Refactor to comply with code standard.

This commit is contained in:
Daniela 2017-11-29 18:54:08 +00:00
parent 8985acd8b6
commit ef49aa0b71

View file

@ -1065,29 +1065,25 @@ SelectionDisplay = (function() {
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){
//project all 6 bounding box points: Top, Bottom, Left, Right, Near, Far (assumes center 0,0,0) onto the new avatar referential
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);
@ -1147,7 +1143,9 @@ SelectionDisplay = (function() {
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
// project all 6 bounding box points: Top, Bottom, Left, Right, Near, Far (assumes center 0,0,0)
// onto the new avatar referential
// UP
var projUP = that.projectBoundingBoxPoints(dimensions, upVector, rotateHandleOffset);
// RIGHT
@ -1155,30 +1153,36 @@ SelectionDisplay = (function() {
// 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.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.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.lookAt(
rollCorner,
Vec3.sum(rollCorner, frontVector),
Vec3.subtract(rollCenter,rollCorner));
rollHandleRotation = Quat.multiply(Quat.angleAxis(45, frontVector), rollHandleRotation);
///////////
var rotateHandlesVisible = true;
var rotationOverlaysVisible = false;