WIP
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@ -529,7 +529,7 @@ export default class BreezyDesktopExtension extends Extension {
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this._distance_connection = null;
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}
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if (this._data_stream_connection) {
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this._device_data_stream.unbind(this._data_stream_connection);
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this._data_stream_connection.unbind();
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this._data_stream_connection = null;
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}
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if (this._follow_threshold_connection) {
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@ -31,7 +31,6 @@ function findClosestVector(quaternion, vectors, previousClosestIndex) {
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const lookVector = [1.0, 0.0, 0.0]; // NWU vector pointing to the center of the screen
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const rotatedLookVector = applyQuaternionToVector(lookVector, [quaternion.x, quaternion.y, quaternion.z, quaternion.w]);
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Globals.logger.log(`\t\t\tQuaternion: ${JSON.stringify(quaternion)}`);
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Globals.logger.log(`\t\t\tRotated look vector: ${rotatedLookVector}`);
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let closestIndex = -1;
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@ -81,23 +80,28 @@ function monitorWrap(radiusPixels, previousMonitorEndRadians, monitorPixels) {
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const monitorHalfRadians = Math.asin(monitorHalfPixels / radiusPixels);
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const centerRadians = previousMonitorEndRadians + monitorHalfRadians;
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return {
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begin: previousMonitorEndRadians,
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center: centerRadians,
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end: centerRadians + monitorHalfRadians
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}
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}
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/**
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* Convert the given monitor details into NWU vectors pointing to the center of each monitor.
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* Convert the given monitor details into NWU vectors describing the center of the fully placed monitor,
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* and the top-left of the partially placed monitor (minus only a single-axis rotation)
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*
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* @param {Object} fovDetails - contains reference fovDegrees (diagonal), widthPixels, heightPixels
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* @param {Object[]} monitorDetailsList - contains x, y, width, height (coordinates from top-left)
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* @param {string} monitorWrappingScheme - horizontal, vertical, none
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* @returns {number[]} - Vector [x, y, z]
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* @returns {Object[]} - contains NWU vectors pointing to `topLeftNoRotate` and `center` of each monitor
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*/
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function monitorsToVectors(fovDetails, monitorDetailsList, monitorWrappingScheme) {
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const aspect = fovDetails.widthPixels / fovDetails.heightPixels;
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const fovVerticalRadians = degreesToRadians(fovDetails.fovDegrees / Math.sqrt(1 + aspect * aspect));
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// distance needed for the FOV-sized monitor to fill up the screen
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const centerRadius = fovDetails.heightPixels / 2 / Math.sin(fovVerticalRadians / 2);
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// NWU vectors pointing to the center of the screen for each monitor
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const monitorVectors = [];
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@ -105,55 +109,76 @@ function monitorsToVectors(fovDetails, monitorDetailsList, monitorWrappingScheme
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// monitors wrap around us horizontally
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const fovHorizontalRadians = fovVerticalRadians * aspect;
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// radius is the hypothenuse of the triangle where the opposite side is half the width of the reference fov screen
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const radius = fovDetails.widthPixels / 2 / Math.sin(fovHorizontalRadians / 2);
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// distance to a horizontal edge is the hypothenuse of the triangle where the opposite side is half the width of the reference fov screen
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const edgeRadius = fovDetails.widthPixels / 2 / Math.sin(fovHorizontalRadians / 2);
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let previousMonitorEndRadians = -fovHorizontalRadians / 2;
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monitorDetailsList.forEach(monitorDetails => {
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const monitorWrapDetails = monitorWrap(radius, previousMonitorEndRadians, monitorDetails.width);
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const monitorWrapDetails = monitorWrap(edgeRadius, previousMonitorEndRadians, monitorDetails.width);
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previousMonitorEndRadians = monitorWrapDetails.end;
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monitorVectors.push([
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// north is adjacent where radius is the hypotenuse, using monitorWrapDetails.center as the radians
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radius * Math.cos(monitorWrapDetails.center),
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monitorVectors.push({
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topLeftNoRotate: [
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centerRadius,
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fovDetails.widthPixels / 2,
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-(monitorDetails.y - fovDetails.heightPixels / 2)
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],
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center: [
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// north is adjacent where radius is the hypotenuse, using monitorWrapDetails.center as the radians
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centerRadius * Math.cos(monitorWrapDetails.center),
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// west is opposite where radius is the hypotenuse, using monitorWrapDetails.center as the radians
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-radius * Math.sin(monitorWrapDetails.center),
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// west is opposite where radius is the hypotenuse, using monitorWrapDetails.center as the radians
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-centerRadius * Math.sin(monitorWrapDetails.center),
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// up is flat when wrapping horizontally
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-(monitorDetails.y + monitorDetails.height / 2 - fovDetails.heightPixels / 2)
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]);
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// up is flat when wrapping horizontally
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-(monitorDetails.y + monitorDetails.height / 2 - fovDetails.heightPixels / 2)
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]
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});
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});
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} else if (monitorWrappingScheme === 'vertical') {
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// monitors wrap around us vertically
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// radius is the hypothenuse of the triangle where the opposite side is half the height of the reference fov screen
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const radius = fovDetails.heightPixels / 2 / Math.sin(fovVerticalRadians / 2);
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// distance to a vertical edge is the hypothenuse of the triangle where the opposite side is half the height of the reference fov screen
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const edgeRadius = fovDetails.heightPixels / 2 / Math.sin(fovVerticalRadians / 2);
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let previousMonitorEndRadians = -fovVerticalRadians / 2;
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monitorDetailsList.forEach(monitorDetails => {
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const monitorWrapDetails = monitorWrap(radius, previousMonitorEndRadians, monitorDetails.height);
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const monitorWrapDetails = monitorWrap(edgeRadius, previousMonitorEndRadians, monitorDetails.height);
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previousMonitorEndRadians = monitorWrapDetails.end;
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monitorVectors.push([
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// north is adjacent where radius is the hypotenuse, using monitorWrapDetails.center as the radians
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radius * Math.cos(monitorWrapDetails.center),
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monitorVectors.push({
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topLeftNoRotate: [
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centerRadius,
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-(monitorDetails.x - fovDetails.widthPixels / 2),
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fovDetails.heightPixels / 2
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],
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center: [
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// north is adjacent where radius is the hypotenuse, using monitorWrapDetails.center as the radians
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centerRadius * Math.cos(monitorWrapDetails.center),
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// west is flat when wrapping vertically
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-(monitorDetails.x + monitorDetails.width / 2 - fovDetails.widthPixels / 2),
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// west is flat when wrapping vertically
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-(monitorDetails.x + monitorDetails.width / 2 - fovDetails.widthPixels / 2),
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// up is opposite where radius is the hypotenuse, using monitorWrapDetails.center as the radians
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-radius * Math.sin(monitorWrapDetails.center)
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]);
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// up is opposite where radius is the hypotenuse, using monitorWrapDetails.center as the radians
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-centerRadius * Math.sin(monitorWrapDetails.center)
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]
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});
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});
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} else {
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// monitors make a flat wall in front of us, no wrapping
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monitorDetailsList.forEach(monitorDetails => {
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monitorVectors.push([
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fovDetails.heightPixels / 2 / Math.sin(fovVerticalRadians / 2),
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-(monitorDetails.x + monitorDetails.width / 2 - fovDetails.widthPixels / 2),
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-(monitorDetails.y + monitorDetails.height / 2 - fovDetails.heightPixels / 2)
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]);
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monitorVectors.push({
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topLeftNoRotate: [
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centerRadius,
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-(monitorDetails.x - fovDetails.widthPixels / 2),
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-(monitorDetails.y - fovDetails.heightPixels / 2)
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],
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center: [
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centerRadius,
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-(monitorDetails.x + monitorDetails.width / 2 - fovDetails.widthPixels / 2),
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-(monitorDetails.y + monitorDetails.height / 2 - fovDetails.heightPixels / 2)
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]
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});
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});
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}
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@ -164,13 +189,13 @@ function monitorVectorToRotationAngle(vector, monitorWrappingScheme) {
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if (monitorWrappingScheme === 'horizontal') {
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// monitors wrap around us horizontally
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return {
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angle: radiansToDegrees(Math.atan2(vector[1], vector[0])),
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angle: Math.atan2(vector[1], vector[0]),
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axis: Clutter.RotateAxis.Y_AXIS
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};
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} else if (monitorWrappingScheme === 'vertical') {
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// monitors wrap around us vertically
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return {
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angle: radiansToDegrees(Math.atan2(vector[2], vector[0])),
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angle: Math.atan2(vector[2], vector[0]),
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axis: Clutter.RotateAxis.X_AXIS
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}
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} else {
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@ -222,6 +247,13 @@ export const TestActorEffect = GObject.registerClass({
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GObject.ParamFlags.READWRITE,
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'horizontal', ['horizontal', 'vertical', 'none']
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),
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'monitor-wrapping-rotation-radians': GObject.ParamSpec.double(
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'monitor-wrapping-rotation-radians',
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'Monitor Wrapping Rotation Radians',
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'Rotation of the monitor wrapping around the viewport',
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GObject.ParamFlags.READWRITE,
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-360.0, 360.0, 0.0
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),
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'focused-monitor-index': GObject.ParamSpec.int(
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'focused-monitor-index',
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'Focused Monitor Index',
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@ -234,9 +266,9 @@ export const TestActorEffect = GObject.registerClass({
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'Display Distance',
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'Distance of the display from the camera',
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GObject.ParamFlags.READWRITE,
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0.2,
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2.5,
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1.0
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0.0,
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10000.0,
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2900.0
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),
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'toggle-display-distance-start': GObject.ParamSpec.double(
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'toggle-display-distance-start',
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@ -256,6 +288,12 @@ export const TestActorEffect = GObject.registerClass({
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2.5,
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1.05
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),
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'actor-to-display-ratios': GObject.ParamSpec.jsobject(
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'actor-to-display-ratios',
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'Actor to Display Ratios',
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'Ratios to convert actor coordinates to display coordinates',
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GObject.ParamFlags.READWRITE
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)
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}
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}, class TestActorEffect extends Shell.GLSLEffect {
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perspective(fovDiagonalRadians, aspect, near, far) {
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@ -281,58 +319,66 @@ export const TestActorEffect = GObject.registerClass({
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uniform vec4 u_quaternion;
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uniform mat4 u_projection_matrix;
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uniform float u_display_north_offset;
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uniform float u_rotation_x_radians;
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uniform float u_rotation_y_radians;
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uniform float u_aspect_ratio;
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// for some reason the vector positions are relative to the width and height of the uiGroup actor
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uniform vec2 u_actor_to_display_ratios;
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// constants that help me adjust CoGL vector positions so their components are at the ratios intended, for proper rotation
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float cogl_position_width = 51.7; // no idea...
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float cogl_z_factor = 2.5; // no idea...
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vec4 applyQuaternionToVector(vec4 v, vec4 q) {
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vec3 t = 2.0 * cross(q.xyz, v.xyz);
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vec3 rotated = v.xyz + q.w * t + cross(q.xyz, t);
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return vec4(rotated, v.w);
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}
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vec4 applyXRotationToVector(vec4 v, float angle) {
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float c = cos(angle);
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float s = sin(angle);
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return vec4(v.x, v.y * c - v.z * s, v.y * s + v.z * c, v.w);
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}
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vec4 applyYRotationToVector(vec4 v, float angle) {
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float c = cos(angle);
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float s = sin(angle);
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return vec4(v.x * c + v.z * s, v.y, v.z * c - v.x * s, v.w);
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}
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`;
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const main = `
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vec4 world_pos = cogl_position_in;
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// // move pixel space to texcoord space
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// world_pos.x = (world_pos.x / 192.0);
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// world_pos.y = (world_pos.y / 108.0);
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float cogl_position_height = cogl_position_width / u_aspect_ratio;
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float position_width_adjustment_count = u_actor_to_display_ratios.x - 1.0;
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float position_height_adjustment_count = u_actor_to_display_ratios.y - 1.0;
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// float displayAspectRatio = 1920.0 / 1080.0;
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// float diagToVertRatio = sqrt(pow(displayAspectRatio, 2) + 1);
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// float halfFovZRads = radians(46.0 / diagToVertRatio) / 2.0;
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// float halfFovYRads = halfFovZRads * displayAspectRatio;
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// vec2 fovHalfWidths = vec2(tan(halfFovYRads), tan(halfFovZRads));
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// vec2 fovWidths = fovHalfWidths * 2.0;
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world_pos.z /= cogl_z_factor;
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// float vec_y = -world_pos.x * fovWidths.x + fovHalfWidths.x;
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// float vec_z = -world_pos.y * fovWidths.y + fovHalfWidths.y;
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// vec4 look_vector = vec4(1.0, vec_y, vec_z, 1.0);
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// // vec3 rotated_vector = applyQuaternionToVector(look_vector, u_quaternion).xyz;
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// vec3 rotated_vector = look_vector.xyz;
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// if the perspective includes more than just our actor, move vertices towards the center of the perspective so they'll be properly rotated
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world_pos.x += position_width_adjustment_count * cogl_position_width;
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world_pos.y += position_height_adjustment_count * cogl_position_height;
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// // scale back to the screen distance
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// rotated_vector /= rotated_vector.x;
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// cogl_position_out = vec4(
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// ((fovHalfWidths.x - rotated_vector.y) / fovWidths.x) * 2.0 - 1.0,
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// ((fovHalfWidths.y - rotated_vector.z) / fovWidths.y) * 2.0 - 1.0,
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// 0.0,
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// 1.0
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// );
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// float z_orig = world_pos.z;
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// world_pos.z -= z_orig / 1920.0;
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// world_pos.x /= 2.0;
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// world_pos *= u_display_north_offset;
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world_pos.z *= u_aspect_ratio;
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world_pos = applyXRotationToVector(world_pos, u_rotation_x_radians);
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world_pos = applyYRotationToVector(world_pos, u_rotation_y_radians);
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world_pos = applyQuaternionToVector(world_pos, u_quaternion);
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// world_pos /= u_display_north_offset;
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// world_pos.x *= 2.0;
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// world_pos.z += z_orig / 1920.0;
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world_pos = cogl_modelview_matrix * world_pos;
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cogl_position_out = cogl_projection_matrix * world_pos;
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world_pos.z /= u_aspect_ratio;
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// cogl_position_out.x = world_pos.x / 103.4;
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// cogl_position_out.y = world_pos.y / 29.075;
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// cogl_position_out.z = -1.0;
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// cogl_position_out.w = 1.0;
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world_pos.x /= u_actor_to_display_ratios.x;
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world_pos.y /= u_actor_to_display_ratios.y;
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world_pos = u_projection_matrix * world_pos;
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// if the perspective includes more than just our actor, move the vertices back to just the area we can see.
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// this needs to be done after the projection matrix multiplication so it will be projected as if centered in our vision
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world_pos.x -= 0.5 * position_width_adjustment_count * world_pos.w;
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world_pos.y -= 0.5 * position_height_adjustment_count * world_pos.w;
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cogl_position_out = world_pos;
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cogl_tex_coord_out[0] = cogl_tex_coord_in;
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`
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@ -351,12 +397,16 @@ export const TestActorEffect = GObject.registerClass({
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);
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Globals.logger.log(`aspect: ${aspect}, fov: ${this.fov_degrees}, width: ${this.get_actor().width}, height: ${this.get_actor().height}, projection matrix: ${JSON.stringify(projection_matrix)}`);
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this.set_uniform_matrix(this.get_uniform_location("u_projection_matrix"), false, 4, projection_matrix);
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this.set_uniform_float(this.get_uniform_location("u_rotation_x_radians"), 1, [this.monitor_wrapping_scheme === 'vertical' ? this.monitor_wrapping_rotation_radians : 0.0]);
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this.set_uniform_float(this.get_uniform_location("u_rotation_y_radians"), 1, [this.monitor_wrapping_scheme === 'horizontal' ? this.monitor_wrapping_rotation_radians : 0.0]);
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this.set_uniform_float(this.get_uniform_location("u_aspect_ratio"), 1, [aspect]);
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this.set_uniform_float(this.get_uniform_location("u_actor_to_display_ratios"), 2, this.actor_to_display_ratios);
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this._initialized = true;
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}
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this.set_uniform_float(this.get_uniform_location("u_display_north_offset"), 1, [this.focused_monitor_index === this.monitor_index ? this.display_distance : this.toggle_display_distance_start]);
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this.set_uniform_float(this.get_uniform_location("u_display_north_offset"), 1, [this.display_distance]);
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// NUW to east-up-south conversion, inverted
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// NWU to east-up-south conversion, inverted
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this.set_uniform_float(this.get_uniform_location("u_quaternion"), 4, [this.quaternion.y, -this.quaternion.z, this.quaternion.x, this.quaternion.w]);
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this.get_pipeline().set_layer_filters(
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@ -450,58 +500,65 @@ export const TestActor = GObject.registerClass({
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})),
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'horizontal'
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);
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this.monitorAsNormalizedVectors = this.monitorsAsVectors.map(vector => {
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// normalize the center vectors
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this.monitorAsNormalizedVectors = this.monitorsAsVectors.map(monitorVectors => {
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const vector = monitorVectors.center;
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const length = Math.sqrt(vector[0] * vector[0] + vector[1] * vector[1] + vector[2] * vector[2]);
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return [vector[0] / length, vector[1] / length, vector[2] / length];
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});
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const actorToDisplayRatios = [
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Main.layoutManager.uiGroup.width / this.width,
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Main.layoutManager.uiGroup.height / this.height
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];
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Main.layoutManager.monitors.forEach(((monitor, index) => {
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// if (index === 0) return;
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Globals.logger.log(`\t\t\tMonitor ${index}: ${monitor.x}, ${monitor.y}, ${monitor.width}, ${monitor.height}`);
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// this is in NWU coordinates
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const monitorVector = this.monitorsAsVectors[index];
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const monitorRotation = monitorVectorToRotationAngle(monitorVector, 'horizontal');
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Globals.logger.log_debug(`\t\t\tMonitor ${index} vector: ${monitorVector} rotation: ${JSON.stringify(monitorRotation)}`);
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const noRotationVector = this.monitorsAsVectors[index].topLeftNoRotate;
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Globals.logger.log_debug(`\t\t\tMonitor ${index} vectors: ${JSON.stringify(this.monitorsAsVectors[index])}`);
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// actor coordinates are east-up-south
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const containerActor = new Clutter.Actor({
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x: -monitorVector[1],
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y: -monitorVector[2],
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'z-position': -monitorVector[0],
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x: -noRotationVector[1],
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y: -noRotationVector[2],
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'z-position': -noRotationVector[0],
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width: monitor.width,
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height: monitor.height,
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reactive: false
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reactive: false,
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});
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// Create a clone of the stage content for this monitor
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const monitorClone = new Clutter.Clone({
|
||||
source: Main.layoutManager.uiGroup,
|
||||
reactive: false
|
||||
reactive: false,
|
||||
x: -containerActor.x - monitor.x,
|
||||
y: -containerActor.y - monitor.y
|
||||
});
|
||||
|
||||
monitorClone.x = -containerActor.x;
|
||||
// monitorActor.y = 0;
|
||||
monitorClone.set_clip(monitor.x, 0, monitor.width, monitor.height);
|
||||
monitorClone.set_clip(monitor.x, monitor.y, monitor.width, monitor.height);
|
||||
|
||||
// Add the monitor actor to the scene
|
||||
containerActor.add_child(monitorClone);
|
||||
containerActor.set_pivot_point(0.5, 0.5);
|
||||
containerActor.set_rotation_angle(monitorRotation.axis, monitorRotation.angle);
|
||||
const effect = new TestActorEffect({
|
||||
quaternion: this.quaternion,
|
||||
fov_degrees: this.fov_degrees,
|
||||
monitor_index: index,
|
||||
display_distance: this.toggle_display_distance_start
|
||||
display_distance: noRotationVector[0],
|
||||
monitor_wrapping_scheme: 'horizontal',
|
||||
monitor_wrapping_rotation_radians: monitorVectorToRotationAngle(this.monitorsAsVectors[index].center, 'horizontal').angle,
|
||||
actor_to_display_ratios: actorToDisplayRatios
|
||||
});
|
||||
containerActor.add_effect_with_name('viewport-effect', effect);
|
||||
this.add_child(containerActor);
|
||||
this.bind_property('quaternion', effect, 'quaternion', GObject.BindingFlags.DEFAULT);
|
||||
this.bind_property('focused-monitor-index', effect, 'focused-monitor-index', GObject.BindingFlags.DEFAULT);
|
||||
this.bind_property('display-distance', effect, 'display-distance', GObject.BindingFlags.DEFAULT);
|
||||
// this.bind_property('display-distance', effect, 'display-distance', GObject.BindingFlags.DEFAULT);
|
||||
}).bind(this));
|
||||
|
||||
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 1000, (() => {
|
||||
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 500, (() => {
|
||||
if (this.quaternion) {
|
||||
const closestMonitorIndex = findClosestVector(this.quaternion, this.monitorAsNormalizedVectors, this.closestMonitorIndex);
|
||||
|
||||
|
|
@ -516,9 +573,9 @@ export const TestActor = GObject.registerClass({
|
|||
}).bind(this));
|
||||
|
||||
this._distance_ease_timeline = null;
|
||||
this.connect('notify::toggle-display-distance-start', this._handle_display_distance_properties_change.bind(this));
|
||||
this.connect('notify::toggle-display-distance-end', this._handle_display_distance_properties_change.bind(this));
|
||||
this.connect('notify::display-distance', this._handle_display_distance_properties_change.bind(this));
|
||||
// this.connect('notify::toggle-display-distance-start', this._handle_display_distance_properties_change.bind(this));
|
||||
// this.connect('notify::toggle-display-distance-end', this._handle_display_distance_properties_change.bind(this));
|
||||
// this.connect('notify::display-distance', this._handle_display_distance_properties_change.bind(this));
|
||||
this._handle_display_distance_properties_change();
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue