overte-JulianGro/examples/controllers/handControllerGrab.js

371 lines
14 KiB
JavaScript

// hydraGrab.js
// examples
//
// Created by Eric Levin on 9/2/15
// Copyright 2015 High Fidelity, Inc.
//
// 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
//
Script.include("../libraries/utils.js");
/////////////////////////////////////////////////////////////////
//
// these tune time-averaging and "on" value for analog trigger
//
var TRIGGER_SMOOTH_RATIO = 0.7;
var TRIGGER_ON_VALUE = 0.2;
/////////////////////////////////////////////////////////////////
//
// distant manipulation
//
var DISTANCE_HOLDING_RADIUS_FACTOR = 4; // multiplied by distance between hand and object
var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to their new position
var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
var NO_INTERSECT_COLOR = {red: 10, green: 10, blue: 255}; // line color when pick misses
var INTERSECT_COLOR = {red: 250, green: 10, blue: 10}; // line color when pick hits
var LINE_ENTITY_DIMENSIONS = {x: 1000, y: 1000, z: 1000};
var LINE_LENGTH = 500;
/////////////////////////////////////////////////////////////////
//
// close grabbing
//
var GRAB_RADIUS = 0.3; // if the ray misses but an object is this close, it will still be selected
var CLOSE_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
var CLOSE_GRABBING_VELOCITY_SMOOTH_RATIO = 0.9; // adjust time-averaging of held object's velocity
var CLOSE_PICK_MAX_DISTANCE = 0.6; // max length of pick-ray for close grabbing to be selected
/////////////////////////////////////////////////////////////////
//
// other constants
//
var RIGHT_HAND = 1;
var LEFT_HAND = 0;
var ZERO_VEC = {x: 0, y: 0, z: 0};
var NULL_ACTION_ID = "{00000000-0000-0000-000000000000}";
var MSEC_PER_SEC = 1000.0;
// these control how long an abandoned pointer line will hang around
var startTime = Date.now();
var LIFETIME = 10;
// states for the state machine
var STATE_SEARCHING = 0;
var STATE_DISTANCE_HOLDING = 1;
var STATE_CLOSE_GRABBING = 2;
var STATE_CONTINUE_CLOSE_GRABBING = 3;
var STATE_RELEASE = 4;
function controller(hand, triggerAction) {
this.hand = hand;
if (this.hand === RIGHT_HAND) {
this.getHandPosition = MyAvatar.getRightPalmPosition;
this.getHandRotation = MyAvatar.getRightPalmRotation;
} else {
this.getHandPosition = MyAvatar.getLeftPalmPosition;
this.getHandRotation = MyAvatar.getLeftPalmRotation;
}
this.triggerAction = triggerAction;
this.palm = 2 * hand;
// this.tip = 2 * hand + 1; // unused, but I'm leaving this here for fear it will be needed
this.actionID = null; // action this script created...
this.grabbedEntity = null; // on this entity.
this.grabbedVelocity = ZERO_VEC; // rolling average of held object's velocity
this.state = 0; // 0 = searching, 1 = distanceHolding, 2 = closeGrabbing
this.pointer = null; // entity-id of line object
this.triggerValue = 0; // rolling average of trigger value
this.update = function() {
switch(this.state) {
case STATE_SEARCHING:
this.search();
break;
case STATE_DISTANCE_HOLDING:
this.distanceHolding();
break;
case STATE_CLOSE_GRABBING:
this.closeGrabbing();
break;
case STATE_CONTINUE_CLOSE_GRABBING:
this.continueCloseGrabbing();
break;
case STATE_RELEASE:
this.release();
break;
}
}
this.lineOn = function(closePoint, farPoint, color) {
// draw a line
if (this.pointer == null) {
this.pointer = Entities.addEntity({
type: "Line",
name: "pointer",
dimensions: LINE_ENTITY_DIMENSIONS,
visible: true,
position: closePoint,
linePoints: [ ZERO_VEC, farPoint ],
color: color,
lifetime: LIFETIME
});
} else {
Entities.editEntity(this.pointer, {
position: closePoint,
linePoints: [ ZERO_VEC, farPoint ],
color: color,
lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME
});
}
}
this.lineOff = function() {
if (this.pointer != null) {
Entities.deleteEntity(this.pointer);
}
this.pointer = null;
}
this.triggerSmoothedSqueezed = function() {
var triggerValue = Controller.getActionValue(this.triggerAction);
// smooth out trigger value
this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
return this.triggerValue > TRIGGER_ON_VALUE;
}
this.triggerSqueezed = function() {
var triggerValue = Controller.getActionValue(this.triggerAction);
return triggerValue > TRIGGER_ON_VALUE;
}
this.search = function() {
if (!this.triggerSmoothedSqueezed()) {
this.state = STATE_RELEASE;
return;
}
// the trigger is being pressed, do a ray test
var handPosition = this.getHandPosition();
var pickRay = {origin: handPosition, direction: Quat.getUp(this.getHandRotation())};
var intersection = Entities.findRayIntersection(pickRay, true);
if (intersection.intersects &&
intersection.properties.collisionsWillMove === 1 &&
intersection.properties.locked === 0) {
// the ray is intersecting something we can move.
