use client dimensions
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3a6ade2e36
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@ -143,23 +143,23 @@ export class DistanceField extends HTMLElement {
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const gl = this.glContext;
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const gl = this.glContext;
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const positions: number[] = [];
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const positions: number[] = [];
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const windowWidth = window.innerWidth;
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const containerWidth = this.clientWidth;
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const windowHeight = window.innerHeight;
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const containerHeight = this.clientHeight;
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// Collect positions and assign unique IDs to all shapes
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// Collect positions and assign unique IDs to all shapes
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this.shapes.forEach((geometry, index) => {
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this.shapes.forEach((geometry, index) => {
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const rect = geometry.getClientRect();
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const rect = geometry.getClientRect();
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const [topLeft, topRight, bottomRight, bottomLeft] = rect.corners();
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const [topLeft, topRight, bottomRight, bottomLeft] = rect.corners();
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// Convert rotated coordinates to NDC
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// Convert rotated coordinates to NDC using container dimensions
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const x1 = (topLeft.x / windowWidth) * 2 - 1;
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const x1 = (topLeft.x / containerWidth) * 2 - 1;
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const y1 = -((topLeft.y / windowHeight) * 2 - 1);
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const y1 = -((topLeft.y / containerHeight) * 2 - 1);
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const x2 = (topRight.x / windowWidth) * 2 - 1;
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const x2 = (topRight.x / containerWidth) * 2 - 1;
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const y2 = -((topRight.y / windowHeight) * 2 - 1);
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const y2 = -((topRight.y / containerHeight) * 2 - 1);
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const x3 = (bottomLeft.x / windowWidth) * 2 - 1;
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const x3 = (bottomLeft.x / containerWidth) * 2 - 1;
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const y3 = -((bottomLeft.y / windowHeight) * 2 - 1);
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const y3 = -((bottomLeft.y / containerHeight) * 2 - 1);
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const x4 = (bottomRight.x / windowWidth) * 2 - 1;
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const x4 = (bottomRight.x / containerWidth) * 2 - 1;
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const y4 = -((bottomRight.y / windowHeight) * 2 - 1);
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const y4 = -((bottomRight.y / containerHeight) * 2 - 1);
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const shapeID = index + 1; // Avoid zero to prevent hash function issues
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const shapeID = index + 1; // Avoid zero to prevent hash function issues
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@ -369,9 +369,9 @@ export class DistanceField extends HTMLElement {
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private handleResize = () => {
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private handleResize = () => {
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const gl = this.glContext;
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const gl = this.glContext;
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// Update canvas size to match the window
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// Update canvas size to match the container instead of window
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this.canvas.width = window.innerWidth;
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this.canvas.width = this.clientWidth;
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this.canvas.height = window.innerHeight;
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this.canvas.height = this.clientHeight;
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// Update the viewport
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// Update the viewport
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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gl.viewport(0, 0, this.canvas.width, this.canvas.height);
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