overte-JulianGro/examples/controllers/reticleHandRotationTest.js
2015-12-22 13:55:01 -08:00

254 lines
8.7 KiB
JavaScript

//
// reticleHandRotationTest.js
// examples/controllers
//
// Created by Brad Hefta-Gaub on 2015/12/15
// 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 DEBUGGING = false;
Math.clamp=function(a,b,c) {
return Math.max(b,Math.min(c,a));
}
function length(posA, posB) {
var dx = posA.x - posB.x;
var dy = posA.y - posB.y;
var length = Math.sqrt((dx*dx) + (dy*dy))
return length;
}
var EXPECTED_CHANGE = 50;
var lastPos = Controller.getReticlePosition();
function moveReticleAbsolute(x, y) {
var globalPos = Controller.getReticlePosition();
var dX = x - globalPos.x;
var dY = y - globalPos.y;
// some debugging to see if position is jumping around on us...
var distanceSinceLastMove = length(lastPos, globalPos);
if (distanceSinceLastMove > EXPECTED_CHANGE) {
debugPrint("------------------ distanceSinceLastMove:" + distanceSinceLastMove + "----------------------------");
}
if (Math.abs(dX) > EXPECTED_CHANGE) {
debugPrint("surpressing unexpectedly large change dX:" + dX + "----------------------------");
}
if (Math.abs(dY) > EXPECTED_CHANGE) {
debugPrint("surpressing unexpectedly large change dY:" + dY + "----------------------------");
}
globalPos.x = x;
globalPos.y = y;
Controller.setReticlePosition(globalPos);
lastPos = globalPos;
}
var MAPPING_NAME = "com.highfidelity.testing.reticleWithHandRotation";
var mapping = Controller.newMapping(MAPPING_NAME);
mapping.from(Controller.Standard.LT).peek().constrainToInteger().to(Controller.Actions.ReticleClick);
mapping.from(Controller.Standard.RT).peek().constrainToInteger().to(Controller.Actions.ReticleClick);
mapping.enable();
var lastRotatedLeft = Vec3.UNIT_NEG_Y;
var lastRotatedRight = Vec3.UNIT_NEG_Y;
function debugPrint(message) {
if (DEBUGGING) {
print(message);
}
}
var MAX_WAKE_UP_DISTANCE = 0.005;
var MIN_WAKE_UP_DISTANCE = 0.001;
var INITIAL_WAKE_UP_DISTANCE = MIN_WAKE_UP_DISTANCE;
var INCREMENTAL_WAKE_UP_DISTANCE = 0.001;
var MAX_SLEEP_DISTANCE = 0.0004;
var MIN_SLEEP_DISTANCE = 0.00001; //0.00002;
var INITIAL_SLEEP_DISTANCE = MIN_SLEEP_DISTANCE;
var INCREMENTAL_SLEEP_DISTANCE = 0.000002; // 0.00002;
var leftAsleep = true;
var rightAsleep = true;
var leftWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
var rightWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
var leftSleepDistance = INITIAL_SLEEP_DISTANCE;
var rightSleepDistance = INITIAL_SLEEP_DISTANCE;
Script.update.connect(function(deltaTime) {
var poseRight = Controller.getPoseValue(Controller.Standard.RightHand);
var poseLeft = Controller.getPoseValue(Controller.Standard.LeftHand);
// NOTE: hack for now
var screenSizeX = 1920;
var screenSizeY = 1080;
var rotatedRight = Vec3.multiplyQbyV(poseRight.rotation, Vec3.UNIT_NEG_Y);
var rotatedLeft = Vec3.multiplyQbyV(poseLeft.rotation, Vec3.UNIT_NEG_Y);
var suppressRight = false;
var suppressLeft = false;
// What I really want to do is to slowly increase the epsilon you have to move it
// to wake up, the longer you go without moving it
var leftDistance = Vec3.distance(rotatedLeft, lastRotatedLeft);
var rightDistance = Vec3.distance(rotatedRight, lastRotatedRight);
// check to see if hand should wakeup or sleep
if (leftAsleep) {
if (leftDistance > leftWakeUpDistance) {
leftAsleep = false;
leftSleepDistance = INITIAL_SLEEP_DISTANCE;
leftWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
} else {
// grow the wake up distance to make it harder to wake up
leftWakeUpDistance = Math.min(leftWakeUpDistance + INCREMENTAL_WAKE_UP_DISTANCE, MAX_WAKE_UP_DISTANCE);
}
} else {
// we are awake, determine if we should fall asleep, if we haven't moved
// at least as much as our sleep distance then we sleep
if (leftDistance < leftSleepDistance) {
leftAsleep = true;
leftSleepDistance = INITIAL_SLEEP_DISTANCE;
leftWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
} else {
// if we moved more than the sleep amount, but we moved less than the max sleep
// amount, then increase our liklihood of sleep.
