Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Contribute to GitLab
Sign in
Toggle navigation
X
x3domlet
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
3
Issues
3
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Elphel
x3domlet
Commits
64db9f96
Commit
64db9f96
authored
Jun 09, 2017
by
Oleg Dzhimiev
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
got rid of INIT_HEADING, it's all matrix operations now
parent
43da7d62
Changes
4
Show whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
209 additions
and
165 deletions
+209
-165
leaflet_init.js
js/leaflet_init.js
+1
-1
ui_init.js
js/ui_init.js
+49
-73
x3dom_functions.js
js/x3dom_functions.js
+138
-78
x3dom_init.js
js/x3dom_init.js
+21
-13
No files found.
js/leaflet_init.js
View file @
64db9f96
...
...
@@ -80,7 +80,7 @@ LeafletObject.prototype.initialize = function(){
'https://{s}.google.com/vt/lyrs=s&x={x}&y={y}&z={z}'
,
{
maxZoom
:
this
.
_settings
.
maxzoom
,
attribution
:
'
Thanks to comrade Google for our happy childhood
'
,
attribution
:
'
Google imagery
'
,
subdomains
:[
'mt0'
,
'mt1'
,
'mt2'
,
'mt3'
],
}
);
...
...
js/ui_init.js
View file @
64db9f96
...
...
@@ -43,9 +43,6 @@ var Data = {
var
Scene
;
var
Map
;
// this var needs to go
var
INIT_HEADING
=
0
;
var
SETTINGS
=
{
'pointer'
:
false
,
'highlight'
:
false
,
...
...
@@ -158,8 +155,6 @@ function light_init(){
fov
:
fov
||
0
,
});
INIT_HEADING
=
heading
;
var
element
=
document
.
getElementById
(
'x3d_id'
);
Scene
=
new
X3DOMObject
(
element
,
Data
,{});
...
...
@@ -268,38 +263,31 @@ function x3d_initial_camera_placement(){
// Altitude is relative. Do not care.
// Roll
var
x
=
new
x3dom
.
fields
.
SFVec3f
(
1
,
0
,
0
);
var
qr
=
x3dom
.
fields
.
Quaternion
.
axisAngle
(
x
,
roll
);
var
Mr
=
qr
.
toMatrix
();
// Tilt
var
y
=
new
x3dom
.
fields
.
SFVec3f
(
0
,
1
,
0
);
var
qt
=
x3dom
.
fields
.
Quaternion
.
axisAngle
(
y
,
tilt
);
var
Mt
=
qt
.
toMatrix
();
// Heading
var
z
=
new
x3dom
.
fields
.
SFVec3f
(
0
,
0
,
1
);
var
qh
=
x3dom
.
fields
.
Quaternion
.
axisAngle
(
z
,
heading
);
var
Mh
=
qh
.
toMatrix
();
var
R
=
Mh
.
mult
(
Mt
).
mult
(
Mr
);
var
T
=
x3dom_C2E
();
// Heading,Tilt,Roll
var
Mh
=
x3dom
.
fields
.
SFMatrix4f
.
rotationZ
(
heading
);
var
Mt
=
x3dom
.
fields
.
SFMatrix4f
.
rotationY
(
tilt
);
var
Mr
=
x3dom
.
fields
.
SFMatrix4f
.
rotationX
(
roll
);
// rw = real world with North
// w = virtual world = x3dom frame reference
var
Rw_rw
=
T
.
inverse
().
mult
(
R
).
mult
(
T
);
var
M_rw2w
=
Rw_rw
.
inverse
();
// proper Euler rotation
var
R
=
Mh
.
mult
(
Mt
).
mult
(
Mr
);
// convert to proper Euler
var
T
=
x3dom_toYawPitchRoll
();
var
R0
=
T
.
inverse
().
mult
(
R
).
mult
(
T
);
// _rw - real world
// _w - virt world
var
Rc_rw
=
T
.
inverse
().
mult
(
Mh
).
mult
(
T
);
var
Rc_w
=
M_rw2w
.
mult
(
Rc_rw
);
//var Rm_w = M_rw2w.mult(Rm_rw);
// exclude roll?
