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doodle3d-client/js/Shape.js

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function drawCircle(x0,y0,r,res) {
if (res==undefined) res = 50; //circle resolution
beginShape();
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var step = Math.PI * 2.0 / res;
for (var a=0; a<Math.PI*2; a+=step) {
var x = Math.sin(a+Math.PI) * r + x0;
var y = Math.cos(a+Math.PI) * r + y0;
if (a==0) shapeMoveTo(x,y);
else shapeLineTo(x,y);
}
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//close shape
var x = Math.sin(0+Math.PI) * r + x0;
var y = Math.cos(0+Math.PI) * r + y0;
shapeLineTo(x,y);
endShape();
}
function beginShape(x,y) {
setSketchModified(true);
}
function shapeMoveTo(x,y) {
_points.push([x, y, true]);
adjustBounds(x, y);
adjustPreviewTransformation();
draw(x, y, .5);
}
function shapeLineTo(x,y) {
_points.push([x, y, false]);
adjustBounds(x, y);
adjustPreviewTransformation();
draw(x, y);
}
function endShape() {
renderToImageDataPreview();
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}
function getBounds(points) {
var xMin=9999,xMax=-9999,yMin=9999,yMax=-9999;
for (var i=0; i<points.length; i++) {
var p = points[i];
xMin = Math.min(xMin,p[0]);
xMax = Math.max(xMax,p[0]);
yMin = Math.min(yMin,p[1]);
yMax = Math.max(yMax,p[1]);
}
return {x:xMin,y:yMin,width:xMax-xMin,height:yMax-yMin};
}
function translatePoints(points,x,y) {
for (var i=0; i<points.length; i++) {
points[i][0] += x;
points[i][1] += y;
}
}
function scalePoints(points,x,y) {
if (y==undefined) y = x;
for (var i=0; i<points.length; i++) {
points[i][0] *= x;
points[i][1] *= y;
}
}
function rotatePoints(points, radians, cx, cy) {
if (cx==undefined) cx = 0;
if (cy==undefined) cy = 0;
var cos = Math.cos(radians);
var sin = Math.sin(radians);
for (var i=0; i<points.length; i++) {
var x = points[i][0];
var y = points[i][1];
var nx = (cos * (x - cx)) - (sin * (y - cy)) + cx;
var ny = (sin * (x - cx)) + (cos * (y - cy)) + cy;
points[i][0] = nx;
points[i][1] = ny;
}
}
function moveShape(x,y) {
var bounds = getBounds(_points);
var delta = reduceTransformToFit(x, y, 1.0, bounds);
if (delta.x != 0 || delta.y != 0) {
translatePoints(_points, delta.x, delta.y);
updateView();
}
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}
//TODO: reduction of zoomValue is still not completely correct (but acceptable?)
//TODO: bounds should be cached and marked dirty on modification of points array; translations could be combined in several places
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function zoomShape(zoomValue) {
var bounds = getBounds(_points);
var transform = reduceTransformToFit(0, 0, zoomValue, bounds);
translatePoints(_points, transform.x, transform.y); //move points towards center as far as necessary to avoid clipping
translatePoints(_points, -bounds.x, -bounds.y);
translatePoints(_points, -bounds.width / 2, -bounds.height / 2);
scalePoints(_points, transform.zf, transform.zf);
translatePoints(_points, bounds.width / 2, bounds.height / 2);
translatePoints(_points, bounds.x, bounds.y);
updateView();
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}
function rotateShape(radians) {
var bounds = getBounds(_points);
var cx = bounds.x + bounds.width/2;
var cy = bounds.y + bounds.height/2;
rotatePoints(_points, radians, cx, cy);
var bounds = getBounds(_points);
var transform = reduceTransformToFit(0, 0, 1.0, bounds);
translatePoints(_points, transform.x, transform.y);
scalePoints(_points, transform.zf, transform.zf);
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updateView();
}
function updateView() {
setSketchModified(true);
redrawDoodle(true);
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adjustPreviewTransformation();
renderToImageDataPreview();
if (debugMode) {
var bounds = getBounds(_points);
drawCircleTemp(bounds.x + bounds.width / 2, bounds.y + bounds.height / 2, 5, 'red');
}
}
//when x,y!=0,0: reduces them such that transformed bounds will still fit on canvas (given that they fit prior to the transform)
//otherwise: calculate translation + zoom reduce such that given bounds will fit on canvas after transformation
function reduceTransformToFit(x, y, zf, bounds) {
var zw = bounds.width * zf; zh = bounds.height * zf;
var newBounds = { x: bounds.x - (zw - bounds.width) / 2, y: bounds.y - (zh - bounds.height) / 2, width: zw, height: zh };
// console.log("bounds: " + bounds.x + ", " + bounds.y + ", " + bounds.width + ", " + bounds.height);
// console.log("newBounds: " + newBounds.x + ", " + newBounds.y + ", " + newBounds.width + ", " + newBounds.height);
var ldx = Math.max(x, -newBounds.x);
var rdx = Math.min(x, canvasWidth - (newBounds.x + newBounds.width));
var tdy = Math.max(y, -newBounds.y);
var bdy = Math.min(y, canvasHeight - (newBounds.y + newBounds.height));
if (x != 0 || y != 0) { //movement was requested
return { x: nearestZero(ldx, rdx), y: nearestZero(tdy, bdy) };
} else { //no movement requested
var delta = { x: ldx + rdx, y: tdy + bdy };
if (ldx != 0 && rdx != 0) delta.x /= 2;
if (tdy != 0 && bdy != 0) delta.y /= 2;
delta.x /= zf;
delta.y /= zf;
var zxMax = Math.min(zf, canvasWidth / newBounds.width);
var zyMax = Math.min(zf, canvasHeight / newBounds.height);
// var oldZF = zf;
// var dir = zf >= 1.0 ? 1 : 0;
zf = Math.min(zxMax, zyMax);
// if (dir == 1 && zf < 1.0) zf = 1;
// console.log("orgZF, zxMax, zyMax, finZF: " + oldZF + ", " + zxMax + ", " + zyMax + ", " + zf);
return { x: delta.x, y: delta.y, zf: zf };
}
}
function nearestZero(v1, v2) { return Math.abs(v1) < Math.abs(v2) ? v1 : v2; }
//*draws* a circle (i.e. it is not added as points to shape)
function drawCircleTemp(x, y, r, color) {
ctx.beginPath();
ctx.lineWidth = 1;
ctx.fillStyle = color;
ctx.arc(x, y, r, 0, 2 * Math.PI, false);
ctx.fill();
ctx.stroke();
ctx.fillStyle = 'black';
}