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-rw-r--r--client/assets/javascripts/rectangles/engine/map/_map.js40
-rw-r--r--client/assets/javascripts/rectangles/engine/map/draw.js162
-rw-r--r--client/assets/javascripts/rectangles/engine/map/ui.js131
-rw-r--r--client/assets/javascripts/rectangles/engine/rooms/_rooms.js41
-rw-r--r--client/assets/javascripts/rectangles/engine/rooms/builder.js294
-rw-r--r--client/assets/javascripts/rectangles/engine/rooms/clipper.js104
-rw-r--r--client/assets/javascripts/rectangles/engine/rooms/mover.js82
-rw-r--r--client/assets/javascripts/rectangles/engine/scenery/_scenery.js45
-rw-r--r--client/assets/javascripts/rectangles/engine/scenery/image/_image.js52
-rw-r--r--client/assets/javascripts/rectangles/engine/scenery/image/move.js103
-rw-r--r--client/assets/javascripts/rectangles/engine/scenery/image/resize.js201
11 files changed, 1255 insertions, 0 deletions
diff --git a/client/assets/javascripts/rectangles/engine/map/_map.js b/client/assets/javascripts/rectangles/engine/map/_map.js
new file mode 100644
index 0000000..53084bb
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/map/_map.js
@@ -0,0 +1,40 @@
+/*
+*/
+
+window.ctx = window.w = window.h = null;
+
+var map = new function(){
+ var base = this
+ base.el = document.querySelector("#map")
+ base.dimensions = new vec2(500,500)
+ base.bounds = new vec2(500,500)
+ base.center = new vec2(0,0)
+
+ base.sides = function(){
+ var sides = base.bounds.clone().div(2).div(base.zoom)
+ return new Rect( base.center.a - sides.a, -base.center.b - sides.b,
+ base.center.a + sides.a, -base.center.b + sides.b )
+ }
+
+ base.zoom = 1/8
+ base.zoom_exponent = -3
+ base.set_zoom = function (n) {
+ base.zoom_exponent = n
+ base.zoom = pow(2, base.zoom_exponent)
+ }
+
+ var canvas = document.createElement("canvas")
+ var ctx = window.ctx = canvas.getContext("2d")
+ var w = window.w = canvas.width = 500
+ var h = window.h = canvas.height = 500
+ document.querySelector("#map").appendChild(canvas)
+
+ base.update = function(){
+ base.draw.animate()
+ }
+
+ base.toggle = function(){
+ $(base.el).toggle()
+ }
+
+}
diff --git a/client/assets/javascripts/rectangles/engine/map/draw.js b/client/assets/javascripts/rectangles/engine/map/draw.js
new file mode 100644
index 0000000..b2fc05f
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/map/draw.js
@@ -0,0 +1,162 @@
+
+map.draw = new function(){
+
+ var base = this
+
+ base.animate = function(){
+ ctx.save()
+ map.draw.clear_canvas()
+ map.draw.ruler()
+
+ ctx.translate( map.bounds.a * 1/2, map.bounds.b * 1/2)
+ ctx.scale( map.zoom, map.zoom )
+ ctx.translate( map.center.a, map.center.b)
+ ctx.scale( -1, 1 )
+
+ map.draw.regions(Rooms.regions)
+ map.draw.mouse(map.ui.mouse.cursor)
+ map.draw.coords()
+ scene && map.draw.camera(scene.camera)
+
+ ctx.restore()
+ }
+
+ base.clear_canvas = function(){
+ ctx.fillStyle = "rgba(255,255,255,0.99)"
+ ctx.clearRect(0,0,w,h)
+ ctx.fillRect(0,0,w,h)
+ }
+
+ base.ruler = function (){
+ ctx.strokeStyle = "rgba(80,80,80,0.5)"
+ ctx.lineWidth = 1
+ var len = 5
+ for (var i = 0.5; i < w; i += 10) {
+ line(i, 0, i, len)
+ line(0, i, len, i)
+ }
+ }
+
+ base.regions = function(regions){
+ for (var i = 0; i < regions.length; i++) {
+ if (regions[i].dupe) continue
+ ctx.fillStyle = colors[i % colors.length]
+ fill_region(regions[i])
