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Merge pull request #5838 from sethalves/hand-controller-adjustment
rework handControllerGrab.js
This commit is contained in:
commit
8f5055d212
1 changed files with 273 additions and 293 deletions
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@ -10,72 +10,69 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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Script.include("../libraries/utils.js");
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var RADIUS_FACTOR = 4;
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var RIGHT_HAND_CLICK = Controller.findAction("RIGHT_HAND_CLICK");
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var rightTriggerAction = RIGHT_HAND_CLICK;
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/////////////////////////////////////////////////////////////////
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//
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// these tune time-averaging and "on" value for analog trigger
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//
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var GRAB_USER_DATA_KEY = "grabKey";
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var TRIGGER_SMOOTH_RATIO = 0.7;
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var TRIGGER_ON_VALUE = 0.2;
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var LEFT_HAND_CLICK = Controller.findAction("LEFT_HAND_CLICK");
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var leftTriggerAction = LEFT_HAND_CLICK;
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/////////////////////////////////////////////////////////////////
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//
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// distant manipulation
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//
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var LIFETIME = 10;
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var EXTRA_TIME = 5;
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var POINTER_CHECK_TIME = 5000;
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var ZERO_VEC = {
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x: 0,
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y: 0,
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z: 0
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}
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var DISTANCE_HOLDING_RADIUS_FACTOR = 4; // multiplied by distance between hand and object
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var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to their new position
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var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
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var NO_INTERSECT_COLOR = {red: 10, green: 10, blue: 255}; // line color when pick misses
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var INTERSECT_COLOR = {red: 250, green: 10, blue: 10}; // line color when pick hits
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var LINE_ENTITY_DIMENSIONS = {x: 1000, y: 1000, z: 1000};
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var LINE_LENGTH = 500;
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var THICK_LINE_WIDTH = 7;
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var THIN_LINE_WIDTH = 2;
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var NO_INTERSECT_COLOR = {
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red: 10,
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green: 10,
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blue: 255
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};
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var INTERSECT_COLOR = {
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red: 250,
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green: 10,
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blue: 10
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};
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var GRAB_RADIUS = 0.3;
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/////////////////////////////////////////////////////////////////
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//
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// close grabbing
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//
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var GRAB_COLOR = {
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red: 250,
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green: 10,
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blue: 250
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};
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var SHOW_LINE_THRESHOLD = 0.2;
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var DISTANCE_HOLD_THRESHOLD = 0.8;
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var GRAB_RADIUS = 0.3; // if the ray misses but an object is this close, it will still be selected
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var CLOSE_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
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var CLOSE_GRABBING_VELOCITY_SMOOTH_RATIO = 0.9; // adjust time-averaging of held object's velocity
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var CLOSE_PICK_MAX_DISTANCE = 0.6; // max length of pick-ray for close grabbing to be selected
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var right4Action = 18;
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var left4Action = 17;
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var RIGHT = 1;
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var LEFT = 0;
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var rightController = new controller(RIGHT, rightTriggerAction, right4Action, "right");
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var leftController = new controller(LEFT, leftTriggerAction, left4Action, "left");
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/////////////////////////////////////////////////////////////////
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//
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// other constants
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//
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var RIGHT_HAND = 1;
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var LEFT_HAND = 0;
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var ZERO_VEC = {x: 0, y: 0, z: 0};
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var NULL_ACTION_ID = "{00000000-0000-0000-000000000000}";
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var MSEC_PER_SEC = 1000.0;
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// these control how long an abandoned pointer line will hang around
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var startTime = Date.now();
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var LIFETIME = 10;
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// states for the state machine
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var STATE_SEARCHING = 0;
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var STATE_DISTANCE_HOLDING = 1;
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var STATE_CLOSE_GRABBING = 2;
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var STATE_CONTINUE_CLOSE_GRABBING = 3;
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var STATE_RELEASE = 4;
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//Need to wait before calling these methods for some reason...
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Script.setTimeout(function() {
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rightController.checkPointer();
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leftController.checkPointer();
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}, 100)
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function controller(side, triggerAction, pullAction, hand) {
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function controller(hand, triggerAction) {
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this.hand = hand;
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if (hand === "right") {
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if (this.hand === RIGHT_HAND) {
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this.getHandPosition = MyAvatar.getRightPalmPosition;
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this.getHandRotation = MyAvatar.getRightPalmRotation;
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} else {
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@ -83,309 +80,292 @@ function controller(side, triggerAction, pullAction, hand) {
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this.getHandRotation = MyAvatar.getLeftPalmRotation;
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}
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this.triggerAction = triggerAction;
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this.pullAction = pullAction;
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this.actionID = null;
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this.distanceHolding = false;
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this.closeGrabbing = false;
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this.triggerValue = 0;
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this.prevTriggerValue = 0;
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this.palm = 2 * side;
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this.tip = 2 * side + 1;
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this.pointer = null;
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}
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this.palm = 2 * hand;
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// this.tip = 2 * hand + 1; // unused, but I'm leaving this here for fear it will be needed
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this.actionID = null; // action this script created...
