diff options
Diffstat (limited to 'client/assets/javascripts/rectangles/engine')
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") + } + +} |
