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graphic-o3d-samples-home-configurators-rotatetool.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 RotateTool(context, root) {
    this.downPoint = null;
    this.lastRotation = 0;
    this.context = context;
    this.selectedObject = null;
    this.root = root;
    this.transformInfo = o3djs.picking.createTransformInfo(root, null);
    this.rotateAxis = [0.0, 0.0, 1.0];
    this.rotateCenter = null;
  }
  
  RotateTool.prototype.handleMouseDown = function(e) {
    this.downPoint = { x: e.x, y: e.y };
    var window_width = g_client.width;
    var window_height = g_client.height;
    var worldRay = o3djs.picking.clientPositionToWorldRay(this.downPoint.x,
                                                          this.downPoint.y,
                                                          this.context,
                                                          window_width,
                                                          window_height);
    this.transformInfo.update();
    var pickInfo = this.transformInfo.pick(worldRay);
    if (pickInfo) {
      pickedObject = pickInfo.shapeInfo.parent;
      while (pickedObject.parent != null &&
             pickedObject.parent.transform != this.root) {
        dump(pickedObject.transform.name + '\n');
        pickedObject = pickedObject.parent;
      }
      this.selectedObject = pickedObject.transform;
    } else {
      this.selectedObject = null;
    }
    if (this.selectedObject) {
      dump(this.selectedObject.name + '\n');
      this.lastRotation = 0.0;
    } else {
      this.downPoint = null;
    }
  };
  
  RotateTool.prototype.handleMouseUp = function(e) {
    this.downPoint = null;
    this.selectedObject = null;
  };
  
  RotateTool.prototype.handleMouseMove = function(e) {
    if (this.downPoint == null)
      return;
  
    if (e.x === undefined)
      return;
  
    offset = this.downPoint.x - e.x;
    radian_rotation = -10.0 * Math.round(offset / 10.0) * (Math.PI / 180.0);
  
    relative_rotation = radian_rotation - this.lastRotation;
    this.lastRotation = radian_rotation;
  
    if (relative_rotation != 0 && this.selectedObject) {
      matrix = this.selectedObject.localMatrix;
      transformation = g_math.matrix4.axisRotation(this.rotateAxis,
                                                   relative_rotation);
      matrix = g_math.mul(transformation, matrix);
      this.selectedObject.localMatrix = matrix;
    }
  };
  
  RotateTool.prototype.handleKeyDown = function(e) {
    return false;
  };
  
  RotateTool.prototype.handleKeyUp = function(e) {
    return false;
  };
  


(C) Æliens 20/2/2008

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