//var RC0_rw = T.inverse().mult(Mh).mult(Mt).mult(T);
// exclude tilt and roll
var
RC0_rw
=
T
.
inverse
().
mult
(
Mh
).
mult
(
T
);
var
RC_w
=
R0
.
inverse
().
mult
(
RC0_rw
);
// store matrices
Data
.
camera
.
Matrices
=
{
Ah
:
heading
,
...
...
@@ -308,25 +296,23 @@ function x3d_initial_camera_placement(){
R_h_eul
:
Mh
,
R_t_eul
:
Mt
,
R_r_eul
:
Mr
,
Rw_rw
:
Rw_rw
,
M_rw2w
:
M_rw2w
,
V_trueUp_w
:
Rc_w
.
e1
(),
Rc_w
:
Rc_w
,
//Rm_w: Rm_w
R0
:
R0
,
Up0
:
RC_w
.
e1
(),
RC_w
:
RC_w
,
};
// set view
var
Q
=
new
x3dom
.
fields
.
Quaternion
(
0
,
0
,
1
,
0
);
Q
.
setValue
(
R
c
_w
);
Q
.
setValue
(
R
C
_w
);
var
AA
=
Q
.
toAxisAngle
();
var
viewpoint
=
$
(
Scene
.
element
).
find
(
"Viewpoint"
);
viewpoint
.
attr
(
"orientation"
,
AA
[
0
].
toString
()
+
" "
+
AA
[
1
]);
viewpoint
.
attr
(
"position"
,
R
c
_w
.
e3
().
toString
());
viewpoint
.
attr
(
"centerOfRotation"
,
R
c
_w
.
e3
().
toString
());
viewpoint
.
attr
(
"position"
,
R
C
_w
.
e3
().
toString
());
viewpoint
.
attr
(
"centerOfRotation"
,
R
C
_w
.
e3
().
toString
());
// update every time
Data
.
camera
.
Matrices
.
R
c_w
=
Rc
_w
;
Data
.
camera
.
Matrices
.
R
C_w
=
RC
_w
;
}
...
...
@@ -589,27 +575,18 @@ function leaf_mousemove_nohc(e){
var
Camera
=
Map
.
marker
;
//old
var
p0
=
new
L
.
LatLng
(
Data
.
camera
.
latitude
,
Data
.
camera
.
longitude
);
var
p1
=
new
L
.
LatLng
(
Camera
.
_latlng
.
lat
,
Camera
.
_latlng
.
lng
);
//update Data
Data
.
camera
.
latitude
=
Camera
.
_latlng
.
lat
;
Data
.
camera
.
longitude
=
Camera
.
_latlng
.
lng
;
var
dh
=
Camera
.
_heading
-
Math
.
PI
/
180
*
Data
.
camera
.
heading
;
//console.log(Camera._heading);
Data
.
camera
.
heading
=
Camera
.
_heading
*
180
/
Math
.
PI
;
var
newheading
=
Data
.
camera
.
heading
-
INIT_HEADING
;
Data
.
camera
.
latitude
=
Camera
.
_latlng
.
lat
;
Data
.
camera
.
longitude
=
Camera
.
_latlng
.
lng
;
if
((
p0
.
lat
!=
p1
.
lat
)
||
(
p0
.
lng
!=
p1
.
lng
)){
//console.log("translation");
leaf_translation_v1
(
p0
,
p1
);
}
else
{
//leaf_rotation_v1(newheading,dh);
x3dom_rotation
(
dh
);
}
...
...
@@ -669,42 +646,41 @@ function x3d_mouseMove(){
var
Camera
=
Map
.
marker
;
//var initial_heading = Data.camera.heading;
//var initial_heading = INIT_HEADING;
var
mat
=
Scene
.
element
.
runtime
.
viewMatrix
().
inverse
();
var
R0
=
Data
.
camera
.
Matrices
.
