - this.normalDotPoint_;
return o3djs.math.subVector(point,
o3djs.math.mulScalarVector(distFromPlane,
this.normal_));
};
/**
* Intersects a ray with the plane. Returns the point of intersection.
* This is a two-sided ray cast. If the ray is parallel to the plane,
* returns null.
* @private
* @param {!o3djs.math.Vector3} rayStart Start point of ray.
* @param {!o3djs.math.Vector3} rayDirection Direction vector of ray.
* Does not need to be normalized, but must not be the zero vector.
* @return {o3djs.math.Vector3} The point of intersection of the ray
* with the plane, or null if the ray is parallel to the plane.
*/
o3djs.manipulators.Plane_.prototype.intersectRay = function(rayStart,
rayDirection) {
var distFromPlane =
this.normalDotPoint_ - o3djs.math.dot(this.normal_, rayStart);
var denom = o3djs.math.dot(this.normal_, rayDirection);
if (denom == 0) {
return null;
}
var t = distFromPlane / denom;
return o3djs.math.addVector(rayStart,
o3djs.math.mulScalarVector(t, rayDirection));
};
/**
* Performs internal recalculations when the parameters of the plane change.
* @private
*/
o3djs.manipulators.Plane_.prototype.recalc_ = function() {
/**
* Helper (internal cache) for computing projections into the plane.
* The dot product between normal_ and point_.
* @private
* @type {!number}
*/
this.normalDotPoint_ = o3djs.math.dot(this.normal_, this.point_);
};
/**
* Constructs a new manipulator manager. Do not call this directly;
* use o3djs.manipulators.createManager instead.
* @constructor
* @param {!o3d.Pack} pack Pack in which manipulators' geometry and
* materials will be created.
* @param {!o3d.Transform} parentTransform The parent transform under
* which the manipulators' geometry should be parented.
* @param {!o3d.RenderNode} parentRenderNode The parent render node
* under which the manipulators' draw elements should be placed.
* @param {number} renderNodePriority The priority that the
* manipulators' geometry should use for rendering.
* @param {!o3d.DrawContext} drawContext The DrawContext to use for the
* manipulators.
*/
o3djs.manipulators.Manager = function(pack,
parentTransform,
parentRenderNode,
renderNodePriority,
drawContext) {
/**
* Pack in which manipulators' geometry and materials are created.
* @type {!o3d.Pack}
*/
this.pack = pack;
/**
* The ViewInfo used to render the manipulators.
* @type {!o3djs.rendergraph.ViewInfo}
*/
this.viewInfo = o3djs.rendergraph.createView(
pack,
parentTransform,
parentRenderNode,
undefined, // clearColor
renderNodePriority, // priority
undefined, // viewport
undefined, // performanceDrawList
undefined, // zOrderedDrawList
drawContext);
// Turn off clearing the color for the manipulators.
this.viewInfo.clearBuffer.active = false;
// Set the ZComparisonFunction to the opposite of normal so we only
// draw when we should be obscured for the obscured DrawList.
var state = this.viewInfo.zOrderedState;
state.getStateParam('ZComparisonFunction').value =
o3djs.base.o3d.State.CMP_GREATER;
// Disable depth writing, otherwise the second pass will have a
// screwed up depth buffer, and will draw when it shouldn't.
state.getStateParam('ZWriteEnable').value = false;
// Swap the priorities of the DrawPasses so they get drawn in the
// opposite order
var temp = this.viewInfo.performanceDrawPassInfo.root.priority;
this.viewInfo.performanceDrawPassInfo.root.priority =
this.viewInfo.zOrderedDrawPassInfo.root.priority
this.viewInfo.zOrderedDrawPassInfo.root.priority = temp;
// The following two DrawLists are used to render manipulators. We give each
// manipulator 2 DrawElements so they get drawn twice. Once they are
// drawn with the reverse of the normal zBuffer test so that only the parts
// of the manipulator that would be obscured by zbuffering are drawn. Then we
// draw them again with normal zBuffering test so that the parts that are not
// obscured get drawn as normal. This allows the obscured parts
// of the manipulators to be rendered with a different material.
