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Trying to improve the orientation coming from the leap Shwo and tell to team of the current LeapMotion integration
186 lines
6.4 KiB
JavaScript
186 lines
6.4 KiB
JavaScript
//
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// leapOfFaith.js
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// examples
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//
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// Created by Sam Cake on 6/22/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var jointList = MyAvatar.getJointNames();
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var jointMappings = "\n# Joint list start";
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for (var i = 0; i < jointList.length; i++) {
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jointMappings = jointMappings + "\njointIndex = " + jointList[i] + " = " + i;
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}
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print(jointMappings + "\n# Joint list end");
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function vec3ToString( v ) {
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return ("(" + v.x +", " + v.y + ", " + v.z + ")" );
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}
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function quatToString( q ) {
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return ("(" + q.x +", " + q.y + ", " + q.z + ", " + q.w + ")" );
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}
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function printSpatialEvent( label, spatialEvent ) {
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if ( label == "RightHand" ) {
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var dataString = label + " " +
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/*vec3ToString( spatialEvent.locTranslation ) + " " +
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quatToString( spatialEvent.locRotation ) + " " +*/
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vec3ToString( spatialEvent.absTranslation ) + " " +
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quatToString( spatialEvent.absRotation );
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print( dataString );
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}
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}
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function avatarToWorld( apos ) {
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// apply offset ?
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var offset = { x: 0, y: 0.5, z: -0.5 };
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var lpos = Vec3.sum(apos, offset);
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var wpos = Vec3.sum( MyAvatar.position , Vec3.multiplyQbyV(MyAvatar.orientation, lpos) );
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return wpos;
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}
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var jointParticles = [];
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function updateJointParticle( joint, pos, look ) {
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/* print( "debug 1" );
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var jointID = jointParticles[ joint ];
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if ( jointID == null ) {
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print( "debug create " + joint );
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*/
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var ballProperties = {
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position: pos,
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velocity: { x: 0, y: 0, z: 0},
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gravity: { x: 0, y: 0, z: 0 },
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damping: 0,
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radius : 0.005* look.r,
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color: look.c,
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lifetime: 0.05
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};
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jointParticles[ joint ] = Particles.addParticle(ballProperties);
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/* } else {
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print( "debug update " + joint );
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var prop = Particles.getParticleProperties( jointID );
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prop.position = pos;
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prop.lifetime = 1.0;
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Particles.editParticle( jointID, prop );
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}*/
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}
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function evalFingerBoneLook( isRightSide, finger, bone ) {
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return { c: { red: (255 * ( 1 - isRightSide )),
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green: 255 * ( ((bone - 1)) / 3 ),
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blue: (255 * isRightSide) },
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r: (5 + (5 - (finger-1))) / 10.0 };
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}
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var leapJoints = [
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{ n: "LeftHand", l: { c: { red: 255, green: 0, blue: 0 }, r: 3 } },
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{ n: "LeftHandThumb2", l: evalFingerBoneLook( 0, 1, 2) },
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{ n: "LeftHandThumb3", l: evalFingerBoneLook( 0, 1, 3) },
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{ n: "LeftHandThumb4", l: evalFingerBoneLook( 0, 1, 4) },
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{ n: "LeftHandIndex1", l: evalFingerBoneLook( 0, 2, 1) },
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{ n: "LeftHandIndex2", l: evalFingerBoneLook( 0, 2, 2) },
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{ n: "LeftHandIndex3", l: evalFingerBoneLook( 0, 2, 3) },
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{ n: "LeftHandIndex4", l: evalFingerBoneLook( 0, 2, 4) },
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{ n: "LeftHandMiddle1", l: evalFingerBoneLook( 0, 3, 1) },
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{ n: "LeftHandMiddle2", l: evalFingerBoneLook( 0, 3, 2) },
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{ n: "LeftHandMiddle3", l: evalFingerBoneLook( 0, 3, 3) },
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{ n: "LeftHandMiddle4", l: evalFingerBoneLook( 0, 3, 4) },
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{ n: "LeftHandRing1", l: evalFingerBoneLook( 0, 4, 1) },
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{ n: "LeftHandRing2", l: evalFingerBoneLook( 0, 4, 2) },
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{ n: "LeftHandRing3", l: evalFingerBoneLook( 0, 4, 3) },
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{ n: "LeftHandRing4", l: evalFingerBoneLook( 0, 4, 4) },
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{ n: "LeftHandPinky1", l: evalFingerBoneLook( 0, 5, 1) },
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{ n: "LeftHandPinky2", l: evalFingerBoneLook( 0, 5, 2) },
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{ n: "LeftHandPinky3", l: evalFingerBoneLook( 0, 5, 3) },
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{ n: "LeftHandPinky4", l: evalFingerBoneLook( 0, 5, 4) },
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{ n: "RightHand", l: { c: { red: 0, green: 0, blue: 255 }, r: 3 } },
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{ n: "RightHandThumb2", l: evalFingerBoneLook( 1, 1, 2) },
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{ n: "RightHandThumb3", l: evalFingerBoneLook( 1, 1, 3) },
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{ n: "RightHandThumb4", l: evalFingerBoneLook( 1, 1, 4) },
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{ n: "RightHandIndex1", l: evalFingerBoneLook( 1, 2, 1) },
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{ n: "RightHandIndex2", l: evalFingerBoneLook( 1, 2, 2) },
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{ n: "RightHandIndex3", l: evalFingerBoneLook( 1, 2, 3) },
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{ n: "RightHandIndex4", l: evalFingerBoneLook( 1, 2, 4) },
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{ n: "RightHandMiddle1", l: evalFingerBoneLook( 1, 3, 1) },
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{ n: "RightHandMiddle2", l: evalFingerBoneLook( 1, 3, 2) },
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{ n: "RightHandMiddle3", l: evalFingerBoneLook( 1, 3, 3) },
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{ n: "RightHandMiddle4", l: evalFingerBoneLook( 1, 3, 4) },
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{ n: "RightHandRing1", l: evalFingerBoneLook( 1, 4, 1) },
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{ n: "RightHandRing2", l: evalFingerBoneLook( 1, 4, 2) },
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{ n: "RightHandRing3", l: evalFingerBoneLook( 1, 4, 3) },
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{ n: "RightHandRing4", l: evalFingerBoneLook( 1, 4, 4) },
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{ n: "RightHandPinky1", l: evalFingerBoneLook( 1, 5, 1) },
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{ n: "RightHandPinky2", l: evalFingerBoneLook( 1, 5, 2) },
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{ n: "RightHandPinky3", l: evalFingerBoneLook( 1, 5, 3) },
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{ n: "RightHandPinky4", l: evalFingerBoneLook( 1, 5, 4) },
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];
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function onSpatialEventHandler( jointName, look ) {
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var _jointName = jointName;
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var _look = look;
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return (function( spatialEvent ) {
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MyAvatar.setJointData(_jointName, spatialEvent.absRotation);
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updateJointParticle(_jointName, avatarToWorld( spatialEvent.absTranslation ), _look );
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printSpatialEvent(_jointName, spatialEvent );
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});
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}
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var isPullingSpatialData = true;
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var jointControllers = [];
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for ( i in leapJoints ) {
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print( leapJoints[i].n );
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var controller = Controller.createInputController( "Spatial", leapJoints[i].n );
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var handler = onSpatialEventHandler( leapJoints[i].n, leapJoints[i].l );
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jointControllers.push( { c: controller, h: handler } );
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if ( ! isPullingSpatialData ) {
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controller.spatialEvent.connect( handler );
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}
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}
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Script.update.connect(function(deltaTime) {
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if ( isPullingSpatialData )
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{
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for ( i in jointControllers ) {
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if ( jointControllers[i].c.isActive() ) {
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var spatialEvent = { absTranslation: jointControllers[i].c.getAbsTranslation(),
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absRotation: jointControllers[i].c.getAbsRotation() };
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jointControllers[i].h( spatialEvent );
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}
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}
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}
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// simple test
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// MyAvatar.setJointData("LeftArm", jointControllers[6].c.getLocRotation());
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// MyAvatar.setJointData("LeftForeArm", jointControllers[7].c.getLocRotation());
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});
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Script.scriptEnding.connect(function() {
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});
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