mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
cleanup and documentation
This commit is contained in:
parent
760113f9c9
commit
a833912399
2 changed files with 270 additions and 160 deletions
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@ -5,8 +5,8 @@
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// Created by Timothy Dedischew on 04/21/2017.
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// Copyright 2017 High Fidelity, Inc.
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//
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// This tablet app creates a mirrored projection of your avatar (ie: a "doppleganger") that you can walk around
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// and inspect.
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// This Client script creates can instance of a Doppleganger that can be toggled on/off via tablet button.
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// (for more info see doppleganger.js)
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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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@ -14,39 +14,35 @@
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/* global */
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var TABLET_APP_ICON = Script.resolvePath('Spiegel-lineart-black.svg');
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var TABLET_APP_NAME = 'mirror';
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var DopplegangerClass = Script.require('./doppleganger.js');
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// uncomment the next line to sync via Script.update (instead of Script.setInterval)
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// DopplegangerClass.USE_SCRIPT_UPDATE = true;
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var EYE_TO_EYE = false; // whether to maintain the doppleganger's relative vertical positioning
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var DEBUG = true;
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var MIRRORED = true; // whether to mirror joints or simply transfer them as-is
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var tablet = Tablet.getTablet('com.highfidelity.interface.tablet.system'),
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button = tablet.addButton({
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icon: "icons/tablet-icons/doppleganger-i.svg",
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activeIcon: "icons/tablet-icons/doppleganger-a.svg",
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text: 'MIRROR'
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});
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var tablet = Tablet.getTablet('com.highfidelity.interface.tablet.system');
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var button = tablet.addButton({
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icon: TABLET_APP_ICON,
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text: TABLET_APP_NAME
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Script.scriptEnding.connect(function() {
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tablet.removeButton(button);
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});
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var DopplegangerClass = Script.require('./doppleganger.js#'+ new Date().getTime().toString(36));
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var doppleganger = new DopplegangerClass({
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avatar: MyAvatar,
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mirrored: MIRRORED,
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debug: DEBUG,
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eyeToEye: EYE_TO_EYE,
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mirrored: true,
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eyeToEye: true,
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autoUpdate: true
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});
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Script.scriptEnding.connect(doppleganger, 'cleanup');
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if (Settings.getValue('debug.doppleganger', false)) {
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DopplegangerClass.addDebugControls(doppleganger);
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}
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button.clicked.connect(function() {
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print('click', doppleganger.active);
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doppleganger.toggle();
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button.editProperties({ isActive: doppleganger.active });
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});
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Script.scriptEnding.connect(function() {
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try {
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doppleganger.shutdown();
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} finally {
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// we want to remove the button even if an error is thrown during shutdown
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tablet.removeButton(button);
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}
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});
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@ -5,63 +5,79 @@
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// Created by Timothy Dedischew on 04/21/2017.
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// Copyright 2017 High Fidelity, Inc.
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//
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// This tablet app creates a mirrored projection of your avatar (ie: a "doppleganger") that you can walk around
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// and inspect.
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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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/* global */
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var USE_SCRIPT_UPDATE = false; // if this is true then Script.update will be used to update the doppleganger joints
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var TARGET_FPS = 60; // when USE_SCRIPT_UPDATE is false, Script.setInterval will be used and target this FPS
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/* global module */
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// @module doppleganger
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//
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// This module contains the `Doppleganger` class implementation for creating an inspectable replica of
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// an Avatar (as a model directly in front of and facing them). Joint positions and rotations are copied
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// over in an update thread, so that the model automatically mirrors the Avatar's joint movements.
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// An Avatar can then for example walk around "themselves" and examine from the back, etc.
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//
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// This should be helpful for inspecting your own look and debugging avatars, etc.
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//
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// The doppleganger is created as an overlay so that others do not see it -- and this also allows for the
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// highest possible update rate when keeping joint data in sync.
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module.exports = Doppleganger;
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if (!Function.prototype.bind) {
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// FIXME: this inline version is meant to be temporary, pending either a system-wide version being adopted
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// or libraries/utils.js becoming a clean .require'able module
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Function.prototype.bind = function(){var fn=this,s=[].slice,a=s.call(arguments),o=a.shift();return function(){return fn.apply(o,a.concat(s.call(arguments)))}};
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}
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// @property {bool} - when set true, Script.update will be used instead of setInterval for syncing joint data
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Doppleganger.USE_SCRIPT_UPDATE = false;
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// @property {int} - the frame rate to target when using setInterval for joint updates
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Doppleganger.TARGET_FPS = 60;
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// @class Doppleganger - Creates a new instance of a Doppleganger.
