mirror of
https://github.com/overte-org/overte.git
synced 2025-08-09 01:36:56 +02:00
YAW ROLL PITCH tool now represents angles in a usefull way. Refactoring.
This commit is contained in:
parent
6eff3c66ad
commit
8985acd8b6
1 changed files with 104 additions and 186 deletions
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@ -1031,40 +1031,75 @@ SelectionDisplay = (function() {
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that.updateHandles();
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that.updateHandles();
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};
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};
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// Function: Calculate New Bound Extremes
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// Function: Calculate New Bound Extremes
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// uses dot product to discover new top and bottom on the new referential (max and min)
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// uses dot product to discover new top and bottom on the new referential (max and min)
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that.calculateNewBoundExtremes = function(boundPointList, referenceVector) {
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that.calculateNewBoundExtremes = function(boundPointList, referenceVector) {
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if (boundPointList.length < 2) {
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if (boundPointList.length < 2) {
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return [null, null];
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return [null, null];
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}
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}
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var refMax = boundPointList[0];
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var refMax = boundPointList[0];
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var refMin = boundPointList[1];
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var refMin = boundPointList[1];
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var dotMax = Vec3.dot(boundPointList[0], referenceVector);
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var dotMax = Vec3.dot(boundPointList[0], referenceVector);
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var dotMin = Vec3.dot(boundPointList[1], referenceVector);
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var dotMin = Vec3.dot(boundPointList[1], referenceVector);
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if (dotMin > dotMax) {
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if (dotMin > dotMax) {
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dotMax = dotMin;
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dotMax = dotMin;
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dotMin = Vec3.dot(boundPointList[0], referenceVector);
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dotMin = Vec3.dot(boundPointList[0], referenceVector);
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refMax = boundPointList[1];
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refMax = boundPointList[1];
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refMin = boundPointList[0];
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refMin = boundPointList[0];
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}
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}
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for (var i = 2; i < boundPointList.length ; i++) {
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for (var i = 2; i < boundPointList.length ; i++) {
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var dotAux = Vec3.dot(boundPointList[i], referenceVector);
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var dotAux = Vec3.dot(boundPointList[i], referenceVector);
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if (dotAux > dotMax) {
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if (dotAux > dotMax) {
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dotMax = dotAux;
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dotMax = dotAux;
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refMax = boundPointList[i];
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refMax = boundPointList[i];
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} else if (dotAux < dotMin) {
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} else if (dotAux < dotMin) {
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dotMin = dotAux;
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dotMin = dotAux;
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refMin = boundPointList[i];
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refMin = boundPointList[i];
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}
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}
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}
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}
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return [refMin, refMax];
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return [refMin, refMax];
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}
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}
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// Projects all 6 bounding box points: Top, Bottom, Left, Right, Near, Far (assumes center 0,0,0) onto
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// one of the basis of the new avatar referencial
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// dimensions - dimensions of the AABB (axis aligned bounding box) on the standard basis
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// [1, 0, 0], [0, 1, 0], [0, 0, 1]
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// v - projection vector
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// rotateHandleOffset - offset for the rotation handle gizmo position
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that.projectBoundingBoxPoints = function(dimensions, v, rotateHandleOffset){
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//project all 6 bounding box points: Top, Bottom, Left, Right, Near, Far (assumes center 0,0,0) onto the new avatar referential
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var projT_v = Vec3.dot(Vec3.multiply((dimensions.y / 2) + rotateHandleOffset, Vec3.UNIT_Y), v);
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projT_v = Vec3.multiply(projT_v, v);
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var projB_v = Vec3.dot(Vec3.multiply(-(dimensions.y / 2) - rotateHandleOffset, Vec3.UNIT_Y), v);
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projB_v = Vec3.multiply(projB_v, v);
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var projL_v = Vec3.dot(Vec3.multiply((dimensions.x / 2) + rotateHandleOffset, Vec3.UNIT_X), v);
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projL_v = Vec3.multiply(projL_v, v);
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var projR_v = Vec3.dot(Vec3.multiply(-1.0 * (dimensions.x / 2) - 1.0 * rotateHandleOffset, Vec3.UNIT_X), v);
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projR_v = Vec3.multiply(projR_v, v);
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var projN_v = Vec3.dot(Vec3.multiply((dimensions.z / 2) + rotateHandleOffset, Vec3.FRONT), v);
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projN_v = Vec3.multiply(projN_v, v);
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var projF_v = Vec3.dot(Vec3.multiply(-1.0 * (dimensions.z / 2) - 1.0 * rotateHandleOffset, Vec3.FRONT), v);
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projF_v = Vec3.multiply(projF_v, v);
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var projList = [projT_v, projB_v, projL_v, projR_v, projN_v, projF_v];
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return that.calculateNewBoundExtremes(projList, v);
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};
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// FUNCTION: UPDATE ROTATION HANDLES
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// FUNCTION: UPDATE ROTATION HANDLES
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that.updateRotationHandles = function() {
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that.updateRotationHandles = function() {
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var diagonal = (Vec3.length(SelectionManager.worldDimensions) / 2) * 1.1;
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var diagonal = (Vec3.length(SelectionManager.worldDimensions) / 2) * 1.1;
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@ -1080,7 +1115,7 @@ SelectionDisplay = (function() {
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// prev 0.05
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// prev 0.05
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var rotateHandleOffset = 0.05;
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var rotateHandleOffset = 0.05;
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var top, far, left, bottom, near, right, boundsCenter, objectCenter, BLN, BRN, BLF, TLN, TRN, TLF, TRF;
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var boundsCenter, objectCenter;
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var dimensions, rotation;
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var dimensions, rotation;
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if (spaceMode === SPACE_LOCAL) {
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if (spaceMode === SPACE_LOCAL) {
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@ -1092,33 +1127,12 @@ SelectionDisplay = (function() {
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dimensions = SelectionManager.worldDimensions;
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dimensions = SelectionManager.worldDimensions;
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var position = objectCenter;
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var position = objectCenter;
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top = objectCenter.y + (dimensions.y / 2);
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far = objectCenter.z + (dimensions.z / 2);
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left = objectCenter.x + (dimensions.x / 2);
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bottom = objectCenter.y - (dimensions.y / 2);
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near = objectCenter.z - (dimensions.z / 2);
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right = objectCenter.x - (dimensions.x / 2);
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boundsCenter = objectCenter;
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boundsCenter = objectCenter;
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var yawCorner;
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var yawCorner;
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var pitchCorner;
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var pitchCorner;
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var rollCorner;
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var rollCorner;
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// determine which bottom corner we are closest to
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/*------------------------------
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example:
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BRF +--------+ BLF
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BRN +--------+ BLN
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*
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------------------------------*/
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var cameraPosition = Camera.getPosition();
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var cameraPosition = Camera.getPosition();
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var look = Vec3.normalize(Vec3.subtract(cameraPosition, objectCenter));
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var look = Vec3.normalize(Vec3.subtract(cameraPosition, objectCenter));
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@ -1132,136 +1146,39 @@ SelectionDisplay = (function() {
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var upVector = Quat.getUp(avatarReferential);
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var upVector = Quat.getUp(avatarReferential);
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var rightVector = Vec3.multiply(-1, Quat.getRight(avatarReferential));
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var rightVector = Vec3.multiply(-1, Quat.getRight(avatarReferential));
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var frontVector = Quat.getFront(avatarReferential);
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var frontVector = Quat.getFront(avatarReferential);
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// Centers
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var xSign = -1.0;
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var zSign = -1.0;
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if (Vec3.dot(look, rightVector) > 0) {
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xSign = 1.0;
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}
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if (Vec3.dot(look, frontVector) > 0) {
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zSign = 1.0;
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}
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//project all 6 bounding box points: Top, Bottom, Left, Right, Near, Far (assumes center 0,0,0) onto the new avatar referential
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// UP
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//project all 8 bounding box points (assumes center 0,0,0) onto the new avatar referential
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var projUP = that.projectBoundingBoxPoints(dimensions, upVector, rotateHandleOffset);
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// RIGHT
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var projT_UP = Vec3.dot(Vec3.multiply((dimensions.y / 2) + rotateHandleOffset, Vec3.UNIT_Y), upVector);
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var projRIGHT = that.projectBoundingBoxPoints(dimensions, rightVector, rotateHandleOffset);
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projT_UP = Vec3.multiply(projT_UP, upVector);
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// FRONT
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var projFRONT = that.projectBoundingBoxPoints(dimensions, frontVector, rotateHandleOffset);
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var projB_UP = Vec3.dot(Vec3.multiply(-(dimensions.y / 2) - rotateHandleOffset, Vec3.UNIT_Y), upVector);
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/////
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projB_UP = Vec3.multiply(projB_UP, upVector);
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// YAW
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yawCenter = Vec3.sum(boundsCenter, projUP[0]);
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var projL_UP = Vec3.dot(Vec3.multiply(xSign * (dimensions.x / 2) + xSign * rotateHandleOffset, Vec3.UNIT_X), upVector);
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projL_UP = Vec3.multiply(projL_UP, upVector);
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var projR_UP = Vec3.dot(Vec3.multiply(-xSign * (dimensions.x / 2) - xSign * rotateHandleOffset, Vec3.UNIT_X), upVector);
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projR_UP = Vec3.multiply(projR_UP, upVector);
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var projN_UP = Vec3.dot(Vec3.multiply(zSign * (dimensions.z / 2) + zSign * rotateHandleOffset, Vec3.FRONT), upVector);
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projN_UP = Vec3.multiply(projN_UP, upVector);
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var projF_UP = Vec3.dot(Vec3.multiply(-zSign * (dimensions.z / 2) - zSign * rotateHandleOffset, Vec3.FRONT), upVector);
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projF_UP = Vec3.multiply(projF_UP, upVector);
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var projUPList = [projT_UP, projB_UP, projL_UP, projR_UP, projN_UP, projF_UP];
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var projUP = that.calculateNewBoundExtremes(projUPList, upVector);
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//// RIGHT
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var projT_RIGHT = Vec3.dot(Vec3.multiply((dimensions.y / 2) + rotateHandleOffset, Vec3.UNIT_Y), rightVector);
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projT_RIGHT = Vec3.multiply(projT_RIGHT, rightVector);
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var projB_RIGHT = Vec3.dot(Vec3.multiply(-(dimensions.y / 2) - rotateHandleOffset, Vec3.UNIT_Y), rightVector);
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projB_RIGHT = Vec3.multiply(projB_RIGHT, rightVector);
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var projL_RIGHT = Vec3.dot(Vec3.multiply(xSign * (dimensions.x / 2) + xSign * rotateHandleOffset, Vec3.UNIT_X), rightVector);
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projL_RIGHT = Vec3.multiply(projL_RIGHT, rightVector);
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var projR_RIGHT = Vec3.dot(Vec3.multiply(-xSign * (dimensions.x / 2) - xSign * rotateHandleOffset, Vec3.UNIT_X), rightVector);
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projR_RIGHT = Vec3.multiply(projR_RIGHT, rightVector);
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var projN_RIGHT = Vec3.dot(Vec3.multiply(zSign * (dimensions.z / 2) + zSign * rotateHandleOffset, Vec3.FRONT), rightVector);
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projN_RIGHT = Vec3.multiply(projN_RIGHT, rightVector);
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var projF_RIGHT = Vec3.dot(Vec3.multiply(-zSign * (dimensions.z / 2) - zSign * rotateHandleOffset, Vec3.FRONT), rightVector);
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projF_RIGHT = Vec3.multiply(projF_RIGHT, rightVector);
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var projRIGHTList = [projT_RIGHT, projB_RIGHT, projL_RIGHT, projR_RIGHT, projN_RIGHT, projF_RIGHT];
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var projRIGHT = that.calculateNewBoundExtremes(projRIGHTList, rightVector);
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//FRONT
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var projT_FRONT = Vec3.dot(Vec3.multiply((dimensions.y / 2) + rotateHandleOffset, Vec3.UNIT_Y), frontVector);
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projT_FRONT = Vec3.multiply(projT_FRONT, frontVector);
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var projB_FRONT = Vec3.dot(Vec3.multiply(-(dimensions.y / 2) - rotateHandleOffset, Vec3.UNIT_Y), frontVector);
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projB_FRONT = Vec3.multiply(projB_FRONT, frontVector);
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var projL_FRONT = Vec3.dot(Vec3.multiply(xSign * (dimensions.x / 2) + xSign * rotateHandleOffset, Vec3.UNIT_X), frontVector);
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projL_FRONT = Vec3.multiply(projL_FRONT, frontVector);
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var projR_FRONT = Vec3.dot(Vec3.multiply(-xSign * (dimensions.x / 2) - xSign * rotateHandleOffset, Vec3.UNIT_X), frontVector);
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projR_FRONT = Vec3.multiply(projR_FRONT, frontVector);
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var projN_FRONT = Vec3.dot(Vec3.multiply(zSign * (dimensions.z / 2) + zSign * rotateHandleOffset, Vec3.FRONT), frontVector);
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projN_FRONT = Vec3.multiply(projN_FRONT, frontVector);
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var projF_FRONT = Vec3.dot(Vec3.multiply(-zSign * (dimensions.z / 2) - zSign * rotateHandleOffset, Vec3.FRONT), frontVector);
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projF_FRONT = Vec3.multiply(projF_FRONT, frontVector);
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var projFRONTList = [projT_FRONT, projB_FRONT, projL_FRONT, projR_FRONT, projN_FRONT, projF_FRONT];
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var projFRONT = that.calculateNewBoundExtremes(projFRONTList, frontVector);
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/////
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Overlays.editOverlay(pitchHandle, {
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url: ROTATE_ARROW_WEST_NORTH_URL
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});
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Overlays.editOverlay(rollHandle, {
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url: ROTATE_ARROW_WEST_NORTH_URL
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});
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yawCenter = Vec3.sum(boundsCenter, projUP[0]);
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yawCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[0], projRIGHT[1]), projFRONT[1]));
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yawCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[0], projRIGHT[1]), projFRONT[1]));
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yawHandleRotation = Quat.lookAt(yawCorner, Vec3.sum(yawCorner, upVector), Vec3.subtract(yawCenter,yawCorner));
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yawHandleRotation = Quat.lookAt(yawCorner, Vec3.sum(yawCorner, upVector), Vec3.subtract(yawCenter,yawCorner));
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yawHandleRotation = Quat.multiply(Quat.angleAxis(45, upVector), yawHandleRotation);
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yawHandleRotation = Quat.multiply(Quat.angleAxis(45, upVector), yawHandleRotation);
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yawCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[0], projRIGHT[1]), projFRONT[1]));
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// PTCH
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pitchCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[1], projRIGHT[0]), projFRONT[1]));
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pitchCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[1], projRIGHT[0]), projFRONT[1]));
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pitchCenter = Vec3.sum(boundsCenter, projRIGHT[0]);
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pitchCenter = Vec3.sum(boundsCenter, projRIGHT[0]);
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pitchHandleRotation = Quat.lookAt(pitchCorner, Vec3.sum(pitchCorner, rightVector), Vec3.subtract(pitchCenter,pitchCorner));
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pitchHandleRotation = Quat.lookAt(pitchCorner, Vec3.sum(pitchCorner, rightVector), Vec3.subtract(pitchCenter,pitchCorner));
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pitchHandleRotation = Quat.multiply(Quat.angleAxis(45, rightVector), pitchHandleRotation);
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pitchHandleRotation = Quat.multiply(Quat.angleAxis(45, rightVector), pitchHandleRotation);
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// ROLL
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rollCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[1], projRIGHT[1]), projFRONT[0]));
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rollCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[1], projRIGHT[1]), projFRONT[0]));
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rollCenter = Vec3.sum(boundsCenter, projFRONT[0]);
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rollCenter = Vec3.sum(boundsCenter, projFRONT[0]);
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rollHandleRotation = Quat.lookAt(rollCorner, Vec3.sum(rollCorner, frontVector), Vec3.subtract(rollCenter,rollCorner));
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rollHandleRotation = Quat.lookAt(rollCorner, Vec3.sum(rollCorner, frontVector), Vec3.subtract(rollCenter,rollCorner));
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rollHandleRotation = Quat.multiply(Quat.angleAxis(45, frontVector), rollHandleRotation);
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rollHandleRotation = Quat.multiply(Quat.angleAxis(45, frontVector), rollHandleRotation);
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///////////
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///////////
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var rotateHandlesVisible = true;
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var rotateHandlesVisible = true;
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var rotationOverlaysVisible = false;
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var rotationOverlaysVisible = false;
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position: rollCorner,
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position: rollCorner,
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rotation: rollHandleRotation
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rotation: rollHandleRotation
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});
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});
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};
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};
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// FUNCTION: UPDATE HANDLE SIZES
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// FUNCTION: UPDATE HANDLE SIZES
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@ -3326,7 +3243,7 @@ SelectionDisplay = (function() {
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// FUNCTION: UPDATE ROTATION DEGREES OVERLAY
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// FUNCTION: UPDATE ROTATION DEGREES OVERLAY
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function updateRotationDegreesOverlay(angleFromZero, handleRotation, centerPosition) {
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function updateRotationDegreesOverlay(angleFromZero, handleRotation, centerPosition) {
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var wantDebug = true;
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var wantDebug = false;
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if (wantDebug) {
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if (wantDebug) {
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print("---> updateRotationDegreesOverlay ---");
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print("---> updateRotationDegreesOverlay ---");
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print(" AngleFromZero: " + angleFromZero);
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print(" AngleFromZero: " + angleFromZero);
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@ -3354,7 +3271,7 @@ SelectionDisplay = (function() {
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y: innerRadius * ROTATION_DISPLAY_SIZE_Y_MULTIPLIER
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y: innerRadius * ROTATION_DISPLAY_SIZE_Y_MULTIPLIER
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},
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},
|
||||||
lineHeight: innerRadius * ROTATION_DISPLAY_LINE_HEIGHT_MULTIPLIER,
|
lineHeight: innerRadius * ROTATION_DISPLAY_LINE_HEIGHT_MULTIPLIER,
|
||||||
text: normalizeDegrees(angleFromZero) + "°"
|
text: normalizeDegrees(-angleFromZero) + "°"
|
||||||
};
|
};
|
||||||
if (wantDebug) {
|
if (wantDebug) {
|
||||||
print(" TranslatedPos: " + position.x + ", " + position.y + ", " + position.z);
|
print(" TranslatedPos: " + position.x + ", " + position.y + ", " + position.z);
|
||||||
|
@ -3418,7 +3335,7 @@ SelectionDisplay = (function() {
|
||||||
//get the correct axis according to the avatar referencial
|
//get the correct axis according to the avatar referencial
|
||||||
var avatarReferential = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Degrees({
|
var avatarReferential = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Degrees({
|
||||||
x: 0,
|
x: 0,
|
||||||
y: 180,
|
y: 0,
|
||||||
z: 0
|
z: 0
|
||||||
}));
|
}));
|
||||||
rotationNormal = Vec3.multiplyQbyV(avatarReferential, rotationNormal);
|
rotationNormal = Vec3.multiplyQbyV(avatarReferential, rotationNormal);
|
||||||
|
@ -3526,7 +3443,8 @@ SelectionDisplay = (function() {
|
||||||
|
|
||||||
var rotChange = Quat.angleAxis(angleFromZero, rotationNormal);
|
var rotChange = Quat.angleAxis(angleFromZero, rotationNormal);
|
||||||
updateSelectionsRotation(rotChange);
|
updateSelectionsRotation(rotChange);
|
||||||
|
//present angle in avatar referencial
|
||||||
|
angleFromZero = -angleFromZero;
|
||||||
updateRotationDegreesOverlay(angleFromZero, handleRotation, rotCenter);
|
updateRotationDegreesOverlay(angleFromZero, handleRotation, rotCenter);
|
||||||
|
|
||||||
// update the rotation display accordingly...
|
// update the rotation display accordingly...
|
||||||
|
|
Loading…
Reference in a new issue