Merge pull request #2775 from Atlante45/editModels_js

Edit models js
This commit is contained in:
Philip Rosedale 2014-05-02 16:34:26 -07:00
commit 4c2a1426a9
4 changed files with 350 additions and 3 deletions

342
examples/editModels.js Normal file
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@ -0,0 +1,342 @@
//
// editModels.js
// examples
//
// Created by Clément Brisset on 4/24/14.
// Copyright 2014 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 LASER_WIDTH = 4;
var LASER_COLOR = { red: 255, green: 0, blue: 0 };
var LASER_LENGTH_FACTOR = 1.5;
var LEFT = 0;
var RIGHT = 1;
function controller(wichSide) {
this.side = wichSide;
this.palm = 2 * wichSide;
this.tip = 2 * wichSide + 1;
this.trigger = wichSide;
this.oldPalmPosition = Controller.getSpatialControlPosition(this.palm);
this.palmPosition = Controller.getSpatialControlPosition(this.palm);
this.oldTipPosition = Controller.getSpatialControlPosition(this.tip);
this.tipPosition = Controller.getSpatialControlPosition(this.tip);
this.oldUp = Controller.getSpatialControlNormal(this.palm);
this.up = this.oldUp;
this.oldFront = Vec3.normalize(Vec3.subtract(this.tipPosition, this.palmPosition));
this.front = this.oldFront;
this.oldRight = Vec3.cross(this.front, this.up);
this.right = this.oldRight;
this.oldRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
this.rotation = this.oldRotation;
this.triggerValue = Controller.getTriggerValue(this.trigger);
this.pressed = false; // is trigger pressed
this.pressing = false; // is trigger being pressed (is pressed now but wasn't previously)
this.grabbing = false;
this.modelID;
this.laser = Overlays.addOverlay("line3d", {
position: this.palmPosition,
end: this.tipPosition,
color: LASER_COLOR,
alpha: 1,
visible: false,
lineWidth: LASER_WIDTH
});
this.guideScale = 0.02;
this.ball = Overlays.addOverlay("sphere", {
position: this.palmPosition,
size: this.guideScale,
solid: true,
color: { red: 0, green: 255, blue: 0 },
alpha: 1,
visible: false,
});
this.leftRight = Overlays.addOverlay("line3d", {
position: this.palmPosition,
end: this.tipPosition,
color: { red: 0, green: 0, blue: 255 },
alpha: 1,
visible: false,
lineWidth: LASER_WIDTH
});
this.topDown = Overlays.addOverlay("line3d", {
position: this.palmPosition,
end: this.tipPosition,
color: { red: 0, green: 0, blue: 255 },
alpha: 1,
visible: false,
lineWidth: LASER_WIDTH
});
this.grab = function (modelID) {
if (!modelID.isKnownID) {
var identify = Models.identifyModel(modelID);
if (!identify.isKnownID) {
print("Unknown ID " + identify.id + "(grab)");
return;
}
modelID = identify;
}
print("Grabbing " + modelID.id);
this.grabbing = true;
this.modelID = modelID;
}
this.release = function () {
this.grabbing = false;
this.modelID = 0;
}
this.checkTrigger = function () {
if (this.triggerValue > 0.9) {
if (this.pressed) {
this.pressing = false;
} else {
this.pressing = true;
}
this.pressed = true;
} else {
this.pressing = false;
this.pressed = false;
}
}
this.moveLaser = function () {
var endPosition = Vec3.sum(this.palmPosition, Vec3.multiply(this.front, LASER_LENGTH_FACTOR));
Overlays.editOverlay(this.laser, {
position: this.palmPosition,
end: endPosition,
visible: true
});
Overlays.editOverlay(this.ball, {
position: endPosition,
visible: true
});
Overlays.editOverlay(this.leftRight, {
position: Vec3.sum(endPosition, Vec3.multiply(this.right, 2 * this.guideScale)),
end: Vec3.sum(endPosition, Vec3.multiply(this.right, -2 * this.guideScale)),
visible: true
});
