r3-legacy/src/game-lib-d3-input-editor.js

449 lines
12 KiB
JavaScript

/**
* Input parent class
* @param graphics GameLib.D3.Graphics
* @param apiInputEditor GameLib.D3.API.Input.Editor
* @param dom GameLib.DOM
* @constructor
*/
GameLib.D3.Input.Editor = function (
graphics,
apiInputEditor,
dom
) {
this.graphics = graphics;
this.graphics.isNotThreeThrow();
if (GameLib.Utils.UndefinedOrNull(apiInputEditor)) {
apiInputEditor = {};
}
GameLib.D3.API.Input.Editor.call(
this,
apiInputEditor.id,
apiInputEditor.name,
apiInputEditor.domElement,
apiInputEditor.domContainer,
apiInputEditor.editor,
apiInputEditor.camera,
apiInputEditor.widthOffset,
apiInputEditor.heightOffset,
apiInputEditor.containerWidthOffset,
apiInputEditor.containerHeightOffset,
apiInputEditor.selectDelayMs,
apiInputEditor.parentEntity
);
if (GameLib.Utils.UndefinedOrNull(dom)) {
console.warn('Cannot create window resize event without handle to the DOM');
dom = null;
// throw new Error('Cannot create Input without an handle to the DOM');
}
this.dom = dom;
if (this.domElement instanceof GameLib.API.DomElement) {
this.domElement = new GameLib.DomElement(
this.graphics,
this.domElement
)
}
if (this.domContainer instanceof GameLib.API.DomElement) {
this.domContainer = new GameLib.DomElement(
this.graphics,
this.domContainer
)
}
this.meshMoveMode = false;
this.meshMoveXMode = false;
this.meshMoveYMode = false;
this.meshMoveZMode = false;
/**
* We need new function pointers with scope bound to this so we can remove the
* window event handlers when we need to
* @type {function()}
*/
this.resize = this.onWindowResize.bind(this);
this.mouseMove = this.onMouseMove.bind(this);
this.mouseDown = this.onMouseDown.bind(this);
this.keyPress = this.onKeyPress.bind(this);
this.contextMenu = this.onContextMenu.bind(this);
this.raycaster = new GameLib.D3.Raycaster(
this.graphics
);
this.mouse = new GameLib.Mouse(
this.graphics
);
this.buildIdToObject();
this.instance = this.createInstance();
};
GameLib.D3.Input.Editor.prototype = Object.create(GameLib.D3.API.Input.Editor.prototype);
GameLib.D3.Input.Editor.prototype.constructor = GameLib.D3.Input.Editor;
GameLib.D3.Input.Editor.prototype.createInstance = function(update) {
var instance = null;
if (update) {
instance = this.instance;
instance.camera = this.camera.instance;
return instance;
} else {
instance = new THREE.EditorControls(
this.camera.instance,
this.domElement.instance
)
}
this.domElement.instance.addEventListener(
'mousemove',
this.mouseMove,
false
);
this.domElement.instance.addEventListener(
'contextmenu',
this.contextMenu,
false
);
this.domElement.instance.addEventListener(
'mousedown',
this.mouseDown,
false
);
this.domElement.instance.addEventListener(
'keydown',
this.keyPress,
false
);
//TODO : window resize
// this.dom.window.addEventListener(
// 'resize',
// this.resize,
// false
// );
return instance;
};
GameLib.D3.Input.Editor.prototype.updateInstance = function() {
this.instance = this.createInstance(true);
};
/**
* GameLib.D3.Input.Editor to GameLib.D3.API.Input.Editor
* @returns {GameLib.D3.API.Input.Editor}
*/
GameLib.D3.Input.Editor.prototype.toApiComponent = function() {
var apiInputEditor = new GameLib.D3.API.Input.Editor(
this.id,
this.name,
this.domElementId,
this.domContainerId,
GameLib.Utils.IdOrNull(this.editor),
GameLib.Utils.IdOrNull(this.camera),
this.widthOffset,
this.heightOffset,
this.containerWidthOffset,
this.containerHeightOffset,
this.selectDelayMs,
GameLib.Utils.IdOrNull(this.parentEntity)
);
return apiInputEditor;
};
GameLib.D3.Input.Editor.FromObjectComponent = function(graphics, objectComponent) {
var apiInputEditor = GameLib.D3.API.Input.Editor.FromObjectComponent(objectComponent);
return new GameLib.D3.Input.Editor(
graphics,
apiInputEditor
);
};
GameLib.D3.Input.Editor.prototype.onWindowResize = function() {
this.domContainer.instance.style.height = (this.window.innerHeight - this.containerHeightOffset) + 'px';
this.domContainer.instance.style.width = (this.window.innerWidth - this.containerWidthOffset) + 'px';
var width = this.window.innerWidth - this.widthOffset;
var height = this.window.innerHeight - this.heightOffset;
//TODO: map the relative viewport sizes and offsets with the size differences
this.editor.viewports.map(
function(viewport) {
viewport.width = width;
viewport.height = height;
viewport.updateInstance();
}
);
this.editor.game.viewports.map(
function(viewport) {
viewport.width = width;
viewport.height = height;
viewport.updateInstance();
}
);
//
// this.scene.cameras[this.scene.activeCameraIndex].aspect = () / window.innerHeight;