+ stroke_sides(regions[i])
+ }
+ }
+
+ base.mouse = function(mouse){
+ var radius = 3 / map.zoom
+
+ ctx.fillStyle = "rgba(255,0,0,0.4)";
+ ctx.beginPath();
+ ctx.arc(mouse.x.b, mouse.y.b, radius, 0, 2*Math.PI, false);
+ ctx.fill();
+
+ if (mouse.width() != 0 && mouse.height() != 0) {
+ if (map.ui.dragging) {
+ stroke_rect(mouse)
+ }
+ else {
+ ctx.fillStyle = "rgba(255,255,0,0.5)"
+ fill_region( mouse.clone().translate() )
+ }
+ }
+ }
+
+ base.camera = function(cam){
+ ctx.lineWidth = 0.5
+
+ ctx.save()
+
+ ctx.translate(cam.x, cam.z)
+ ctx.rotate(cam.rotationY)
+
+ var radius = 3 / map.zoom
+
+ ctx.fillStyle = '#888';
+
+ ctx.beginPath();
+ ctx.moveTo(0,0)
+ ctx.lineTo(-radius,-radius/2)
+ ctx.lineTo(0,radius*3)
+ ctx.lineTo(radius,-radius/2)
+ ctx.moveTo(0,0)
+ ctx.fill()
+
+ ctx.restore()
+ }
+
+ base.coords = function(){
+ ctx.fillStyle = "#888";
+ dot_at(0,0)
+ ctx.fillStyle = "#bbb";
+ dot_at(100,0)
+ dot_at(0,100)
+ ctx.fillStyle = "#ddd";
+ dot_at(200,0)
+ dot_at(0,200)
+ ctx.fillStyle = "#eee";
+ dot_at(300,0)
+ dot_at(0,300)
+
+ ctx.strokeStyle = "rgba(0,0,0,0.1)"
+ ctx.lineWidth = 1/map.zoom
+
+ var sides = map.sides()
+ var quant = sides.clone().quantize(200)
+ for (var x = quant.x.a - 200; x <= quant.x.b; x += 200) {
+ line(x, sides.y.a, x, sides.y.b)
+ }
+ for (var y = quant.y.a - 200; y <= quant.y.b; y += 200) {
+ line(sides.x.a, y, sides.x.b, y)
+ }
+ }
+
+ //
+
+ function line (x,y,a,b,translation){
+ if (translation) {
+ x += translation.a
+ a += translation.a
+ y += translation.b
+ b += translation.b
+ }
+ ctx.beginPath()
+ ctx.moveTo(x,y)
+ ctx.lineTo(a,b)
+ ctx.stroke()
+ }
+
+ function fill_region(r){
+ ctx.fillRect(r.x.a + r.translation.a,
+ r.y.a + r.translation.b,
+ r.x.length(),
+ r.y.length())
+ }
+
+ function stroke_sides (r){
+ if (r.sides & FRONT) line(r.x.a, r.y.a, r.x.b, r.y.a)
+ if (r.sides & BACK) line(r.x.a, r.y.b, r.x.b, r.y.b)
+ if (r.sides & LEFT) line(r.x.a, r.y.a, r.x.a, r.y.b)
+ if (r.sides & RIGHT) line(r.x.b, r.y.a, r.x.b, r.y.b)
+ }
+
+ function stroke_rect (r){
+ line(r.x.a, r.y.a, r.x.b, r.y.b, r.translation)
+ }
+
+ function dot_at (x,z){
+ ctx.save()
+ ctx.translate(x,z)
+
+ var radius = 2 / map.zoom
+
+ ctx.beginPath();
+ ctx.arc(0, 0, radius, 0, 2*Math.PI, false);
+ ctx.fill();
+
+ ctx.restore()
+ }
+} \ No newline at end of file
diff --git a/client/assets/javascripts/rectangles/engine/map/ui.js b/client/assets/javascripts/rectangles/engine/map/ui.js
new file mode 100644
index 0000000..6e9a5ab
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/map/ui.js
@@ -0,0 +1,131 @@
+
+map.ui = new function(){
+
+ var base = this
+
+ base.creating = base.dragging = base.resizing = false
+
+ base.mouse = new mouse({
+ el: map.el,
+ down: down,
+ move: move,
+ drag: drag,
+ up: up,
+ rightclick: rightclick,
+ })
+
+ base.wheel = new wheel({
+ el: map.el,
+ update: mousewheel,
+ })
+
+ //
+
+ function down (e, cursor){
+ cursor.x.div(w).add(0.5).mul(map.bounds.a / map.zoom).add(map.center.a)
+ cursor.y.div(h).sub(0.5).mul(map.bounds.b / map.zoom).sub(map.center.b)
+
+ if (e.ctrlKey || e.which === 3) {
+ cursor.quantize(1)
+ map.center.a = cursor.x.a
+ map.center.b = -cursor.y.a
+ console.log(map.center+"")
+ cursor.x.b = cursor.x.a
+ cursor.y.b = cursor.y.a
+ base.mouse.down = false
+ e.preventDefault()
+ e.stopPropagation()
+ return
+ }
+
+ var intersects = Rooms.filter(function(r){
