From 615e285aba96554d0e29063d7491645810cb08b8 Mon Sep 17 00:00:00 2001 From: Jules Laplace Date: Thu, 19 Jun 2014 16:01:25 -0400 Subject: serialize/deserialize scenery --- .../javascripts/rectangles/engine/rooms/_rooms.js | 2 +- .../javascripts/rectangles/engine/rooms/builder.js | 1 + .../rectangles/engine/scenery/_scenery.js | 49 ++--- .../javascripts/rectangles/engine/scenery/move.js | 101 +++++++++++ .../rectangles/engine/scenery/resize.js | 201 +++++++++++++++++++++ .../rectangles/engine/scenery/types/_image.js | 49 ----- .../rectangles/engine/scenery/types/_object.js | 74 ++++++++ .../rectangles/engine/scenery/types/image.js | 38 ++++ .../rectangles/engine/scenery/types/move.js | 103 ----------- .../rectangles/engine/scenery/types/resize.js | 201 --------------------- .../rectangles/engine/scenery/types/video.js | 0 11 files changed, 429 insertions(+), 390 deletions(-) create mode 100644 public/assets/javascripts/rectangles/engine/scenery/move.js create mode 100644 public/assets/javascripts/rectangles/engine/scenery/resize.js delete mode 100644 public/assets/javascripts/rectangles/engine/scenery/types/_image.js create mode 100644 public/assets/javascripts/rectangles/engine/scenery/types/_object.js create mode 100644 public/assets/javascripts/rectangles/engine/scenery/types/image.js delete mode 100644 public/assets/javascripts/rectangles/engine/scenery/types/move.js delete mode 100644 public/assets/javascripts/rectangles/engine/scenery/types/resize.js create mode 100644 public/assets/javascripts/rectangles/engine/scenery/types/video.js (limited to 'public/assets/javascripts/rectangles/engine') diff --git a/public/assets/javascripts/rectangles/engine/rooms/_rooms.js b/public/assets/javascripts/rectangles/engine/rooms/_rooms.js index 9839c68..8fea9b5 100644 --- a/public/assets/javascripts/rectangles/engine/rooms/_rooms.js +++ b/public/assets/javascripts/rectangles/engine/rooms/_rooms.js @@ -3,6 +3,7 @@ var Rooms = new function(){ var base = this base.list = {} + base.walls = {} base.regions = [] base.init = function(){ @@ -87,7 +88,6 @@ var Rooms = new function(){ } })() - base.sorted_by_position = function(){ return sort_rooms_by_position( base.values() ) } diff --git a/public/assets/javascripts/rectangles/engine/rooms/builder.js b/public/assets/javascripts/rectangles/engine/rooms/builder.js index 8586a7b..e6625ec 100644 --- a/public/assets/javascripts/rectangles/engine/rooms/builder.js +++ b/public/assets/javascripts/rectangles/engine/rooms/builder.js @@ -39,6 +39,7 @@ Rooms.builder = new function(){ Rooms.forEach(function(room){ room.walls = room.group_mx_walls() room.walls.forEach(function(wall){ + Rooms.walls[ wall.id ] = wall wall.bind() wall.randomize_colors() }) diff --git a/public/assets/javascripts/rectangles/engine/scenery/_scenery.js b/public/assets/javascripts/rectangles/engine/scenery/_scenery.js index 0dd1a4d..0a3187c 100644 --- a/public/assets/javascripts/rectangles/engine/scenery/_scenery.js +++ b/public/assets/javascripts/rectangles/engine/scenery/_scenery.js @@ -10,53 +10,25 @@ var Scenery = new function(){ 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() - } - }) - }) } base.add = function(wall, media){ var scene_media switch (media.type) { case 'image': - scene_media = new Scenery.image (wall, media) + scene_media = new Scenery.types.image ({ media: media, wall: wall }) break case 'youtube': case 'vimeo': - scene_media = new Scenery.video (wall, media) + scene_media = new Scenery.types.video ({ media: media, wall: wall }) break } + base.media.push(scene_media) - scene_media.init() + return scene_media } + base.addNextToWall = function(wall){ base.add(wall, base.nextMedia) base.nextMedia = null @@ -73,14 +45,19 @@ var Scenery = new function(){ var scenery = base.media.map(function(media){ return media.serialize() }) + console.log(scenery) return scenery } - base.deserialize = function(scenery){ - scenery.forEach(function(function(media){ - // find the wall this is supposed to be on + base.deserialize = function(scenery_data){ + scenery_data.forEach(function(data){ + var wall = Rooms.walls[data.wall_id] + var scene_media = base.add(wall, data.media) + scene_media.deserialize(data) }) } return base } + +Scenery.types = {} diff --git a/public/assets/javascripts/rectangles/engine/scenery/move.js b/public/assets/javascripts/rectangles/engine/scenery/move.js new file mode 100644 index 0000000..ce4f297 --- /dev/null +++ b/public/assets/javascripts/rectangles/engine/scenery/move.js @@ -0,0 +1,101 @@ + +Scenery.move = function(base){ + + var x, y, z, bounds + var dragging = false + + this.bind = function(){ + Scenery.mouse.bind_el(base.mx.