mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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1612 lines
47 KiB
JavaScript
1612 lines
47 KiB
JavaScript
/* -*- Mode: javascript; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=2 et sw=2 tw=80: */
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/***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Tilt: A WebGL-based 3D visualization of a webpage.
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*
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* The Initial Developer of the Original Code is
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* Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2011
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Victor Porof <vporof@mozilla.com> (original author)
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the LGPL or the GPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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***** END LICENSE BLOCK *****/
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/*global Components, ChromeWorker */
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/*global TiltGL, TiltMath, vec3, mat4, quat4, TiltUtils, TiltVisualizerStyle */
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"use strict";
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const Cu = Components.utils;
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const Ci = Components.interfaces;
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const ELEMENT_MIN_SIZE = 4;
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const INVISIBLE_ELEMENTS = {
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"head": true,
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"base": true,
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"basefont": true,
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"isindex": true,
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"link": true,
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"meta": true,
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"option": true,
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"script": true,
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"style": true,
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"title": true
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};
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const STACK_THICKNESS = 15;
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const WIREFRAME_COLOR = [0, 0, 0, 0.25];
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const INITIAL_TRANSITION_DURATION = 100;
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const INITIAL_Z_TRANSLATION = 400;
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const MOUSE_CLICK_THRESHOLD = 10;
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const ARCBALL_SENSITIVITY = 0.3;
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const ARCBALL_ROTATION_STEP = 0.15;
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const ARCBALL_TRANSLATION_STEP = 35;
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const ARCBALL_ZOOM_STEP = 0.1;
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const ARCBALL_ZOOM_MIN = -3000;
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const ARCBALL_ZOOM_MAX = 500;
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const TILT_CRAFTER = "resource:///modules/devtools/TiltWorkerCrafter.js";
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const TILT_PICKER = "resource:///modules/devtools/TiltWorkerPicker.js";
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Cu.import("resource:///modules/devtools/TiltGL.jsm");
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Cu.import("resource:///modules/devtools/TiltMath.jsm");
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Cu.import("resource:///modules/devtools/TiltUtils.jsm");
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Cu.import("resource:///modules/devtools/TiltVisualizerStyle.jsm");
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let EXPORTED_SYMBOLS = ["TiltVisualizer"];
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/**
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* Initializes the visualization presenter and controller.
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*
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* @param {Object} aProperties
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* an object containing the following properties:
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* {Element} parentNode: the parent node to hold the visualization
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* {Window} contentWindow: the content window holding the visualized doc
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* {Function} requestAnimationFrame: responsible with scheduling loops
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* {InspectorUI} inspectorUI: necessary instance of the InspectorUI
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* {Function} onError: optional, function called if initialization failed
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* {Function} onLoad: optional, function called if initialization worked
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*/
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function TiltVisualizer(aProperties)
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{
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// make sure the properties parameter is a valid object
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aProperties = aProperties || {};
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/**
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* The canvas element used for rendering the visualization.
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*/
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this.canvas = TiltUtils.DOM.initCanvas(aProperties.parentNode, {
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focusable: true,
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append: true
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});
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/**
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* Visualization logic and drawing loop.
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*/
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this.presenter = new TiltVisualizer.Presenter(this.canvas,
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aProperties.contentWindow,
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aProperties.requestAnimationFrame,
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aProperties.inspectorUI,
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aProperties.onError || null,
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aProperties.onLoad || null);
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/**
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* Visualization mouse and keyboard controller.
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*/
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this.controller = new TiltVisualizer.Controller(this.canvas, this.presenter);
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}
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TiltVisualizer.prototype = {
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/**
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* Checks if this object was initialized properly.
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*
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* @return {Boolean} true if the object was initialized properly
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*/
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isInitialized: function TV_isInitialized()
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{
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return this.presenter && this.presenter.isInitialized() &&
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this.controller && this.controller.isInitialized();
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},
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/**
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* Removes the overlay canvas used for rendering the visualization.
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*/
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removeOverlay: function TV_removeOverlay()
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{
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if (this.canvas && this.canvas.parentNode) {
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this.canvas.parentNode.removeChild(this.canvas);
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}
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},
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/**
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* Explicitly cleans up this visualizer and sets everything to null.
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*/
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cleanup: function TV_cleanup()
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{
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if (this.controller) {
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TiltUtils.destroyObject(this.controller);
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}
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if (this.presenter) {
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TiltUtils.destroyObject(this.presenter);
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}
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TiltUtils.destroyObject(this);
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TiltUtils.clearCache();
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TiltUtils.gc();
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}
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};
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/**
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* This object manages the visualization logic and drawing loop.
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*
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* @param {HTMLCanvasElement} aCanvas
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* the canvas element used for rendering
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* @param {Object} aContentWindow
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* the content window holding the document to be visualized
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* @param {Function} aRequestAnimationFrame
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* function responsible with scheduling loop frames
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* @param {InspectorUI} aInspectorUI
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* necessary instance of the InspectorUI
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* @param {Function} onError
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* function called if initialization failed
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* @param {Function} onLoad
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* function called if initialization worked
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*/
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TiltVisualizer.Presenter = function TV_Presenter(
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aCanvas, aContentWindow, aRequestAnimationFrame, aInspectorUI,
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onError, onLoad)
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{
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this.canvas = aCanvas;
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this.contentWindow = aContentWindow;
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this.inspectorUI = aInspectorUI;
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this.tiltUI = aInspectorUI.chromeWin.Tilt;
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/**
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* Create the renderer, containing useful functions for easy drawing.
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*/
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this.renderer = new TiltGL.Renderer(aCanvas, onError, onLoad);
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/**
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* A custom shader used for drawing the visualization mesh.
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*/
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this.visualizationProgram = null;
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/**
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* The combined mesh representing the document visualization.
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*/
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this.texture = null;
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this.meshStacks = null;
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this.meshWireframe = null;
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this.traverseData = null;
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/**
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* A highlight quad drawn over a stacked dom node.
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*/
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this.highlight = {
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disabled: true,
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v0: vec3.create(),
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v1: vec3.create(),
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v2: vec3.create(),
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v3: vec3.create()
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};
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/**
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* Scene transformations, exposing offset, translation and rotation.
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* Modified by events in the controller through delegate functions.
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*/
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this.transforms = {
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offset: vec3.create(), // mesh offset, aligned to the viewport center
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translation: vec3.create(), // scene translation, on the [x, y, z] axis
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rotation: quat4.create() // scene rotation, expressed as a quaternion
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};
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/**
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* Variables holding information about the initial and current node selected.
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*/
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this._initialSelection = false; // true if an initial selection was made
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this._currentSelection = -1; // the selected node index
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/**
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* Variable specifying if the scene should be redrawn.
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* This should happen usually when the visualization is translated/rotated.
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*/
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this.redraw = true;
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/**
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* A frame counter, incremented each time the scene is redrawn.
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*/
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this.frames = 0;
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/**
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* The initialization logic.
