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Unified Diff: tracing/tracing/ui/base/camera.html

Issue 2771723003: [tracing] Move math utilities from base into their own subdirectory (attempt 2) (Closed)
Patch Set: rebase Created 3 years, 9 months ago
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Index: tracing/tracing/ui/base/camera.html
diff --git a/tracing/tracing/ui/base/camera.html b/tracing/tracing/ui/base/camera.html
index 70ed50d499e9f0cf68db37f1e01e446950f4913c..b8cd35019145f4c99b5903103b41ab1f244192de 100644
--- a/tracing/tracing/ui/base/camera.html
+++ b/tracing/tracing/ui/base/camera.html
@@ -13,6 +13,8 @@ found in the LICENSE file.
'use strict';
tr.exportTo('tr.ui.b', function() {
+ let deg2rad = tr.b.math.deg2rad;
+
var constants = {
DEFAULT_SCALE: 0.5,
DEFAULT_EYE_DISTANCE: 10000,
@@ -24,7 +26,6 @@ tr.exportTo('tr.ui.b', function() {
SETTINGS_NAMESPACE: 'tr.ui_camera'
};
-
var Camera = tr.ui.b.define('camera');
Camera.prototype = {
@@ -77,7 +78,7 @@ tr.exportTo('tr.ui.b', function() {
var aspectRatio = rect.width / rect.height;
var matrix = mat4.create();
mat4.perspective(
- matrix, tr.b.deg2rad(constants.FOV), aspectRatio, 1, 100000);
+ matrix, deg2rad(constants.FOV), aspectRatio, 1, 100000);
return matrix;
},
@@ -161,15 +162,15 @@ tr.exportTo('tr.ui.b', function() {
var halfFov = constants.FOV / 2;
var multiplier =
- 2.0 * length * Math.tan(tr.b.deg2rad(halfFov)) / rect.height;
+ 2.0 * length * Math.tan(deg2rad(halfFov)) / rect.height;
// Get the up and right vectors.
var up = [0, 1, 0];
var rotMatrix = mat4.create();
mat4.rotate(
- rotMatrix, rotMatrix, tr.b.deg2rad(this.rotation_[1]), [0, 1, 0]);
+ rotMatrix, rotMatrix, deg2rad(this.rotation_[1]), [0, 1, 0]);
mat4.rotate(
- rotMatrix, rotMatrix, tr.b.deg2rad(this.rotation_[0]), [1, 0, 0]);
+ rotMatrix, rotMatrix, deg2rad(this.rotation_[0]), [1, 0, 0]);
vec3.transformMat4(up, up, rotMatrix);
var right = [0, 0, 0];
@@ -188,7 +189,7 @@ tr.exportTo('tr.ui.b', function() {
// to be on the plane z = 0 with normal [0, 0, 1].
if (Math.abs(this.gazeTarget_[2]) > 1e-6) {
var gazeVector = [-eyeVector[0], -eyeVector[1], -eyeVector[2]];
- var newLength = tr.b.clamp(
+ var newLength = tr.b.math.clamp(
-this.eye_[2] / gazeVector[2],
constants.MINIMUM_DISTANCE,
constants.MAXIMUM_DISTANCE);
@@ -203,7 +204,7 @@ tr.exportTo('tr.ui.b', function() {
updateZoomByDelta: function(delta) {
var deltaY = delta[1];
- deltaY = tr.b.clamp(deltaY, -50, 50);
+ deltaY = tr.b.math.clamp(deltaY, -50, 50);
var scale = 1.0 - deltaY / 100.0;
var eyeVector = [0, 0, 0];
@@ -239,9 +240,9 @@ tr.exportTo('tr.ui.b', function() {
// Undo the current rotation.
var rotMatrix = mat4.create();
mat4.rotate(
- rotMatrix, rotMatrix, -tr.b.deg2rad(this.rotation_[0]), [1, 0, 0]);
+ rotMatrix, rotMatrix, -deg2rad(this.rotation_[0]), [1, 0, 0]);
mat4.rotate(
- rotMatrix, rotMatrix, -tr.b.deg2rad(this.rotation_[1]), [0, 1, 0]);
+ rotMatrix, rotMatrix, -deg2rad(this.rotation_[1]), [0, 1, 0]);
vec4.transformMat4(eyeVector, eyeVector, rotMatrix);
// Update rotation values.
@@ -251,9 +252,9 @@ tr.exportTo('tr.ui.b', function() {
// Redo the new rotation.
mat4.identity(rotMatrix);
mat4.rotate(
- rotMatrix, rotMatrix, tr.b.deg2rad(this.rotation_[1]), [0, 1, 0]);
+ rotMatrix, rotMatrix, deg2rad(this.rotation_[1]), [0, 1, 0]);
mat4.rotate(
- rotMatrix, rotMatrix, tr.b.deg2rad(this.rotation_[0]), [1, 0, 0]);
+ rotMatrix, rotMatrix, deg2rad(this.rotation_[0]), [1, 0, 0]);
vec4.transformMat4(eyeVector, eyeVector, rotMatrix);
vec3.add(this.eye_, this.gazeTarget_, eyeVector);
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