+ return r.focused = r.rect.contains(cursor.x.a, cursor.y.a)
+ })
+
+ if (intersects.length) {
+ base.dragging = intersects[0]
+ base.resizing = base.dragging.rect.nearEdge(cursor.x.a, cursor.y.a, resize_margin / map.zoom)
+ base.dragging.rect.translation.sides = base.resizing
+ }
+ else {
+ base.creating = true
+ }
+
+ if (e.shiftKey && base.dragging) {
+ base.dragging.rect.quantize(10)
+ }
+ }
+
+ function move (e, cursor) {
+ cursor.x.div(w).add(0.5).mul(map.bounds.a / map.zoom).add(map.center.a)
+ cursor.y.div(h).sub(0.5).mul(map.bounds.b / map.zoom).sub(map.center.b)
+ }
+
+ function drag (e, cursor) {
+ cursor.x.b = ((cursor.x.b/w)+0.5) * map.bounds.a / map.zoom + map.center.a
+ cursor.y.b = ((cursor.y.b/h)-0.5) * map.bounds.b / map.zoom - map.center.b
+
+ if (base.resizing) {
+ var x_length = base.dragging.rect.x.length(),
+ y_length = base.dragging.rect.y.length()
+
+ if (base.resizing & LEFT) {
+ base.dragging.rect.translation.a = clamp( cursor.x.magnitude(), x_length - side_max, x_length - side_min )
+ }
+ if (base.resizing & RIGHT) {
+ base.dragging.rect.translation.a = clamp( cursor.x.magnitude(), side_min - x_length, side_max - x_length )
+ }
+ if (base.resizing & FRONT) {
+ base.dragging.rect.translation.b = clamp( cursor.y.magnitude(), y_length - side_max, y_length - side_min )
+ }
+ if (base.resizing & BACK) {
+ base.dragging.rect.translation.b = clamp( cursor.y.magnitude(), side_min - y_length, side_max - y_length )
+ }
+ }
+ else if (base.dragging) {
+ base.dragging.rect.translation.a = cursor.x.magnitude()
+ base.dragging.rect.translation.b = cursor.y.magnitude()
+ }
+ }
+
+ function up (e, cursor, new_cursor) {
+ new_cursor.x.div(w).add(0.5).mul(map.bounds.a / map.zoom).add(map.center.a)
+ new_cursor.y.div(h).sub(0.5).mul(map.bounds.b / map.zoom).sub(map.center.b)
+
+ if (base.creating) {
+ if (cursor.height() > side_min && cursor.width() > side_min) {
+ cursor.x.abs().quantize(1)
+ cursor.y.abs().quantize(1)
+ Rooms.add_with_rect( cursor )
+ }
+ }
+
+ if (base.resizing) {
+ base.dragging.rect.resize()
+ }
+ else if (base.dragging) {
+ base.dragging.rect.translate()
+ }
+
+ base.creating = base.dragging = base.resizing = false
+ }
+
+ function mousewheel (e, val, delta){
+ var cursor = base.mouse.cursor
+
+ var intersects = Rooms.filter(function(r){
+ return r.focused = r.rect.contains(cursor.x.a, cursor.y.a)
+ })
+
+ if (intersects.length) {
+ intersects[0].height = clamp( ~~(intersects[0].height - delta), height_min, height_max )
+ Rooms.clipper.update()
+ }
+ else {
+ map.set_zoom(map.zoom_exponent - delta/20)
+ }
+ }
+
+ function rightclick (e){
+ }
+}
diff --git a/client/assets/javascripts/rectangles/engine/rooms/_rooms.js b/client/assets/javascripts/rectangles/engine/rooms/_rooms.js
new file mode 100644
index 0000000..411a093
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/rooms/_rooms.js
@@ -0,0 +1,41 @@
+var Rooms = new function(){
+
+ var base = this
+
+ base.list = []
+ base.regions = []
+
+ base.init = function(){
+ Rooms.builder.init()
+ Rooms.clipper.init()
+ Rooms.mover.init()
+ }
+
+ base.filter = function(f){
+ return base.list.filter(f)
+ }
+
+ base.add_with_rect = function(rect){
+ var room = new Room({
+ id: base.list.length,
+ rect: rect,
+ height: quantize(randrange(300,800), 50),
+ })
+ base.list.push(room)
+ }
+
+ base.forEach = function(f){
