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if(!dojo._hasResource["dojox.gfx3d.object"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
dojo._hasResource["dojox.gfx3d.object"] = true;
dojo.provide("dojox.gfx3d.object");

dojo.require("dojox.gfx");
dojo.require("dojox.gfx3d.lighting");
dojo.require("dojox.gfx3d.scheduler");
dojo.require("dojox.gfx3d.vector");
dojo.require("dojox.gfx3d.gradient");

// FIXME: why the global "out" var here?
var out = function(o, x){
        if(arguments.length > 1){
                // console.debug("debug:", o);
                o = x;
        }
        var e = {};
        for(var i in o){
                if(i in e){ continue; }
                // console.debug("debug:", i, typeof o[i], o[i]);
        }
};

dojo.declare("dojox.gfx3d.Object", null, {
        constructor: function(){
                // summary: a Object object, which knows how to map
                // 3D objects to 2D shapes.

                // object: Object: an abstract Object object
                // (see dojox.gfx3d.defaultEdges,
                // dojox.gfx3d.defaultTriangles,
                // dojox.gfx3d.defaultQuads
                // dojox.gfx3d.defaultOrbit
                // dojox.gfx3d.defaultCube
                // or dojox.gfx3d.defaultCylinder)
                this.object = null;

                // matrix: dojox.gfx3d.matrix: world transform
                this.matrix = null;
                // cache: buffer for intermediate result, used late for draw()
                this.cache = null;
                // renderer: a reference for the Viewport
                this.renderer = null;
                // parent: a reference for parent, Scene or Viewport object
                this.parent = null;

                // strokeStyle: Object: a stroke object 
                this.strokeStyle = null;
                // fillStyle: Object: a fill object or texture object
                this.fillStyle = null;
                // shape: dojox.gfx.Shape: an underlying 2D shape
                this.shape = null;
        },

        setObject: function(newObject){
                // summary: sets a Object object
                // object: Object: an abstract Object object
                // (see dojox.gfx3d.defaultEdges,
                // dojox.gfx3d.defaultTriangles,
                // dojox.gfx3d.defaultQuads
                // dojox.gfx3d.defaultOrbit
                // dojox.gfx3d.defaultCube
                // or dojox.gfx3d.defaultCylinder)
                this.object = dojox.gfx.makeParameters(this.object, newObject);
                return this;
        },

        setTransform: function(matrix){
                // summary: sets a transformation matrix
                // matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
                //      (see an argument of dojox.gfx3d.matrix.Matrix 
                //      constructor for a list of acceptable arguments)
                this.matrix = dojox.gfx3d.matrix.clone(matrix ? dojox.gfx3d.matrix.normalize(matrix) : dojox.gfx3d.identity, true);
                return this;    // self
        },

        // apply left & right transformation
        
        applyRightTransform: function(matrix){
                // summary: multiplies the existing matrix with an argument on right side
                //      (this.matrix * matrix)
                // matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
                //      (see an argument of dojox.gfx.matrix.Matrix 
                //      constructor for a list of acceptable arguments)
                return matrix ? this.setTransform([this.matrix, matrix]) : this;        // self
        },
        applyLeftTransform: function(matrix){
                // summary: multiplies the existing matrix with an argument on left side
                //      (matrix * this.matrix)
                // matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
                //      (see an argument of dojox.gfx.matrix.Matrix 
                //      constructor for a list of acceptable arguments)
                return matrix ? this.setTransform([matrix, this.matrix]) : this;        // self
        },

        applyTransform: function(matrix){
                // summary: a shortcut for dojox.gfx.Shape.applyRightTransform
                // matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
                //      (see an argument of dojox.gfx.matrix.Matrix 
                //      constructor for a list of acceptable arguments)
                return matrix ? this.setTransform([this.matrix, matrix]) : this;        // self
        },
        
        setFill: function(fill){
                // summary: sets a fill object
                // (the default implementation is to delegate to 
                // the underlying 2D shape).
                // fill: Object: a fill object
                //      (see dojox.gfx.defaultLinearGradient, 
                //      dojox.gfx.defaultRadialGradient, 
                //      dojox.gfx.defaultPattern, 
                //      dojo.Color
                //      or dojox.gfx.MODEL)
                this.fillStyle = fill;
                return this;
        },

        setStroke: function(stroke){
                // summary: sets a stroke object
                //      (the default implementation simply ignores it)
                // stroke: Object: a stroke object
                //      (see dojox.gfx.defaultStroke) 
                this.strokeStyle = stroke;
                return this;
        },

        toStdFill: function(lighting, normal){
                return (this.fillStyle && typeof this.fillStyle['type'] != "undefined") ? lighting[this.fillStyle.type](normal, this.fillStyle.finish, this.fillStyle.color) : this.fillStyle;
        },

        invalidate: function(){
                this.renderer.addTodo(this);
        },
        
        destroy: function(){
                if(this.shape){
                        var p = this.shape.getParent();
                        if(p){
                                p.remove(this.shape);
                        }
                        this.shape = null;
                }
        },

