mirror of
https://github.com/classilla/tenfourfox.git
synced 2024-09-17 12:55:56 +00:00
2257 lines
66 KiB
JavaScript
2257 lines
66 KiB
JavaScript
/* -*- indent-tabs-mode: nil; js-indent-level: 2 -*- */
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/* vim: set ts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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"use strict";
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const {Cu, Ci, ChromeWorker} = require("chrome");
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var TiltGL = require("devtools/client/tilt/tilt-gl");
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var TiltUtils = require("devtools/client/tilt/tilt-utils");
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var TiltVisualizerStyle = require("devtools/client/tilt/tilt-visualizer-style");
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var {EPSILON, TiltMath, vec3, mat4, quat4} = require("devtools/client/tilt/tilt-math");
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var {TargetFactory} = require("devtools/client/framework/target");
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Cu.import("resource://gre/modules/Services.jsm");
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Cu.import("resource://devtools/client/framework/gDevTools.jsm");
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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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// a node is represented in the visualization mesh as a rectangular stack
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// of 5 quads composed of 12 vertices; we draw these as triangles using an
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// index buffer of 12 unsigned int elements, obviously one for each vertex;
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// if a webpage has enough nodes to overflow the index buffer elements size,
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// weird things may happen; thus, when necessary, we'll split into groups
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const MAX_GROUP_NODES = Math.pow(2, Uint16Array.BYTES_PER_ELEMENT * 8) / 12 - 1;
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const WIREFRAME_COLOR = [0, 0, 0, 0.25];
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const INTRO_TRANSITION_DURATION = 1000;
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const OUTRO_TRANSITION_DURATION = 800;
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const INITIAL_Z_TRANSLATION = 400;
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const MOVE_INTO_VIEW_ACCURACY = 50;
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const MOUSE_CLICK_THRESHOLD = 10;
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const MOUSE_INTRO_DELAY = 200;
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const ARCBALL_SENSITIVITY = 0.5;
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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 ARCBALL_RESET_SPHERICAL_FACTOR = 0.1;
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const ARCBALL_RESET_LINEAR_FACTOR = 0.01;
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const TILT_CRAFTER =
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"resource://devtools/client/tilt/TiltWorkerCrafter.js";
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const TILT_PICKER =
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"resource://devtools/client/tilt/TiltWorkerPicker.js";
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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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* {Window} chromeWindow: a reference to the top level window
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* {Window} contentWindow: the content window holding the visualized doc
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* {Element} parentNode: the parent node to hold the visualization
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* {Object} notifications: necessary notifications for Tilt
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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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* Save a reference to the top-level window.
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*/
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this.chromeWindow = aProperties.chromeWindow;
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this.tab = aProperties.tab;
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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.chromeWindow,
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aProperties.contentWindow,
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aProperties.notifications,
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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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exports.TiltVisualizer = TiltVisualizer;
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TiltVisualizer.prototype = {
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/**
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* Initializes the visualizer.
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*/
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init: function TV_init()
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{
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this.presenter.init();
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this.bindToInspector(this.tab);
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},
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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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this.unbindInspector();
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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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let chromeWindow = this.chromeWindow;
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TiltUtils.destroyObject(this);
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TiltUtils.clearCache();
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TiltUtils.gc(chromeWindow);
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},
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/**
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* Listen to the inspector activity.
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*/
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bindToInspector: function TV_bindToInspector(aTab)
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{
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this._browserTab = aTab;
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this.onNewNodeFromInspector = this.onNewNodeFromInspector.bind(this);
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this.onNewNodeFromTilt = this.onNewNodeFromTilt.bind(this);
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this.onInspectorReady = this.onInspectorReady.bind(this);
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this.onToolboxDestroyed = this.onToolboxDestroyed.bind(this);
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gDevTools.on("inspector-ready", this.onInspectorReady);
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gDevTools.on("toolbox-destroyed", this.onToolboxDestroyed);
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Services.obs.addObserver(this.onNewNodeFromTilt,
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this.presenter.NOTIFICATIONS.HIGHLIGHTING,
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false);
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Services.obs.addObserver(this.onNewNodeFromTilt,
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this.presenter.NOTIFICATIONS.UNHIGHLIGHTING,
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false);
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let target = TargetFactory.forTab(aTab);
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let toolbox = gDevTools.getToolbox(target);
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if (toolbox) {
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let panel = toolbox.getPanel("inspector");
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if (panel) {
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this.inspector = panel;
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this.inspector.selection.on("new-node", this.onNewNodeFromInspector);
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this.onNewNodeFromInspector();
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}
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}
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},
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/**
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* Unregister inspector event listeners.
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*/
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unbindInspector: function TV_unbindInspector()
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{
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this._browserTab = null;
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if (this.inspector) {
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if (this.inspector.selection) {
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this.inspector.selection.off("new-node", this.onNewNodeFromInspector);
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}
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this.inspector = null;
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}
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gDevTools.off("inspector-ready", this.onInspectorReady);
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gDevTools.off("toolbox-destroyed", this.onToolboxDestroyed);
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Services.obs.removeObserver(this.onNewNodeFromTilt,
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this.presenter.NOTIFICATIONS.HIGHLIGHTING);
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Services.obs.removeObserver(this.onNewNodeFromTilt,
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this.presenter.NOTIFICATIONS.UNHIGHLIGHTING);
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},
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/**
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* When a new inspector is started.
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*/
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onInspectorReady: function TV_onInspectorReady(event, toolbox, panel)
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{
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if (toolbox.target.tab === this._browserTab) {
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this.inspector = panel;
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this.inspector.selection.on("new-node", this.onNewNodeFromInspector);
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this.onNewNodeFromTilt();
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}
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},
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/**
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* When the toolbox, therefor the inspector, is closed.
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*/
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onToolboxDestroyed: function TV_onToolboxDestroyed(event, tab)
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{
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if (tab === this._browserTab &&
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this.inspector) {
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if (this.inspector.selection) {
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this.inspector.selection.off("new-node", this.onNewNodeFromInspector);
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}
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this.inspector = null;
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}
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},
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/**
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* When a new node is selected in the inspector.
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*/
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onNewNodeFromInspector: function TV_onNewNodeFromInspector()
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{
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if (this.inspector &&
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this.inspector.selection.reason != "tilt") {
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let selection = this.inspector.selection;
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let canHighlightNode = selection.isNode() &&
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selection.isConnected() &&
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selection.isElementNode();
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if (canHighlightNode) {
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this.presenter.highlightNode(selection.node);
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} else {
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this.presenter.highlightNodeFor(-1);
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}
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}
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},
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/**
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* When a new node is selected in Tilt.
