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authorJules Laplace <jules@okfoc.us>2014-08-06 18:49:58 -0400
committerJules Laplace <jules@okfoc.us>2014-08-06 18:49:58 -0400
commit466ccfdccd2d761f31ba78a74a40544b77b358e5 (patch)
treeb7fdef29410851b7e89a3c038c9c12f2c2f6faf7
parent50ad04ca01da10f87bf907fdf3c185a1d68be506 (diff)
clamping
-rw-r--r--public/assets/javascripts/rectangles/models/surface.js70
1 files changed, 69 insertions, 1 deletions
diff --git a/public/assets/javascripts/rectangles/models/surface.js b/public/assets/javascripts/rectangles/models/surface.js
index 448722b..171376f 100644
--- a/public/assets/javascripts/rectangles/models/surface.js
+++ b/public/assets/javascripts/rectangles/models/surface.js
@@ -71,8 +71,9 @@
Surface.prototype.bounds = function(index){
var bounds = faces[index].clone()
var height = faces[index].height()
+ bounds.first = bounds.last = index
- for (var i = index-1; i > 0; i--) {
+ for (var i = index-1; i >= 0; i--) {
var face = faces[i]
if (face.y.length() < height) {
continue
@@ -84,6 +85,7 @@
continue
}
bounds.x.a = bounds.x.a
+ bounds.first = i
}
for (var i = index+1; i < faces.length; i++) {
@@ -98,9 +100,75 @@
continue
}
bounds.x.b = bounds.x.b
+ bounds.last = i
}
return bounds
}
+ Surface.prototype.clamp = function (bounds, dimension, position, dx, dy) {
+ // we start out with a set of boundaries where we know the object should fall
+ // we then check if we've moved the box off any edge of the bounds
+ // if so, check if the new position is valid with respect to the surface.
+ // for horizontal movement, this means checking the height and boundaries of
+ // faces with adjacent indexes
+ var p = position.clone(), nextIndex, nextFace, newBounds
+ p.a += dx
+ p.b += dy
+
+ // left edge
+ if (p.a < bounds.x.a) {
+ if (bounds.first == 0) {
+ p.a = bounds.x.a
+ }
+ else {
+ nextIndex = bounds.first - 1
+ nextFace = this.faces[nextIndex]
+ if (nextFace.y.a <= p.b && p.b + dimension.b <= nextFace.y.b) {
+ // it appears the div to the left will accomodate this element
+ }
+ else {
+ p.a = bounds.x.a
+ }
+ }
+ }
+ // right edge
+ else if (p.a + dimension.a > bounds.x.b) {
+ if (bounds.last == this.faces.length-1) {
+ p.a = bounds.x.b - dimension.a
+ }
+ else {
+ nextIndex = bounds.last + 1
+ nextFace = this.faces[nextIndex]
+ if (nextFace.y.a <= p.b && p.b + dimension.b <= nextFace.y.b) {
+ // it appears the div to the right will accomodate this element
+ }
+ else {
+ p.a = bounds.x.b - dimension.a
+ }
+ }
+ }
+
+ // for vertical movement, this means checking the height and boundaries of
+ // elements in the set of bounds' indexes
+ if (p.b < bounds.y.a) {
+ for (var i = Math.min(nextIndex, bounds.first), last = Math.max(nextIndex, bounds.last); i < last; i++) {
+ face = this.faces[i]
+ // loop over each of the faces in the list
+ // given a face, figure out if the new top-left is in its bounds
+ // if so, find which one contains its right edge
+ // get the lowest height of this set
+ // then clamp to that lowest height
+ // additionally, this is the new center-index
+ // recalculate the bounds
+// if (face.x.b < p.
+// for (var j = bounds.first+1; j < bounds.last
+ }
+ }
+ // bottom edge, so we can clamp here trivially
+ else if (p.b + dimension.b > bounds.y.b) {
+ p.b = bounds.y.b - dimension.b
+ }
+ // if we're able to move out of bounds in that direction, recalculate the bounds
+ }
if ('window' in this) {
window.Surface = Surface