// POTENTIAL PROBLEM: Since we reverse the depth comparison function (and
// disable depth writing) for the obscured rendering pass, those objects will
// not have their proper faces showing. So they will look wrong unless we use
// a constant shader. One possible solution would be to set the stencil
// buffer to indicate obscured/unobscured, so that we are free to use the
// depth buffer normally.
/**
* The DrawList we use to render manipulators that are unobscured by the main
* scene.
* @private
* @type {!o3d.DrawList}
*/
this.unobscuredDrawList_ = this.viewInfo.performanceDrawList;
/**
* The DrawList we use to render manipulators that are obscured by the main
* scene.
* @private
* @type {!o3d.DrawList}
*/
this.obscuredDrawList_ = this.viewInfo.zOrderedDrawList;
/**
* The parent transform under which the manipulators' geometry
* shall be parented.
* @type {!o3d.Transform}
*/
this.parentTransform = parentTransform;
/**
* A map from the manip's parent Transform clientId to the manip.
* @type {!Array.<!o3djs.manipulators.Manip>}
*/
this.manipsByClientId = [];
/**
* A PickManager to manage picking for the manipulators.
* @type {!o3djs.picking.PickManager}
*/
this.pickManager = o3djs.picking.createPickManager(this.parentTransform);
/**
* The currently-highlighted manipulator.
* @type {o3djs.manipulators.Manip}
*/
this.highlightedManip = null;
/**
* The manipulator currently being dragged.
* @private
* @type {o3djs.manipulators.Manip}
*/
this.draggedManip_ = null;
};
/**
* Gets the constant-color material used for the parts of manipulators that are
* in front of other objects in the scene.
* @return {!o3d.Material} A material.
*/
o3djs.manipulators.Manager.prototype.getUnobscuredConstantMaterial = function() {
if (!this.unobscuredConstantMaterial_) {
this.unobscuredConstantMaterial_ =
o3djs.manipulators.createConstantMaterial(
this.pack, this.unobscuredDrawList_, [1, 1, 1, 0.8]);
}
return this.unobscuredConstantMaterial_;
};
/**
* Gets the constant-color material used for the parts of manipulators that are
* behind other objects in the scene.
* @return {!o3d.Material} A material.
*/
o3djs.manipulators.Manager.prototype.getObscuredConstantMaterial = function() {
if (!this.obscuredConstantMaterial_) {
this.obscuredConstantMaterial_ =
o3djs.manipulators.createConstantMaterial(
this.pack, this.obscuredDrawList_, [1, 1, 1, 0.3]);
}
return this.obscuredConstantMaterial_;
};
/**
* Gets the material used for the parts of line ring manipulators that are
* in front of other objects in the scene.
* @return {!o3d.Material} A material.
*/
o3djs.manipulators.Manager.prototype.getUnobscuredLineRingMaterial =
function() {
if (!this.unobscuredLineRingMaterial_) {
this.unobscuredLineRingMaterial_ =
o3djs.manipulators.createLineRingMaterial(
this.pack, this.unobscuredDrawList_,
[1, 1, 1, 1], [1, 1, 1, 0.6], false);
}
return this.unobscuredLineRingMaterial_;
};
/**
* Gets the material used for the parts of line ring manipulators that are
* behind other objects in the scene.
* @return {!o3d.Material} A material.
*/
o3djs.manipulators.Manager.prototype.getObscuredLineRingMaterial = function() {
if (!this.obscuredLineRingMaterial_) {
this.obscuredLineRingMaterial_ = o3djs.manipulators.createLineRingMaterial(
this.pack, this.obscuredDrawList_,
[1, 1, 1, 0.5], [1, 1, 1, 0.3], true);
}
return this.obscuredLineRingMaterial_;
};
/**
* Creates a new Translate1 manipulator. A Translate1 moves along the
* X axis in its local coordinate system.
* @return {!o3djs.manipulators.Translate1} A new Translate1 manipulator.