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*/
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onNewNodeFromTilt: function TV_onNewNodeFromTilt()
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{
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if (!this.inspector) {
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return;
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}
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let nodeIndex = this.presenter._currentSelection;
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if (nodeIndex < 0) {
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this.inspector.selection.setNodeFront(null, "tilt");
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}
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let node = this.presenter._traverseData.nodes[nodeIndex];
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node = this.inspector.walker.frontForRawNode(node);
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this.inspector.selection.setNodeFront(node, "tilt");
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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 {Window} aChromeWindow
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* a reference to the top-level window
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* @param {Window} aContentWindow
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* the content window holding the document to be visualized
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* @param {Object} aNotifications
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* necessary notifications for Tilt
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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, aChromeWindow, aContentWindow, aNotifications, onError, onLoad)
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{
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/**
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* A canvas overlay used for drawing the visualization.
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*/
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this.canvas = aCanvas;
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/**
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* Save a reference to the top-level window, to access Tilt.
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*/
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this.chromeWindow = aChromeWindow;
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/**
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* The content window generating the visualization
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*/
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this.contentWindow = aContentWindow;
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/**
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* Shortcut for accessing notifications strings.
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*/
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this.NOTIFICATIONS = aNotifications;
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/**
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* Use the default node callback function
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*/
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this.nodeCallback = null;
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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._meshData = 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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zoom: 1,
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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._currentSelection = -1; // the selected node index
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this._initialMeshConfiguration = false; // true if the 3D mesh was configured
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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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* Total time passed since the rendering started.
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* If the rendering is paused, this property won't get updated.
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*/
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this._time = 0;
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/**
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* Frame delta time (the ammount of time passed for each frame).
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* This is used to smoothly interpolate animation transfroms.
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||
*/
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this._delta = 0;
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this._prevFrameTime = 0;
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this._currFrameTime = 0;
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||
};
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||
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||
TiltVisualizer.Presenter.prototype = {
|
||
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||
/**
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||
* Initializes the presenter and starts the animation loop
|
||
*/
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||
init: function TVP_init()
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||
{
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||
this._setup();
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this._loop();
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||
},
|
||
|
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/**
|
||
* The initialization logic.
|
||
*/
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||
_setup: function TVP__setup()
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||
{
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||
let renderer = this._renderer;
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||
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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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// 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"],
|
||
uniforms: ["mvMatrix", "projMatrix", "sampler"]
|
||
});
|
||
|
||
// get the document zoom to properly scale the visualization
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||
this.transforms.zoom = this._getPageZoom();
|
||
|
||
// bind the owner object to the necessary functions
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||
TiltUtils.bindObjectFunc(this, "^_on");
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||
TiltUtils.bindObjectFunc(this, "_loop");
|
||
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this._setupTexture();
|
||
this._setupMeshData();
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||
this._setupEventListeners();
|
||
this.canvas.focus();
|
||
},
|
||
|
||
/**
|
||
* Get page zoom factor.
|
||
* @return {Number}
|
||
*/
|
||
_getPageZoom: function TVP__getPageZoom() {
|
||
return this.contentWindow
|
||
.QueryInterface(Ci.nsIInterfaceRequestor)
|
||
.getInterface(Ci.nsIDOMWindowUtils)
|
||
.fullZoom;
|
||
},
|
||
|
||
/**
|
||
* The animation logic.
|
||
*/
|
||
_loop: function TVP__loop()
|
||
{
|
||
let renderer = this._renderer;
|
||
let frameStartTime = this.chromeWindow.performance.now();
|
||
|
||
// if the renderer was destroyed, don't continue rendering
|
||
if (!renderer || !renderer.context) {
|
||
return;
|
||
}
|
||
|
||
// prepare for the next frame of the animation loop
|
||
this.chromeWindow.requestAnimationFrame(this._loop);
|
||
|
||
// only redraw if we really have to
|
||
if (this._redraw) {
|
||
this._redraw = false;
|
||
this._drawVisualization();
|
||
}
|
||
|
||
// update the current presenter transfroms from the controller
|
||
if ("function" === typeof this._controllerUpdate) {
|
||
this._controllerUpdate(this._time, this._delta);
|
||
}
|
||
|
||
this._handleFrameDelta(frameStartTime);
|
||
this._handleKeyframeNotifications();
|
||
},
|
||
|
||
/**
|
||
* Calculates the current frame delta time.
|
||
*/
|
||
_handleFrameDelta: function TVP__handleFrameDelta(frameStartTime)
|
||
{
|
||
this._prevFrameTime = this._currFrameTime;
|
||
this._currFrameTime = frameStartTime;
|
||
this._delta = this._currFrameTime - this._prevFrameTime;
|
||
},
|
||
|
||
/**
|
||
* Draws the visualization mesh and highlight quad.
|
||
*/
|
||
_drawVisualization: function TVP__drawVisualization()
|
||
{
|
||
let renderer = this._renderer;
|
||
let transforms = this.transforms;
|
||
let w = renderer.width;
|
||
let h = renderer.height;
|
||
let ih = renderer.initialHeight;
|
||
|
||
// if the mesh wasn't created yet, don't continue rendering
|
||
if (!this._meshStacks || !this._meshWireframe) {
|
||
return;
|
||
}
|
||
|
||
// clear the context to an opaque black background
|
||
renderer.clear();
|
||
renderer.perspective();
|
||
|
||
// apply a transition transformation using an ortho and perspective matrix
|
||
let ortho = mat4.ortho(0, w, h, 0, -1000, 1000);
|
||
|
||
if (!this._isExecutingDestruction) {
|
||
let f = this._time / INTRO_TRANSITION_DURATION;
|
||
renderer.lerp(renderer.projMatrix, ortho, f, 8);
|
||
} else {
|
||
let f = this._time / OUTRO_TRANSITION_DURATION;
|
||
renderer.lerp(renderer.projMatrix, ortho, 1 - f, 8);
|
||
}
|
||
|
||
// apply the preliminary transformations to the model view
|
||
renderer.translate(w * 0.5, ih * 0.5, -INITIAL_Z_TRANSLATION);
|
||
|
||
// calculate the camera matrix using the rotation and translation
|
||
renderer.translate(transforms.translation[0], 0,
|
||
transforms.translation[2]);
|
||
|
||
renderer.transform(quat4.toMat4(transforms.rotation));
|
||
|
||
// offset the visualization mesh to center
|
||
renderer.translate(transforms.offset[0],
|
||
transforms.offset[1] + transforms.translation[1], 0);
|
||
|
||
renderer.scale(transforms.zoom, transforms.zoom);
|
||
|
||
// draw the visualization mesh
|
||
renderer.strokeWeight(2);
|
||
renderer.depthTest(true);
|
||
this._drawMeshStacks();
|
||
this._drawMeshWireframe();
|
||
this._drawHighlight();
|
||
|
||
// make sure the initial transition is drawn until finished
|
||
if (this._time < INTRO_TRANSITION_DURATION ||
|
||
this._time < OUTRO_TRANSITION_DURATION) {
|
||
this._redraw = true;
|
||
}
|
||
this._time += this._delta;
|
||
},
|
||
|
||
/**
|
||
* Draws the meshStacks object.
|
||
*/
|
||
_drawMeshStacks: function TVP__drawMeshStacks()
|
||
{
|
||
let renderer = this._renderer;
|
||
let mesh = this._meshStacks;
|
||
|
||
let visualizationProgram = this._visualizationProgram;
|
||
let texture = this._texture;
|
||
let mvMatrix = renderer.mvMatrix;
|
||
let projMatrix = renderer.projMatrix;
|
||
|
||
// use the necessary shader
|
||
visualizationProgram.use();
|
||
|
||
for (let i = 0, len = mesh.length; i < len; i++) {
|
||
let group = mesh[i];
|
||
|
||
// bind the attributes and uniforms as necessary
|
||
visualizationProgram.bindVertexBuffer("vertexPosition", group.vertices);
|
||
visualizationProgram.bindVertexBuffer("vertexTexCoord", group.texCoord);
|
||
visualizationProgram.bindVertexBuffer("vertexColor", group.color);
|
||
|
||
visualizationProgram.bindUniformMatrix("mvMatrix", mvMatrix);
|
||
visualizationProgram.bindUniformMatrix("projMatrix", projMatrix);
|
||
visualizationProgram.bindTexture("sampler", texture);
|
||
|
||
// draw the vertices as TRIANGLES indexed elements
|
||
renderer.drawIndexedVertices(renderer.context.TRIANGLES, group.indices);
|
||
}
|
||
|
||
// save the current model view and projection matrices
|
||
mesh.mvMatrix = mat4.create(mvMatrix);
|
||
mesh.projMatrix = mat4.create(projMatrix);
|
||
},
|
||
|
||
/**
|
||
* Draws the meshWireframe object.
|
||
*/
|
||
_drawMeshWireframe: function TVP__drawMeshWireframe()
|
||
{
|
||
let renderer = this._renderer;
|
||
let mesh = this._meshWireframe;
|
||
|
||
for (let i = 0, len = mesh.length; i < len; i++) {
|
||
let group = mesh[i];
|
||
|
||
// use the necessary shader
|
||
renderer.useColorShader(group.vertices, WIREFRAME_COLOR);
|
||
|
||
// draw the vertices as LINES indexed elements
|
||
renderer.drawIndexedVertices(renderer.context.LINES, group.indices);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Draws a highlighted quad around a currently selected node.
|
||
*/
|
||
_drawHighlight: function TVP__drawHighlight()
|
||
{
|
||
// check if there's anything to highlight (i.e any node is selected)
|
||
if (!this._highlight.disabled) {
|
||
|
||
// set the corresponding state to draw the highlight quad
|
||
let renderer = this._renderer;
|
||
let highlight = this._highlight;
|
||
|
||
renderer.depthTest(false);
|
||
renderer.fill(highlight.fill, 0.5);
|
||
renderer.stroke(highlight.stroke);
|
||
renderer.strokeWeight(highlight.strokeWeight);
|
||
renderer.quad(highlight.v0, highlight.v1, highlight.v2, highlight.v3);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Creates or refreshes the texture applied to the visualization mesh.
|
||
*/
|
||
_setupTexture: function TVP__setupTexture()
|
||
{
|
||
let renderer = this._renderer;
|
||
|
||
// destroy any previously created texture
|
||
TiltUtils.destroyObject(this._texture); this._texture = null;
|
||
|
||
// if the renderer was destroyed, don't continue setup
|
||
if (!renderer || !renderer.context) {
|
||
return;
|
||
}
|
||
|
||
// get the maximum texture size
|
||
this._maxTextureSize =
|
||
renderer.context.getParameter(renderer.context.MAX_TEXTURE_SIZE);
|
||
|
||
// use a simple shim to get the image representation of the document
|
||
// this will be removed once the MOZ_window_region_texture bug #653656
|
||
// is finished; currently just converting the document image to a texture
|
||
// applied to the mesh
|
||
this._texture = new renderer.Texture({
|
||
source: TiltGL.TextureUtils.createContentImage(this.contentWindow,
|
||
this._maxTextureSize),
|
||
format: "RGB"
|
||
});
|
||
|
||
if ("function" === typeof this._onSetupTexture) {
|
||
this._onSetupTexture();
|
||
this._onSetupTexture = null;
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Create the combined mesh representing the document visualization by
|
||
* traversing the document & adding a stack for each node that is drawable.
|
||
*
|
||
* @param {Object} aMeshData
|
||
* object containing the necessary mesh verts, texcoord etc.
|
||
*/
|
||
_setupMesh: function TVP__setupMesh(aMeshData)
|
||
{
|
||
let renderer = this._renderer;
|
||
|
||
// destroy any previously created mesh
|
||
TiltUtils.destroyObject(this._meshStacks); this._meshStacks = [];
|
||
TiltUtils.destroyObject(this._meshWireframe); this._meshWireframe = [];
|
||
|
||
// if the renderer was destroyed, don't continue setup
|
||
if (!renderer || !renderer.context) {
|
||
return;
|
||
}
|
||
|
||
// save the mesh data for future use
|
||
this._meshData = aMeshData;
|
||
|
||
// create a sub-mesh for each group in the mesh data
|
||
for (let i = 0, len = aMeshData.groups.length; i < len; i++) {
|
||
let group = aMeshData.groups[i];
|
||
|
||
// create the visualization mesh using the vertices, texture coordinates
|
||
// and indices computed when traversing the document object model
|
||
this._meshStacks.push({
|
||
vertices: new renderer.VertexBuffer(group.vertices, 3),
|
||
texCoord: new renderer.VertexBuffer(group.texCoord, 2),
|
||
color: new renderer.VertexBuffer(group.color, 3),
|
||
indices: new renderer.IndexBuffer(group.stacksIndices)
|
||
});
|
||
|
||
// additionally, create a wireframe representation to make the
|
||
// visualization a bit more pretty
|
||
this._meshWireframe.push({
|
||
vertices: this._meshStacks[i].vertices,
|
||
indices: new renderer.IndexBuffer(group.wireframeIndices)
|
||
});
|
||
}
|
||
|
||
// configure the required mesh transformations and background only once
|
||
if (!this._initialMeshConfiguration) {
|
||
this._initialMeshConfiguration = true;
|
||
|
||
// set the necessary mesh offsets
|
||
this.transforms.offset[0] = -renderer.width * 0.5;
|
||
this.transforms.offset[1] = -renderer.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;
|
||
}
|
||
|
||
if ("function" === typeof this._onSetupMesh) {
|
||
this._onSetupMesh();
|
||
this._onSetupMesh = null;
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Computes the mesh vertices, texture coordinates etc. by groups of nodes.
