change variable names that use Quat.getForward

This commit is contained in:
Triplelexx 2017-03-22 17:00:12 +00:00
parent 2515563a0b
commit 2d1ca99e2e
7 changed files with 25 additions and 26 deletions

View file

@ -25,9 +25,9 @@ var prevThumbDown = false;
function init() {
boxPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getForward(Camera.getOrientation())));
var front = Quat.getForward(Camera.getOrientation());
boxZAxis = Vec3.normalize(Vec3.cross(front, Y_AXIS));
boxYAxis = Vec3.normalize(Vec3.cross(boxZAxis, front));
var forward = Quat.getForward(Camera.getOrientation());
boxZAxis = Vec3.normalize(Vec3.cross(forward, Y_AXIS));
boxYAxis = Vec3.normalize(Vec3.cross(boxZAxis, forward));
boxEntity = Entities.addEntity({
type: "Box",

View file

@ -8,12 +8,11 @@
var PhotoBooth = {};
PhotoBooth.init = function () {
var success = Clipboard.importEntities(PHOTOBOOTH_SETUP_JSON_URL);
var frontFactor = 10;
var frontUnitVec = Vec3.normalize(Quat.getForward(MyAvatar.orientation));
var frontOffset = Vec3.multiply(frontUnitVec,frontFactor);
var forwardFactor = 10;
var forwardUnitVector = Vec3.normalize(Quat.getForward(MyAvatar.orientation));
var forwardOffset = Vec3.multiply(forwardUnitVector,forwardFactor);
var rightFactor = 3;
var rightUnitVec = Vec3.normalize(Quat.getRight(MyAvatar.orientation));
var spawnLocation = Vec3.sum(Vec3.sum(MyAvatar.position,frontOffset),rightFactor);
var spawnLocation = Vec3.sum(Vec3.sum(MyAvatar.position,forwardOffset),rightFactor);
if (success) {
this.pastedEntityIDs = Clipboard.pasteEntities(spawnLocation);
this.processPastedEntities();

View file

@ -87,8 +87,8 @@ function moveCloserToCamera(positionAtHUD) {
// we don't actually want to render at the slerped look at... instead, we want to render
// slightly closer to the camera than that.
var MOVE_CLOSER_TO_CAMERA_BY = -0.25;
var cameraFront = Quat.getForward(Camera.orientation);
var closerToCamera = Vec3.multiply(cameraFront, MOVE_CLOSER_TO_CAMERA_BY); // slightly closer to camera
var cameraForward = Quat.getForward(Camera.orientation);
var closerToCamera = Vec3.multiply(cameraForward, MOVE_CLOSER_TO_CAMERA_BY); // slightly closer to camera
var slightlyCloserPosition = Vec3.sum(positionAtHUD, closerToCamera);
return slightlyCloserPosition;

View file

@ -78,9 +78,9 @@ function calcSpawnInfo(hand, height) {
rotation: lookAtRot
};
} else {
var front = Quat.getForward(headRot);
finalPosition = Vec3.sum(headPos, Vec3.multiply(0.6, front));
var orientation = Quat.lookAt({x: 0, y: 0, z: 0}, front, {x: 0, y: 1, z: 0});
var forward = Quat.getForward(headRot);
finalPosition = Vec3.sum(headPos, Vec3.multiply(0.6, forward));
var orientation = Quat.lookAt({x: 0, y: 0, z: 0}, forward, {x: 0, y: 1, z: 0});
return {
position: finalPosition,
rotation: Quat.multiply(orientation, {x: 0, y: 1, z: 0, w: 0})

View file

@ -298,7 +298,7 @@ function populateUserList(selectData, oldAudioData) {
verticalHalfAngle = filter && (frustum.fieldOfView / 2),
horizontalHalfAngle = filter && (verticalHalfAngle * frustum.aspectRatio),
orientation = filter && Camera.orientation,
front = filter && Quat.getForward(orientation),
forward = filter && Quat.getForward(orientation),
verticalAngleNormal = filter && Quat.getRight(orientation),
horizontalAngleNormal = filter && Quat.getUp(orientation);
avatars.forEach(function (id) { // sorting the identifiers is just an aid for debugging
@ -316,8 +316,8 @@ function populateUserList(selectData, oldAudioData) {
return;
}
var normal = id && filter && Vec3.normalize(Vec3.subtract(avatar.position, myPosition));
var horizontal = normal && angleBetweenVectorsInPlane(normal, front, horizontalAngleNormal);
var vertical = normal && angleBetweenVectorsInPlane(normal, front, verticalAngleNormal);
var horizontal = normal && angleBetweenVectorsInPlane(normal, forward, horizontalAngleNormal);
var vertical = normal && angleBetweenVectorsInPlane(normal, forward, verticalAngleNormal);
if (id && filter && ((Math.abs(horizontal) > horizontalHalfAngle) || (Math.abs(vertical) > verticalHalfAngle))) {
return;
}

View file

@ -94,9 +94,9 @@
},
shootBall: function(gunProperties) {
var forwardVec = Quat.getForward(Quat.multiply(gunProperties.rotation, Quat.fromPitchYawRollDegrees(0, 180, 0)));
forwardVec = Vec3.normalize(forwardVec);
forwardVec = Vec3.multiply(forwardVec, GUN_FORCE);
var forwardVector = Quat.getForward(Quat.multiply(gunProperties.rotation, Quat.fromPitchYawRollDegrees(0, 180, 0)));
forwardVector = Vec3.normalize(forwardVector);
forwardVector = Vec3.multiply(forwardVector, GUN_FORCE);
var properties = {
name: 'Tutorial Ping Pong Ball',
@ -111,7 +111,7 @@
rotation: gunProperties.rotation,
position: this.getGunTipPosition(gunProperties),
gravity: PING_PONG_GUN_GRAVITY,
velocity: forwardVec,
velocity: forwardVector,
lifetime: 10
};
@ -131,12 +131,12 @@
getGunTipPosition: function(properties) {
//the tip of the gun is going to be in a different place than the center, so we move in space relative to the model to find that position
var frontVector = Quat.getForward(properties.rotation);
var frontOffset = Vec3.multiply(frontVector, GUN_TIP_FWD_OFFSET);
var forwardVector = Quat.getForward(properties.rotation);
var forwardOffset = Vec3.multiply(forwardVector, GUN_TIP_FWD_OFFSET);
var upVector = Quat.getUp(properties.rotation);
var upOffset = Vec3.multiply(upVector, GUN_TIP_UP_OFFSET);
var gunTipPosition = Vec3.sum(properties.position, frontOffset);
var gunTipPosition = Vec3.sum(properties.position, forwardOffset);
gunTipPosition = Vec3.sum(gunTipPosition, upOffset);
return gunTipPosition;

View file

@ -34,8 +34,8 @@
var SCRIPT_URL = Script.resolvePath("./entity_scripts/magneticBlock.js");
var frontVector = Quat.getForward(MyAvatar.orientation);
frontVector.y += VERTICAL_OFFSET;
var forwardVector = Quat.getForward(MyAvatar.orientation);
forwardVector.y += VERTICAL_OFFSET;
for (var x = 0; x < COLUMNS; x++) {
for (var y = 0; y < ROWS; y++) {
@ -61,7 +61,7 @@
cloneLimit: 9999
}
}),
position: Vec3.sum(MyAvatar.position, Vec3.sum(frontOffset, frontVector)),
position: Vec3.sum(MyAvatar.position, Vec3.sum(forwardOffset, forwardVector)),
color: newColor(),
script: SCRIPT_URL
});