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authorJules Laplace <jules@okfoc.us>2014-06-03 16:24:10 -0400
committerJules Laplace <jules@okfoc.us>2014-06-03 16:24:28 -0400
commit607f69c67a5b4dc72d2754192e3cdf67d0ad11d0 (patch)
tree6556e7922c5bedb274bb1650e5dd100643a7895d /client/assets/javascripts/mx/extensions/mx.scene.js
parentd31259291d807c851de4396921e0c26b6dd8dce2 (diff)
partitioning client and serveR
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+// 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