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*/
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let setup = function TVP_setup()
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{
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let renderer = this.renderer;
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// if the renderer was destroyed, don't continue setup
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if (!renderer || !renderer.context) {
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return;
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}
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// create the visualization shaders and program to draw the stacks mesh
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this.visualizationProgram = new renderer.Program({
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vs: TiltVisualizer.MeshShader.vs,
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fs: TiltVisualizer.MeshShader.fs,
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attributes: ["vertexPosition", "vertexTexCoord", "vertexColor"],
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uniforms: ["mvMatrix", "projMatrix", "sampler"]
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});
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this.setupTexture();
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this.setupMeshData();
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this.setupEventListeners();
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this.canvas.focus();
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}.bind(this);
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/**
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* The animation logic.
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*/
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let loop = function TVP_loop()
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{
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let renderer = this.renderer;
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// if the renderer was destroyed, don't continue rendering
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if (!renderer || !renderer.context) {
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return;
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}
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// prepare for the next frame of the animation loop
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aRequestAnimationFrame(loop);
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// only redraw if we really have to
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if (this.redraw) {
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this.redraw = false;
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this.drawVisualization();
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}
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// call the attached ondraw event handler if specified (by the controller)
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if ("function" === typeof this.ondraw) {
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this.ondraw();
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}
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}.bind(this);
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setup();
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loop();
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};
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TiltVisualizer.Presenter.prototype = {
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/**
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* Draws the visualization mesh and highlight quad.
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*/
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drawVisualization: function TVP_drawVisualization()
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{
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let renderer = this.renderer;
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let transforms = this.transforms;
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// if the mesh wasn't created yet, don't continue rendering
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if (!this.meshStacks || !this.meshWireframe) {
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return;
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}
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// clear the context to an opaque black background
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renderer.clear();
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renderer.perspective();
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// apply a transition transformation using an ortho and perspective matrix
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let f = this.frames / INITIAL_TRANSITION_DURATION;
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let w = renderer.width;
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let h = renderer.height;
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renderer.lerp(renderer.projMatrix, mat4.ortho(0, w, h, 0, -1, 1000), f, 8);
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// apply the preliminary transformations to the model view
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renderer.translate(w * 0.5, h * 0.5, -INITIAL_Z_TRANSLATION);
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// calculate the camera matrix using the rotation and translation
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renderer.translate(transforms.translation[0], 0,
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transforms.translation[2]);
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renderer.transform(quat4.toMat4(transforms.rotation));
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// offset the visualization mesh to center
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renderer.translate(transforms.offset[0],
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transforms.offset[1] + transforms.translation[1], 0);
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// draw the visualization mesh
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renderer.strokeWeight(2);
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renderer.depthTest(true);
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this.drawMeshStacks();
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this.drawMeshWireframe();
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this.drawHighlight();
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// make sure the initial transition is drawn until finished
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if (this.frames < INITIAL_TRANSITION_DURATION) {
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this.redraw = true;
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}
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this.frames++;
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},
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/**
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* Draws the meshStacks object.
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*/
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drawMeshStacks: function TVP_drawMeshStacks()
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{
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let renderer = this.renderer;
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let mesh = this.meshStacks;
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let visualizationProgram = this.visualizationProgram;
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let texture = this.texture;
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let mvMatrix = renderer.mvMatrix;
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let projMatrix = renderer.projMatrix;
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// use the necessary shader
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visualizationProgram.use();
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// bind the attributes and uniforms as necessary
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visualizationProgram.bindVertexBuffer("vertexPosition", mesh.vertices);
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visualizationProgram.bindVertexBuffer("vertexTexCoord", mesh.texCoord);
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visualizationProgram.bindVertexBuffer("vertexColor", mesh.color);
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visualizationProgram.bindUniformMatrix("mvMatrix", mvMatrix);
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visualizationProgram.bindUniformMatrix("projMatrix", projMatrix);
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visualizationProgram.bindTexture("sampler", texture);
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// draw the vertices as TRIANGLES indexed elements
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renderer.drawIndexedVertices(renderer.context.TRIANGLES, mesh.indices);
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// save the current model view and projection matrices
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mesh.mvMatrix = mat4.create(mvMatrix);
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mesh.projMatrix = mat4.create(projMatrix);
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},
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/**
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* Draws the meshWireframe object.
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*/
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drawMeshWireframe: function TVP_drawMeshWireframe()
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{
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let renderer = this.renderer;
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let mesh = this.meshWireframe;
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||
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// use the necessary shader
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||
renderer.useColorShader(mesh.vertices, WIREFRAME_COLOR);
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||
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// draw the vertices as LINES indexed elements
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||
renderer.drawIndexedVertices(renderer.context.LINES, mesh.indices);
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},
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||
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/**
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* Draws a highlighted quad around a currently selected node.
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*/
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drawHighlight: function TVP_drawHighlight()
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{
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// check if there's anything to highlight (i.e any node is selected)
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if (!this.highlight.disabled) {
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// set the corresponding state to draw the highlight quad
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let renderer = this.renderer;
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let highlight = this.highlight;
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||
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renderer.depthTest(false);
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renderer.fill(highlight.fill, 0.5);
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renderer.stroke(highlight.stroke);
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renderer.strokeWeight(highlight.strokeWeight);
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renderer.quad(highlight.v0, highlight.v1, highlight.v2, highlight.v3);
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}
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||
},
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||
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||
/**
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||
* Creates or refreshes the texture applied to the visualization mesh.
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||
*/
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setupTexture: function TVP_setupTexture()
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{
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let renderer = this.renderer;
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||
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// destroy any previously created texture
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||
TiltUtils.destroyObject(this.texture);
|
||
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// if the renderer was destroyed, don't continue setup
|
||
if (!renderer || !renderer.context) {
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||
return;
|
||
}
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||
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||
// get the maximum texture size
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||
this.maxTextureSize =
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renderer.context.getParameter(renderer.context.MAX_TEXTURE_SIZE);
|
||
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||
// use a simple shim to get the image representation of the document
|
||
// this will be removed once the MOZ_window_region_texture bug #653656
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// is finished; currently just converting the document image to a texture
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||
// applied to the mesh
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||
this.texture = new renderer.Texture({
|
||
source: TiltGL.TextureUtils.createContentImage(this.contentWindow,
|
||
this.maxTextureSize),
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||
format: "RGB"
|
||
});
|
||
},
|
||
|
||
/**
|
||
* Create the combined mesh representing the document visualization by
|
||
* traversing the document & adding a stack for each node that is drawable.
|
||
*
|
||
* @param {Object} aData
|
||
* object containing the necessary mesh verts, texcoord etc.
