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Add Vec3 function to convert vec3 to/from euler angles
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cf88bce082
commit
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3 changed files with 66 additions and 45 deletions
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@ -1211,49 +1211,6 @@ PropertiesTool = function(opts) {
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webView.setVisible(visible);
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};
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vecToPolar = function(direction) {
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var x = direction.x;
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var y = direction.y;
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var z = direction.z;
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var pitch, yaw;
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pitch = -Math.asin(y);
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var c = Math.cos(-pitch);
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if (Math.abs(pitch) > (Math.PI / 2.0 - epsilon)) {
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//handle gymbal lock
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if (pitch > 0) {
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pitch = Math.PI / 2.0;
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} else {
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pitch = -Math.PI / 2.0;
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}
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yaw = 0.0;
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} else {
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if (z < 0) {
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if(x > 0 && x < 1) {
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yaw = Math.PI - Math.asin(x / c);
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} else {
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yaw = -Math.asin(x / c) - Math.PI;
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}
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} else {
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yaw = Math.asin(x / c);
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}
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}
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return {
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x: pitch * RADIANS_TO_DEGREES,
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y: yaw * RADIANS_TO_DEGREES,
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z: 0.0 //discard roll component
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};
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};
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polarToVec = function(orientation) {
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var pitch = orientation.x * DEGREES_TO_RADIANS;
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var yaw = orientation.y * DEGREES_TO_RADIANS;
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return {
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x: Math.cos(pitch) * Math.sin(yaw),
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y: Math.sin(-pitch),
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z: Math.cos(pitch) * Math.cos(yaw)
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};
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}
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selectionManager.addEventListener(function() {
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data = {
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type: 'update',
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@ -1267,7 +1224,7 @@ PropertiesTool = function(opts) {
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entity.properties.rotation = Quat.safeEulerAngles(entity.properties.rotation);
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}
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if (entity.properties.keyLightDirection !== undefined) {
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entity.properties.keyLightDirection = vecToPolar(entity.properties.keyLightDirection);
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entity.properties.keyLightDirection = Vec3.toPolar(entity.properties.keyLightDirection);
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}
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selections.push(entity);
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}
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@ -1297,7 +1254,7 @@ PropertiesTool = function(opts) {
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data.properties.rotation = Quat.fromPitchYawRollDegrees(rotation.x, rotation.y, rotation.z);
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}
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if (data.properties.keyLightDirection !== undefined) {
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data.properties.keyLightDirection = polarToVec(data.properties.keyLightDirection);
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data.properties.keyLightDirection = Vec3.fromPolar(data.properties.keyLightDirection.x, data.properties.keyLightDirection.y);
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}
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Entities.editEntity(selectionManager.selections[0], data.properties);
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if (data.properties.name != undefined) {
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@ -14,6 +14,7 @@
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#include <QDebug>
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#include "ScriptEngineLogging.h"
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#include "NumericalConstants.h"
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#include "Vec3.h"
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glm::vec3 Vec3::reflect(const glm::vec3& v1, const glm::vec3& v2) {
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@ -73,3 +74,64 @@ void Vec3::print(const QString& lable, const glm::vec3& v) {
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bool Vec3::equal(const glm::vec3& v1, const glm::vec3& v2) {
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return v1 == v2;
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}
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glm::vec3 Vec3::toPolar(const glm::vec3& v) {
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glm::vec3 u = normalize(v);
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float pitch, yaw, temp;
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pitch = glm::asin(-u.y);
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temp = glm::cos(pitch);
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if (glm::abs(pitch) >= (PI - EPSILON)) {
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yaw = 0.0;
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if (pitch > 0) {
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pitch = PI_OVER_TWO;
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} else {
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pitch = -PI_OVER_TWO;
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}
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} else {
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if (u.z < 0.0) {
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if (u.x > 0.0 && u.x < 1.0) {
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yaw = PI - glm::asin(u.x / temp);
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} else {
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yaw = -PI - glm::asin(u.x / temp);
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}
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} else {
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yaw = glm::asin(u.x / temp);
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}
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}
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// Round small values to 0
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if (glm::abs(pitch) < EPSILON) {
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pitch = 0.0;
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}
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if (glm::abs(yaw) < EPSILON) {
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yaw = 0.0;
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}
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// Neglect roll component
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return glm::vec3(glm::degrees(pitch), glm::degrees(yaw), 0.0);
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}
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glm::vec3 Vec3::fromPolar(float pitch, float yaw) {
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pitch = glm::radians(pitch);
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yaw = glm::radians(yaw);
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float x = glm::cos(pitch) * glm::sin(yaw);
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float y = glm::sin(-pitch);
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float z = glm::cos(pitch) * glm::cos(yaw);
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// Round small values to 0
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if (glm::abs(x) < EPSILON) {
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x = 0.0;
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}
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if (glm::abs(y) < EPSILON) {
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y = 0.0;
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}
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if (glm::abs(z) < EPSILON) {
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z = 0.0;
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}
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return glm::vec3(x, y, z);
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}
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@ -40,6 +40,8 @@ public slots:
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glm::vec3 mix(const glm::vec3& v1, const glm::vec3& v2, float m);
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void print(const QString& lable, const glm::vec3& v);
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bool equal(const glm::vec3& v1, const glm::vec3& v2);
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glm::vec3 toPolar(const glm::vec3& v);
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glm::vec3 fromPolar(float pitch, float yaw);
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};
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