mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-14 11:46:34 +02:00
can now cycle colors with 4 and 2 buttons on hydra
This commit is contained in:
parent
3592b78b2b
commit
2899962d43
1 changed files with 88 additions and 12 deletions
|
@ -28,6 +28,14 @@ var MAX_DISTANCE = 10;
|
|||
var STROKE_WIDTH = 0.02
|
||||
var MAX_POINTS_PER_LINE = 40;
|
||||
|
||||
var RIGHT_4_ACTION = 18;
|
||||
var RIGHT_2_ACTION = 16;
|
||||
|
||||
var LEFT_4_ACTION = 17;
|
||||
var LEFT_2_ACTION = 16;
|
||||
|
||||
var HUE_INCREMENT = 0.01;
|
||||
|
||||
|
||||
var center = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(Camera.getOrientation())));
|
||||
|
||||
|
@ -52,9 +60,9 @@ function MyController(hand, triggerAction) {
|
|||
|
||||
|
||||
this.strokeColor = {
|
||||
red: 200,
|
||||
green: 20,
|
||||
blue: 40
|
||||
h: 0.8,
|
||||
s: 0.9,
|
||||
l: 0.4
|
||||
};
|
||||
|
||||
this.laserPointer = Overlays.addOverlay("circle3d", {
|
||||
|
@ -62,7 +70,7 @@ function MyController(hand, triggerAction) {
|
|||
x: STROKE_WIDTH / 2,
|
||||
y: STROKE_WIDTH / 2
|
||||
},
|
||||
color: this.strokeColor,
|
||||
color: hslToRgb(this.strokeColor),
|
||||
solid: true,
|
||||
position: center
|
||||
})
|
||||
|
@ -80,7 +88,6 @@ function MyController(hand, triggerAction) {
|
|||
};
|
||||
|
||||
this.paint = function(position, normal) {
|
||||
// print("POSITION " + position.z)
|
||||
if (this.painting === false) {
|
||||
if (this.oldPosition) {
|
||||
this.newStroke(this.oldPosition);
|
||||
|
@ -101,13 +108,17 @@ function MyController(hand, triggerAction) {
|
|||
//need a minimum distance to avoid binormal NANs
|
||||
return;
|
||||
}
|
||||
if(this.strokePoints.length > 0 && distance > MAX_POINT_DISTANCE) {
|
||||
if (this.strokePoints.length > 0 && distance > MAX_POINT_DISTANCE) {
|
||||
//Prevents drawing lines accross models
|
||||
this.painting = false;
|
||||
return;
|
||||
}
|
||||
if(this.strokePoints.length === 0) {
|
||||
localPoint = {x: 0, y: 0, z: 0};
|
||||
if (this.strokePoints.length === 0) {
|
||||
localPoint = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
};
|
||||
}
|
||||
|
||||
this.strokePoints.push(localPoint);
|
||||
|
@ -122,8 +133,7 @@ function MyController(hand, triggerAction) {
|
|||
this.painting = false;
|
||||
return;
|
||||
}
|
||||
this.oldPosition = position
|
||||
|
||||
this.oldPosition = position
|
||||
}
|
||||
|
||||
this.newStroke = function(position) {
|
||||
|
@ -131,7 +141,7 @@ function MyController(hand, triggerAction) {
|
|||
this.currentStroke = Entities.addEntity({
|
||||
position: position,
|
||||
type: "PolyLine",
|
||||
color: this.strokeColor,
|
||||
color: hslToRgb(this.strokeColor),
|
||||
dimensions: {
|
||||
x: 50,
|
||||
y: 50,
|
||||
|
@ -216,13 +226,39 @@ function MyController(hand, triggerAction) {
|
|||
Entities.deleteEntity(stroke);
|
||||
});
|
||||
}
|
||||
|
||||
this.cycleColorDown = function() {
|
||||
this.strokeColor.h -= HUE_INCREMENT;
|
||||
if (this.strokeColor.h < 0) {
|
||||
this.strokeColor = 1;
|
||||
}
|
||||
}
|
||||
|
||||
this.cycleColorUp = function() {
|
||||
this.strokeColor.h += HUE_INCREMENT;
|
||||
if (this.strokeColor.h > 1) {
|
||||
this.strokeColor.h = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var rightController = new MyController(RIGHT_HAND, Controller.findAction("RIGHT_HAND_CLICK"));
|
||||
var leftController = new MyController(LEFT_HAND, Controller.findAction("LEFT_HAND_CLICK"));
|
||||
|
||||
Controller.actionEvent.connect(function(action, state) {
|
||||
print("ACTION " + action)
|
||||
if (state === 0) {
|
||||
return;
|
||||
}
|
||||
if (action === RIGHT_4_ACTION) {
|
||||
rightController.cycleColorUp();
|
||||
} else if (action === RIGHT_2_ACTION) {
|
||||
rightController.cycleColorDown();
|
||||
}
|
||||
if (action === LEFT_4_ACTION) {
|
||||
leftController.cycleColorUp();
|
||||
} else if (action === LEFT_2_ACTION) {
|
||||
leftController.cycleColorDown();
|
||||
}
|
||||
});
|
||||
|
||||
function update() {
|
||||
|
@ -259,4 +295,44 @@ function orientationOf(vector) {
|
|||
yaw = Quat.angleAxis(Math.atan2(direction.x, direction.z) * RAD_TO_DEG, Y_AXIS);
|
||||
pitch = Quat.angleAxis(Math.asin(-direction.y) * RAD_TO_DEG, X_AXIS);
|
||||
return Quat.multiply(yaw, pitch);
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts an HSL color value to RGB. Conversion formula
|
||||
* adapted from http://en.wikipedia.org/wiki/HSL_color_space.
|
||||
* Assumes h, s, and l are contained in the set [0, 1] and
|
||||
* returns r, g, and b in the set [0, 255].
|
||||
*
|
||||
* @param Number h The hue
|
||||
* @param Number s The saturation
|
||||
* @param Number l The lightness
|
||||
* @return Array The RGB representation
|
||||
*/
|
||||
function hslToRgb(hsl) {
|
||||
var r, g, b;
|
||||
|
||||
if (hsl.s == 0) {
|
||||
r = g = b = hsl.l; // achromatic
|
||||
} else {
|
||||
var hue2rgb = function hue2rgb(p, q, t) {
|
||||
if (t < 0) t += 1;
|
||||
if (t > 1) t -= 1;
|
||||
if (t < 1 / 6) return p + (q - p) * 6 * t;
|
||||
if (t < 1 / 2) return q;
|
||||
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
|
||||
return p;
|
||||
}
|
||||
|
||||
var q = hsl.l < 0.5 ? hsl.l * (1 + hsl.s) : hsl.l + hsl.s - hsl.l * hsl.s;
|
||||
var p = 2 * hsl.l - q;
|
||||
r = hue2rgb(p, q, hsl.h + 1 / 3);
|
||||
g = hue2rgb(p, q, hsl.h);
|
||||
b = hue2rgb(p, q, hsl.h - 1 / 3);
|
||||
}
|
||||
|
||||
return {
|
||||
red: Math.round(r * 255),
|
||||
green: Math.round(g * 255),
|
||||
blue: Math.round(b * 255)
|
||||
};
|
||||
}
|
Loading…
Reference in a new issue