improved entity positioning accuracy
This commit is contained in:
parent
4708f9bfe1
commit
e81913c2e1
|
@ -355,6 +355,7 @@ div.field--name-field-menace-maintien label{
|
||||||
/* width:100%; */
|
/* width:100%; */
|
||||||
max-height: calc(100vh - 150px);
|
max-height: calc(100vh - 150px);
|
||||||
position: relative;
|
position: relative;
|
||||||
|
padding: 8%;
|
||||||
}
|
}
|
||||||
#boussole-layout .boussole-wrapper .boussole .entity{
|
#boussole-layout .boussole-wrapper .boussole .entity{
|
||||||
position: absolute;
|
position: absolute;
|
||||||
|
|
|
@ -247,8 +247,8 @@
|
||||||
this.values.mm.value = this.values.mm.$dom.value = a;
|
this.values.mm.value = this.values.mm.$dom.value = a;
|
||||||
|
|
||||||
// https://stackoverflow.com/questions/5731863/mapping-a-numeric-range-onto-another
|
// https://stackoverflow.com/questions/5731863/mapping-a-numeric-range-onto-another
|
||||||
// from range 0 -> rayon_de_la_boussole to range 0 -> 100
|
// from range 0 -> rayon_de_la_boussole moins 8% de padding |to| range 0 -> 100
|
||||||
let r_max = this.sceneSize.w/2;
|
let r_max = this.sceneSize.w/2 * 0.92;
|
||||||
let r_slope = (100 - 0) / (r_max - 0);
|
let r_slope = (100 - 0) / (r_max - 0);
|
||||||
this.values.p.value = this.values.p.$dom.value = 100 - parseFloat(0 + r_slope * (r - 0)).toFixed(2);
|
this.values.p.value = this.values.p.$dom.value = 100 - parseFloat(0 + r_slope * (r - 0)).toFixed(2);
|
||||||
// this.values.p.$dom.value = this.values.p.value;
|
// this.values.p.$dom.value = this.values.p.value;
|
||||||
|
@ -290,8 +290,8 @@
|
||||||
// from range 0 -> 100 to range 0 -> diagonale de la scene
|
// from range 0 -> 100 to range 0 -> diagonale de la scene
|
||||||
// let diagonale = Math.sqrt(Math.pow(this.sceneSize.w, 2) + Math.pow(this.sceneSize.h, 2))/2;
|
// let diagonale = Math.sqrt(Math.pow(this.sceneSize.w, 2) + Math.pow(this.sceneSize.h, 2))/2;
|
||||||
// let r_max = diagonale;
|
// let r_max = diagonale;
|
||||||
// actualy we don't use diagonale, we stay on the circle
|
// actualy we don't use diagonale, we stay on the circle less 8% padding to get 100 on the external circle
|
||||||
let r_max = this.sceneSize.w/2;
|
let r_max = this.sceneSize.w/2 * 0.92;
|
||||||
let r_slope = (r_max - 0) / (100 - 0)
|
let r_slope = (r_max - 0) / (100 - 0)
|
||||||
// we inverse p as the more p you have the closest you are from the center
|
// we inverse p as the more p you have the closest you are from the center
|
||||||
let r = parseInt(0 + r_slope * ((100 - this.values.p.value) - 0));
|
let r = parseInt(0 + r_slope * ((100 - this.values.p.value) - 0));
|
||||||
|
|
Loading…
Reference in New Issue