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// @param {Avatar} [options.avatar=MyAvatar] - Avatar used to retrieve position and joint data.
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// @param {bool} [options.mirrored=true] - Apply "symmetric mirroring" of Left/Right joints.
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// @param {bool} [options.autoUpdate=true] - Automatically sync joint data.
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function Doppleganger(options) {
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options = options || {};
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this.avatar = options.avatar || MyAvatar;
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this.mirrored = 'mirrored' in options ? options.mirrored : true;
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this.debug = 'debug' in options ? options.debug : true;
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this.eyeToEye = 'eyeToEye' in options ? options.eyeToEye : true;
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this.autoUpdate = 'autoUpdate' in options ? options.autoUpdate : true;
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// instance properties
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this.active = false;
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this.uuid = null;
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this.interval = null;
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this.selectedJoint = null;
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this.positionNeedsUpdate = true;
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// @public
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this.active = false; // whether doppleganger is currently being displayed/updated
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this.uuid = null; // current doppleganger's Overlay id
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this.ready = false; // whether the underlying ModelOverlay has finished loading
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this.frame = 0; // current joint update frame
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}
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Doppleganger.prototype = {
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// @public @method - toggles doppleganger on/off
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toggle: function() {
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if (this.active) {
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print('toggling off');
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log('toggling off');
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this.off();
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this.active = false;
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} else {
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print('toggling on');
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log('toggling on');
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this.on();
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this.active = true;
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}
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return this.active;
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},
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syncJointName: 'LeftEye',
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// @public @method - shutdown the dopplgeganger completely
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cleanup: function() {
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this.off();
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this.active = false;
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},
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// @public @method - synchronize the joint data between Avatar / doppleganger
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update: function() {
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this.frame++;
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try {
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if (!this.uuid) {
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throw new Error('!this.uuid');
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}
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var rotations = this.avatar.getJointRotations();
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var translations = this.avatar.getJointTranslations() || rotations.map(function(_, i) {
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return this.avatar.getJointTranslation(i);
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}.bind(this));
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var translations = this.avatar.getJointTranslations();
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if (this.mirrored) {
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var mirroredIndexes = this.mirroredIndexes;
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translations = outTranslations;
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}
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Overlays.editOverlay(this.uuid, {
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visible: true,
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jointRotations: rotations,
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jointTranslations: translations,
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jointTranslations: translations
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});
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if (this.positionNeedsUpdate) {
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this.positionNeedsUpdate = this.eyeToEye; // only continue updating if seeing eye-to-eye
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this.fixVerticalPosition();
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// debug plumbing
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if (this.$update) {
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this.$update();
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}
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if (this.debug) {
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this._drawDebugOverlays();
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}
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} catch(e) {
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print('update ERROR: '+ e);
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} catch (e) {
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log('update ERROR: '+ e);
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this.off();
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}
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},
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// @public @method - show the doppleganger (and start the update thread, if options.autoUpdate was specified).
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on: function() {
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if (this.uuid) {
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print('doppleganger -- on() called but overlay model already exists', this.uuid);
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log('on() called but overlay model already exists', this.uuid);
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return;
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}
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this.ready = false;
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this.frame = 0;
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this.position = Vec3.sum(this.avatar.position, Quat.getFront(this.avatar.orientation));
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this.orientation = this.avatar.orientation;
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this.skeletonModelURL = this.avatar.skeletonModelURL;
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@ -118,62 +135,43 @@ Doppleganger.prototype = {
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}
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});
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var avatar = this.avatar;
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this.mirroredIndexes = this.mirroredNames.map(function(name) {
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return name ? this.avatar.getJointIndex(name) : false;
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}.bind(this));
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return name ? avatar.getJointIndex(name) : false;
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});
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this.uuid = Overlays.addOverlay('model', {
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visible: false,