        // All the 3D objects need to override the following virtual functions:
        // render, getZOrder, getOutline, draw, redraw if necessary.

        render: function(camera){
                throw "Pure virtual function, not implemented";
        },

        draw: function(lighting){
                throw "Pure virtual function, not implemented";
        },

        getZOrder: function(){
                return 0;
        },

        getOutline: function(){
                return null;
        }

});

dojo.declare("dojox.gfx3d.Scene", dojox.gfx3d.Object, {
        // summary: the Scene is just a containter.
        // note: we have the following assumption:
        // all objects in the Scene are not overlapped with other objects
        // outside of the scene.
        constructor: function(){
                // summary: a containter of other 3D objects
                this.objects= [];
                this.todos = [];
                this.schedule = dojox.gfx3d.scheduler.zOrder;
                this._draw = dojox.gfx3d.drawer.conservative;
        },

        setFill: function(fill){
                this.fillStyle = fill;
                dojo.forEach(this.objects, function(item){
                        item.setFill(fill);
                });
                return this;
        },

        setStroke: function(stroke){
                this.strokeStyle = stroke;
                dojo.forEach(this.objects, function(item){
                        item.setStroke(stroke);
                });
                return this;
        },

        render: function(camera, deep){
                var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
                if(deep){
                        this.todos = this.objects;
                }
                dojo.forEach(this.todos, function(item){ item.render(m, deep); });
        },

        draw: function(lighting){
                this.objects = this.schedule(this.objects);
                this._draw(this.todos, this.objects, this.renderer);
        },

        addTodo: function(newObject){
                // FIXME: use indexOf?
                if(dojo.every(this.todos, function(item){ return item != newObject; })){
                        this.todos.push(newObject);
                        this.invalidate();
                }
        },

        invalidate: function(){
                this.parent.addTodo(this);
        },

        getZOrder: function(){
                var zOrder = 0;
                dojo.forEach(this.objects, function(item){ zOrder += item.getZOrder(); });
                return (this.objects.length > 1) ?  zOrder / this.objects.length : 0;
        }
});


dojo.declare("dojox.gfx3d.Edges", dojox.gfx3d.Object, {
        constructor: function(){
                // summary: a generic edge in 3D viewport 
                this.object = dojo.clone(dojox.gfx3d.defaultEdges);
        },

        setObject: function(newObject, /* String, optional */ style){
                // summary: setup the object
                // newObject: Array of points || Object
                // style: String, optional
                this.object = dojox.gfx.makeParameters(this.object, (newObject instanceof Array) ? { points: newObject, style: style } : newObject);
                return this;
        },

        getZOrder: function(){
                var zOrder = 0;
                dojo.forEach(this.cache, function(item){ zOrder += item.z;} );
                return (this.cache.length > 1) ?  zOrder / this.cache.length : 0;
        },

        render: function(camera){
                var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
                this.cache = dojo.map(this.object.points, function(item){
                        return dojox.gfx3d.matrix.multiplyPoint(m, item);
                });
        },

        draw: function(){
                var c = this.cache;
                if(this.shape){
                        this.shape.setShape("")
                }else{
                        this.shape = this.renderer.createPath();
                }
                var p = this.shape.setAbsoluteMode("absolute");

                if(this.object.style == "strip" || this.object.style == "loop"){
                        p.moveTo(c[0].x, c[0].y);
                        dojo.forEach(c.slice(1), function(item){
                                p.lineTo(item.x, item.y);
                        });
                        if(this.object.style == "loop"){
                                p.closePath();
                        }
                }else{
                        for(var i = 0; i < this.cache.length; ){
                                p.moveTo(c[i].x, c[i].y);
                                i ++;
                                p.lineTo(c[i].x, c[i].y);
                                i ++;
                        }
                }
                // FIXME: doe setFill make sense here?
                p.setStroke(this.strokeStyle);
        }
});

dojo.declare("dojox.gfx3d.Orbit", dojox.gfx3d.Object, {
        constructor: function(){
                // summary: a generic edge in 3D viewport 
                this.object = dojo.clone(dojox.gfx3d.defaultOrbit);
        },

        render: function(camera){
                var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
                var angles = [0, Math.PI/4, Math.PI/3];
                var center = dojox.gfx3d.matrix.multiplyPoint(m, this.object.center);
                var marks = dojo.map(angles, function(item){
                        return {x: this.center.x + this.radius * Math.cos(item), 
                                y: this.center.y + this.radius * Math.sin(item), z: this.center.z};
                        }, this.object);

                marks = dojo.map(marks, function(item){
                        return dojox.gfx3d.matrix.multiplyPoint(m, item);
                });

                var normal = dojox.gfx3d.vector.normalize(marks);

                marks = dojo.map(marks, function(item){
                        return dojox.gfx3d.vector.substract(item, center);
                });

