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\name{setUserCallbacks}
\alias{setUserCallbacks}
\title{
Set mouse callbacks in R or Javascript code
}
\description{
This function sets user mouse callbacks in R or
\code{\link{rglwidget}} displays.
}
\usage{
setUserCallbacks(button,
begin = NULL,
update = NULL,
end = NULL,
rotate = NULL,
javascript = NULL,
subscene = scene$rootSubscene$id,
scene = scene3d(minimal = FALSE),
applyToScene = TRUE,
applyToDev = missing(scene))
}
\arguments{
\item{button}{
Which button should this callback apply to? Can
be numeric from \code{0:4}, or character from \code{"none", "left", "right", "center", "wheel"}.
}
\item{begin, update, end, rotate}{
Functions to call when events occur. See Details.
}
\item{javascript}{
Optional block of Javascript code to be
included (at the global level).
}
\item{subscene}{
Which subscene do these callbacks apply to?
}
\item{scene}{
Which scene?
}
\item{applyToScene}{
Should these changes apply to the scene object?
}
\item{applyToDev}{
Should these changes apply to the current device?
}
}
\details{
If \code{applyToScene} is \code{TRUE}, this function adds Javascript
callbacks to the \code{scene} object.
If \code{applyToDev} is \code{TRUE}, it adds R
callbacks to the current RGL device.
For Javascript,
the callbacks are specified as strings; these will be
evaluated within the browser in the global context to define the functions,
which will then be called with the Javascript
\code{this} object set to the current
\code{rglwidgetClass} object.
For R, they may be strings or R functions.
Both options may be \code{TRUE}, in which case the
callbacks must be specified as strings which are
both valid Javascript and valid R. The usual way to
do this is to give just a function name, with the
function defined elsewhere, as in the Example below.
The \code{begin} and \code{update} functions should be
of the form
\code{function(x, y) { ... }}. The \code{end} function
will be called with no arguments.
The \code{rotate} callback can only be set on the
mouse wheel. It is called when the mouse
wheel is rotated. It should be of the form
\code{function(away)}, where \code{away} will be 1
while rotating the wheel \dQuote{away} from you,
and 2 while rotating it towards you. If \code{rotate}
is not set but other callbacks are set on the wheel
\dQuote{button}, then each click of the mouse wheel
will trigger all \code{start}, \code{update},
then \code{end} calls in sequence.
The \code{javascript} argument is an optional block
of code which will be evaluated once during the
initialization of the widget. It can define functions
and assign them as members of the \code{window} object,
and then the names of those functions can be given
in the callback arguments; this allows the callbacks
to share information.
}
\value{
Invisibly returns an \code{rglScene} object. This
object will record the changes if \code{applyToScene}
is \code{TRUE}.
If \code{applyToDev} is \code{TRUE}, it will also
have the side effect of attempting to install the
callbacks using \code{\link{rgl.setMouseCallbacks}}
and \code{\link{rgl.setWheelCallback}}.
}
\seealso{
\code{\link{setAxisCallbacks}} for user defined axes.
}
\author{
Duncan Murdoch
}
\examples{
# This example identifies points in both the rgl window and
# in WebGL
verts <- cbind(rnorm(11), rnorm(11), rnorm(11))
idverts <- plot3d(verts, type = "s", col = "blue")["data"]
# Plot some invisible text; the Javascript will move it
idtext <- text3d(verts[1,,drop = FALSE], texts = 1, adj = c(0.5, -1.5), alpha = 0)
# Define the R functions to use within R
fns <- local({
idverts <- idverts
idtext <- idtext
closest <- -1
update <- function(x, y) {
save <- par3d(skipRedraw = TRUE)
on.exit(par3d(save))
rect <- par3d("windowRect")
size <- rect[3:4] - rect[1:2]
x <- x / size[1];
y <- 1 - y / size[2];
verts <- rgl.attrib(idverts, "vertices")
# Put in window coordinates
vw <- rgl.user2window(verts)
dists <- sqrt((x - vw[,1])^2 + (y - vw[,2])^2)
newclosest <- which.min(dists)
if (newclosest != closest) {
if (idtext > 0)
pop3d(id = idtext)
closest <<- newclosest
idtext <<- text3d(verts[closest,,drop = FALSE], texts = closest, adj = c(0.5, -1.5))
}
}
end <- function() {
if (idtext > 0)
pop3d(id = idtext)
closest <<- -1
idtext <<- -1
}
list(rglupdate = update, rglend = end)
})
rglupdate <- fns$rglupdate
rglend <- fns$rglend
# Define the Javascript functions with the same names to use in WebGL
js <-
' var idverts = \%id\%, idtext = \%idtext\%, closest = -1,
subid = \%subid\%;
window.rglupdate = function(x, y) {
var obj = this.getObj(idverts), i, newdist, dist = Infinity, pt, newclosest;
x = x/this.canvas.width;
y = y/this.canvas.height;
for (i = 0; i < obj.vertices.length; i++) {
pt = obj.vertices[i].concat(1);
pt = this.user2window(pt, subid);
pt[0] = x - pt[0];
pt[1] = y - pt[1];
pt[2] = 0;
newdist = rglwidgetClass.vlen(pt);
if (newdist < dist) {
dist = newdist;
newclosest = i;
}
}
if (newclosest !== closest) {
closest = newclosest
var text = this.getObj(idtext);
text.vertices[0] = obj.vertices[closest];
text.colors[0][3] = 1; // alpha is here!
text.texts[0] = (closest + 1).toString();
text.initialized = false;
this.drawScene();
}
};
window.rglend = function() {
var text = this.getObj(idtext);
closest = -1;
text.colors[0][3] = 0;
text.initialized = false;
this.drawScene();
}'
js <- sub("\%id\%", idverts, js)
js <- sub("\%subid\%", subsceneInfo()$id, js)
js <- sub("\%idtext\%", idtext, js)
# Install both
setUserCallbacks("left",
begin = "rglupdate",
update = "rglupdate",
end = "rglend",
javascript = js)
rglwidget()
# This example doesn't affect the rgl window, it only modifies
# the scene object to implement panning
# Define the Javascript functions to use in WebGL
js <-
' window.subid = \%subid\%;
window.panbegin = function(x, y) {
var activeSub = this.getObj(subid),
viewport = activeSub.par3d.viewport,
activeModel = this.getObj(this.useid(activeSub.id, "model")),
l = activeModel.par3d.listeners, i;
this.userSave = {x:x, y:y, viewport:viewport,
cursor:this.canvas.style.cursor};
for (i = 0; i < l.length; i++) {
activeSub = this.getObj(l[i]);
activeSub.userSaveMat = new CanvasMatrix4(activeSub.par3d.userMatrix);
}
this.canvas.style.cursor = "grabbing";
};
window.panupdate = function(x, y) {
var objects = this.scene.objects,
activeSub = this.getObj(subid),
activeModel = this.getObj(this.useid(activeSub.id, "model")),
l = activeModel.par3d.listeners,
viewport = this.userSave.viewport,
par3d, i, zoom;
if (x === this.userSave.x && y === this.userSave.y)
return;
x = (x - this.userSave.x)/this.canvas.width;
y = (y - this.userSave.y)/this.canvas.height;
for (i = 0; i < l.length; i++) {
activeSub = this.getObj(l[i]);
par3d = activeSub.par3d;
/* NB: The right amount of zoom depends on the scaling of the data
and the position of the observer. This might
need tweaking.
*/
zoom = rglwidgetClass.vlen(par3d.observer)*par3d.zoom;
activeSub.par3d.userMatrix.load(objects[l[i]].userSaveMat);
activeSub.par3d.userMatrix.translate(zoom*x, zoom*y, 0);
}
this.drawScene();
};
window.panend = function() {
this.canvas.style.cursor = this.userSave.cursor;
};
'
js <- sub("\%subid\%", subsceneInfo()$id, js)
scene <- setUserCallbacks("left",
begin = "panbegin",
update = "panupdate",
end = "panend",
applyToDev = FALSE, javascript = js)
rglwidget(scene)
}
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