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Merge pull request #4750 from PhilipRosedale/master
Add limit to grab range to reduce max energy added by grabbing
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commit
8890c40e15
1 changed files with 28 additions and 23 deletions
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@ -1,3 +1,16 @@
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// grab.js
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// examples
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//
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// Created by Eric Levin on May 1, 2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Grab's physically moveable entities with the mouse, by applying a spring force.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var isGrabbing = false;
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var grabbedEntity = null;
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var prevMouse = {};
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@ -8,7 +21,7 @@ var entityProps;
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var targetPosition;
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var moveUpDown = false;
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var currentPosition, currentVelocity;
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var currentPosition, currentVelocity, cameraEntityDistance;
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var grabSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/CloseClamp.wav");
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var releaseSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/ReleaseClamp.wav");
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@ -23,16 +36,6 @@ var DROP_WIDTH = 2;
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var dropLine = Overlays.addOverlay("line3d", {
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start: {
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x: 0,
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y: 0,
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z: 0
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},
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end: {
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x: 0,
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y: 0,
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z: 0
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},
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color: DROP_COLOR,
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alpha: 1,
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visible: false,
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@ -64,12 +67,8 @@ function mousePressEvent(event) {
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function updateDropLine(position) {
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Overlays.editOverlay(dropLine, {
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visible: true,
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start: position,
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end: Vec3.sum(position, {
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x: 0,
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y: -DROP_DISTANCE,
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z: 0
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})
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start: { x: position.x, y: position.y + DROP_DISTANCE, z: position.z },
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end: { x: position.x, y: position.y - DROP_DISTANCE, z: position.z }
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})
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}
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@ -103,11 +102,11 @@ function mouseMoveEvent(event) {
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var camYaw = Quat.safeEulerAngles(Camera.getOrientation()).y;
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var dPosition = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, camYaw, 0), deltaMouse);
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// Adjust target position for the object by the mouse move
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var avatarEntityDistance = Vec3.distance(Camera.getPosition(), currentPosition);
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cameraEntityDistance = Vec3.distance(Camera.getPosition(), currentPosition);
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// Scale distance we want to move by the distance from the camera to the grabbed object
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// TODO: Correct SCREEN_TO_METERS to be correct for the actual FOV, resolution
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var SCREEN_TO_METERS = 0.001;
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targetPosition = Vec3.sum(targetPosition, Vec3.multiply(dPosition, avatarEntityDistance * SCREEN_TO_METERS));
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targetPosition = Vec3.sum(targetPosition, Vec3.multiply(dPosition, cameraEntityDistance * SCREEN_TO_METERS));
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}
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prevMouse.x = event.x;
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prevMouse.y = event.y;
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@ -136,15 +135,21 @@ function update(deltaTime) {
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var dPosition = Vec3.subtract(targetPosition, currentPosition);
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var CLOSE_ENOUGH = 0.001;
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if (Vec3.length(dPosition) > CLOSE_ENOUGH) {
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var FULL_STRENGTH = 0.025;
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var distanceToTarget = Vec3.length(dPosition);
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if (distanceToTarget / cameraEntityDistance > CLOSE_ENOUGH) {
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// compute current velocity in the direction we want to move
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var velocityTowardTarget = Vec3.dot(currentVelocity, Vec3.normalize(dPosition));
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// compute the speed we would like to be going toward the target position
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var SPRING_RATE = 0.35;
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var DAMPING_RATE = 0.55;
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var SPRING_RATE = 1.5;
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var DAMPING_RATE = 0.80;
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var desiredVelocity = Vec3.multiply(dPosition, (1.0 / deltaTime) * SPRING_RATE);
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// compute how much we want to add to the existing velocity
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var addedVelocity = Vec3.subtract(desiredVelocity, velocityTowardTarget);
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// If target is too far, roll off the force as inverse square of distance
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if (distanceToTarget / cameraEntityDistance > FULL_STRENGTH) {
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addedVelocity = Vec3.multiply(addedVelocity, Math.pow(FULL_STRENGTH / distanceToTarget, 2.0));
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}
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var newVelocity = Vec3.sum(currentVelocity, addedVelocity);
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// Add Damping
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newVelocity = Vec3.subtract(newVelocity, Vec3.multiply(newVelocity, DAMPING_RATE));
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@ -153,7 +158,7 @@ function update(deltaTime) {
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velocity: newVelocity
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})
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}
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updateDropLine(currentPosition);
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updateDropLine(targetPosition);
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}
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}
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