YAW ROLL PITCH tool gizmos + functionality

This commit is contained in:
Daniela 2017-11-28 22:55:09 +00:00
parent 123f898f80
commit eb0d925091

View file

@ -1031,6 +1031,40 @@ 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: UPDATE ROTATION HANDLES
that.updateRotationHandles = function() {
var diagonal = (Vec3.length(SelectionManager.worldDimensions) / 2) * 1.1;
@ -1043,7 +1077,7 @@ 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;
@ -1088,253 +1122,6 @@ SelectionDisplay = (function() {
var cameraPosition = Camera.getPosition();
var look = Vec3.normalize(Vec3.subtract(cameraPosition, objectCenter));
if (cameraPosition.x > objectCenter.x) {
// must be BRF or BRN
if (cameraPosition.z < objectCenter.z) {
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
});
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
});
}
}
// place yaw, pitch and roll rotations on the avatar referential
yawHandleRotation = Quat.multiply(MyAvatar.orientation , yawHandleRotation);
pitchHandleRotation = Quat.multiply(MyAvatar.orientation , pitchHandleRotation);
@ -1345,7 +1132,7 @@ SelectionDisplay = (function() {
z: 0
}));
var upVector = Quat.getUp(avatarReferential);
var rightVector = Quat.getRight(avatarReferential);
var rightVector = Vec3.multiply(-1, Quat.getRight(avatarReferential));
var frontVector = Quat.getFront(avatarReferential);
// Centers
var xSign = -1.0;
@ -1357,20 +1144,127 @@ SelectionDisplay = (function() {
zSign = 1.0;
}
yawCenter = Vec3.sum(boundsCenter, Vec3.multiply(-(dimensions.y / 2), upVector));
var myBotom = Vec3.multiply(-(dimensions.y / 2) - rotateHandleOffset, upVector);
var myRight = Vec3.multiply(xSign * (dimensions.x / 2) + xSign * rotateHandleOffset, rightVector);
var myFront = Vec3.multiply(zSign * (dimensions.z / 2) + zSign * rotateHandleOffset, frontVector);
yawCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(myBotom, myRight), myFront));
//project all 8 bounding box points (assumes center 0,0,0) onto the new avatar referential
var projT_UP = Vec3.dot(Vec3.multiply((dimensions.y / 2) + rotateHandleOffset, Vec3.UNIT_Y), upVector);
projT_UP = Vec3.multiply(projT_UP, upVector);
var projB_UP = Vec3.dot(Vec3.multiply(-(dimensions.y / 2) - rotateHandleOffset, Vec3.UNIT_Y), upVector);
projB_UP = Vec3.multiply(projB_UP, upVector);
var projL_UP = Vec3.dot(Vec3.multiply(xSign * (dimensions.x / 2) + xSign * rotateHandleOffset, Vec3.UNIT_X), upVector);
projL_UP = Vec3.multiply(projL_UP, upVector);
var projR_UP = Vec3.dot(Vec3.multiply(-xSign * (dimensions.x / 2) - xSign * rotateHandleOffset, Vec3.UNIT_X), upVector);
projR_UP = Vec3.multiply(projR_UP, upVector);
var projN_UP = Vec3.dot(Vec3.multiply(zSign * (dimensions.z / 2) + zSign * rotateHandleOffset, Vec3.FRONT), upVector);
projN_UP = Vec3.multiply(projN_UP, upVector);
var projF_UP = Vec3.dot(Vec3.multiply(-zSign * (dimensions.z / 2) - zSign * rotateHandleOffset, Vec3.FRONT), upVector);
projF_UP = Vec3.multiply(projF_UP, upVector);
var projUPList = [projT_UP, projB_UP, projL_UP, projR_UP, projN_UP, projF_UP];
var projUP = that.calculateNewBoundExtremes(projUPList, upVector);
//// RIGHT
var projT_RIGHT = Vec3.dot(Vec3.multiply((dimensions.y / 2) + rotateHandleOffset, Vec3.UNIT_Y), rightVector);
projT_RIGHT = Vec3.multiply(projT_RIGHT, rightVector);
var projB_RIGHT = Vec3.dot(Vec3.multiply(-(dimensions.y / 2) - rotateHandleOffset, Vec3.UNIT_Y), rightVector);
projB_RIGHT = Vec3.multiply(projB_RIGHT, rightVector);
var projL_RIGHT = Vec3.dot(Vec3.multiply(xSign * (dimensions.x / 2) + xSign * rotateHandleOffset, Vec3.UNIT_X), rightVector);
projL_RIGHT = Vec3.multiply(projL_RIGHT, rightVector);
var projR_RIGHT = Vec3.dot(Vec3.multiply(-xSign * (dimensions.x / 2) - xSign * rotateHandleOffset, Vec3.UNIT_X), rightVector);
projR_RIGHT = Vec3.multiply(projR_RIGHT, rightVector);
var projN_RIGHT = Vec3.dot(Vec3.multiply(zSign * (dimensions.z / 2) + zSign * rotateHandleOffset, Vec3.FRONT), rightVector);
projN_RIGHT = Vec3.multiply(projN_RIGHT, rightVector);
var projF_RIGHT = Vec3.dot(Vec3.multiply(-zSign * (dimensions.z / 2) - zSign * rotateHandleOffset, Vec3.FRONT), rightVector);
projF_RIGHT = Vec3.multiply(projF_RIGHT, rightVector);
var projRIGHTList = [projT_RIGHT, projB_RIGHT, projL_RIGHT, projR_RIGHT, projN_RIGHT, projF_RIGHT];
var projRIGHT = that.calculateNewBoundExtremes(projRIGHTList, rightVector);
//FRONT
var projT_FRONT = Vec3.dot(Vec3.multiply((dimensions.y / 2) + rotateHandleOffset, Vec3.UNIT_Y), frontVector);
projT_FRONT = Vec3.multiply(projT_FRONT, frontVector);
var projB_FRONT = Vec3.dot(Vec3.multiply(-(dimensions.y / 2) - rotateHandleOffset, Vec3.UNIT_Y), frontVector);
projB_FRONT = Vec3.multiply(projB_FRONT, frontVector);
var projL_FRONT = Vec3.dot(Vec3.multiply(xSign * (dimensions.x / 2) + xSign * rotateHandleOffset, Vec3.UNIT_X), frontVector);
projL_FRONT = Vec3.multiply(projL_FRONT, frontVector);
var projR_FRONT = Vec3.dot(Vec3.multiply(-xSign * (dimensions.x / 2) - xSign * rotateHandleOffset, Vec3.UNIT_X), frontVector);
projR_FRONT = Vec3.multiply(projR_FRONT, frontVector);
var projN_FRONT = Vec3.dot(Vec3.multiply(zSign * (dimensions.z / 2) + zSign * rotateHandleOffset, Vec3.FRONT), frontVector);
projN_FRONT = Vec3.multiply(projN_FRONT, frontVector);
var projF_FRONT = Vec3.dot(Vec3.multiply(-zSign * (dimensions.z / 2) - zSign * rotateHandleOffset, Vec3.FRONT), frontVector);
projF_FRONT = Vec3.multiply(projF_FRONT, frontVector);
var projFRONTList = [projT_FRONT, projB_FRONT, projL_FRONT, projR_FRONT, projN_FRONT, projF_FRONT];
var projFRONT = that.calculateNewBoundExtremes(projFRONTList, frontVector);
/////
Overlays.editOverlay(pitchHandle, {
url: ROTATE_ARROW_WEST_NORTH_URL
});
Overlays.editOverlay(rollHandle, {
url: ROTATE_ARROW_WEST_NORTH_URL
});
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);
//Quat.fromPitchYawRollDegrees(0,270,0)
pitchCenter = Vec3.sum(boundsCenter, Vec3.multiply(xSign * (dimensions.x / 2), rightVector));
rollCenter = Vec3.sum(boundsCenter, Vec3.multiply(zSign * (dimensions.z / 2), frontVector));
yawCorner = Vec3.sum(boundsCenter, Vec3.sum(Vec3.sum(projUP[0], projRIGHT[1]), projFRONT[1]));
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);
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;
@ -3433,7 +3327,7 @@ SelectionDisplay = (function() {
// FUNCTION: UPDATE ROTATION DEGREES OVERLAY
function updateRotationDegreesOverlay(angleFromZero, handleRotation, centerPosition) {
var wantDebug = false;
var wantDebug = true;
if (wantDebug) {
print("---> updateRotationDegreesOverlay ---");
print(" AngleFromZero: " + angleFromZero);