Needs a lot of cleanup. Data has been de-duplicated, and where identical copies existed, one of them has been replaced with a symlink. Some files have been excluded, such as binaries, installers and debug dumps. Some of that may still be present.
317 lines
8.7 KiB
JavaScript
317 lines
8.7 KiB
JavaScript
//
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// Created by Bradley Austin Davis on 2015/08/29
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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vec3toStr = function(v, digits) {
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if (!digits) { digits = 3; }
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return "{ " + v.x.toFixed(digits) + ", " + v.y.toFixed(digits) + ", " + v.z.toFixed(digits)+ " }";
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}
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quatToStr = function(q, digits) {
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if (!digits) { digits = 3; }
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return "{ " + q.w.toFixed(digits) + ", " + q.x.toFixed(digits) + ", " +
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q.y.toFixed(digits) + ", " + q.z.toFixed(digits)+ " }";
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}
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vec3equal = function(v0, v1) {
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return (v0.x == v1.x) && (v0.y == v1.y) && (v0.z == v1.z);
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}
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colorMix = function(colorA, colorB, mix) {
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var result = {};
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for (var key in colorA) {
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result[key] = (colorA[key] * (1 - mix)) + (colorB[key] * mix);
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}
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return result;
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}
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scaleLine = function (start, end, scale) {
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var v = Vec3.subtract(end, start);
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var length = Vec3.length(v);
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v = Vec3.multiply(scale, v);
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return Vec3.sum(start, v);
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}
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findAction = function(name) {
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return Controller.findAction(name);
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}
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addLine = function(origin, vector, color) {
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if (!color) {
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color = COLORS.WHITE
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}
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return Entities.addEntity(mergeObjects(LINE_PROTOTYPE, {
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position: origin,
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linePoints: [
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ZERO_VECTOR,
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vector,
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],
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color: color
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}));
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}
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// FIXME fetch from a subkey of user data to support non-destructive modifications
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setEntityUserData = function(id, data) {
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var json = JSON.stringify(data)
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Entities.editEntity(id, { userData: json });
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}
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// FIXME do non-destructive modification of the existing user data
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getEntityUserData = function(id) {
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var results = null;
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var properties = Entities.getEntityProperties(id, "userData");
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if (properties.userData) {
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try {
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results = JSON.parse(properties.userData);
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} catch(err) {
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logDebug(err);
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logDebug(properties.userData);
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}
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}
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return results ? results : {};
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}
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// Non-destructively modify the user data of an entity.
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setEntityCustomData = function(customKey, id, data) {
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var userData = getEntityUserData(id);
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if (data == null) {
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delete userData[customKey];
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} else {
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userData[customKey] = data;
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}
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setEntityUserData(id, userData);
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}
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getEntityCustomData = function(customKey, id, defaultValue) {
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var userData = getEntityUserData(id);
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if (undefined != userData[customKey]) {
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return userData[customKey];
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} else {
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return defaultValue;
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}
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}
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mergeObjects = function(proto, custom) {
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var result = {};
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for (var attrname in proto) {
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if (proto.hasOwnProperty(attrname)) {
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result[attrname] = proto[attrname];
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}
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}
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for (var attrname in custom) {
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if (custom.hasOwnProperty(attrname)) {
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result[attrname] = custom[attrname];
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}
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}
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return result;
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}
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LOG_WARN = 1;
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logWarn = function(str) {
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if (LOG_WARN) {
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print(str);
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}
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}
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LOG_ERROR = 1;
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logError = function(str) {
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if (LOG_ERROR) {
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print(str);
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}
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}
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LOG_INFO = 1;
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logInfo = function(str) {
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if (LOG_INFO) {
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print(str);
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}
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}
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LOG_DEBUG = 0;
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logDebug = function(str) {
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if (LOG_DEBUG) {
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print(str);
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}
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}
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LOG_TRACE = 0;
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logTrace = function(str) {
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if (LOG_TRACE) {
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print(str);
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}
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}
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// Computes the penetration between a point and a sphere (centered at the origin)
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// if point is inside sphere: returns true and stores the result in 'penetration'
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// (the vector that would move the point outside the sphere)
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// otherwise returns false
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findSphereHit = function(point, sphereRadius) {
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var EPSILON = 0.000001; //smallish positive number - used as margin of error for some computations
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var vectorLength = Vec3.length(point);
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if (vectorLength < EPSILON) {
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return true;
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}
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var distance = vectorLength - sphereRadius;
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if (distance < 0.0) {
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return true;
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}
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return false;
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}
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findSpherePointHit = function(sphereCenter, sphereRadius, point) {
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return findSphereHit(Vec3.subtract(point,sphereCenter), sphereRadius);
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}
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findSphereSphereHit = function(firstCenter, firstRadius, secondCenter, secondRadius) {
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return findSpherePointHit(firstCenter, firstRadius + secondRadius, secondCenter);
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}
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// Given a vec3 v, return a vec3 that is the same vector relative to the avatars
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// DEFAULT eye position, rotated into the avatars reference frame.