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this.grabbedEntity = null; // on this entity.
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this.grabbedVelocity = ZERO_VEC; // rolling average of held object's velocity
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this.state = 0; // 0 = searching, 1 = distanceHolding, 2 = closeGrabbing
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this.pointer = null; // entity-id of line object
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this.triggerValue = 0; // rolling average of trigger value
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controller.prototype.updateLine = function() {
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if (this.pointer != null) {
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if (Entities.getEntityProperties(this.pointer).id != this.pointer) {
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this.pointer = null;
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this.update = function() {
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switch(this.state) {
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case STATE_SEARCHING:
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this.search();
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break;
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case STATE_DISTANCE_HOLDING:
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this.distanceHolding();
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break;
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case STATE_CLOSE_GRABBING:
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this.closeGrabbing();
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break;
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case STATE_CONTINUE_CLOSE_GRABBING:
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this.continueCloseGrabbing();
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break;
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case STATE_RELEASE:
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this.release();
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break;
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}
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}
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this.lineOn = function(closePoint, farPoint, color) {
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// draw a line
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if (this.pointer == null) {
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this.lineCreationTime = Date.now();
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this.pointer = Entities.addEntity({
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type: "Line",
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name: "pointer",
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color: NO_INTERSECT_COLOR,
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dimensions: {
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x: 1000,
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y: 1000,
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z: 1000
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},
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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position: closePoint,
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linePoints: [ ZERO_VEC, farPoint ],
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color: color,
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lifetime: LIFETIME
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});
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} else {
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Entities.editEntity(this.pointer, {
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position: closePoint,
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linePoints: [ ZERO_VEC, farPoint ],
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color: color,
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lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME
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});
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}
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}
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var handPosition = this.getHandPosition();
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var direction = Quat.getUp(this.getHandRotation());
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//only check if we havent already grabbed an object
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if (this.distanceHolding) {
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Entities.editEntity(this.pointer, {
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position: handPosition,
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linePoints: [ ZERO_VEC, Vec3.subtract(Entities.getEntityProperties(this.grabbedEntity).position, handPosition) ],
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lifetime: (Date.now() - startTime) / 1000.0 + LIFETIME
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});
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this.lineOff = function() {
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if (this.pointer != null) {
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Entities.deleteEntity(this.pointer);
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}
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this.pointer = null;
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}
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this.triggerSmoothedSqueezed = function() {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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// smooth out trigger value
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this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
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(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
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return this.triggerValue > TRIGGER_ON_VALUE;
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}
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this.triggerSqueezed = function() {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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return triggerValue > TRIGGER_ON_VALUE;
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}
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this.search = function() {
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if (!this.triggerSmoothedSqueezed()) {
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this.state = STATE_RELEASE;
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return;
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}
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Entities.editEntity(this.pointer, {
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position: handPosition,
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linePoints: [ ZERO_VEC, Vec3.multiply(direction, LINE_LENGTH) ],
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lifetime: (Date.now() - startTime) / 1000.0 + LIFETIME
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});
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if (this.checkForIntersections(handPosition, direction)) {
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Entities.editEntity(this.pointer, {
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color: INTERSECT_COLOR,
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});
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} else {
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Entities.editEntity(this.pointer, {
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color: NO_INTERSECT_COLOR,
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});
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}
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}
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controller.prototype.checkPointer = function() {
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var self = this;
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Script.setTimeout(function() {
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var props = Entities.getEntityProperties(self.pointer);
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Entities.editEntity(self.pointer, {
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lifetime: (Date.now() - startTime) / 1000.0 + LIFETIME
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});
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self.checkPointer();
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}, POINTER_CHECK_TIME);
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}
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controller.prototype.checkForIntersections = function(origin, direction) {
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var pickRay = {
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origin: origin,
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direction: direction
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};
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// the trigger is being pressed, do a ray test
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var handPosition = this.getHandPosition();
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var pickRay = {origin: handPosition, direction: Quat.getUp(this.getHandRotation())};
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var intersection = Entities.findRayIntersection(pickRay, true);
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if (intersection.intersects && intersection.properties.collisionsWillMove === 1) {
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var handPosition = Controller.getSpatialControlPosition(this.palm);
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this.distanceToEntity = Vec3.distance(handPosition, intersection.properties.position);
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var intersectionDistance = Vec3.distance(handPosition, intersection.intersection);
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if (intersectionDistance < 0.6) {
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//We are grabbing an entity, so let it know we've grabbed it
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if (intersection.intersects &&
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intersection.properties.collisionsWillMove === 1 &&
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intersection.properties.locked === 0) {
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// the ray is intersecting something we can move.
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
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this.grabbedEntity = intersection.entityID;
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this.activateEntity(this.grabbedEntity);
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this.hidePointer();
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this.shouldDisplayLine = false;
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this.grabEntity();
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return true;
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if (intersectionDistance < CLOSE_PICK_MAX_DISTANCE) {
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// the hand is very close to the intersected object. go into close-grabbing mode.
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this.state = STATE_CLOSE_GRABBING;
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} else {
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Entities.editEntity(this.pointer, {
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linePoints: [
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ZERO_VEC,
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Vec3.multiply(direction, this.distanceToEntity)
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]
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});
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this.grabbedEntity = intersection.entityID;
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return true;
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// the hand is far from the intersected object. go into distance-holding mode
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this.state = STATE_DISTANCE_HOLDING;
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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}
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} else {
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// forward ray test failed, try sphere test.
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var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
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var minDistance = GRAB_RADIUS;
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var grabbedEntity = null;
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for (var i = 0; i < nearbyEntities.length; i++) {
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var props = Entities.getEntityProperties(nearbyEntities[i]);
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var distance = Vec3.distance(props.position, handPosition);
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if (distance < minDistance && props.name !== "pointer" &&
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props.collisionsWillMove === 1 &&
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props.locked === 0) {
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this.grabbedEntity = nearbyEntities[i];
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minDistance = distance;
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}
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}
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if (this.grabbedEntity === null) {
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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} else {
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this.state = STATE_CLOSE_GRABBING;
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}
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}
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return false;
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}
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controller.prototype.attemptMove = function() {
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if (this.grabbedEntity || this.distanceHolding) {
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var handPosition = Controller.getSpatialControlPosition(this.palm);
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this.distanceHolding = function() {
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if (!this.triggerSmoothedSqueezed()) {
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this.state = STATE_RELEASE;
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return;
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}
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var handPosition = this.getHandPosition();
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity);
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this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
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this.distanceHolding = true;
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if (this.actionID === null) {
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this.currentObjectPosition = Entities.getEntityProperties(this.grabbedEntity).position;
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this.currentObjectRotation = Entities.getEntityProperties(this.grabbedEntity).rotation;
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this.handPreviousPosition = handPosition;
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// first time here since trigger pulled -- add the action and initialize some variables
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this.currentObjectPosition = grabbedProperties.position;
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this.currentObjectRotation = grabbedProperties.rotation;
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this.handPreviousPosition = handControllerPosition;
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this.handPreviousRotation = handRotation;
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this.actionID = Entities.addAction("spring", this.grabbedEntity, {
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targetPosition: this.currentObjectPosition,
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linearTimeScale: .1,
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linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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targetRotation: this.currentObjectRotation,
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angularTimeScale: .1
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angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME
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});
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if (this.actionID == NULL_ACTION_ID) {
