change how indexing is tracked and updated

This commit is contained in:
Stewart Allen 2022-11-02 21:08:55 -04:00
commit 8e6ffdb259
3 changed files with 39 additions and 30 deletions

View file

@ -420,6 +420,9 @@ class Widget {
dx = bm.x + bd.x,
dy = bm.y + bd.y,
dz = bm.z;
if (this.track.indexed) {
dz += bd.z;
}
this.track.center = { dx, dy, dz };
// move mesh for each widget in group
if (!init) {
@ -435,6 +438,9 @@ class Widget {
* todo use new prototype.moveMesh()
*/
moveMesh(x, y, z) {
if (!(x || y || z)) {
return;
}
let gap = this.mesh.geometry.attributes.position,
pa = gap.array;
// center point array on 0,0,0
@ -458,15 +464,20 @@ class Widget {
}
setIndexed(z) {
this.track.indexed = z;
this.setTopZ(this.track.top);
if (z !== this.track.indexed) {
this.track.indexed = z;
this.center(false);
// api.platform.update_top_z();
this._updateMeshPosition();
}
}
setAxisIndex(deg) {
let rad = deg * (Math.PI / 180);
this.track.indexRad = rad;
this.mesh.rotation.x = -rad;
this.setTopZ(this.track.top);
if (rad !== this.track.indexRad) {
this.track.indexRad = rad;
this._updateMeshPosition();
}
}
/**
@ -486,20 +497,6 @@ class Widget {
}
// difference between top of stock/bounds and top of widget (cam mode)
track.tzoff = mbz - z;
if (track.indexed) {
let rad = track.indexRad;
let mz = track.box.d / 2;
let dx = Math.sin(rad) * mz;
let dy = mz - Math.cos(rad) * mz;
track.delta = {
x: 0,
y: -dx,
z: -(track.indexed / 2) + dy
};
} else {
track.delta = { x:0, y:0, z:0 };
this.mesh.rotation.x = 0;
}
this.modified |= (ltop !== z);
this._updateMeshPosition();
}
@ -538,19 +535,29 @@ class Widget {
_updateMeshPosition() {
let mesh = this.mesh,
track = this.track,
delta = track.delta || { x:0, y:0, z:0 },
tzoff = track.tzoff,
top = track.top,
tz = tzoff !== top ? -tzoff : 0,
pos = track.pos;
mesh.position.set(pos.x + delta.x, pos.y + delta.y, pos.z + delta.z + tz);
{ x, y, z } = track.pos;
if (track.indexed) {
let rad = track.indexRad;
let ln = track.box.d / 2;
let dx = Math.sin(rad) * ln;
let dy = ln - Math.cos(rad) * ln;
this.mesh.rotation.x = -rad;
z = 0;
} else {
this.mesh.rotation.x = 0;
z += tz;
}
mesh.position.set(x, y, z);
}
scale(x, y, z) {
this.group.forEach(w => {
w._scale(x, y, z);
});
this.center();
this.center(false);
}
_scale(x, y, z) {
@ -599,6 +606,7 @@ class Widget {
this.setModified();
}
// undo all accumulated rotations
unrotate() {
this.roto.reverse().forEach(m => {
this.mesh.geometry.applyMatrix4(m.clone().invert());