diff options
Diffstat (limited to 'assets/javascripts/rectangles/engine/scenery/image/resize.js')
| -rw-r--r-- | assets/javascripts/rectangles/engine/scenery/image/resize.js | 201 |
1 files changed, 0 insertions, 201 deletions
diff --git a/assets/javascripts/rectangles/engine/scenery/image/resize.js b/assets/javascripts/rectangles/engine/scenery/image/resize.js deleted file mode 100644 index a0a98c5..0000000 --- a/assets/javascripts/rectangles/engine/scenery/image/resize.js +++ /dev/null @@ -1,201 +0,0 @@ -Scenery.resize = new function(){ - - var base = this - - var obj - var x, y, z, bounds - var dragging = false - var dimensions, position - - var dots = [], dot, selected_dot - - base.init = function(){ - base.build() - base.bind() - } - - // create 9 dots at the corners of the div - base.build = function(){ - [ TOP, - TOP_RIGHT, - RIGHT, - BOTTOM_RIGHT, - BOTTOM, - BOTTOM_LEFT, - LEFT, - TOP_LEFT ].forEach(base.build_dot) - } - - // generate a dot element - base.build_dot = function(side) { - var dot = new MX.Object3D('.dot') - dot.width = dot.height = dot_side - dot.side = side - $(dot.el).on({ - mouseenter: function(){ base.hovering = true }, - mouseleave: function(){ base.hovering = false }, - }) - dots.push(dot) - } - - base.add_dots = function(){ - dots.forEach(function(dot){ - scene.add(dot) - }) - } - - // rotate the dots as appropriate - base.rotate_dots = function(){ - rotationY = wall_rotation[obj.wall.side] - dots.forEach(function(dot){ - dot.rotationY = rotationY - }) - } - - // move all the dots to the object's current position - base.move_dots = function(){ - x = obj.mx_img.x + sin(rotationY) * dot_distance_from_picture - y = obj.mx_img.y - z = obj.mx_img.z - cos(rotationY) * dot_distance_from_picture - - dots.forEach(function(dot){ - base.move_dot(dot) - }) - } - - // move a dot .. to the initial position of the image - base.move_dot = function(dot){ - dot.x = x - dot.y = y - dot.z = z - - if (dot.side & TOP) { - dot.y += obj.mx_img.height * obj.mx_img.scale / 2 - } - if (dot.side & BOTTOM) { - dot.y -= obj.mx_img.height * obj.mx_img.scale / 2 - } - if (dot.side & LEFT) { - dot.x -= cos(rotationY) * (obj.mx_img.width * obj.mx_img.scale) / 2 - dot.z -= sin(rotationY) * (obj.mx_img.width * obj.mx_img.scale) / 2 - } - if (dot.side & RIGHT) { - dot.x += cos(rotationY) * (obj.mx_img.width * obj.mx_img.scale) / 2 - dot.z += sin(rotationY) * (obj.mx_img.width * obj.mx_img.scale) / 2 - } - } - - // pick a new object to focus on and show the dots - base.show = function(new_object) { - if (obj === new_object) return - - obj = new_object - - base.add_dots() - base.rotate_dots() - base.move_dots() - } - - // dismiss the dots on blur - var dotsHideTimeout; - base.defer_hide = function(){ - clearTimeout(dotsHideTimeout) - - dotsHideTimeout = setTimeout(function(){ - if (Scenery.image.hovering || Scenery.resize.hovering || Scenery.mouse.down) return - Scenery.resize.hide() - }, dot_hide_delay) - } - base.hide = function () { - obj = null - dots.forEach(function(dot){ - scene.remove(dot) - }) - } - - base.bind = function(){ - dots.forEach(function(dot){ - Scenery.mouse.bind_el(dot.el) - $(dot.el).bind({ - mouseenter: function(e){ - Scenery.resize.hovering = true - }, - mouseleave: function(e){ - Scenery.resize.hovering = false - base.defer_hide() - } - }) - }) - Scenery.mouse.on("down", down) - Scenery.mouse.on("drag", drag) - Scenery.mouse.on("up", up) - } - - this.unbind = function(){ - dots.forEach(function(dot){ - Scenery.mouse.unbind_el(dot.el) - }) - Scenery.mouse.off("down", down) - Scenery.mouse.off("drag", drag) - Scenery.mouse.off("up", up) - } - - function down (e, cursor){ - var selection = dots.filter(function(dot){return e.target == dot.el}) - if (! selection.length) return - - selected_dot = selection[0] - dragging = true - - dimensions = new vec2(obj.mx_img.width, obj.mx_img.height) - position = new vec3(obj.mx_img.x, obj.mx_img.y, obj.mx_img.z) - - console.log("down on", sidesToString(selected_dot.side)) - - document.body.classList.add("dragging") - } - - function drag (e, cursor){ - if (! dragging) return - // cursor.x.magnitude()*cursor_amp - - var x_sign = selected_dot.side & LEFT ? -1 : selected_dot.side & RIGHT ? 1 : 0 - var y_sign = selected_dot.side & TOP ? -1 : selected_dot.side & BOTTOM ? 1 : 0 - - var translation = new vec2( x_sign * cursor.x.magnitude() * cursor_amp, y_sign * cursor.y.magnitude() * cursor_amp ) - - if (selected_dot.side & LEFT_RIGHT) { - obj.mx_img.width = dimensions.a + translation.a - obj.mx_img.x = position.a + x_sign * cos(rotationY) * translation.a/2 * obj.mx_img.scale - obj.mx_img.z = position.c + x_sign * sin(rotationY) * translation.a/2 * obj.mx_img.scale - } - if (selected_dot.side & TOP_BOTTOM) { - obj.mx_img.height = dimensions.b + translation.b - obj.mx_img.y = position.b - y_sign * translation.b/2 * obj.mx_img.scale - } - -// bounds = obj.wall.bounds_for(dimensions) - -// base.mx_img.y = bounds.y.clamp( y - cursor.y.magnitude()*cursor_amp ) -// switch (base.wall.side) { -// case FRONT: -// case BACK: -// base.mx_img.x = bounds.x.clamp( x + cos(wall_rotation[base.wall.side]) * cursor.x.magnitude()*cursor_amp ) -// break -// case LEFT: -// case RIGHT: -// base.mx_img.z = bounds.x.clamp( z + sin(wall_rotation[base.wall.side]) * cursor.x.magnitude()*cursor_amp ) -// break -// } - - base.move_dots() - - } - - function up (e, cursor){ - dragging = false - selected_dot = null - document.body.classList.remove("dragging") - } - -} |
