Replace camera "screen" with more generic one.
function RotationSupport(accelerationCallback) {
this.controls = new RotationControls(accelerationCallback);
}
function RotationControls(accelCallback) {
this.angleX = 0;
this.angleY = 0;
this.angleZ = 0;
var control = this;
this.accelerationCallback = accelCallback;
setupListeners("xaxis", "xleft", "xright", updateAngleX, this.angleX);
setupListeners("yaxis", "yleft", "yright", updateAngleY, this.angleY);
setupListeners("zaxis", "zleft", "zright", updateAngleZ, this.angleZ);
window.setTimeout(function() {
control.paint(true);
}, 50);
function setupListeners(inputId, leftArrow, rightArrow, fn, initial) {
var input = $("#" + inputId);
input.numeric();
input.val(initial);
input.change(function() {
adjust(input, fn, 0);
});
handleButton(leftArrow, input, fn, -1);
handleButton(rightArrow, input, fn, 1);
}
function handleButton(buttonId, input, fn, increment) {
var id = false;
var timeout = false;
var stop = function() {
if (timeout) {
window.clearTimeout(timeout);
timeout = false;
adjust(input, fn, increment);
}
if (id) {
window.clearInterval(id);
id = false;
}
};
$("#" + buttonId).mousedown(function() {
if (!timeout && !id) {
timeout = window.setTimeout(function() {
id = window.setInterval(function() {
timeout = false;
adjust(input, fn, increment);
}, 10);
}, 250);
}
}).mouseup(stop).focusout(stop).blur(stop).mouseleave(stop).dblclick(
stop);
}
function adjust(input, callback, increment) {
var n = parseInt(input.val());
if (isNaN(n)) {
n = 0;
}
var val = fix(n + increment);
input.val(val);
callback(val);
}
function fix(n) {
while (n < -180) {
n = n + 360;
}
while (n >= 180) {
n = n - 360;
}
return n;
}
function updateAngleX(angle) {
control.angleX = angle;
control.paint();
}
function updateAngleY(angle) {
control.angleY = angle;
control.paint();
}
function updateAngleZ(angle) {
control.angleZ = angle;
control.paint();
}
}
RotationControls.prototype.paint = function(ignoreListeners) {
var width = 50, height = 100, depth = 10;
var margin = 5, bottomMargin = 15;
var canvas = document.getElementById("phoneposition");
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
var r = 62;
var xy = (180 - this.angleX) * Math.PI / 180;
var yz = (this.angleY - 180) * Math.PI / 180;
var xz = (180 - this.angleZ) * Math.PI / 180 + Math.PI / 2;
var back = translateBack(xy, xz, yz);
if ((back[0].z + back[2].z) / 2 < 0) {
paint(canvas, ctx, back);
} else {
paint(canvas, ctx, translateFace(xy, xz, yz));
paintScreen(canvas, ctx, translateScreen(xy, xz, yz));
}
var dz = 0;
if (back[0].z > back[3].z) {
var bottom = translateBottom(xy, xz, yz);
paint(canvas, ctx, bottom);
dz = bottom[1].y - bottom[0].y;
} else if (back[0].z != back[3].z) {
var top = translateTop(xy, xz, yz);
paint(canvas, ctx, top);
dz = top[1].y - top[0].y;
}
if (back[1].z > back[0].z) {
paint(canvas, ctx, translateLeft(xy, xz, yz));
} else if (back[1].z != back[0].z) {
paint(canvas, ctx, translateRight(xy, xz, yz));
}
if (!ignoreListeners) {
var accelX = (back[1].y - back[0].y) / width;
var accelY = (back[0].y - back[3].y) / height;
var accelZ = dz / depth;
notifyAcceleration(accelX, accelY, accelZ);
}
function translateFace(xy, xz, yz) {
var px = width / 2;
var py = height / 2;
var pz = depth / 2;
var points = [ {
x : px,
y : py,
z : pz
}, {
x : px,
y : -py,
z : pz
}, {
x : -px,
y : -py,
z : pz
}, {
x : -px,
y : py,
z : pz
} ];
return rotate(points, xy, xz, yz);
}
function translateScreen(xy, xz, yz) {
var px = width / 2;
var py = height / 2;
var pz = depth / 2;
var points = [ {
x : px - margin,