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
this.grabbedEntity = intersection.entityID;
if (intersectionDistance < CLOSE_PICK_MAX_DISTANCE) {
// the hand is very close to the intersected object. go into close-grabbing mode.
this.state = STATE_CLOSE_GRABBING;
} else {
// the hand is far from the intersected object. go into distance-holding mode
this.state = STATE_DISTANCE_HOLDING;
this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
}
} else {
// forward ray test failed, try sphere test.
var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
var minDistance = GRAB_RADIUS;
var grabbedEntity = null;
for (var i = 0; i < nearbyEntities.length; i++) {
var props = Entities.getEntityProperties(nearbyEntities[i]);
var distance = Vec3.distance(props.position, handPosition);
if (distance < minDistance && props.name !== "pointer" &&
props.collisionsWillMove === 1 &&
props.locked === 0) {
this.grabbedEntity = nearbyEntities[i];
minDistance = distance;
}
}
if (this.grabbedEntity === null) {
this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
} else {
this.state = STATE_CLOSE_GRABBING;
}
}
}
this.distanceHolding = function() {
if (!this.triggerSmoothedSqueezed()) {
this.state = STATE_RELEASE;
return;
}
var handPosition = this.getHandPosition();
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity);
this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
if (this.actionID === null) {
// first time here since trigger pulled -- add the action and initialize some variables
this.currentObjectPosition = grabbedProperties.position;
this.currentObjectRotation = grabbedProperties.rotation;
this.handPreviousPosition = handControllerPosition;
this.handPreviousRotation = handRotation;
this.actionID = Entities.addAction("spring", this.grabbedEntity, {
targetPosition: this.currentObjectPosition,
linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
targetRotation: this.currentObjectRotation,
angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME
});
if (this.actionID == NULL_ACTION_ID) {
this.actionID = null;
}
} else {
// the action was set up on a previous call. update the targets.
var radius = Math.max(Vec3.distance(this.currentObjectPosition,
handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR,
DISTANCE_HOLDING_RADIUS_FACTOR);
var handMoved = Vec3.subtract(handControllerPosition, this.handPreviousPosition);
this.handPreviousPosition = handControllerPosition;
var superHandMoved = Vec3.multiply(handMoved, radius);
this.currentObjectPosition = Vec3.sum(this.currentObjectPosition, superHandMoved);
// this doubles hand rotation
var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation,
DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
Quat.inverse(this.handPreviousRotation));
this.handPreviousRotation = handRotation;
this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
Entities.updateAction(this.grabbedEntity, this.actionID, {
targetPosition: this.currentObjectPosition, linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
targetRotation: this.currentObjectRotation, angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME
});
}
}
this.closeGrabbing = function() {
if (!this.triggerSmoothedSqueezed()) {
this.state = STATE_RELEASE;
return;
}
this.lineOff();
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity);
var handRotation = this.getHandRotation();
var handPosition = this.getHandPosition();
var objectRotation = grabbedProperties.rotation;
var offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
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);
this.actionID = Entities.addAction("hold", this.grabbedEntity, {
hand: this.hand == RIGHT_HAND ? "right" : "left",
timeScale: CLOSE_GRABBING_ACTION_TIMEFRAME,
relativePosition: offsetPosition,
relativeRotation: offsetRotation
});
if (this.actionID == NULL_ACTION_ID) {
this.actionID = null;
} else {
this.state = STATE_CONTINUE_CLOSE_GRABBING;
}
}
this.continueCloseGrabbing = function() {
if (!this.triggerSmoothedSqueezed()) {
this.state = STATE_RELEASE;
return;
}
// 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));
}
}
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)