if (leftDistance < MAX_SLEEP_DISTANCE) {
print("growing sleep....");
leftSleepDistance = Math.max(leftSleepDistance + INCREMENTAL_SLEEP_DISTANCE, MAX_SLEEP_DISTANCE);
} else {
// otherwise reset it to initial
leftSleepDistance = INITIAL_SLEEP_DISTANCE;
}
}
}
if (leftAsleep) {
suppressLeft = true;
debugPrint("suppressing left not moving enough");
}
// check to see if hand should wakeup or sleep
if (rightAsleep) {
if (rightDistance > rightWakeUpDistance) {
rightAsleep = false;
rightSleepDistance = INITIAL_SLEEP_DISTANCE;
rightWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
} else {
// grow the wake up distance to make it harder to wake up
rightWakeUpDistance = Math.min(rightWakeUpDistance + INCREMENTAL_WAKE_UP_DISTANCE, MAX_WAKE_UP_DISTANCE);
}
} else {
// we are awake, determine if we should fall asleep, if we haven't moved
// at least as much as our sleep distance then we sleep
if (rightDistance < rightSleepDistance) {
rightAsleep = true;
rightSleepDistance = INITIAL_SLEEP_DISTANCE;
rightWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
} else {
// if we moved more than the sleep amount, but we moved less than the max sleep
// amount, then increase our liklihood of sleep.
if (rightDistance < MAX_SLEEP_DISTANCE) {
print("growing sleep....");
rightSleepDistance = Math.max(rightSleepDistance + INCREMENTAL_SLEEP_DISTANCE, MAX_SLEEP_DISTANCE);
} else {
// otherwise reset it to initial
rightSleepDistance = INITIAL_SLEEP_DISTANCE;
}
}
}
if (rightAsleep) {
suppressRight = true;
debugPrint("suppressing right not moving enough");
}
// check to see if hand is on base station
if (Vec3.equal(rotatedLeft, Vec3.UNIT_NEG_Y)) {
suppressLeft = true;
debugPrint("suppressing left on base station");
}
if (Vec3.equal(rotatedRight, Vec3.UNIT_NEG_Y)) {
suppressRight = true;
debugPrint("suppressing right on base station");
}
// Keep track of last rotations, to detect resting (but not on base station hands) in the future
lastRotatedLeft = rotatedLeft;
lastRotatedRight = rotatedRight;
if (suppressLeft && suppressRight) {
debugPrint("both hands suppressed bail out early");
return;
}
if (suppressLeft) {
debugPrint("right only");
rotatedLeft = rotatedRight;
}
if (suppressRight) {
debugPrint("left only");
rotatedRight = rotatedLeft;
}
// Average the two hand positions, if either hand is on base station, the
// other hand becomes the only used hand and the average is the hand in use
var rotated = Vec3.multiply(Vec3.sum(rotatedRight,rotatedLeft), 0.5);
if (DEBUGGING) {
Vec3.print("rotatedRight:", rotatedRight);
Vec3.print("rotatedLeft:", rotatedLeft);
Vec3.print("rotated:", rotated);
}
var absolutePitch = rotated.y; // from 1 down to -1 up ... but note: if you rotate down "too far" it starts to go up again...
var absoluteYaw = -rotated.x; // from -1 left to 1 right
if (DEBUGGING) {
print("absolutePitch:" + absolutePitch);
print("absoluteYaw:" + absoluteYaw);
Vec3.print("rotated:", rotated);
}
var ROTATION_BOUND = 0.6;
var clampYaw = Math.clamp(absoluteYaw, -ROTATION_BOUND, ROTATION_BOUND);
var clampPitch = Math.clamp(absolutePitch, -ROTATION_BOUND, ROTATION_BOUND);
if (DEBUGGING) {
print("clampYaw:" + clampYaw);
print("clampPitch:" + clampPitch);
}
// using only from -ROTATION_BOUND to ROTATION_BOUND
var xRatio = (clampYaw + ROTATION_BOUND) / (2 * ROTATION_BOUND);
var yRatio = (clampPitch + ROTATION_BOUND) / (2 * ROTATION_BOUND);
if (DEBUGGING) {
print("xRatio:" + xRatio);
print("yRatio:" + yRatio);
}
var x = screenSizeX * xRatio;
var y = screenSizeY * yRatio;
if (DEBUGGING) {
print("position x:" + x + " y:" + y);
}
if (!(xRatio == 0.5 && yRatio == 0)) {
moveReticleAbsolute(x, y);
}
});
Script.scriptEnding.connect(function(){
mapping.disable();
});