|
||
*/
|
||
_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, {
|
||
nodeCallback: this.nodeCallback,
|
||
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({
|
||
maxGroupNodes: MAX_GROUP_NODES,
|
||
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()
|
||
{
|
||
this.contentWindow.addEventListener("resize", this._onResize, false);
|
||
},
|
||
|
||
/**
|
||
* Called when the content window of the current browser is resized.
|
||
*/
|
||
_onResize: function TVP_onResize(e)
|
||
{
|
||
let zoom = this._getPageZoom();
|
||
let width = e.target.innerWidth * zoom;
|
||
let height = e.target.innerHeight * zoom;
|
||
|
||
// 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
|
||
* @param {String} aFlags
|
||
* flags specifying highlighting options
|
||
*/
|
||
highlightNode: function TVP_highlightNode(aNode, aFlags)
|
||
{
|
||
this.highlightNodeFor(this._traverseData.nodes.indexOf(aNode), aFlags);
|
||
},
|
||
|
||
/**
|
||
* 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
|
||
* @param {Object} aProperties
|
||
* an object containing the following properties:
|
||
* {Function} onpick: function to be called after picking succeeded
|
||
* {Function} onfail: function to be called after picking failed
|
||
*/
|
||
highlightNodeAt: function TVP_highlightNodeAt(x, y, aProperties)
|
||
{
|
||
// make sure the properties parameter is a valid object
|
||
aProperties = aProperties || {};
|
||
|
||
// 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);
|
||
|
||
if ("function" === typeof aProperties.onfail) {
|
||
aProperties.onfail();
|
||
}
|
||
}.bind(this),
|
||
|
||
/**
|
||
* Mesh picking succeeded.
|
||
*
|
||
* @param {Object} aIntersection
|
||
* object containing the intersection details
|
||
*/
|
||
onpick: function TVP_onHighlightPick(aIntersection)
|
||
{
|
||
this.highlightNodeFor(aIntersection.index);
|
||
|
||
if ("function" === typeof aProperties.onpick) {
|
||
aProperties.onpick();
|
||
}
|
||
}.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
|
||
* @param {String} aFlags
|
||
* flags specifying highlighting options
|
||
*/
|
||
highlightNodeFor: function TVP_highlightNodeFor(aNodeIndex, aFlags)
|
||
{
|
||
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;
|
||
|
||
Services.obs.notifyObservers(this.contentWindow, this.NOTIFICATIONS.UNHIGHLIGHTING, null);
|
||
return;
|
||
}
|
||
|
||
let highlight = this._highlight;
|
||
let info = this._traverseData.info[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.coord.depth + info.coord.thickness;
|
||
|
||
vec3.set([x, y, z], highlight.v0);
|
||
vec3.set([x + w, y, z], highlight.v1);
|
||
vec3.set([x + w, y + h, z], highlight.v2);
|
||
vec3.set([x, y + h, z], highlight.v3);
|
||
|
||
this._currentSelection = aNodeIndex;
|
||
|
||
// if something is highlighted, make sure it's inside the current viewport;
|
||
// the point which should be moved into view is considered the center [x, y]
|
||
// position along the top edge of the currently selected node
|
||
|
||
if (aFlags && aFlags.indexOf("moveIntoView") !== -1)
|
||
{
|
||
this.controller.arcball.moveIntoView(vec3.lerp(
|
||
vec3.scale(this._highlight.v0, this.transforms.zoom, []),
|
||
vec3.scale(this._highlight.v1, this.transforms.zoom, []), 0.5));
|
||
}
|
||
|
||
Services.obs.notifyObservers(this.contentWindow, this.NOTIFICATIONS.HIGHLIGHTING, null);
|
||
},
|
||
|
||
/**
|
||
* Deletes a node from the visualization mesh.
|
||
*
|
||
* @param {Number} aNodeIndex
|
||
* the index of the node in the this._traverseData array;
|
||
* if not specified, it will default to the current selection
|
||
*/
|
||
deleteNode: function TVP_deleteNode(aNodeIndex)
|
||
{
|
||
// we probably don't want to delete the html or body node.. just sayin'
|
||
if ((aNodeIndex = aNodeIndex || this._currentSelection) < 1) {
|
||
return;
|
||
}
|
||
|
||
let renderer = this._renderer;
|
||
|
||
let groupIndex = parseInt(aNodeIndex / MAX_GROUP_NODES);
|
||
let nodeIndex = parseInt((aNodeIndex + (groupIndex ? 1 : 0)) % MAX_GROUP_NODES);
|
||
let group = this._meshStacks[groupIndex];
|
||
let vertices = group.vertices.components;
|
||
|
||
for (let i = 0, k = 36 * nodeIndex; i < 36; i++) {
|
||
vertices[i + k] = 0;
|
||
}
|
||
|
||
group.vertices = new renderer.VertexBuffer(vertices, 3);
|
||
this._highlight.disabled = true;
|
||
this._redraw = true;
|
||
|
||
Services.obs.notifyObservers(this.contentWindow, this.NOTIFICATIONS.NODE_REMOVED, null);
|
||
},
|
||
|
||
/**
|
||
* 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 zoom = this._getPageZoom();
|
||
let width = this._renderer.width * zoom;
|
||
let height = this._renderer.height * zoom;
|
||
x *= zoom;
|
||
y *= zoom;
|
||
|
||
// 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({
|
||
vertices: this._meshData.allVertices,
|
||
|
||
// create the ray destined for 3D picking
|
||
ray: vec3.createRay([x, y, 0], [x, y, 1], [0, 0, width, height],
|
||
this._meshStacks.mvMatrix,
|
||
this._meshStacks.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;
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Handles notifications at specific frame counts.
