more work on hand movement

This commit is contained in:
Brad Hefta-Gaub 2015-12-18 15:44:01 -08:00
parent 42764426ce
commit 4075f355a3
3 changed files with 117 additions and 19 deletions

View file

@ -9,23 +9,83 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
function moveReticle(pitch, yaw) {
//print("pitch:" + pitch);
//print("yaw:" + yaw);
var globalPos = Controller.getReticlePosition();
globalPos.x += yaw;
globalPos.y += pitch;
Controller.setReticlePosition(globalPos);
function msecTimestampNow() {
var d = new Date();
return d.getTime();
}
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 moveReticle(dX, dY) {
var globalPos = Controller.getReticlePosition();
// some debugging to see if position is jumping around on us...
var distanceSinceLastMove = length(lastPos, globalPos);
if (distanceSinceLastMove > EXPECTED_CHANGE) {
print("distanceSinceLastMove:" + distanceSinceLastMove + "----------------------------");
}
if (Math.abs(dX) > EXPECTED_CHANGE) {
print("surpressing unexpectedly large change dX:" + dX + "----------------------------");
dX = 0;
}
if (Math.abs(dY) > EXPECTED_CHANGE) {
print("surpressing unexpectedly large change dY:" + dY + "----------------------------");
dY = 0;
}
globalPos.x += dX;
globalPos.y += dY;
Controller.setReticlePosition(globalPos);
lastPos = globalPos;
}
var lastTime = msecTimestampNow();
var MAPPING_NAME = "com.highfidelity.testing.reticleWithHand";
var mapping = Controller.newMapping(MAPPING_NAME);
mapping.from(Controller.Standard.RightHand).peek().to(function(pose) {
var angularVelocityEADs = Quat.safeEulerAngles(pose.angularVelocity); // degrees
var yaw = isNaN(angularVelocityEADs.y) ? 0 : (-angularVelocityEADs.y / 10);
var pitch = isNaN(angularVelocityEADs.x) ? 0 : (-angularVelocityEADs.x / 10);
moveReticle(pitch, yaw);
// pose.angularVelocity - is the angularVelocity in a "physics" sense, that
// means the direction of the vector is the axis of symetry of rotation
// and the scale of the vector is the speed in radians/second of rotation
// around that axis.
//
// we want to deconstruct that in the portion of the rotation on the Y axis
// and make that portion move our reticle in the horizontal/X direction
// and the portion of the rotation on the X axis and make that portion
// move our reticle in the veritcle/Y direction
var xPart = -pose.angularVelocity.y;
var yPart = -pose.angularVelocity.x;
var MOVE_SCALE = 1;
var MSECS_PER_SECOND = 1000;
var now = msecTimestampNow();
var secondsSinceLast = (now - lastTime) / MSECS_PER_SECOND;
lastTime = now;
//print("secondsSinceLast:" + secondsSinceLast);
//print("x part:" + xPart);
//print("y part:" + yPart);
var dX = (xPart * MOVE_SCALE) / secondsSinceLast;
var dY = (yPart * MOVE_SCALE) / secondsSinceLast;
//print("dX:" + dX);
//print("dY:" + dY);
moveReticle(dX, dY);
});
mapping.enable();

View file

@ -686,13 +686,37 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
} else if (action == controller::toInt(controller::Action::CONTEXT_MENU)) {
VrMenu::toggle(); // show context menu even on non-stereo displays
} else if (action == controller::toInt(controller::Action::RETICLE_X)) {
auto globalPos = QCursor::pos();
globalPos.setX(globalPos.x() + state);
QCursor::setPos(globalPos);
auto oldPos = QCursor::pos();
auto newPos = oldPos;
newPos.setX(oldPos.x() + state);
QCursor::setPos(newPos);
// NOTE: This is some debugging code we will leave in while debugging various reticle movement strategies,
// remove it after we're done
const float REASONABLE_CHANGE = 50.0f;
glm::vec2 oldPosG = { oldPos.x(), oldPos.y() };
glm::vec2 newPosG = { newPos.x(), newPos.y() };
auto distance = glm::distance(oldPosG, newPosG);
if (distance > REASONABLE_CHANGE) {
qDebug() << "Action::RETICLE_X... UNREASONABLE CHANGE! distance:" << distance << " oldPos:" << oldPosG << " newPos:" << newPosG;
}
} else if (action == controller::toInt(controller::Action::RETICLE_Y)) {
auto globalPos = QCursor::pos();
globalPos.setY(globalPos.y() + state);
QCursor::setPos(globalPos);
auto oldPos = QCursor::pos();
auto newPos = oldPos;
newPos.setY(oldPos.y() + state);
QCursor::setPos(newPos);
// NOTE: This is some debugging code we will leave in while debugging various reticle movement strategies,
// remove it after we're done
const float REASONABLE_CHANGE = 50.0f;
glm::vec2 oldPosG = { oldPos.x(), oldPos.y() };
glm::vec2 newPosG = { newPos.x(), newPos.y() };
auto distance = glm::distance(oldPosG, newPosG);
if (distance > REASONABLE_CHANGE) {
qDebug() << "Action::RETICLE_Y... UNREASONABLE CHANGE! distance:" << distance << " oldPos:" << oldPosG << " newPos:" << newPosG;
}
}
}
});

View file

@ -30,6 +30,7 @@
#include <QtScript/QScriptValue>
#include <DependencyManager.h>
#include <StreamUtils.h>
#include "UserInputMapper.h"
#include "StandardControls.h"
@ -88,8 +89,21 @@ namespace controller {
Q_INVOKABLE QObject* parseMapping(const QString& json);
Q_INVOKABLE QObject* loadMapping(const QString& jsonUrl);
Q_INVOKABLE glm::vec2 getReticlePosition() { return toGlm(QCursor::pos()); }
Q_INVOKABLE void setReticlePosition(glm::vec2 position) { QCursor::setPos(position.x, position.y); }
Q_INVOKABLE glm::vec2 getReticlePosition() {
return toGlm(QCursor::pos());
}
Q_INVOKABLE void setReticlePosition(glm::vec2 position) {
// NOTE: This is some debugging code we will leave in while debugging various reticle movement strategies,
// remove it after we're done
const float REASONABLE_CHANGE = 50.0f;
glm::vec2 oldPos = toGlm(QCursor::pos());
auto distance = glm::distance(oldPos, position);
if (distance > REASONABLE_CHANGE) {
qDebug() << "Contrller::ScriptingInterface ---- UNREASONABLE CHANGE! distance:" << distance << " oldPos:" << oldPos << " newPos:" << position;
}
QCursor::setPos(position.x, position.y);
}
//Q_INVOKABLE bool isPrimaryButtonPressed() const;
//Q_INVOKABLE glm::vec2 getPrimaryJoystickPosition() const;