|
||
*/
|
||
setupMesh: function TVP_setupMesh(aData)
|
||
{
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||
let renderer = this.renderer;
|
||
|
||
// destroy any previously created mesh
|
||
TiltUtils.destroyObject(this.meshStacks);
|
||
TiltUtils.destroyObject(this.meshWireframe);
|
||
|
||
// if the renderer was destroyed, don't continue setup
|
||
if (!renderer || !renderer.context) {
|
||
return;
|
||
}
|
||
|
||
// create the visualization mesh using the vertices, texture coordinates
|
||
// and indices computed when traversing the document object model
|
||
this.meshStacks = {
|
||
vertices: new renderer.VertexBuffer(aData.vertices, 3),
|
||
texCoord: new renderer.VertexBuffer(aData.texCoord, 2),
|
||
color: new renderer.VertexBuffer(aData.color, 3),
|
||
indices: new renderer.IndexBuffer(aData.stacksIndices)
|
||
};
|
||
|
||
// additionally, create a wireframe representation to make the
|
||
// visualization a bit more pretty
|
||
this.meshWireframe = {
|
||
vertices: this.meshStacks.vertices,
|
||
indices: new renderer.IndexBuffer(aData.wireframeIndices)
|
||
};
|
||
|
||
// if there's no initial selection made, highlight the required node
|
||
if (!this._initialSelection) {
|
||
this._initialSelection = true;
|
||
this.highlightNode(this.inspectorUI.selection);
|
||
}
|
||
|
||
let width = renderer.width;
|
||
let height = renderer.height;
|
||
|
||
// set the necessary mesh offsets
|
||
this.transforms.offset[0] = -Math.min(aData.meshWidth, width) * 0.5;
|
||
this.transforms.offset[1] = -Math.min(aData.meshHeight, height) * 0.5;
|
||
|
||
// make sure the canvas is opaque now that the initialization is finished
|
||
this.canvas.style.background = TiltVisualizerStyle.canvas.background;
|
||
|
||
this.drawVisualization();
|
||
this.redraw = true;
|
||
},
|
||
|
||
/**
|
||
* Computes the mesh vertices, texture coordinates etc.
|
||
*/
|
||
setupMeshData: function TVP_setupMeshData()
|
||
{
|
||
let renderer = this.renderer;
|
||
|
||
// if the renderer was destroyed, don't continue setup
|
||
if (!renderer || !renderer.context) {
|
||
return;
|
||
}
|
||
|
||
// traverse the document and get the depths, coordinates and local names
|
||
this.traverseData = TiltUtils.DOM.traverse(this.contentWindow, {
|
||
invisibleElements: INVISIBLE_ELEMENTS,
|
||
minSize: ELEMENT_MIN_SIZE,
|
||
maxX: this.texture.width,
|
||
maxY: this.texture.height
|
||
});
|
||
|
||
let worker = new ChromeWorker(TILT_CRAFTER);
|
||
|
||
worker.addEventListener("message", function TVP_onMessage(event) {
|
||
this.setupMesh(event.data);
|
||
}.bind(this), false);
|
||
|
||
// calculate necessary information regarding vertices, texture coordinates
|
||
// etc. in a separate thread, as this process may take a while
|
||
worker.postMessage({
|
||
thickness: STACK_THICKNESS,
|
||
style: TiltVisualizerStyle.nodes,
|
||
texWidth: this.texture.width,
|
||
texHeight: this.texture.height,
|
||
nodesInfo: this.traverseData.info
|
||
});
|
||
},
|
||
|
||
/**
|
||
* Sets up event listeners necessary for the presenter.
|
||
*/
|
||
setupEventListeners: function TVP_setupEventListeners()
|
||
{
|
||
// bind the owner object to the necessary functions
|
||
TiltUtils.bindObjectFunc(this, "^on");
|
||
|
||
this.contentWindow.addEventListener("resize", this.onResize, false);
|
||
},
|
||
|
||
/**
|
||
* Called when the content window of the current browser is resized.
|
||
*/
|
||
onResize: function TVP_onResize(e)
|
||
{
|
||
let width = e.target.innerWidth;
|
||
let height = e.target.innerHeight;
|
||
|
||
// handle aspect ratio changes to update the projection matrix
|
||
this.renderer.width = width;
|
||
this.renderer.height = height;
|
||
|
||
this.redraw = true;
|
||
},
|
||
|
||
/**
|
||
* Highlights a specific node.
|
||
*
|
||
* @param {Element} aNode
|
||
* the html node to be highlighted
|
||
*/
|
||
highlightNode: function TVP_highlightNode(aNode)
|
||
{
|
||
if (!aNode) {
|
||
return;
|
||
}
|
||
|
||
this.highlightNodeFor(this.traverseData.nodes.indexOf(aNode));
|
||
},
|
||
|
||
/**
|
||
* Picks a stacked dom node at the x and y screen coordinates and highlights
|
||
* the selected node in the mesh.
|
||
*
|
||
* @param {Number} x
|
||
* the current horizontal coordinate of the mouse
|
||
* @param {Number} y
|
||
* the current vertical coordinate of the mouse
|
||
*/
|
||
highlightNodeAt: function TVP_highlightNodeAt(x, y)
|
||
{
|
||
// try to pick a mesh node using the current x, y coordinates
|
||
this.pickNode(x, y, {
|
||
|
||
/**
|
||
* Mesh picking failed (nothing was found for the picked point).
|
||
*/
|
||
onfail: function TVP_onHighlightFail()
|
||
{
|
||
this.highlightNodeFor(-1);
|
||
}.bind(this),
|
||
|
||
/**
|
||
* Mesh picking succeeded.
|
||
*
|
||
* @param {Object} aIntersection
|
||
* object containing the intersection details
|
||
*/
|
||
onpick: function TVP_onHighlightPick(aIntersection)
|
||
{
|
||
this.highlightNodeFor(aIntersection.index);
|
||
}.bind(this)
|
||
});
|
||
},
|
||
|
||
/**
|
||
* Sets the corresponding highlight coordinates and color based on the
|
||
* information supplied.
|
||
*
|
||
* @param {Number} aNodeIndex
|
||
* the index of the node in the this.traverseData array
|
||
*/
|
||
highlightNodeFor: function TVP_highlightNodeFor(aNodeIndex)
|
||
{
|
||
this.redraw = true;
|
||
|
||
// if the node was already selected, don't do anything
|
||
if (this._currentSelection === aNodeIndex) {
|
||
return;
|
||
}
|
||
// if an invalid or nonexisted node is specified, disable the highlight
|
||
if (aNodeIndex < 0) {
|
||
this._currentSelection = -1;
|
||
this.highlight.disabled = true;
|
||
return;
|
||
}
|
||
|
||
let highlight = this.highlight;
|
||
let info = this.traverseData.info[aNodeIndex];
|
||
let node = this.traverseData.nodes[aNodeIndex];
|
||
let style = TiltVisualizerStyle.nodes;
|
||
|
||
highlight.disabled = false;
|
||
highlight.fill = style[info.name] || style.highlight.defaultFill;
|
||
highlight.stroke = style.highlight.defaultStroke;
|
||
highlight.strokeWeight = style.highlight.defaultStrokeWeight;
|
||
|
||
let x = info.coord.left;
|
||
let y = info.coord.top;
|
||
let w = info.coord.width;
|
||
let h = info.coord.height;
|
||
let z = info.depth;
|
||
|
||
vec3.set([x, y, z * STACK_THICKNESS], highlight.v0);
|
||
vec3.set([x + w, y, z * STACK_THICKNESS], highlight.v1);
|
||
vec3.set([x + w, y + h, z * STACK_THICKNESS], highlight.v2);
|
||
vec3.set([x, y + h, z * STACK_THICKNESS], highlight.v3);
|
||
|
||
this._currentSelection = aNodeIndex;
|
||
this.inspectorUI.inspectNode(node);
|
||
},
|
||
|
||
/**
|
||
* Picks a stacked dom node at the x and y screen coordinates and issues
|
||
* a callback function with the found intersection.
