Add quaternion support
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40b784f551
commit
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@ -34,11 +34,11 @@ public interface HtmlVisionContext : ContextAware {
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public typealias HtmlVisionContextFragment = context(HtmlVisionContext) TagConsumer<*>.() -> Unit
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public typealias HtmlVisionContextFragment = context(HtmlVisionContext) TagConsumer<*>.() -> Unit
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context(HtmlVisionContext)
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context(HtmlVisionContext) public fun HtmlVisionFragment(
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public fun HtmlVisionContextFragment(content: TagConsumer<*>.() -> Unit): HtmlVisionFragment = content
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content: TagConsumer<*>.() -> Unit
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): HtmlVisionFragment = content
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context(HtmlVisionContext)
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context(HtmlVisionContext) private fun <T> TagConsumer<T>.vision(
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private fun <T> TagConsumer<T>.vision(
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visionManager: VisionManager,
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visionManager: VisionManager,
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name: Name,
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name: Name,
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vision: Vision,
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vision: Vision,
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@ -97,6 +97,8 @@ public class FX3DPlugin : AbstractPlugin() {
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scaleYProperty().bind(binding[Solid.Y_SCALE_KEY].float(obj.scaleY.toFloat()))
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scaleYProperty().bind(binding[Solid.Y_SCALE_KEY].float(obj.scaleY.toFloat()))
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scaleZProperty().bind(binding[Solid.Z_SCALE_KEY].float(obj.scaleZ.toFloat()))
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scaleZProperty().bind(binding[Solid.Z_SCALE_KEY].float(obj.scaleZ.toFloat()))
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if(obj.quaternion!= null) TODO("Quaternion support not implemented")
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val rotateX = Rotate(0.0, Rotate.X_AXIS).apply {
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val rotateX = Rotate(0.0, Rotate.X_AXIS).apply {
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angleProperty().bind(binding[Solid.X_ROTATION_KEY].float(obj.rotationX.toFloat()).multiply(180.0 / PI))
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angleProperty().bind(binding[Solid.X_ROTATION_KEY].float(obj.rotationX.toFloat()).multiply(180.0 / PI))
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}
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}
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@ -203,6 +203,26 @@ public var Solid.rotationX: Number by float(X_ROTATION_KEY, 0f)
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public var Solid.rotationY: Number by float(Y_ROTATION_KEY, 0f)
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public var Solid.rotationY: Number by float(Y_ROTATION_KEY, 0f)
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public var Solid.rotationZ: Number by float(Z_ROTATION_KEY, 0f)
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public var Solid.rotationZ: Number by float(Z_ROTATION_KEY, 0f)
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public var Solid.quaternion: Pair<Float, Point3D>?
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get() = properties.getValue(Solid.QUATERNION_KEY)?.list?.let {
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require(it.size == 4) { "Quaternion must be a number array of 4 elements" }
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it[0].float to Point3D(it[1].float, it[2].float, it[3].float)
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}
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set(value) {
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properties.setValue(
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Solid.QUATERNION_KEY,
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value?.let {
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ListValue(
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value.first,
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value.second.x,
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value.second.y,
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value.second.z
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)
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}
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)
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}
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//public var Solid.quaternion: Quaternion?
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//public var Solid.quaternion: Quaternion?
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// get() = meta[Solid::quaternion.name]?.value?.doubleArray?.let { Quaternion(it) }
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// get() = meta[Solid::quaternion.name]?.value?.doubleArray?.let { Quaternion(it) }
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// set(value) {
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// set(value) {
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@ -14,6 +14,7 @@ internal fun Solid.updateFrom(other: Solid): Solid {
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x += other.x
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x += other.x
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y += other.y
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y += other.y
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z += other.y
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z += other.y
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if(quaternion != null || other.quaternion != null) TODO("Quaternion support not implemented")
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rotationX += other.rotationX
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rotationX += other.rotationX
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rotationY += other.rotationY
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rotationY += other.rotationY
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rotationZ += other.rotationZ
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rotationZ += other.rotationZ
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@ -11,6 +11,7 @@ import space.kscience.visionforge.visible
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import three.core.BufferGeometry
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import three.core.BufferGeometry
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import three.core.Object3D
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import three.core.Object3D
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import three.math.Euler
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import three.math.Euler
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import three.math.Quaternion
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import kotlin.reflect.KClass
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import kotlin.reflect.KClass
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/**
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/**
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@ -48,8 +49,20 @@ public fun Object3D.updatePosition(vision: Vision) {
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// } else {
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// } else {
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// setRotationFromEuler( Euler(obj.rotationX, obj.rotationY, obj.rotationZ, obj.rotationOrder.name))
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// setRotationFromEuler( Euler(obj.rotationX, obj.rotationY, obj.rotationZ, obj.rotationOrder.name))
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// }
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// }
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val quaternion = vision.quaternion
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setRotationFromEuler(Euler(vision.rotationX, vision.rotationY, vision.rotationZ, vision.rotationOrder.name))
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if (quaternion != null) {
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setRotationFromQuaternion(
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Quaternion(
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quaternion.second.x,
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quaternion.second.y,
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quaternion.second.z,
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quaternion.first
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)
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)
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} else {
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setRotationFromEuler(Euler(vision.rotationX, vision.rotationY, vision.rotationZ, vision.rotationOrder.name))
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}
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scale.set(vision.scaleX, vision.scaleY, vision.scaleZ)
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scale.set(vision.scaleX, vision.scaleY, vision.scaleZ)
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updateMatrix()
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updateMatrix()
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