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getEyeRelativePosition = function(v) {
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return Vec3.sum(MyAvatar.getDefaultEyePosition(), Vec3.multiplyQbyV(MyAvatar.orientation, v));
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}
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getAvatarRelativeRotation = function(q) {
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return Quat.multiply(MyAvatar.orientation, q);
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}
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pointInExtents = function(point, minPoint, maxPoint) {
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return (point.x >= minPoint.x && point.x <= maxPoint.x) &&
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(point.y >= minPoint.y && point.y <= maxPoint.y) &&
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(point.z >= minPoint.z && point.z <= maxPoint.z);
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}
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/**
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* Converts an HSL color value to RGB. Conversion formula
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* adapted from http://en.wikipedia.org/wiki/HSL_color_space.
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* Assumes h, s, and l are contained in the set [0, 1] and
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* returns r, g, and b in the set [0, 255].
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*
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* @param Number h The hue
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* @param Number s The saturation
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* @param Number l The lightness
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* @return Array The RGB representation
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*/
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hslToRgb = function(hsl) {
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var r, g, b;
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if (hsl.s == 0) {
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r = g = b = hsl.l; // achromatic
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} else {
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var hue2rgb = function hue2rgb(p, q, t) {
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if (t < 0) t += 1;
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if (t > 1) t -= 1;
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if (t < 1 / 6) return p + (q - p) * 6 * t;
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if (t < 1 / 2) return q;
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if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
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return p;
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}
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var q = hsl.l < 0.5 ? hsl.l * (1 + hsl.s) : hsl.l + hsl.s - hsl.l * hsl.s;
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var p = 2 * hsl.l - q;
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r = hue2rgb(p, q, hsl.h + 1 / 3);
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g = hue2rgb(p, q, hsl.h);
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b = hue2rgb(p, q, hsl.h - 1 / 3);
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}
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return {
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red: Math.round(r * 255),
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green: Math.round(g * 255),
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blue: Math.round(b * 255)
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};
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}
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map = function(value, min1, max1, min2, max2) {
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return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
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}
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orientationOf = function(vector) {
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var Y_AXIS = {
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x: 0,
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y: 1,
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z: 0
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};
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var X_AXIS = {
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x: 1,
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y: 0,
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z: 0
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};
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var theta = 0.0;
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var RAD_TO_DEG = 180.0 / Math.PI;
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var direction, yaw, pitch;
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direction = Vec3.normalize(vector);
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yaw = Quat.angleAxis(Math.atan2(direction.x, direction.z) * RAD_TO_DEG, Y_AXIS);
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pitch = Quat.angleAxis(Math.asin(-direction.y) * RAD_TO_DEG, X_AXIS);
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return Quat.multiply(yaw, pitch);
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}
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randFloat = function(low, high) {
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return low + Math.random() * (high - low);
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}
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randInt = function(low, high) {
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return Math.floor(randFloat(low, high));
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}
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randomColor = function() {
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return {
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red: randInt(0, 255),
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green: randInt(0, 255),
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blue: randInt(0, 255)
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}
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}
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hexToRgb = function(hex) {
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var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
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return result ? {
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red: parseInt(result[1], 16),
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green: parseInt(result[2], 16),
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blue: parseInt(result[3], 16)
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} : null;
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}
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calculateHandSizeRatio = function() {
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// Get the ratio of the current avatar's hand to Owen's hand
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var standardCenterHandPoint = 0.11288;
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var jointNames = MyAvatar.getJointNames();
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//get distance from handJoint up to leftHandIndex3 as a proxy for center of hand
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var wristToFingertipDistance = 0;;
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for (var i = 0; i < jointNames.length; i++) {
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var jointName = jointNames[i];
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print(jointName)
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if (jointName.indexOf("LeftHandIndex") !== -1) {
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// translations are relative to parent joint, so simply add them together
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// joints face down the y-axis
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var translation = MyAvatar.getDefaultJointTranslation(i).y;
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wristToFingertipDistance += translation;
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}
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}
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// Right now units are in cm, so convert to meters
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wristToFingertipDistance /= 100;
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var centerHandPoint = wristToFingertipDistance/2;
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// Compare against standard hand (Owen)
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var handSizeRatio = centerHandPoint/standardCenterHandPoint;
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return handSizeRatio;
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}
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clamp = function(val, min, max){
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return Math.max(min, Math.min(max, val))
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}
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