WIP quaternioni
parent
381fed824e
commit
02ec213e1d
78
anim.js
78
anim.js
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@ -46,10 +46,24 @@ var barva_mod = 0.003;
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var saturacija = 1;
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var svetlost = 0.4;
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// Rotiranje kamere
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var kameraX = 0;
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var kameraY = 0;
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var kameraZ = 0;
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// Quaternioni za rotacijo in kalibracijo
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var qWW = new THREE.Quaternion(-1, 0, 0, 0);
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var qWWo = new THREE.Quaternion(-1, 0, 0, 0);
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var qObj = new THREE.Quaternion(-1, 0, 0, 0);
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var qOld = new THREE.Quaternion(-1, 0, 0, 0);
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var qStart = new THREE.Quaternion(-1, 0, 0, 0);
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var qCalibrate = new THREE.Quaternion();
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var calibrate = true;
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var reset = false;
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// Gumbi in pa pospesek
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var keysPressed = [0, 0, 0, 0];
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var accel = [0, 0, 0];
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// Scena, kamera in render
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scene = new THREE.Scene;
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@ -81,17 +95,41 @@ function render () {
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}
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renderer.render(scene, camera);
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modulirajParametre();
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objAnim();
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camRotate();
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};
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function modulirajParametre() {
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// Vsi gumbi? => RESET
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if ((keysPressed[0] + keysPressed[1] + keysPressed[2] + keysPressed[3]) === 4 && !reset) {
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reset = true;
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window.location.reload()
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}
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// Posodobi kvaternion polozaja kontrolerja
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qObj = qWW.clone();
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qObj.multiply(qStart);
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if (calibrate) {
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qStart = qWW.clone();
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qStart.conjugate();
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calibrate = false;
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console.log("RESET!");
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}
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// Rotiranje manualno (z rocnimi gibi "iz sredine")
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if (keysPressed[2]) {
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objekti[0].rotation.apply
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}
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}
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// Funkcija za animacijo objektov
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function objAnim() {
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objekti.map(function (obj) {
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obj.rotation.x += drotacijaX / 100;
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obj.rotation.y += drotacijaY / 100;
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obj.rotation.z += drotacijaZ / 100;
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obj.setRotationFromQuaternion(quaternion);
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obj.scale.z += width / 4;
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obj.scale.y += width / 4;
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@ -110,14 +148,20 @@ function addObj(w, h) {
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color: col
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});
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var geo = new THREE.Geometry();
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var geo = new THREE.BufferGeometry();
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var offset = h / 2;
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geo.vertices.push(new THREE.Vector3(-offset, 0, 0), new THREE.Vector3(0, offset, 0));
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geo.vertices.push(new THREE.Vector3(-offset, 0, 0), new THREE.Vector3(0, -offset, 0));
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geo.vertices.push(new THREE.Vector3(offset, 0, 0), new THREE.Vector3(0, offset, 0));
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geo.vertices.push(new THREE.Vector3(offset, 0, 0), new THREE.Vector3(0, -offset, 0));
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// Karo
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var vertices = new Float32Array([
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-offset, 0, 0, 0, offset, 0,
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-offset, 0, 0, 0, -offset, 0,
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offset, 0, 0, 0, offset, 0,
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offset, 0, 0, 0, -offset, 0
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]);
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// 3d objekt (3 komponente na vertex)
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geo.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
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var obj = new THREE.Line(geo, mat, THREE.LineSegments);
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@ -175,10 +219,6 @@ function onWindowResize() {
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window.addEventListener('resize', onWindowResize, false);
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var keysPressed = [0, 0, 0, 0];
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var gyro = [0, 0, 0];
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var accel = [0, 0, 0];
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const getVal = function (msg) {
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return msg.value;
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}
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@ -189,14 +229,23 @@ oscCallbacks = {
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keysPressed = args.map(getVal);
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}
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],
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'/quaternion/': [
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function (args) {
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console.log(1);
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// Popravimo osi (w x y z po defaultu HMM)
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qWWo = qWW.clone();
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[qWW.w, qWW.z, qWW.x, qWW.y] = args.map(getVal);
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// Dve sta obratno :)
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qWW.x *= -1;
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qWW.z *= -1;
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}
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],
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/*
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'/gyro/': [
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function (args) {
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var [gx, gy, gz] = args.map(getVal);
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console.log(keysPressed)
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if (keysPressed[0] && keysPressed[1] && keysPressed[2] && keysPressed[3]) {
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window.location.reload()
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}
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if (keysPressed[2]) {
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rotacijaX += gyro[0] - gx
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@ -224,5 +273,6 @@ oscCallbacks = {
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gyro = [gx, gy, gz]
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}
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]
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],
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*/
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}
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@ -3,15 +3,12 @@
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<meta charset="UTF-8">
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<title>wavey wind</title>
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<style type="text/css">
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body {
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margin: 0
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}
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body { margin: 0; }
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</style>
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</head>
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<body>
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<div id="anim-container">
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</div>
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<div id="anim-container"></div>
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<script src="node_modules/three/build/three.min.js"></script>
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<script src="node_modules/osc/dist/osc-browser.js"></script>
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<script src="anim.js"></script>
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1
osctl.js
1
osctl.js
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@ -20,7 +20,6 @@ oscPort.on("ready", function () {
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});
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*/
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oscPort.on("message", function (msg) {
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//console.log("OSC message", msg.address, oscCallbacks);
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oscCallbacks[msg.address].forEach(cb => cb(msg.args))
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});
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});
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File diff suppressed because it is too large
Load Diff
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@ -8,7 +8,7 @@
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"nouislider": "14.6.2",
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"osc": "^2.4.2",
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"pm2": "^5.1.0",
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"three": "0.120.1",
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"three": "0.135.0",
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"ws": "^7.3.1"
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},
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"scripts": {
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88
test.js
88
test.js
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@ -15,11 +15,16 @@ var width = 25;
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var height = 150;
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var depth = 50;
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// Parametri animacije (euler)
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// Parametri rotacije (euler)
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var rotacijaX = 0.000;
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var rotacijaY = 0.000;
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var rotacijaZ = 0.000;
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// Parametri pospeska
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var accX = 0.000;
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var accY = 0.000;
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var accZ = 0.000;
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// Scena, kamera in render
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scene = new THREE.Scene;
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@ -36,20 +41,36 @@ renderer.setClearColor(0xFFFFFF, 1);
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// Črno ozadje
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//renderer.setClearColor(0x000000, 1);
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var skupina = new THREE.Group();
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// Dodaj test skatlo
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var geo = new THREE.BoxGeometry(width, height, depth);
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var mat = new THREE.MeshBasicMaterial({
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color: 0xff00ff,
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wireframe: true
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});
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var cube = new THREE.Mesh(geo, mat);
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var start = false;
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skupina.add(cube);
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// Za pospeskomer - os X
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var gAX = new THREE.CylinderGeometry(10, 10, 10, 16);
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var mAX = new THREE.MeshBasicMaterial({ color: 0xff0000 });
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var AX = new THREE.Mesh(gAX, mAX);
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skupina.add(AX);
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// Damo vse skupaj v kader
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scene.add(skupina);
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// Quaternioni za rotacijo in kalibracijo
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var qWW = new THREE.Quaternion();
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var qObj = new THREE.Quaternion(-1, 0, 0, 0);
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var qStart = null;
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var qStart = new THREE.Quaternion(-1, 0, 0, 0);
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var qCalibrate = new THREE.Quaternion();
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var reset = false;
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var cube = new THREE.Mesh(geo, mat);
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scene.add(cube); //
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var objekti = [cube];
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@ -57,35 +78,36 @@ function render () {
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requestAnimationFrame(render);
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renderer.render(scene, camera);
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if (start) {
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objAnim();
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} else {
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if (qWW) {
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qStart = qWW.clone();
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qStart.inverse();
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start = true;
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}
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}
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};
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// Funkcija za animacijo objektov
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function objAnim() {
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objekti.map(function (obj) {
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//obj.setRotationFromEuler(new THREE.Euler(rotacijaY, -rotacijaX, rotacijaZ, 'XYZ'));
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//newq = quaternion.clone();
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//newq.multiplyQuaternions(quaternion, conjugation);
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//newq.multiply(conjugation);
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//quaternion.premultiply(conjugation);
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//quaternion.normalize();
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//console.log(quaternion);
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//obj.setRotationFromQuaternion(THREE.Quaternion.multiplyQuaternions(quaternion, conjugation));
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//quaterion = new THREE.Quaternion(-1, 0, 0, 0);
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//qObj = qWW.clone();
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//qObj.multiply(qStart);
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obj.setRotationFromQuaternion(qWW);
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//obj.setRotationFromQuaternion(conjugation);
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console.log(obj.rotation.x);
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// Apliciramo rotacijo (po quaternionih - eulerji zajebavajo.)
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qObj = qWW.clone();
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qObj.multiply(qStart);
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obj.setRotationFromQuaternion(qObj);
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AX.scale.x = accX;
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console.log(accX);
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});
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// Drzimo vse stiri gumbe (reset)? - kalibracija!
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if ((keysPressed[0] + keysPressed[1] + keysPressed[2] + keysPressed[3]) === 4) {
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if (!reset) {
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qStart = qWW.clone();
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qStart.conjugate();
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reset = true;
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console.log("RESET!");
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}
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} else {
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if (reset) {
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reset = false;
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console.log("reset off....");
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}
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}
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};
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@ -117,12 +139,22 @@ const getVal = function (msg) {
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oscCallbacks = {
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'/keys/': [
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function(args) {
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keysPressed = [...args];
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keysPressed = args.map(getVal);
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}
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],
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'/quaternion/': [
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function (args) {
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[qWW.w, qWW.x, qWW.y, qWW.z] = args.map(getVal);
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// Popravimo osi (w x y z po defaultu HMM)
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[qWW.w, qWW.z, qWW.x, qWW.y] = args.map(getVal);
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// Dve sta obratno :)
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qWW.x *= -1;
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qWW.z *= -1;
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}
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],
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'/accel/': [
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function (args) {
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console.log('accel', args.map(getVal));
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[accX, accY, accZ] = args.map(getVal);
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}
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],
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'/gyro/': [
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