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this.actionID = null;
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}
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} else {
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handPosition) * RADIUS_FACTOR, 1.0);
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(this.currentObjectPosition,
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handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR,
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DISTANCE_HOLDING_RADIUS_FACTOR);
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var handMoved = Vec3.subtract(handPosition, this.handPreviousPosition);
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this.handPreviousPosition = handPosition;
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var handMoved = Vec3.subtract(handControllerPosition, this.handPreviousPosition);
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this.handPreviousPosition = handControllerPosition;
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var superHandMoved = Vec3.multiply(handMoved, radius);
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this.currentObjectPosition = Vec3.sum(this.currentObjectPosition, superHandMoved);
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// ---------------- this tracks hand rotation
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// var handChange = Quat.multiply(handRotation, Quat.inverse(this.handPreviousRotation));
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// this.handPreviousRotation = handRotation;
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// this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
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// ----------------
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// ---------------- this doubles hand rotation
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var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation, 2.0),
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// this doubles hand rotation
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var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation,
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DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
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Quat.inverse(this.handPreviousRotation));
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this.handPreviousRotation = handRotation;
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this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
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// ----------------
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Entities.updateAction(this.grabbedEntity, this.actionID, {
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targetPosition: this.currentObjectPosition, linearTimeScale: .1,
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targetRotation: this.currentObjectRotation, angularTimeScale: .1
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targetPosition: this.currentObjectPosition, linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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targetRotation: this.currentObjectRotation, angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME
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});
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}
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}
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}
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controller.prototype.showPointer = function() {
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Entities.editEntity(this.pointer, {
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visible: true
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});
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}
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controller.prototype.hidePointer = function() {
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Entities.editEntity(this.pointer, {
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visible: false
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});
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}
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controller.prototype.letGo = function() {
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if (this.grabbedEntity && this.actionID) {
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this.deactivateEntity(this.grabbedEntity);
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Entities.deleteAction(this.grabbedEntity, this.actionID);
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}
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this.grabbedEntity = null;
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this.actionID = null;
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this.distanceHolding = false;
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this.closeGrabbing = false;
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this.closeGrabbing = function() {
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if (!this.triggerSmoothedSqueezed()) {
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this.state = STATE_RELEASE;
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return;
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}
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controller.prototype.update = function() {
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this.triggerValue = Controller.getActionValue(this.triggerAction);
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if (this.triggerValue > SHOW_LINE_THRESHOLD && this.prevTriggerValue < SHOW_LINE_THRESHOLD) {
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//First check if an object is within close range and then run the close grabbing logic
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if (this.checkForInRangeObject()) {
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this.grabEntity();
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} else {
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||||
this.showPointer();
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this.shouldDisplayLine = true;
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||||
}
|
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} else if (this.triggerValue < SHOW_LINE_THRESHOLD && this.prevTriggerValue > SHOW_LINE_THRESHOLD) {
