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Scenery.resize = new function(){
var base = this
var obj
var x, y, z, bounds
var dragging = false
var dots = [], 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 = 10
dot.height = 10
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) * 3
y = obj.mx_img.y
z = obj.mx_img.z - cos(rotationY) * 3
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.img.height / 2
}
if (dot.side & BOTTOM) {
dot.y -= obj.img.height / 2
}
if (dot.side & LEFT) {
dot.x -= cos(rotationY) * obj.img.width / 2
dot.z -= sin(rotationY) * obj.img.width / 2
}
if (dot.side & RIGHT) {
dot.x += cos(rotationY) * obj.img.width / 2
dot.z += sin(rotationY) * obj.img.width / 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){
console.log('entered a dot')
Scenery.resize.hovering = true
},
mouseleave: function(e){
console.log('left a dot')
Scenery.resize.hovering = false
base.defer_hide()
}
})
})
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("drag", drag)
Scenery.mouse.off("up", up)
}
function down (e, cursor){
dragging = true
bounds = obj.wall.bounds_for(img)
document.body.classList.add("dragging")
}
function drag (e, cursor){
if (! dragging) return
// cursor.x.magnitude()*cursor_amp
}
function up (e, cursor){
dragging = false
document.body.classList.remove("dragging")
}
}
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