topical media & game development
graphic-o3d-samples-home-configurators-movetool.js / js
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A tool to move components around in the scene. Will constrain movement to
the ground plane.
Requires the picking Client 3d Utilities API.
function MoveTool(context, root) {
this.lastMove = null;
this.context = context;
this.root = root;
this.transformInfo = o3djs.picking.createTransformInfo(root, null);
this.movePlane = [0.0, 0.0, 1.0];
this.downPoint = null;
this.selectedObject = null;
}
/*
* transform_node : The shape's root node that should be moving.
* (the same node as would be found by our picking code)
*/
MoveTool.prototype.initializeWithShape = function(transform_node) {
this.transformInfo.update();
translation = g_math.matrix4.getTranslation(
transform_node.getUpdatedWorldMatrix());
this.downPoint = translation;
this.selectedObject = transform_node;
this.lastMove = null;
};
MoveTool.prototype.handleMouseDown = function(e) {
var worldRay = o3djs.picking.clientPositionToWorldRay(e.x,
e.y,
this.context,
g_client.width,
g_client.height);
this.transformInfo.update();
this.selectedObject = null;
var pickInfo = this.transformInfo.pick(worldRay);
if (pickInfo) {
pickedObject = pickInfo.shapeInfo.parent;
while (pickedObject.parent != null &&
pickedObject.parent.transform != this.root) {
pickedObject = pickedObject.parent;
}
this.selectedObject = pickedObject.transform;
}
if (this.selectedObject) {
this.downPoint = pickInfo.worldIntersectionPosition.slice(0, 3);
this.lastMove = null;
}
};
MoveTool.prototype.handleMouseUp = function(e) {
this.downPoint = null;
};
MoveTool.prototype.handleMouseMove = function(e) {
if (this.downPoint == null)
return;
if (this.selectedObject === null)
return;
var offset;
if (e.x !== undefined) {
// A o3d event
offset = { x: e.x, y: e.y };
} else {
// A JS event
e = e ? e : window.event;
elem = e.target ? e.target : e.srcElement;
// Check if the cursor is in the O3D area.
if (elem !== g_o3dElement) {
return;
}
offset = getRelativeCoordinates(e, elem);
}
var worldRay = o3djs.picking.clientPositionToWorldRay(offset.x,
offset.y,
this.context,
g_client.width,
g_client.height);
// Compute the offset from the start point.
var ray_dir = g_math.sub(worldRay.far, worldRay.near);
ray_dir = g_math.normalize(ray_dir);
var ray_dot_plane = g_math.dot(ray_dir, this.movePlane);
if (Math.abs(ray_dot_plane) < 0.001) {
return [0.0, 0.0, 0.0];
}
var plane_distance =
g_math.dot(this.downPoint, this.movePlane) -
g_math.dot(worldRay.near, this.movePlane);
t = plane_distance / ray_dot_plane;
move_position = g_math.add(
g_math.mul(ray_dir, t), worldRay.near);
var offset = g_math.sub(move_position, this.downPoint);
translation = offset;
if (this.lastMove != null) {
translation = g_math.sub(offset, this.lastMove);
}
this.lastMove = offset;
if (this.selectedObject) {
matrix = this.selectedObject.localMatrix;
transformation = g_math.matrix4.translation(translation);
matrix = g_math.mul(matrix, transformation);
this.selectedObject.localMatrix = matrix;
}
};
MoveTool.prototype.handleKeyDown = function(key) {
return false;
};
MoveTool.prototype.handleKeyUp = function(key) {
// TODO: We should really have a selection instead of this
// dual-use of the tool's last selected object.
if (key == DELETE || key == BACKSPACE) {
if (this.downPoint == null && this.selectedObject != null) {
this.selectedObject.setParent(null);
this.selectedObject = null;
return true;
}
}
return false;
};
(C) Æliens
20/2/2008
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