mirror of
https://github.com/lubosz/overte.git
synced 2025-04-24 02:53:43 +02:00
Merge pull request #4770 from ericrius1/mouseGrab
added rotation ability to grab script
This commit is contained in:
commit
4dfc329af2
1 changed files with 79 additions and 35 deletions
114
examples/grab.js
114
examples/grab.js
|
@ -18,10 +18,22 @@ var deltaMouse = {
|
|||
z: 0
|
||||
}
|
||||
var entityProps;
|
||||
var targetPosition;
|
||||
var moveUpDown = false;
|
||||
|
||||
var currentPosition, currentVelocity, cameraEntityDistance;
|
||||
var CLOSE_ENOUGH = 0.001;
|
||||
var FULL_STRENGTH = 0.11;
|
||||
var SPRING_RATE = 1.5;
|
||||
var DAMPING_RATE = 0.80;
|
||||
var ANGULAR_DAMPING_RATE = 0.40;
|
||||
var SCREEN_TO_METERS = 0.001;
|
||||
var currentPosition, currentVelocity, cameraEntityDistance, currentRotation;
|
||||
var velocityTowardTarget, desiredVelocity, addedVelocity, newVelocity, dPosition, camYaw, distanceToTarget, targetPosition;
|
||||
var shouldRotate = false;
|
||||
var dQ, theta, axisAngle, dT;
|
||||
var angularVelocity = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
};
|
||||
|
||||
var grabSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/CloseClamp.wav");
|
||||
var releaseSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/ReleaseClamp.wav");
|
||||
|
@ -54,8 +66,8 @@ function mousePressEvent(event) {
|
|||
var props = Entities.getEntityProperties(grabbedEntity)
|
||||
isGrabbing = true;
|
||||
targetPosition = props.position;
|
||||
currentPosition = props.position;
|
||||
currentVelocity = props.velocity;
|
||||
currentPosition = props.position;
|
||||
currentVelocity = props.velocity;
|
||||
updateDropLine(targetPosition);
|
||||
Audio.playSound(grabSound, {
|
||||
position: props.position,
|
||||
|
@ -64,12 +76,20 @@ function mousePressEvent(event) {
|
|||
}
|
||||
}
|
||||
|
||||
function updateDropLine(position) {
|
||||
Overlays.editOverlay(dropLine, {
|
||||
visible: true,
|
||||
start: { x: position.x, y: position.y + DROP_DISTANCE, z: position.z },
|
||||
end: { x: position.x, y: position.y - DROP_DISTANCE, z: position.z }
|
||||
})
|
||||
function updateDropLine(position) {
|
||||
Overlays.editOverlay(dropLine, {
|
||||
visible: true,
|
||||
start: {
|
||||
x: position.x,
|
||||
y: position.y + DROP_DISTANCE,
|
||||
z: position.z
|
||||
},
|
||||
end: {
|
||||
x: position.x,
|
||||
y: position.y - DROP_DISTANCE,
|
||||
z: position.z
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
|
||||
|
@ -99,14 +119,26 @@ function mouseMoveEvent(event) {
|
|||
deltaMouse.z = 0;
|
||||
}
|
||||
// Update the target position by the amount the mouse moved
|
||||
var camYaw = Quat.safeEulerAngles(Camera.getOrientation()).y;
|
||||
var dPosition = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, camYaw, 0), deltaMouse);
|
||||
// Adjust target position for the object by the mouse move
|
||||
cameraEntityDistance = Vec3.distance(Camera.getPosition(), currentPosition);
|
||||
camYaw = Quat.safeEulerAngles(Camera.getOrientation()).y;
|
||||
dPosition = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, camYaw, 0), deltaMouse);
|
||||
if (!shouldRotate) {
|
||||
// Adjust target position for the object by the mouse move
|
||||
cameraEntityDistance = Vec3.distance(Camera.getPosition(), currentPosition);
|
||||
// Scale distance we want to move by the distance from the camera to the grabbed object
|
||||
// TODO: Correct SCREEN_TO_METERS to be correct for the actual FOV, resolution
|
||||
var SCREEN_TO_METERS = 0.001;
|
||||
targetPosition = Vec3.sum(targetPosition, Vec3.multiply(dPosition, cameraEntityDistance * SCREEN_TO_METERS));
|
||||
targetPosition = Vec3.sum(targetPosition, Vec3.multiply(dPosition, cameraEntityDistance * SCREEN_TO_METERS));
|
||||
} else if (shouldRotate) {
|
||||
var transformedDeltaMouse = {
|
||||
x: deltaMouse.z,
|
||||
y: deltaMouse.x,
|
||||
z: deltaMouse.y
|
||||
};
|
||||
transformedDeltaMouse = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, camYaw, 0), transformedDeltaMouse);
|
||||
dQ = Quat.fromVec3Degrees(transformedDeltaMouse);
|
||||
theta = 2 * Math.acos(dQ.w);
|
||||
axisAngle = Quat.axis(dQ);
|
||||
angularVelocity = Vec3.multiply((theta / dT), axisAngle);
|
||||
}
|
||||
}
|
||||
prevMouse.x = event.x;
|
||||
prevMouse.y = event.y;
|
||||
|
@ -118,46 +150,59 @@ function keyReleaseEvent(event) {
|
|||
if (event.text === "SHIFT") {
|
||||
moveUpDown = false;
|
||||
}
|
||||
if (event.text === "SPACE") {
|
||||
shouldRotate = false;
|
||||
}
|
||||
}
|
||||
|
||||
function keyPressEvent(event) {
|
||||
if (event.text === "SHIFT") {
|
||||
moveUpDown = true;
|
||||
}
|
||||
if (event.text === "SPACE") {
|
||||
shouldRotate = true;
|
||||
}
|
||||
}
|
||||
|
||||
function update(deltaTime) {
|
||||
dT = deltaTime;
|
||||
if (isGrabbing) {
|
||||
|
||||
entityProps = Entities.getEntityProperties(grabbedEntity);
|
||||
currentPosition = entityProps.position;
|
||||
currentVelocity = entityProps.velocity;
|
||||
currentPosition = entityProps.position;
|
||||
currentVelocity = entityProps.velocity;
|
||||
currentRotation = entityProps.rotation;
|
||||
|
||||
var dPosition = Vec3.subtract(targetPosition, currentPosition);
|
||||
var CLOSE_ENOUGH = 0.001;
|
||||
var FULL_STRENGTH = 0.025;
|
||||
var distanceToTarget = Vec3.length(dPosition);
|
||||
if (distanceToTarget / cameraEntityDistance > CLOSE_ENOUGH) {
|
||||
|
||||
distanceToTarget = Vec3.length(dPosition);
|
||||
if (distanceToTarget > CLOSE_ENOUGH) {
|
||||
// compute current velocity in the direction we want to move
|
||||
var velocityTowardTarget = Vec3.dot(currentVelocity, Vec3.normalize(dPosition));
|
||||
velocityTowardTarget = Vec3.dot(currentVelocity, Vec3.normalize(dPosition));
|
||||
velocityTowardTarget = Vec3.multiply(dPosition, velocityTowardTarget);
|
||||
// compute the speed we would like to be going toward the target position
|
||||
var SPRING_RATE = 1.5;
|
||||
var DAMPING_RATE = 0.80;
|
||||
var desiredVelocity = Vec3.multiply(dPosition, (1.0 / deltaTime) * SPRING_RATE);
|
||||
|
||||
desiredVelocity = Vec3.multiply(dPosition, (1.0 / deltaTime) * SPRING_RATE);
|
||||
// compute how much we want to add to the existing velocity
|
||||
var addedVelocity = Vec3.subtract(desiredVelocity, velocityTowardTarget);
|
||||
addedVelocity = Vec3.subtract(desiredVelocity, velocityTowardTarget);
|
||||
// If target is too far, roll off the force as inverse square of distance
|
||||
if (distanceToTarget / cameraEntityDistance > FULL_STRENGTH) {
|
||||
addedVelocity = Vec3.multiply(addedVelocity, Math.pow(FULL_STRENGTH / distanceToTarget, 2.0));
|
||||
}
|
||||
var newVelocity = Vec3.sum(currentVelocity, addedVelocity);
|
||||
newVelocity = Vec3.sum(currentVelocity, addedVelocity);
|
||||
// Add Damping
|
||||
newVelocity = Vec3.subtract(newVelocity, Vec3.multiply(newVelocity, DAMPING_RATE));
|
||||
// Update entity
|
||||
Entities.editEntity(grabbedEntity, {
|
||||
velocity: newVelocity
|
||||
})
|
||||
}
|
||||
|
||||
//add damping to angular velocity:
|
||||
}
|
||||
if (shouldRotate) {
|
||||
angularVelocity = Vec3.subtract(angularVelocity, Vec3.multiply(angularVelocity, ANGULAR_DAMPING_RATE));
|
||||
}
|
||||
Entities.editEntity(grabbedEntity, {
|
||||
velocity: newVelocity,
|
||||
angularVelocity: angularVelocity
|
||||
})
|
||||
updateDropLine(targetPosition);
|
||||
}
|
||||
}
|
||||
|
@ -167,5 +212,4 @@ Controller.mousePressEvent.connect(mousePressEvent);
|
|||
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
|
||||
Controller.keyPressEvent.connect(keyPressEvent);
|
||||
Controller.keyReleaseEvent.connect(keyReleaseEvent);
|
||||
Script.update.connect(update);
|
||||
|
||||
Script.update.connect(update);
|
Loading…
Reference in a new issue