From ef49aa0b71d1436867deaab7097292259004b951 Mon Sep 17 00:00:00 2001 From: Daniela Date: Wed, 29 Nov 2017 18:54:08 +0000 Subject: [PATCH] Refactor to comply with code standard. --- .../system/libraries/entitySelectionTool.js | 30 +++++++++++-------- 1 file changed, 17 insertions(+), 13 deletions(-) diff --git a/scripts/system/libraries/entitySelectionTool.js b/scripts/system/libraries/entitySelectionTool.js index fb79dbab0a..b8ba146757 100644 --- a/scripts/system/libraries/entitySelectionTool.js +++ b/scripts/system/libraries/entitySelectionTool.js @@ -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;