|
||
*/
|
||
_handleKeyframeNotifications: function TV__handleKeyframeNotifications()
|
||
{
|
||
if (!TiltVisualizer.Prefs.introTransition && !this._isExecutingDestruction) {
|
||
this._time = INTRO_TRANSITION_DURATION;
|
||
}
|
||
if (!TiltVisualizer.Prefs.outroTransition && this._isExecutingDestruction) {
|
||
this._time = OUTRO_TRANSITION_DURATION;
|
||
}
|
||
|
||
if (this._time >= INTRO_TRANSITION_DURATION &&
|
||
!this._isInitializationFinished &&
|
||
!this._isExecutingDestruction) {
|
||
|
||
this._isInitializationFinished = true;
|
||
Services.obs.notifyObservers(this.contentWindow, this.NOTIFICATIONS.INITIALIZED, null);
|
||
|
||
if ("function" === typeof this._onInitializationFinished) {
|
||
this._onInitializationFinished();
|
||
}
|
||
}
|
||
|
||
if (this._time >= OUTRO_TRANSITION_DURATION &&
|
||
!this._isDestructionFinished &&
|
||
this._isExecutingDestruction) {
|
||
|
||
this._isDestructionFinished = true;
|
||
Services.obs.notifyObservers(this.contentWindow, this.NOTIFICATIONS.BEFORE_DESTROYED, null);
|
||
|
||
if ("function" === typeof this._onDestructionFinished) {
|
||
this._onDestructionFinished();
|
||
}
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Starts executing the destruction sequence and issues a callback function
|
||
* when finished.
|
||
*
|
||
* @param {Function} aCallback
|
||
* the destruction finished callback
|
||
*/
|
||
executeDestruction: function TV_executeDestruction(aCallback)
|
||
{
|
||
if (!this._isExecutingDestruction) {
|
||
this._isExecutingDestruction = true;
|
||
this._onDestructionFinished = aCallback;
|
||
|
||
// if we execute the destruction after the initialization finishes,
|
||
// proceed normally; otherwise, skip everything and immediately issue
|
||
// the callback
|
||
|
||
if (this._time > OUTRO_TRANSITION_DURATION) {
|
||
this._time = 0;
|
||
this._redraw = true;
|
||
} else {
|
||
aCallback();
|
||
}
|
||
}
|
||
},
|
||
|
||
/**
|
||
* 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) {
|
||
this._meshStacks.forEach(function(group) {
|
||
TiltUtils.destroyObject(group.vertices);
|
||
TiltUtils.destroyObject(group.texCoord);
|
||
TiltUtils.destroyObject(group.color);
|
||
TiltUtils.destroyObject(group.indices);
|
||
});
|
||
}
|
||
if (this._meshWireframe) {
|
||
this._meshWireframe.forEach(function(group) {
|
||
TiltUtils.destroyObject(group.indices);
|
||
});
|
||
}
|
||
|
||
TiltUtils.destroyObject(this._renderer);
|
||
|
||
// Closing the tab would result in contentWindow being a dead object,
|
||
// so operations like removing event listeners won't work anymore.
|
||
if (this.contentWindow == this.chromeWindow.content) {
|
||
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)
|
||
{
|
||
/**
|
||
* A canvas overlay on which mouse and keyboard event listeners are attached.
|
||
*/
|
||
this.canvas = aCanvas;
|
||
|
||
/**
|
||
* Save a reference to the presenter to modify its model-view transforms.
|
||
*/
|
||
this.presenter = aPresenter;
|
||
this.presenter.controller = this;
|
||
|
||
/**
|
||
* The initial controller dimensions and offset, in pixels.
|
||
*/
|
||
this._zoom = aPresenter.transforms.zoom;
|
||
this._left = (aPresenter.contentWindow.pageXOffset || 0) * this._zoom;
|
||
this._top = (aPresenter.contentWindow.pageYOffset || 0) * this._zoom;
|
||
this._width = aCanvas.width;
|
||
this._height = aCanvas.height;
|
||
|
||
/**
|
||
* Arcball used to control the visualization using the mouse.
|
||
*/
|
||
this.arcball = new TiltVisualizer.Arcball(
|
||
this.presenter.chromeWindow, 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");
|
||
|
||
// add the necessary event listeners
|
||
this.addEventListeners();
|
||
|
||
// attach this controller's update function to the presenter ondraw event
|
||
this.presenter._controllerUpdate = this._update;
|
||
};
|
||
|
||
TiltVisualizer.Controller.prototype = {
|
||
|
||
/**
|
||
* Adds events listeners required by this controller.
|
||
*/
|
||
addEventListeners: function TVC_addEventListeners()
|
||
{
|
||
let canvas = this.canvas;
|
||
let presenter = this.presenter;
|
||
|
||
// bind commonly used mouse and keyboard events with the controller
|
||
canvas.addEventListener("mousedown", this._onMouseDown, false);
|
||
canvas.addEventListener("mouseup", this._onMouseUp, false);
|
||
canvas.addEventListener("mousemove", this._onMouseMove, false);
|
||
canvas.addEventListener("mouseover", this._onMouseOver, false);
|
||
canvas.addEventListener("mouseout", this._onMouseOut, false);
|
||
canvas.addEventListener("MozMousePixelScroll", this._onMozScroll, false);
|
||
canvas.addEventListener("keydown", this._onKeyDown, false);
|
||
canvas.addEventListener("keyup", this._onKeyUp, false);
|
||
canvas.addEventListener("blur", this._onBlur, false);
|
||
|
||
// handle resize events to change the arcball dimensions
|
||
presenter.contentWindow.addEventListener("resize", this._onResize, false);
|
||
},
|
||
|
||
/**
|
||
* Removes all added events listeners required by this controller.
|
||
*/
|
||
removeEventListeners: function TVC_removeEventListeners()
|
||
{
|
||
let canvas = this.canvas;
|
||
let presenter = this.presenter;
|
||
|
||
canvas.removeEventListener("mousedown", this._onMouseDown, false);
|
||
canvas.removeEventListener("mouseup", this._onMouseUp, 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);
|
||
|
||
// Closing the tab would result in contentWindow being a dead object,
|
||
// so operations like removing event listeners won't work anymore.
