overte-HifiExperiments/scripts/system/controllers/handTouch.js
2018-01-05 09:55:50 -07:00

551 lines
22 KiB
JavaScript

//
// scripts/system/libraries/handTouch.js
//
// Created by Luis Cuenca on 12/29/17
// Copyright 2017 High Fidelity, Inc.
//
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
/* jslint bitwise: true */
/* global Script, Overlays, Controller, Vec3, Quat, MyAvatar, Entities
*/
(function(){
var updateFingerWithIndex = 0;
// Keys to access finger data
var fingerKeys = ["pinky", "ring", "middle", "index", "thumb"];
// Additionally close the hands to achieve a grabbing effect
var grabPercent = { left: 0,
right: 0 };
// var isGrabbing = false;
// Store which fingers are touching - if all false restate the default poses
var isTouching = {
left: {
pinky: false,
middle: false,
ring: false,
thumb: false,
index: false
}, right: {
pinky: false,
middle: false,
ring: false,
thumb: false,
index: false
}
}
// frame count for transition to default pose
var countToDefault = {
left: 0,
right: 0
}
// joint data for opened pose
var dataOpen = {
left: {
pinky: [{x: -0.18262, y:-2.666, z:-25.11229}, {x: 1.28845, y:0, z:1.06604}, {x: -3.967, y:0, z:-0.8351} ],
middle: [{x: -0.18262, y:0, z:-3.2809}, {x: 1.28845, y:0, z:-0.71834}, {x: -3.967, y:0, z:0.83978}],
ring: [{x: -0.18262, y:-1.11078, z:-16.24391}, {x: 1.28845, y:0, z:0.68153}, {x: -3.967, y:0, z:-0.69295}],
thumb: [{x: 5.207, y:2.595, z:38.40092}, {x: -9.869, y:11.755, z:10.50012}, {x: -9.778, y:9.647, z:15.16963}],
index: [{x: -0.18262, y:0.0099, z:2.28085}, {x: 1.28845, y:-0.01107, z:0.93037}, {x: -3.967, y:0, z:-2.64018}]
}, right: {
pinky: [{x: -0.111, y: 2.66601, z: 12.06423}, {x: 1.217, y: 0, z: -1.03973}, {x: -3.967, y: 0, z: 0.86424}],
middle: [{x: -0.111, y: 0, z: 3.26538}, {x: 1.217, y: 0, z: 0.71427}, {x: -3.967, y: 0, z: -0.85103}],
ring: [{x: -0.111, y: 1.11101, z: 3.56312}, {x: 1.217, y: 0, z: -0.64524}, {x: -3.967, y: 0, z: 0.69807}],
thumb: [{x: 5.207, y: -2.595, z: -38.26131}, {x: -9.869, y: -11.755, z: -10.51778}, {x: -9.77799, y: -9.647, z: -15.10783}],
index: [{x: -0.111, y: 0, z: -2.2816}, {x: 1.217, y: 0, z: -0.90168}, {x: -3.967, y: 0, z: 2.62649}]
}
}
// joint data for closed hand
var dataClose = {
left: {
pinky:[{x: 75.45709, y:-8.01347, z:-22.54823}, {x: 69.562, y:0, z:1.06604}, {x: 74.73801, y:0, z:-0.8351}],
middle: [{x: 66.0237, y:-2.42536, z:-6.13193}, {x: 65.63042, y:0, z:-0.71834}, {x: 60.19901, y:0, z:0.83978}],
ring: [{x: 71.52988, y:-2.35423, z:-16.21694}, {x: 64.44739, y:0, z:0.68153}, {x: 70.518, y:0, z:-0.69295}],
thumb: [{x: 33.83371, y:-15.19106, z:34.66116}, {x: 0, y:0, z:-43.42915}, {x: 0, y:0, z:-30.18613}],
index: [{x: 35.56082, y:-1.21056, z:-2.07362}, {x: 79.79845, y:-0.01107, z:0.93037}, {x: 68.767, y:0, z:-2.64018}]
}, right: {
pinky:[{x: 75.45702, y: 8.013, z: 22.41022}, {x: 69.562, y: 0, z: -1.03973}, {x: 74.738, y: 0, z: 0.86424}],
middle: [{x: 66.02399, y: 2.425, z: 6.11638}, {x: 65.63002, y: 0, z: 0.71427}, {x: 60.63, y: 0, z: -0.85103}],
ring: [{x: 71.53, y: 5.022, z: 16.33612}, {x: 64.447, y: 0, z: -0.64524}, {x: 70.51801, y: 0, z: 0.69807}],
thumb: [{x: 33.834, y: 15.191, z: -34.52131}, {x: 0, y: 0, z: 43.41122}, {x: 0, y: 0, z: 30.24818}],
index: [{x: 35.633, y: 1.215, z: -6.6376}, {x: 79.72701, y: 0, z: -0.90168}, {x: 68.76701, y: 0, z: 2.62649}]
}
}
// snapshot for the default pose
var dataDefault = {
left:{
pinky:[{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
middle: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
ring: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
thumb: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
index: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
set: false
},
right:{
pinky:[{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
middle: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
ring: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
thumb: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
index: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
set: false
}
}
// joint data for the current frame
var dataCurrent = {
left:{
pinky:[{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
middle: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
ring: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
thumb: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
index: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}]
},
right:{
pinky:[{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
middle: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
ring: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
thumb: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
index: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}]
}
}
// interpolated values on joint data to smooth movement
var dataDelta = {
left:{
pinky:[{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
middle: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
ring: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
thumb: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
index: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}]
},
right:{
pinky:[{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
middle: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
ring: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
thumb: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}],
index: [{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0},{x: 0, y: 0, z: 0}]
}
}
// Acquire an updated value per hand every 5 frames when finger is touching (faster in)
var touchAnimationSteps = 5;
// Acquire an updated value per hand every 10 frames when finger is returning to default position (slower out)
var defaultAnimationSteps = 10;
// Debugging info
var showSphere = false;
var showLines = false;
// store the rays for the fingers - only for debug purposes
var fingerRays = {
left:{pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined},
right:{pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined}
};
// Register object with API Debugger
var varsToDebug = {
toggleDebugSphere: function(){
showSphere = !showSphere;
},
toggleDebugLines: function(){
showLines = !showLines;
},
fingerPercent: {
left: {
pinky: 0.38,
middle: 0.38,
ring: 0.38,
thumb: 0.38,
index: 0.38
} ,
right: {
pinky: 0.38,
middle: 0.38,
ring: 0.38,
thumb: 0.38,
index: 0.38
}
},
triggerValues: {
leftTriggerValue: 0,
leftTriggerClicked: 0,
rightTriggerValue: 0,
rightTriggerClicked: 0,
leftSecondaryValue: 0,
rightSecondaryValue: 0
}
}
// Add/Subtract the joint data - per finger joint
function addVals(val1, val2, sign) {
var val = [];
if (val1.length != val2.length) return;
for (var i = 0; i < val1.length; i++) {
val.push({x: 0, y: 0, z: 0});
val[i].x = val1[i].x + sign*val2[i].x;
val[i].y = val1[i].y + sign*val2[i].y;
val[i].z = val1[i].z + sign*val2[i].z;
}
return val;
}
// Multiply/Divide the joint data - per finger joint
function multiplyValsBy(val1, num) {
var val = [];
for (var i = 0; i < val1.length; i++) {
val.push({x: 0, y: 0, z: 0});
val[i].x = val1[i].x * num;
val[i].y = val1[i].y * num;
val[i].z = val1[i].z * num;
}
return val;
}
// Calculate the finger lengths by adding its joint lengths
function getJointDistances(jointNamesArray) {
var result = {distances: [], totalDistance: 0}
for (var i = 1; i < jointNamesArray.length; i++) {
var index0 = MyAvatar.getJointIndex(jointNamesArray[i-1]);
var index1 = MyAvatar.getJointIndex(jointNamesArray[i]);
var pos0 = MyAvatar.getJointPosition(index0);
var pos1 = MyAvatar.getJointPosition(index1);
var distance = Vec3.distance(pos0, pos1);
result.distances.push(distance);
result.totalDistance += distance;
}
return result;
}
// Calculate the sphere that look up for entities, the center of the palm, perpendicular vector from the palm plane and origin of the the finger rays
function estimatePalmData(side) {
// Return data object
var data = {position: undefined, perpendicular: undefined, distance: undefined, fingers: {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined}};
var jointOffset = { x: 0, y: 0, z: 0 };
var upperSide = side[0].toUpperCase() + side.substring(1);
var jointIndexHand = MyAvatar.getJointIndex(upperSide + "Hand");
// Store position of the hand joint
var worldPosHand = MyAvatar.jointToWorldPoint(jointOffset, jointIndexHand);
var minusWorldPosHand = {x:-worldPosHand.x, y:-worldPosHand.y, z:-worldPosHand.z};
// Data for finger rays
var directions = {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined};
var positions = {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined};
// Calculate palm center
var palmCenter = {x:0, y:0, z:0};
palmCenter = Vec3.sum(worldPosHand, palmCenter);
var thumbLength = 0;
for (var i = 0; i < fingerKeys.length; i++) {
var finger = fingerKeys[i];
var jointNames = getJointNames(side, finger, 4);
var fingerLength = getJointDistances(jointNames).totalDistance;
var jointIndex = MyAvatar.getJointIndex(jointNames[0]);
positions[finger] = MyAvatar.jointToWorldPoint(jointOffset, jointIndex);
directions[finger] = Vec3.normalize(Vec3.sum(positions[finger], minusWorldPosHand));
data.fingers[finger] = Vec3.sum(positions[finger], Vec3.multiply(fingerLength, directions[finger]));
if (finger != "thumb") {
// finger joints have double the weight than the hand joint
// This would better position the palm estimation
palmCenter = Vec3.sum(Vec3.multiply(2, positions[finger]), palmCenter);
} else {
thumbLength = fingerLength;
}
}
// perpendicular change direction depending on the side
data.perpendicular = (side == "right") ?
Vec3.normalize(Vec3.cross(directions["index"], directions["pinky"])):
Vec3.normalize(Vec3.cross(directions["pinky"], directions["index"]));
data.position = Vec3.multiply(1.0/9, palmCenter); // 1(weight) * Hand joint + 2(weight) * 4 fingers(no thumb) = 9
data.distance = 1.55*Vec3.distance(data.position, positions["index"]); // 1.55 based on test/error for the sphere radius that best fits the hand
// move back thumb ray origin
data.fingers["thumb"] = Vec3.sum(data.fingers["thumb"], Vec3.multiply( -0.2 * thumbLength, data.perpendicular));
return data;
}
// Register GlobalDebugger for API Debugger
Script.registerValue("GlobalDebugger", varsToDebug);
// Create debug overlays - finger rays + palm rays + spheres
for (var i = 0; i < fingerKeys.length; i++) {
fingerRays["left"][fingerKeys[i]] = Overlays.addOverlay("line3d", {
color: { red: 0, green: 0, blue: 255 },
start: { x:0, y:0, z:0 },
end: { x:0, y:1, z:0 },
visible: showLines
});
fingerRays["right"][fingerKeys[i]] = Overlays.addOverlay("line3d", {
color: { red: 0, green: 0, blue: 255 },
start: { x:0, y:0, z:0 },
end: { x:0, y:1, z:0 },
visible: showLines
});
}
var palmRay = {
left: Overlays.addOverlay("line3d", {
color: { red: 255, green: 0, blue: 0 },
start: { x:0, y:0, z:0 },
end: { x:0, y:1, z:0 },
visible: showLines
}),
right: Overlays.addOverlay("line3d", {
color: { red: 255, green: 0, blue: 0 },
start: { x:0, y:0, z:0 },
end: { x:0, y:1, z:0 },
visible: showLines
})
}
var sphereHand = {
right: Overlays.addOverlay("sphere", {
position: MyAvatar.position,
color: { red: 0, green: 255, blue: 0 },
scale: { x: 0.01, y: 0.01, z: 0.01 },
visible: showSphere
}),
left: Overlays.addOverlay("sphere", {
position: MyAvatar.position,
color: { red: 0, green: 255, blue: 0 },
scale: { x: 0.01, y: 0.01, z: 0.01 },
visible: showSphere
})
}
function acquireDefaultPose(side) {
for (var i = 0; i < fingerKeys.length; i++) {
var finger = fingerKeys[i];
var names = getJointNames(side, finger, 3);
for (var j = 0; j < names.length; j++) {
var index = MyAvatar.getJointIndex(names[j]);
var rotation = Quat.safeEulerAngles(MyAvatar.getJointRotation(index));
dataDefault[side][finger][j] = dataCurrent[side][finger][j] = rotation;
}
}
dataDefault[side].set = true;
}
function updateSphereHand(side) {
var palmData = estimatePalmData(side);
var palmPoint = palmData.position;
var dist = 1.5*palmData.distance;
// Situate the debugging overlays
var checkOffset = { x: palmData.perpendicular.x * dist,
y: palmData.perpendicular.y * dist,
z: palmData.perpendicular.z * dist };
var spherePos = Vec3.sum(palmPoint, checkOffset);
var checkPoint = Vec3.sum(palmPoint, Vec3.multiply(2, checkOffset));
Overlays.editOverlay(palmRay[side], {
start: palmPoint,
end: checkPoint,
visible: showLines
});
Overlays.editOverlay(sphereHand[side], {
position: spherePos,
scale: {
x: 2*dist,
y: 2*dist,
z: 2*dist
},
visible: showSphere
});
for (var i = 0; i < fingerKeys.length; i++) {
Overlays.editOverlay(fingerRays[side][fingerKeys[i]], {
start: palmData.fingers[fingerKeys[i]],
end: checkPoint,
visible: showLines
});
}
// Update the intersection of only one finger at a time
var finger = fingerKeys[updateFingerWithIndex];
var grabbables = Entities.findEntities(spherePos, dist);
var newFingerData = dataDefault[side][finger];
var animationSteps = defaultAnimationSteps;
if (grabbables.length > 0) {
var origin = palmData.fingers[finger];
var direction = Vec3.normalize(Vec3.subtract(checkPoint, origin));
var intersection = Entities.findRayIntersection({origin: origin, direction: direction}, true, grabbables, [], true, false);
var percent = 0.38;
var isAbleToGrab = intersection.intersects && intersection.distance < 1.5*dist;
if (isAbleToGrab && !getTouching(side)) {
acquireDefaultPose(side); // take a snapshot of the default pose before touch starts
newFingerData = dataDefault[side][finger]; // assign default pose to finger data
}
// Store if this finger is touching something
isTouching[side][finger] = isAbleToGrab;
if (isAbleToGrab) {
// update the open/close percentage for this finger
percent = intersection.distance/(2.5*dist);
var grabMultiplier = finger === "thumb" ? 0.2 : 0.05;
percent += grabMultiplier * grabPercent[side];
// Calculate new interpolation data
var totalDistance = addVals(dataClose[side][finger], dataOpen[side][finger], -1);
newFingerData = addVals(dataOpen[side][finger], multiplyValsBy(totalDistance, percent), 1); // assign close/open ratio to finger to simulate touch
animationSteps = touchAnimationSteps;
}
varsToDebug.fingerPercent[side][finger] = percent;
}
// Calculate animation increments
dataDelta[side][finger] = multiplyValsBy(addVals(newFingerData, dataCurrent[side][finger], -1), 1.0/animationSteps);
}
// Recreate the finger joint names
function getJointNames(side, finger, count) {
var names = [];
for (var i = 1; i < count+1; i++) {
var name = side[0].toUpperCase()+side.substring(1)+"Hand"+finger[0].toUpperCase()+finger.substring(1)+(i);
names.push(name);
}
return names;
}
// Capture the controller values
var leftTriggerPress = function (value) {
varsToDebug.triggerValues.leftTriggerValue = value;
// the value for the trigger increments the hand-close percentage
grabPercent["left"] = value;
};
var leftTriggerClick = function (value) {
varsToDebug.triggerValues.leftTriggerClicked = value;
};
var rightTriggerPress = function (value) {
varsToDebug.triggerValues.rightTriggerValue = value;
// the value for the trigger increments the hand-close percentage
grabPercent["right"] = value;
};
var rightTriggerClick = function (value) {
varsToDebug.triggerValues.rightTriggerClicked = value;
};
var leftSecondaryPress = function (value) {
varsToDebug.triggerValues.leftSecondaryValue = value;
};
var rightSecondaryPress = function (value) {
varsToDebug.triggerValues.rightSecondaryValue = value;
};
var MAPPING_NAME = "com.highfidelity.handTouch";
var mapping = Controller.newMapping(MAPPING_NAME);
mapping.from([Controller.Standard.RT]).peek().to(rightTriggerPress);
mapping.from([Controller.Standard.RTClick]).peek().to(rightTriggerClick);
mapping.from([Controller.Standard.LT]).peek().to(leftTriggerPress);
mapping.from([Controller.Standard.LTClick]).peek().to(leftTriggerClick);
mapping.from([Controller.Standard.RB]).peek().to(rightSecondaryPress);
mapping.from([Controller.Standard.LB]).peek().to(leftSecondaryPress);
mapping.from([Controller.Standard.LeftGrip]).peek().to(leftSecondaryPress);
mapping.from([Controller.Standard.RightGrip]).peek().to(rightSecondaryPress);
Controller.enableMapping(MAPPING_NAME);
function getTouching(side) {
var animating = false;
for (var i = 0; i < fingerKeys.length; i++) {
var finger = fingerKeys[i];
animating = animating || isTouching[side][finger];
}
return animating; // return false only if none of the fingers are touching
}
Script.update.connect(function(){
// index of the finger that needs to be updated this frame
updateFingerWithIndex = (updateFingerWithIndex < fingerKeys.length-1) ? updateFingerWithIndex + 1 : 0;
["right", "left"].forEach(function(side){
// recalculate the base data
updateSphereHand(side);
// this vars manage the transition to default pose
var isHandTouching = getTouching(side);
countToDefault[side] = isHandTouching ? 0 : countToDefault[side] + 1;
for (var i = 0; i < fingerKeys.length; i++) {
var finger = fingerKeys[i];
var names = getJointNames(side, finger, 3);
// Add the animation increments
dataCurrent[side][finger] = addVals(dataCurrent[side][finger], dataDelta[side][finger], 1);
// update every finger joint
for (var j = 0; j < names.length; j++) {
var index = MyAvatar.getJointIndex(names[j]);
// if no finger is touching restate the default poses
if (isHandTouching || (dataDefault[side].set && countToDefault[side] < 5*touchAnimationSteps)) {
var quatRot = Quat.fromVec3Degrees(dataCurrent[side][finger][j]);
MyAvatar.setJointRotation(index, quatRot);
} else {
MyAvatar.clearJointData(index);
}
}
}
});
});
}())