overte-HifiExperiments/examples/hmdControls.js
2015-06-18 16:05:58 -07:00

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8.5 KiB
JavaScript

//
// hmdControls.js
// examples
//
// Created by Sam Gondelman on 6/17/15
// Copyright 2015 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
//
var MOVE_DISTANCE = 0.3;
var PITCH_INCREMENT = 0.5; // degrees
var YAW_INCREMENT = 0.5; // degrees
var VR_YAW_INCREMENT = 15.0; // degrees
var BOOM_SPEED = 0.5;
var THRESHOLD = 0.2;
var CAMERA_UPDATE_TIME = 0.5;
var pitchTimer = CAMERA_UPDATE_TIME;
var yawTimer = CAMERA_UPDATE_TIME;
var shifted = false;
var SHIFT_UPDATE_TIME = 0.5;
var shiftTimer = SHIFT_UPDATE_TIME;
var SHIFT_MAG = 4.0;
var warpActive = false;
var WARP_UPDATE_TIME = .5;
var warpTimer = WARP_UPDATE_TIME;
var warpPosition = { x: 0, y: 0, z: 0 };
var WARP_SPHERE_SIZE = 1;
var warpSphere = Overlays.addOverlay("sphere", {
position: { x: 0, y: 0, z: 0 },
size: WARP_SPHERE_SIZE,
color: { red: 0, green: 255, blue: 0 },
alpha: 1.0,
solid: true,
visible: false,
});
var WARP_LINE_HEIGHT = 10;
var warpLine = Overlays.addOverlay("line3d", {
start: { x: 0, y: 0, z:0 },
end: { x: 0, y: 0, z: 0 },
color: { red: 0, green: 255, blue: 255},
alpha: 1,
lineWidth: 5,
visible: false,
});
var hmdControls = (function () {
function onActionEvent(action, state) {
if (state < THRESHOLD) {
if (action == 6 || action == 7) {
yawTimer = CAMERA_UPDATE_TIME;
} else if (action == 8 || action == 9) {
pitchTimer = CAMERA_UPDATE_TIME;
}
return;
}
switch (action) {
case 0: // backward
var direction = Quat.getFront(Camera.getOrientation());
direction = Vec3.multiply(-1, direction);
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
MyAvatar.position = Vec3.sum(MyAvatar.position, direction);
break;
case 1: // forward
var direction = Quat.getFront(Camera.getOrientation());
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
MyAvatar.position = Vec3.sum(MyAvatar.position, direction);
break;
case 2: // left
var direction = Quat.getRight(Camera.getOrientation());
direction = Vec3.multiply(-1, direction);
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
MyAvatar.position = Vec3.sum(MyAvatar.position, direction);
break;
case 3: // right
var direction = Quat.getRight(Camera.getOrientation());
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
MyAvatar.position = Vec3.sum(MyAvatar.position, direction);
break;
case 4: // down
var direction = Quat.getUp(Camera.getOrientation());
direction = Vec3.multiply(-1, direction);
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
MyAvatar.position = Vec3.sum(MyAvatar.position, direction);
break;
case 5: // up
var direction = Quat.getUp(Camera.getOrientation());
direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
MyAvatar.position = Vec3.sum(MyAvatar.position, direction);
break;
case 6: // yaw left
if (yawTimer < 0.0 && Menu.isOptionChecked("Enable VR Mode")) {
MyAvatar.bodyYaw = MyAvatar.bodyYaw + (shifted ? SHIFT_MAG * VR_YAW_INCREMENT : VR_YAW_INCREMENT);
yawTimer = CAMERA_UPDATE_TIME;
} else if (!Menu.isOptionChecked("Enable VR Mode")) {
MyAvatar.bodyYaw = MyAvatar.bodyYaw + (shifted ? SHIFT_MAG * YAW_INCREMENT : YAW_INCREMENT);
}
break;
case 7: // yaw right
if (yawTimer < 0.0 && Menu.isOptionChecked("Enable VR Mode")) {
MyAvatar.bodyYaw = MyAvatar.bodyYaw - (shifted ? SHIFT_MAG * VR_YAW_INCREMENT : VR_YAW_INCREMENT);
yawTimer = CAMERA_UPDATE_TIME;
} else if (!Menu.isOptionChecked("Enable VR Mode")) {
MyAvatar.bodyYaw = MyAvatar.bodyYaw - (shifted ? SHIFT_MAG * YAW_INCREMENT : YAW_INCREMENT);
}
break;
case 8: // pitch down
if (!Menu.isOptionChecked("Enable VR Mode")) {
MyAvatar.headPitch = Math.max(-180, Math.min(180, MyAvatar.headPitch - (shifted ? SHIFT_MAG * PITCH_INCREMENT : PITCH_INCREMENT)));
}
break;
case 9: // pitch up
if (!Menu.isOptionChecked("Enable VR Mode")) {
MyAvatar.headPitch = Math.max(-180, Math.min(180, MyAvatar.headPitch + (shifted ? SHIFT_MAG * PITCH_INCREMENT : PITCH_INCREMENT)));
}
break;
case 12: // shift
if (shiftTimer < 0.0) {
shifted = !shifted;
shiftTimer = SHIFT_UPDATE_TIME;
}
break;
case 13: // action1 = start/end warp
if (warpTimer < 0.0) {
warpActive = !warpActive;
if (!warpActive) {
finishWarp();
}
warpTimer = WARP_UPDATE_TIME;
}
break;
case 14: // action2 = cancel warp
warpActive = false;
Overlays.editOverlay(warpSphere, {
visible: false,
});
Overlays.editOverlay(warpLine, {
visible: false,
});
default:
break;
}
}
function update(dt) {
if (yawTimer >= 0.0) {
yawTimer = yawTimer - dt;
}
if (pitchTimer >= 0.0) {
pitchTimer = pitchTimer - dt;
}
if (shiftTimer >= 0.0) {
shiftTimer = shiftTimer - dt;
}
if (warpTimer >= 0.0) {
warpTimer = warpTimer - dt;
}
if (warpActive) {
updateWarp();
}
}
function updateWarp() {
var look = Quat.getFront(Camera.getOrientation());
var pitch = Math.asin(look.y);
// Get relative to looking straight down
pitch += Math.PI / 2;
// Scale up
pitch *= 2;
var distance = pitch * pitch * pitch;
var warpDirection = Vec3.normalize({ x: look.x, y: 0, z: look.z });
warpPosition = Vec3.multiply(warpDirection, distance);
warpPosition = Vec3.sum(MyAvatar.position, warpPosition);
// Commented out until ray picking can be fixed
// var pickRay = {
// origin: Vec3.sum(warpPosition, WARP_PICK_OFFSET),
// direction: { x: 0, y: -1, z: 0 }
// };
// var intersection = Entities.findRayIntersection(pickRay);
// if (intersection.intersects && intersection.distance < WARP_PICK_MAX_DISTANCE) {
// // Warp 1 meter above the object - this is an approximation
// // TODO Get the actual offset to the Avatar's feet and plant them to
// // the object.
// warpPosition = Vec3.sum(intersection.intersection, { x: 0, y: 1, z:0 });
// }
// Adjust overlays to match warp position
Overlays.editOverlay(warpSphere, {
position: warpPosition,
visible: true,
});
Overlays.editOverlay(warpLine, {
start: warpPosition,
end: Vec3.sum(warpPosition, { x: 0, y: WARP_LINE_HEIGHT, z: 0 }),
visible: true,
});
}
function finishWarp() {
Overlays.editOverlay(warpSphere, {
visible: false,
});
Overlays.editOverlay(warpLine, {
visible: false,
});
MyAvatar.position = warpPosition;
}
function setUp() {
Controller.captureActionEvents();
Controller.actionEvent.connect(onActionEvent);
Script.update.connect(update);
}
function tearDown() {
Controller.releaseActionEvents();
}
setUp();
Script.scriptEnding.connect(tearDown);
}());