// this.scene.cameras[this.scene.activeCameraIndex].updateInstance();
//
// this.scene.renderers[this.scene.activeRendererIndex].width = window.innerWidth - 400;
// this.scene.renderers[this.scene.activeRendererIndex].height = window.innerHeight;
// this.scene.renderers[this.scene.activeRendererIndex].updateInstance();
};
/**
* Keypress events
* @param event
*/
GameLib.D3.Input.Editor.prototype.onKeyPress = function(event) {
if (event.code == "KeyQ") {
this.editor.allSelected = !this.editor.allSelected;
this.editor.selectedObjects = [];
if (this.editor.allSelected) {
for (var property in this.editor.idToObject) {
if (this.editor.idToObject.hasOwnProperty(property)) {
this.editor.selectedObjects.push(
new GameLib.D3.SelectedObject(
this.graphics,
this.editor.idToObject(property)
)
)
}
}
}
if (this.editor.onSelectionChanged) {
this.editor.onSelectionChanged(this.editor);
}
}
if (event.code == 'KeyG') {
if (!this.meshMoveMode) {
console.log('move mode');
this.meshMoveMode = true;
}
}
if (event.code == 'KeyX') {
if (this.meshMoveMode) {
console.log('move along x');
this.meshMoveXMode = true;
this.meshMoveYMode = false;
this.meshMoveZMode = false;
}
}
if (event.code == 'KeyY') {
if (this.meshMoveMode) {
console.log('move along y');
this.meshMoveXMode = false;
this.meshMoveYMode = true;
this.meshMoveZMode = false;
}
}
if (event.code == 'KeyZ') {
if (this.meshMoveMode) {
console.log('move along z');
this.meshMoveXMode = false;
this.meshMoveYMode = false;
this.meshMoveZMode = true;
}
}
if (event.code == 'Escape') {
if (this.meshMoveMode) {
this.meshMoveMode = false;
console.log('TODO: implement restore positions');
}
}
if (event.code == 'Enter') {
if (this.meshMoveMode) {
this.meshMoveMode = false;
console.log('TODO: implement apply positions');
}
}
};
/**
* Mouse click events
* @param event
* @returns {boolean}
*/
GameLib.D3.Input.Editor.prototype.onMouseDown = function(event) {
if (event.button == 2) {
event.cancelBubble = true;
event.preventDefault();
if (event.stopPropagation) {
event.stopPropagation();
}
var meshes = [];
for (var property in this.editor.idToObject) {
if (this.editor.idToObject.hasOwnProperty(property)) {
if (this.editor.idToObject[property] instanceof GameLib.D3.Mesh) {
meshes.push(this.editor.idToObject[property]);
}
}
}
var intersects = this.raycaster.getIntersectedObjects(meshes);
if (intersects.length > 0) {
var index = -1;
for (var s = 0; s < this.editor.selectedObjects.length; s++) {
if (this.editor.selectedObjects[s].object == intersects[0]) {
index = s;
break;
}
}
if (index == -1) {
/**
* The object is not selected, select it
*/
this.selectObject(intersects[0]);
} else {
/**
* De-select the objec
*/
var delta = Date.now() - this.editor.selectedObjects[index].lastUpdate;
if (delta > this.selectDelayMs) {
this.unselectObject(intersects[0]);
}
}
if (this.editor.onSelectionChanged) {
this.editor.onSelectionChanged(this.editor);
}
}
return false;
}
if (event.button == 0) {
if (this.meshMoveMode) {
this.meshMoveMode = false;
this.meshMoveXMode = false;
this.meshMoveYMode = false;
this.meshMoveZMode = false;
}
}
};
/**
* Mouse move events
* @param event
*/
GameLib.D3.Input.Editor.prototype.onMouseMove = function(event) {
var clientX = event.clientX - this.widthOffset;
this.mouse.x = ((clientX / (window.innerWidth - this.widthOffset))) * 2 - 1;
this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
this.raycaster.instance.setFromCamera(
this.mouse,
this.cameras[this.scene.activeCameraIndex].instance
);
if (this.meshMoveMode) {
var units = event.movementY;
if (this.meshMoveXMode) {
this.moveSelectedObjects('x', units);
}
if (this.meshMoveYMode) {
this.moveSelectedObjects('y', units);
}
if (this.meshMoveZMode) {
this.moveSelectedObjects('z', units);
}
}
};
/**
* Moves selected objects along an axis
* @param alongAxis
* @param units
*/
GameLib.D3.Input.Editor.prototype.moveSelectedObjects = function(alongAxis, units) {
for (var s = 0; s < this.editor.selectedObjects.length; s++) {
var object = this.editor.selectedObjects[s].object;
if (object.position) {
if (alongAxis == 'x') {
object.position.x += units;
}
if (alongAxis == 'y') {
object.position.y += units;
}
if (alongAxis == 'z') {
object.position.z += units;
}
if (object.updateInstance) {
object.updateInstance();
}
}
}
};
/**
* Prevent Context Menu creation
* @param event
* @returns {boolean}
*/
GameLib.D3.Input.Editor.prototype.onContextMenu = function(event){
if (event.stopPropagation) {
event.stopPropagation();
}
if (event.preventDefault) {
event.preventDefault();
}
event.cancelBubble = true;
return false;
};
GameLib.D3.Input.Editor.prototype.update = function(deltaTime) {
return;
};