|
||
if (presenter.contentWindow == presenter.chromeWindow.content) {
|
||
presenter.contentWindow.removeEventListener("resize", this._onResize, false);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Function called each frame, updating the visualization camera transforms.
|
||
*
|
||
* @param {Number} aTime
|
||
* total time passed since rendering started
|
||
* @param {Number} aDelta
|
||
* the current animation frame delta
|
||
*/
|
||
_update: function TVC__update(aTime, aDelta)
|
||
{
|
||
this._time = aTime;
|
||
this._coordinates = this.arcball.update(aDelta);
|
||
|
||
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();
|
||
|
||
if (this._time < MOUSE_INTRO_DELAY) {
|
||
return;
|
||
}
|
||
|
||
// calculate x and y coordinates using using the client and target offset
|
||
let button = e.which;
|
||
this._downX = e.clientX - e.target.offsetLeft;
|
||
this._downY = e.clientY - e.target.offsetTop;
|
||
|
||
this.arcball.mouseDown(this._downX, this._downY, button);
|
||
},
|
||
|
||
/**
|
||
* Called every time a mouse button is released.
|
||
*/
|
||
_onMouseUp: function TVC__onMouseUp(e)
|
||
{
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
if (this._time < MOUSE_INTRO_DELAY) {
|
||
return;
|
||
}
|
||
|
||
// 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;
|
||
|
||
// a click in Tilt is issued only when the mouse pointer stays in
|
||
// relatively the same position
|
||
if (Math.abs(this._downX - upX) < MOUSE_CLICK_THRESHOLD &&
|
||
Math.abs(this._downY - upY) < MOUSE_CLICK_THRESHOLD) {
|
||
|
||
this.presenter.highlightNodeAt(upX, upY);
|
||
}
|
||
|
||
this.arcball.mouseUp(upX, upY, button);
|
||
},
|
||
|
||
/**
|
||
* Called every time the mouse moves.
|
||
*/
|
||
_onMouseMove: function TVC__onMouseMove(e)
|
||
{
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
|
||
if (this._time < MOUSE_INTRO_DELAY) {
|
||
return;
|
||
}
|
||
|
||
// 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 (!e.altKey && !e.ctrlKey && !e.metaKey && !e.shiftKey) {
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
this.arcball.keyDown(code);
|
||
} else {
|
||
this.arcball.cancelKeyEvents();
|
||
}
|
||
|
||
if (e.keyCode === e.DOM_VK_ESCAPE) {
|
||
let {TiltManager} = require("devtools/client/tilt/tilt");
|
||
let tilt =
|
||
TiltManager.getTiltForBrowser(this.presenter.chromeWindow);
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
tilt.destroy(tilt.currentWindowId, true);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Called when a key is released.
|
||
*/
|
||
_onKeyUp: function TVC__onKeyUp(e)
|
||
{
|
||
let code = e.keyCode || e.which;
|
||
|
||
if (code === e.DOM_VK_X) {
|
||
this.presenter.deleteNode();
|
||
}
|
||
if (code === e.DOM_VK_F) {
|
||
let highlight = this.presenter._highlight;
|
||
let zoom = this.presenter.transforms.zoom;
|
||
|
||
this.arcball.moveIntoView(vec3.lerp(
|
||
vec3.scale(highlight.v0, zoom, []),
|
||
vec3.scale(highlight.v1, zoom, []), 0.5));
|
||
}
|
||
if (!e.altKey && !e.ctrlKey && !e.metaKey && !e.shiftKey) {
|
||
e.preventDefault();
|
||
e.stopPropagation();
|
||
this.arcball.keyUp(code);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Called when the canvas looses focus.
|
||
*/
|
||
_onBlur: function TVC__onBlur(e) {
|
||
this.arcball.cancelKeyEvents();
|
||
},
|
||
|
||
/**
|
||
* Called when the content window of the current browser is resized.
|
||
*/
|
||
_onResize: function TVC__onResize(e)
|
||
{
|
||
let zoom = this.presenter._getPageZoom();
|
||
let width = e.target.innerWidth * zoom;
|
||
let height = e.target.innerHeight * zoom;
|
||
|
||
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()
|
||
{
|
||
TiltUtils.destroyObject(this.arcball);
|
||
TiltUtils.destroyObject(this._coordinates);
|
||
|
||
this.removeEventListeners();
|
||
this.presenter.controller = null;
|
||
this.presenter._controllerUpdate = 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 {Window} aChromeWindow
|
||
* a reference to the top-level window
|
||
* @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(
|
||
aChromeWindow, aWidth, aHeight, aRadius, aInitialTrans, aInitialRot)
|
||
{
|
||
/**
|
||
* Save a reference to the top-level window to set/remove intervals.
|
||
*/
|
||
this.chromeWindow = aChromeWindow;
|
||
|
||
/**
|
||
* 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._additionalRot = vec3.create();
|
||
this._additionalTrans = vec3.create();
|
||
this._deltaAdditionalRot = quat4.create();
|
||
this._deltaAdditionalTrans = vec3.create();
|
||
|
||
// load the keys controlling the arcball
|
||
this._loadKeys();
|
||
|
||
// 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.