                // Use the algorithm here:
                // http://www.3dsoftware.com/Math/PlaneCurves/EllipseAlgebra/
                // After we normalize the marks, the equation is:
                // a x^2 + 2b xy + cy^2 + f = 0: let a = 1
                //  so the final equation is:
                //  [ xy, y^2, 1] * [2b, c, f]' = [ -x^2 ]'

                var A = {
                        xx: marks[0].x * marks[0].y, xy: marks[0].y * marks[0].y, xz: 1,
                        yx: marks[1].x * marks[1].y, yy: marks[1].y * marks[1].y, yz: 1,
                        zx: marks[2].x * marks[2].y, zy: marks[2].y * marks[2].y, zz: 1,
                        dx: 0, dy: 0, dz: 0
                };
                var b = dojo.map(marks, function(item){
                        return -Math.pow(item.x, 2);
                });

                // X is 2b, c, f
                var X = dojox.gfx3d.matrix.multiplyPoint(dojox.gfx3d.matrix.invert(A),b[0], b[1], b[2]);
                var theta = Math.atan2(X.x, 1 - X.y) / 2;

                // rotate the marks back to the canonical form
                var probes = dojo.map(marks, function(item){
                        return dojox.gfx.matrix.multiplyPoint(dojox.gfx.matrix.rotate(-theta), item.x, item.y);
                });

                // we are solving the equation: Ax = b
                // A = [x^2, y^2] X = [1/a^2, 1/b^2]', b = [1, 1]'
                // so rx = Math.sqrt(1/ ( inv(A)[1:] * b ) );
                // so ry = Math.sqrt(1/ ( inv(A)[2:] * b ) );

                var a = Math.pow(probes[0].x, 2);
                var b = Math.pow(probes[0].y, 2);
                var c = Math.pow(probes[1].x, 2);
                var d = Math.pow(probes[1].y, 2);

                // the invert matrix is 
                // 1/(ad -bc) [ d, -b; -c, a];
                var rx = Math.sqrt( (a*d - b*c)/ (d-b) );
                var ry  = Math.sqrt( (a*d - b*c)/ (a-c) );

                this.cache = {cx: center.x, cy: center.y, rx: rx, ry: ry, theta: theta, normal: normal};
        },

        draw: function(lighting){
                if(this.shape){
                        this.shape.setShape(this.cache);
                } else {
                        this.shape = this.renderer.createEllipse(this.cache);
                }
                this.shape.applyTransform(dojox.gfx.matrix.rotateAt(this.cache.theta, this.cache.cx, this.cache.cy))
                        .setStroke(this.strokeStyle)
                        .setFill(this.toStdFill(lighting, this.cache.normal));
        }
});

dojo.declare("dojox.gfx3d.Path3d", dojox.gfx3d.Object, {
        // This object is still very immature !
        constructor: function(){
                // summary: a generic line
                //      (this is a helper object, which is defined for convenience)
                this.object = dojo.clone(dojox.gfx3d.defaultPath3d);
                this.segments = [];
                this.absolute = true;
                this.last = {};
                this.path = "";
        },

        _collectArgs: function(array, args){
                // summary: converts an array of arguments to plain numeric values
                // array: Array: an output argument (array of numbers)
                // args: Array: an input argument (can be values of Boolean, Number, dojox.gfx.Point, or an embedded array of them)
                for(var i = 0; i < args.length; ++i){
                        var t = args[i];
                        if(typeof(t) == "boolean"){
                                array.push(t ? 1 : 0);
                        }else if(typeof(t) == "number"){
                                array.push(t);
                        }else if(t instanceof Array){
                                this._collectArgs(array, t);
                        }else if("x" in t && "y" in t){
                                array.push(t.x);
                                array.push(t.y);
                        }
                }
        },

        // a dictionary, which maps segment type codes to a number of their argemnts
        _validSegments: {m: 3, l: 3,  z: 0},

        _pushSegment: function(action, args){
                // summary: adds a segment
                // action: String: valid SVG code for a segment's type
                // args: Array: a list of parameters for this segment
                var group = this._validSegments[action.toLowerCase()];
                if(typeof(group) == "number"){
                        if(group){
                                if(args.length >= group){
                                        var segment = {action: action, args: args.slice(0, args.length - args.length % group)};
                                        this.segments.push(segment);
                                }
                        }else{
                                var segment = {action: action, args: []};
                                this.segments.push(segment);
                        }
                }
        },

        moveTo: function(){
                // summary: formes a move segment
                var args = [];
                this._collectArgs(args, arguments);
                this._pushSegment(this.absolute ? "M" : "m", args);
                return this; // self
        },
        lineTo: function(){
                // summary: formes a line segment
                var args = [];
                this._collectArgs(args, arguments);
                this._pushSegment(this.absolute ? "L" : "l", args);
                return this; // self
        },

        closePath: function(){
                // summary: closes a path
                this._pushSegment("Z", []);
                return this; // self
        },