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url: this.skeletonModelURL,
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position: this.position,
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rotation: this.orientation,
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rotation: this.orientation
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});
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this._onModelReady(function() {
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if (USE_SCRIPT_UPDATE) {
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this.onUpdate = this.update;
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Script.update.connect(this, 'onUpdate');
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print('doppleganger will be updated from Script.update');
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} else {
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print('doppleganger will be updated using Script.setInterval at', TARGET_FPS +'fps');
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this.interval = Script.setInterval(this.update.bind(this), 1000 / TARGET_FPS);
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this._onModelOverlayReady(bind(this, function() {
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this.ready = true;
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Overlays.editOverlay(this.uuid, { visible: true });
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this.syncVerticalPosition();
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log('ModelOverlay is ready; # joints == ' + Overlays.getProperty(this.uuid, 'jointNames').length);
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if (this.autoUpdate) {
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this._createUpdateThread();
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}
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});
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}));
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print('doppleganger created; overlayID =', this.uuid);
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log('doppleganger created; overlayID =', this.uuid);
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// trigger clean up (and stop updates) if the overlay gets deleted by any means
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// trigger clean up (and stop updates) if the overlay gets deleted
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this.onDeletedOverlay = this._onDeletedOverlay;
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Overlays.overlayDeleted.connect(this, 'onDeletedOverlay');
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// FIXME: remove this hook after verifying joint modes between mirrored/non-mirrored
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if (true) {
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this.onMousePressEvent = this._onMousePressEvent;
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Controller.mousePressEvent.connect(this, 'onMousePressEvent');
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// debug plumbing
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if (this.$on) {
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this.$on();
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}
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},
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// execute callback only after the ModelOverlay has finished loading
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_onModelReady: function(callback) {
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const TIMEOUT_MS = 50;
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var waited = 0;
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var waitForJointNames = function() {
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var names = Overlays.getProperty(this.uuid, 'jointNames');
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if (Array.isArray(names) && names.length) {
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print('jointNames', names);
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callback.call(this, names);
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} else {
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print(waited++, 'waiting for doppleganger jointNames...');
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Script.setTimeout(waitForJointNames, TIMEOUT_MS);
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}
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}.bind(this);
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return Script.setTimeout(waitForJointNames, TIMEOUT_MS);
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},
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shutdown: function() {
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this.off();
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this.active = false;
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},
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// @public @method - hide the doppleganger
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off: function() {
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this.ready = false;
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if (this.onUpdate) {
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Script.update.disconnect(this, 'onUpdate');
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delete this.onUpdate;
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@ -182,30 +180,27 @@ Doppleganger.prototype = {
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Overlays.overlayDeleted.disconnect(this, 'onDeletedOverlay');
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delete this.onDeletedOverlay;
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}
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if (this.onMousePressEvent) {
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Controller.mousePressEvent.disconnect(this, 'onMousePressEvent');
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delete this.onMousePressEvent;
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}
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if (this.interval) {
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Script.clearInterval(this.interval);
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this.interval = undefined;
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if (this._interval) {
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Script.clearInterval(this._interval);
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this._interval = undefined;
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}
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if (this.uuid) {
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Overlays.deleteOverlay(this.uuid);
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this.uuid = undefined;
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}
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if (this.debugOverlayIDs) {
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this.debugOverlayIDs.forEach(function(o) { Overlays.deleteOverlay(o); });
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this.debugOverlayIDs = undefined;
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// debug plumbing
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if (this.$off) {
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this.$off();
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}
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},
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// ModelOverlays & ModelEntities get positioned slightly differently than rigged Avatars
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// in EYE_TO_EYE mode this helper takes an actual measurement and adjusts the doppleganger
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// so it always sees "eye to eye" with the avatar
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fixVerticalPosition: function() {
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var byJointName = this.syncJointName || 'Hips';
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// @public @method - Reposition the doppleganger so it sees "eye to eye" with the Avatar.
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// @param {String} [byJointName=Hips] - the reference joint that will be used to vertically match positions with Avatar
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// @note This method attempts to make a direct measurement and then calculate where the doppleganger needs to be
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// in order to line-up vertically with the Avatar. Otherwise, animations such as "away" mode can
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// result in the doppleganger floating above or below ground level.
