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Add Edit.js Entities spawn up according to the orientation of the avatar.
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0873b88347
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1 changed files with 12 additions and 2 deletions
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@ -247,9 +247,12 @@ var toolBar = (function () {
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direction = MyAvatar.orientation;
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direction = MyAvatar.orientation;
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}
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}
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direction = Vec3.multiplyQbyV(direction, Vec3.UNIT_Z);
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direction = Vec3.multiplyQbyV(direction, Vec3.UNIT_Z);
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// Align entity with Avatar orientation.
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properties.rotation = MyAvatar.orientation;
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var PRE_ADJUST_ENTITY_TYPES = ["Box", "Sphere", "Shape", "Text", "Web"];
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var PRE_ADJUST_ENTITY_TYPES = ["Box", "Sphere", "Shape", "Text", "Web"];
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if (PRE_ADJUST_ENTITY_TYPES.indexOf(properties.type) !== -1) {
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if (PRE_ADJUST_ENTITY_TYPES.indexOf(properties.type) !== -1) {
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// Adjust position of entity per bounding box prior to creating it.
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// Adjust position of entity per bounding box prior to creating it.
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var registration = properties.registration;
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var registration = properties.registration;
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if (registration === undefined) {
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if (registration === undefined) {
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@ -259,7 +262,14 @@ var toolBar = (function () {
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var orientation = properties.orientation;
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var orientation = properties.orientation;
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if (orientation === undefined) {
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if (orientation === undefined) {
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var DEFAULT_ORIENTATION = Quat.fromPitchYawRollDegrees(0, 0, 0);
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properties.orientation = MyAvatar.orientation;
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var DEFAULT_ORIENTATION = properties.orientation;
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orientation = DEFAULT_ORIENTATION;
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} else {
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// If the orientation is already defined, we perform the corresponding rotation assuming that
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// our start referential is the avatar referential.
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properties.orientation = Quat.multiply(MyAvatar.orientation, properties.orientation);
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var DEFAULT_ORIENTATION = properties.orientation;
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orientation = DEFAULT_ORIENTATION;
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orientation = DEFAULT_ORIENTATION;
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}
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}
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