|
||
*
|
||
* @param {Number} x
|
||
* the current horizontal coordinate of the mouse
|
||
* @param {Number} y
|
||
* the current vertical coordinate of the mouse
|
||
* @param {Object} aProperties
|
||
* an object containing the following properties:
|
||
* {Function} onpick: function to be called at intersection
|
||
* {Function} onfail: function to be called if no intersections
|
||
*/
|
||
pickNode: function TVP_pickNode(x, y, aProperties)
|
||
{
|
||
// make sure the properties parameter is a valid object
|
||
aProperties = aProperties || {};
|
||
|
||
// if the mesh wasn't created yet, don't continue picking
|
||
if (!this.meshStacks || !this.meshWireframe) {
|
||
return;
|
||
}
|
||
|
||
let worker = new ChromeWorker(TILT_PICKER);
|
||
|
||
worker.addEventListener("message", function TVP_onMessage(event) {
|
||
if (event.data) {
|
||
if ("function" === typeof aProperties.onpick) {
|
||
aProperties.onpick(event.data);
|
||
}
|
||
} else {
|
||
if ("function" === typeof aProperties.onfail) {
|
||
aProperties.onfail();
|
||
}
|
||
}
|
||
}, false);
|
||
|
||
let width = this.renderer.width;
|
||
let height = this.renderer.height;
|
||
let mesh = this.meshStacks;
|
||
|
||
// create a ray following the mouse direction from the near clipping plane
|
||
// to the far clipping plane, to check for intersections with the mesh,
|
||
// and do all the heavy lifting in a separate thread
|
||
worker.postMessage({
|
||
thickness: STACK_THICKNESS,
|
||
vertices: mesh.vertices.components,
|
||
|
||
// create the ray destined for 3D picking
|
||
ray: vec3.createRay([x, y, 0], [x, y, 1], [0, 0, width, height],
|
||
mesh.mvMatrix,
|
||
mesh.projMatrix)
|
||
});
|
||
},
|
||
|
||
/**
|
||
* Delegate translation method, used by the controller.
|
||
*
|
||
* @param {Array} aTranslation
|
||
* the new translation on the [x, y, z] axis
|
||
*/
|
||
setTranslation: function TVP_setTranslation(aTranslation)
|
||
{
|
||
let x = aTranslation[0];
|
||
let y = aTranslation[1];
|
||
let z = aTranslation[2];
|
||
let transforms = this.transforms;
|
||
|
||
// only update the translation if it's not already set
|
||
if (transforms.translation[0] !== x ||
|
||
transforms.translation[1] !== y ||
|
||
transforms.translation[2] !== z) {
|
||
|
||
vec3.set(aTranslation, transforms.translation);
|
||
this.redraw = true;
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Delegate rotation method, used by the controller.
|
||
*
|
||
* @param {Array} aQuaternion
|
||
* the rotation quaternion, as [x, y, z, w]
|
||
*/
|
||
setRotation: function TVP_setRotation(aQuaternion)
|
||
{
|
||
let x = aQuaternion[0];
|
||
let y = aQuaternion[1];
|
||
let z = aQuaternion[2];
|
||
let w = aQuaternion[3];
|
||
let transforms = this.transforms;
|
||
|
||
// only update the rotation if it's not already set
|
||
if (transforms.rotation[0] !== x ||
|
||
transforms.rotation[1] !== y ||
|
||
transforms.rotation[2] !== z ||
|
||
transforms.rotation[3] !== w) {
|
||
|
||
quat4.set(aQuaternion, transforms.rotation);
|
||
this.redraw = true;
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Checks if this object was initialized properly.
|
||
*
|
||
* @return {Boolean} true if the object was initialized properly
|
||
*/
|
||
isInitialized: function TVP_isInitialized()
|
||
{
|
||
return this.renderer && this.renderer.context;
|
||
},
|
||
|
||
/**
|
||
* Function called when this object is destroyed.
|
||
*/
|
||
finalize: function TVP_finalize()
|
||
{
|
||
TiltUtils.destroyObject(this.visualizationProgram);
|
||
TiltUtils.destroyObject(this.texture);
|
||
|
||
if (this.meshStacks) {
|
||
TiltUtils.destroyObject(this.meshStacks.vertices);
|
||
TiltUtils.destroyObject(this.meshStacks.texCoord);
|
||
TiltUtils.destroyObject(this.meshStacks.color);
|
||
TiltUtils.destroyObject(this.meshStacks.indices);
|
||
}
|
||
|
||
if (this.meshWireframe) {
|
||
TiltUtils.destroyObject(this.meshWireframe.indices);
|
||
}
|
||
|
||
TiltUtils.destroyObject(this.highlight);
|
||
TiltUtils.destroyObject(this.transforms);
|
||
TiltUtils.destroyObject(this.renderer);
|
||
|
||
this.contentWindow.removeEventListener("resize", this.onResize, false);
|
||
}
|
||
};
|
||
|
||
/**
|
||
* A mouse and keyboard controller implementation.
|
||
*
|
||
* @param {HTMLCanvasElement} aCanvas
|
||
* the visualization canvas element
|
||
* @param {TiltVisualizer.Presenter} aPresenter
|
||
* the presenter instance to control
|
||
*/
|
||
TiltVisualizer.Controller = function TV_Controller(aCanvas, aPresenter)
|
||
{
|
||
this.canvas = aCanvas;
|
||
this.presenter = aPresenter;
|
||
|
||
/**
|
||
* The initial controller dimensions and offset, in pixels.
|
||
*/
|
||
this.left = aPresenter.contentWindow.pageXOffset || 0;
|
||
this.top = aPresenter.contentWindow.pageYOffset || 0;
|
||
this.width = aCanvas.width;
|
||
this.height = aCanvas.height;
|
||
|
||
/**
|
||
* Arcball used to control the visualization using the mouse.
|
||
*/
|
||
this.arcball = new TiltVisualizer.Arcball(this.width, this.height, 0,
|
||
[this.width + this.left < aPresenter.maxTextureSize ? -this.left : 0,
|
||
this.height + this.top < aPresenter.maxTextureSize ? -this.top : 0]);
|
||
|
||
/**
|
||
* Object containing the rotation quaternion and the translation amount.