y : py - bottomMargin,
z : pz
}, {
x : px - margin,
y : -py + bottomMargin,
z : pz
}, {
x : -px + margin,
y : -py + margin,
z : pz
}, {
x : -px + margin,
y : py - margin,
z : pz
} ];
return rotate(points, xy, xz, yz);
}
function translateBack(xy, xz, yz) {
var px = width / 2;
var py = height / 2;
var pz = -depth / 2;
var points = [ {
x : px,
y : py,
z : pz
}, {
x : px,
y : -py,
z : pz
}, {
x : -px,
y : -py,
z : pz
}, {
x : -px,
y : py,
z : pz
} ];
return rotate(points, xy, xz, yz);
}
function translateTop(xy, xz, yz) {
var px = width / 2;
var py = height / 2;
var pz = depth / 2;
var points = [ {
x : px,
y : -py,
z : pz
}, {
x : px,
y : -py,
z : -pz
}, {
x : px,
y : py,
z : -pz
}, {
x : px,
y : py,
z : pz
} ];
return rotate(points, xy, xz, yz);
}
function translateBottom(xy, xz, yz) {
var px = -width / 2;
var py = height / 2;
var pz = depth / 2;
var points = [ {
x : px,
y : -py,
z : pz
}, {
x : px,
y : -py,
z : -pz
}, {
x : px,
y : py,
z : -pz
}, {
x : px,
y : py,
z : pz
} ];
return rotate(points, xy, xz, yz);
}
function translateLeft(xy, xz, yz) {
var px = width / 2;
var py = height / 2;
var pz = depth / 2;
var points = [ {
x : px,
y : py,
z : pz
}, {
x : px,
y : py,
z : -pz
}, {
x : -px,
y : py,
z : -pz
}, {
x : -px,
y : py,
z : pz
} ];
return rotate(points, xy, xz, yz);
}
function translateRight(xy, xz, yz) {
var px = width / 2;
var py = -height / 2;
var pz = depth / 2;
var points = [ {
x : px,
y : py,
z : pz
}, {
x : px,
y : py,
z : -pz
}, {
x : -px,
y : py,
z : -pz
}, {
x : -px,
y : py,
z : pz
} ];
return rotate(points, xy, xz, yz);
}
function rotate(points, xy, xz, yz) {
var res = new Array();
for ( var p in points) {
var px = points[p].x;
var py = points[p].y;
var pz = points[p].z;
var rx = Math.sqrt(px * px + py * py);
var angXY = Math.atan(px / py) + (px < 0 ? Math.PI : 0);
px = rx * Math.sin(angXY + xy);
py = rx * Math.cos(angXY + xy);
var rz = Math.sqrt(px * px + pz * pz);
var angXZ = (px == 0 ? 0 : Math.atan(pz / px))
+ (px < 0 ? Math.PI : 0);
px = rz * Math.sin(angXZ + xz);
pz = rz * Math.cos(angXZ + xz);
var ry = Math.sqrt(py * py + pz * pz);
var angYZ = (pz == 0 ? 0 : Math.atan(py / pz))
+ (pz < 0 ? Math.PI : 0);
py = ry * Math.sin(angYZ + yz);
pz = ry * Math.cos(angYZ + yz);
res.push( {
x : px,
y : py,
z : pz
});
}
return res;
}
function paint(canvas, ctx, points) {
var xcoord = canvas.width / 2;
var ycoord = canvas.height / 2;
ctx.fillStyle = "#FAC82F";
ctx.strokeStyle = "black";
ctx.beginPath();
ctx.moveTo(xcoord + points[3].x, ycoord + points[3].y);
for (point in points) {
ctx.lineTo(xcoord + points[point].x, ycoord + points[point].y);
}
ctx.fill();
ctx.beginPath();
ctx.moveTo(xcoord + points[3].x, ycoord + points[3].y);
for (point in points) {
ctx.lineTo(xcoord + points[point].x, ycoord + points[point].y);
}
ctx.stroke();
}
function paintScreen(canvas, ctx, screen) {
var xcoord = canvas.width / 2;
var ycoord = canvas.height / 2;
ctx.fillStyle = "grey";
ctx.beginPath();
ctx.moveTo(xcoord + screen[3].x, ycoord + screen[3].y);
for (point in screen) {
ctx.lineTo(xcoord + screen[point].x, ycoord + screen[point].y);
}
ctx.fill();
}
function notifyAcceleration(x, y, z) {
accelerationCallback(x, y, z);
}
};
RotationSupport.prototype.setAngles = function(x, y, z) {
this.controls.angleX = x;
this.controls.angleY = z; // It is extremly messy - this UI was developed
// separately from the rest and follows
this.controls.angleZ = y; // different conventions
$("#xaxis").val(this.controls.angleX);
$("#yaxis").val(this.controls.angleY);
$("#zaxis").val(this.controls.angleZ);
this.controls.paint(true);
};