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Fix control transform components and rotationOffset #3407
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Fix control transform components and rotationOffset
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commit e10a9cec359f97e66cf9d1edc8d0684a4d167159
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
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@@ -8,14 +8,16 @@ suite('tracked-controls', function () { | |
| var controller; | ||
| var el; | ||
| var system; | ||
| var standingMatrix = new THREE.Matrix4(); | ||
|
|
||
| setup(function (done) { | ||
| standingMatrix.identity(); | ||
| el = entityFactory(); | ||
| el.setAttribute('position', ''); | ||
| el.setAttribute('tracked-controls', ''); | ||
| el.addEventListener('loaded', function () { | ||
| el.parentNode.renderer.vr.getStandingMatrix = function () { | ||
| return new THREE.Matrix4(); | ||
| return standingMatrix; | ||
| }; | ||
| component = el.components['tracked-controls']; | ||
| system = component.system; | ||
|
|
@@ -130,6 +132,14 @@ suite('tracked-controls', function () { | |
| component.tick(); | ||
| assertVec3(el.getAttribute('position'), [2, 4, 6]); | ||
| }); | ||
|
|
||
| test('applies standing matrix transform', function () { | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Thanks for the tests |
||
| standingMatrix.makeTranslation(1, 0.5, -3); | ||
| controller.pose.position = [1, 2, 3]; | ||
| el.sceneEl.systems['tracked-controls'].vrDisplay = true; | ||
| component.tick(); | ||
| assertVec3(el.getAttribute('position'), [2, 2.5, 0]); | ||
| }); | ||
| }); | ||
|
|
||
| suite('updatePose (rotation)', function () { | ||
|
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@@ -166,6 +176,13 @@ suite('tracked-controls', function () { | |
| component.tick(); | ||
| assertQuaternion(el.object3D.quaternion, controller.pose.orientation); | ||
| }); | ||
|
|
||
| test('applies rotation Z-offset', function () { | ||
| el.setAttribute('tracked-controls', 'rotationOffset', 10); | ||
| component.tick(); | ||
| assertVec3(el.getAttribute('rotation'), [0, 0, 10]); | ||
| assertMatrix4(el.object3D.matrix, new THREE.Matrix4().makeRotationZ(10 * THREE.Math.DEG2RAD)); | ||
| }); | ||
| }); | ||
|
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||
| suite('handleAxes', function () { | ||
|
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@@ -398,6 +415,10 @@ suite('tracked-controls', function () { | |
| }); | ||
| }); | ||
|
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| function assertMatrix4 (matrixA, matrixB) { | ||
| assert.ok(matrixA.equals(matrixB), `\n${matrixA.elements}\n${matrixB.elements}`); | ||
| } | ||
|
|
||
| function assertVec3 (vec3, arr) { | ||
| assert.equal(vec3.x, arr[0]); | ||
| assert.equal(vec3.y, arr[1]); | ||
|
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||
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I haven't tested this PR in a Daydream/GearVR with a 3DoF controller yet. We disable
matrixAutoUpdateininit, so I'm not sure how this code could have worked for those controllers without an explicitupdateMatrix. Perhaps it was actually broken. I'll test with a 3DoF controller when I get a chance.There was a problem hiding this comment.
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Confirmed. Daydream controller does not update without this.
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Thanks for testing on it.