        render: function(camera){
                // TODO: we need to get the ancestors' matrix
                var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
                // iterate all the segments and convert them to 2D canvas
                // TODO consider the relative mode
                var path = ""
                var _validSegments = this._validSegments;
                dojo.forEach(this.segments, function(item){
                        path += item.action;
                        for(var i = 0; i < item.args.length; i+= _validSegments[item.action.toLowerCase()] ){
                                var pt = dojox.gfx3d.matrix.multiplyPoint(m, item.args[i], item.args[i+1], item.args[i+2])
                                path += " " + pt.x + " " + pt.y; 
                        }
                });

                this.cache =  path;
        },

        _draw: function(){
                return this.parent.createPath(this.cache);
        }
});

dojo.declare("dojox.gfx3d.Triangles", dojox.gfx3d.Object, {
        constructor: function(){
                // summary: a generic triangle 
                //      (this is a helper object, which is defined for convenience)
                this.object = dojo.clone(dojox.gfx3d.defaultTriangles);
        },

        setObject: function(newObject, /* String, optional */ style){
                // summary: setup the object
                // newObject: Array of points || Object
                // style: String, optional
                if(newObject instanceof Array){
                        this.object = dojox.gfx.makeParameters(this.object, { points: newObject, style: style } );
                } else {
                        this.object = dojox.gfx.makeParameters(this.object, newObject);
                }
                return this;
        },
        render: function(camera){
                var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
                var c = dojo.map(this.object.points, function(item){
                        return dojox.gfx3d.matrix.multiplyPoint(m, item);
                });
                this.cache = [];
                var pool = c.slice(0, 2);
                var center = c[0];
                if(this.object.style == "strip"){
                        dojo.forEach(c.slice(2), function(item){
                                pool.push(item);
                                pool.push(pool[0]);
                                this.cache.push(pool);
                                pool = pool.slice(1, 3);
                        }, this);
                } else if(this.object.style == "fan"){
                        dojo.forEach(c.slice(2), function(item){
                                pool.push(item);
                                pool.push(center);
                                this.cache.push(pool);
                                pool = [center, item];
                        }, this);
                } else {
                        for(var i = 0; i < c.length; ){
                                this.cache.push( [ c[i], c[i+1], c[i+2], c[i] ]);
                                i += 3;
                        }
                }
        },

        draw: function(lighting){
                // use the BSP to schedule
                this.cache = dojox.gfx3d.scheduler.bsp(this.cache, function(it){  return it; });
                if(this.shape){
                        this.shape.clear();
                } else {
                        this.shape = this.renderer.createGroup();
                }
                dojo.forEach(this.cache, function(item){
                        this.shape.createPolyline(item)
                                .setStroke(this.strokeStyle)
                                .setFill(this.toStdFill(lighting, dojox.gfx3d.vector.normalize(item)));
                }, this);
        },

        getZOrder: function(){
                var zOrder = 0;
                dojo.forEach(this.cache, function(item){ 
                                zOrder += (item[0].z + item[1].z + item[2].z) / 3; });
                return (this.cache.length > 1) ?  zOrder / this.cache.length : 0;
        }
});

dojo.declare("dojox.gfx3d.Quads", dojox.gfx3d.Object, {
        constructor: function(){
                // summary: a generic triangle 
                //      (this is a helper object, which is defined for convenience)
                this.object = dojo.clone(dojox.gfx3d.defaultQuads);
        },

        setObject: function(newObject, /* String, optional */ style){
                // summary: setup the object
                // newObject: Array of points || Object
                // style: String, optional
                this.object = dojox.gfx.makeParameters(this.object, (newObject instanceof Array) ? { points: newObject, style: style } : newObject );
                return this;
        },
        render: function(camera){
                var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
                var c = dojo.map(this.object.points, function(item){
                        return dojox.gfx3d.matrix.multiplyPoint(m, item);
                });
                this.cache = [];
                if(this.object.style == "strip"){
                        var pool = c.slice(0, 2);
                        for(var i = 2; i < c.length; ){
                                pool = pool.concat( [ c[i], c[i+1], pool[0] ] );
                                this.cache.push(pool);
                                pool = pool.slice(2,4);
                                i += 2;
                        }
                }else{
                        for(var i = 0; i < c.length; ){
                                this.cache.push( [c[i], c[i+1], c[i+2], c[i+3], c[i] ] );
                                i += 4;
                        }
                }
        },

        draw: function(lighting){
                // use the BSP to schedule
                this.cache = dojox.gfx3d.scheduler.bsp(this.cache, function(it){  return it; });
                if(this.shape){
                        this.shape.clear();
                }else{
                        this.shape = this.renderer.createGroup();
                }
                // using naive iteration to speed things up a bit by avoiding function call overhead
                for(var x=0; x<this.cache.length; x++){
                        this.shape.createPolyline(this.cache[x])
                                .setStroke(this.strokeStyle)
                                .setFill(this.toStdFill(lighting, dojox.gfx3d.vector.normalize(this.cache[x])));
                }
                /*
                dojo.forEach(this.cache, function(item){
                        this.shape.createPolyline(item)
                                .setStroke(this.strokeStyle)
                                .setFill(this.toStdFill(lighting, dojox.gfx3d.vector.normalize(item)));
                }, this);
                */
        },

