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-rw-r--r--assets/javascripts/rectangles/engine/scenery/image/resize.js201
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")
- }
-
-}