+ return base.list.forEach(f)
+ }
+
+ base.sorted_by_position = function(){
+ return sort_rooms_by_position( base.list )
+ }
+ base.sorted_by_height = function(){
+ return sort_rooms_by_height( base.list )
+ }
+ base.sorted_by_area = function(){
+ return sort_rooms_by_area( base.list )
+ }
+
+}
diff --git a/client/assets/javascripts/rectangles/engine/rooms/builder.js b/client/assets/javascripts/rectangles/engine/rooms/builder.js
new file mode 100644
index 0000000..8586a7b
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/rooms/builder.js
@@ -0,0 +1,294 @@
+
+Rooms.builder = new function(){
+ var base = this
+
+ var els = []
+
+ base.init = function(){
+ base.bind()
+ }
+
+ base.bind = function(){
+ app.on("clip", rebuild)
+ }
+
+ function rebuild(){
+ if (window.scene) {
+ clear()
+ build()
+ bind()
+ }
+ }
+ function build (){
+ Rooms.regions.forEach(function(room){
+ build_walls(room).forEach(function(el){
+ els.push(el)
+ scene.add(el)
+ })
+ })
+
+ Rooms.sorted_by_height().forEach(function(room){
+ build_floors(room).forEach(function(el){
+ els.push(el)
+ scene.add(el)
+ })
+ })
+ }
+
+ function bind (){
+ Rooms.forEach(function(room){
+ room.walls = room.group_mx_walls()
+ room.walls.forEach(function(wall){
+ wall.bind()
+ wall.randomize_colors()
+ })
+ })
+ }
+
+ function clear (){
+ els.forEach(function(el){
+ scene.remove(el)
+ el.destroy && el.destroy()
+ })
+ els = []
+ }
+
+ function build_walls (region){
+ var room = Rooms.list[ region.id ]
+
+ var list = [], el = null
+
+ var width = region.x.length()
+ var depth = region.y.length()
+ var height = room.height
+
+ if (region.sides & FRONT) {
+ el = make_wall('.front')
+ el.width = width
+ el.height = height
+ el.rotationY = PI
+ el.x = region.x.a + width/2
+ el.y = height/2
+ el.z = region.y.a
+ el.rect = region
+ el.side = FRONT
+ room.mx_walls.push(el)
+ list.push(el)
+ }
+ if (region.sides & BACK) {
+ var el = make_wall('.back')
+ el.width = width
+ el.height = height
+ el.rotationY = 0
+ el.x = region.x.b - width/2
+ el.y = height/2
+ el.z = region.y.b
+ el.rect = region
+ el.side = BACK
+ room.mx_walls.push(el)
+ list.push(el)
+ }
+ if (region.sides & LEFT) {
+ el = make_wall('.left')
+ el.rotationY = HALF_PI
+ el.height = height
+ el.width = depth
+ el.x = region.x.a
+ el.y = height/2
+ el.z = region.y.a + depth/2
+ el.rect = region
+ el.side = LEFT
+ room.mx_walls.push(el)
+ list.push(el)
+ }
+ if (region.sides & RIGHT) {
+ el = make_wall('.right')
+ el.rotationY = -HALF_PI
+ el.height = height
+ el.width = depth
+ el.x = region.x.b
+ el.y = height/2
+ el.z = region.y.b - depth/2
+ el.rect = region
+ el.side = RIGHT
+ room.mx_walls.push(el)
+ list.push(el)
+ }
+
+ return list
+ }
+
+ function build_floors(room){
+ var list = [], el = null
+
+ var constructed = room.intersects.filter(function(room){ return room.constructed })
+ sort_rooms_by_height(constructed)
+
+ if (constructed.length > 0) {
+ // render the regions that don't intersect with anything we've already rendered
+ // if the height is different, calculate the overlapping sides and render half-walls
+ room.regions.forEach(function(region){
+ var intersected = false
+ for (var i = 0; i < constructed.length; i++) {
+ if (constructed[i].rect.contains(region)) {
+ intersected = true
+ // r.sides = 0xf
+ // half_sides
+ }
+ else if (constructed[i].rect.intersects(region)) {
+ intersected = true
+ if (room.height < constructed[i].height) {
+ var ceiling_walls = make_ceiling_walls( room, constructed[i], region )
+ list = list.concat(ceiling_walls)
+ }
+ }
+ }
+ if (! intersected) {
+ el = make_floor(room, region)
+ list.push( el )
+ room.mx_floor.push(el)
+
+ el = make_ceiling(room, region)
+ list.push( el )
+ room.mx_ceiling.push(el)
+ }
+ })
+
+ }
+ else {
+ // render floor and ceiling for the entire rectangle
+ el = make_floor(room, room.rect)
+ list.push( el )
+ room.mx_floor.push(el)
+
+ el = make_ceiling(room, room.rect)
+ list.push( el )
+ room.mx_ceiling.push(el)
+ }
+
+ room.constructed = true
+ return list
+ }
+
+ function make_ceiling_walls( lo, hi, region ){
+ var list = []
+
+ var width = region.x.length()
+ var depth = region.y.length()
+ var height = hi.height - lo.height
+
+ if (! (region.half_sides & LEFT) && region.x.a == hi.rect.x.a) {
+ el = make_wall('.left')
+ el.rotationY = HALF_PI
+ el.height = height
+ el.width = depth
+ el.x = region.x.a
+ el.y = lo.height + height/2
+ el.z = region.y.a + depth/2
+ el.rect = region
+ list.push(el)
+ hi.mx_walls.push(el)
+ region.half_sides |= LEFT
+ el.half_side = LEFT
+ }
+
+ if (! (region.half_sides & RIGHT) && region.x.b == hi.rect.x.b) {
+ el = make_wall('.right')
+ el.rotationY = -HALF_PI
+ el.height = height
+ el.width = depth
+ el.x = region.x.b
+ el.y = lo.height + height/2
+ el.z = region.y.b - depth/2
+ el.rect = region
+ list.push(el)
+ hi.mx_walls.push(el)
+ region.half_sides |= RIGHT
+ el.half_side = RIGHT
+ }
+
+ if (! (region.half_sides & FRONT) && region.y.a == hi.rect.y.a) {
+ el = make_wall('.front')
+ el.width = width
+ el.height = height
+ el.rotationY = PI
+ el.x = region.x.a + width/2
+ el.y = lo.height + height/2
+ el.z = region.y.a
+ el.rect = region
+ list.push(el)
+ hi.mx_walls.push(el)
+ region.half_sides |= FRONT
+ el.half_side = FRONT
+ }
+
+ if (! (region.half_sides & BACK) && region.y.b == hi.rect.y.b) {
+ el = make_wall('.back')
+ el.width = width
+ el.height = height
+ el.rotationY = 0
+ el.x = region.x.b - width/2
+ el.y = lo.height + height/2
+ el.z = region.y.b
+ el.rect = region
+ list.push(el)
+ hi.mx_walls.push(el)
+ region.half_sides |= BACK
+ el.half_side = BACK
+ }
+ return list
+ }
+
+ function make_floor(room, region){
+ var width = region.x.length()
+ var depth = region.y.length()
+
+ var el = make_wall('.floor')
+ el.height = depth
+ el.width = width
+ el.x = region.x.a + width/2
+ el.y = 0
+ el.z = region.y.a + depth/2
+ el.rotationX = PI/2
+ el.rect = region
+ el.side = FLOOR
+ return el
+ }
+ function make_ceiling(room, region){
+ var width = region.x.length()
+ var depth = region.y.length()
+ var height = room.height
+
+ var el = make_wall('.ceiling')
+ el.height = depth
+ el.width = width
+ el.x = region.x.a + width/2
+ el.y = height
+ el.z = region.y.a + depth/2
+ el.rotationX = -PI/2
+ el.rect = region
+ el.side = CEILING
+ return el
+ }
+
+ function make_wall(klass){
+ var el = new MX.Object3D(".face" + (klass || ""))
+ el.width = el.height = el.scaleX = el.scaleY = el.scaleZ = 1
+ el.z = el.y = el.x = 0
+ el.side = 0
+ el.type = "Face"
+ el.el.style.opacity = 1.0
+ el.side = 0
+ el.rect = null
+ el.destroy = function(){
+ this.el = this.rect = null
+ }
+
+ // possible if walls are opaque
+ // el.el.classList.add("backface-hidden")
