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@ -1937,34 +1937,51 @@ Graph3d.prototype._onMouseDown = function(event) { |
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Graph3d.prototype._onMouseMove = function (event) { |
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Graph3d.prototype._onMouseMove = function (event) { |
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event = event || window.event; |
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event = event || window.event; |
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// calculate change in mouse position
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var diffX = parseFloat(getMouseX(event)) - this.startMouseX; |
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var diffY = parseFloat(getMouseY(event)) - this.startMouseY; |
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// move with ctrl or rotate by other
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if (event && event.ctrlKey === true) { |
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// calculate change in mouse position
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var camera = this.camera, |
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offset = camera.getOffset(); |
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var diffX = parseFloat(getMouseX(event)) - this.startMouseX; |
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var diffY = parseFloat(getMouseY(event)) - this.startMouseY; |
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var horizontalNew = this.startArmRotation.horizontal + diffX / 200; |
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var verticalNew = this.startArmRotation.vertical + diffY / 200; |
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var scale = this.frame.clientWidth * 0.6; |
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var snapAngle = 4; // degrees
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var snapValue = Math.sin(snapAngle / 360 * 2 * Math.PI); |
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var offXNew = offset.x - ((diffX / scale) * this.camera.armLength) * 0.1; |
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var offYNew = offset.y + ((diffY / scale) * this.camera.armLength) * 0.1; |
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// snap horizontally to nice angles at 0pi, 0.5pi, 1pi, 1.5pi, etc...
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// the -0.001 is to take care that the vertical axis is always drawn at the left front corner
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if (Math.abs(Math.sin(horizontalNew)) < snapValue) { |
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horizontalNew = Math.round((horizontalNew / Math.PI)) * Math.PI - 0.001; |
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} |
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if (Math.abs(Math.cos(horizontalNew)) < snapValue) { |
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horizontalNew = (Math.round((horizontalNew/ Math.PI - 0.5)) + 0.5) * Math.PI - 0.001; |
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} |
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this.camera.setOffset(offXNew, offYNew); |
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} else { |
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// snap vertically to nice angles
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if (Math.abs(Math.sin(verticalNew)) < snapValue) { |
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verticalNew = Math.round((verticalNew / Math.PI)) * Math.PI; |
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} |
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if (Math.abs(Math.cos(verticalNew)) < snapValue) { |
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verticalNew = (Math.round((verticalNew/ Math.PI - 0.5)) + 0.5) * Math.PI; |
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// calculate change in mouse position
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var diffX = parseFloat(getMouseX(event)) - this.startMouseX; |
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var diffY = parseFloat(getMouseY(event)) - this.startMouseY; |
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var horizontalNew = this.startArmRotation.horizontal + diffX / 200; |
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var verticalNew = this.startArmRotation.vertical + diffY / 200; |
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var snapAngle = 4; // degrees
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var snapValue = Math.sin(snapAngle / 360 * 2 * Math.PI); |
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// snap horizontally to nice angles at 0pi, 0.5pi, 1pi, 1.5pi, etc...
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// the -0.001 is to take care that the vertical axis is always drawn at the left front corner
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if (Math.abs(Math.sin(horizontalNew)) < snapValue) { |
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horizontalNew = Math.round(horizontalNew / Math.PI) * Math.PI - 0.001; |
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} |
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if (Math.abs(Math.cos(horizontalNew)) < snapValue) { |
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horizontalNew = (Math.round(horizontalNew / Math.PI - 0.5) + 0.5) * Math.PI - 0.001; |
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} |
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// snap vertically to nice angles
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if (Math.abs(Math.sin(verticalNew)) < snapValue) { |
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verticalNew = Math.round(verticalNew / Math.PI) * Math.PI; |
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} |
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if (Math.abs(Math.cos(verticalNew)) < snapValue) { |
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verticalNew = (Math.round(verticalNew / Math.PI - 0.5) + 0.5) * Math.PI; |
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} |
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this.camera.setArmRotation(horizontalNew, verticalNew); |
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} |
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} |
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this.camera.setArmRotation(horizontalNew, verticalNew); |
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this.redraw(); |
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this.redraw(); |
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// fire a cameraPositionChange event
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// fire a cameraPositionChange event
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