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syncVerticalPosition: function s(byJointName) {
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byJointName = byJointName || 'Hips';
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var names = Overlays.getProperty(this.uuid, 'jointNames'),
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positions = Overlays.getProperty(this.uuid, 'jointPositions'),
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dopplePosition = Overlays.getProperty(this.uuid, 'position'),
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@ -214,77 +209,196 @@ Doppleganger.prototype = {
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var avatarPosition = this.avatar.position,
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avatarJointIndex = this.avatar.getJointIndex(byJointName),
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avatarJointPosition = this.avatar.getAbsoluteJointTranslationInObjectFrame(avatarJointIndex);
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avatarJointPosition = this.avatar.getJointPosition(avatarJointIndex);
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var offset = Vec3.subtract(avatarJointPosition, doppleJointPosition);
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dopplePosition.y = avatarPosition.y + offset.y;
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var offset = avatarJointPosition.y - doppleJointPosition.y;
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log('adjusting for offset', offset);
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dopplePosition.y = avatarPosition.y + offset;
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this.position = dopplePosition;
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Overlays.editOverlay(this.uuid, { position: this.position });
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},
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// @private @method - signal handler for Overlays.overlayDeleted
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_onDeletedOverlay: function(uuid) {
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print('onDeletedOverlay', uuid);
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log('onDeletedOverlay', uuid);
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if (uuid === this.uuid) {
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this.off();
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}
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},
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// DEBUG methods for verifying mirrored joint behaviors
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_onMousePressEvent: function(evt) {
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if (evt.isRightButton) {
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this.mirrored = !this.mirrored;
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}
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if (!this.debug || !evt.isLeftButton) {
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// @private @method - creates the update thread to synchronize joint data
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_createUpdateThread: function() {
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if (!this.autoUpdate) {
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log('options.autoUpdate == false -- call .update() manually to sync joint data');
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return;
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}
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var ray = Camera.computePickRay(evt.x, evt.y),
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hit = Overlays.findRayIntersection(ray, true, this.debugOverlayIDs);
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hit.index = this.debugOverlayIDs.indexOf(hit.overlayID);
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hit.jointName = this.jointNames[hit.index];
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hit.mirroredJointName = this.mirroredNames[hit.index];
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this.selectedJoint = hit.jointName;
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print('selected joint:', JSON.stringify(hit,0,2));
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if (Doppleganger.USE_SCRIPT_UPDATE) {
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log('creating Script.update thread');
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this.onUpdate = this.update;
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Script.update.connect(this, 'onUpdate');
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} else {
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log('creating Script.setInterval thread @ ~', Doppleganger.TARGET_FPS +'fps');
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var timeout = 1000 / Doppleganger.TARGET_FPS;
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this._interval = Script.setInterval(bind(this, 'update'), timeout);
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}
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},
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_drawDebugOverlays: function() {
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const COLOR_DEFAULT = { red: 255, blue: 255, green: 255 };
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const COLOR_SELECTED = { red: 0, blue: 255, green: 0 };
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// @private @method - Invokes a callback once the ModelOverlay is fully-initialized.
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// @param {Function} callback
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// @note This is needed because sometimes it takes a few frames for the underlying model
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// to become loaded even when already cached locally.
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_onModelOverlayReady: function(callback) {
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var RECHECK_MS = 50, MAX_WAIT_MS = 10000;
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var id = this.uuid,
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watchdogTimer = null,
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boundCallback = bind(this, callback);
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function waitForJointNames() {
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if (!watchdogTimer) {
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log('stopping waitForJointNames...');
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return;
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}
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var names = Overlays.getProperty(id, 'jointNames');
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if (Array.isArray(names) && names.length) {
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log('ModelOverlay ready -- jointNames:', names);
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boundCallback(names);
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Script.clearTimeout(watchdogTimer);
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} else {
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return Script.setTimeout(waitForJointNames, RECHECK_MS);
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}
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}
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watchdogTimer = Script.setTimeout(function() {
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watchdogTimer = null;
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}, MAX_WAIT_MS);
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waitForJointNames();
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}
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};
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// @function - bind a function to a `this` context
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// @param {Object} - the `this` context
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// @param {Function|String} - function or method name
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function bind(thiz, method) {
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method = thiz[method] || method;
|
||||
return function() {
|
||||
return method.apply(thiz, arguments);
|
||||
};
|
||||
}
|
||||
|
||||
// @function - debug logging
|
||||
function log() {
|
||||
print('doppleganger | ' + [].slice.call(arguments).join(' '));
|
||||
}
|
||||
|
||||
// -- ADVANCED DEBUGGING --
|
||||
// @function - Add debug joint indicators / extra debugging info.
|
||||
// @param {Doppleganger} - existing Doppleganger instance to add controls to
|
||||
//
|
||||
// @note:
|
||||
// * rightclick toggles mirror mode on/off
|
||||
// * shift-rightclick toggles the debug indicators on/off
|
||||
// * clicking on an indicator displays the joint name and mirrored joint name in the debug log.
