Merge pull request #5812 from sethalves/grab-controller-adjustment

Grab controller adjustment
This commit is contained in:
Philip Rosedale 2015-09-15 13:29:07 -07:00
commit e04f89280d

View file

@ -4,7 +4,7 @@
// Created by Eric Levin on 9/2/15
// Copyright 2015 High Fidelity, Inc.
//
// Grab's physically moveable entities with the hydra- works for either near or far objects. User can also grab a far away object and drag it towards them by pressing the "4" button on either the left or ride controller.
// Grabs physically moveable entities with hydra-like controllers; it works for either near or far objects.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
@ -13,6 +13,8 @@
Script.include("../libraries/utils.js");
var RADIUS_FACTOR = 4;
var RIGHT_HAND_CLICK = Controller.findAction("RIGHT_HAND_CLICK");
var rightTriggerAction = RIGHT_HAND_CLICK;
@ -45,7 +47,7 @@ var INTERSECT_COLOR = {
blue: 10
};
var GRAB_RADIUS = 1.5;
var GRAB_RADIUS = 0.3;
var GRAB_COLOR = {
red: 250,
@ -58,12 +60,11 @@ var DISTANCE_HOLD_THRESHOLD = 0.8;
var right4Action = 18;
var left4Action = 17;
var TRACTOR_BEAM_VELOCITY_THRESHOLD = 0.5;
var RIGHT = 1;
var LEFT = 0;
var rightController = new controller(RIGHT, rightTriggerAction, right4Action, "right");
var leftController = new controller(LEFT, leftTriggerAction, left4Action, "left");
var startTime = Date.now();
//Need to wait before calling these methods for some reason...
@ -78,56 +79,67 @@ function controller(side, triggerAction, pullAction, hand) {
this.getHandPosition = MyAvatar.getRightPalmPosition;
this.getHandRotation = MyAvatar.getRightPalmRotation;
} else {
this.getHandPosition = MyAvatar.getLeftPalmPosition;
this.getHandRotation = MyAvatar.getLeftPalmRotation;
}
this.triggerAction = triggerAction;
this.pullAction = pullAction;
this.actionID = null;
this.tractorBeamActive = false;
this.distanceHolding = false;
this.closeGrabbing = false;
this.triggerValue = 0;
this.prevTriggerValue = 0;
this.palm = 2 * side;
this.tip = 2 * side + 1;
this.pointer = Entities.addEntity({
type: "Line",
name: "pointer",
color: NO_INTERSECT_COLOR,
dimensions: {
x: 1000,
y: 1000,
z: 1000
},
visible: false,
lifetime: LIFETIME
});
this.pointer = null;
}
controller.prototype.updateLine = function() {
var handPosition = Controller.getSpatialControlPosition(this.palm);
var direction = Controller.getSpatialControlNormal(this.tip);
if (this.pointer != null) {
if (Entities.getEntityProperties(this.pointer).id != this.poitner) {
this.pointer == null;
}
}
Entities.editEntity(this.pointer, {
position: handPosition,
linePoints: [
ZERO_VEC,
Vec3.multiply(direction, LINE_LENGTH)
]
});
if (this.pointer == null) {
this.lineCreationTime = Date.now();
this.pointer = Entities.addEntity({
type: "Line",
name: "pointer",
color: NO_INTERSECT_COLOR,
dimensions: {
x: 1000,
y: 1000,
z: 1000
},
visible: true,
lifetime: LIFETIME
});
}
var handPosition = this.getHandPosition();
var direction = Quat.getUp(this.getHandRotation());
//only check if we havent already grabbed an object
if (this.distanceHolding) {
Entities.editEntity(this.pointer, {
position: handPosition,
linePoints: [ ZERO_VEC, Vec3.subtract(Entities.getEntityProperties(this.grabbedEntity).position, handPosition) ],
lifetime: (Date.now() - startTime) / 1000.0 + LIFETIME
});
return;
}
//move origin a bit away from hand so nothing gets in way
var origin = Vec3.sum(handPosition, direction);
if (this.checkForIntersections(origin, direction)) {
Entities.editEntity(this.pointer, {
position: handPosition,
linePoints: [ ZERO_VEC, Vec3.multiply(direction, LINE_LENGTH) ],
lifetime: (Date.now() - startTime) / 1000.0 + LIFETIME
});
if (this.checkForIntersections(handPosition, direction)) {
Entities.editEntity(this.pointer, {
color: INTERSECT_COLOR,
});
@ -144,7 +156,7 @@ controller.prototype.checkPointer = function() {
Script.setTimeout(function() {
var props = Entities.getEntityProperties(self.pointer);
Entities.editEntity(self.pointer, {
lifetime: props.age + EXTRA_TIME + LIFETIME
lifetime: (Date.now() - startTime) / 1000.0 + LIFETIME
});
self.checkPointer();
}, POINTER_CHECK_TIME);
@ -172,28 +184,54 @@ controller.prototype.checkForIntersections = function(origin, direction) {
return false;
}
controller.prototype.attemptMove = function() {
if (this.tractorBeamActive) {
return;
}
if (this.grabbedEntity || this.distanceHolding) {
var handPosition = Controller.getSpatialControlPosition(this.palm);
var direction = Controller.getSpatialControlNormal(this.tip);
var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
var newPosition = Vec3.sum(handPosition, Vec3.multiply(direction, this.distanceToEntity))
this.distanceHolding = true;
if (this.actionID === null) {
this.currentObjectPosition = Entities.getEntityProperties(this.grabbedEntity).position;
this.currentObjectRotation = Entities.getEntityProperties(this.grabbedEntity).rotation;
this.handPreviousPosition = handPosition;
this.handPreviousRotation = handRotation;
this.actionID = Entities.addAction("spring", this.grabbedEntity, {
targetPosition: newPosition,
linearTimeScale: .1
targetPosition: this.currentObjectPosition,
linearTimeScale: .1,
targetRotation: this.currentObjectRotation,
angularTimeScale: .1
});
} else {
var radius = Math.max(Vec3.distance(this.currentObjectPosition, handPosition) * RADIUS_FACTOR, 1.0);
var handMoved = Vec3.subtract(handPosition, this.handPreviousPosition);
this.handPreviousPosition = handPosition;
var superHandMoved = Vec3.multiply(handMoved, radius);
this.currentObjectPosition = Vec3.sum(this.currentObjectPosition, superHandMoved);
// ---------------- this tracks hand rotation
// var handChange = Quat.multiply(handRotation, Quat.inverse(this.handPreviousRotation));
// this.handPreviousRotation = handRotation;
// this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
// ----------------
// ---------------- this doubles hand rotation
var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation, 2.0),
Quat.inverse(this.handPreviousRotation));
this.handPreviousRotation = handRotation;
this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
// ----------------
Entities.updateAction(this.grabbedEntity, this.actionID, {
targetPosition: newPosition
targetPosition: this.currentObjectPosition, linearTimeScale: .1,
targetRotation: this.currentObjectRotation, angularTimeScale: .1
});
}
}
}
controller.prototype.showPointer = function() {
@ -218,19 +256,10 @@ controller.prototype.letGo = function() {
this.grabbedEntity = null;
this.actionID = null;
this.distanceHolding = false;
this.tractorBeamActive = false;
this.checkForEntityArrival = false;
this.closeGrabbing = false;
}
controller.prototype.update = function() {
if (this.tractorBeamActive && this.checkForEntityArrival) {
var entityVelocity = Entities.getEntityProperties(this.grabbedEntity).velocity
if (Vec3.length(entityVelocity) < TRACTOR_BEAM_VELOCITY_THRESHOLD) {
this.letGo();
}
return;
}
this.triggerValue = Controller.getActionValue(this.triggerAction);
if (this.triggerValue > SHOW_LINE_THRESHOLD && this.prevTriggerValue < SHOW_LINE_THRESHOLD) {
//First check if an object is within close range and then run the close grabbing logic
@ -253,7 +282,6 @@ controller.prototype.update = function() {
this.attemptMove();
}
this.prevTriggerValue = this.triggerValue;
}
@ -331,27 +359,6 @@ controller.prototype.deactivateEntity = function(entity) {
setEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, data);
}
controller.prototype.onActionEvent = function(action, state) {
if (this.pullAction === action && state === 1) {
if (this.actionID !== null) {
var self = this;
this.tractorBeamActive = true;
//We need to wait a bit before checking for entity arrival at target destination (meaning checking for velocity being close to some
//low threshold) because otherwise we'll think the entity has arrived before its even really gotten moving!
Script.setTimeout(function() {
self.checkForEntityArrival = true;
}, 500);
var handPosition = Controller.getSpatialControlPosition(this.palm);
var direction = Vec3.normalize(Controller.getSpatialControlNormal(this.tip));
//move final destination along line a bit, so it doesnt hit avatar hand
Entities.updateAction(this.grabbedEntity, this.actionID, {
targetPosition: Vec3.sum(handPosition, Vec3.multiply(3, direction))
});
}
}
}
controller.prototype.cleanup = function() {
Entities.deleteEntity(this.pointer);
if (this.grabbedEntity) {
@ -364,13 +371,6 @@ function update() {
leftController.update();
}
function onActionEvent(action, state) {
rightController.onActionEvent(action, state);
leftController.onActionEvent(action, state);
}
function cleanup() {
rightController.cleanup();
leftController.cleanup();
@ -378,4 +378,3 @@ function cleanup() {
Script.scriptEnding.connect(cleanup);
Script.update.connect(update)
Controller.actionEvent.connect(onActionEvent);