|
||
*
|
||
* @param {Number} aDelta
|
||
* the current animation frame delta
|
||
*
|
||
* @return {Object} the rotation quaternion and the translation amount
|
||
*/
|
||
update: function TVA_update(aDelta)
|
||
{
|
||
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 additionalRot = this._additionalRot;
|
||
let additionalTrans = this._additionalTrans;
|
||
let deltaAdditionalRot = this._deltaAdditionalRot;
|
||
let deltaAdditionalTrans = this._deltaAdditionalTrans;
|
||
|
||
let rotateKeys = this.rotateKeys;
|
||
let panKeys = this.panKeys;
|
||
let zoomKeys = this.zoomKeys;
|
||
let resetKey = this.resetKey;
|
||
|
||
// handle additional rotation and translation by the keyboard
|
||
if (keyCode[rotateKeys.left]) {
|
||
additionalRot[0] -= ARCBALL_SENSITIVITY * ARCBALL_ROTATION_STEP;
|
||
}
|
||
if (keyCode[rotateKeys.right]) {
|
||
additionalRot[0] += ARCBALL_SENSITIVITY * ARCBALL_ROTATION_STEP;
|
||
}
|
||
if (keyCode[rotateKeys.up]) {
|
||
additionalRot[1] += ARCBALL_SENSITIVITY * ARCBALL_ROTATION_STEP;
|
||
}
|
||
if (keyCode[rotateKeys.down]) {
|
||
additionalRot[1] -= ARCBALL_SENSITIVITY * ARCBALL_ROTATION_STEP;
|
||
}
|
||
if (keyCode[panKeys.left]) {
|
||
additionalTrans[0] -= ARCBALL_SENSITIVITY * ARCBALL_TRANSLATION_STEP;
|
||
}
|
||
if (keyCode[panKeys.right]) {
|
||
additionalTrans[0] += ARCBALL_SENSITIVITY * ARCBALL_TRANSLATION_STEP;
|
||
}
|
||
if (keyCode[panKeys.up]) {
|
||
additionalTrans[1] -= ARCBALL_SENSITIVITY * ARCBALL_TRANSLATION_STEP;
|
||
}
|
||
if (keyCode[panKeys.down]) {
|
||
additionalTrans[1] += ARCBALL_SENSITIVITY * ARCBALL_TRANSLATION_STEP;
|
||
}
|
||
if (keyCode[zoomKeys["in"][0]] ||
|
||
keyCode[zoomKeys["in"][1]] ||
|
||
keyCode[zoomKeys["in"][2]]) {
|
||
this.zoom(-ARCBALL_TRANSLATION_STEP);
|
||
}
|
||
if (keyCode[zoomKeys["out"][0]] ||
|
||
keyCode[zoomKeys["out"][1]]) {
|
||
this.zoom(ARCBALL_TRANSLATION_STEP);
|
||
}
|
||
if (keyCode[zoomKeys["unzoom"]]) {
|
||
this._zoomAmount = 0;
|
||
}
|
||
if (keyCode[resetKey]) {
|
||
this.reset();
|
||
}
|
||
|
||
// update the delta key rotations and translations
|
||
deltaAdditionalRot[0] +=
|
||
(additionalRot[0] - deltaAdditionalRot[0]) * ARCBALL_SENSITIVITY;
|
||
deltaAdditionalRot[1] +=
|
||
(additionalRot[1] - deltaAdditionalRot[1]) * ARCBALL_SENSITIVITY;
|
||
deltaAdditionalRot[2] +=
|
||
(additionalRot[2] - deltaAdditionalRot[2]) * ARCBALL_SENSITIVITY;
|
||
|
||
deltaAdditionalTrans[0] +=
|
||
(additionalTrans[0] - deltaAdditionalTrans[0]) * ARCBALL_SENSITIVITY;
|
||
deltaAdditionalTrans[1] +=
|
||
(additionalTrans[1] - deltaAdditionalTrans[1]) * ARCBALL_SENSITIVITY;
|
||
|
||
// create an additional rotation based on the key events
|
||
quat4.fromEuler(
|
||
deltaAdditionalRot[0],
|
||
deltaAdditionalRot[1],
|
||
deltaAdditionalRot[2], deltaRot);
|
||
|
||
// create an additional translation based on the key events
|
||
vec3.set([deltaAdditionalTrans[0], deltaAdditionalTrans[1], 0], deltaTrans);
|
||
|
||
// handle the reset animation steps if necessary
|
||
if (this._resetInProgress) {
|
||
this._nextResetStep(aDelta || 1);
|
||
}
|
||
|
||
// 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._cancelReset();
|
||
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._cancelReset();
|
||
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._cancelReset();
|
||
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);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Cancels all pending transformations caused by key events.
|
||
*/
|
||
cancelKeyEvents: function TVA_cancelKeyEvents()
|
||
{
|
||
this._keyCode = {};
|
||
},
|
||
|
||
/**
|
||
* Cancels all pending transformations caused by mouse events.
|
||
*/
|
||
cancelMouseEvents: function TVA_cancelMouseEvents()
|
||
{
|
||
this._rotating = false;
|
||
this._mouseButton = -1;
|
||
},
|
||
|
||
/**
|
||
* Incremental translation method.
|
||
*
|
||
* @param {Array} aTranslation
|
||
* the translation ammount on the [x, y] axis
|
||
*/
|
||
translate: function TVP_translate(aTranslation)
|
||
{
|
||
this._additionalTrans[0] += aTranslation[0];
|
||
this._additionalTrans[1] += aTranslation[1];
|
||
},
|
||
|
||
/**
|
||
* Incremental rotation method.
|
||
*
|
||
* @param {Array} aRotation
|
||
* the rotation ammount along the [x, y, z] axis
|
||
*/
|
||
rotate: function TVP_rotate(aRotation)
|
||
{
|
||
// explicitly rotate along y, x, z values because they're eulerian angles
|
||
this._additionalRot[0] += TiltMath.radians(aRotation[1]);
|
||
this._additionalRot[1] += TiltMath.radians(aRotation[0]);
|
||
this._additionalRot[2] += TiltMath.radians(aRotation[2]);
|
||
},
|
||
|
||
/**
|
||
* Moves a target point into view only if it's outside the currently visible
|
||
* area bounds (in which case it also resets any additional transforms).
|
||
*
|
||
* @param {Arary} aPoint
|
||
* the [x, y] point which should be brought into view
|
||
*/
|
||
moveIntoView: function TVA_moveIntoView(aPoint) {
|
||
let visiblePointX = -(this._currentTrans[0] + this._additionalTrans[0]);
|
||
let visiblePointY = -(this._currentTrans[1] + this._additionalTrans[1]);
|
||
|
||
if (aPoint[1] - visiblePointY - MOVE_INTO_VIEW_ACCURACY > this.height ||
|
||
aPoint[1] - visiblePointY + MOVE_INTO_VIEW_ACCURACY < 0 ||
|
||
aPoint[0] - visiblePointX > this.width ||
|
||
aPoint[0] - visiblePointX < 0) {
|
||
this.reset([0, -aPoint[1]]);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* 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();
|
||
},
|
||
|
||
/**
|
||
* Starts an animation resetting the arcball transformations to identity.
|
||
*
|
||
* @param {Array} aFinalTranslation
|
||
* optional, final vector translation
|
||
* @param {Array} aFinalRotation
|
||
* optional, final quaternion rotation
|
||
*/
|
||
reset: function TVA_reset(aFinalTranslation, aFinalRotation)
|
||
{
|
||
if ("function" === typeof this._onResetStart) {
|
||
this._onResetStart();
|
||
this._onResetStart = null;
|
||
}
|
||
|
||
this.cancelMouseEvents();
|
||
this.cancelKeyEvents();
|
||
this._cancelReset();
|
||
|
||
this._save();
|
||
this._resetFinalTranslation = vec3.create(aFinalTranslation);
|
||
this._resetFinalRotation = quat4.create(aFinalRotation);
|
||
this._resetInProgress = true;
|
||
},
|
||
|
||
/**
|
||
* Cancels the current arcball reset animation if there is one.
|
||
*/
|
||
_cancelReset: function TVA__cancelReset()
|
||
{
|
||
if (this._resetInProgress) {
|
||
this._resetInProgress = false;
|
||
this._save();
|
||
|
||
if ("function" === typeof this._onResetFinish) {
|
||
this._onResetFinish();
|
||
this._onResetFinish = null;
|
||
this._onResetStep = null;
|
||
}
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Executes the next step in the arcball reset animation.
|
||
*
|
||
* @param {Number} aDelta
|
||
* the current animation frame delta
|
||
*/
|
||
_nextResetStep: function TVA__nextResetStep(aDelta)
|
||
{
|
||
// a very large animation frame delta (in case of seriously low framerate)
|
||
// would cause all the interpolations to become highly unstable
|
||
aDelta = TiltMath.clamp(aDelta, 1, 100);
|
||
|
||
let fNearZero = EPSILON * EPSILON;
|
||
let fInterpLin = ARCBALL_RESET_LINEAR_FACTOR * aDelta;
|
||
let fInterpSph = ARCBALL_RESET_SPHERICAL_FACTOR;
|
||
let fTran = this._resetFinalTranslation;
|
||
let fRot = this._resetFinalRotation;
|
||
|
||
let t = vec3.create(fTran);
|
||
let r = quat4.multiply(quat4.inverse(quat4.create(this._currentRot)), fRot);
|
||
|
||
// reset the rotation quaternion and translation vector
|
||
vec3.lerp(this._currentTrans, t, fInterpLin);
|
||
quat4.slerp(this._currentRot, r, fInterpSph);
|
||
|
||
// also reset any additional transforms by the keyboard or mouse
|
||
vec3.scale(this._additionalTrans, fInterpLin);
|
||
vec3.scale(this._additionalRot, fInterpLin);
|
||
this._zoomAmount *= fInterpLin;
|
||
|
||
// clear the loop if the all values are very close to zero
|
||
if (vec3.length(vec3.subtract(this._lastRot, fRot, [])) < fNearZero &&
|
||
vec3.length(vec3.subtract(this._deltaRot, fRot, [])) < fNearZero &&
|
||
vec3.length(vec3.subtract(this._currentRot, fRot, [])) < fNearZero &&
|
||
vec3.length(vec3.subtract(this._lastTrans, fTran, [])) < fNearZero &&
|
||
vec3.length(vec3.subtract(this._deltaTrans, fTran, [])) < fNearZero &&
|
||
vec3.length(vec3.subtract(this._currentTrans, fTran, [])) < fNearZero &&
|
||
vec3.length(this._additionalRot) < fNearZero &&
|
||
vec3.length(this._additionalTrans) < fNearZero) {
|
||
|
||
this._cancelReset();
|
||
}
|
||
|
||
if ("function" === typeof this._onResetStep) {
|
||
this._onResetStep();
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Loads the keys to control this arcball.
|
||
*/
|
||
_loadKeys: function TVA__loadKeys()
|
||
{
|
||
this.rotateKeys = {
|
||
"up": Ci.nsIDOMKeyEvent["DOM_VK_W"],
|
||
"down": Ci.nsIDOMKeyEvent["DOM_VK_S"],
|
||
"left": Ci.nsIDOMKeyEvent["DOM_VK_A"],
|
||
"right": Ci.nsIDOMKeyEvent["DOM_VK_D"],
|
||
};
|
||
this.panKeys = {
|
||
"up": Ci.nsIDOMKeyEvent["DOM_VK_UP"],
|
||
"down": Ci.nsIDOMKeyEvent["DOM_VK_DOWN"],
|
||
"left": Ci.nsIDOMKeyEvent["DOM_VK_LEFT"],
|
||
"right": Ci.nsIDOMKeyEvent["DOM_VK_RIGHT"],
|
||
};
|
||
this.zoomKeys = {
|
||
"in": [
|
||
Ci.nsIDOMKeyEvent["DOM_VK_I"],
|
||
Ci.nsIDOMKeyEvent["DOM_VK_ADD"],
|
||
Ci.nsIDOMKeyEvent["DOM_VK_EQUALS"],
|
||
],
|
||
"out": [
|
||
Ci.nsIDOMKeyEvent["DOM_VK_O"],
|
||
Ci.nsIDOMKeyEvent["DOM_VK_SUBTRACT"],
|
||
],
|
||
"unzoom": Ci.nsIDOMKeyEvent["DOM_VK_0"]
|
||
};
|
||
this.resetKey = Ci.nsIDOMKeyEvent["DOM_VK_R"];
|
||
},
|
||
|
||
/**
|
||
* Saves the current arcball state, typically after resize or mouse events.
|
||
*/
|
||
_save: function TVA__save()
|
||
{
|
||
if (this._mousePress) {
|
||
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;
|
||
}
|
||
},
|
||
|
||
/**
|
||
* Function called when this object is destroyed.
|
||
*/
|
||
_finalize: function TVA__finalize()
|
||
{
|
||
this._cancelReset();
|
||
}
|
||
};
|
||
|
||
/**
|
||
* 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;
|
||
},
|
||
|
||
get introTransition()
|
||
{
|
||
return this._introTransition;
|
||
},
|
||
|
||
set introTransition(value)
|
||
{
|
||
TiltUtils.Preferences.set("intro_transition", "boolean", value);
|
||
this._introTransition = value;
|
||
},
|
||
|
||
get outroTransition()
|
||
{
|
||
return this._outroTransition;
|
||
},
|
||
|
||
set outroTransition(value)
|
||
{
|
||
TiltUtils.Preferences.set("outro_transition", "boolean", value);
|
||
this._outroTransition = value;
|
||
},
|
||
|
||
/**
|
||
* Loads the preferences.
|
||
*/
|
||
load: function TVC_load()
|
||
{
|
||
let prefs = TiltVisualizer.Prefs;
|
||
let get = TiltUtils.Preferences.get;
|
||
|
||
prefs._enabled = get("enabled", "boolean");
|
||
prefs._introTransition = get("intro_transition", "boolean");
|
||
prefs._outroTransition = get("outro_transition", "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")
|
||
};
|