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.unbind_el(base.mx.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.el) return; + dragging = true + x = base.mx.x + y = base.mx.y + z = base.mx.z + bounds = base.bounds + document.body.classList.add("dragging") + } + + function drag (e, cursor){ + if (! dragging) return + + base.mx.y = bounds.y.clamp( y - cursor.y.magnitude()*cursor_amp ) + switch (base.wall.side) { + case FRONT: + case BACK: + base.mx.x = bounds.x.clamp( x + cos(wall_rotation[base.wall.side]) * cursor.x.magnitude()*cursor_amp ) + break + case LEFT: + case RIGHT: + base.mx.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.media)) return + + var old_wall_side = base.wall.side + var wall_group = old_wall_side | new_wall.side + + base.set_wall(new_wall) + + bounds = base.bounds + x = base.center.a + z = base.center.b + + if (old_wall_side !== new_wall.side && wall_group !== FRONT_BACK && wall_group !== LEFT_RIGHT) { + switch (old_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.move({ + x: x, + z: z, + rotationY: wall_rotation[ new_wall.side ] + }) + + Scenery.resize.rotate_dots() + Scenery.resize.move_dots() + } + + return this + +} \ No newline at end of file diff --git a/public/assets/javascripts/rectangles/engine/scenery/resize.js b/public/assets/javascripts/rectangles/engine/scenery/resize.js new file mode 100644 index 0000000..2a400f5 --- /dev/null +++ b/public/assets/javascripts/rectangles/engine/scenery/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.x + sin(rotationY) * dot_distance_from_picture + y = obj.mx.y + z = obj.mx.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.height * obj.mx.scale / 2 + } + if (dot.side & BOTTOM) { + dot.y -= obj.mx.height * obj.mx.scale / 2 + } + if (dot.side & LEFT) { + dot.x -= cos(rotationY) * (obj.mx.width * obj.mx.scale) / 2 + dot.z -= sin(rotationY) * (obj.mx.width * obj.mx.scale) / 2 + } + if (dot.side & RIGHT) { + dot.x += cos(rotationY) * (obj.mx.width * obj.mx.scale) / 2 + dot.z += sin(rotationY) * (obj.mx.width * obj.mx.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.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.width, obj.mx.height) + position = new vec3(obj.mx.x, obj.mx.y, obj.mx.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.width = dimensions.a + translation.a + obj.mx.x = position.a + x_sign * cos(rotationY) * translation.a/2 * obj.mx.scale + obj.mx.z = position.c + x_sign * sin(rotationY) * translation.a/2 * obj.mx.scale + } + if (selected_dot.side & TOP_BOTTOM) { + obj.mx.height = dimensions.b + translation.b + obj.mx.y = position.b - y_sign * translation.b/2 * obj.mx.scale + } + +// bounds = obj.wall.bounds_for(dimensions) + +// base.mx.y = bounds.y.clamp( y - cursor.y.magnitude()*cursor_amp ) +// switch (base.wall.side) { +// case FRONT: +// case BACK: +// base.mx.x = bounds.x.clamp( x + cos(wall_rotation[base.wall.side]) * cursor.x.magnitude()*cursor_amp ) +// break +// case LEFT: +// case RIGHT: +// base.mx.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") + } + +} diff --git a/public/assets/javascripts/rectangles/engine/scenery/types/_image.js b/public/assets/javascripts/rectangles/engine/scenery/types/_image.js deleted file mode 100644 index bcb7c23..0000000 --- a/public/assets/javascripts/rectangles/engine/scenery/types/_image.js +++ /dev/null @@ -1,49 +0,0 @@ -Scenery.image = function (wall, media) { - - var base = this - - base.wall = wall - base.media = media - base.scale = media.scale = 300 / max(300, media.width) - base.dimensions = new vec2(media.width, media.height) - base.center = wall.center() - base.bounds = wall.bounds_for(media) - - // 