Merge pull request #11897 from Delanir/Gizmos

IPD Secondary Task List: edit.js arrow orientation: Yaw, Pitch, Roll tools
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Seth Alves 2017-12-08 07:09:09 -08:00 committed by GitHub
commit 86a1bc75c9
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@ -1031,6 +1031,71 @@ SelectionDisplay = (function() {
that.updateHandles();
};
// Function: Calculate New Bound Extremes
// uses dot product to discover new top and bottom on the new referential (max and min)
that.calculateNewBoundExtremes = function(boundPointList, referenceVector) {
if (boundPointList.length < 2) {
return [null, null];
}
var refMax = boundPointList[0];
var refMin = boundPointList[1];
var dotMax = Vec3.dot(boundPointList[0], referenceVector);
var dotMin = Vec3.dot(boundPointList[1], referenceVector);
if (dotMin > dotMax) {
dotMax = dotMin;
dotMin = Vec3.dot(boundPointList[0], referenceVector);
refMax = boundPointList[1];
refMin = boundPointList[0];
}
for (var i = 2; i < boundPointList.length ; i++) {
var dotAux = Vec3.dot(boundPointList[i], referenceVector);
if (dotAux > dotMax) {
dotMax = dotAux;
refMax = boundPointList[i];
} else if (dotAux < dotMin) {
dotMin = dotAux;
refMin = boundPointList[i];
}
}
return [refMin, refMax];
}
// Function: Project Bounding Box Points
// Projects all 6 bounding box points: Top, Bottom, Left, Right, Near, Far (assumes center 0,0,0) onto
// one of the basis of the new avatar referencial
// dimensions - dimensions of the AABB (axis aligned bounding box) on the standard basis
// [1, 0, 0], [0, 1, 0], [0, 0, 1]
// v - projection vector
// rotateHandleOffset - offset for the rotation handle gizmo position
that.projectBoundingBoxPoints = function(dimensions, v, rotateHandleOffset) {
var projT_v = Vec3.dot(Vec3.multiply((dimensions.y / 2) + rotateHandleOffset, Vec3.UNIT_Y), v);
projT_v = Vec3.multiply(projT_v, v);
var projB_v = Vec3.dot(Vec3.multiply(-(dimensions.y / 2) - rotateHandleOffset, Vec3.UNIT_Y), v);
projB_v = Vec3.multiply(projB_v, v);
var projL_v = Vec3.dot(Vec3.multiply((dimensions.x / 2) + rotateHandleOffset, Vec3.UNIT_X), v);
projL_v = Vec3.multiply(projL_v, v);
var projR_v = Vec3.dot(Vec3.multiply(-1.0 * (dimensions.x / 2) - 1.0 * rotateHandleOffset, Vec3.UNIT_X), v);
projR_v = Vec3.multiply(projR_v, v);
var projN_v = Vec3.dot(Vec3.multiply((dimensions.z / 2) + rotateHandleOffset, Vec3.FRONT), v);
projN_v = Vec3.multiply(projN_v, v);
var projF_v = Vec3.dot(Vec3.multiply(-1.0 * (dimensions.z / 2) - 1.0 * rotateHandleOffset, Vec3.FRONT), v);
projF_v = Vec3.multiply(projF_v, v);
var projList = [projT_v, projB_v, projL_v, projR_v, projN_v, projF_v];
return that.calculateNewBoundExtremes(projList, v);
};
// FUNCTION: UPDATE ROTATION HANDLES
that.updateRotationHandles = function() {
var diagonal = (Vec3.length(SelectionManager.worldDimensions) / 2) * 1.1;
@ -1043,10 +1108,10 @@ SelectionDisplay = (function() {
} else {
outerAlpha = 0.5;
}
// prev 0.05
var rotateHandleOffset = 0.05;
var top, far, left, bottom, near, right, boundsCenter, objectCenter, BLN, BRN, BLF, TLN, TRN, TLF, TRF;
var boundsCenter, objectCenter;
var dimensions, rotation;
if (spaceMode === SPACE_LOCAL) {
@ -1058,280 +1123,66 @@ SelectionDisplay = (function() {
dimensions = SelectionManager.worldDimensions;
var position = objectCenter;
top = objectCenter.y + (dimensions.y / 2);
far = objectCenter.z + (dimensions.z / 2);
left = objectCenter.x + (dimensions.x / 2);
bottom = objectCenter.y - (dimensions.y / 2);
near = objectCenter.z - (dimensions.z / 2);
right = objectCenter.x - (dimensions.x / 2);
boundsCenter = objectCenter;
var yawCorner;
var pitchCorner;
var rollCorner;
// determine which bottom corner we are closest to