*/
o3djs.manipulators.Manager.prototype.createTranslate1 = function() {
var manip = new o3djs.manipulators.Translate1(this);
this.add_(manip);
return manip;
};
/**
* Creates a new Translate2 manipulator. A Translate2 moves around the
* XY plane in its local coordinate system.
* @return {!o3djs.manipulators.Translate2} A new Translate2 manipulator.
*/
o3djs.manipulators.Manager.prototype.createTranslate2 = function() {
var manip = new o3djs.manipulators.Translate2(this);
this.add_(manip);
return manip;
};
/**
* Creates a new Rotate1 manipulator. A Rotate1 rotates about the
* X axis in its local coordinate system.
* @return {!o3djs.manipulators.Rotate1} A new Rotate1 manipulator.
*/
o3djs.manipulators.Manager.prototype.createRotate1 = function() {
var manip = new o3djs.manipulators.Rotate1(this);
this.add_(manip);
return manip;
};
/**
* Adds a manipulator to this manager's set.
* @private
* @param {!o3djs.manipulators.Manip} manip The manipulator to add.
*/
o3djs.manipulators.Manager.prototype.add_ = function(manip) {
// Generate draw elements for the manipulator's transform
manip.getTransform().createDrawElements(this.pack, null);
// Add the manipulator into our managed list
this.manipsByClientId[manip.getTransform().clientId] = manip;
};
/**
* Event handler for multiple kinds of mouse events.
* @private
* @param {number} x The x coordinate of the mouse event.
* @param {number} y The y coordinate of the mouse event.
* @param {!o3djs.math.Matrix4} view The current view matrix.
* @param {!o3djs.math.Matrix4} projection The current projection matrix.
* @param {number} width The width of the viewport.
* @param {number} height The height of the viewport.
* @param {!function(!o3djs.manipulators.Manager,
* o3djs.picking.PickInfo, o3djs.manipulators.Manip): void} func
* Callback function. Always receives the manager as argument; if
* a manipulator was picked, receives non-null PickInfo and Manip
* arguments, otherwise receives null for both of these arguments.
*/
o3djs.manipulators.Manager.prototype.handleMouse_ = function(x,
y,
view,
projection,
width,
height,
func) {
this.pickManager.update();
// Create the world ray
var worldRay =
o3djs.picking.clientPositionToWorldRayEx(x, y,
view, projection,
width, height);
// Pick against all of the manipulators' geometry
var pickResult = this.pickManager.pick(worldRay);
if (pickResult != null) {
// Find which manipulator we picked.
// NOTE this assumes some things about the transform graph
// structure of the manipulators.
// We may need to index by the parent-parent transform instead, since the
// shape could be attached to the manip's invisibleTransform_, which is a
// child of the localTransform_.
var manip =
this.manipsByClientId[pickResult.shapeInfo.parent.transform.clientId] ||
this.manipsByClientId[
pickResult.shapeInfo.parent.parent.transform.clientId];
func(this, pickResult, manip);
} else {
func(this, null, null);
}
};
/**
* Callback handling the mouse-down event on a manipulator.
* @private
* @param {!o3djs.manipulators.Manager} manager The manipulator
* manager owning the given manipulator.
* @param {o3djs.picking.PickInfo} pickResult The picking information
* associated with the mouse-down event.
* @param {o3djs.manipulators.Manip} manip The manipulator to be
* selected.
*/
o3djs.manipulators.mouseDownCallback_ = function(manager,
pickResult,
manip) {
if (manip != null) {
manager.draggedManip_ = manip;
manip.makeActive(pickResult);
}
};
/**
* Callback handling the mouse-over event on a manipulator.
* @private
* @param {!o3djs.manipulators.Manager} manager The manipulator
* manager owning the given manipulator.
* @param {o3djs.picking.PickInfo} pickResult The picking information
* associated with the mouse-over event.
* @param {o3djs.manipulators.Manip} manip The manipulator to be
* highlighted.
*/
o3djs.manipulators.hoverCallback_ = function(manager,
pickResult,
manip) {
if (manager.highlightedManip != null &&
manager.highlightedManip != manip) {
// Un-highlight the previously highlighted manipulator
manager.highlightedManip.clearHighlight();
manager.highlightedManip = null;
}
if (manip != null) {
manip.highlight(pickResult);
manager.highlightedManip = manip;
}
};
/**
* Method which should be called by end user code upon receiving a
* mouse-down event.
* @param {number} x The x coordinate of the mouse event.
* @param {number} y The y coordinate of the mouse event.
* @param {!o3djs.math.Matrix4} view The current view matrix.
* @param {!o3djs.math.Matrix4} projection The current projection matrix.
* @param {number} width The width of the viewport.
* @param {number} height The height of the viewport.
*/
o3djs.manipulators.Manager.prototype.mousedown = function(x,
y,
view,
projection,
width,
height) {
this.handleMouse_(x, y, view, projection, width, height,
o3djs.manipulators.mouseDownCallback_);
};
/**
* Method which should be called by end user code upon receiving a
* mouse motion event.
* @param {number} x The x coordinate of the mouse event.
* @param {number} y The y coordinate of the mouse event.
* @param {!o3djs.math.Matrix4} view The current view matrix.
* @param {!o3djs.math.Matrix4} projection The current projection matrix.
* @param {number} width The width of the viewport.
* @param {number} height The height of the viewport.
*/
o3djs.manipulators.Manager.prototype.mousemove = function(x,
y,
view,
projection,
width,
height) {
if (this.draggedManip_ != null) {
var worldRay =
o3djs.picking.clientPositionToWorldRayEx(x, y,
view, projection,
width, height);
this.draggedManip_.drag(worldRay.near, worldRay.far,
x, y, view, projection, width, height);
} else {
this.handleMouse_(x, y, view, projection, width, height,
o3djs.manipulators.hoverCallback_);
}
};
/**
* Method which should be called by end user code upon receiving a
* mouse-up event.
*/
o3djs.manipulators.Manager.prototype.mouseup = function() {
if (this.draggedManip_ != null) {
this.draggedManip_.makeInactive();
this.draggedManip_ = null;
}
};
/**
* Method which should be called by end user code, typically in
* response to mouse move events, to update the transforms of
* manipulators which might have been moved either because of
* manipulators further up the hierarchy, or programmatic changes to
* transforms.
*/
o3djs.manipulators.Manager.prototype.updateInactiveManipulators = function() {
for (var ii in this.manipsByClientId) {
var manip = this.manipsByClientId[ii];
if (!manip.isActive()) {
manip.updateBaseTransformFromAttachedTransform_();
}
}
};
/**
* Base class for all manipulators.
* @constructor
* @param {!o3djs.manipulators.Manager} manager The manager of this
* manipulator.
*/
o3djs.manipulators.Manip = function(manager) {
/**
* The manager of this manipulator.
* @private
* @type {!o3djs.manipulators.Manager}
*/
this.manager_ = manager;
var pack = manager.pack;
/**
* This transform holds the local transformation of the manipulator,
* which is either applied to the transform to which it is attached,
* or (see below) consumed by the user in the manipulator's
* callbacks. After each interaction, if there is an attached
* transform, this local transform is added in to it and reset to
* the identity.
* TODO(kbr): add support for user callbacks on manipulators.
* @private
* @type {!o3d.Transform}
*/
this.localTransform_ = pack.createObject('Transform');
/**
* This transform provides an offset, if desired, between the
* manipulator's geometry and the transform (and, implicitly, the
* shape) to which it is attached. This allows the manipulator to be
* easily placed below an object, for example.
* @private
* @type {!o3d.Transform}
*/
this.offsetTransform_ = pack.createObject('Transform');
/**
* This transform is the one which is actually parented to the
* manager's parentTransform. It is used to place the manipulator in
* world space, regardless of the world space location of the
* parentTransform supplied to the manager. If this manipulator is
* attached to a given transform, then upon completion of a
* particular drag interaction, this transform is adjusted to take
* into account the attached transform's new value.
* @private
* @type {!o3d.Transform}
*/
this.baseTransform_ = pack.createObject('Transform');
/**
* This child transform is used only to hold any invisible shapes
* we may want. Invisible shapes can be useful for picking. Visibility is
* controlled by the transform, which is why we need this transform.
* The local matrix of this transform should only be the identity matrix.
* @private
* @type {!o3d.Transform}
*/
this.invisibleTransform_ = pack.createObject('Transform');
this.invisibleTransform_.visible = false;
// Hook up these transforms
this.invisibleTransform_.parent = this.localTransform_;
this.localTransform_.parent = this.offsetTransform_;
this.offsetTransform_.parent = this.baseTransform_;
this.baseTransform_.parent = manager.parentTransform;
// Make the invisible transform pickable even though it's invisible
manager.pickManager.update();
var invisibleTransformInfo = manager.pickManager.getTransformInfo(
this.invisibleTransform_);
invisibleTransformInfo.pickableEvenIfInvisible = true;
/**
* This is the transform in the scene graph to which this
* manipulator is conceptually "attached", and whose local transform
* we are modifying.
* @private
* @type {o3d.Transform}
*/
this.attachedTransform_ = null;
/**
* Whether this manipulator is active (ie being dragged).
* @private
* @type {boolean}
*/
this.active_ = false;
};
/**
* Adds shapes to the internal transform of this manipulator.
* @private
* @param {!Array.<!o3d.Shape>} shapes Array of shapes to add.
* @param {boolean} opt_visible Whether the added shapes should be visible.
* Default = true. Invisible geometry can be useful for picking.
*/
o3djs.manipulators.Manip.prototype.addShapes_ = function(shapes, opt_visible) {
if (opt_visible == undefined) {
opt_visible = true;
}
for (var ii = 0; ii < shapes.length; ii++) {
if(opt_visible) {
this.localTransform_.addShape(shapes[ii]);
} else {
this.invisibleTransform_.addShape(shapes[ii]);
}
}
};
/**
* Returns the "base" transform of this manipulator, which places the
* origin of the manipulator at the local origin of the attached
* transform.
* @private
* @return {!o3d.Transform} The base transform of this manipulator.
*/
o3djs.manipulators.Manip.prototype.getBaseTransform_ = function() {
return this.baseTransform_;
};
/**
* Returns the "offset" transform of this manipulator, which allows
* the manipulator's geometry to be moved or rotated with respect to
* the local origin of the attached transform.
* @return {!o3d.Transform} The offset transform of this manipulator.
*/
o3djs.manipulators.Manip.prototype.getOffsetTransform = function() {
return this.offsetTransform_;
};
/**
* Returns the local transform of this manipulator, which contains the
* changes that have been made in response to the current drag
* operation. Upon completion of the drag, this transform's effects
* are composed in to the attached transform, and this transform is
* reset to the identity.
* @return {!o3d.Transform} The local transform of this manipulator.
*/
o3djs.manipulators.Manip.prototype.getTransform = function() {
return this.localTransform_;
};
/**
* Sets the translation component of the offset transform. This is
* useful for moving the manipulator's geometry with respect to the
* local origin of the attached transform.
* @param {!o3djs.math.Vector3} translation The offset translation for
* this manipulator.
*/
o3djs.manipulators.Manip.prototype.setOffsetTranslation =
function(translation) {
this.getOffsetTransform().localMatrix =
o3djs.math.matrix4.setTranslation(this.getOffsetTransform().localMatrix,
translation);
};
/**
* Sets the rotation component of the offset transform. This is useful
* for orienting the manipulator's geometry with respect to the local
* origin of the attached transform.
* @param {!o3djs.quaternions.Quaternion} quaternion The offset
* rotation for this manipulator.
*/
o3djs.manipulators.Manip.prototype.setOffsetRotation = function(quaternion) {
var rot = o3djs.quaternions.quaternionToRotation(quaternion);
this.getOffsetTransform().localMatrix =
o3djs.math.matrix4.setUpper3x3(this.getOffsetTransform().localMatrix,
rot);
};