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this.hidePointer();
|
||||
this.letGo();
|
||||
this.shouldDisplayLine = false;
|
||||
}
|
||||
this.lineOff();
|
||||
|
||||
if (this.shouldDisplayLine) {
|
||||
this.updateLine();
|
||||
}
|
||||
if (this.triggerValue > DISTANCE_HOLD_THRESHOLD && !this.closeGrabbing) {
|
||||
this.attemptMove();
|
||||
}
|
||||
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity);
|
||||
|
||||
this.prevTriggerValue = this.triggerValue;
|
||||
}
|
||||
|
||||
controller.prototype.grabEntity = function() {
|
||||
var handRotation = this.getHandRotation();
|
||||
var handPosition = this.getHandPosition();
|
||||
this.closeGrabbing = true;
|
||||
//check if our entity has instructions on how to be grabbed, otherwise, just use default relative position and rotation
|
||||
var userData = getEntityUserData(this.grabbedEntity);
|
||||
|
||||
var objectRotation = Entities.getEntityProperties(this.grabbedEntity).rotation;
|
||||
var objectRotation = grabbedProperties.rotation;
|
||||
var offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
|
||||
|
||||
var objectPosition = Entities.getEntityProperties(this.grabbedEntity).position;
|
||||
var offset = Vec3.subtract(objectPosition, handPosition);
|
||||
this.currentObjectPosition = grabbedProperties.position;
|
||||
this.currentObjectTime = Date.now();
|
||||
var offset = Vec3.subtract(this.currentObjectPosition, handPosition);
|
||||
var offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, offsetRotation)), offset);
|
||||
|
||||
var relativePosition = offsetPosition;
|
||||
var relativeRotation = offsetRotation;
|
||||
if (userData.grabFrame) {
|
||||
if (userData.grabFrame.relativePosition) {
|
||||
relativePosition = userData.grabFrame.relativePosition;
|
||||
}
|
||||
if (userData.grabFrame.relativeRotation) {
|
||||
relativeRotation = userData.grabFrame.relativeRotation;
|
||||
}
|
||||
}
|
||||
this.actionID = Entities.addAction("hold", this.grabbedEntity, {
|
||||
hand: this.hand,
|
||||
timeScale: 0.05,
|
||||
relativePosition: relativePosition,
|
||||
relativeRotation: relativeRotation
|
||||
hand: this.hand == RIGHT_HAND ? "right" : "left",
|
||||
timeScale: CLOSE_GRABBING_ACTION_TIMEFRAME,
|
||||
relativePosition: offsetPosition,
|
||||
relativeRotation: offsetRotation
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
controller.prototype.checkForInRangeObject = function() {
|
||||
var handPosition = Controller.getSpatialControlPosition(this.palm);
|
||||
var entities = Entities.findEntities(handPosition, GRAB_RADIUS);
|
||||
var minDistance = GRAB_RADIUS;
|
||||
var grabbedEntity = null;
|
||||
//Get nearby entities and assign nearest
|
||||
for (var i = 0; i < entities.length; i++) {
|
||||
var props = Entities.getEntityProperties(entities[i]);
|
||||
var distance = Vec3.distance(props.position, handPosition);
|
||||
if (distance < minDistance && props.name !== "pointer" && props.collisionsWillMove === 1) {
|
||||
grabbedEntity = entities[i];
|
||||
minDistance = distance;
|
||||
}
|
||||
}
|
||||
if (grabbedEntity === null) {
|
||||
return false;
|
||||
if (this.actionID == NULL_ACTION_ID) {
|
||||
this.actionID = null;
|
||||
} else {
|
||||
//We are grabbing an entity, so let it know we've grabbed it
|
||||
this.grabbedEntity = grabbedEntity;
|
||||
this.activateEntity(this.grabbedEntity);
|
||||
|
||||
return true;
|
||||
this.state = STATE_CONTINUE_CLOSE_GRABBING;
|
||||
}
|
||||
}
|
||||
|
||||
controller.prototype.activateEntity = function(entity) {
|
||||
var data = {
|
||||
activated: true,
|
||||
avatarId: MyAvatar.sessionUUID
|
||||
};
|
||||
setEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, data);
|
||||
|
||||
this.continueCloseGrabbing = function() {
|
||||
if (!this.triggerSmoothedSqueezed()) {
|
||||
this.state = STATE_RELEASE;
|
||||
return;
|
||||
}
|
||||
|
||||
controller.prototype.deactivateEntity = function(entity) {
|
||||
var data = {
|
||||
activated: false,
|
||||
avatarId: null
|
||||
};
|
||||
setEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, data);
|
||||
// keep track of the measured velocity of the held object
|
||||
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity);
|
||||
var now = Date.now();
|
||||
|
||||
var deltaPosition = Vec3.subtract(grabbedProperties.position, this.currentObjectPosition); // meters
|
||||
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
|
||||
|
||||
if (deltaTime > 0.0) {
|
||||
var grabbedVelocity = Vec3.multiply(deltaPosition, 1.0 / deltaTime);
|
||||
// don't update grabbedVelocity if the trigger is off. the smoothing of the trigger
|
||||
// value would otherwise give the held object time to slow down.
|
||||
if (this.triggerSqueezed()) {
|
||||
this.grabbedVelocity =
|
||||
Vec3.sum(Vec3.multiply(this.grabbedVelocity,
|
||||
(1.0 - CLOSE_GRABBING_VELOCITY_SMOOTH_RATIO)),
|
||||
Vec3.multiply(grabbedVelocity, CLOSE_GRABBING_VELOCITY_SMOOTH_RATIO));
|
||||
}
|
||||
}
|
||||
|
||||
controller.prototype.cleanup = function() {
|
||||
Entities.deleteEntity(this.pointer);
|
||||
if (this.grabbedEntity) {
|
||||
this.currentObjectPosition = grabbedProperties.position;
|
||||
this.currentObjectTime = now;
|
||||
}
|
||||
|
||||
|
||||
this.release = function() {
|
||||
this.lineOff();
|
||||
|
||||
if (this.grabbedEntity != null && this.actionID != null) {
|
||||
Entities.deleteAction(this.grabbedEntity, this.actionID);
|
||||
}
|
||||
|
||||
// the action will tend to quickly bring an object's velocity to zero. now that
|
||||
// the action is gone, set the objects velocity to something the holder might expect.
|
||||
Entities.editEntity(this.grabbedEntity, {velocity: this.grabbedVelocity});
|
||||
|
||||
this.grabbedVelocity = ZERO_VEC;
|
||||
this.grabbedEntity = null;
|
||||
this.actionID = null;
|
||||
this.state = STATE_SEARCHING;
|
||||
}
|
||||
|
||||
|
||||
this.cleanup = function() {
|
||||
release();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
var rightController = new controller(RIGHT_HAND, Controller.findAction("RIGHT_HAND_CLICK"));
|
||||
var leftController = new controller(LEFT_HAND, Controller.findAction("LEFT_HAND_CLICK"));
|
||||
|
||||
|
||||
function update() {
|
||||
rightController.update();
|
||||
leftController.update();
|
||||
}
|
||||
|
||||
|
||||
function cleanup() {
|
||||
rightController.cleanup();
|
||||
leftController.cleanup();
|
||||
}
|
||||
|
||||
|
||||
Script.scriptEnding.connect(cleanup);
|
||||
Script.update.connect(update)
|
||||
|
|
Loading…
Reference in a new issue