Moved some functions to utils, fixed formatting

This commit is contained in:
ericrius1 2015-10-01 15:18:44 -07:00
parent 7ee26c5d4a
commit e1b720d338
2 changed files with 279 additions and 277 deletions

View file

@ -11,6 +11,8 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/utils.js");
var RIGHT_HAND = 1;
var LEFT_HAND = 0;
@ -44,310 +46,244 @@ var center = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(Camera.g
function MyController(hand, triggerAction) {
this.hand = hand;
this.strokes = [];
this.painting = false;
this.currentStrokeWidth = MIN_STROKE_WIDTH;
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 = SPATIAL_CONTROLLERS_PER_PALM * hand;
this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
this.strokeColor = {
h: 0.8,
s: 0.8,
l: 0.4
};
this.laserPointer = Overlays.addOverlay("circle3d", {
color: hslToRgb(this.strokeColor),
solid: true,
position: center
})
this.triggerValue = 0;
this.prevTriggerValue = 0;
var _this = this;
this.update = function() {
this.updateControllerState()
this.search();
if (this.canPaint === true) {
this.paint(this.intersection.intersection, this.intersection.surfaceNormal);
}
};
this.paint = function(position, normal) {
if (this.painting === false) {
if (this.oldPosition) {
this.newStroke(this.oldPosition);
} else {
this.newStroke(position);
}
this.painting = true;
}
var localPoint = Vec3.subtract(position, this.strokeBasePosition);
//Move stroke a bit forward along normal so it doesnt zfight with mesh its drawing on
localPoint = Vec3.sum(localPoint, Vec3.multiply(normal, 0.001 + Math.random() * .001)); //rand avoid z fighting
var distance = Vec3.distance(localPoint, this.strokePoints[this.strokePoints.length - 1]);
if (this.strokePoints.length > 0 && distance < MIN_POINT_DISTANCE) {
//need a minimum distance to avoid binormal NANs
return;
}
if (this.strokePoints.length > 0 && distance > MAX_POINT_DISTANCE) {
//Prevents drawing lines accross models
this.painting = false;
return;
}
if (this.strokePoints.length === 0) {
localPoint = {
x: 0,
y: 0,
z: 0
};
}
this.strokePoints.push(localPoint);
this.strokeNormals.push(normal);
this.strokeWidths.push(this.currentStrokeWidth);
Entities.editEntity(this.currentStroke, {
linePoints: this.strokePoints,
normals: this.strokeNormals,
strokeWidths: this.strokeWidths
});
if (this.strokePoints.length === MAX_POINTS_PER_LINE) {
this.painting = false;
return;
}
this.oldPosition = position
}
this.newStroke = function(position) {
this.strokeBasePosition = position;
this.currentStroke = Entities.addEntity({
position: position,
type: "PolyLine",
color: hslToRgb(this.strokeColor),
dimensions: {
x: 50,
y: 50,
z: 50
},
lifetime: 200
});
this.strokePoints = [];
this.strokeNormals = [];
this.strokeWidths = [];
this.strokes.push(this.currentStroke);
}
this.updateControllerState = function() {
this.triggerValue = Controller.getActionValue(this.triggerAction);
if (this.triggerValue > TRIGGER_ON_VALUE && this.prevTriggerValue <= TRIGGER_ON_VALUE) {
this.squeeze();
} else if (this.triggerValue < TRIGGER_ON_VALUE && this.prevTriggerValue >= TRIGGER_ON_VALUE) {
this.release()
}
this.prevTriggerValue = this.triggerValue;
}
this.squeeze = function() {
this.tryPainting = true;
}
this.release = function() {
this.hand = hand;
this.strokes = [];
this.painting = false;
this.tryPainting = false;
this.canPaint = false;
this.oldPosition = null;
}
this.search = function() {
this.currentStrokeWidth = MIN_STROKE_WIDTH;
// the trigger is being pressed, do a ray test
var handPosition = this.getHandPosition();
var pickRay = {
origin: handPosition,
direction: Quat.getUp(this.getHandRotation())
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 = SPATIAL_CONTROLLERS_PER_PALM * hand;
this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
this.strokeColor = {
h: 0.8,
s: 0.8,
l: 0.4
};
this.intersection = Entities.findRayIntersection(pickRay, true);
if (this.intersection.intersects) {
var distance = Vec3.distance(handPosition, this.intersection.intersection);
if (distance < MAX_DISTANCE) {
var displayPoint = this.intersection.intersection;
displayPoint = Vec3.sum(displayPoint, Vec3.multiply(this.intersection.surfaceNormal, .01));
if (this.tryPainting) {
this.canPaint = true;
this.laserPointer = Overlays.addOverlay("circle3d", {
color: hslToRgb(this.strokeColor),
solid: true,
position: center
});
this.triggerValue = 0;
this.prevTriggerValue = 0;
var _this = this;
this.update = function() {
this.updateControllerState();
this.search();
if (this.canPaint === true) {
this.paint(this.intersection.intersection, this.intersection.surfaceNormal);
}
this.currentStrokeWidth = map(this.triggerValue, TRIGGER_ON_VALUE, 1, MIN_STROKE_WIDTH, MAX_STROKE_WIDTH);
var laserSize = map(distance, 1, MAX_DISTANCE, 0.001, 0.1);
laserSize += this.currentStrokeWidth/2;
};
this.paint = function(position, normal) {
if (this.painting === false) {
if (this.oldPosition) {
this.newStroke(this.oldPosition);
} else {
this.newStroke(position);
}
this.painting = true;
}
var localPoint = Vec3.subtract(position, this.strokeBasePosition);
//Move stroke a bit forward along normal so it doesnt zfight with mesh its drawing on
localPoint = Vec3.sum(localPoint, Vec3.multiply(normal, 0.001 + Math.random() * .001)); //rand avoid z fighting
var distance = Vec3.distance(localPoint, this.strokePoints[this.strokePoints.length - 1]);
if (this.strokePoints.length > 0 && distance < MIN_POINT_DISTANCE) {
//need a minimum distance to avoid binormal NANs
return;
}
if (this.strokePoints.length > 0 && distance > MAX_POINT_DISTANCE) {
//Prevents drawing lines accross models
this.painting = false;
return;
}
if (this.strokePoints.length === 0) {
localPoint = {
x: 0,
y: 0,
z: 0
};
}
this.strokePoints.push(localPoint);
this.strokeNormals.push(normal);
this.strokeWidths.push(this.currentStrokeWidth);
Entities.editEntity(this.currentStroke, {
linePoints: this.strokePoints,
normals: this.strokeNormals,
strokeWidths: this.strokeWidths
});
if (this.strokePoints.length === MAX_POINTS_PER_LINE) {
this.painting = false;
return;
}
this.oldPosition = position;
}
this.newStroke = function(position) {
this.strokeBasePosition = position;
this.currentStroke = Entities.addEntity({
position: position,
type: "PolyLine",
color: hslToRgb(this.strokeColor),
dimensions: {
x: 50,
y: 50,
z: 50
},
lifetime: 200
});
this.strokePoints = [];
this.strokeNormals = [];
this.strokeWidths = [];
this.strokes.push(this.currentStroke);
}
this.updateControllerState = function() {
this.triggerValue = Controller.getActionValue(this.triggerAction);
if (this.triggerValue > TRIGGER_ON_VALUE && this.prevTriggerValue <= TRIGGER_ON_VALUE) {
this.squeeze();
} else if (this.triggerValue < TRIGGER_ON_VALUE && this.prevTriggerValue >= TRIGGER_ON_VALUE) {
this.release();
}
this.prevTriggerValue = this.triggerValue;
}
this.squeeze = function() {
this.tryPainting = true;
}
this.release = function() {
this.painting = false;
this.tryPainting = false;
this.canPaint = false;
this.oldPosition = null;
}
this.search = function() {
// the trigger is being pressed, do a ray test
var handPosition = this.getHandPosition();
var pickRay = {
origin: handPosition,
direction: Quat.getUp(this.getHandRotation())
};
this.intersection = Entities.findRayIntersection(pickRay, true);
if (this.intersection.intersects) {
var distance = Vec3.distance(handPosition, this.intersection.intersection);
if (distance < MAX_DISTANCE) {
var displayPoint = this.intersection.intersection;
displayPoint = Vec3.sum(displayPoint, Vec3.multiply(this.intersection.surfaceNormal, .01));
if (this.tryPainting) {
this.canPaint = true;
}
this.currentStrokeWidth = map(this.triggerValue, TRIGGER_ON_VALUE, 1, MIN_STROKE_WIDTH, MAX_STROKE_WIDTH);
var laserSize = map(distance, 1, MAX_DISTANCE, 0.01, 0.1);
laserSize += this.currentStrokeWidth / 2;
Overlays.editOverlay(this.laserPointer, {
visible: true,
position: displayPoint,
rotation: orientationOf(this.intersection.surfaceNormal),
size: {
x: laserSize,
y: laserSize
}
});
} else {
this.hitFail();
}
} else {
this.hitFail();
}
};
this.hitFail = function() {
this.canPaint = false;
Overlays.editOverlay(this.laserPointer, {
visible: true,
position: displayPoint,
rotation: orientationOf(this.intersection.surfaceNormal),
size: {
x: laserSize,
y: laserSize
}
visible: false
});
} else {
this.hitFail();
}
} else {
this.hitFail();
}
};
this.hitFail = function() {
this.canPaint = false;
Overlays.editOverlay(this.laserPointer, {
visible: false
});
}
this.cleanup = function() {
Overlays.deleteOverlay(this.laserPointer);
this.strokes.forEach(function(stroke) {
Entities.deleteEntity(stroke);
});
}
this.cycleColorDown = function() {
this.strokeColor.h -= HUE_INCREMENT;
if (this.strokeColor.h < 0) {
this.strokeColor = 1;
this.cleanup = function() {
Overlays.deleteOverlay(this.laserPointer);
this.strokes.forEach(function(stroke) {
Entities.deleteEntity(stroke);
});
}
Overlays.editOverlay(this.laserPointer, {
color: hslToRgb(this.strokeColor)
});
}
this.cycleColorUp = function() {
this.strokeColor.h += HUE_INCREMENT;
if (this.strokeColor.h > 1) {
this.strokeColor.h = 0;
this.cycleColorDown = function() {
this.strokeColor.h -= HUE_INCREMENT;
if (this.strokeColor.h < 0) {
this.strokeColor = 1;
}
Overlays.editOverlay(this.laserPointer, {
color: hslToRgb(this.strokeColor)
});
}
this.cycleColorUp = function() {
this.strokeColor.h += HUE_INCREMENT;
if (this.strokeColor.h > 1) {
this.strokeColor.h = 0;
}
Overlays.editOverlay(this.laserPointer, {
color: hslToRgb(this.strokeColor)
});
}
Overlays.editOverlay(this.laserPointer, {
color: hslToRgb(this.strokeColor)
});
}
}
var rightController = new MyController(RIGHT_HAND, Controller.findAction("RIGHT_HAND_CLICK"));
var leftController = new MyController(LEFT_HAND, Controller.findAction("LEFT_HAND_CLICK"));
Controller.actionEvent.connect(function(action, state) {
if (state === 0) {
return;
}
if (action === RIGHT_4_ACTION) {
rightController.cycleColorUp();
} else if (action === RIGHT_2_ACTION) {
rightController.cycleColorDown();
}
if (action === LEFT_4_ACTION) {
leftController.cycleColorUp();
} else if (action === LEFT_2_ACTION) {
leftController.cycleColorDown();
}
if (state === 0) {
return;
}
if (action === RIGHT_4_ACTION) {
rightController.cycleColorUp();
} else if (action === RIGHT_2_ACTION) {
rightController.cycleColorDown();
}
if (action === LEFT_4_ACTION) {
leftController.cycleColorUp();
} else if (action === LEFT_2_ACTION) {
leftController.cycleColorDown();
}
});
function update() {
rightController.update();
leftController.update();
rightController.update();
leftController.update();
}
function cleanup() {
rightController.cleanup();
leftController.cleanup();
rightController.cleanup();
leftController.cleanup();
}
Script.scriptEnding.connect(cleanup);
Script.update.connect(update);
function orientationOf(vector) {
var Y_AXIS = {
x: 0,
y: 1,
z: 0
};
var X_AXIS = {
x: 1,
y: 0,
z: 0
};
var theta = 0.0;
var RAD_TO_DEG = 180.0 / Math.PI;
var direction, yaw, pitch;
direction = Vec3.normalize(vector);
yaw = Quat.angleAxis(Math.atan2(direction.x, direction.z) * RAD_TO_DEG, Y_AXIS);
pitch = Quat.angleAxis(Math.asin(-direction.y) * RAD_TO_DEG, X_AXIS);
return Quat.multiply(yaw, pitch);
}
/**
* Converts an HSL color value to RGB. Conversion formula
* adapted from http://en.wikipedia.org/wiki/HSL_color_space.
* Assumes h, s, and l are contained in the set [0, 1] and
* returns r, g, and b in the set [0, 255].
*
* @param Number h The hue
* @param Number s The saturation
* @param Number l The lightness
* @return Array The RGB representation
*/
function hslToRgb(hsl, hueOffset) {
var r, g, b;
if (hsl.s == 0) {
r = g = b = hsl.l; // achromatic
} else {
var hue2rgb = function hue2rgb(p, q, t) {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
}
var q = hsl.l < 0.5 ? hsl.l * (1 + hsl.s) : hsl.l + hsl.s - hsl.l * hsl.s;
var p = 2 * hsl.l - q;
r = hue2rgb(p, q, hsl.h + 1 / 3);
g = hue2rgb(p, q, hsl.h);
b = hue2rgb(p, q, hsl.h - 1 / 3);
}
return {
red: Math.round(r * 255),
green: Math.round(g * 255),
blue: Math.round(b * 255)
};
}
function map(value, min1, max1, min2, max2) {
return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
}

View file

@ -179,3 +179,69 @@ pointInExtents = function(point, minPoint, maxPoint) {
(point.y >= minPoint.y && point.y <= maxPoint.y) &&
(point.z >= minPoint.z && point.z <= maxPoint.z);
}
/**
* Converts an HSL color value to RGB. Conversion formula
* adapted from http://en.wikipedia.org/wiki/HSL_color_space.
* Assumes h, s, and l are contained in the set [0, 1] and
* returns r, g, and b in the set [0, 255].
*
* @param Number h The hue
* @param Number s The saturation
* @param Number l The lightness
* @return Array The RGB representation
*/
hslToRgb = function(hsl, hueOffset) {
var r, g, b;
if (hsl.s == 0) {
r = g = b = hsl.l; // achromatic
} else {
var hue2rgb = function hue2rgb(p, q, t) {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
}
var q = hsl.l < 0.5 ? hsl.l * (1 + hsl.s) : hsl.l + hsl.s - hsl.l * hsl.s;
var p = 2 * hsl.l - q;
r = hue2rgb(p, q, hsl.h + 1 / 3);
g = hue2rgb(p, q, hsl.h);
b = hue2rgb(p, q, hsl.h - 1 / 3);
}
return {
red: Math.round(r * 255),
green: Math.round(g * 255),
blue: Math.round(b * 255)
};
}
map = function(value, min1, max1, min2, max2) {
return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
}
orientationOf = function(vector) {
var Y_AXIS = {
x: 0,
y: 1,
z: 0
};
var X_AXIS = {
x: 1,
y: 0,
z: 0
};
var theta = 0.0;
var RAD_TO_DEG = 180.0 / Math.PI;
var direction, yaw, pitch;
direction = Vec3.normalize(vector);
yaw = Quat.angleAxis(Math.atan2(direction.x, direction.z) * RAD_TO_DEG, Y_AXIS);
pitch = Quat.angleAxis(Math.asin(-direction.y) * RAD_TO_DEG, X_AXIS);
return Quat.multiply(yaw, pitch);
}