        getZOrder: function(){
                var zOrder = 0;
                // using naive iteration to speed things up a bit by avoiding function call overhead
                for(var x=0; x<this.cache.length; x++){
                        var i = this.cache[x];
                        zOrder += (i[0].z + i[1].z + i[2].z + i[3].z) / 4;
                }
                /*
                dojo.forEach(this.cache, function(item){
                                zOrder += (item[0].z + item[1].z + item[2].z + item[3].z) / 4; });
                */
                return (this.cache.length > 1) ?  zOrder / this.cache.length : 0;
        }
});

dojo.declare("dojox.gfx3d.Polygon", dojox.gfx3d.Object, {
        constructor: function(){
                // summary: a generic triangle 
                //      (this is a helper object, which is defined for convenience)
                this.object = dojo.clone(dojox.gfx3d.defaultPolygon);
        },

        setObject: function(newObject){
                // summary: setup the object
                // newObject: Array of points || Object
                this.object = dojox.gfx.makeParameters(this.object, (newObject instanceof Array) ? {path: newObject} : newObject)
                return this;
        },

        render: function(camera){
                var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
                this.cache = dojo.map(this.object.path, function(item){
                        return dojox.gfx3d.matrix.multiplyPoint(m, item);
                });
                // add the first point to close the polyline
                this.cache.push(this.cache[0]);
        },

        draw: function(lighting){
                if(this.shape){
                        this.shape.setShape({points: this.cache});
                }else{
                        this.shape = this.renderer.createPolyline({points: this.cache});
                }

                this.shape.setStroke(this.strokeStyle)
                        .setFill(this.toStdFill(lighting, dojox.gfx3d.matrix.normalize(this.cache)));
        },

        getZOrder: function(){
                var zOrder = 0;
                // using naive iteration to speed things up a bit by avoiding function call overhead
                for(var x=0; x<this.cache.length; x++){
                        zOrder += this.cache[x].z;
                }
                return (this.cache.length > 1) ?  zOrder / this.cache.length : 0;
        },

        getOutline: function(){
                return this.cache.slice(0, 3);
        }
});

dojo.declare("dojox.gfx3d.Cube", dojox.gfx3d.Object, {
        constructor: function(){
                // summary: a generic triangle 
                //      (this is a helper object, which is defined for convenience)
                this.object = dojo.clone(dojox.gfx3d.defaultCube);
                this.polygons = [];
        },

        setObject: function(newObject){
                // summary: setup the object
                // newObject: Array of points || Object
                this.object = dojox.gfx.makeParameters(this.object, newObject);
        },

        render: function(camera){
                // parse the top, bottom to get 6 polygons:
                var a = this.object.top;
                var g = this.object.bottom;
                var b = {x: g.x, y: a.y, z: a.z};
                var c = {x: g.x, y: g.y, z: a.z};
                var d = {x: a.x, y: g.y, z: a.z};
                var e = {x: a.x, y: a.y, z: g.z};
                var f = {x: g.x, y: a.y, z: g.z};
                var h = {x: a.x, y: g.y, z: g.z};
                var polygons = [a, b, c, d, e, f, g, h];
                var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
                var p = dojo.map(polygons, function(item){
                        return dojox.gfx3d.matrix.multiplyPoint(m, item);
                });
                a = p[0]; b = p[1]; c = p[2]; d = p[3]; e = p[4]; f = p[5]; g = p[6]; h = p[7];
                this.cache = [[a, b, c, d, a], [e, f, g, h, e], [a, d, h, e, a], [d, c, g, h, d], [c, b, f, g, c], [b, a, e, f, b]];
        },

        draw: function(lighting){
                // use bsp to sort.
                this.cache = dojox.gfx3d.scheduler.bsp(this.cache, function(it){ return it; });
                // only the last 3 polys are visible.
                var cache = this.cache.slice(3);

                if(this.shape){
                        this.shape.clear();
                }else{
                        this.shape = this.renderer.createGroup();
                }
                for(var x=0; x<cache.length; x++){
                        this.shape.createPolyline(cache[x])
                                .setStroke(this.strokeStyle)
                                .setFill(this.toStdFill(lighting, dojox.gfx3d.vector.normalize(cache[x])));
                }
                /*
                dojo.forEach(cache, function(item){
                        this.shape.createPolyline(item)
                                .setStroke(this.strokeStyle)
                                .setFill(this.toStdFill(lighting, dojox.gfx3d.vector.normalize(item)));
                }, this);
                */
        },

        getZOrder: function(){
                var top = this.cache[0][0];
                var bottom = this.cache[1][2];
                return (top.z + bottom.z) / 2;
        }
});


dojo.declare("dojox.gfx3d.Cylinder", dojox.gfx3d.Object, {
        constructor: function(){
                this.object = dojo.clone(dojox.gfx3d.defaultCylinder);
        },

        render: function(camera){
                // get the bottom surface first 
                var m = dojox.gfx3d.matrix.multiply(camera, this.matrix);
                var angles = [0, Math.PI/4, Math.PI/3];
                var center = dojox.gfx3d.matrix.multiplyPoint(m, this.object.center);
                var marks = dojo.map(angles, function(item){
                        return {x: this.center.x + this.radius * Math.cos(item), 
                                y: this.center.y + this.radius * Math.sin(item), z: this.center.z};
                        }, this.object);

                marks = dojo.map(marks, function(item){
                        return dojox.gfx3d.vector.substract(dojox.gfx3d.matrix.multiplyPoint(m, item), center);
                });

                // Use the algorithm here:
                // http://www.3dsoftware.com/Math/PlaneCurves/EllipseAlgebra/
                // After we normalize the marks, the equation is:
                // a x^2 + 2b xy + cy^2 + f = 0: let a = 1
                //  so the final equation is:
                //  [ xy, y^2, 1] * [2b, c, f]' = [ -x^2 ]'

                var A = {
                        xx: marks[0].x * marks[0].y, xy: marks[0].y * marks[0].y, xz: 1,
                        yx: marks[1].x * marks[1].y, yy: marks[1].y * marks[1].y, yz: 1,
                        zx: marks[2].x * marks[2].y, zy: marks[2].y * marks[2].y, zz: 1,
                        dx: 0, dy: 0, dz: 0
                };
                var b = dojo.map(marks, function(item){
                        return -Math.pow(item.x, 2);
                });

                // X is 2b, c, f
                var X = dojox.gfx3d.matrix.multiplyPoint(dojox.gfx3d.matrix.invert(A), b[0], b[1], b[2]);
                var theta = Math.atan2(X.x, 1 - X.y) / 2;

                // rotate the marks back to the canonical form
                var probes = dojo.map(marks, function(item){
                        return dojox.gfx.matrix.multiplyPoint(dojox.gfx.matrix.rotate(-theta), item.x, item.y);
                });

                // we are solving the equation: Ax = b
                // A = [x^2, y^2] X = [1/a^2, 1/b^2]', b = [1, 1]'
                // so rx = Math.sqrt(1/ ( inv(A)[1:] * b ) );
                // so ry = Math.sqrt(1/ ( inv(A)[2:] * b ) );

                var a = Math.pow(probes[0].x, 2);
                var b = Math.pow(probes[0].y, 2);
                var c = Math.pow(probes[1].x, 2);
                var d = Math.pow(probes[1].y, 2);

                // the invert matrix is 
                // 1/(ad - bc) [ d, -b; -c, a];
                var rx = Math.sqrt((a * d - b * c) / (d - b));
                var ry = Math.sqrt((a * d - b * c) / (a - c));
                if(rx < ry){
                        var t = rx;
                        rx = ry;
                        ry = t;
                        theta -= Math.PI/2;
                }

                var top = dojox.gfx3d.matrix.multiplyPoint(m, 
                        dojox.gfx3d.vector.sum(this.object.center, {x: 0, y:0, z: this.object.height})); 

                var gradient = this.fillStyle.type == "constant" ? this.fillStyle.color
                        : dojox.gfx3d.gradient(this.renderer.lighting, this.fillStyle, this.object.center, this.object.radius, Math.PI, 2 * Math.PI, m);
                if(isNaN(rx) || isNaN(ry) || isNaN(theta)){
                        // in case the cap is invisible (parallel to the incident vector)
                        rx = this.object.radius, ry = 0, theta = 0;
                }
                this.cache = {center: center, top: top, rx: rx, ry: ry, theta: theta, gradient: gradient};
        },

        draw: function(){
                var c = this.cache, v = dojox.gfx3d.vector, m = dojox.gfx.matrix,
                        centers = [c.center, c.top], normal = v.substract(c.top, c.center);
                if(v.dotProduct(normal, this.renderer.lighting.incident) > 0){
                        centers = [c.top, c.center];
                        normal = v.substract(c.center, c.top);
                }

                var color = this.renderer.lighting[this.fillStyle.type](normal, this.fillStyle.finish, this.fillStyle.color),
                        d = Math.sqrt( Math.pow(c.center.x - c.top.x, 2) + Math.pow(c.center.y - c.top.y, 2) );

                if(this.shape){
                        this.shape.clear();
                }else{
                        this.shape = this.renderer.createGroup();
                }
                
                this.shape.createPath("")
                        .moveTo(0, -c.rx)
                        .lineTo(d, -c.rx)
                        .lineTo(d, c.rx)
                        .lineTo(0, c.rx)
                        .arcTo(c.ry, c.rx, 0, true, true, 0, -c.rx)
                        .setFill(c.gradient).setStroke(this.strokeStyle)
                        .setTransform([m.translate(centers[0]), 
                                m.rotate(Math.atan2(centers[1].y - centers[0].y, centers[1].x - centers[0].x))]);

                if(c.rx > 0 && c.ry > 0){
                        this.shape.createEllipse({cx: centers[1].x, cy: centers[1].y, rx: c.rx, ry: c.ry})
                                .setFill(color).setStroke(this.strokeStyle)
                                .applyTransform(m.rotateAt(c.theta, centers[1]));
                }
        }
});


// the ultimate container of 3D world
dojo.declare("dojox.gfx3d.Viewport", dojox.gfx.Group, {
        constructor: function(){
                // summary: a viewport/container for 3D objects, which knows
                // the camera and lightings

                // matrix: dojox.gfx3d.matrix: world transform
                // dimension: Object: the dimension of the canvas
                this.dimension = null;

                // objects: Array: all 3d Objects
                this.objects = [];
                // todos: Array: all 3d Objects that needs to redraw
                this.todos = [];

                // FIXME: memory leak?
                this.renderer = this;
                // Using zOrder as the default scheduler
                this.schedule = dojox.gfx3d.scheduler.zOrder;
                this.draw = dojox.gfx3d.drawer.conservative;
                // deep: boolean, true means the whole viewport needs to re-render, redraw
                this.deep = false;

                // lights: Array: an array of light objects
                this.lights = [];
                this.lighting = null;
        },

        setCameraTransform: function(matrix){
                // summary: sets a transformation matrix
                // matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
                //      (see an argument of dojox.gfx.matrix.Matrix 
                //      constructor for a list of acceptable arguments)
                this.camera = dojox.gfx3d.matrix.clone(matrix ? dojox.gfx3d.matrix.normalize(matrix) : dojox.gfx3d.identity, true);
                this.invalidate();
                return this;    // self
        },

        applyCameraRightTransform: function(matrix){
                // summary: multiplies the existing matrix with an argument on right side
                //      (this.matrix * matrix)
                // matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
                //      (see an argument of dojox.gfx3d.matrix.Matrix 
                //      constructor for a list of acceptable arguments)
                return matrix ? this.setCameraTransform([this.camera, matrix]) : this;  // self
        },

        applyCameraLeftTransform: function(matrix){
                // summary: multiplies the existing matrix with an argument on left side
                //      (matrix * this.matrix)
                // matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
                //      (see an argument of dojox.gfx3d.matrix.Matrix 
                //      constructor for a list of acceptable arguments)
                return matrix ? this.setCameraTransform([matrix, this.camera]) : this;  // self
        },

        applyCameraTransform: function(matrix){
                // summary: a shortcut for dojox.gfx3d.Object.applyRightTransform
                // matrix: dojox.gfx3d.matrix.Matrix: a matrix or a matrix-like object
                //      (see an argument of dojox.gfx3d.matrix.Matrix 
                //      constructor for a list of acceptable arguments)
                return this.applyCameraRightTransform(matrix); // self
        },

        setLights: function(/* Array || Object */lights, /* Color, optional */ ambient, 
                /* Color, optional */ specular){
                // summary: set the lights
                // lights: Array: an array of light object
                // or lights object
                // ambient: Color: an ambient object
                // specular: Color: an specular object
                this.lights = (lights instanceof Array) ? {sources: lights, ambient: ambient, specular: specular} : lights;
                var view = {x: 0, y: 0, z: 1};

                this.lighting = new dojox.gfx3d.lighting.Model(view, this.lights.sources, 
                                this.lights.ambient, this.lights.specular);
                this.invalidate();
                return this;
        },

        addLights: function(lights){
                // summary: add new light/lights to the viewport.
                // lights: Array || light object: light object(s)
                return this.setLights(this.lights.sources.concat(lights));
        },

        addTodo: function(newObject){
                // NOTE: Viewport implements almost the same addTodo, 
                // except calling invalidate, since invalidate is used as
                // any modification needs to redraw the object itself, call invalidate.
                // then call render.
                if(dojo.every(this.todos, function(item){
                        return item != newObject; })){
                        this.todos.push(newObject);
                }
        },

        invalidate: function(){
                this.deep = true;
                this.todos = this.objects;
        },

        setDimensions: function(dim){
                if(dim){
                        this.dimension = {
                                width:  typeof dim.width  == "string" ? parseInt(dim.width)  : dim.width,
                                height: typeof dim.height == "string" ? parseInt(dim.height) : dim.height
                        };
                }else{
                        this.dimension = null;
                }
        },

        render: function(){
                // summary: iterate all children and call their render callback function.
                if(this.todos.length == 0){ return; }
                var m = dojox.gfx3d.matrix;
                
                // Iterate the todos and call render to prepare the rendering:
                for(var x=0; x<this.todos.length; x++){
                        this.todos[x].render(dojox.gfx3d.matrix.normalize([
                                m.cameraRotateXg(180),
                                m.cameraTranslate(0, this.dimension.height, 0),
                                this.camera,
                        ]), this.deep);
                }

                this.objects = this.schedule(this.objects);
                this.draw(this.todos, this.objects, this);
                this.todos = [];
                this.deep = false;
        }

});

//FIXME: Viewport cannot masquerade as a Group
dojox.gfx3d.Viewport.nodeType = dojox.gfx.Group.nodeType;

dojox.gfx3d._creators = {
        // summary: object creators
        createEdges: function(edges, style){
                // summary: creates an edge object 
                // line: Object: a edge object (see dojox.gfx3d.defaultPath)
                return this.create3DObject(dojox.gfx3d.Edges, edges, style);    // dojox.gfx3d.Edge
        },
        createTriangles: function(tris, style){
                // summary: creates an edge object 
                // line: Object: a edge object (see dojox.gfx3d.defaultPath)
                return this.create3DObject(dojox.gfx3d.Triangles, tris, style); // dojox.gfx3d.Edge
        },
        createQuads: function(quads, style){
                // summary: creates an edge object 
                // line: Object: a edge object (see dojox.gfx3d.defaultPath)
                return this.create3DObject(dojox.gfx3d.Quads, quads, style);    // dojox.gfx3d.Edge
        },
        createPolygon: function(points){
                // summary: creates an triangle object 
                // points: Array of points || Object 
                return this.create3DObject(dojox.gfx3d.Polygon, points);        // dojox.gfx3d.Polygon
        },

        createOrbit: function(orbit){
                // summary: creates an triangle object 
                // points: Array of points || Object 
                return this.create3DObject(dojox.gfx3d.Orbit, orbit);   // dojox.gfx3d.Cube
        },

        createCube: function(cube){
                // summary: creates an triangle object 
                // points: Array of points || Object 
                return this.create3DObject(dojox.gfx3d.Cube, cube);     // dojox.gfx3d.Cube
        },

        createCylinder: function(cylinder){
                // summary: creates an triangle object 
                // points: Array of points || Object 
                return this.create3DObject(dojox.gfx3d.Cylinder, cylinder);     // dojox.gfx3d.Cube
        },

        createPath3d: function(path){
                // summary: creates an edge object 
                // line: Object: a edge object (see dojox.gfx3d.defaultPath)
                return this.create3DObject(dojox.gfx3d.Path3d, path);   // dojox.gfx3d.Edge
        },
        createScene: function(){
                // summary: creates an triangle object 
                // line: Object: a triangle object (see dojox.gfx3d.defaultPath)
                return this.create3DObject(dojox.gfx3d.Scene);  // dojox.gfx3d.Scene
        },

        create3DObject: function(objectType, rawObject, style){
                // summary: creates an instance of the passed shapeType class
                // shapeType: Function: a class constructor to create an instance of
                // rawShape: Object: properties to be passed in to the classes "setShape" method
                var obj = new objectType();
                this.adopt(obj);
                if(rawObject){ obj.setObject(rawObject, style); }
                return obj;     // dojox.gfx3d.Object
        },
        // todo : override the add/remove if necessary
        adopt: function(obj){
                // summary: adds a shape to the list
                // shape: dojox.gfx.Shape: a shape
                obj.renderer = this.renderer; // obj._setParent(this, null); more TODOs HERER?
                obj.parent = this;
                this.objects.push(obj);
                this.addTodo(obj);
                return this;
        },
        abandon: function(obj, silently){
                // summary: removes a shape from the list
                // silently: Boolean?: if true, do not redraw a picture yet
                for(var i = 0; i < this.objects.length; ++i){
                        if(this.objects[i] == obj){
                                this.objects.splice(i, 1);
                        }
                }
                // if(this.rawNode == shape.rawNode.parentNode){
                //      this.rawNode.removeChild(shape.rawNode);
                // }
                // obj._setParent(null, null);
                obj.parent = null;
                return this;    // self
        },


        setScheduler: function(scheduler){
                this.schedule = scheduler;
        },

        setDrawer: function(drawer){
                this.draw = drawer;
        }
};

dojo.extend(dojox.gfx3d.Viewport, dojox.gfx3d._creators);
dojo.extend(dojox.gfx3d.Scene, dojox.gfx3d._creators);
delete dojox.gfx3d._creators;


//FIXME: extending dojox.gfx.Surface and masquerading Viewport as Group is hacky!

// Add createViewport to dojox.gfx.Surface
dojo.extend(dojox.gfx.Surface, {
        createViewport: function(){
                //FIXME: createObject is non-public method!
                var viewport = this.createObject(dojox.gfx3d.Viewport, null, true);
                //FIXME: this may not work with dojox.gfx.Group !!
                viewport.setDimensions(this.getDimensions());
                return viewport;
        }
});

}