Overlays.editOverlay(this.topDown, {position: Vec3.sum(endPosition, Vec3.multiply(this.up, 2 * this.guideScale)),
end: Vec3.sum(endPosition, Vec3.multiply(this.up, -2 * this.guideScale)),
visible: true
});
}
this.checkModel = function (modelID) {
if (!modelID.isKnownID) {
var identify = Models.identifyModel(modelID);
if (!identify.isKnownID) {
print("Unknown ID " + identify.id + "(checkModel)");
return;
}
modelID = identify;
}
// P P - Model
// /| A - Palm
// / | d B - unit vector toward tip
// / | X - base of the perpendicular line
// A---X----->B d - distance fom axis
// x x - distance from A
//
// |X-A| = (P-A).B
// X == A + ((P-A).B)B
// d = |P-X|
var A = this.palmPosition;
var B = this.front;
var P = Models.getModelProperties(modelID).position;
this.x = Vec3.dot(Vec3.subtract(P, A), B);
this.y = Vec3.dot(Vec3.subtract(P, A), this.up);
this.z = Vec3.dot(Vec3.subtract(P, A), this.right);
var X = Vec3.sum(A, Vec3.multiply(B, this.x));
var d = Vec3.length(Vec3.subtract(P, X));
// Vec3.print("A: ", A);
// Vec3.print("B: ", B);
// Vec3.print("Particle pos: ", P);
// print("d: " + d + ", x: " + this.x);
if (d < Models.getModelProperties(modelID).radius && 0 < this.x && this.x < LASER_LENGTH_FACTOR) {
return true;
}
return false;
}
this.update = function () {
this.oldPalmPosition = this.palmPosition;
this.oldTipPosition = this.tipPosition;
this.palmPosition = Controller.getSpatialControlPosition(this.palm);
this.tipPosition = Controller.getSpatialControlPosition(this.tip);
this.oldUp = this.up;
this.up = Vec3.normalize(Controller.getSpatialControlNormal(this.palm));
this.oldFront = this.front;
this.front = Vec3.normalize(Vec3.subtract(this.tipPosition, this.palmPosition));
this.oldRight = this.right;
this.right = Vec3.normalize(Vec3.cross(this.front, this.up));
this.oldRotation = this.rotation;
this.rotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
this.triggerValue = Controller.getTriggerValue(this.trigger);
this.checkTrigger();
if (this.pressing) {
Vec3.print("Looking at: ", this.palmPosition);
var foundModels = Models.findModels(this.palmPosition, LASER_LENGTH_FACTOR);
for (var i = 0; i < foundModels.length; i++) {
print("Model found ID (" + foundModels[i].id + ")");
if (this.checkModel(foundModels[i])) {
if (this.grab(foundModels[i])) {
return;
}
}
}
}
if (!this.pressed && this.grabbing) {
// release if trigger not pressed anymore.
this.release();
}
this.moveLaser();
}
this.cleanup = function () {
Overlays.deleteOverlay(this.laser);
Overlays.deleteOverlay(this.ball);
Overlays.deleteOverlay(this.leftRight);
Overlays.deleteOverlay(this.topDown);
}
}
var leftController = new controller(LEFT);
var rightController = new controller(RIGHT);
function moveModels() {
if (leftController.grabbing) {
if (rightController.grabbing) {
var properties = Models.getModelProperties(leftController.modelID);
var oldLeftPoint = Vec3.sum(leftController.oldPalmPosition, Vec3.multiply(leftController.oldFront, leftController.x));
var oldRightPoint = Vec3.sum(rightController.oldPalmPosition, Vec3.multiply(rightController.oldFront, rightController.x));
var oldMiddle = Vec3.multiply(Vec3.sum(oldLeftPoint, oldRightPoint), 0.5);
var oldLength = Vec3.length(Vec3.subtract(oldLeftPoint, oldRightPoint));
var leftPoint = Vec3.sum(leftController.palmPosition, Vec3.multiply(leftController.front, leftController.x));
var rightPoint = Vec3.sum(rightController.palmPosition, Vec3.multiply(rightController.front, rightController.x));
var middle = Vec3.multiply(Vec3.sum(leftPoint, rightPoint), 0.5);
var length = Vec3.length(Vec3.subtract(leftPoint, rightPoint));
var ratio = length / oldLength;
var newPosition = Vec3.sum(middle,
Vec3.multiply(Vec3.subtract(properties.position, oldMiddle), ratio));
Vec3.print("Ratio : " + ratio + " New position: ", newPosition);
var rotation = Quat.multiply(leftController.rotation,
Quat.inverse(leftController.oldRotation));
rotation = Quat.multiply(rotation, properties.modelRotation);
Models.editModel(leftController.modelID, {
position: newPosition,
//modelRotation: rotation,
radius: properties.radius * ratio
});
return;
} else {
var newPosition = Vec3.sum(leftController.palmPosition,
Vec3.multiply(leftController.front, leftController.x));
newPosition = Vec3.sum(newPosition,
Vec3.multiply(leftController.up, leftController.y));
newPosition = Vec3.sum(newPosition,
Vec3.multiply(leftController.right, leftController.z));
var rotation = Quat.multiply(leftController.rotation,
Quat.inverse(leftController.oldRotation));
rotation = Quat.multiply(rotation,
Models.getModelProperties(leftController.modelID).modelRotation);
Models.editModel(leftController.modelID, {
position: newPosition,
modelRotation: rotation
});
}
}
if (rightController.grabbing) {
var newPosition = Vec3.sum(rightController.palmPosition,
Vec3.multiply(rightController.front, rightController.x));
newPosition = Vec3.sum(newPosition,
Vec3.multiply(rightController.up, rightController.y));
newPosition = Vec3.sum(newPosition,
Vec3.multiply(rightController.right, rightController.z));
var rotation = Quat.multiply(rightController.rotation,
Quat.inverse(rightController.oldRotation));
rotation = Quat.multiply(rotation,
Models.getModelProperties(rightController.modelID).modelRotation);
Models.editModel(rightController.modelID, {
position: newPosition,
modelRotation: rotation
});
}
}
function checkController(deltaTime) {
var numberOfButtons = Controller.getNumberOfButtons();
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
// this is expected for hydras
if (!(numberOfButtons==12 && numberOfTriggers == 2 && controllersPerTrigger == 2)) {
//print("no hydra connected?");
return; // bail if no hydra
}
leftController.update();
rightController.update();
moveModels();
}
function scriptEnding() {
leftController.cleanup();
rightController.cleanup();
}
Script.scriptEnding.connect(scriptEnding);
// register the call back so it fires before each data send
Script.update.connect(checkController);

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@ -33,9 +33,9 @@ void Sphere3DOverlay::render() {
glDisable(GL_LIGHTING);
glPushMatrix();
glTranslatef(_position.x + _size * 0.5f,
_position.y + _size * 0.5f,
_position.z + _size * 0.5f);
glTranslatef(_position.x,
_position.y,
_position.z);
glLineWidth(_lineWidth);
const int slices = 15;
if (_isSolid) {

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@ -17,6 +17,10 @@ glm::vec3 Vec3::cross(const glm::vec3& v1, const glm::vec3& v2) {
return glm::cross(v1,v2);
}
float Vec3::dot(const glm::vec3& v1, const glm::vec3& v2) {
return glm::dot(v1,v2);
}
glm::vec3 Vec3::multiply(const glm::vec3& v1, float f) {
return v1 * f;
}

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@ -26,6 +26,7 @@ class Vec3 : public QObject {
public slots:
glm::vec3 cross(const glm::vec3& v1, const glm::vec3& v2);
float dot(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 multiply(const glm::vec3& v1, float f);
glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v);
glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2);