+
+ return el
+ }
+
+}
+
diff --git a/client/assets/javascripts/rectangles/engine/rooms/clipper.js b/client/assets/javascripts/rectangles/engine/rooms/clipper.js
new file mode 100644
index 0000000..8989ba8
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/rooms/clipper.js
@@ -0,0 +1,104 @@
+
+Rooms.clipper = new function(){
+ var base = this
+
+ base.init = function(){
+ base.bind()
+ base.update()
+ }
+
+ base.bind = function(){
+ map.ui.mouse.tube.on("up", function(){ base.update() })
+ }
+
+ base.update = function(){
+ base.solve_rects()
+ app.tube("clip")
+ }
+
+ var rooms, regions
+
+ // Given a set of overlapping rooms, clip any intersections, then cull any duplicate polygons
+ base.solve_rects = function(){
+ if (Rooms.list.length == 0) return
+
+ base.reset_rects()
+ base.clip_rects()
+ base.cull_rects()
+
+ Rooms.regions = sort_rects_by_position(regions)
+ }
+
+ // Reset the clipping/culling states of each of the rooms
+ base.reset_rects = function(){
+ for (var i = 0; i < Rooms.list.length; i++) {
+ Rooms.list[i].reset()
+ }
+ }
+
+ // Compare each room to the rooms it overlaps, and subdivide
+ base.clip_rects = function(){
+ var rooms = Rooms.sorted_by_position()
+ regions = []
+
+ var left, right
+ for (var i = 0; i < rooms.length; i++) {
+ left = rooms[i]
+ for (var j = i+1; j < rooms.length; j++) {
+ right = rooms[j]
+ if (left.rect.intersects(right.rect)) {
+ left.clipTo(right.rect)
+ right.clipTo(left.rect)
+ left.intersects.push(right)
+ right.intersects.push(left)
+ }
+ if (left.rect.x.b < right.rect.x.a) {
+ break
+ }
+ }
+ }
+ for (var i = 0; i < rooms.length; i++) {
+ rooms[i].regions = rooms[i].regions.filter(function(r){ return !!r })
+ regions = regions.concat(rooms[i].regions)
+ }
+ }
+
+ // Find overlapping regions (of the same size) and dedupe
+ base.cull_rects = function(){
+ regions = sort_rects_by_area( regions )
+
+ var ty = new Tree (regions[0].y.a, [regions[0]])
+ var tx = new Tree (regions[0].x.a, ty)
+ var ttx, tty
+
+ for (var i = 1; i < regions.length; i++) {
+ ttx = tx.add (regions[i].x.a, null)
+ if (ttx.data) {
+ tty = ttx.data.add (regions[i].y.a, null)
+ // duplicate polygon?
+ if (tty.data) {
+ tty.data.forEach(function(yy, ii){
+ if (yy.intersects(regions[i])) {
+ if (yy.area() > regions[i].area()) {
+ regions[i].dupe = true
+ }
+ else {
+ yy.dupe = true
+ tty.data[ii] = regions[i]
+ }
+ }
+ })
+ }
+ else {
+ tty.data = [regions[i]]
+ }
+ }
+ else {
+ ttx.data = new Tree (regions[i].y.a, [regions[i]])
+ }
+ }
+ }
+
+ return base
+}
+
diff --git a/client/assets/javascripts/rectangles/engine/rooms/mover.js b/client/assets/javascripts/rectangles/engine/rooms/mover.js
new file mode 100644
index 0000000..e67d9bc
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/rooms/mover.js
@@ -0,0 +1,82 @@
+Rooms.mover = new function(){
+
+ var base = this
+ base.room = null
+ base.noclip = false
+
+ base.init = function(){
+ base.bind()
+ base.update(scene.camera)
+ }
+
+ base.bind = function(){
+ app.on("move", base.update)
+ keys.on("backslash", function(){
+ base.noclip = ! base.noclip
+ base.room = null
+ app.movements.gravity( ! base.noclip )
+ })
+ }
+
+ base.update = function(pos){
+ var radius = scene.camera.radius
+
+ if (base.noclip) {
+ cam.x = pos.x
+ cam.y = pos.y
+ cam.z = pos.z
+ return
+ }
+
+ cam.y = pos.y
+
+ // if we were in a room already..
