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author | Christian Klinger | 2016-08-05 12:06:50 +0200 |
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committer | Christian Klinger | 2016-08-05 12:06:50 +0200 |
commit | 5773e599f142ea1b1106dbdbda219dfb14986878 (patch) | |
tree | 8986f3cba65b12cbd5450d5dcd34b32ffea735d1 /modules-available/roomplanner/js/lib | |
parent | added jqueryui module (diff) | |
download | slx-admin-5773e599f142ea1b1106dbdbda219dfb14986878.tar.gz slx-admin-5773e599f142ea1b1106dbdbda219dfb14986878.tar.xz slx-admin-5773e599f142ea1b1106dbdbda219dfb14986878.zip |
grobe Integration vom Raumplaner.
Diffstat (limited to 'modules-available/roomplanner/js/lib')
-rw-r--r-- | modules-available/roomplanner/js/lib/jquery-collision.js | 394 | ||||
-rw-r--r-- | modules-available/roomplanner/js/lib/jquery-ui-draggable-collision.js | 826 |
2 files changed, 1220 insertions, 0 deletions
diff --git a/modules-available/roomplanner/js/lib/jquery-collision.js b/modules-available/roomplanner/js/lib/jquery-collision.js new file mode 100644 index 00000000..98e37882 --- /dev/null +++ b/modules-available/roomplanner/js/lib/jquery-collision.js @@ -0,0 +1,394 @@ +/* +Copyright (c) 2011 Sean Cusack + +MIT-LICENSE: + +Permission is hereby granted, free of charge, to any person obtaining +a copy of this software and associated documentation files (the +"Software"), to deal in the Software without restriction, including +without limitation the rights to use, copy, modify, merge, publish, +distribute, sublicense, and/or sell copies of the Software, and to +permit persons to whom the Software is furnished to do so, subject to +the following conditions: + +The above copyright notice and this permission notice shall be +included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND +NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE +LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION +OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +*/ + +(function($){ + + // + // Private classes + // + + function CollisionCoords( proto, containment ) + { + if( ! proto ) + { + // default if nothing else: + this.x1 = this.y1 = this.x2 = this.y2 = 0; + this.proto = null; + } + else if( "offset" in proto ) + { + // used to grab stuff from a jquery object + // if it has collision-coordinates data, use that + // otherwise just pull in the offset + + var d = proto.data("jquery-collision-coordinates"); + if( d ) + { + this.x1 = d.x1; + this.y1 = d.y1; + this.x2 = d.x2; + this.y2 = d.y2; + } + else if( containment && containment.length && containment.length >= 4 ) + { + this.x1 = containment[0]; + this.y1 = containment[1]; + this.x2 = containment[2]+proto.outerWidth(true); + this.y2 = containment[3]+proto.outerHeight(true); + } + else if( proto.parent().length <= 0 ) + { + this.x1 = parseInt(proto.css("left" )) || 0; + this.y1 = parseInt(proto.css("top" )) || 0; + this.x2 = parseInt(proto.css("width" )) || 0; + this.y2 = parseInt(proto.css("height")) || 0; + this.x2 += this.x1; + this.x2 += (parseInt(proto.css("margin-left"))||0) + (parseInt(proto.css("border-left"))||0) + (parseInt(proto.css("padding-left"))||0) + + (parseInt(proto.css("padding-right"))||0) + (parseInt(proto.css("border-right"))||0) + (parseInt(proto.css("margin-right"))||0); + this.y2 += this.y1; + this.y2 += (parseInt(proto.css("margin-top"))||0) + (parseInt(proto.css("border-top"))||0) + (parseInt(proto.css("padding-top"))||0) + + (parseInt(proto.css("padding-bottom"))||0) + (parseInt(proto.css("border-bottom"))||0) + (parseInt(proto.css("margin-bottom"))||0); + } + else + { + var o = proto.offset(); + this.x1 = o.left - (parseInt(proto.css("margin-left"))||0); // not also border -- offset starts from inside margin but outside border + this.y1 = o.top - (parseInt(proto.css("margin-top" ))||0); // not also border -- offset starts from inside margin but outside border + this.x2 = this.x1 + proto.outerWidth(true); + this.y2 = this.y1 + proto.outerHeight(true); + } + this.proto = proto; + } + else if( "x1" in proto ) + { + // used to effectively "clone" + this.x1 = proto.x1; + this.y1 = proto.y1; + this.x2 = proto.x2; + this.y2 = proto.y2; + this.proto = proto; + } + + if( "dir" in proto ) + { + this.dir = proto.dir; + } + } + + CollisionCoords.prototype.innerContainer = function() + { + var clone = new CollisionCoords( this ); + if( this.proto["css"] ) + { + clone.x1 += parseInt( this.proto.css( "margin-left" ) ) || 0; + clone.x1 += parseInt( this.proto.css( "border-left" ) ) || 0; + clone.x1 += parseInt( this.proto.css("padding-left" ) ) || 0; + clone.x2 -= parseInt( this.proto.css("padding-right" ) ) || 0; + clone.x2 -= parseInt( this.proto.css( "border-right" ) ) || 0; + clone.x2 -= parseInt( this.proto.css( "margin-right" ) ) || 0; + clone.y1 += parseInt( this.proto.css( "margin-top" ) ) || 0; + clone.y1 += parseInt( this.proto.css( "border-top" ) ) || 0; + clone.y1 += parseInt( this.proto.css("padding-top" ) ) || 0; + clone.y2 -= parseInt( this.proto.css("padding-bottom") ) || 0; + clone.y2 -= parseInt( this.proto.css( "border-bottom") ) || 0; + clone.y2 -= parseInt( this.proto.css( "margin-bottom") ) || 0; + } + return clone; + } + + CollisionCoords.prototype.move = function( dx, dy ) + { + this.x1 += dx; + this.x2 += dx; + this.y1 += dy; + this.y2 += dy; + return this; + }; + + CollisionCoords.prototype.update = function( obj ) + { + if( "x1" in obj ) this.x1 = obj["x1"]; + if( "x2" in obj ) this.x1 = obj["x2"]; + if( "y1" in obj ) this.x1 = obj["y1"]; + if( "y2" in obj ) this.x1 = obj["y2"]; + if( "left" in obj ) + { + var w = this.x2-this.x1; + this.x1 = obj["left"]; + this.x2 = this.x1 + w; + } + if( "top" in obj ) + { + var h = this.y2-this.y1; + this.y1 = obj["top"]; + this.y2 = this.y1 + h; + } + if( "offset" in obj ) + { + var o = obj.offset(); + this.update( o ); + this.x2 = this.x1 + obj.width(); + this.y2 = this.y1 + obj.height(); + } + if( "dir" in obj ) this.x1 = obj["dir"]; + return this; + }; + + CollisionCoords.prototype.width = function() { return ( this.x2 - this.x1 ); }; + CollisionCoords.prototype.height = function() { return ( this.y2 - this.y1 ); }; + CollisionCoords.prototype.centerx = function() { return ( this.x1 + this.x2 ) / 2; }; + CollisionCoords.prototype.centery = function() { return ( this.y1 + this.y2 ) / 2; }; + + + CollisionCoords.prototype.toString = function() + { + return ( this.proto["get"] ? "#"+this.proto.get(0).id : "" ) + "["+[this.x1,this.y1,this.x2,this.y2].join(",")+"]"; + }; + + // the big mistake in a lot of collision-detectors, + // make floating-point arithmetic work for you, not against you: + CollisionCoords.EPSILON = 0.001; + + CollisionCoords.prototype.containsPoint = function( x, y, inclusive ) + { + if( ! inclusive ) inclusive = false; + var epsilon = ( inclusive ? -1 : +1 ) * CollisionCoords.EPSILON; + if( ( x > ( this.x1 + epsilon ) && x < ( this.x2 - epsilon ) ) && + ( y > ( this.y1 + epsilon ) && y < ( this.y2 - epsilon ) ) ) + return true; + else + return false; + }; + + CollisionCoords.prototype.overlaps = function( other, inclusive ) + { + var hit = this._overlaps( other, inclusive ); + if( hit.length > 0 ) return hit; + hit = other._overlaps( this, inclusive ); + if( hit.length > 0 ) + { + hit[0].dir = hit[0].dir == "Inside" ? "Outside" : + hit[0].dir == "Outside" ? "Inside" : + hit[0].dir == "N" ? "S" : + hit[0].dir == "S" ? "N" : + hit[0].dir == "W" ? "E" : + hit[0].dir == "E" ? "W" : + hit[0].dir == "NE" ? "SW" : + hit[0].dir == "SW" ? "NE" : + hit[0].dir == "SE" ? "NW" : + hit[0].dir == "NW" ? "SE" : + undefined; + } + return hit || []; + } + + CollisionCoords.prototype._overlaps = function( other, inclusive ) + { + var c1 = other; + var c2 = this; + if( ! inclusive ) inclusive = false; + var ax = c1.centerx(); + var ay = c1.centery(); + // nine points to check whether they're in e2: e1's four corners, e1's center-sides, and e1's center + // if center of e1 is within e2, there's some kind of total inclusion + var points = [ [c1.x1,c1.y1,"SE"], [c1.x2,c1.y1,"SW"], [c1.x2,c1.y2,"NW"], [c1.x1,c1.y2,"NE"], [ax,c1.y1,"S"], [c1.x2,ay,"W"], [ax,c1.y2,"N"], [c1.x1,ay,"E"], [ax,ay,undefined] ]; + var hit = null; + var dirs = { NW:false, N:false, NE:false, E:false, SE:false, S:false, SW:false, W:false }; + for( var i=0; i<points.length; i++ ) + { + if( this.containsPoint( points[i][0], points[i][1], inclusive ) ) + { + if( points[i][2] ) dirs[points[i][2]] = true; + if( hit ) continue; // don't need to make another one - it'll be the same anyways // + hit = [ new CollisionCoords( { x1: Math.max(c1.x1,c2.x1), y1: Math.max(c1.y1,c2.y1), + x2: Math.min(c1.x2,c2.x2), y2: Math.min(c1.y2,c2.y2), dir: points[i][2] } ) ]; + } + } + if( hit ) + { + if( dirs["NW"] && dirs["NE"] ) hit[0].dir = "N"; + if( dirs["NE"] && dirs["SE"] ) hit[0].dir = "E"; + if( dirs["SE"] && dirs["SW"] ) hit[0].dir = "S"; + if( dirs["SW"] && dirs["NW"] ) hit[0].dir = "W"; + if( dirs["NW"] && dirs["NE"] && + dirs["SE"] && dirs["SW"] ) hit[0].dir = "Outside"; + if( !dirs["NW"] && !dirs["NE"] && + !dirs["SE"] && !dirs["SW"] && + !dirs["N"] && !dirs["E"] && + !dirs["S"] && !dirs["W"] ) hit[0].dir = "Inside"; + } + return hit || []; + }; + + CollisionCoords.prototype._protrusion = function( area, dir, list ) + { + var o = this.overlaps( new CollisionCoords( area ), false ); + if( o.length <= 0 ) return list; + o[0].dir = dir; + list.push( o[0] ); + return list; + }; + + CollisionCoords.prototype.protrusions = function( container ) + { + var list = []; + var n = Number.NEGATIVE_INFINITY; + var p = Number.POSITIVE_INFINITY; + var l = container.x1; + var r = container.x2; + var t = container.y1; + var b = container.y2; + list = this._protrusion( { x1:l, y1:n, x2:r, y2:t }, "N" , list ); + list = this._protrusion( { x1:r, y1:n, x2:p, y2:t }, "NE", list ); + list = this._protrusion( { x1:r, y1:t, x2:p, y2:b }, "E" , list ); + list = this._protrusion( { x1:r, y1:b, x2:p, y2:p }, "SE", list ); + list = this._protrusion( { x1:l, y1:b, x2:r, y2:p }, "S" , list ); + list = this._protrusion( { x1:n, y1:b, x2:l, y2:p }, "SW", list ); + list = this._protrusion( { x1:n, y1:t, x2:l, y2:b }, "W" , list ); + list = this._protrusion( { x1:n, y1:n, x2:l, y2:t }, "NW", list ); + return list; + }; + + function Collision( targetNode, obstacleNode, overlapCoords, overlapType ) + { + this.target = targetNode; + this.obstacle = obstacleNode; + this.overlap = overlapCoords; + this.overlapType = overlapType; + } + + Collision.prototype.distance = function( other ) + { + var tc = c.target; + var oc = c.overlap; + return Math.sqrt( (tc.centerx()-oc.centerx())*(tc.centerx()-oc.centerx()) + + (tc.centery()-oc.centery())*(tc.centery()-oc.centery()) ); + } + + function CollisionFactory( targets, obstacles, containment ) + { + this.targets = targets; + this.obstacles = obstacles; + this.collisions = null; + this.cache = null; + if( containment ) this.containment = containment; + else this.containment = null; + } + + CollisionFactory.prototype.getCollisions = function( overlapType ) + { + if( this.collisions !== null ) return this.collisions; + this.cache = {}; + this.collisions = []; + // note: doesn't do any dup-detection, so if you ask if something collides with + // itself, it will! + if( ! overlapType ) overlapType = "collision"; + if( overlapType != "collision" && overlapType != "protrusion" ) return []; + var c = []; + var t = this.targets; + var o = this.obstacles; + for( var ti=0; ti<t.length; ti++ ) + { + var tc = t[ti]; + for( var oi=0; oi<o.length; oi++ ) + { + var oc = o[oi]; + var ol = ( (overlapType=="collision") ? tc.overlaps( oc ) : tc.protrusions( oc.innerContainer() ) ); + for( var oli=0; oli<ol.length; oli++ ) + { + c.push( new Collision( t[ti], o[oi], ol[oli], overlapType ) ); + } + } + } + this.collisions = c; + return c; + }; + + // + // Setup + // + + function makeCoordsArray( j ) + { + return $(j).get().map(function(e,i,a){ return new CollisionCoords( $(e) ); }); + } + + function combineQueries( array ) + { + var j = $(); + for( var i=0; i<array.length; i++ ) + { + j=j.add( array[i] ); + } + return j; + } + + $.fn.collision = function( selector, options ) + { + if( ! options ) options = {}; + var mode = "collision"; + var as = null; + var cd = null; + var od = null; + var dd = null; + var rel = "body"; // can be "body" (default), "collider", "obstacle", or a selector + if( options.mode == "protrusion" ) mode = options.mode; + if( options.as ) as = options.as; + if( options.colliderData ) cd = options.colliderData; + if( options.obstacleData ) od = options.obstacleData; + if( options.directionData ) dd = options.directionData; + if( options.relative ) rel = options.relative; + var cf = new CollisionFactory( makeCoordsArray(this), makeCoordsArray(selector) ); + var ov = cf.getCollisions( mode ); + var array; + // if no "as", then just the jquery object that we collided with + // but if there's as="<div/>", then make div's out of the overlaps + if( ! as ) array = $.map( ov, function(e,i,a){ return e.obstacle.proto; } ); + else array = $.map( ov, function(e,i,a){ var xoff = e.overlap.x1; + var yoff = e.overlap.y1; + if( rel && rel != "body" ) + { + var r = rel == "collider" ? $(e.target.proto) : + rel == "obstacle" ? $(e.obstacle.proto) : + $(rel); + if( r.length>0 ) + { + var roff = r.offset(); + xoff -= roff.left; + yoff -= roff.top; + } + } + var c = $(as).offset( { left: xoff, top: yoff } ) + .width( e.overlap.width() ) + .height( e.overlap.height() ); + if( cd ) c.data(cd, $(e.target.proto)); + if( od ) c.data(od, $(e.obstacle.proto)); + if( dd && e.overlap.dir ) c.data(dd, e.overlap.dir); + return c; + } ); + return combineQueries( array ); + }; + +})(jQuery); diff --git a/modules-available/roomplanner/js/lib/jquery-ui-draggable-collision.js b/modules-available/roomplanner/js/lib/jquery-ui-draggable-collision.js new file mode 100644 index 00000000..3ef553b1 --- /dev/null +++ b/modules-available/roomplanner/js/lib/jquery-ui-draggable-collision.js @@ -0,0 +1,826 @@ +/* +Copyright (c) 2014 Djuri Baars +Copyright (c) 2011 Sean Cusack + +MIT-LICENSE: + +Permission is hereby granted, free of charge, to any person obtaining +a copy of this software and associated documentation files (the +"Software"), to deal in the Software without restriction, including +without limitation the rights to use, copy, modify, merge, publish, +distribute, sublicense, and/or sell copies of the Software, and to +permit persons to whom the Software is furnished to do so, subject to +the following conditions: + +The above copyright notice and this permission notice shall be +included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND +NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE +LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION +OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +*/ + +(function($){ + // Default settings + var DEBUG = false; + var VISUAL_DEBUG = DEBUG; + + $.ui.draggable.prototype.options.obstacle = ".ui-draggable-collision-obstacle"; + $.ui.draggable.prototype.options.restraint = ".ui-draggable-collision-restraint"; + $.ui.draggable.prototype.options.collider = ".ui-draggable-dragging"; + $.ui.draggable.prototype.options.colliderData = null; + $.ui.draggable.prototype.options.obstacleData = null; + $.ui.draggable.prototype.options.directionData = null; + $.ui.draggable.prototype.options.relative = "body"; + $.ui.draggable.prototype.options.preventCollision = false; + $.ui.draggable.prototype.options.preventProtrusion = false; + $.ui.draggable.prototype.options.collisionVisualDebug = false; + $.ui.draggable.prototype.options.multipleCollisionInteractions = []; + + // Plugin setup + $.ui.plugin.add( "draggable", "obstacle", { + create: function(event,ui){ handleInit .call( this, event, ui ); }, + start: function(event,ui){ handleStart .call( this, event, ui ); } , + drag: function(event,ui){ return handleCollide.call( this, event, ui ); } , + stop: function(event,ui){ handleCollide.call( this, event, ui ); + handleStop .call( this, event, ui ); } + }); + + // NOTE: the "handleCollide" function must do all collision and protrusion detection at once, in order for the + // simultaneous prevention cases to work properly, so basically, if you ask for both, the obstacle events + // will occur first (and do both), and then these will trigger, see that they have an obstacle, and not + // do anything a second time + $.ui.plugin.add( "draggable", "restraint", { + create: function(event,ui){ handleInit .call( this, event, ui ); }, + start: function(event,ui){ if( ! $(this).data("ui-draggable").options.obstacle ) // if there are obstacles, we already handled both + { + handleStart .call( this, event, ui ); + } + } , + drag: function(event,ui){ if( ! $(this).data("ui-draggable").options.obstacle ) // if there are obstacles, we already handled both + { + return handleCollide.call( this, event, ui ); + } + } , + stop: function(event,ui){ if( ! $(this).data("ui-draggable").options.obstacle ) // if there are obstacles, we already handled both + { + handleCollide.call( this, event, ui ); + handleStop .call( this, event, ui ); + } + } + }); + + // Likewise, if we already have an obstacle or restraint, we've done it all, so don't repeat + $.ui.plugin.add( "draggable", "multipleCollisionInteractions", { + create: function(event,ui){ handleInit .call( this, event, ui ); }, + start: function(event,ui){ if( ! $(this).data("ui-draggable").options.obstacle && + ! $(this).data("ui-draggable").options.restraint ) + { + handleStart .call( this, event, ui ); + } + } , + drag: function(event,ui){ if( ! $(this).data("ui-draggable").options.obstacle && + ! $(this).data("ui-draggable").options.restraint ) + { + return handleCollide.call( this, event, ui ); + } + } , + stop: function(event,ui){ if( ! $(this).data("ui-draggable").options.obstacle && + ! $(this).data("ui-draggable").options.restraint ) + { + handleCollide.call( this, event, ui ); + handleStop .call( this, event, ui ); + } + } + }); + + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // + // Private Classes + // + + //////////// + // EVENTS // + //////////// + + function CollisionEvent( eventType, collider, obstacle, collisionType, collision ) + { + jQuery.Event.call( this, eventType ); + this.collider = collider; + this.obstacle = obstacle; + this.collisionType = collisionType; + this.collision = collision; + } + + CollisionEvent.prototype = new $.Event( "" ); + + function CollisionCheckEvent( eventType, collider, obstacle, collisionType ) + { + jQuery.Event.call( this, eventType ); + this.collider = collider; + this.obstacle = obstacle; + this.collisionType = collisionType; + } + + CollisionCheckEvent.prototype = new $.Event( "" ); + + ////////////////////// + // COORDINATE CLASS // + ////////////////////// + + function Coords( x1, y1, x2, y2 ) + { + this.x1 = x1; + this.y1 = y1; + this.x2 = x2; + this.y2 = y2; + } + + Coords.prototype.width = function() { return (this.x2-this.x1); }; + Coords.prototype.height = function() { return (this.y2+this.y1); }; + Coords.prototype.centerx = function() { return (this.x1+this.x2)/2; }; + Coords.prototype.centery = function() { return (this.y1+this.y2)/2; }; + Coords.prototype.area = function() { return this.width()*this.height(); }; + Coords.prototype.hash = function() { return "["+[this.x1,this.y1,this.x2,this.y2].join(",")+"]"; }; + Coords.prototype.distance = function(c) + { + return this.distanceTo( c.centerx(), c.centery() ); + }; + + Coords.prototype.distanceTo = function(x,y) + { + var dx = this.centerx()-x; + var dy = this.centerx()-y; + return Math.sqrt( dx*dx + dy*dy ); + }; + + ///////////////////////////////// + // COORDINATE HELPER FUNCTIONS // + ///////////////////////////////// + + // create a box with the same total area, centered at center of gravity + function centerGravity( coordsList ) + { + if( coordsList.length <= 0 ) return null; + var wsumx = 0; + var wsumy = 0; + var suma = 0; + for( var i = 0; i < coordsList.length; i++ ) + { + suma += coordsList[i].area(); + wsumx += coordsList[i].centerx() * coordsList[i].area(); + wsumy += coordsList[i].centery() * coordsList[i].area(); + } + var d = Math.sqrt( suma ); // dimension of square (both w and h) + return new Coords( (wsumx/suma) - d/2, (wsumy/suma) - d/2, (wsumx/suma) + d/2, (wsumy/suma) + d/2 ); + } + + // convert a jq object into a Coords object, handling all the nice-n-messy offsets and margins and crud + function jq2Coords( jq, dx, dy ) + { + var x1,y1, x2, y2; + + if( !dx ) dx=0; + if( !dy ) dy=0; + if( jq.parent().length > 0 ) + { + x1 = dx + jq.offset().left - (parseInt(jq.css("margin-left"))||0); + y1 = dy + jq.offset().top - (parseInt(jq.css("margin-top" ))||0); + x2 = x1 + jq.outerWidth( true); + y2 = y1 + jq.outerHeight(true); + } else { + x1 = dx + parseInt(jq.css("left" )) || 0; + y1 = dy + parseInt(jq.css("top" )) || 0; + x2 = x1 + parseInt(jq.css("width" )) || 0; + y2 = y1 + parseInt(jq.css("height")) || 0; + x2 += (parseInt(jq.css("margin-left"))||0) + (parseInt(jq.css("border-left"))||0) + (parseInt(jq.css("padding-left"))||0) + + (parseInt(jq.css("padding-right"))||0) + (parseInt(jq.css("border-right"))||0) + (parseInt(jq.css("margin-right"))||0); + y2 += (parseInt(jq.css("margin-top"))||0) + (parseInt(jq.css("border-top"))||0) + (parseInt(jq.css("padding-top"))||0) + + (parseInt(jq.css("padding-bottom"))||0) + (parseInt(jq.css("border-bottom"))||0) + (parseInt(jq.css("margin-bottom"))||0); + + } + return new Coords( x1, y1, x2, y2 ); + } + + function jqList2CenterGravity( jqList, dx, dy ) + { + return centerGravity( jqList.toArray().map( function(e,i,a){ return jq2Coords($(e),dx,dy); } ) ); + } + + ///////////////////// + // COLLISION CLASS // + ///////////////////// + + function Collision( jq, cdata, odata, type, dx, dy, ddata, recentCenterOfGravity, mousex, mousey ) + { + if(!recentCenterOfGravity) recentCenterOfGravity=jqList2CenterGravity($(this.collider), dx, dy); + if(!dx) dx = 0; + if(!dy) dy = 0; + this.collision = $(jq ); + this.collider = $(jq.data(cdata)); + this.obstacle = $(jq.data(odata)); + this.direction = jq.data(ddata); + this.type = type; + this.dx = dx; + this.dy = dy; + this.centerOfMass = recentCenterOfGravity; + this.collisionCoords = jq2Coords( this.collision ); + this.colliderCoords = jq2Coords( this.collider, dx, dy ); + this.obstacleCoords = jq2Coords( this.obstacle ); + if(!mousex) mousex = this.colliderCoords.centerx(); + if(!mousey) mousex = this.colliderCoords.centery(); + this.mousex = mousex; + this.mousey = mousey; + } + + // amount "embedded" into obstacle in x-direction + // might be negative or zero if it doesn't make sense + // this is used with the delta calculation - if its <= 0, it'll get skipped + // dirx is -1 or +1, depending on which way we are orienting things (which way we want to move it) + // NOTE: originally, we were taking the collision area into account, but it's easier to recalc embed value + Collision.prototype.embedx = function( dirx ) + { + if( this.type == "collision" ) + { + if( dirx < 0 ) /* want to move left */ return this.colliderCoords.x2 - this.obstacleCoords.x1; + if( dirx > 0 ) /* want to move right */ return this.obstacleCoords.x2 - this.colliderCoords.x1; + } + else if( this.type == "protrusion" ) + { + // if we're embedded in a top/bottom edge, don't move left or right, silly: + if( ( this.direction == "N" ) || ( this.direction == "S" ) ) return 0; + + if( dirx < 0 ) /* want to move left */ return this.colliderCoords.x2 - this.obstacleCoords.x2; + if( dirx > 0 ) /* want to move right */ return this.obstacleCoords.x1 - this.colliderCoords.x1; + } + return 0; + }; + + // and ditto for y-direction + Collision.prototype.embedy = function( diry ) + { + if( this.type == "collision" ) + { + if( diry < 0 ) /* want to move up */ return this.colliderCoords.y2 - this.obstacleCoords.y1; + if( diry > 0 ) /* want to move down */ return this.obstacleCoords.y2 - this.colliderCoords.y1; + } + else if( this.type == "protrusion" ) + { + // if we're embedded in a left/right edge, don't move up or down, silly: + if( ( this.direction == "E" ) || ( this.direction == "W" ) ) return 0; + + if( diry < 0 ) /* want to move up */ return this.colliderCoords.y2 - this.obstacleCoords.y2; + if( diry > 0 ) /* want to move down */ return this.obstacleCoords.y1 - this.colliderCoords.y1; + } + return 0; + }; + + // distance from collision to recent center of mass, i.e. it used to be in one place, and we're dragging it + // to another, so the "overlap" of some collider happens a certain "distance" from the center of where stuff + // used to be... + Collision.prototype.distance = function() + { + var cx1 = this.centerOfMass.centerx(); + var cy1 = this.centerOfMass.centery(); + var cx2 = this.collisionCoords.centerx(); + var cy2 = this.collisionCoords.centery(); + return Math.sqrt( (cx2-cx1)*(cx2-cx1) + (cy2-cy1)*(cy2-cy1) ); + }; + + Collision.prototype.hash = function(){ return this.type+"["+this.colliderCoords.hash()+","+this.obstacleCoords.hash()+"]"; }; + + //////////////////////////////// + // COLLISION HELPER FUNCTIONS // + //////////////////////////////// + + // sort so that collisions closest to recent center of mass come first -- we need to resolve them in order + function collisionComparison(c1,c2) + { + var cd1 = c1.distance(); + var cd2 = c2.distance(); + return ( ( cd1 < cd2 ) ? -1 : ( cd1 > cd2 ) ? +1 : 0 ); + } + + /////////////////////// + // INTERACTION CLASS // + /////////////////////// + + function Interaction( draggable, options ) + { + this.draggable = $(draggable); + this.obstacleSelector = options.obstacle || ".ui-draggable-collision-obstacle" ; + this.restraintSelector = options.restraint || ".ui-draggable-collision-restraint" ; + this.obstacle = $(options.obstacle || ".ui-draggable-collision-obstacle" ); + this.restraint = $(options.restraint || ".ui-draggable-collision-restraint" ); + var collider = options.collider || ".ui-draggable-dragging" ; + this.collider = draggable.find( collider ).andSelf().filter( collider ); + this.colliderData = options.colliderData || null; + this.obstacleData = options.obstacleData || null; + this.directionData = options.directionData || null; + this.relative = options.relative || "body"; + this.preventCollision = options.preventCollision || false; + this.preventProtrusion = options.preventProtrusion || false; + this.collisions = $(); + this.protrusions = $(); + } + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + // + // Main handler functions + // + + function uiTrigger( _this, widget, eventName, event, ui ) + { + $.ui.plugin.call( widget, eventName, event, ui ); + _this.trigger( event, ui ); + } + + function handleInit( event, ui, type ) + { + var w = $(this).data("ui-draggable"); + var o = w.options; + } + + function handleStart(event,ui) + { + VISUAL_DEBUG = $(this).data("ui-draggable").options.collisionVisualDebug; + $(this).data( "jquery-ui-draggable-collision-recent-position", ui.originalPosition ); + } + + function handleStop (event,ui) + { + $(this).removeData("jquery-ui-draggable-collision-recent-position"); + if( VISUAL_DEBUG ) $(".testdebug").remove(); + VISUAL_DEBUG = DEBUG; + } + + // This is the monolithic workhorse of the plugin: + // * At the beginning and end, it sends out all the pre/post-collision/protrusion events + // * In the middle, it both calculates collisions, and prevents them if requested + // * When it's either tried its best, or found a fit, or wasn't required to avoid obstacles, it sends out actual collision events + // + // Inside the first big loop is the actual "prevention" logic + // * It calculates the "intended position" of everything, checks all the collision logic, and if it needs to, + // then calculates a delta movement to see if that fits, and the loop continues until it either works, + // or an arbitrary iteration limit is reached, just in case it gets in a loop + // * The delta function is described in more detail below + // + // During all the "trying a new position" and "determining collisions" calculations, it's not using purely the + // current position of the colliders -- it can't because the draggable is now in a new "intended position", + // and with it, all its children, including any collider children + // * So, it keeps track of a dx and dy from known position, and populates a "jquery-collision-coordinates" data value + // that the jquery-collision plugin takes into account during the calculations + // * Also, the Coords() values get populated with these offsets at various times, so that they reflect "intended position" + // + // Note also that the collider, obstacle, and direction data fields are temporarily overriden (because we need them here, + // and the user may not have asked for them), and then erased and placed where the user wants them, right before + // sending out the collision events + // + // Note also that the collisions and protrusions requested are "relative" to "body". If the use asked for + // something relative, it has to get translated right before sending out the events... + function handleCollide( event, ui ) + { + // Note that $(this) is the draggable that's moving - it has a ui.position that moves acording to where + // the draggable is "about to move". However, our "collidable" objects might not be the same as $(this) - + // they might be child elements. So we need to keep track of recent and present position so we can apply the + // "intended" dx and dy to all the moving elements: + var rp = $(this).data("jquery-ui-draggable-collision-recent-position"); + + if( DEBUG ) { console.log( "handleCollision ******************************************************************" ); } + + if( VISUAL_DEBUG ) $(".testdebug").remove(); + + var ctyp = "collision"; + var prec = "precollision"; + var postc = "postcollision"; + var ptyp = "protrusion"; + var prep = "preprotrusion"; + var postp = "postprotrusion"; + + // NOTE: widget is used for uiTrigger, otherwise event-binders don't get a "ui" variable + var widget = $(this).data("ui-draggable"); + var o = widget.options; + + // List of Interactions -- first one is the main set of args from the .draggable() setup call, rest are multipleCollisionInteractions:[...] + var ilist = []; + + if( o.obstacle || o.restraint ) ilist.push( new Interaction( $(this), o ) ); + if( o.multipleCollisionInteractions && o.multipleCollisionInteractions['length'] ) + { + var mci = o.multipleCollisionInteractions; + for( var i=0; i<mci.length; i++ ) + ilist.push( new Interaction( $(this), mci[i] ) ); + } + + if( ilist.length <= 0 ) + { + // Just forget the whole stpuid business - why are we in here, anyways - no interactions to check + // Cache the current position anyways, and jump out: + $(this).data( "jquery-ui-draggable-collision-recent-position", ui.position ); + return; + } + + var d1 = "ui-draggable-collision-collider-temp"; + var d2 = "ui-draggable-collision-obstacle-temp"; + var d3 = "ui-draggable-collision-direction-temp"; + var di = "ui-draggable-collision-interaction-temp"; + var d = event.data; + var as = "<div />"; + if( d && d.as ) as = d.as; + + var e; + + // Try moving things twice the number of colliders times obstacles+restraints, plus 1 original attempt + // We need to calculate maxiter here because there may be several levels of interactions + // (Honestly, anything will do, just need a reasonable cutoff) + var maxiter = 1; + + // Global just-about-to-check-collisions event: + for( var i=0; i<ilist.length; i++ ) + { + maxiter += 2 * ilist[i].collider.length * ( ilist[i].obstacle.length + ilist[i].restraint.length ); + + if( VISUAL_DEBUG ) + { + ilist[i].obstacle .each(function(){$(this).clone().removeClass().empty().addClass("testdebug").css("pointer-events","none") + .css("background","transparent").css("padding","0px") + .css("border","1px solid black" ).css("margin","-1px") + .appendTo($(this).parent());}); + ilist[i].restraint.each(function(){$(this).clone().removeClass().empty().addClass("testdebug").css("pointer-events","none") + .css("background","transparent").css("padding","0px") + .css("border","1px solid magenta").css("margin","-1px") + .appendTo($(this).parent());}); + } + + if( ilist[i].obstacleSelector ) + { + e = new CollisionCheckEvent( prec, $(this), ilist[i].obstacle, ctyp ) + uiTrigger( ilist[i].collider, widget, prec, e, ui ); + } + + if( ilist[i].restraintSelector ) + { + e = new CollisionCheckEvent( prep, $(this), ilist[i].restraint, ptyp ) + uiTrigger( ilist[i].collider, widget, prep, e, ui ); + } + } + + var origleft = rp.left; + var origtop = rp.top; + var origdx = ui.position.left - rp.left; + var origdy = ui.position.top - rp.top; + var dx; + var dy; + var ocl = []; // list of Collision()'s total + var cocl = []; // list of Collision()'s just from collisions + var pocl = []; // list of Collision()'s just from protrusions + var ccl = []; // list of Collision()'s just from containment (also a protrusion) + + // Check if there's containment for the draggable: + var $cont = $(); + if( widget.containment ) + { + maxiter += 2; // the main draggable container times twice the number of containers (1) + + var cn = widget.containment; + $cont = $("<div />").offset( { left: cn[0], top: cn[1] } ) + .width( cn[2]-cn[0]+$(this).width( ) ) // because it had the draggable's size chopped out :-P + .height( cn[3]-cn[1]+$(this).height() ); // because it had the draggable's size chopped out :-P + + if( VISUAL_DEBUG ) + $cont.clone() + .css("background","transparent") + .css("border","1px solid blue") + .css("margin","-1px").css("padding","0px") + .addClass("testdebug") + .appendTo(); + } + + var deltaCache = {}; + var iter = 0; + while( iter < maxiter ) + { + iter++; + + // Calc offset from recent move, so we can move the objects that are "coming along for the ride" before calculating their + // collisions. Otherwise the ui variable only keeps track of the main draggable, not its contents, which may contain + // the actual things that collide + dx = ui.position.left - rp.left; + dy = ui.position.top - rp.top; + + // Empty the collision containers outside the interaction loop: + ocl = []; + cocl = []; + pocl = []; + + for( var i=0; i<ilist.length; i++ ) + { + ilist[i].collisions = $(); + ilist[i].protrusions = $(); + + var $c = ilist[i].collider; + var $o = ilist[i].obstacle; + var $r = ilist[i].restraint; + if( DEBUG ) console.log( "trying inter,c,o,r=",ilist[i],$c,$o,$r) + + // Add offset to coordinates before figuring out collisions, because we're basing it on "where its about to go", not "where it is": + // (Don't do this for anything but colliders! Applying to obstacles or restrictions or containment screws things up!!) + $c.each( function(){ $(this).data( "jquery-collision-coordinates", jq2Coords($(this),dx,dy) ); } ); + + var cog = jqList2CenterGravity($c); + for( var ci=0; ci<$c.length; ci++ ) + { + // Calculate collisions separately from protrusions, as we might only prevent one or the other: + var oc = $($c[ci]).collision( $o, { mode: "collision", as: "<div />", colliderData: d1, obstacleData: d2, directionData: d3, relative: "body" } ); + if( DEBUG ) { console.log( "collisions", oc ); } + + // Add the interaction settings to their data, so we can pick it apart later: + oc.data( di, ilist[i] ); + + // And add the collisions to the interaction: + ilist[i].collisions = ilist[i].collisions.add(oc); + + // And if there are any, make the appropriate Collision() objects and add them to the list + if( oc.length > 0 ) + { + cocl = oc.toArray().map( function(e,i,a){ return new Collision($(e), d1, d2, "collision" , dx, dy, d3, cog, event.pageX, event.pageY ); } ); + ocl = ocl.concat( cocl ); + if(VISUAL_DEBUG) $("<span>c"+iter+"</span>").appendTo(oc.addClass("testdebug").css("position","absolute").css("padding","0px") + .css("border","1px solid black").css("margin","-1").appendTo("body")); + } + + // Calculate protrusions likewise: + oc = $($c[ci]).collision( $r, { mode: "protrusion", as: "<div />", colliderData: d1, obstacleData: d2, directionData: d3, relative: "body" } ); + if( DEBUG ) { console.log( "protrusions", oc ); } + + // Add the interaction settings to their data, so we can pick it apart later: + oc.data( di, ilist[i] ); + + // And add the protrusions to the interaction: + ilist[i].protrusions = ilist[i].protrusions.add( oc ); + + // And if there are any, make the appropriate Collision() objects and add them to the list + if( oc.length > 0 ) + { + pocl = oc.toArray().map( function(e,i,a){ return new Collision($(e), d1, d2, "protrusion", dx, dy, d3, cog, event.pageX, event.pageY ); } ); + ocl = ocl.concat( pocl ); + if(VISUAL_DEBUG) $("<span>p"+iter+"</span>").appendTo(oc.addClass("testdebug").css("position","absolute").css("padding","0px") + .css("border","1px solid magenta").css("margin","-1").appendTo("body")); + } + } + + // Now remove coordinate offsets before sending events, otherwise event results might futz with em: + $c.each( function(){ $(this).removeData( "jquery-collision-coordinates" ); } ); + } + + if( widget.containment ) + { + // Add offset to coordinates before figuring out collisions, because we're basing it on "where its about to go", not "where it is": + // (Don't do this for anything but colliders! Applying to obstacles or restrictions or containment screws things up!!) + $(this).each( function(){ $(this).data( "jquery-collision-coordinates", jq2Coords($(this),dx,dy) ); } ); + + // Check protrusion from container as well + // NOTE: since draggable plugin has already applied containment, if we accidentally move it outside, it won't fix it for us + var $cc = $(this).collision( $cont, { mode: "protrusion", as: "<div />", colliderData: d1, obstacleData: d2, directionData: d3, relative: "body" } ); + ccl = $cc.toArray().map( function(e,i,a){ return new Collision($(e), d1, d2, "protrusion", dx, dy, d3, jqList2CenterGravity($c), event.pageX, event.pageY ); } ); + if(VISUAL_DEBUG) $("<span>x"+iter+"</span>").appendTo($cc.addClass("testdebug").css("position","absolute") + .css("padding","0px").css("border","1px solid blue").css("margin","-1").appendTo("body")); + + // Now remove coordinate offsets before sending events, otherwise event results might futz with em: + $(this).each( function(){ $(this).removeData( "jquery-collision-coordinates" ); } ); + } + + if( DEBUG ) console.log("checking if we have any collisions at all..."); + // If there's no collisions, INCLUDING the container, stop now, don't keep doing stuff + if( ( cocl.length <= 0 ) && ( pocl.length <= 0 ) && ( ccl.length <= 0 ) ) break; + + var doneAdjusting = true; + + // Go through each interaction -- if any of them break the prevention rule, we aren't done adjusting yet + for( var i=0; i<ilist.length; i++ ) + { + if( DEBUG ) console.log("checking adjustments for",ilist[i],"ccl=",ccl, + "pc,cl,pp,pl=",ilist[i].preventCollision, ilist[i].collisions.length, ilist[i].preventProtrusion, ilist[i].protrusions.length); + + if( DEBUG ) console.log("checking if we overstepped our containment..."); + // If we aren't trying to prevent anything yet we SOMEHOW jumped our containment, stop - this shouldn't ever happen, DANGER, WILL ROBINSON! + if( ( ! ilist[i].preventCollision ) && ( ! ilist[i].preventProtrusion ) && ( ccl.length > 0 ) ) + { + if( DEBUG ) { console.log( "not trying to prevent anything, but jumped our containment", ilist[i] ); } + doneAdjusting = false; + } + + if( DEBUG ) console.log("checking if we want to block something we have collided with..."); + // More specifically, if aren't any collisions that we actually want to prevent, stop -- though we have to think of this in the opposite sense: + // if we DO either + // want to prevent collisions yet have a collision or containment failure, OR + // want to prevent protrusions yet have a protrusion or a containment failure, + // then DON'T STOP + if( ( ilist[i].preventCollision && ( ( ilist[i].collisions .length > 0 ) || ( ccl.length > 0 ) ) ) || + ( ilist[i].preventProtrusion && ( ( ilist[i].protrusions.length > 0 ) || ( ccl.length > 0 ) ) ) ) + { + if( DEBUG ) { console.log( "trying to prevent something that we're still hitting", ilist[i] ); } + doneAdjusting = false; + } + } + + if( doneAdjusting ) + { + if( DEBUG ) { console.log( "done adjusting" ); } + break; + } + + if( DEBUG ) console.log("calculating delta with ocl,ccl=",ocl,ccl); + // Calculate a delta to move, based on collisions+protrusions and containment + var d = delta( ocl.concat(), ccl, deltaCache ); + + if( DEBUG ) console.log("dx=",d.dx,"dy=",d.dy); + // If there's nothing to do, stop -- it shouldn't happen if we had collisions, but... + if( d.dx == 0 && d.dy == 0 ) break; + + // Apply the movement, and let the loop run again, to see if our proposed delta movement was any good + ui.position.left += d.dx; + ui.position.top += d.dy; + } + + dx = ui.position.left - rp.left; + dy = ui.position.top - rp.top; + /* deactivated for now - doesn't seem to be needed - may revisit later: + // if our new center of gravity is further from the mouse position than the last one, revert + var origd = jqList2CenterGravity($c,origdx,origdy).distanceTo( event.pageX, event.pageY ); + var newd = jqList2CenterGravity($c, dx, dy).distanceTo( event.pageX, event.pageY ); + if( newd > origd ) { console.log("center of gravity issue: ",origd,newd); } // add this to revert + */ + + // If we failed to find a fit, revert to the previous position + if( ( iter > maxiter ) || // if we ran out of iterations, tough, revert + ( ccl.length > 0 ) || // if we ran outside out containment, also revert + ( o.preventProtrusion && ( pocl.length > 0 ) ) || // if we have a protrusion and are trying to prevent protrusions, revert + ( o.preventCollision && ( cocl.length > 0 ) ) ) // if we have a collision and are trying to prevent collisions, revert + { + if( DEBUG ) console.log("reverting, i=",iter,"maxiter=",maxiter,"cocl=",cocl,"cocl.len=",cocl.length,"pocl=", + pocl,"pocl.len=",pocl.length,"ccl=",ccl,"ccl.len=",ccl.length, + //"newd=",newd,"origd=",origd, + "origdx=",origdx,"origdy=",origdy,"dx=",dx,"dy=",dy); + ui.position.left = origleft; + ui.position.top = origtop; + } + + // NOW we can go through and actually send out the events -- we couldn't before, because we might have hit + // collisions multiple times during the course of trying to prevent them + for( var ci=0; ci<ocl.length; ci++ ) + { + var oc = ocl[ci]; // each ocl[n] is a Collision() + for( var oci=0; oci<oc.collision.length; oci++ ) + { + var $occ = $( oc.collision[oci] ); + + // Remove our custom data elements that guaranteed us getting the data we needed + var $coll = $( $occ.data(d1) ); + var $obs = $( $occ.data(d2) ); + var dir = $occ.data(d3); + var inter = $occ.data(di); + $occ.removeData(d1).removeData(d2).removeData(d3).removeData(di); + + // And add them back in if the user really wanted them after all + if( inter.colliderData ) $occ.data( inter.colliderData, $coll ); // not that useful, since event gets it, but meh + if( inter.obstacleData ) $occ.data( inter.obstacleData, $obs ); // not that useful, since event gets it, but meh + if( dir && inter.directionData ) $occ.data( inter.directionData, dir ); + + if( inter.relative && inter.relative != "body" ) + { + var off = $occ.offset(); + var rel = inter.relative == "collider" ? $coll : + inter.relative == "obstacle" ? $obs : + $(inter.relative); + var ro = rel.offset(); + $occ.offset( { left: off.left-ro.left, top: off.top-ro.top } ); + } + + // Send actual collision event - one per collision, i.e. per collider per collided: + if( inter.obstacleSelector && ( oc.type == "collision" ) ) + { + e = new CollisionEvent( ctyp, $coll, $obs, ctyp, $occ ); + uiTrigger( $coll, widget, ctyp, e, ui ); + } + if( inter.restraintSelector && ( oc.type == "protrusion" ) ) + { + e = new CollisionEvent( ptyp, $coll, $obs, ptyp, $occ ); + uiTrigger( $coll, widget, ptyp, e, ui ); + } + } + } + + // Global just-checked-collisions event: + for( var i=0; i<ilist.length; i++ ) + { + if( ilist[i].obstacleSelector ) + { + e = new CollisionCheckEvent( postc, $(this), ilist[i].obstacle, ctyp ) + uiTrigger( ilist[i].collider, widget, postc, e, ui ); + } + if( ilist[i].restraintSelector ) + { + e = new CollisionCheckEvent( postp, $(this), ilist[i].restraint, ptyp ) + uiTrigger( ilist[i].collider, widget, postp, e, ui ); + } + } + + // And put the resulting ui position in our cache, so that if we keep dragging, we'll know how far stuff moved since this time + $(this).data( "jquery-ui-draggable-collision-recent-position", ui.position ); + } + + // This is the inner-loop collision-prevention function, called maxiter times inside handleCollide() + // Its purpose is to determine a single [dx,dy] to move the whole list of colliders and draggable, + // in an attempt to fit them properly. Only one of dx or dy will be non-zero at a time. + // The cache argument is a simple object passed in from handleCollide, and is used to store previously- + // -tried movements, so that it doesn't repeat itself. + // * The most common repeat case is if a collider is stuck inbetween two obstacles, and the space isn't big + // enough -- one iteration will have it clear obstacle A, but embed into obstacle B, and the next iteration + // will reverse it, and it will get nowhere quickly. + // * The key for the hash is collider+obstacle coordinates, so the same collider won't avoid the same obstacle + // in the same way twice. (Actually three times, see below.) + // * Note that the value of the hash is either nothing, "tried normal", or "tried reverse" + // * Nothing means it hasn't been tried yet + // * Tried normal means it was tried once + // * Tried reverse means it was tried a second time + // How does it determine how to move things around? + // * It calculates an "embed" value, i.e. how far the collider is "embedded" into the obstacle + // * And a direction, either towards center of gravity or away, depending on if it's a collision or protrusion + // * And it returns that + // How does it choose what obstacle to avoid? + // * It first sorts all the "collisions" (remember, these are the actual overlapping regions) based on how + // far their centers of gravity are from the last known center of gravity of the draggable itself, + // which was passed in during the creation of the Collision objects + // * It looks at the last one first, so the furthest from the object -- that way, it's going to always reign + // it in towards the last known good value, otherwise "closer" obstacles might keep shoving it away forever + // * Next, it calculates the embed values in the x and y direction, and picks the smallest one -- so if it's + // embedded heavily in the x-direction and only a little in the y, it'll pick the y first (small changes are + // more likely to succeed) + // * If it's a negative value, it tries again, because the embed function does the sanity-checking if we + // tried to move it in a strange or useless way + // * Finally, this is why it tries each "position" twice -- because for each starting position, it tries the + // smaller movement first, but then it tries the larger one. That's why the cache keeps track of the + // "tried reverse" value + // In the end, it returns a { dx:_, dy:_ } object, the handleCollision tries moving everything around, recalculates + // all the collisions, and calls this again to see what to do next + // NOTE: you can't easily re-calc "real position" from the jquery objects, because they're tagged with data that has + // offsets that are used internally by the jquery-collision plugin, so only use the thisc.*Coords values + function delta( collisions, containments, cache ) + { + var c = collisions.concat(containments).sort( collisionComparison ); + if( VISUAL_DEBUG ) { if(!cache.deltanum){ cache.deltanum = 1; } } + if( DEBUG ) { console.log( "collisions, in order: ", c.map(function(e,i,a){return e.collisionCoords.hash();}).join(",") ); } + while( c.length > 0 ) + { + // note _pop_ not _shift_. we want to grab furthest collision from center of mass first... + // this one is likely the one causing the most problems, because something is embedded deeply into + // some obstacle: + var thisc = c.pop(); + var co = thisc.obstacleCoords; + var cc = thisc.colliderCoords; + var cv = thisc.collisionCoords; + var ct = thisc.type; + var cd = thisc.direction; + var key = thisc.hash(); + var dirx = ( thisc.type=="protrusion" ? ( cc.centerx() > co.centerx() ? -1 : +1 ) + : ( cc.centerx() > co.centerx() ? +1 : -1 ) ); + var diry = ( thisc.type=="protrusion" ? ( cc.centery() > co.centery() ? -1 : +1 ) + : ( cc.centery() > co.centery() ? +1 : -1 ) ); + var dx = thisc.embedx( dirx ); + var dy = thisc.embedy( diry ); + if( DEBUG ) console.log("cv,cc,co,ct,dx,dy,thisc.dx,thisc.dy,dirx,diry,co.centerx,co.centery,cc.centerx,cc.centery,key=", + cv.hash(),cc.hash(),co.hash(),ct,dx,dy,thisc.dx,thisc.dy,dirx,diry,co.centerx(),co.centery(),cc.centerx(),cc.centery(),key); + var tryToAdjustDX = ( dx < dy ); + if( key in cache && cache[key] == "tried reverse" ) { if( DEBUG ) console.log("but already tried reverse too..."); + continue; } + else if( key in cache && cache[key] == "tried normal" ) { if( DEBUG ) console.log("but already tried this..."); + tryToAdjustDX=!tryToAdjustDX; cache[key]="tried reverse"; + } + else { cache[key]="tried normal"; } + if( tryToAdjustDX ) + { + if( VISUAL_DEBUG ) { $("<span>"+thisc.direction+"d"+cache.deltanum+".dx="+dx+"*"+dirx+"</span>").css("color","black").addClass("testdebug") + .css("position","absolute") + .css("white-space","nowrap").offset( { left: thisc.mousex, top: thisc.mousey + 20*(cache.deltanum-1) } ).appendTo("body"); cache.deltanum++; }; + if( dx <= 0 ) { c.push(thisc); continue; } + return { "dx":dx*dirx, "dy":0 }; + } + else + { + if( VISUAL_DEBUG ) { $("<span>"+thisc.direction+"d"+cache.deltanum+".dy="+dy+"*"+diry+"</span>").css("color","black").addClass("testdebug") + .css("position","absolute") + .css("white-space","nowrap").offset( { left: thisc.mousex, top: thisc.mousey + 20*(cache.deltanum-1) } ).appendTo("body"); cache.deltanum++; }; + if( dy <= 0 ) { c.push(thisc); continue; } + return { "dx":0, "dy":dy*diry }; + } + } + return { "dx":0, "dy":0 }; + }; + +})(jQuery); |