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258 lines
No EOL
6.4 KiB
JavaScript
258 lines
No EOL
6.4 KiB
JavaScript
//
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// closePaint.js
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// examples
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//
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// Created by Eric Levina on 9/30/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Run this script to be able to paint on entities you are close to, with hydras.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var RIGHT_HAND = 1;
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var LEFT_HAND = 0;
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var MIN_POINT_DISTANCE = 0.01;
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var MAX_POINT_DISTANCE = 0.5;
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var SPATIAL_CONTROLLERS_PER_PALM = 2;
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var TIP_CONTROLLER_OFFSET = 1;
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var TRIGGER_ON_VALUE = 0.3;
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var MAX_DISTANCE = 10;
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var STROKE_WIDTH = 0.02
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var MAX_POINTS_PER_LINE = 60;
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(Camera.getOrientation())));
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function MyController(hand, triggerAction) {
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this.hand = hand;
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this.strokes = [];
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this.painting = false;
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if (this.hand === RIGHT_HAND) {
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this.getHandPosition = MyAvatar.getRightPalmPosition;
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this.getHandRotation = MyAvatar.getRightPalmRotation;
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} else {
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this.getHandPosition = MyAvatar.getLeftPalmPosition;
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this.getHandRotation = MyAvatar.getLeftPalmRotation;
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}
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this.triggerAction = triggerAction;
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this.palm = SPATIAL_CONTROLLERS_PER_PALM * hand;
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this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
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this.strokeColor = {
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red: 200,
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green: 20,
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blue: 40
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};
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this.laserPointer = Overlays.addOverlay("circle3d", {
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size: {
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x: STROKE_WIDTH / 2,
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y: STROKE_WIDTH / 2
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},
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color: this.strokeColor,
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solid: true,
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position: center
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})
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this.triggerValue = 0;
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this.prevTriggerValue = 0;
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var _this = this;
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this.update = function() {
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this.updateControllerState()
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this.search();
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if (this.canPaint === true) {
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this.paint(this.intersection.intersection, this.intersection.surfaceNormal);
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}
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};
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this.paint = function(position, normal) {
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// print("POSITION " + position.z)
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if (this.painting === false) {
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if (this.oldPosition) {
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this.newStroke(this.oldPosition);
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} else {
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this.newStroke(position);
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}
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this.painting = true;
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}
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var localPoint = Vec3.subtract(position, this.strokeBasePosition);
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//Move stroke a bit forward along normal so it doesnt zfight with mesh its drawing on
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localPoint = Vec3.sum(localPoint, Vec3.multiply(normal, 0.001 + Math.random() * .001)); //rand avoid z fighting
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var distance = Vec3.distance(localPoint, this.strokePoints[this.strokePoints.length - 1]);
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if (this.strokePoints.length > 0 && distance < MIN_POINT_DISTANCE) {
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//need a minimum distance to avoid binormal NANs
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return;
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}
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if(this.strokePoints.length > 0 && distance > MAX_POINT_DISTANCE) {
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//Prevents drawing lines accross models
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this.painting = false;
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return;
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}
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if(this.strokePoints.length === 0) {
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localPoint = {x: 0, y: 0, z: 0};
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}
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this.strokePoints.push(localPoint);
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this.strokeNormals.push(normal);
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this.strokeWidths.push(STROKE_WIDTH);
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Entities.editEntity(this.currentStroke, {
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linePoints: this.strokePoints,
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normals: this.strokeNormals,
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strokeWidths: this.strokeWidths
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});
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if (this.strokePoints.length === MAX_POINTS_PER_LINE) {
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this.painting = false;
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return;
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}
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this.oldPosition = position
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}
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this.newStroke = function(position) {
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this.strokeBasePosition = position;
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this.currentStroke = Entities.addEntity({
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position: position,
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type: "PolyLine",
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color: this.strokeColor,
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dimensions: {
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x: 50,
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y: 50,
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z: 50
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},
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lifetime: 100
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});
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this.strokePoints = [];
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this.strokeNormals = [];
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this.strokeWidths = [];
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this.strokes.push(this.currentStroke);
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}
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this.updateControllerState = function() {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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if (triggerValue > TRIGGER_ON_VALUE && this.prevTriggerValue <= TRIGGER_ON_VALUE) {
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this.squeeze();
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} else if (triggerValue < TRIGGER_ON_VALUE && this.prevTriggerValue >= TRIGGER_ON_VALUE) {
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this.release()
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}
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this.prevTriggerValue = triggerValue;
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}
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this.squeeze = function() {
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this.tryPainting = true;
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}
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this.release = function() {
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this.painting = false;
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this.tryPainting = false;
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this.canPaint = false;
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this.oldPosition = null;
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}
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this.search = function() {
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// the trigger is being pressed, do a ray test
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var handPosition = this.getHandPosition();
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var pickRay = {
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origin: handPosition,
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direction: Quat.getUp(this.getHandRotation())
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};
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this.intersection = Entities.findRayIntersection(pickRay, true);
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if (this.intersection.intersects) {
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var distance = Vec3.distance(handPosition, this.intersection.intersection);
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if (distance < MAX_DISTANCE) {
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var displayPoint = this.intersection.intersection;
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displayPoint = Vec3.sum(displayPoint, Vec3.multiply(this.intersection.surfaceNormal, .001));
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if (this.tryPainting) {
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this.canPaint = true;
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}
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Overlays.editOverlay(this.laserPointer, {
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visible: true,
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position: displayPoint,
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rotation: orientationOf(this.intersection.surfaceNormal)
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});
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} else {
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this.hitFail();
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}
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} else {
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this.hitFail();
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}
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};
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this.hitFail = function() {
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this.canPaint = false;
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Overlays.editOverlay(this.laserPointer, {
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visible: false
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});
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}
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this.cleanup = function() {
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Overlays.deleteOverlay(this.laserPointer);
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this.strokes.forEach(function(stroke) {
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Entities.deleteEntity(stroke);
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});
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}
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}
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var rightController = new MyController(RIGHT_HAND, Controller.findAction("RIGHT_HAND_CLICK"));
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var leftController = new MyController(LEFT_HAND, Controller.findAction("LEFT_HAND_CLICK"));
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function update() {
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rightController.update();
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leftController.update();
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}
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function cleanup() {
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rightController.cleanup();
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leftController.cleanup();
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}
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Script.scriptEnding.connect(cleanup);
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Script.update.connect(update);
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function orientationOf(vector) {
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var Y_AXIS = {
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x: 0,
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y: 1,
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z: 0
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};
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var X_AXIS = {
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x: 1,
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y: 0,
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z: 0
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};
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var theta = 0.0;
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var RAD_TO_DEG = 180.0 / Math.PI;
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var direction, yaw, pitch;
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direction = Vec3.normalize(vector);
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yaw = Quat.angleAxis(Math.atan2(direction.x, direction.z) * RAD_TO_DEG, Y_AXIS);
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pitch = Quat.angleAxis(Math.asin(-direction.y) * RAD_TO_DEG, X_AXIS);
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return Quat.multiply(yaw, pitch);
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} |