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Scenery.move = function(base){
var x, y, z, position, dimension, bounds
var dragging = false, moved = 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(){
base.focused = false
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 && (e.target != base.mx.overlay)) return;
if (editor.permissions.destroy) {
base.remove()
return
}
// load the modal
app.controller.pick(base)
if (! base.focused) {
e.clickAccepted = false
base.focused = true
return
}
if (! (editor.permissions.move || editor.permissions.resize) ) {
e.clickAccepted = false
return
}
dragging = true
moved = false
x = base.mx.x
y = base.mx.y
z = base.mx.z
bounds = base.bounds
dimension = base.dimensions
position = base.wall.mxToPosition( base.mx, dimension )
oldState = base.serialize()
document.body.classList.add("dragging")
}
function drag (e, cursor){
if (! dragging) return
moved = true
var flipX = base.wall.side & (FRONT | RIGHT)
var delta = cursor.delta()
delta.mul( cursor_amp ) // TODO: this should be proportional to your distance from the wall
if (flipX) { delta.a *= -1 }
delta.b *= -1
var new_bounds = base.wall.surface.translate( bounds, dimension, position, delta )
if (new_bounds) bounds = new_bounds
if (flipX) { delta.a *= -1 }
base.mx.y = position.b + delta.b + dimension.b / 2
switch (base.wall.side) {
case FRONT:
case BACK:
base.mx.x = position.a + delta.a * cos(base.wall.rotationY) + dimension.a / 2
break
case LEFT:
case RIGHT:
base.mx.z = position.a + delta.a * sin(base.wall.rotationY) + dimension.a / 2
break
}
console.log( sin(base.wall.rotationY), cos(base.wall.rotationY) )
if (editor.permissions.resize) {
Scenery.resize.move_dots()
}
}
function up (e, cursor){
if (! dragging || ! oldState) return
if (moved) {
UndoStack.push({
type: 'update-scenery',
undo: oldState,
redo: base.serialize(),
})
// TODO: watch individual scenery object here
Minotaur.watch( app.router.editorView.settings )
}
dragging = moved = false
oldState = null
document.body.classList.remove("dragging")
}
function switch_wall (e, target, cursor){
if (! dragging) return
if (target.wall.id == base.wall.id) return
var old_wall_side = base.wall.side
var wall_group = old_wall_side | target.wall.side
var new_bounds = target.wall.surface.bounds_at_index_with_dimensions(target.index || 0, dimension)
if (! new_bounds) return
base.wall = target.wall
base.bounds = bounds = new_bounds
position.a = bounds.x.midpoint() - dimension.a / 2
if (old_wall_side !== target.wall.side && wall_group !== FRONT_BACK && wall_group !== LEFT_RIGHT) {
switch (old_wall_side) {
case FRONT:
position.a = bounds.x.a + dimension.a / 2
break
case BACK:
position.a = bounds.x.b - dimension.a / 2
break
case LEFT:
position.a = bounds.x.a + dimension.a / 2
break
case RIGHT:
position.a = bounds.x.b - dimension.a / 2
break
}
}
var mx_delta = base.wall.positionToMx( position, dimension )
base.mx.move(mx_delta)
if (editor.permissions.resize) {
Scenery.resize.rotate_dots()
Scenery.resize.move_dots()
}
cursor.x.a = cursor.x.b
//var delta = cursor.delta()
drag(e, cursor)
}
return this
}
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