|
||
*/
|
||
this.coordinates = null;
|
||
|
||
// bind the owner object to the necessary functions
|
||
TiltUtils.bindObjectFunc(this, "update");
|
||
TiltUtils.bindObjectFunc(this, "^on");
|
||
|
||
// bind commonly used mouse and keyboard events with the controller
|
||
aCanvas.addEventListener("mousedown", this.onMouseDown, false);
|
||
aCanvas.addEventListener("mouseup", this.onMouseUp, false);
|
||
aCanvas.addEventListener("click", this.onMouseClick, false);
|
||
aCanvas.addEventListener("mousemove", this.onMouseMove, false);
|
||
aCanvas.addEventListener("mouseover", this.onMouseOver, false);
|
||
aCanvas.addEventListener("mouseout", this.onMouseOut, false);
|
||
aCanvas.addEventListener("MozMousePixelScroll", this.onMozScroll, false);
|
||
aCanvas.addEventListener("keydown", this.onKeyDown, false);
|
||
aCanvas.addEventListener("keyup", this.onKeyUp, false);
|
||
aCanvas.addEventListener("blur", this.onBlur, false);
|
||
|
||
// handle resize events to change the arcball dimensions
|
||
aPresenter.contentWindow.addEventListener("resize", this.onResize, false);
|
||
|
||
// attach this controller's update function to the presenter ondraw event
|
||
aPresenter.ondraw = this.update;
|
||
};
|
||
|
||
TiltVisualizer.Controller.prototype = {
|
||
|
||
/**
|
||
* Function called each frame, updating the visualization camera transforms.
|
||
*/
|
||
update: function TVC_update()
|
||
{
|
||
this.coordinates = this.arcball.update();
|
||
|
||
this.presenter.setRotation(this.coordinates.rotation);
|
||
this.presenter.setTranslation(this.coordinates.translation);
|
||
},
|
||
|
||
/**
|
||
* Called once after every time a mouse button is pressed.
|
||
*/
|
||
onMouseDown: function TVC_onMouseDown(e)
|
||
{
|
||
e.target.focus();
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
// calculate x and y coordinates using using the client and target offset
|
||
this._downX = e.clientX - e.target.offsetLeft;
|
||
this._downY = e.clientY - e.target.offsetTop;
|
||
|
||
this.arcball.mouseDown(this._downX, this._downY, e.which);
|
||
},
|
||
|
||
/**
|
||
* Called every time a mouse button is released.
|
||
*/
|
||
onMouseUp: function TVC_onMouseUp(e)
|
||
{
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
// calculate x and y coordinates using using the client and target offset
|
||
let button = e.which;
|
||
let upX = e.clientX - e.target.offsetLeft;
|
||
let upY = e.clientY - e.target.offsetTop;
|
||
|
||
this.arcball.mouseUp(upX, upY, button);
|
||
},
|
||
|
||
/**
|
||
* Called every time a mouse button is clicked.
|
||
*/
|
||
onMouseClick: function TVC_onMouseClick(e)
|
||
{
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
// calculate x and y coordinates using using the client and target offset
|
||
let button = e.which;
|
||
let clickX = e.clientX - e.target.offsetLeft;
|
||
let clickY = e.clientY - e.target.offsetTop;
|
||
|
||
// a click in Tilt is issued only when the mouse pointer stays in
|
||
// relatively the same position
|
||
if (Math.abs(this._downX - clickX) < MOUSE_CLICK_THRESHOLD &&
|
||
Math.abs(this._downY - clickY) < MOUSE_CLICK_THRESHOLD) {
|
||
|
||
this.presenter.highlightNodeAt(clickX, clickY);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Called every time the mouse moves.
|
||
*/
|
||
onMouseMove: function TVC_onMouseMove(e)
|
||
{
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
// calculate x and y coordinates using using the client and target offset
|
||
let moveX = e.clientX - e.target.offsetLeft;
|
||
let moveY = e.clientY - e.target.offsetTop;
|
||
|
||
this.arcball.mouseMove(moveX, moveY);
|
||
},
|
||
|
||
/**
|
||
* Called when the mouse leaves the visualization bounds.
|
||
*/
|
||
onMouseOver: function TVC_onMouseOver(e)
|
||
{
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
this.arcball.mouseOver();
|
||
},
|
||
|
||
/**
|
||
* Called when the mouse leaves the visualization bounds.
|
||
*/
|
||
onMouseOut: function TVC_onMouseOut(e)
|
||
{
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
this.arcball.mouseOut();
|
||
},
|
||
|
||
/**
|
||
* Called when the mouse wheel is used.
|
||
*/
|
||
onMozScroll: function TVC_onMozScroll(e)
|
||
{
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
this.arcball.zoom(e.detail);
|
||
},
|
||
|
||
/**
|
||
* Called when a key is pressed.
|
||
*/
|
||
onKeyDown: function TVC_onKeyDown(e)
|
||
{
|
||
let code = e.keyCode || e.which;
|
||
|
||
if (code >= e.DOM_VK_LEFT && code <= e.DOM_VK_DOWN) {
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
}
|
||
this.arcball.keyDown(code);
|
||
},
|
||
|
||
/**
|
||
* Called when a key is released.
|
||
*/
|
||
onKeyUp: function TVC_onKeyUp(e)
|
||
{
|
||
let code = e.keyCode || e.which;
|
||
|
||
if (code >= e.DOM_VK_LEFT && code <= e.DOM_VK_DOWN) {
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
}
|
||
if (code === e.DOM_VK_ESCAPE) {
|
||
this.presenter.tiltUI.destroy(this.presenter.tiltUI.currentWindowId);
|
||
return;
|
||
}
|
||
this.arcball.keyUp(code);
|
||
},
|
||
|
||
/**
|
||
* Called when the canvas looses focus.
|
||
*/
|
||
onBlur: function TVC_onBlur(e) {
|
||
this.arcball._keyCode = {};
|
||
},
|
||
|
||
/**
|
||
* Called when the content window of the current browser is resized.
|
||
*/
|
||
onResize: function TVC_onResize(e)
|
||
{
|
||
let width = e.target.innerWidth;
|
||
let height = e.target.innerHeight;
|
||
|
||
this.arcball.resize(width, height);
|
||
},
|
||
|
||
/**
|
||
* Checks if this object was initialized properly.
|
||
*
|
||
* @return {Boolean} true if the object was initialized properly
|
||
*/
|
||
isInitialized: function TVC_isInitialized()
|
||
{
|
||
return this.arcball ? true : false;
|
||
},
|
||
|
||
/**
|
||
* Function called when this object is destroyed.
|
||
*/
|
||
finalize: function TVC_finalize()
|
||
{
|
||
let canvas = this.canvas;
|
||
let presenter = this.presenter;
|
||
|
||
TiltUtils.destroyObject(this.arcball);
|
||
TiltUtils.destroyObject(this.coordinates);
|
||
|
||
canvas.removeEventListener("mousedown", this.onMouseDown, false);
|
||
canvas.removeEventListener("mouseup", this.onMouseUp, false);
|
||
canvas.removeEventListener("click", this.onMouseClick, false);
|
||
canvas.removeEventListener("mousemove", this.onMouseMove, false);
|
||
canvas.removeEventListener("mouseover", this.onMouseOver, false);
|
||
canvas.removeEventListener("mouseout", this.onMouseOut, false);
|
||
canvas.removeEventListener("MozMousePixelScroll", this.onMozScroll, false);
|
||
canvas.removeEventListener("keydown", this.onKeyDown, false);
|
||
canvas.removeEventListener("keyup", this.onKeyUp, false);
|
||
canvas.removeEventListener("blur", this.onBlur, false);
|
||
presenter.contentWindow.removeEventListener("resize", this.onResize,false);
|
||
presenter.ondraw = null;
|
||
}
|
||
};
|
||
|
||
/**
|
||
* This is a general purpose 3D rotation controller described by Ken Shoemake
|
||
* in the Graphics Interface ’92 Proceedings. It features good behavior
|
||
* easy implementation, cheap execution.