R0
;
var
T
=
x3dom_toYawPitchRoll
();
var
heading
=
x3dom_getViewDirection
(
Scene
.
element
);
var
m_rw
=
T
.
mult
(
R0
).
mult
(
mat
).
mult
(
T
.
inverse
());
var
ypr
=
x3dom_YawPitchRoll_degs
(
m_rw
);
Map
.
marker
.
setHeading
(
heading
+
INIT_HEADING
)
;
var
heading
=
ypr
.
yaw
;
var
d
=
x3dom_getViewTranslation
(
Scene
.
element
);
Map
.
marker
.
setHeading
(
heading
);
var
dx
;
var
dz
;
var
dp_w
=
mat
.
e3
();
if
(
Scene
.
old_view_translation
==
null
){
dx
=
0
;
dz
=
0
;
}
else
{
dx
=
d
.
x
-
Scene
.
old_view_translation
.
x
;
dz
=
d
.
z
-
Scene
.
old_view_translation
.
z
;
if
(
Scene
.
old_view_translation
!=
null
){
dp_w
=
dp_w
.
subtract
(
Scene
.
old_view_translation
);
}
var
distance
=
Math
.
sqrt
(
dx
*
dx
+
dz
*
dz
);
var
angle
=
180
/
Math
.
PI
*
Math
.
atan2
(
dx
,
-
dz
);
// from w to rw
dp_rw
=
R0
.
multMatrixVec
(
dp_w
);
var
distance
=
Math
.
sqrt
(
dp_rw
.
x
*
dp_rw
.
x
+
dp_rw
.
z
*
dp_rw
.
z
);
var
angle
=
180
/
Math
.
PI
*
Math
.
atan2
(
dp_rw
.
x
,
-
dp_rw
.
z
);
var
initial_coordinates
=
[
Data
.
camera
.
latitude
,
Data
.
camera
.
longitude
];
var
p0
=
new
L
.
LatLng
(
initial_coordinates
[
0
],
initial_coordinates
[
1
]);
//Camera._latlng;
var
p1
=
p0
.
CoordinatesOf
(
angle
+
INIT_HEADING
,
distance
);
var
p1
=
p0
.
CoordinatesOf
(
angle
,
distance
);
Map
.
marker
.
setBasePoint
(
p1
);
Map
.
marker
.
_syncMeasureMarkersToBasePoint
();
Data
.
camera
.
latitude
=
p1
.
lat
;
Data
.
camera
.
longitude
=
p1
.
lng
;
Data
.
camera
.
heading
=
heading
+
INIT_HEADING
;
Data
.
camera
.
heading
=
heading
;
Scene
.
old_view_translation
=
d
;
Scene
.
old_view_translation
=
mat
.
e3
()
;
}
js/x3dom_functions.js
View file @
64db9f96
...
...
@@ -79,6 +79,8 @@ function x3dom_getXYPosOr(cnvx,cnvy,round){
var
shootRay
=
elem
.
runtime
.
shootRay
(
cnvx
,
cnvy
);
var
valid_distance
=
true
;
if
(
shootRay
.
pickPosition
!=
null
){
var
index
=
Scene
.
highlighted_marker_index
;
...
...
@@ -124,11 +126,25 @@ function x3dom_getXYPosOr(cnvx,cnvy,round){
dist_xz
=
null
;
dist_xyz
=
null
;
valid_distance
=
false
;
}
var
R0
=
Data
.
camera
.
Matrices
.
R0
;
var
p_w
=
new
x3dom
.
fields
.
SFVec3f
(
x
,
y
,
z
);
var
p_rw
=
R0
.
multMatrixVec
(
p_w
);
if
(
valid_distance
){
dist_xz
=
Math
.
sqrt
(
p_rw
.
x
*
p_rw
.
x
+
p_rw
.
z
*
p_rw
.
z
);
dist_xyz
=
Math
.
sqrt
(
p_rw
.
y
*
p_rw
.
y
+
dist_xz
*
dist_xz
);
}
else
{
dist_xz
=
null
;
dist_xyz
=
null
;
}
az
=
Math
.
atan2
(
x
,
-
z
)
*
180
/
Math
.
PI
;
az
=
(
az
+
INIT_HEADING
+
360
)
%
360
;
el
=
Math
.
atan2
(
y
,
Math
.
sqrt
(
x
*
x
+
z
*
z
))
*
180
/
Math
.
PI
;
az
=
Math
.
atan2
(
p_rw
.
x
,
-
p_rw
.
z
)
*
180
/
Math
.
PI
;
az
=
(
az
+
360
)
%
360
;
el
=
Math
.
atan2
(
p_rw
.
y
,
Math
.
sqrt
(
p_rw
.
x
*
p_rw
.
x
+
p_rw
.
z
*
p_rw
.
z
))
*
180
/
Math
.
PI
;
sk
=
0
;
var
result
=
{
...
...