/*------------------------------
example:
BRF +--------+ BLF
| |
| |
BRN +--------+ BLN
*
------------------------------*/
var cameraPosition = Camera.getPosition();
if (cameraPosition.x > objectCenter.x) {
// must be BRF or BRN
if (cameraPosition.z < objectCenter.z) {
var look = Vec3.normalize(Vec3.subtract(cameraPosition, objectCenter));
yawHandleRotation = Quat.fromVec3Degrees({
x: 270,
y: 90,
z: 0
});
pitchHandleRotation = Quat.fromVec3Degrees({
x: 0,
y: 90,
z: 0
});
rollHandleRotation = Quat.fromVec3Degrees({
x: 0,
y: 0,
z: 0
});
// place yaw, pitch and roll rotations on the avatar referential
var avatarReferential = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Degrees({
x: 0,
y: 180,
z: 0
}));
var upVector = Quat.getUp(avatarReferential);
var rightVector = Vec3.multiply(-1, Quat.getRight(avatarReferential));
var frontVector = Quat.getFront(avatarReferential);
// project all 6 bounding box points: Top, Bottom, Left, Right, Near, Far (assumes center 0,0,0)
// onto the new avatar referential
yawCorner = {
x: left + rotateHandleOffset,
y: bottom - rotateHandleOffset,
z: near - rotateHandleOffset
};
pitchCorner = {
x: right - rotateHandleOffset,
y: top + rotateHandleOffset,
z: near - rotateHandleOffset
};
rollCorner = {
x: left + rotateHandleOffset,
y: top + rotateHandleOffset,
z: far + rotateHandleOffset
};
yawCenter = {
x: boundsCenter.x,
y: bottom,
z: boundsCenter.z
};
pitchCenter = {
x: right,
y: boundsCenter.y,
z: boundsCenter.z
};
rollCenter = {
x: boundsCenter.x,
y: boundsCenter.y,
z: far
};
Overlays.editOverlay(pitchHandle, {
url: ROTATE_ARROW_WEST_SOUTH_URL
});
Overlays.editOverlay(rollHandle, {
url: ROTATE_ARROW_WEST_SOUTH_URL
});
} else {
yawHandleRotation = Quat.fromVec3Degrees({
x: 270,
y: 0,
z: 0
});
pitchHandleRotation = Quat.fromVec3Degrees({
x: 180,
y: 270,
z: 0
});
rollHandleRotation = Quat.fromVec3Degrees({
x: 0,
y: 0,
z: 90
});
yawCorner = {
x: left + rotateHandleOffset,
y: bottom - rotateHandleOffset,
z: far + rotateHandleOffset
};
pitchCorner = {
x: right - rotateHandleOffset,
y: top + rotateHandleOffset,
z: far + rotateHandleOffset
};
rollCorner = {
x: left + rotateHandleOffset,
y: top + rotateHandleOffset,
z: near - rotateHandleOffset
};
yawCenter = {
x: boundsCenter.x,
y: bottom,
z: boundsCenter.z
};
pitchCenter = {
x: right,
y: boundsCenter.y,
z: boundsCenter.z
};
rollCenter = {
x: boundsCenter.x,
y: boundsCenter.y,
z: near
};
Overlays.editOverlay(pitchHandle, {
url: ROTATE_ARROW_WEST_NORTH_URL
});
Overlays.editOverlay(rollHandle, {
url: ROTATE_ARROW_WEST_NORTH_URL
});
}
} else {
// must be BLF or BLN
if (cameraPosition.z < objectCenter.z) {
yawHandleRotation = Quat.fromVec3Degrees({
x: 270,
y: 180,
z: 0
});
pitchHandleRotation = Quat.fromVec3Degrees({
x: 90,
y: 0,
z: 90
});
rollHandleRotation = Quat.fromVec3Degrees({
x: 0,
y: 0,
z: 180
});
yawCorner = {
x: right - rotateHandleOffset,
y: bottom - rotateHandleOffset,
z: near - rotateHandleOffset
};
pitchCorner = {
x: left + rotateHandleOffset,
y: top + rotateHandleOffset,
z: near - rotateHandleOffset
};
rollCorner = {
x: right - rotateHandleOffset,
y: top + rotateHandleOffset,
z: far + rotateHandleOffset
};
yawCenter = {
x: boundsCenter.x,
y: bottom,
z: boundsCenter.z
};
pitchCenter = {
x: left,
y: boundsCenter.y,
z: boundsCenter.z
};
rollCenter = {
x: boundsCenter.x,
y: boundsCenter.y,
z: far
};
Overlays.editOverlay(pitchHandle, {
url: ROTATE_ARROW_WEST_NORTH_URL
});
Overlays.editOverlay(rollHandle, {
url: ROTATE_ARROW_WEST_NORTH_URL
});
} else {
yawHandleRotation = Quat.fromVec3Degrees({
x: 270,
y: 270,
z: 0
});
pitchHandleRotation = Quat.fromVec3Degrees({
x: 180,
y: 270,
z: 0
});
rollHandleRotation = Quat.fromVec3Degrees({
x: 0,
y: 0,
z: 180
});
yawCorner = {
x: right - rotateHandleOffset,
