Merge pull request #14026 from huffman/fix/edit-rotation

Fix edit rotation handle fidgeting
This commit is contained in:
Brad Hefta-Gaub 2018-10-01 16:15:32 -07:00 committed by GitHub
commit ef063a4072
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2 changed files with 33 additions and 32 deletions

View file

@ -74,7 +74,7 @@ void Circle3DOverlay::render(RenderArgs* args) {
const float FULL_CIRCLE = 360.0f;
const float SLICES = 180.0f; // The amount of segment to create the circle
const float SLICE_ANGLE = FULL_CIRCLE / SLICES;
const float SLICE_ANGLE_RADIANS = glm::radians(FULL_CIRCLE / SLICES);
const float MAX_COLOR = 255.0f;
auto geometryCache = DependencyManager::get<GeometryCache>();
@ -111,28 +111,38 @@ void Circle3DOverlay::render(RenderArgs* args) {
vec4 innerEndColor = vec4(toGlm(_innerEndColor), _innerEndAlpha) * pulseModifier;
vec4 outerEndColor = vec4(toGlm(_outerEndColor), _outerEndAlpha) * pulseModifier;
const auto startAtRadians = glm::radians(_startAt);
const auto endAtRadians = glm::radians(_endAt);
const auto totalRange = _endAt - _startAt;
if (_innerRadius <= 0) {
_solidPrimitive = gpu::TRIANGLE_FAN;
points << vec2();
colors << innerStartColor;
for (float angle = _startAt; angle <= _endAt; angle += SLICE_ANGLE) {
float range = (angle - _startAt) / (_endAt - _startAt);
float angleRadians = glm::radians(angle);
for (float angleRadians = startAtRadians; angleRadians < endAtRadians; angleRadians += SLICE_ANGLE_RADIANS) {
float range = (angleRadians - startAtRadians) / totalRange;
points << glm::vec2(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
colors << glm::mix(outerStartColor, outerEndColor, range);
}
points << glm::vec2(cosf(endAtRadians) * _outerRadius, sinf(endAtRadians) * _outerRadius);
colors << outerEndColor;
} else {
_solidPrimitive = gpu::TRIANGLE_STRIP;
for (float angle = _startAt; angle <= _endAt; angle += SLICE_ANGLE) {
float range = (angle - _startAt) / (_endAt - _startAt);
for (float angleRadians = startAtRadians; angleRadians < endAtRadians; angleRadians += SLICE_ANGLE_RADIANS) {
float range = (angleRadians - startAtRadians) / totalRange;
float angleRadians = glm::radians(angle);
points << glm::vec2(cosf(angleRadians) * _innerRadius, sinf(angleRadians) * _innerRadius);
colors << glm::mix(innerStartColor, innerEndColor, range);
points << glm::vec2(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
colors << glm::mix(outerStartColor, outerEndColor, range);
}
points << glm::vec2(cosf(endAtRadians) * _innerRadius, sinf(endAtRadians) * _innerRadius);
colors << innerEndColor;
points << glm::vec2(cosf(endAtRadians) * _outerRadius, sinf(endAtRadians) * _outerRadius);
colors << outerEndColor;
}
geometryCache->updateVertices(_quadVerticesID, points, colors);
}
@ -147,29 +157,28 @@ void Circle3DOverlay::render(RenderArgs* args) {
if (geometryChanged) {
QVector<glm::vec2> points;
float angle = _startAt;
float angleInRadians = glm::radians(angle);
glm::vec2 firstPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
const auto startAtRadians = glm::radians(_startAt);
const auto endAtRadians = glm::radians(_endAt);
float angleRadians = startAtRadians;
glm::vec2 firstPoint(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
points << firstPoint;
while (angle < _endAt) {
angle += SLICE_ANGLE;
angleInRadians = glm::radians(angle);
glm::vec2 thisPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
while (angleRadians < endAtRadians) {
angleRadians += SLICE_ANGLE_RADIANS;
glm::vec2 thisPoint(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
points << thisPoint;
if (getIsDashedLine()) {
angle += SLICE_ANGLE / 2.0f; // short gap
angleInRadians = glm::radians(angle);
glm::vec2 dashStartPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
angleRadians += SLICE_ANGLE_RADIANS / 2.0f; // short gap
glm::vec2 dashStartPoint(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
points << dashStartPoint;
}
}
// get the last slice portion....
angle = _endAt;
angleInRadians = glm::radians(angle);
glm::vec2 lastPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
angleRadians = endAtRadians;
glm::vec2 lastPoint(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
points << lastPoint;
geometryCache->updateVertices(_lineVerticesID, points, vec4(toGlm(getColor()), getAlpha()));
}

View file

@ -2611,6 +2611,10 @@ SelectionDisplay = (function() {
updateSelectionsRotation(rotationChange, rotationCenter);
updateRotationDegreesOverlay(-angleFromZero, rotationDegreesPosition);
if (direction === ROTATE_DIRECTION.YAW) {
angleFromZero *= -1;
}
var startAtCurrent = 0;
var endAtCurrent = angleFromZero;
var maxDegrees = 360;
@ -2622,18 +2626,6 @@ SelectionDisplay = (function() {
startAt: startAtCurrent,
endAt: endAtCurrent
});
// not sure why but this seems to be needed to fix an reverse rotation for yaw ring only
if (direction === ROTATE_DIRECTION.YAW) {
if (spaceMode === SPACE_LOCAL) {
Overlays.editOverlay(handleRotateCurrentRing, { rotation: worldRotationZ });
} else {
var rotationDegrees = 90;
Overlays.editOverlay(handleRotateCurrentRing, {
rotation: Quat.fromPitchYawRollDegrees(-rotationDegrees, 0, 0)
});
}
}
}
if (wantDebug) {