From a8d7a4024901710934f22d2f5d0828a87fbb7a59 Mon Sep 17 00:00:00 2001 From: liabru Date: Sun, 4 May 2014 12:43:29 +0100 Subject: [PATCH] added scaling to Demo.views --- demo/js/Demo.js | 78 ++++++++++++++++++++++++++++++++++++------------- 1 file changed, 58 insertions(+), 20 deletions(-) diff --git a/demo/js/Demo.js b/demo/js/Demo.js index dd10dd4..31f9bbe 100644 --- a/demo/js/Demo.js +++ b/demo/js/Demo.js @@ -15,6 +15,7 @@ Vector = Matter.Vector, Vertices = Matter.Vertices, MouseConstraint = Matter.MouseConstraint, + Mouse = Matter.Mouse, Query = Matter.Query; // MatterTools aliases @@ -204,7 +205,7 @@ World.add(_world, stack); // get the centre of the viewport - var viewCentre = { + var viewportCentre = { x: _engine.render.options.width * 0.5, y: _engine.render.options.height * 0.5 }; @@ -215,26 +216,65 @@ _world.bounds.max.x = 1100; _world.bounds.max.y = 900; + // keep track of current bounds scale (view zoom) + var boundsScaleTarget = 1, + boundsScale = { + x: 1, + y: 1 + }; + // use the engine tick event to control our view _sceneEvents.push( - Events.on(_engine, 'tick', function() { + Events.on(_engine, 'beforeTick', function() { var world = _engine.world, mouse = _engine.input.mouse, - render = _engine.render; + render = _engine.render, + translate; - // get vector from mouse relative to centre of view - var mouseRelative = Vector.sub(mouse.position, mouse.offset), - deltaCentre = Vector.sub(mouseRelative, viewCentre); + // mouse wheel controls zoom + var scaleFactor = mouse.wheelDelta * -0.1; + if (scaleFactor !== 0) { + if ((scaleFactor < 0 && boundsScale.x >= 0.6) || (scaleFactor > 0 && boundsScale.x <= 1.4)) { + boundsScaleTarget += scaleFactor; + } + } - // only translate the view if mouse has moved 200px from the centre - if (Vector.magnitude(deltaCentre) > 200) { + // if scale has changed + if (Math.abs(boundsScale.x - boundsScaleTarget) > 0.01) { + // smoothly tween scale factor + scaleFactor = (boundsScaleTarget - boundsScale.x) * 0.2; + boundsScale.x += scaleFactor; + boundsScale.y += scaleFactor; - // create a vector to translate the view, allowing the user to control view speed - var translate = { - x: Math.pow(Math.abs(deltaCentre.x), 1.5) * 0.001 * Common.sign(deltaCentre.x), - y: Math.pow(Math.abs(deltaCentre.y), 1.5) * 0.001 * Common.sign(deltaCentre.y) + // scale the render bounds + render.bounds.max.x = render.bounds.min.x + render.options.width * boundsScale.x; + render.bounds.max.y = render.bounds.min.y + render.options.height * boundsScale.y; + + // translate so zoom is from centre of view + translate = { + x: render.options.width * scaleFactor * -0.5, + y: render.options.height * scaleFactor * -0.5 }; + Bounds.translate(render.bounds, translate); + + // update mouse + Mouse.setScale(mouse, boundsScale); + Mouse.setOffset(mouse, render.bounds.min); + } + + // get vector from mouse relative to centre of viewport + var deltaCentre = Vector.sub(mouse.absolute, viewportCentre), + centreDist = Vector.magnitude(deltaCentre); + + // translate the view if mouse has moved over 50px from the centre of viewport + if (centreDist > 50) { + // create a vector to translate the view, allowing the user to control view speed + var direction = Vector.normalise(deltaCentre), + speed = Math.min(10, Math.pow(centreDist - 50, 2) * 0.0002); + + translate = Vector.mult(direction, speed); + // prevent the view moving outside the world bounds if (render.bounds.min.x + translate.x < world.bounds.min.x) translate.x = world.bounds.min.x - render.bounds.min.x; @@ -248,11 +288,11 @@ if (render.bounds.max.y + translate.y > world.bounds.max.y) translate.y = world.bounds.max.y - render.bounds.max.y; + // move the view Bounds.translate(render.bounds, translate); - // we must update the mouse offset too - mouse.offset.x = render.bounds.min.x; - mouse.offset.y = render.bounds.min.y; + // we must update the mouse too + Mouse.setOffset(mouse, render.bounds.min); } }) ); @@ -1100,11 +1140,9 @@ // reset id pool Common._nextId = 0; - // reset mouse offset - if (_engine.input.mouse.offset) { - _engine.input.mouse.offset.x = 0; - _engine.input.mouse.offset.y = 0; - } + // reset mouse offset and scale (only required for Demo.views) + Mouse.setScale(_engine.input.mouse, { x: 1, y: 1 }); + Mouse.setOffset(_engine.input.mouse, { x: 0, y: 0 }); _engine.enableSleeping = false; _engine.world.gravity.y = 1;