質問編集履歴
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コードを追加しました。よろしくお願いいたします。
test
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File without changes
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test
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@@ -22,3 +22,315 @@
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codepenの方で同じようにコードを書き換えたところ、同じ動きをしたのでjsが関係しているのかなと思っております。
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初学者で未熟な私ですがヒントだけでも構いません。どうかお力をお貸しください。
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```Javascript
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console.clear();
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const webGLCurtain = new Curtains({ container: "canvas" });
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const planeContainer = document.querySelector(".planes");
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const planeElements = planeContainer.querySelectorAll(".plane");
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const draggableHidden = planeContainer.querySelector(".draggable-hidden");
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const draggableVisible = planeContainer.querySelector(".draggable-visible");
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const sliderNamesContainer = planeContainer.querySelector(
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".slider-names-container"
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);
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const sliderNames = planeContainer.querySelector(".slider-names");
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const names = planeContainer.querySelectorAll(".slider__name");
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const items = planeContainer.querySelectorAll(".plane");
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const draggie = new Draggabilly(draggableHidden, { axis: "x" });
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sliderNamesContainer.style.height =
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names[0].getBoundingClientRect().height + "px";
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const width = innerWidth;
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let mouse = {
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currentPosX: 0,
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previousPosX: 0,
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minPosX: 0,
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maxPosX: width - draggableHidden.getBoundingClientRect().width,
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isMouseDown: false
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};
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let sliderNamesProps = {
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containerHeight:
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sliderNamesContainer.getBoundingClientRect().height -
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sliderNames.getBoundingClientRect().height
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};
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let start = performance.now();
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let velocity = 0;
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let lastVelocity = 0;
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let posNames = 0;
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let lastPosNames = 0;
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let amplitude = 0.1;
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let lastMouse = 0;
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let easing = 0.05;
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let cancelAnimation = true;
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let isOut = false;
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const planes = [];
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const MathUtils = {
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lerp: (a, b, n) => (1 - n) * a + n * b,
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map_range: (value, low1, high1, low2, high2) => {
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return low2 + ((high2 - low2) * (value - low1)) / (high1 - low1);
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}
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};
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const createCanvas = () => {
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const shader = {
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vertex: `
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.14159265359
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// those are the mandatory attributes that the lib sets
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attribute vec3 aVertexPosition;
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attribute vec2 aTextureCoord;
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// those are mandatory uniforms that the lib sets and that contain our model view and projection matrix
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uniform mat4 uMVMatrix;
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uniform mat4 uPMatrix;
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uniform mat4 planeTextureMatrix;
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// if you want to pass your vertex and texture coords to the fragment shader
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varying vec3 vVertexPosition;
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varying vec2 vTextureCoord;
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varying float vDirection;
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uniform float uDirection;
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void main() {
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vec3 position = aVertexPosition;
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float x = sin((position.y * 0.5 - 0.5) * PI) * uDirection;
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position.x -= x;
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gl_Position = uPMatrix * uMVMatrix * vec4(position, 1.0);
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// set the varyings
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vTextureCoord = (planeTextureMatrix * vec4(aTextureCoord, 0., 1.)).xy;
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vVertexPosition = position;
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vDirection = uDirection;
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}`,
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fragment: `
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI2 6.28318530718
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#define PI 3.14159265359
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#define S(a,b,n) smoothstep(a,b,n)
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// get our varyings
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varying vec3 vVertexPosition;
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varying vec2 vTextureCoord;
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// the uniform we declared inside our javascript
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uniform float uTime;
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// our texture sampler (default name, to use a different name please refer to the documentation)
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uniform sampler2D planeTexture;
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varying float vDirection;
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void main(){
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vec2 uv = vTextureCoord;
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float scale = -abs(vDirection) * 0.8;
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uv = (uv - 0.5) * scale + uv;
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float r = texture2D(planeTexture, vec2(uv.x - vDirection * 0.1, uv.y)).r;
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float g = texture2D(planeTexture, vec2(uv.x - vDirection * 0.4, uv.y)).g;
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float b = texture2D(planeTexture, vec2(uv.x - vDirection * 0.4, uv.y)).b;
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gl_FragColor = vec4(r, g, b, 1.0);
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}
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`
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};
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const params = {
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vertexShader: shader.vertex, // our vertex shader ID
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fragmentShader: shader.fragment, // our framgent shader ID
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widthSegments: 40,
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heightSegments: 40, // we now have 40*40*6 = 9600 vertices !
