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Scenery.move = function(base){
var x, y, z, bounds
var dragging = false
var oldState
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;
if (editor.permissions.destroy) {
UndoStack.push({
type: 'destroy-scenery',
undo: base.serialize(),
redo: { id: base.id },
})
// TODO: watch individual scenery object here
Minotaur.watch( app.router.editorView.settings )
Scenery.remove(base.id)
return
}
// load the modal
app.controller.pick(base)
if (! (editor.permissions.move || editor.permissions.resize) ) {
e.clickAccepted = false
return
}
dragging = true
x = base.mx.x
y = base.mx.y
z = base.mx.z
bounds = base.bounds
oldState = base.serialize()
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
}
if (editor.permissions.resize) {
Scenery.resize.move_dots()
}
}
function up (e, cursor){
if (! dragging || ! oldState) return
dragging = false
document.body.classList.remove("dragging")
UndoStack.push({
type: 'update-scenery',
undo: oldState,
redo: base.serialize(),
})
// TODO: watch individual scenery object here
Minotaur.watch( app.router.editorView.settings )
oldState = null
}
function switch_wall (e, new_wall, cursor){
if (! dragging) return
if (new_wall.uid == base.wall.uid) return
if (! new_wall.fits(base.media, base.scale)) 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 ]
})
if (editor.permissions.resize) {
Scenery.resize.rotate_dots()
Scenery.resize.move_dots()
}
}
return this
}
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