|
||
*
|
||
* @param {Number} aWidth
|
||
* the width of canvas
|
||
* @param {Number} aHeight
|
||
* the height of canvas
|
||
* @param {Number} aRadius
|
||
* optional, the radius of the arcball
|
||
* @param {Array} aInitialTrans
|
||
* optional, initial vector translation
|
||
* @param {Array} aInitialRot
|
||
* optional, initial quaternion rotation
|
||
*/
|
||
TiltVisualizer.Arcball = function TV_Arcball(
|
||
aWidth, aHeight, aRadius, aInitialTrans, aInitialRot)
|
||
{
|
||
/**
|
||
* Values retaining the current horizontal and vertical mouse coordinates.
|
||
*/
|
||
this._mousePress = vec3.create();
|
||
this._mouseRelease = vec3.create();
|
||
this._mouseMove = vec3.create();
|
||
this._mouseLerp = vec3.create();
|
||
this._mouseButton = -1;
|
||
|
||
/**
|
||
* Object retaining the current pressed key codes.
|
||
*/
|
||
this._keyCode = {};
|
||
|
||
/**
|
||
* The vectors representing the mouse coordinates mapped on the arcball
|
||
* and their perpendicular converted from (x, y) to (x, y, z) at specific
|
||
* events like mousePressed and mouseDragged.
|
||
*/
|
||
this._startVec = vec3.create();
|
||
this._endVec = vec3.create();
|
||
this._pVec = vec3.create();
|
||
|
||
/**
|
||
* The corresponding rotation quaternions.
|
||
*/
|
||
this._lastRot = quat4.create();
|
||
this._deltaRot = quat4.create();
|
||
this._currentRot = quat4.create(aInitialRot);
|
||
|
||
/**
|
||
* The current camera translation coordinates.
|
||
*/
|
||
this._lastTrans = vec3.create();
|
||
this._deltaTrans = vec3.create();
|
||
this._currentTrans = vec3.create(aInitialTrans);
|
||
this._zoomAmount = 0;
|
||
|
||
/**
|
||
* Additional rotation and translation vectors.
|
||
*/
|
||
this._addKeyRot = vec3.create();
|
||
this._addKeyTrans = vec3.create();
|
||
this._deltaKeyRot = quat4.create();
|
||
this._deltaKeyTrans = vec3.create();
|
||
|
||
// set the current dimensions of the arcball
|
||
this.resize(aWidth, aHeight, aRadius);
|
||
};
|
||
|
||
TiltVisualizer.Arcball.prototype = {
|
||
|
||
/**
|
||
* Call this function whenever you need the updated rotation quaternion
|
||
* and the zoom amount. These values will be returned as "rotation" and
|
||
* "translation" properties inside an object.
|
||
*
|
||
* @return {Object} the rotation quaternion and the translation amount
|
||
*/
|
||
update: function TVA_update()
|
||
{
|
||
let mousePress = this._mousePress;
|
||
let mouseRelease = this._mouseRelease;
|
||
let mouseMove = this._mouseMove;
|
||
let mouseLerp = this._mouseLerp;
|
||
let mouseButton = this._mouseButton;
|
||
|
||
// smoothly update the mouse coordinates
|
||
mouseLerp[0] += (mouseMove[0] - mouseLerp[0]) * ARCBALL_SENSITIVITY;
|
||
mouseLerp[1] += (mouseMove[1] - mouseLerp[1]) * ARCBALL_SENSITIVITY;
|
||
|
||
// cache the interpolated mouse coordinates
|
||
let x = mouseLerp[0];
|
||
let y = mouseLerp[1];
|
||
|
||
// the smoothed arcball rotation may not be finished when the mouse is
|
||
// pressed again, so cancel the rotation if other events occur or the
|
||
// animation finishes
|
||
if (mouseButton === 3 || x === mouseRelease[0] && y === mouseRelease[1]) {
|
||
this._rotating = false;
|
||
}
|
||
|
||
let startVec = this._startVec;
|
||
let endVec = this._endVec;
|
||
let pVec = this._pVec;
|
||
|
||
let lastRot = this._lastRot;
|
||
let deltaRot = this._deltaRot;
|
||
let currentRot = this._currentRot;
|
||
|
||
// left mouse button handles rotation
|
||
if (mouseButton === 1 || this._rotating) {
|
||
// the rotation doesn't stop immediately after the left mouse button is
|
||
// released, so add a flag to smoothly continue it until it ends
|
||
this._rotating = true;
|
||
|
||
// find the sphere coordinates of the mouse positions
|
||
this.pointToSphere(x, y, this.width, this.height, this.radius, endVec);
|
||
|
||
// compute the vector perpendicular to the start & end vectors
|
||
vec3.cross(startVec, endVec, pVec);
|
||
|
||
// if the begin and end vectors don't coincide
|
||
if (vec3.length(pVec) > 0) {
|
||
deltaRot[0] = pVec[0];
|
||
deltaRot[1] = pVec[1];
|
||
deltaRot[2] = pVec[2];
|
||
|
||
// in the quaternion values, w is cosine (theta / 2),
|
||
// where theta is the rotation angle
|
||
deltaRot[3] = -vec3.dot(startVec, endVec);
|
||
} else {
|
||
// return an identity rotation quaternion
|
||
deltaRot[0] = 0;
|
||
deltaRot[1] = 0;
|
||
deltaRot[2] = 0;
|
||
deltaRot[3] = 1;
|
||
}
|
||
|
||
// calculate the current rotation based on the mouse click events
|
||
quat4.multiply(lastRot, deltaRot, currentRot);
|
||
} else {
|
||
// save the current quaternion to stack rotations
|
||
quat4.set(currentRot, lastRot);
|
||
}
|
||
|
||
let lastTrans = this._lastTrans;
|
||
let deltaTrans = this._deltaTrans;
|
||
let currentTrans = this._currentTrans;
|
||
|
||
// right mouse button handles panning
|
||
if (mouseButton === 3) {
|
||
// calculate a delta translation between the new and old mouse position
|
||
// and save it to the current translation
|
||
deltaTrans[0] = mouseMove[0] - mousePress[0];
|
||
deltaTrans[1] = mouseMove[1] - mousePress[1];
|
||
|
||
currentTrans[0] = lastTrans[0] + deltaTrans[0];
|
||
currentTrans[1] = lastTrans[1] + deltaTrans[1];
|
||
} else {
|
||
// save the current panning to stack translations
|
||
lastTrans[0] = currentTrans[0];
|
||
lastTrans[1] = currentTrans[1];
|
||
}
|
||
|
||
let zoomAmount = this._zoomAmount;
|
||
let keyCode = this._keyCode;
|
||
|
||
// mouse wheel handles zooming
|
||
deltaTrans[2] = (zoomAmount - currentTrans[2]) * ARCBALL_ZOOM_STEP;
|
||
currentTrans[2] += deltaTrans[2];
|
||
|
||
let addKeyRot = this._addKeyRot;
|
||