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: media.url, - x: base.center.a, - y: Rooms.list[wall.room].height/2 - (base.scale * media.height)/2 - 20, - z: base.center.b, - scale: base.scale, - 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.mx_img.el).bind({ - mouseenter: function(e){ - Scenery.resize.show(base) - Scenery.image.hovering = true - }, - mouseleave: function(e){ - Scenery.resize.defer_hide(base) - Scenery.image.hovering = false - } - }) - } - - return base -} diff --git a/public/assets/javascripts/rectangles/engine/scenery/types/_object.js b/public/assets/javascripts/rectangles/engine/scenery/types/_object.js new file mode 100644 index 0000000..f892c0c --- /dev/null +++ b/public/assets/javascripts/rectangles/engine/scenery/types/_object.js @@ -0,0 +1,74 @@ +Scenery.types.base = Fiber.extend(function(base){ + + var exports = { + + init: function(opt){ + _.bindAll(this, 'enter', 'leave') + + this.move = new Scenery.move (this) + this.media = opt.media + this.dimensions = new vec2(this.media.width, this.media.height) + + if (opt.wall) { + this.set_wall(opt.wall) + } + }, + + bind: function(){ + this.move.bind() + $(this.mx.el).bind({ + mouseenter: this.enter, + mouseleave: this.leave, + }) + }, + + unbind: function(){ + this.move.unbind() + $(this.mx.el).unbind({ + mouseenter: this.enter, + mouseleave: this.leave, + }) + }, + + enter: function(e){ + Scenery.resize.show(this) + Scenery.hovering = true + }, + + leave: function(e){ + Scenery.resize.defer_hide(this) + Scenery.hovering = false + }, + + set_wall: function(wall){ + this.wall = wall || this.wall + this.bounds = this.wall.bounds_for(this.media) + this.center = this.wall.center() + }, + + recenter: function(){ + this.mx.move({ + x: this.center.a, + y: Rooms.list[this.wall.room].height/2 - 20, + z: this.center.b, + scale: this.scale, + rotationY: wall_rotation[ this.wall.side ], + }) + }, + + serialize: function(){ + var data = { + room_id: this.wall.room_id, + wall_id: this.wall.id, + side: this.wall.side, + dimensions: this.dimensions.serialize(), + position: app.position(this.mx), + media: this.media, + } + return data + }, + } + + return exports + +}) diff --git a/public/assets/javascripts/rectangles/engine/scenery/types/image.js b/public/assets/javascripts/rectangles/engine/scenery/types/image.js new file mode 100644 index 0000000..d9bc1e5 --- /dev/null +++ b/public/assets/javascripts/rectangles/engine/scenery/types/image.js @@ -0,0 +1,38 @@ + +Scenery.types.image = Scenery.types.base.extend(function(base){ +console.log("IM", base.serialize) + + var exports = { + + init: function(opt){ + base.init.call(this, opt) + this.scale = this.media.scale = 300 / max(300, this.media.width) + + this.build() + this.bind() + this.set_wall() + this.recenter() + }, + + build: function(){ + this.mx = new MX.Image({ + src: this.media.url, + y: this.scale * this.media.height/2, + backface: false, + }) + scene.add( this.mx ) + }, + + serialize: function(){ + var data = base.serialize.call(this) + console.log(data) + return data + }, + + deserialize: function(data){ + this.mx.move(data.position) + }, + } + + return exports +}) diff --git a/public/assets/javascripts/rectangles/engine/scenery/types/move.js b/public/assets/javascripts/rectangles/engine/scenery/types/move.js deleted file mode 100644 index 2921c0a..0000000 --- a/public/assets/javascripts/rectangles/engine/scenery/types/move.js +++ /dev/null @@ -1,103 +0,0 @@ - - -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.media)) return - - base.bounds = bounds = new_wall.bounds_for(base.media) - 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/public/assets/javascripts/rectangles/engine/scenery/types/resize.js b/public/assets/javascripts/rectangles/engine/scenery/types/resize.js deleted file mode 100644 index a0a98c5..0000000 --- a/public/assets/javascripts/rectangles/engine/scenery/types/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") - } - -} diff --git a/public/assets/javascripts/rectangles/engine/scenery/types/video.js b/public/assets/javascripts/rectangles/engine/scenery/types/video.js new file mode 100644 index 0000000..e69de29 -- cgit v1.2.3-70-g09d2