1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
|
Scenery.resize = new function(){
var base = this
var obj
var x, y, z, bounds
var dragging = false
var naturalDimension, dimension, position, scale
var oldState
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
naturalDimension = obj.naturalDimensions
dimension = obj.dimensions
position = new vec3(obj.mx.x, obj.mx.y, obj.mx.z)
scale = obj.mx.scale
oldState = obj.serialize()
document.body.classList.add("dragging")
}
function drag (e, cursor){
if (! dragging) return
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 width = cursor.x.magnitude()
var height = cursor.y.magnitude()
var mag = cursor.magnitude()
var old_width = dimension.a * scale
if (abs(width) > abs(height)) {
mag = x_sign * mag * sign(width)
}
else {
mag = y_sign * mag * sign(height)
}
obj.mx.scale = ( dimension.a + mag ) / naturalDimension.a // dimension.a // scale * (old_width + mag) / old_width
// console.log(scale, obj.mx.scale, dimension.a + mag, naturalDimension.a)
if (selected_dot.side & LEFT_RIGHT) {
obj.mx.x = position.a + cos(rotationY) * mag/2 * (x_sign)
obj.mx.z = position.c + sin(rotationY) * mag/2 * (x_sign)
}
if (selected_dot.side & TOP_BOTTOM) {
obj.mx.y = position.b - mag/2 * y_sign
}
base.move_dots()
}
function up (e, cursor){
dragging = false
selected_dot = null
if (! editor.permissions.resize) { return }
obj.scale = obj.mx.ops.scale = obj.mx.scale
obj.dimensions.assign(obj.naturalDimensions).mul(obj.scale)
UndoStack.push({
type: 'update-scenery',
undo: oldState,
redo: obj.serialize(),
})
// TODO: watch individual scenery object here
Minotaur.watch( app.router.editorView.settings )
document.body.classList.remove("dragging")
}
}
|