let addKeyTrans = this._addKeyTrans;
|
||
let deltaKeyRot = this._deltaKeyRot;
|
||
let deltaKeyTrans = this._deltaKeyTrans;
|
||
|
||
// handle additional rotation and translation by the keyboard
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_A]) {
|
||
addKeyRot[0] -= ARCBALL_SENSITIVITY * ARCBALL_ROTATION_STEP;
|
||
}
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_D]) {
|
||
addKeyRot[0] += ARCBALL_SENSITIVITY * ARCBALL_ROTATION_STEP;
|
||
}
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_W]) {
|
||
addKeyRot[1] += ARCBALL_SENSITIVITY * ARCBALL_ROTATION_STEP;
|
||
}
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_S]) {
|
||
addKeyRot[1] -= ARCBALL_SENSITIVITY * ARCBALL_ROTATION_STEP;
|
||
}
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_LEFT]) {
|
||
addKeyTrans[0] -= ARCBALL_SENSITIVITY * ARCBALL_TRANSLATION_STEP;
|
||
}
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_RIGHT]) {
|
||
addKeyTrans[0] += ARCBALL_SENSITIVITY * ARCBALL_TRANSLATION_STEP;
|
||
}
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_UP]) {
|
||
addKeyTrans[1] -= ARCBALL_SENSITIVITY * ARCBALL_TRANSLATION_STEP;
|
||
}
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_DOWN]) {
|
||
addKeyTrans[1] += ARCBALL_SENSITIVITY * ARCBALL_TRANSLATION_STEP;
|
||
}
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_I] ||
|
||
keyCode[Ci.nsIDOMKeyEvent.DOM_VK_ADD] ||
|
||
keyCode[Ci.nsIDOMKeyEvent.DOM_VK_EQUALS]) {
|
||
this.zoom(-ARCBALL_TRANSLATION_STEP);
|
||
}
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_O] ||
|
||
keyCode[Ci.nsIDOMKeyEvent.DOM_VK_SUBTRACT]) {
|
||
this.zoom(ARCBALL_TRANSLATION_STEP);
|
||
}
|
||
if (keyCode[Ci.nsIDOMKeyEvent.DOM_VK_R] ||
|
||
keyCode[Ci.nsIDOMKeyEvent.DOM_VK_0]) {
|
||
this._zoomAmount = 0;
|
||
}
|
||
|
||
// update the delta key rotations and translations
|
||
deltaKeyRot[0] +=
|
||
(addKeyRot[0] - deltaKeyRot[0]) * ARCBALL_SENSITIVITY;
|
||
deltaKeyRot[1] +=
|
||
(addKeyRot[1] - deltaKeyRot[1]) * ARCBALL_SENSITIVITY;
|
||
|
||
deltaKeyTrans[0] +=
|
||
(addKeyTrans[0] - deltaKeyTrans[0]) * ARCBALL_SENSITIVITY;
|
||
deltaKeyTrans[1] +=
|
||
(addKeyTrans[1] - deltaKeyTrans[1]) * ARCBALL_SENSITIVITY;
|
||
|
||
// create an additional rotation based on the key events
|
||
quat4.fromEuler(deltaKeyRot[0], deltaKeyRot[1], 0, deltaRot);
|
||
|
||
// create an additional translation based on the key events
|
||
deltaTrans[0] = deltaKeyTrans[0];
|
||
deltaTrans[1] = deltaKeyTrans[1];
|
||
deltaTrans[2] = 0;
|
||
|
||
// return the current rotation and translation
|
||
return {
|
||
rotation: quat4.multiply(deltaRot, currentRot),
|
||
translation: vec3.add(deltaTrans, currentTrans)
|
||
};
|
||
},
|
||
|
||
/**
|
||
* Function handling the mouseDown event.
|
||
* Call this when the mouse was pressed.
|
||
*
|
||
* @param {Number} x
|
||
* the current horizontal coordinate of the mouse
|
||
* @param {Number} y
|
||
* the current vertical coordinate of the mouse
|
||
* @param {Number} aButton
|
||
* which mouse button was pressed
|
||
*/
|
||
mouseDown: function TVA_mouseDown(x, y, aButton)
|
||
{
|
||
// save the mouse down state and prepare for rotations or translations
|
||
this._mousePress[0] = x;
|
||
this._mousePress[1] = y;
|
||
this._mouseButton = aButton;
|
||
this._save();
|
||
|
||
// find the sphere coordinates of the mouse positions
|
||
this.pointToSphere(
|
||
x, y, this.width, this.height, this.radius, this._startVec);
|
||
|
||
quat4.set(this._currentRot, this._lastRot);
|
||
},
|
||
|
||
/**
|
||
* Function handling the mouseUp event.
|
||
* Call this when a mouse button was released.
|
||
*
|
||
* @param {Number} x
|
||
* the current horizontal coordinate of the mouse
|
||
* @param {Number} y
|
||
* the current vertical coordinate of the mouse
|
||
*/
|
||
mouseUp: function TVA_mouseUp(x, y)
|
||
{
|
||
// save the mouse up state and prepare for rotations or translations
|
||
this._mouseRelease[0] = x;
|
||
this._mouseRelease[1] = y;
|
||
this._mouseButton = -1;
|
||
},
|
||
|
||
/**
|
||
* Function handling the mouseMove event.
|
||
* Call this when the mouse was moved.
|
||
*
|
||
* @param {Number} x
|
||
* the current horizontal coordinate of the mouse
|
||
* @param {Number} y
|
||
* the current vertical coordinate of the mouse
|
||
*/
|
||
mouseMove: function TVA_mouseMove(x, y)
|
||
{
|
||
// save the mouse move state and prepare for rotations or translations
|
||
// only if the mouse is pressed
|
||
if (this._mouseButton !== -1) {
|
||
this._mouseMove[0] = x;
|
||
this._mouseMove[1] = y;
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Function handling the mouseOver event.
|
||
* Call this when the mouse enters the context bounds.
|
||
*/
|
||
mouseOver: function TVA_mouseOver()
|
||
{
|
||
// if the mouse just entered the parent bounds, stop the animation
|
||
this._mouseButton = -1;
|
||
},
|
||
|
||
/**
|
||
* Function handling the mouseOut event.
|
||
* Call this when the mouse leaves the context bounds.
|
||
*/
|
||
mouseOut: function TVA_mouseOut()
|
||
{
|
||
// if the mouse leaves the parent bounds, stop the animation
|
||
this._mouseButton = -1;
|
||
},
|
||
|
||
/**
|
||
* Function handling the arcball zoom amount.
|
||
* Call this, for example, when the mouse wheel was scrolled or zoom keys
|
||
* were pressed.
|
||
*
|
||
* @param {Number} aZoom
|
||
* the zoom direction and speed
|
||
*/
|
||
zoom: function TVA_zoom(aZoom)
|
||
{
|
||
this._zoomAmount = TiltMath.clamp(this._zoomAmount - aZoom,
|
||
ARCBALL_ZOOM_MIN, ARCBALL_ZOOM_MAX);
|
||
},
|
||
|
||
/**
|
||
* Function handling the keyDown event.
|
||
* Call this when a key was pressed.
