// // hmdControls.js // examples // // Created by Sam Gondelman on 6/17/15 // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // var MOVE_DISTANCE = 0.3; var PITCH_INCREMENT = 0.5; // degrees var YAW_INCREMENT = 0.5; // degrees var VR_YAW_INCREMENT = 15.0; // degrees var BOOM_SPEED = 0.5; var THRESHOLD = 0.2; var CAMERA_UPDATE_TIME = 0.5; var yawTimer = CAMERA_UPDATE_TIME; var shifted = false; var SHIFT_UPDATE_TIME = 0.5; var shiftTimer = SHIFT_UPDATE_TIME; var SHIFT_MAG = 4.0; var warpActive = false; var WARP_UPDATE_TIME = .5; var warpTimer = WARP_UPDATE_TIME; var warpPosition = { x: 0, y: 0, z: 0 }; var WARP_SPHERE_SIZE = 1; var warpSphere = Overlays.addOverlay("sphere", { position: { x: 0, y: 0, z: 0 }, size: WARP_SPHERE_SIZE, color: { red: 0, green: 255, blue: 0 }, alpha: 1.0, solid: true, visible: false, }); var WARP_LINE_HEIGHT = 10; var warpLine = Overlays.addOverlay("line3d", { start: { x: 0, y: 0, z:0 }, end: { x: 0, y: 0, z: 0 }, color: { red: 0, green: 255, blue: 255}, alpha: 1, lineWidth: 5, visible: false, }); var hmdControls = (function () { function onActionEvent(action, state) { if (state < THRESHOLD) { if (action == 6 || action == 7) { yawTimer = CAMERA_UPDATE_TIME; } else if (action == 8 || action == 9) { pitchTimer = CAMERA_UPDATE_TIME; } return; } switch (action) { case 0: // backward var direction = Quat.getFront(Camera.getOrientation()); direction = Vec3.multiply(-1, direction); direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE); MyAvatar.position = Vec3.sum(MyAvatar.position, direction); break; case 1: // forward var direction = Quat.getFront(Camera.getOrientation()); direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE); MyAvatar.position = Vec3.sum(MyAvatar.position, direction); break; case 2: // left var direction = Quat.getRight(Camera.getOrientation()); direction = Vec3.multiply(-1, direction); direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE); MyAvatar.position = Vec3.sum(MyAvatar.position, direction); break; case 3: // right var direction = Quat.getRight(Camera.getOrientation()); direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE); MyAvatar.position = Vec3.sum(MyAvatar.position, direction); break; case 4: // down var direction = Quat.getUp(Camera.getOrientation()); direction = Vec3.multiply(-1, direction); direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE); MyAvatar.position = Vec3.sum(MyAvatar.position, direction); break; case 5: // up var direction = Quat.getUp(Camera.getOrientation()); direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE); MyAvatar.position = Vec3.sum(MyAvatar.position, direction); break; case 6: // yaw left if (yawTimer < 0.0 && Menu.isOptionChecked("Enable VR Mode")) { MyAvatar.bodyYaw = MyAvatar.bodyYaw + (shifted ? SHIFT_MAG * VR_YAW_INCREMENT : VR_YAW_INCREMENT); yawTimer = CAMERA_UPDATE_TIME; } else if (!Menu.isOptionChecked("Enable VR Mode")) { MyAvatar.bodyYaw = MyAvatar.bodyYaw + (shifted ? SHIFT_MAG * YAW_INCREMENT : YAW_INCREMENT); } break; case 7: // yaw right if (yawTimer < 0.0 && Menu.isOptionChecked("Enable VR Mode")) { MyAvatar.bodyYaw = MyAvatar.bodyYaw - (shifted ? SHIFT_MAG * VR_YAW_INCREMENT : VR_YAW_INCREMENT); yawTimer = CAMERA_UPDATE_TIME; } else if (!Menu.isOptionChecked("Enable VR Mode")) { MyAvatar.bodyYaw = MyAvatar.bodyYaw - (shifted ? SHIFT_MAG * YAW_INCREMENT : YAW_INCREMENT); } break; case 8: // pitch down if (!Menu.isOptionChecked("Enable VR Mode")) { MyAvatar.headPitch = Math.max(-180, Math.min(180, MyAvatar.headPitch - (shifted ? SHIFT_MAG * PITCH_INCREMENT : PITCH_INCREMENT))); } break; case 9: // pitch up if (!Menu.isOptionChecked("Enable VR Mode")) { MyAvatar.headPitch = Math.max(-180, Math.min(180, MyAvatar.headPitch + (shifted ? SHIFT_MAG * PITCH_INCREMENT : PITCH_INCREMENT))); } break; case 12: // shift if (shiftTimer < 0.0) { shifted = !shifted; shiftTimer = SHIFT_UPDATE_TIME; } break; case 13: // action1 = start/end warp if (warpTimer < 0.0) { warpActive = !warpActive; if (!warpActive) { finishWarp(); } warpTimer = WARP_UPDATE_TIME; } break; case 14: // action2 = cancel warp warpActive = false; Overlays.editOverlay(warpSphere, { visible: false, }); Overlays.editOverlay(warpLine, { visible: false, }); default: break; } } function update(dt) { if (yawTimer >= 0.0) { yawTimer = yawTimer - dt; } if (shiftTimer >= 0.0) { shiftTimer = shiftTimer - dt; } if (warpTimer >= 0.0) { warpTimer = warpTimer - dt; } if (warpActive) { updateWarp(); } } function updateWarp() { var look = Quat.getFront(Camera.getOrientation()); var pitch = Math.asin(look.y); // Get relative to looking straight down pitch += Math.PI / 2; // Scale up pitch *= 2; var distance = pitch * pitch * pitch; var warpDirection = Vec3.normalize({ x: look.x, y: 0, z: look.z }); warpPosition = Vec3.multiply(warpDirection, distance); warpPosition = Vec3.sum(MyAvatar.position, warpPosition); // Commented out until ray picking can be fixed // var pickRay = { // origin: Vec3.sum(warpPosition, WARP_PICK_OFFSET), // direction: { x: 0, y: -1, z: 0 } // }; // var intersection = Entities.findRayIntersection(pickRay); // if (intersection.intersects && intersection.distance < WARP_PICK_MAX_DISTANCE) { // // Warp 1 meter above the object - this is an approximation // // TODO Get the actual offset to the Avatar's feet and plant them to // // the object. // warpPosition = Vec3.sum(intersection.intersection, { x: 0, y: 1, z:0 }); // } // Adjust overlays to match warp position Overlays.editOverlay(warpSphere, { position: warpPosition, visible: true, }); Overlays.editOverlay(warpLine, { start: warpPosition, end: Vec3.sum(warpPosition, { x: 0, y: WARP_LINE_HEIGHT, z: 0 }), visible: true, }); } function finishWarp() { Overlays.editOverlay(warpSphere, { visible: false, }); Overlays.editOverlay(warpLine, { visible: false, }); MyAvatar.position = warpPosition; } function setUp() { Controller.captureActionEvents(); Controller.actionEvent.connect(onActionEvent); Script.update.connect(update); } function tearDown() { Controller.releaseActionEvents(); } setUp(); Script.scriptEnding.connect(tearDown); }());