summaryrefslogtreecommitdiff
path: root/site/public/assets/javascripts/mx/extensions/mx.scene.js
diff options
context:
space:
mode:
Diffstat (limited to 'site/public/assets/javascripts/mx/extensions/mx.scene.js')
-rw-r--r--site/public/assets/javascripts/mx/extensions/mx.scene.js165
1 files changed, 0 insertions, 165 deletions
diff --git a/site/public/assets/javascripts/mx/extensions/mx.scene.js b/site/public/assets/javascripts/mx/extensions/mx.scene.js
deleted file mode 100644
index 8f11fb0..0000000
--- a/site/public/assets/javascripts/mx/extensions/mx.scene.js
+++ /dev/null
@@ -1,165 +0,0 @@
-// NOTE
-//
-// This is not a fully functional 3d scene as you might expect.
-// The camera can only do pitch (rotationX) and yaw (rotationY), but no roll (rotationZ)
-// because I haven't implemented alternative euler orders or quaternions.
-//
-// For serious 3D scenes with more functionalities you should use
-// THREE.js with CSS3D Renderer.
-
-MX.Camera = MX.Object3D.extend({
-
- init: function(){
- this.el = null
- this.type = "Camera"
- },
-
- move: function(s){
- for (var i in s) {
- this[i] = s[i]
- }
- },
-
- toString: function(){
- var params = "x y z rotationX rotationY".split(" ")
- return this.__toString(params, "scene.camera.move")
- },
-
- getCameraEuler: function (target) {
- var dx = target.x - this.x,
- dy = target.y - this.y,
- dz = target.z - this.z
- r = {}
- r.y = Math.atan2(-dx, dz)
- r.x = Math.atan2(-dy, Math.sqrt(dx*dx + dz*dz))
- r.z = 0
- if (MX.rotationUnit === 'deg') {
- r.x = MX.toDeg(r.x)
- r.y = MX.toDeg(r.y)
- }
- return r
- }
-
-})
-
-MX.Scene = (function () {
-
- var add = MX.Object3D.prototype.add,
- remove = MX.Object3D.prototype.remove
-
- function Scene () {
-
- this.el = document.createElement('div')
- this.el.classList.add('mx-scene')
-
- var s = this.el.style
-
- s[MX.transformProp] = 'preserve-3d'
-
- s.webkitPerspectiveOrigin = '50% 50%'
- s.mozPerspectiveOrigin = '50% 50%'
- s.perspectiveOrigin = '50% 50%'
-
- s.webkitUserSelect = 'none'
- s.mozUserSelect = 'none'
- s.userSelect = 'none'
-
- s.overflow = 'hidden'
-
- this.inner = new MX.Object3D().addTo(this.el)
- this.inner.el.style.width = '0'
- this.inner.el.style.height = '0'
-
- var self = this
- var width, height, perspective
-
- Object.defineProperty(this, 'width', {
- get: function () {
- return width
- },
- set: function (val) {
- width = val
- self.el.style.width = val + 'px'
- }
- })
-
- Object.defineProperty(this, 'height', {
- get: function () {
- return height
- },
- set: function (val) {
- height = val
- self.el.style.height = val + 'px'
- }
- })
-
- Object.defineProperty(this, 'perspective', {
- get: function () {
- return perspective
- },
- set: function (val) {
- perspective = val
- self.el.style[MX.perspectiveProp] = val + 'px'
- self.inner.z = -val - self.camera.z
- self.inner.rotationOrigin.z = -val
- }
- })
-
- var cam = this.camera = new MX.Camera()
-
- this.inner.rotationOrigin = { x:0, y:0, z:0 }
-
- this.perspective = 0
- }
-
- Scene.prototype = {
-
- constructor: Scene,
-
- add: function () {
- add.apply(this.inner, arguments)
- return this
- },
-
- remove: function () {
- remove.apply(this.inner, arguments)
- return this
- },
-
- addTo: function (target) {
- if (typeof target === 'string') {
- target = document.querySelector(target)
- }
- if (target instanceof HTMLElement && target.appendChild) {
- target.appendChild(this.el)
- } else {
- console.warn('You can only add a Scene to an HTML element.')
- }
- return this
- },
-
- update: function () {
- // update inner based on camera
-
- var i = this.inner,
- c = this.camera
-
- c.update()
-
- i.z = -this.perspective - c.z
- i.x = -c.x
- i.y = -c.y
-
- i.rotationX = -c.rotationX
- i.rotationY = -c.rotationY
- //i.rotationZ = -c.rotationZ
-
- i.update()
- return this
- },
-
- }
-
- return Scene
-
-})() \ No newline at end of file