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uniforms: {
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time: {
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name: "uTime",
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type: "1f",
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value: 0
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},
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direction: {
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name: "uDirection",
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type: "1f",
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value: 0
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}
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}
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};
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webGLCurtain.disableDrawing();
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// crear nuestros planos
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for (let i = 0; i < planeElements.length; i++) {
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const plane = webGLCurtain.addPlane(planeElements[i], params);
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planes.push(plane);
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startPlane(items[i], plane);
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}
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initEvents();
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requestAnimationFrame(onUpdate);
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};
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const startPlane = (planeElement, plane) => {
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plane.onLoading(() => {
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plane.mouseOver = false;
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planeElement.addEventListener("mouseenter", () => {
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plane.mouseOver = true;
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webGLCurtain.enableDrawing();
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});
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planeElement.addEventListener("mouseleave", () => {
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plane.mouseOver = false;
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});
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webGLCurtain.needRender();
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});
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};
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const onUpdate = () => {
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if (!cancelAnimation) {
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for (let i = 0, l = planes.length; i < l; i++) {
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planes[i].uniforms.direction.value = lastVelocity;
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planes[i].updatePosition();
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}
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const { lerp } = MathUtils;
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const now = performance.now();
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const velocity =
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((mouse.currentPosX - lastMouse) / (now - start)) * amplitude;
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lastVelocity = lerp(lastVelocity, velocity, easing);
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start = now;
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lastMouse = mouse.currentPosX;
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mouse.previousPosX = lerp(mouse.previousPosX, mouse.currentPosX, easing);
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draggableVisible.style.transform = `translate3d(${mouse.previousPosX}px, 0, 0)`;
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posNames =
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(draggie.position.x / mouse.maxPosX) * sliderNamesProps.containerHeight;
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lastPosNames = lerp(lastPosNames, posNames, easing);
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sliderNames.style.transform = `translate3d(0,${lastPosNames}px,0)`;
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if (Math.round(mouse.previousPosX) === mouse.currentPosX) {
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webGLCurtain.disableDrawing();
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cancelAnimation = true;
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}
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}
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requestAnimationFrame(onUpdate);
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};
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// elemento arrastrar
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const onDragMove = () => {
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cancelAnimation = false;
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webGLCurtain.enableDrawing();
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// Si esta en el limite se trasladara la mitad del ancho del viewport
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if (draggie.position.x > mouse.minPosX) {
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mouse.currentPosX = MathUtils.map_range(
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draggie.position.x,
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0,
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innerWidth,
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0,
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innerWidth / 3
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);
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} else if (draggie.position.x < mouse.maxPosX) {
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mouse.currentPosX = MathUtils.map_range(
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draggie.position.x,
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mouse.maxPosX,
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mouse.maxPosX - innerWidth,
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mouse.maxPosX,
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mouse.maxPosX - innerWidth / 3
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);
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} else {
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mouse.currentPosX = draggie.position.x;
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easing = 0.05;
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}
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amplitude = 0.1;
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};
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const onDragStart = (e) => {
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planeContainer.style.cursor = "grabbing"; // Aplica al cursor el icono de agarrando;
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};
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const onDragEnd = () => {
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planeContainer.style.cursor = "grab"; // Aplica al cursor el icono de agarrar
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// Si esta en el limite volvera a su posicion inicial o final
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if (draggie.position.x > mouse.minPosX) {
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mouse.currentPosX = 0;
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draggie.setPosition(mouse.currentPosX, draggie.position.y);
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amplitude = 0;
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easing = 0.07;
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} else if (draggie.position.x < mouse.maxPosX) {
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mouse.currentPosX = mouse.maxPosX;
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draggie.setPosition(mouse.currentPosX, draggie.position.y);
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amplitude = 0;
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easing = 0.07;
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} else {
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draggie.setPosition(mouse.currentPosX, draggie.position.y);
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}
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};
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// Al reescalar calcula denuevo la posicion maxima
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const onResize = () => {
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sliderNamesContainer.style.height =
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names[0].getBoundingClientRect().height + "px";
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mouse.maxPosX =
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window.innerWidth - draggableHidden.getBoundingClientRect().width;
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sliderNamesProps = {
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containerHeight:
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sliderNamesContainer.getBoundingClientRect().height -
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sliderNames.getBoundingClientRect().height
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};
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};
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const initEvents = () => {
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draggie.on("dragMove", () => {
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if (isOut) return;
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onDragMove();
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});
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draggie.on("pointerDown", () => {
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isOut = false;
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onDragStart();
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});
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draggie.on("pointerUp", onDragEnd);
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planeContainer.addEventListener("mouseleave", () => {
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isOut = true;
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onDragEnd();
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});
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window.addEventListener("resize", onResize);
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};
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window.addEventListener("load", createCanvas);
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```
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