|
||
*
|
||
* @param {Number} aCode
|
||
* the code corresponding to the key pressed
|
||
*/
|
||
keyDown: function TVA_keyDown(aCode)
|
||
{
|
||
this._keyCode[aCode] = true;
|
||
},
|
||
|
||
/**
|
||
* Function handling the keyUp event.
|
||
* Call this when a key was released.
|
||
*
|
||
* @param {Number} aCode
|
||
* the code corresponding to the key released
|
||
*/
|
||
keyUp: function TVA_keyUp(aCode)
|
||
{
|
||
this._keyCode[aCode] = false;
|
||
},
|
||
|
||
/**
|
||
* Maps the 2d coordinates of the mouse location to a 3d point on a sphere.
|
||
*
|
||
* @param {Number} x
|
||
* the current horizontal coordinate of the mouse
|
||
* @param {Number} y
|
||
* the current vertical coordinate of the mouse
|
||
* @param {Number} aWidth
|
||
* the width of canvas
|
||
* @param {Number} aHeight
|
||
* the height of canvas
|
||
* @param {Number} aRadius
|
||
* optional, the radius of the arcball
|
||
* @param {Array} aSphereVec
|
||
* a 3d vector to store the sphere coordinates
|
||
*/
|
||
pointToSphere: function TVA_pointToSphere(
|
||
x, y, aWidth, aHeight, aRadius, aSphereVec)
|
||
{
|
||
// adjust point coords and scale down to range of [-1..1]
|
||
x = (x - aWidth * 0.5) / aRadius;
|
||
y = (y - aHeight * 0.5) / aRadius;
|
||
|
||
// compute the square length of the vector to the point from the center
|
||
let normal = 0;
|
||
let sqlength = x * x + y * y;
|
||
|
||
// if the point is mapped outside of the sphere
|
||
if (sqlength > 1) {
|
||
// calculate the normalization factor
|
||
normal = 1 / Math.sqrt(sqlength);
|
||
|
||
// set the normalized vector (a point on the sphere)
|
||
aSphereVec[0] = x * normal;
|
||
aSphereVec[1] = y * normal;
|
||
aSphereVec[2] = 0;
|
||
} else {
|
||
// set the vector to a point mapped inside the sphere
|
||
aSphereVec[0] = x;
|
||
aSphereVec[1] = y;
|
||
aSphereVec[2] = Math.sqrt(1 - sqlength);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Resize this implementation to use different bounds.
|
||
* This function is automatically called when the arcball is created.
|
||
*
|
||
* @param {Number} newWidth
|
||
* the new width of canvas
|
||
* @param {Number} newHeight
|
||
* the new height of canvas
|
||
* @param {Number} newRadius
|
||
* optional, the new radius of the arcball
|
||
*/
|
||
resize: function TVA_resize(newWidth, newHeight, newRadius)
|
||
{
|
||
if (!newWidth || !newHeight) {
|
||
return;
|
||
}
|
||
|
||
// set the new width, height and radius dimensions
|
||
this.width = newWidth;
|
||
this.height = newHeight;
|
||
this.radius = newRadius ? newRadius : Math.min(newWidth, newHeight);
|
||
this._save();
|
||
},
|
||
|
||
/**
|
||
* Saves the current arcball state, typically after resize or mouse events.
|
||
*/
|
||
_save: function TVA__save()
|
||
{
|
||
let x = this._mousePress[0];
|
||
let y = this._mousePress[1];
|
||
|
||
this._mouseMove[0] = x;
|
||
this._mouseMove[1] = y;
|
||
this._mouseRelease[0] = x;
|
||
this._mouseRelease[1] = y;
|
||
this._mouseLerp[0] = x;
|
||
this._mouseLerp[1] = y;
|
||
}
|
||
};
|
||
|
||
/**
|
||
* Tilt configuration preferences.
|
||
*/
|
||
TiltVisualizer.Prefs = {
|
||
|
||
/**
|
||
* Specifies if Tilt is enabled or not.
|
||
*/
|
||
get enabled()
|
||
{
|
||
return this._enabled;
|
||
},
|
||
|
||
set enabled(value)
|
||
{
|
||
TiltUtils.Preferences.set("enabled", "boolean", value);
|
||
this._enabled = value;
|
||
},
|
||
|
||
/**
|
||
* Specifies if Tilt should be enabled even if WebGL may not be available.
|
||
*/
|
||
get forceEnabled()
|
||
{
|
||
return this._forceEnabled;
|
||
},
|
||
|
||
set forceEnabled(value)
|
||
{
|
||
TiltUtils.Preferences.set("force-enabled", "boolean", value);
|
||
this._forceEnabled = value;
|
||
},
|
||
|
||
/**
|
||
* Loads the preferences.
|
||
*/
|
||
load: function TVC_load()
|
||
{
|
||
let prefs = TiltUtils.Preferences;
|
||
|
||
TiltVisualizer.Prefs._enabled = prefs.get("enabled", "boolean");
|
||
TiltVisualizer.Prefs._forceEnabled = prefs.get("force-enabled", "boolean");
|
||
}
|
||
};
|
||
|
||
/**
|
||
* A custom visualization shader.
|
||
*
|
||
* @param {Attribute} vertexPosition: the vertex position
|
||
* @param {Attribute} vertexTexCoord: texture coordinates used by the sampler
|
||
* @param {Attribute} vertexColor: specific [r, g, b] color for each vertex
|
||
* @param {Uniform} mvMatrix: the model view matrix
|
||
* @param {Uniform} projMatrix: the projection matrix
|
||
* @param {Uniform} sampler: the texture sampler to fetch the pixels from
|
||
*/
|
||
TiltVisualizer.MeshShader = {
|
||
|
||
/**
|
||
* Vertex shader.
|
||
*/
|
||
vs: [
|
||
"attribute vec3 vertexPosition;",
|
||
"attribute vec2 vertexTexCoord;",
|
||
"attribute vec3 vertexColor;",
|
||
|
||
"uniform mat4 mvMatrix;",
|
||
"uniform mat4 projMatrix;",
|
||
|
||
"varying vec2 texCoord;",
|
||
"varying vec3 color;",
|
||
|
||
"void main() {",
|
||
" gl_Position = projMatrix * mvMatrix * vec4(vertexPosition, 1.0);",
|
||
" texCoord = vertexTexCoord;",
|
||
" color = vertexColor;",
|
||
"}"
|
||
].join("\n"),
|
||
|
||
/**
|
||
* Fragment shader.
|
||
*/
|
||
fs: [
|
||
"#ifdef GL_ES",
|
||
"precision lowp float;",
|
||
"#endif",
|
||
|
||
"uniform sampler2D sampler;",
|
||
|
||
"varying vec2 texCoord;",
|
||
"varying vec3 color;",
|
||
|
||
"void main() {",
|
||
" if (texCoord.x < 0.0) {",
|
||
" gl_FragColor = vec4(color, 1.0);",
|
||
" } else {",
|
||
" gl_FragColor = vec4(texture2D(sampler, texCoord).rgb, 1.0);",
|
||
" }",
|
||
"}"
|
||
].join("\n")
|
||
};
|