+ if (base.room) {
+ // check if we're still in the room
+ if (base.room.rect.containsDisc(pos.x, pos.z, radius)) {
+ cam.x = pos.x
+ cam.z = pos.z
+ return
+ }
+
+ // check if we've breached one of the walls.. clamp position if so
+ var collision = base.room.collidesDisc(pos.x, pos.z, radius)
+
+ if (collision) {
+ if (! (collision & LEFT_RIGHT)) {
+ cam.x = base.room.rect.x.clampDisc(pos.x, radius)
+ }
+ else {
+ // cam.x = base.room.rect.x.clampDisc(pos.x, radius)
+ }
+ if (! (collision & FRONT_BACK)) {
+ cam.z = base.room.rect.y.clampDisc(pos.z, radius)
+ }
+ return
+ }
+
+ // in this case, we appear to have left the room..
+ $(".face.active").removeClass("active")
+ base.room = null
+ }
+
+ // collision test failed, so update position
+ cam.x = pos.x
+ cam.z = pos.z
+
+ // determine what room we are in now
+ var intersects = Rooms.filter(function(r){
+ return r.rect.contains(pos.x, pos.z)
+ })
+
+ // did we actually enter a room?
+ if (intersects.length) {
+ base.room = intersects[0]
+ base.room.mx_floor.forEach(function(w){ $(w.el).addClass("active") })
+ base.room.mx_ceiling.forEach(function(w){ $(w.el).addClass("active") })
+ base.room.mx_walls.forEach(function(w){ $(w.el).addClass("active") })
+ }
+
+ }
+
+}
diff --git a/client/assets/javascripts/rectangles/engine/scenery/_scenery.js b/client/assets/javascripts/rectangles/engine/scenery/_scenery.js
new file mode 100644
index 0000000..867bb6f
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/scenery/_scenery.js
@@ -0,0 +1,45 @@
+
+var Scenery = new function(){
+
+ var base = this;
+
+ base.images = []
+
+ base.mouse = new mouse ({ use_offset: false })
+
+ base.init = function(){
+ base.resize.init()
+
+ var urls = [
+ "http://okfocus.s3.amazonaws.com/office/ducks/duck1.jpg",
+ "http://okfocus.s3.amazonaws.com/office/ducks/duck2.jpg",
+ "http://okfocus.s3.amazonaws.com/office/ducks/duck3.jpg",
+ "http://okfocus.s3.amazonaws.com/office/ducks/duck4.jpg",
+ "http://okfocus.s3.amazonaws.com/office/ducks/duck5.jpg",
+ ]
+ var loader = new Loader(function(){
+ base.load(loader.images)
+ })
+ loader.preloadImages(urls)
+ }
+
+ base.load = function(images){
+ images.forEach(function(img){
+ img.width = 300
+ img.height = ~~(300 * img.naturalHeight/img.naturalWidth)
+ })
+
+ Rooms.forEach(function(room){
+ room.walls.forEach(function(wall){
+ var img = choice(images)
+ if (wall.fits(img)) {
+ var scene_img = new Scenery.image (wall, img)
+ base.images.push(scene_img)
+ scene_img.init()
+ }
+ })
+ })
+ }
+
+ return base
+}
diff --git a/client/assets/javascripts/rectangles/engine/scenery/image/_image.js b/client/assets/javascripts/rectangles/engine/scenery/image/_image.js
new file mode 100644
index 0000000..dadb2d2
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/scenery/image/_image.js
@@ -0,0 +1,52 @@
+Scenery.image = function (wall, img) {
+
+ var base = this
+
+ base.wall = wall
+ base.img = img
+ base.dimensions = new vec2(img.width, img.height)
+ base.center = wall.center()
+ base.bounds = wall.bounds_for(img)
+
+ // should be proportional to distance from wall
+ var cursor_amp = 1.5
+
+ base.init = function(){
+ base.build()
+ base.bind()
+ }
+
+ base.build = function(){
+ base.mx_img = new MX.Image({