|
||||
//
|
||||
// Example use:
|
||||
// var doppleganger = new Doppleganger();
|
||||
// Doppleganger.addDebugControls(doppleganger);
|
||||
Doppleganger.addDebugControls = function(doppleganger) {
|
||||
var onMousePressEvent,
|
||||
debugOverlayIDs,
|
||||
selectedJointName;
|
||||
|
||||
if ('$update' in doppleganger) {
|
||||
throw new Error('only one set of debug controls can be added per doppleganger');
|
||||
}
|
||||
|
||||
function $on() {
|
||||
onMousePressEvent = _onMousePressEvent;
|
||||
Controller.mousePressEvent.connect(this, _onMousePressEvent);
|
||||
}
|
||||
|
||||
function createOverlays(jointNames) {
|
||||
return jointNames.map(function(name, i) {
|
||||
return Overlays.addOverlay('shape', {
|
||||
shape: 'Icosahedron',
|
||||
scale: 0.1,
|
||||
solid: false,
|
||||
alpha: 0.5
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
function cleanupOverlays() {
|
||||
if (debugOverlayIDs) {
|
||||
debugOverlayIDs.forEach(Overlays.deleteOverlay);
|
||||
debugOverlayIDs = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
function $off() {
|
||||
if (onMousePressEvent) {
|
||||
Controller.mousePressEvent.disconnect(this, onMousePressEvent);
|
||||
onMousePressEvent = undefined;
|
||||
}
|
||||
cleanupOverlays();
|
||||
}
|
||||
|
||||
function $update() {
|
||||
var COLOR_DEFAULT = { red: 255, blue: 255, green: 255 };
|
||||
var COLOR_SELECTED = { red: 0, blue: 255, green: 0 };
|
||||
|
||||
var id = this.uuid,
|
||||
jointOrientations = Overlays.getProperty(id, 'jointOrientations'),
|
||||
jointPositions = Overlays.getProperty(id, 'jointPositions'),
|
||||
position = Overlays.getProperty(id, 'position'),
|
||||
orientation = Overlays.getProperty(id, 'orientation'),
|
||||
selectedIndex = this.jointNames.indexOf(this.selectedJoint);
|
||||
selectedIndex = this.jointNames.indexOf(selectedJointName);
|
||||
|
||||
if (!this.debugOverlayIDs) {
|
||||
// set up reference shapes per joint
|
||||
this.debugOverlayIDs = jointOrientations.map(function(name, i) {
|
||||
return Overlays.addOverlay('shape', {
|
||||
shape: 'Icosahedron',
|
||||
scale: .1,
|
||||
drawInFront: false,
|
||||
text: this.jointNames[i],
|
||||
solid: false,
|
||||
alpha: .5,
|
||||
});
|
||||
}.bind(this));
|
||||
if (!debugOverlayIDs) {
|
||||
debugOverlayIDs = createOverlays(this.jointNames);
|
||||
}
|
||||
|
||||
// group updates into { id: {props...}, ... } format
|
||||
var updatedOverlays = this.debugOverlayIDs.reduce(function(updates, id, i) {
|
||||
// batch all updates into a single call (using the editOverlays({ id: {props...}, ... }) API)
|
||||
var updatedOverlays = debugOverlayIDs.reduce(function(updates, id, i) {
|
||||
updates[id] = {
|
||||
position: jointPositions[i],//Vec3.sum(position, Vec3.multiplyQbyV(orientation, jointPositions[i])),
|
||||
position: jointPositions[i],
|
||||
rotation: jointOrientations[i],
|
||||
color: i === selectedIndex ? COLOR_SELECTED : COLOR_DEFAULT,
|
||||
solid: i === selectedIndex,
|
||||
solid: i === selectedIndex
|
||||
};
|
||||
return updates;
|
||||
}, {});
|
||||
Overlays.editOverlays(updatedOverlays);
|
||||
},
|
||||
}
|
||||
|
||||
function _onMousePressEvent(evt) {
|
||||
if (evt.isRightButton) {
|
||||
if (evt.isShifted) {
|
||||
if (this.$update) {
|
||||
// toggle debug overlays off
|
||||
cleanupOverlays();
|
||||
delete this.$update;
|
||||
} else {
|
||||
this.$update = $update;
|
||||
}
|
||||
} else {
|
||||
this.mirrored = !this.mirrored;
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (!evt.isLeftButton || !debugOverlayIDs) {
|
||||
return;
|
||||
}
|
||||
|
||||
var ray = Camera.computePickRay(evt.x, evt.y),
|
||||
hit = Overlays.findRayIntersection(ray, true, debugOverlayIDs);
|
||||
|
||||
hit.jointIndex = debugOverlayIDs.indexOf(hit.overlayID);
|
||||
hit.jointName = this.jointNames[hit.jointIndex];
|
||||
hit.mirroredJointName = this.mirroredNames[hit.jointIndex];
|
||||
selectedJointName = hit.jointName;
|
||||
log('selected joint:', JSON.stringify(hit, 0, 2));
|
||||
}
|
||||
|
||||
doppleganger.$on = $on;
|
||||
doppleganger.$off = $off;
|
||||
doppleganger.$update = $update;
|
||||
|
||||
return doppleganger;
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue