fix translate arrow normals

This commit is contained in:
unknown 2018-03-26 16:31:58 -07:00
parent 11f5e7812b
commit 194b00d732

View file

@ -1653,11 +1653,11 @@ SelectionDisplay = (function() {
mode: mode,
onBegin: function(event, pickRay, pickResult) {
if (direction === TRANSLATE_DIRECTION.X) {
pickNormal = { x:0, y:0, z:1 };
pickNormal = { x:0, y:1, z:1 };
} else if (direction === TRANSLATE_DIRECTION.Y) {
pickNormal = { x:1, y:0, z:0 };
pickNormal = { x:1, y:0, z:1 };
} else if (direction === TRANSLATE_DIRECTION.Z) {
pickNormal = { x:0, y:1, z:0 };
pickNormal = { x:1, y:1, z:0 };
}
var rotation = spaceMode === SPACE_LOCAL ? SelectionManager.localRotation : SelectionManager.worldRotation;
@ -1701,7 +1701,6 @@ SelectionDisplay = (function() {
onMove: function(event) {
pickRay = generalComputePickRay(event.x, event.y);
// translate mode left/right based on view toward entity
var newIntersection = rayPlaneIntersection(pickRay, SelectionManager.worldPosition, pickNormal);
var vector = Vec3.subtract(newIntersection, lastPick);
@ -1719,7 +1718,7 @@ SelectionDisplay = (function() {
var dotVector = Vec3.dot(vector, projectionVector);
vector = Vec3.multiply(dotVector, projectionVector);
vector = grid.snapToGrid(vector);
var wantDebug = false;
if (wantDebug) {
print("translateUpDown... ");
@ -2017,10 +2016,10 @@ SelectionDisplay = (function() {
vector = grid.snapToSpacing(vector);
var changeInDimensions = Vec3.multiply(NEGATE_VECTOR, vec3Mult(localSigns, vector));
if (directionEnum === STRETCH_DIRECTION.ALL) {
var toCameraDistance = getDistanceToCamera(position);
var dimensionsMultiple = toCameraDistance * STRETCH_DIRECTION_ALL_CAMERA_DISTANCE_MULTIPLE;
changeInDimensions = Vec3.multiply(changeInDimensions, dimensionsMultiple);
if (directionEnum === STRETCH_DIRECTION.ALL) {
var toCameraDistance = getDistanceToCamera(position);
var dimensionsMultiple = toCameraDistance * STRETCH_DIRECTION_ALL_CAMERA_DISTANCE_MULTIPLE;
changeInDimensions = Vec3.multiply(changeInDimensions, dimensionsMultiple);
}
var newDimensions;