+ src: img.src,
+ x: base.center.a,
+ y: Rooms.list[wall.room].height/2 - img.height/2 - 20,
+ z: base.center.b,
+ scale: 300/img.naturalWidth,
+ rotationY: wall_rotation[ wall.side ],
+ backface: false,
+ })
+ scene.add( base.mx_img )
+ base.move = new Scenery.image.move (base)
+ }
+
+ base.bind = function(){
+ base.move.bind()
+// base.resize.bind()
+ $(base.mx_img.el).bind({
+ mouseenter: function(e){
+// console.log('entered an image')
+ // show the resize points for this image
+ Scenery.resize.show(base)
+ Scenery.image.hovering = true
+ },
+ mouseleave: function(e){
+// console.log('left an image')
+ Scenery.resize.defer_hide(base)
+ Scenery.image.hovering = false
+ }
+ })
+ }
+
+ return base
+}
diff --git a/client/assets/javascripts/rectangles/engine/scenery/image/move.js b/client/assets/javascripts/rectangles/engine/scenery/image/move.js
new file mode 100644
index 0000000..e79ede9
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/scenery/image/move.js
@@ -0,0 +1,103 @@
+
+
+Scenery.image.move = function(base){
+
+ var x, y, z, bounds
+ var dragging = false
+
+ this.bind = function(){
+ Scenery.mouse.bind_el(base.mx_img.el)
+ Scenery.mouse.on("down", down)
+ Scenery.mouse.on("enter", switch_wall)
+ Scenery.mouse.on("drag", drag)
+ Scenery.mouse.on("up", up)
+ }
+
+ this.unbind = function(){
+ Scenery.mouse.bind_el(base.mx_img.el)
+ Scenery.mouse.off("down", down)
+ Scenery.mouse.off("enter", switch_wall)
+ Scenery.mouse.off("drag", drag)
+ Scenery.mouse.off("up", up)
+ }
+
+ function down (e, cursor){
+ if (e.target != base.mx_img.el) return;
+ dragging = true
+ x = base.mx_img.x
+ y = base.mx_img.y
+ z = base.mx_img.z
+ bounds = base.bounds
+ document.body.classList.add("dragging")
+ }
+
+ function drag (e, cursor){
+ if (! dragging) return
+
+ 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
+ }
+
+ Scenery.resize.move_dots()
+ }
+
+ function up (e, cursor){
+ dragging = false
+ document.body.classList.remove("dragging")
+ }
+
+ function switch_wall (e, new_wall, cursor){
+ if (! dragging) return
+ if (new_wall.uid == base.wall.uid) return
+ if (! new_wall.fits(base.img)) return
+
+ base.bounds = bounds = new_wall.bounds_for(base.img)
+ base.center = new_wall.center()
+
+ x = base.center.a
+ z = base.center.b
+
+ var wall_group = base.wall.side | new_wall.side
+
+ if (base.wall.side !== new_wall.side && wall_group !== FRONT_BACK && wall_group !== LEFT_RIGHT) {
+ switch (base.wall.side) {
+ case FRONT:
+ z = bounds.x.a
+ break
+ case BACK:
+ z = bounds.x.b
+ break
+ case LEFT:
+ x = bounds.x.a
+ break
+ case RIGHT:
+ x = bounds.x.b
+ break
+ }
+ }
+
+ cursor.x.a = cursor.x.b
+
+ base.mx_img.move({
+ x: x,
+ z: z,
+ rotationY: wall_rotation[ new_wall.side ]
+ })
+
+ base.wall = new_wall
+
+ Scenery.resize.rotate_dots()
+ Scenery.resize.move_dots()
+ }
+
+ return this
+
+} \ No newline at end of file
diff --git a/client/assets/javascripts/rectangles/engine/scenery/image/resize.js b/client/assets/javascripts/rectangles/engine/scenery/image/resize.js
new file mode 100644
index 0000000..a0a98c5
--- /dev/null
+++ b/client/assets/javascripts/rectangles/engine/scenery/image/resize.js
@@ -0,0 +1,201 @@
+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")
+ }
+
+}