y: bottom - rotateHandleOffset,
z: far + rotateHandleOffset
};
rollCorner = {
x: right - rotateHandleOffset,
y: top + rotateHandleOffset,
z: near - rotateHandleOffset
};
pitchCorner = {
x: left + rotateHandleOffset,
y: top + rotateHandleOffset,
z: far + rotateHandleOffset
};
yawCenter = {
x: boundsCenter.x,
y: bottom,
z: boundsCenter.z
};
rollCenter = {
x: boundsCenter.x,
y: boundsCenter.y,
z: near
};
pitchCenter = {
x: left,
y: boundsCenter.y,
z: boundsCenter.z
};
Overlays.editOverlay(pitchHandle, {
url: ROTATE_ARROW_WEST_NORTH_URL
});
Overlays.editOverlay(rollHandle, {
url: ROTATE_ARROW_WEST_NORTH_URL
});
}
}
// UP
var projUP = that.projectBoundingBoxPoints(dimensions, upVector, rotateHandleOffset);
// RIGHT
var projRIGHT = that.projectBoundingBoxPoints(dimensions, rightVector, rotateHandleOffset);
// FRONT
var projFRONT = that.projectBoundingBoxPoints(dimensions, frontVector, rotateHandleOffset);
// YAW
yawCenter = Vec3.sum(boundsCenter, projUP[0]);
yawCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[0], projRIGHT[1]), projFRONT[1]));
yawHandleRotation = Quat.lookAt(
yawCorner,
Vec3.sum(yawCorner, upVector),
Vec3.subtract(yawCenter,yawCorner));
yawHandleRotation = Quat.multiply(Quat.angleAxis(45, upVector), yawHandleRotation);
// PTCH
pitchCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[1], projRIGHT[0]), projFRONT[1]));
pitchCenter = Vec3.sum(boundsCenter, projRIGHT[0]);
pitchHandleRotation = Quat.lookAt(
pitchCorner,
Vec3.sum(pitchCorner, rightVector),
Vec3.subtract(pitchCenter,pitchCorner));
pitchHandleRotation = Quat.multiply(Quat.angleAxis(45, rightVector), pitchHandleRotation);
// ROLL
rollCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[1], projRIGHT[1]), projFRONT[0]));
rollCenter = Vec3.sum(boundsCenter, projFRONT[0]);
rollHandleRotation = Quat.lookAt(
rollCorner,
Vec3.sum(rollCorner, frontVector),
Vec3.subtract(rollCenter,rollCorner));
rollHandleRotation = Quat.multiply(Quat.angleAxis(45, frontVector), rollHandleRotation);
var rotateHandlesVisible = true;
var rotationOverlaysVisible = false;
@ -1382,6 +1233,8 @@ SelectionDisplay = (function() {
position: rollCorner,
rotation: rollHandleRotation
});
};
// FUNCTION: UPDATE HANDLE SIZES
@ -3422,7 +3275,7 @@ SelectionDisplay = (function() {
y: innerRadius * ROTATION_DISPLAY_SIZE_Y_MULTIPLIER
},
lineHeight: innerRadius * ROTATION_DISPLAY_LINE_HEIGHT_MULTIPLIER,
text: normalizeDegrees(angleFromZero) + "°"
text: normalizeDegrees(-angleFromZero) + "°"
};
if (wantDebug) {
print(" TranslatedPos: " + position.x + ", " + position.y + ", " + position.z);
@ -3483,6 +3336,13 @@ SelectionDisplay = (function() {
initialPosition = SelectionManager.worldPosition;
rotationNormal = { x: 0, y: 0, z: 0 };
rotationNormal[rotAroundAxis] = 1;
//get the correct axis according to the avatar referencial
var avatarReferential = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Degrees({
x: 0,
y: 0,
z: 0
}));
rotationNormal = Vec3.multiplyQbyV(avatarReferential, rotationNormal);
// Size the overlays to the current selection size
var diagonal = (Vec3.length(SelectionManager.worldDimensions) / 2) * 1.1;
@ -3584,11 +3444,11 @@ SelectionDisplay = (function() {
var snapAngle = snapToInner ? innerSnapAngle : 1.0;
angleFromZero = Math.floor(angleFromZero / snapAngle) * snapAngle;
var vec3Degrees = { x: 0, y: 0, z: 0 };
vec3Degrees[rotAroundAxis] = angleFromZero;
var rotChange = Quat.fromVec3Degrees(vec3Degrees);
var rotChange = Quat.angleAxis(angleFromZero, rotationNormal);
updateSelectionsRotation(rotChange);
//present angle in avatar referencial
angleFromZero = -angleFromZero;
updateRotationDegreesOverlay(angleFromZero, handleRotation, rotCenter);
// update the rotation display accordingly...