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Merge pull request #8327 from PhilipRosedale/autoReverb
Tuned haptic pulses for grab, release, equip, de-quip
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commit
2f80c5b68c
1 changed files with 28 additions and 9 deletions
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@ -38,6 +38,15 @@ var BUMPER_ON_VALUE = 0.5;
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var THUMB_ON_VALUE = 0.5;
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var HAPTIC_PULSE_STRENGTH = 1.0;
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var HAPTIC_PULSE_DURATION = 13.0;
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var HAPTIC_TEXTURE_STRENGTH = 0.1;
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var HAPTIC_TEXTURE_DURATION = 3.0;
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var HAPTIC_TEXTURE_DISTANCE = 0.002;
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var HAPTIC_DEQUIP_STRENGTH = 0.75;
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var HAPTIC_DEQUIP_DURATION = 50.0;
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var HAND_HEAD_MIX_RATIO = 0.0; // 0 = only use hands for search/move. 1 = only use head for search/move.
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var PICK_WITH_HAND_RAY = true;
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@ -934,7 +943,7 @@ function MyController(hand) {
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entityPropertiesCache.addEntities(candidateEntities);
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var potentialEquipHotspot = this.chooseBestEquipHotspot(candidateEntities);
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if (!this.waitForTriggerRelease) {
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this.updateEquipHaptics(potentialEquipHotspot);
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this.updateEquipHaptics(potentialEquipHotspot, this.getHandPosition());
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}
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var nearEquipHotspots = this.chooseNearEquipHotspots(candidateEntities, EQUIP_HOTSPOT_RENDER_RADIUS);
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@ -948,11 +957,15 @@ function MyController(hand) {
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this.prevPotentialEquipHotspot = null;
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};
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this.updateEquipHaptics = function(potentialEquipHotspot) {
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this.updateEquipHaptics = function(potentialEquipHotspot, currentLocation) {
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if (potentialEquipHotspot && !this.prevPotentialEquipHotspot ||
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!potentialEquipHotspot && this.prevPotentialEquipHotspot) {
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Controller.triggerShortHapticPulse(0.5, this.hand);
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}
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Controller.triggerHapticPulse(HAPTIC_TEXTURE_STRENGTH, HAPTIC_TEXTURE_DURATION, this.hand);
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this.lastHapticPulseLocation = currentLocation;
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} else if (potentialEquipHotspot && Vec3.distance(this.lastHapticPulseLocation, currentLocation) > HAPTIC_TEXTURE_DISTANCE) {
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Controller.triggerHapticPulse(HAPTIC_TEXTURE_STRENGTH, HAPTIC_TEXTURE_DURATION, this.hand);
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this.lastHapticPulseLocation = currentLocation;
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}
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this.prevPotentialEquipHotspot = potentialEquipHotspot;
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};
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@ -1337,7 +1350,7 @@ function MyController(hand) {
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}
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}
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this.updateEquipHaptics(potentialEquipHotspot);
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this.updateEquipHaptics(potentialEquipHotspot, handPosition);
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var nearEquipHotspots = this.chooseNearEquipHotspots(candidateEntities, EQUIP_HOTSPOT_RENDER_RADIUS);
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equipHotspotBuddy.updateHotspots(nearEquipHotspots, timestamp);
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@ -1422,13 +1435,16 @@ function MyController(hand) {
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this.callEntityMethodOnGrabbed("startDistanceGrab");
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}
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Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand);
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this.turnOffVisualizations();
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this.previousRoomControllerPosition = roomControllerPosition;
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};
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this.distanceHolding = function(deltaTime, timestamp) {
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if (this.triggerSmoothedReleased()) {
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if (!this.triggerClicked) {
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this.callEntityMethodOnGrabbed("releaseGrab");
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this.setState(STATE_OFF, "trigger released");
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return;
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@ -1611,7 +1627,7 @@ function MyController(hand) {
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if (handIsUpsideDown != this.prevHandIsUpsideDown) {
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this.prevHandIsUpsideDown = handIsUpsideDown;
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Controller.triggerShortHapticPulse(0.5, this.hand);
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Controller.triggerHapticPulse(HAPTIC_DEQUIP_STRENGTH, HAPTIC_DEQUIP_DURATION, this.hand);
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}
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return handIsUpsideDown;
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@ -1625,7 +1641,7 @@ function MyController(hand) {
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this.dropGestureReset();
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this.clearEquipHaptics();
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Controller.triggerShortHapticPulse(1.0, this.hand);
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Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand);
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if (this.entityActivated) {
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var saveGrabbedID = this.grabbedEntity;
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@ -1746,7 +1762,7 @@ function MyController(hand) {
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this.nearGrabbing = function(deltaTime, timestamp) {
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if (this.state == STATE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
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if (this.state == STATE_NEAR_GRABBING && !this.triggerClicked) {
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this.callEntityMethodOnGrabbed("releaseGrab");
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this.setState(STATE_OFF, "trigger released");
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return;
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@ -1950,6 +1966,9 @@ function MyController(hand) {
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var noVelocity = false;
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if (this.grabbedEntity !== null) {
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// Make a small release haptic pulse if we really were holding something
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Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand);
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// If this looks like the release after adjusting something still held in the other hand, print the position
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// and rotation of the held thing to help content creators set the userData.
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var grabData = getEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, {});
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