@@ -166,53 +182,40 @@ function x3dom_getCameraPosOr(round){
var
elem
=
Scene
.
element
;
var
v
m
=
elem
.
runtime
.
viewMatrix
().
inverse
();
var
m
=
elem
.
runtime
.
viewMatrix
().
inverse
();
var
tr
=
v
m
.
e3
();
var
tr
=
m
.
e3
();
var
x
=
tr
.
x
;
var
y
=
tr
.
y
;
var
z
=
tr
.
z
;
var
R0
=
Data
.
camera
.
Matrices
.
R0
;
var
T0
=
x3dom_toYawPitchRoll
();
var
R
=
vm
;
m
=
T0
.
mult
(
R0
).
mult
(
m
).
mult
(
T0
.
inverse
())
;
// double check below, random correct result?
var
ypr
=
x3dom_YawPitchRoll
(
m
);
//var mat = Data.camera.Matrices.Rw_rw
;
var
mat
=
Data
.
camera
.
Matrices
.
M_rw2w
;
var
T
=
x3dom_C2E
()
;
ypr
.
yaw
=
(
180
/
Math
.
PI
*
ypr
.
yaw
+
360
)
%
360
;
ypr
.
pitch
*=
180
/
Math
.
PI
;
ypr
.
roll
*=
180
/
Math
.
PI
;
mat
=
T
.
mult
(
mat
).
mult
(
vm
).
mult
(
T
.
inverse
());
var
test
=
x3dom_YawPitchRoll
(
mat
);
test
.
yaw
=
(
-
180
/
Math
.
PI
*
test
.
yaw
+
360
)
%
360
;
test
.
pitch
*=
180
/
Math
.
PI
;
test
.
roll
*=
180
/
Math
.
PI
;
//console.log(test);
az
=
test
.
yaw
;
el
=
test
.
pitch
;
sk
=
test
.
roll
;
//x3dom_matrix_test();
if
(
!
round
){
return
{
x
:
x
,
y
:
y
,
z
:
z
,
a
:
az
,
e
:
el
,
s
:
sk
x
:
tr
.
x
,
y
:
tr
.
y
,
z
:
tr
.
z
,
a
:
ypr
.
yaw
,
e
:
ypr
.
pitch
,
s
:
ypr
.
roll
};
}
else
{
return
{
x
:
x
.
toFixed
(
2
),
y
:
y
.
toFixed
(
2
),
z
:
z
.
toFixed
(
2
),
a
:
az
.
toFixed
(
1
),
e
:
el
.
toFixed
(
1
),
s
:
sk
.
toFixed
(
1
)
x
:
tr
.
x
.
toFixed
(
2
),
y
:
tr
.
y
.
toFixed
(
2
),
z
:
tr
.
z
.
toFixed
(
2
),
a
:
ypr
.
yaw
.
toFixed
(
1
),
e
:
ypr
.
pitch
.
toFixed
(
1
),
s
:
ypr
.
roll
.
toFixed
(
1
)
};
}
...
...
@@ -228,7 +231,7 @@ function x3dom_setUpRight(){
var
at
=
from
.
subtract
(
mat
.
e2
());
//var up = new x3dom.fields.SFVec3f(0, 1, 0);
var
up
=
Data
.
camera
.
Matrices
.
V_trueUp_w
;
var
up
=
Data
.
camera
.
Matrices
.
Up0
;
var
s
=
mat
.
e2
().
cross
(
up
).
normalize
();
...
...
@@ -253,7 +256,7 @@ function x3dom_setUpRight(){
viewpoint
.
attr
(
"centerOfRotation"
,
mat
.
e3
().
toString
());
viewpoint
.
attr
(
"orientation"
,
AA
[
0
].
toString
()
+
" "
+
AA
[
1
]);
Data
.
camera
.
Matrices
.
R
c
_w
=
mat
;
Data
.
camera
.
Matrices
.
R
C
_w
=
mat
;
}
...
...
@@ -300,7 +303,7 @@ function x3dom_rotation(delta_a){
viewpoint
.
attr
(
"position"
,
from
.
toString
());
viewpoint
.
attr
(
"centerOfRotation"
,
from
.
toString
());
Data
.
camera
.
Matrices
.
R
c
_w
=
newmat
;
Data
.
camera
.
Matrices
.
R
C
_w
=
newmat
;
}
...
...
@@ -337,31 +340,42 @@ function x3dom_translation(dx,dy,dz){
viewpoint
.
attr
(
"position"
,
newfrom
.
toString
());
viewpoint
.
attr
(
"centerOfRotation"
,
newfrom
.
toString
());
Data
.
camera
.
Matrices
.
R
c
_w
=
newmat
;
Data
.
camera
.
Matrices
.
R
C
_w
=
newmat
;
}
function
x3dom_altelev
(
alt
,
elev
){
console
.
log
(
elev
);
//x3dom_matrix_test();
var
mat
=
Scene
.
element
.
runtime
.
viewMatrix
().
inverse
();
var
R0
=
Data
.
camera
.
Matrices
.
R0
;
var
T
=
x3dom_toYawPitchRoll
();
var
m_rw
=
T
.
mult
(
R0
).
mult
(
mat
).
mult
(
T
.
inverse
());
var
ypr
=
x3dom_YawPitchRoll
(
m_rw
);
var
from
=
mat
.
e3
();
from
.
y
=
alt
;
// convert to W2C*C2W
var
az
=
Math
.
atan2
(
mat
.
_02
,
mat
.
_22
);
var
az
=
ypr
.
yaw
;
var
el
=
elev
;
var
sk
=
Math
.
atan2
(
mat
.
_10
,
mat
.
_11
)
;
var
sk
=
ypr
.
roll
;
var
Mh
=
x3dom
.
fields
.
SFMatrix4f
.
rotationZ
(
az
);
var
Mt
=
x3dom
.
fields
.
SFMatrix4f
.
rotationY
(
el
);
var
Mr
=
x3dom
.
fields
.
SFMatrix4f
.
rotationX
(
sk
);
var
R
=
Mh
.
mult
(
Mt
).
mult
(
Mr
);
var
R_rw
=
T
.
inverse
().
mult
(
R
).
mult
(
T
);
var
R_w
=
R0
.
inverse
().
mult
(
R_rw
);
var
matx
=
x3dom
.
fields
.
SFMatrix4f
.
rotationX
(
el
);
var
maty
=
x3dom
.
fields
.
SFMatrix4f
.
rotationY
(
az
);
var
matz
=
x3dom
.
fields
.
SFMatrix4f
.
rotationZ
(
sk
);
var
matt
=
x3dom
.
fields
.
SFMatrix4f
.
translation
(
from
);
var
newmat
=
matt
.
mult
(
maty
).
mult
(
matx
).
mult
(
matz
);
var
newmat
=
matt
.
mult
(
R_w
);
var
Q
=
new
x3dom
.
fields
.
Quaternion
(
0
,
0
,
1
,
0
);
Q
.
setValue
(
newmat
);
...
...
@@ -372,7 +386,7 @@ function x3dom_altelev(alt,elev){
viewpoint
.
attr
(
"centerOfRotation"
,
newmat
.
e3
().
toString
());
viewpoint
.
attr
(
"orientation"
,
AA
[
0
].
toString
()
+
" "
+
AA
[
1
]);
Data
.
camera
.
Matrices
.
R
c
_w
=
newmat
;
Data
.
camera
.
Matrices
.
R
C
_w
=
newmat
;
}
/**
...
...
@@ -380,31 +394,54 @@ function x3dom_altelev(alt,elev){
*/
function
x3dom_matrix_test
(){
console
.
log
(
"begin=================================="
);
var
viewpoint
=
$
(
Scene
.
element
).
find
(
"Viewpoint"
);
console
.
log
(
"Viewpoint DOM element"
);
console
.
log
(
"position: "
+
viewpoint
.
attr
(
"position"
));
console
.
log
(
"orientation: "
+
viewpoint
.
attr
(
"orientation"
));
var
mat
=
Scene
.
element
.
runtime
.
viewMatrix
().
inverse
();
/*
* 1. view matrix:
* - from world to camera
* - cols - world basis in camera coords
* 2. view matrix inverted:
* - from camera to world
* - cols - camera basis in world coords
* - rotation matrix by def, order is not conv:
* - yx'z" vs zy'x"
*/
var
mat
=
Scene
.
element
.
runtime
.
viewMatrix
();
console
.
log
(
"
inversed viewMatrix
"
);
console
.
log
(
"
1. View Matrix from runtime
"
);
console
.
log
(
mat
.
toString
());
var
from
=
mat
.
e3
();
var
at
=
from
.
subtract
(
mat
.
e2
());
var
up
=
mat
.
e1
();
var
mat_i
=
mat
.
inverse
();
console
.
log
(
"matrix from from-at-up"
);
console
.
log
(
"2. Inverted View Matrix"
);
console
.
log
(
mat_i
.
toString
());
var
newmat
=
x3dom
.
fields
.
SFMatrix4f
.
lookAt
(
from
,
at
,
up
);
var
from
=
mat_i
.
e3
();
var
at
=
from
.
subtract
(
mat_i
.
e2
());
var
up
=
mat_i
.
e1
();
console
.
log
(
newmat
.
toString
());
console
.
log
(
"3. From-At-Up"
);
var
mat_fau
=
x3dom
.
fields
.
SFMatrix4f
.
lookAt
(
from
,
at
,
up
);
console
.
log
(
mat_fau
.
toString
());
var
T
=
x3dom_toYawPitchRoll
();
var
mat_eul
=
T
.
mult
(
mat_i
).
mult
(
T
.
inverse
());
var
eangles
=
x3dom_YawPitchRoll_degs
(
mat_eul
);
console
.
log
(
eangles
);
var
R
=
mat
;
var
az
=
Math
.
atan2
(
R
.
_02
,
R
.
_22
)
*
180
/
Math
.
PI
;
//az = (az+INIT_HEADING+360)%360;
//az = (az+360)%360;
var
el
=
-
Math
.
asin
(
R
.
_12
)
*
180
/
Math
.
PI
;
var
sk
=
Math
.
atan2
(
R
.
_10
,
R
.
_11
)
*
180
/
Math
.
PI
;
...
...
@@ -425,38 +462,62 @@ function x3dom_matrix_test(){
console
.
log
(
newmat
.
toString
());
console
.
log
(
"end=================================="
);
}
/**
* Transform to calculate conventional Euler angles for z-y'-x" = z-y-z
* unrelated: what's x3dom's native getWCtoCCMatrix()? canvas-to-world?
*/
function
x3dom_C2E
(){
function
x3dom_YawPitchRoll
(
m
){
var
yaw
=
Math
.
atan2
(
m
.
_10
,
m
.
_00
);
var
pitch
=
-
Math
.
asin
(
m
.
_20
);
var
roll
=
Math
.
atan2
(
m
.
_21
,
m
.
_22
);
return
{
yaw
:
yaw
,
pitch
:
pitch
,
roll
:
roll
};
}
function
x3dom_toYawPitchRoll
(){
return
new
x3dom
.
fields
.
SFMatrix4f
(
0
,
0
,
1
,
0
,
0
,
0
,
-
1
,
0
,
1
,
0
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
-
1
,
0
,
0
,
0
,
0
,
0
,
1
,
);
}
function
x3dom_E2C
(){
return
x3dom_C2E
().
inverse
();
}
function
x3dom_YawPitchRoll
(
m
){
function
x3dom_YawPitchRoll_degs
(
m
){
var
yaw
=
Math
.
atan2
(
m
.
_10
,
m
.
_00
);
var
pitch
=
-
Math
.
asin
(
m
.
_20
);
var
roll
=
Math
.
atan2
(
m
.
_21
,
m
.
_22
);
return
{
yaw
:
yaw
,
pitch
:
pitch
,
roll
:
roll
yaw
:
yaw
*
180
/
Math
.
PI
,
pitch
:
pitch
*
180
/
Math
.
PI
,
roll
:
roll
*
180
/
Math
.
PI
};
}
/*
function x3dom_YawPitchRoll_2_degs(m){
var pitch = Math.PI+Math.asin(m._20);
var roll = Math.atan2(m._21/Math.cos(pitch),m._22/Math.cos(pitch));
var yaw = Math.atan2(m._10/Math.cos(pitch),m._00/Math.cos(pitch));
return {
yaw: yaw*180/Math.PI,
pitch: pitch*180/Math.PI,
roll: roll*180/Math.PI
};
}
*/
function
x3dom_delta_map2scene
(
p0
,
p1
){
var
pi
=
new
L
.
LatLng
(
p0
.
lat
,
p1
.
lng
);
...
...
@@ -470,9 +531,8 @@ function x3dom_delta_map2scene(p0,p1){
if
(
p1
.
lng
<
p0
.
lng
)
dp_rw
.
x
=
-
dp_rw
.
x
;
if
(
p1
.
lat
>
p0
.
lat
)
dp_rw
.
z
=
-
dp_rw
.
z
;
// rotate, not transform - because rotated is the camera
var
mat
=
Data
.
camera
.
Matrices
.
Rw_rw
;
var
dp_w
=
mat
.
multMatrixVec
(
dp_rw
);
var
M0
=
Data
.
camera
.
Matrices
.
R0
.
inverse
();
var
dp_w
=
M0
.
multMatrixVec
(
dp_rw
);
return
dp_w
;
...
...
js/x3dom_init.js
View file @
64db9f96
...
...
@@ -862,23 +862,27 @@ X3DOMObject.Marker.drag = function(dx,dy){
X3DOMObject
.
Marker
.
slide
=
function
(
index
,
x
,
y
,
z
){
var
c
=
Data
.
markers
[
index
];
var
R0
=
Data
.
camera
.
Matrices
.
R0
;
//var T = x3dom_toYawPitchRoll();
c
.
x
=
x
;
c
.
y
=
y
;
c
.
z
=
z
;
var
p_w
=
new
x3dom
.
fields
.
SFVec3f
(
x
,
y
,
z
);
var
p_rw
=
R0
.
multMatrixVec
(
p_w
);
var
azimuth
=
Math
.
atan2
(
c
.
x
,
-
c
.
z
)
*
180
/
Math
.
PI
;
//var initial_heading = Data.camera.heading;
var
distance
=
Math
.
sqrt
(
c
.
x
*
c
.
x
+
c
.
z
*
c
.
z
);
var
distance
=
Math
.
sqrt
(
p_rw
.
x
*
p_rw
.
x
+
p_rw
.
z
*
p_rw
.
z
);
var
angle
=
Math
.
atan2
(
p_rw
.
x
,
-
p_rw
.
z
)
*
180
/
Math
.
PI
;
var
p1_ll
=
Map
.
marker
.
_latlng
;
var
p2_ll
=
p1_ll
.
CoordinatesOf
(
azimuth
+
INIT_HEADING
,
distance
);
var
p2_ll
=
p1_ll
.
CoordinatesOf
(
angle
,
distance
);
var
c
=
Data
.
markers
[
index
];
c
.
x
=
x
;
c
.
y
=
y
;
c
.
z
=
z
;
c
.
latitude
=
p2_ll
.
lat
;
c
.
longitude
=
p2_ll
.
lng
;
c
.
altitude
=
c
.
y
;
//d_x3d - map distance calculated from the model
c
.
d_x3d
=
distance
;
X3DOMObject
.
displayMarkInfo
(
index
);
...
...
@@ -971,10 +975,14 @@ X3DOMObject.PointerMarker.prototype._registerEvents = function(){
new
X3DOMObject
.
Marker
(
mark
.
x
,
mark
.
y
,
mark
.
z
);
// Create marker on the map
var
azimuth
=
Math
.
atan2
(
mark
.
x
,
-
mark
.
z
)
*
180
/
Math
.
PI
;
var
distance
=
Math
.
sqrt
(
mark
.
x
*
mark
.
x
+
mark
.
z
*
mark
.
z
);
var
R0
=
Data
.
camera
.
Matrices
.
R0
;
var
p_w
=
new
x3dom
.
fields
.
SFVec3f
(
mark
.
x
,
mark
.
y
,
mark
.
z
);
var
p_rw
=
R0
.
multMatrixVec
(
p_w
);
var
distance
=
Math
.
sqrt
(
p_rw
.
x
*
p_rw
.
x
+
p_rw
.
z
*
p_rw
.
z
);
var
angle
=
Math
.
atan2
(
p_rw
.
x
,
-
p_rw
.
z
)
*
180
/
Math
.
PI
;
Camera
.
createMeasureMarker
(
a
zimuth
+
INIT_HEADING
,
distance
);
Camera
.
createMeasureMarker
(
a
ngle
,
distance
);
var
map_mark
=
Camera
.
_measureMarkers
[
Camera
.
_measureMarkers
.
length
-
1
];
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment