can now cycle colors with 4 and 2 buttons on hydra

This commit is contained in:
ericrius1 2015-09-30 17:14:17 -07:00
parent 3592b78b2b
commit 2899962d43

View file

@ -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)
};
}