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bow and grab
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parent
d01faad9ed
commit
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2 changed files with 41 additions and 5 deletions
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@ -3,6 +3,7 @@
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//
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//
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// Created by Eric Levin on 9/2/15
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// Created by Eric Levin on 9/2/15
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// Additions by James B. Pollack @imgntn on 9/24/2015
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// Additions by James B. Pollack @imgntn on 9/24/2015
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// Additions By Seth Alves on 10/20/2015
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// Copyright 2015 High Fidelity, Inc.
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// Copyright 2015 High Fidelity, Inc.
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//
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//
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// Grabs physically moveable entities with hydra-like controllers; it works for either near or far objects.
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// Grabs physically moveable entities with hydra-like controllers; it works for either near or far objects.
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@ -13,6 +14,13 @@
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Script.include("../libraries/utils.js");
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Script.include("../libraries/utils.js");
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////////////////////////////////////////////////////////////
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//
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// add lines where the hand ray picking is happening
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//
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var DEBUG_HAND_RAY_PICKING = false;
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/////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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//
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//
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// these tune time-averaging and "on" value for analog trigger
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// these tune time-averaging and "on" value for analog trigger
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@ -43,9 +51,9 @@ var PICK_MAX_DISTANCE = 500; // max length of pick-ray
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var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
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var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
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var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
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var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
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var NEAR_PICK_MAX_DISTANCE = 0.2; // max length of pick-ray for close grabbing to be selected
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var NEAR_PICK_MAX_DISTANCE = 0.3; // max length of pick-ray for close grabbing to be selected
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var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
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var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
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var PICK_BACKOFF_DISTANCE = 0.1; // helps when hand is intersecting the grabble object
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var PICK_BACKOFF_DISTANCE = 0.2; // helps when hand is intersecting the grabble object
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/////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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//
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//
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@ -190,6 +198,19 @@ function MyController(hand, triggerAction) {
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}
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}
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this.debugLine = function(closePoint, farPoint, color){
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Entities.addEntity({
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type: "Line",
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name: "Debug Line",
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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position: closePoint,
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linePoints: [ZERO_VEC, farPoint],
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color: color,
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lifetime: 0.1
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});
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}
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this.lineOn = function(closePoint, farPoint, color) {
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this.lineOn = function(closePoint, farPoint, color) {
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// draw a line
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// draw a line
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if (this.pointer === null) {
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if (this.pointer === null) {
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@ -275,6 +296,13 @@ function MyController(hand, triggerAction) {
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length: NEAR_PICK_MAX_DISTANCE
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length: NEAR_PICK_MAX_DISTANCE
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};
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};
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var otherPickRay = {
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origin: handPosition,
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direction: Quat.getRight(this.getHandRotation()),
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length: NEAR_PICK_MAX_DISTANCE
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};
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this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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// don't pick 60x per second. do this check after updating the line so it's not jumpy.
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// don't pick 60x per second. do this check after updating the line so it's not jumpy.
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@ -284,7 +312,7 @@ function MyController(hand, triggerAction) {
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}
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}
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this.lastPickTime = now;
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this.lastPickTime = now;
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var pickRays = [distantPickRay, palmPickRay];
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var pickRays = [distantPickRay, palmPickRay, otherPickRay];
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for (var index=0; index < pickRays.length; ++index) {
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for (var index=0; index < pickRays.length; ++index) {
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var pickRay = pickRays[index];
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var pickRay = pickRays[index];
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var directionNormalized = Vec3.normalize(pickRay.direction);
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var directionNormalized = Vec3.normalize(pickRay.direction);
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@ -294,7 +322,15 @@ function MyController(hand, triggerAction) {
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direction: pickRay.direction
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direction: pickRay.direction
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};
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};
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if (DEBUG_HAND_RAY_PICKING)
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this.debugLine(pickRayBacked.origin, Vec3.multiply(pickRayBacked.direction, NEAR_PICK_MAX_DISTANCE), {
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red: 0,
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green: 255,
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blue: 0
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})
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var intersection = Entities.findRayIntersection(pickRayBacked, true);
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var intersection = Entities.findRayIntersection(pickRayBacked, true);
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if (intersection.intersects && intersection.properties.locked === 0) {
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if (intersection.intersects && intersection.properties.locked === 0) {
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// the ray is intersecting something we can move.
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// the ray is intersecting something we can move.
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var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
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var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
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@ -16,7 +16,7 @@
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var ARROW_COLLISION_HULL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/arrow_collision_hull.obj";
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var ARROW_COLLISION_HULL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/arrow_collision_hull.obj";
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var ARROW_SCRIPT_URL = Script.resolvePath('arrow.js');
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var ARROW_SCRIPT_URL = Script.resolvePath('arrow.js');
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var ARROW_OFFSET = 0.25;
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var ARROW_OFFSET = 0.25;
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var ARROW_FORCE = 0.25;
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var ARROW_FORCE = 1.25;
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var ARROW_DIMENSIONS = {
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var ARROW_DIMENSIONS = {
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x: 0.08,
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x: 0.08,
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y: 0.02,
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y: 0.02,
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@ -290,7 +290,7 @@
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releaseArrow: function() {
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releaseArrow: function() {
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var forwardVec = Quat.getFront(Quat.multiply(this.bowProperties.rotation, Quat.fromPitchYawRollDegrees(0, 180, 0)));
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var forwardVec = Quat.getRight(Quat.multiply(this.bowProperties.rotation, Quat.fromPitchYawRollDegrees(0, 180, 0)));
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forwardVec = Vec3.normalize(forwardVec);
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forwardVec = Vec3.normalize(forwardVec);
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var handDistanceAtRelease = Vec3.length(this.bowProperties.position, this.stringData.handPosition);
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var handDistanceAtRelease = Vec3.length(this.bowProperties.position, this.stringData.handPosition);
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