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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.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.DrawList} drawList The draw list against which
* internal materials are 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.
* @return {!o3djs.manipulators.Manager} The created manipulator
* manager.
*/
o3djs.manipulators.createManager = function(pack,
drawList,
parentTransform,
parentRenderNode,
renderNodePriority) {
return new o3djs.manipulators.Manager(pack,
drawList,
parentTransform,
parentRenderNode,
renderNodePriority);
}
//
// 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) {
if (opt_direction) {
this.direction_ = o3djs.math.copyVector(opt_direction);
} else {
this.direction_ = [1, 0, 0];
}
if (opt_point) {
this.point_ = o3djs.math.copyVector(opt_point);
} else {
this.point_ = [0, 0, 0];
}
// Helper for computing projections along the line
this.alongVec_ = [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_));
}
o3djs.manipulators.EPSILON = 0.00001;
o3djs.manipulators.X_AXIS = [1, 0, 0];
/**
* 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.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)';
}
this.alongVec_ =
o3djs.math.subVector(this.point_,
o3djs.math.mulScalarVector(
o3djs.math.dot(this.point_,
this.direction_),
this.direction_));
}
o3djs.manipulators.DEFAULT_COLOR = [0.8, 0.8, 0.8, 1.0];
o3djs.manipulators.HIGHLIGHTED_COLOR = [0.9, 0.9, 0.0, 1.0];
/**
* 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.DrawList} drawList The draw list against which
* internal materials are 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.
*/
o3djs.manipulators.Manager = function(pack,
drawList,
parentTransform,
parentRenderNode,
renderNodePriority) {
this.pack = pack;
this.drawList = drawList;
this.parentTransform = parentTransform;
this.parentRenderNode = parentRenderNode;
this.renderNodePriority = renderNodePriority;
this.lightPosition = [10, 10, 10];
// Create the default and highlighted materials.
this.defaultMaterial =
this.createPhongMaterial_(o3djs.manipulators.DEFAULT_COLOR);
this.highlightedMaterial =
this.createPhongMaterial_(o3djs.manipulators.HIGHLIGHTED_COLOR);
// This is a map from the manip's parent Transform clientId to the manip.
this.manipsByClientId = [];
// Presumably we need a TransformInfo for the parentTransform.
this.transformInfo =
o3djs.picking.createTransformInfo(this.parentTransform, null);
/**
* The currently-highlighted manipulator.
* @type {o3djs.manipulators.Manip}
*/
this.highlightedManip = null;
/**
* The manipulator currently being dragged.
* @private
* @type {o3djs.manipulators.Manip}
*/
this.draggedManip_ = null;
}
/**
* Creates a phong material based on the given single color.
* @private
* @param {!o3djs.math.Vector4} baseColor A vector with 4 entries, the
* R,G,B, and A components of a color.
* @return {!o3d.Material} A phong material whose overall pigment is baseColor.
*/
o3djs.manipulators.Manager.prototype.createPhongMaterial_ =
function(baseColor) {
// Create a new, empty Material object.
var material = this.pack.createObject('Material');
o3djs.effect.attachStandardShader(
this.pack, material, this.lightPosition, 'phong');
material.drawList = this.drawList;
// Assign parameters to the phong material.
material.getParam('emissive').value = [0, 0, 0, 1];
material.getParam('ambient').value =
o3djs.math.mulScalarVector(0.1, baseColor);
material.getParam('diffuse').value = baseColor;
material.getParam('specular').value = [.2, .2, .2, 1];
material.getParam('shininess').value = 20;
return material;
}
/**
* 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;
}
/**
* 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's transform to the parent transform
manip.getBaseTransform_().parent = this.parentTransform;
// 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.transformInfo.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.transformInfo.pick(worldRay);
if (pickResult != null) {
// Find which manipulator we picked.
// NOTE this assumes some things about the transform graph
// structure of the manipulators.
var manip =
this.manipsByClientId[pickResult.shapeInfo.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);
} 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) {
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.
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.
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.
this.baseTransform_ = pack.createObject('Transform');
// Hook up these transforms
this.localTransform_.parent = this.offsetTransform_;
this.offsetTransform_.parent = this.baseTransform_;
// This is the transform in the scene graph to which this
// manipulator is conceptually "attached", and whose local transform
// we are modifying.
this.attachedTransform_ = null;
this.active_ = false;
}
/**
* Adds shapes to the internal transform of this manipulator.
* @private
* @param {!Array.<!o3d.Shape>} shapes Array of shapes to add.
*/
o3djs.manipulators.Manip.prototype.addShapes_ = function(shapes) {
for (var ii = 0; ii < shapes.length; ii++) {
this.localTransform_.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);
}
/**
* Explicitly sets the local translation of this manipulator.
* (TODO(kbr): it is not clear that this capability should be in the
* API.)
* @param {!o3djs.math.Vector3} translation The local translation for
* this manipulator.
*/
o3djs.manipulators.Manip.prototype.setTranslation = function(translation) {
this.getTransform().localMatrix =
o3djs.math.matrix4.setTranslation(this.getTransform().localMatrix,
translation);
}
/**
* Explicitly sets the local rotation of this manipulator. (TODO(kbr):
* it is not clear that this capability should be in the API.)
* @param {!o3djs.quaternions.Quaternion} quaternion The local
* rotation for this manipulator.
*/
o3djs.manipulators.Manip.prototype.setRotation = function(quaternion) {
var rot = o3djs.quaternions.quaternionToRotation(quaternion);
this.getTransform().localMatrix =
o3djs.math.matrix4.setUpper3x3(this.getTransform().localMatrix,
rot);
}
/**
* Attaches this manipulator to the given transform. Interactions with
* the manipulator will cause this transform's local matrix to be
* modified appropriately.
* @param {!o3d.Transform} transform The transform to which this
* manipulator should be attached.
*/
o3djs.manipulators.Manip.prototype.attachTo = function(transform) {
this.attachedTransform_ = transform;
// Update our base transform to place the manipulator at exactly the
// location of the attached transform.
this.updateBaseTransformFromAttachedTransform_();
}
/**
* Highlights this manipulator according to the given pick result.
* @param {o3djs.picking.PickInfo} pickResult The pick result which
* caused this manipulator to become highlighted.
*/
o3djs.manipulators.Manip.prototype.highlight = function(pickResult) {
}
/**
* Clears any highlight for this manipulator.
*/
o3djs.manipulators.Manip.prototype.clearHighlight = function() {
}
/**
* Activates this manipulator according to the given pick result. In
* complex manipulators, picking different portions of the manipulator
* may result in different forms of interaction.
* @param {o3djs.picking.PickInfo} pickResult The pick result which
* caused this manipulator to become active.
*/
o3djs.manipulators.Manip.prototype.makeActive = function(pickResult) {
this.active_ = true;
}
/**
* Deactivates this manipulator.
*/
o3djs.manipulators.Manip.prototype.makeInactive = function() {
this.active_ = false;
}
/**
* Drags this manipulator according to the world-space ray specified
* by startPoint and endPoint. makeActive must already have been
* called with the initial pick result causing this manipulator to
* become active. This method exists only to be overridden.
* @param {!o3djs.math.Vector3} startPoint Start point of the
* world-space ray through the current mouse position.
* @param {!o3djs.math.Vector3} endPoint End point of the world-space
* ray through the current mouse position.
*/
o3djs.manipulators.Manip.prototype.drag = function(startPoint,
endPoint) {
}
/**
* Indicates whether this manipulator is active.
* @return {boolean} Whether this manipulator is active.
*/
o3djs.manipulators.Manip.prototype.isActive = function() {
return this.active_;
}
/**
* Updates the base transform of this manipulator from the state of
* its attached transform, resetting the local transform of this
* manipulator to the identity.
* @private
*/
o3djs.manipulators.Manip.prototype.updateBaseTransformFromAttachedTransform_ =
function() {
if (this.attachedTransform_ != null) {
var attWorld = this.attachedTransform_.worldMatrix;
var parWorld = this.manager_.parentTransform.worldMatrix;
var parWorldInv = o3djs.math.matrix4.inverse(parWorld);
this.baseTransform_.localMatrix =
o3djs.math.matrix4.mul(attWorld, parWorldInv);
// Reset the manipulator's local matrix to the identity.
this.localTransform_.localMatrix = o3djs.math.matrix4.identity();
}
}
/**
* Updates this manipulator's attached transform based on the values
* in the local transform.
* @private
*/
o3djs.manipulators.Manip.prototype.updateAttachedTransformFromLocalTransform_ =
function() {
if (this.attachedTransform_ != null) {
// Compute the composition of the base and local transforms.
// The offset transform is skipped except for transforming the
// local matrix's translation by the rotation component of the
// offset transform.
var base = this.baseTransform_.worldMatrix;
var local = this.localTransform_.localMatrix;
var xlate = o3djs.math.matrix4.getTranslation(local);
var transformedXlate =
o3djs.math.matrix4.transformDirection(
this.offsetTransform_.localMatrix,
o3djs.math.matrix4.getTranslation(local));
o3djs.math.matrix4.setTranslation(local, transformedXlate);
var totalMat = o3djs.math.matrix4.mul(base, local);
// Set this into the attached transform, taking into account its
// parent's transform, if any.
// Note that we can not query the parent's transform directly, so
// we compute it using a little trick.
var attWorld = this.attachedTransform_.worldMatrix;
var attLocal = this.attachedTransform_.localMatrix;
var attParentMat =
o3djs.math.matrix4.mul(attWorld,
o3djs.math.matrix4.inverse(attLocal));
// Now we can take the inverse of this matrix
var attParentMatInv = o3djs.math.matrix4.inverse(attParentMat);
totalMat = o3djs.math.matrix4.mul(attParentMatInv, totalMat);
this.attachedTransform_.localMatrix = totalMat;
}
}
/**
* Sets the material of the given shape's draw elements.
* @private
*/
o3djs.manipulators.Manip.prototype.setMaterial_ = function(shape, material) {
var elements = shape.elements;
for (var ii = 0; ii < elements.length; ii++) {
var drawElements = elements[ii].drawElements;
for (var jj = 0; jj < drawElements.length; jj++) {
drawElements[jj].material = material;
}
}
}
/**
* Sets the materials of the given shapes' draw elements.
* @private
*/
o3djs.manipulators.Manip.prototype.setMaterials_ = function(shapes, material) {
for (var ii = 0; ii < shapes.length; ii++) {
this.setMaterial_(shapes[ii], material);
}
}
/**
* A manipulator allowing an object to be dragged along a line.
* @constructor
* @extends {o3djs.manipulators.Manip}
* @param {!o3djs.manipulators.Manager} manager The manager for the
* new Translate1 manipulator.
*/
o3djs.manipulators.Translate1 = function(manager) {
o3djs.manipulators.Manip.call(this, manager);
var pack = manager.pack;
var material = manager.defaultMaterial;
var shape = manager.translate1Shape_;
if (!shape) {
// Create the geometry for the manipulator, which looks like a
// two-way arrow going from (-1, 0, 0) to (1, 0, 0).
var matrix4 = o3djs.math.matrix4;
var zRot = matrix4.rotationZ(Math.PI / 2);
var verts = o3djs.primitives.createTruncatedConeVertices(
0.15, // Bottom radius.
0.0, // Top radius.
0.3, // Height.
4, // Number of radial subdivisions.
1, // Number of vertical subdivisions.
matrix4.mul(matrix4.translation([0, 0.85, 0]), zRot));
verts.append(o3djs.primitives.createCylinderVertices(
0.06, // Radius.
1.4, // Height.
4, // Number of radial subdivisions.
1, // Number of vertical subdivisions.
zRot));
verts.append(o3djs.primitives.createTruncatedConeVertices(
0.0, // Bottom radius.
0.15, // Top radius.
0.3, // Height.
4, // Number of radial subdivisions.
1, // Number of vertical subdivisions.
matrix4.mul(matrix4.translation([0, -0.85, 0]), zRot)));
shape = verts.createShape(pack, material);
manager.translate1Shape_ = shape;
}
this.addShapes_([ shape ]);
this.transformInfo = o3djs.picking.createTransformInfo(this.getTransform(),
manager.transformInfo);
// Add a parameter to our transform to be able to change the
// material's color for highlighting.
this.colorParam = this.getTransform().createParam('diffuse', 'ParamFloat4');
this.clearHighlight();
/** Dragging state */
this.dragLine = new o3djs.manipulators.Line_();
}
o3djs.base.inherit(o3djs.manipulators.Translate1, o3djs.manipulators.Manip);
o3djs.manipulators.Translate1.prototype.highlight = function(pickResult) {
// We can use instanced geometry for the entire Translate1 since its
// entire color changes during highlighting.
// TODO(kbr): support custom user geometry and associated callbacks.
this.colorParam.value = o3djs.manipulators.HIGHLIGHTED_COLOR;
}
o3djs.manipulators.Translate1.prototype.clearHighlight = function() {
this.colorParam.value = o3djs.manipulators.DEFAULT_COLOR;
}
o3djs.manipulators.Translate1.prototype.makeActive = function(pickResult) {
o3djs.manipulators.Manip.prototype.makeActive.call(this, pickResult);
this.highlight(pickResult);
var worldMatrix = this.getTransform().worldMatrix;
this.dragLine.setDirection(
o3djs.math.matrix4.transformDirection(worldMatrix,
o3djs.manipulators.X_AXIS));
this.dragLine.setPoint(pickResult.worldIntersectionPosition);
}
o3djs.manipulators.Translate1.prototype.makeInactive = function() {
o3djs.manipulators.Manip.prototype.makeInactive.call(this);
this.clearHighlight();
this.updateAttachedTransformFromLocalTransform_();
this.updateBaseTransformFromAttachedTransform_();
}
o3djs.manipulators.Translate1.prototype.drag = function(startPoint,
endPoint) {
// Algorithm: Find closest point of ray to dragLine. Subtract this
// point from the line's point to find difference vector; transform
// from world to local coordinates to find new local offset of
// manipulator.
var closestPoint = this.dragLine.closestPointToRay(startPoint, endPoint);
if (closestPoint == null) {
// Drag axis is parallel to ray. Punt.
return;
}
// Need to do a world-to-local transformation on the difference vector.
// Note that we also incorporate the translation portion of the matrix.
var diffVector =
o3djs.math.subVector(closestPoint, this.dragLine.getPoint());
var worldToLocal =
o3djs.math.matrix4.inverse(this.getTransform().worldMatrix);
this.getTransform().localMatrix =
o3djs.math.matrix4.setTranslation(
this.getTransform().localMatrix,
o3djs.math.matrix4.transformDirection(worldToLocal,
diffVector));
this.updateAttachedTransformFromLocalTransform_();
}
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