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https://thingvellir.net/git/overte
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4 changed files with 350 additions and 3 deletions
342
examples/editModels.js
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342
examples/editModels.js
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//
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// editModels.js
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// examples
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//
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// Created by Clément Brisset on 4/24/14.
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// Copyright 2014 High Fidelity, Inc.
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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 LASER_WIDTH = 4;
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var LASER_COLOR = { red: 255, green: 0, blue: 0 };
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var LASER_LENGTH_FACTOR = 1.5;
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var LEFT = 0;
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var RIGHT = 1;
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function controller(wichSide) {
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this.side = wichSide;
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this.palm = 2 * wichSide;
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this.tip = 2 * wichSide + 1;
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this.trigger = wichSide;
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this.oldPalmPosition = Controller.getSpatialControlPosition(this.palm);
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this.palmPosition = Controller.getSpatialControlPosition(this.palm);
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this.oldTipPosition = Controller.getSpatialControlPosition(this.tip);
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this.tipPosition = Controller.getSpatialControlPosition(this.tip);
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this.oldUp = Controller.getSpatialControlNormal(this.palm);
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this.up = this.oldUp;
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this.oldFront = Vec3.normalize(Vec3.subtract(this.tipPosition, this.palmPosition));
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this.front = this.oldFront;
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this.oldRight = Vec3.cross(this.front, this.up);
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this.right = this.oldRight;
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this.oldRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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this.rotation = this.oldRotation;
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this.triggerValue = Controller.getTriggerValue(this.trigger);
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this.pressed = false; // is trigger pressed
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this.pressing = false; // is trigger being pressed (is pressed now but wasn't previously)
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this.grabbing = false;
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this.modelID;
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this.laser = Overlays.addOverlay("line3d", {
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position: this.palmPosition,
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end: this.tipPosition,
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color: LASER_COLOR,
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alpha: 1,
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visible: false,
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lineWidth: LASER_WIDTH
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});
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this.guideScale = 0.02;
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this.ball = Overlays.addOverlay("sphere", {
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position: this.palmPosition,
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size: this.guideScale,
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solid: true,
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color: { red: 0, green: 255, blue: 0 },
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alpha: 1,
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visible: false,
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});
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this.leftRight = Overlays.addOverlay("line3d", {
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position: this.palmPosition,
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end: this.tipPosition,
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color: { red: 0, green: 0, blue: 255 },
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alpha: 1,
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visible: false,
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lineWidth: LASER_WIDTH
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});
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this.topDown = Overlays.addOverlay("line3d", {
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position: this.palmPosition,
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end: this.tipPosition,
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color: { red: 0, green: 0, blue: 255 },
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alpha: 1,
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visible: false,
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lineWidth: LASER_WIDTH
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});
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this.grab = function (modelID) {
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if (!modelID.isKnownID) {
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var identify = Models.identifyModel(modelID);
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if (!identify.isKnownID) {
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print("Unknown ID " + identify.id + "(grab)");
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return;
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}
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modelID = identify;
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}
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print("Grabbing " + modelID.id);
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this.grabbing = true;
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this.modelID = modelID;
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}
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this.release = function () {
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this.grabbing = false;
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this.modelID = 0;
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}
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this.checkTrigger = function () {
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if (this.triggerValue > 0.9) {
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if (this.pressed) {
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this.pressing = false;
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} else {
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this.pressing = true;
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}
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this.pressed = true;
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} else {
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this.pressing = false;
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this.pressed = false;
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}
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}
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this.moveLaser = function () {
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var endPosition = Vec3.sum(this.palmPosition, Vec3.multiply(this.front, LASER_LENGTH_FACTOR));
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Overlays.editOverlay(this.laser, {
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position: this.palmPosition,
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end: endPosition,
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visible: true
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});
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Overlays.editOverlay(this.ball, {
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position: endPosition,
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visible: true
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});
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Overlays.editOverlay(this.leftRight, {
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position: Vec3.sum(endPosition, Vec3.multiply(this.right, 2 * this.guideScale)),
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end: Vec3.sum(endPosition, Vec3.multiply(this.right, -2 * this.guideScale)),
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visible: true
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});
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Overlays.editOverlay(this.topDown, {position: Vec3.sum(endPosition, Vec3.multiply(this.up, 2 * this.guideScale)),
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end: Vec3.sum(endPosition, Vec3.multiply(this.up, -2 * this.guideScale)),
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visible: true
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});
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}
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this.checkModel = function (modelID) {
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if (!modelID.isKnownID) {
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var identify = Models.identifyModel(modelID);
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if (!identify.isKnownID) {
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print("Unknown ID " + identify.id + "(checkModel)");
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return;
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}
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modelID = identify;
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}
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// P P - Model
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// /| A - Palm
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// / | d B - unit vector toward tip
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// / | X - base of the perpendicular line
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// A---X----->B d - distance fom axis
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// x x - distance from A
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//
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// |X-A| = (P-A).B
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// X == A + ((P-A).B)B
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// d = |P-X|
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var A = this.palmPosition;
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var B = this.front;
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var P = Models.getModelProperties(modelID).position;
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this.x = Vec3.dot(Vec3.subtract(P, A), B);
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this.y = Vec3.dot(Vec3.subtract(P, A), this.up);
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this.z = Vec3.dot(Vec3.subtract(P, A), this.right);
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var X = Vec3.sum(A, Vec3.multiply(B, this.x));
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var d = Vec3.length(Vec3.subtract(P, X));
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// Vec3.print("A: ", A);
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// Vec3.print("B: ", B);
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// Vec3.print("Particle pos: ", P);
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// print("d: " + d + ", x: " + this.x);
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if (d < Models.getModelProperties(modelID).radius && 0 < this.x && this.x < LASER_LENGTH_FACTOR) {
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return true;
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}
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return false;
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}
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this.update = function () {
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this.oldPalmPosition = this.palmPosition;
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this.oldTipPosition = this.tipPosition;
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this.palmPosition = Controller.getSpatialControlPosition(this.palm);
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this.tipPosition = Controller.getSpatialControlPosition(this.tip);
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this.oldUp = this.up;
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this.up = Vec3.normalize(Controller.getSpatialControlNormal(this.palm));
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this.oldFront = this.front;
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this.front = Vec3.normalize(Vec3.subtract(this.tipPosition, this.palmPosition));
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this.oldRight = this.right;
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this.right = Vec3.normalize(Vec3.cross(this.front, this.up));
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this.oldRotation = this.rotation;
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this.rotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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this.triggerValue = Controller.getTriggerValue(this.trigger);
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this.checkTrigger();
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if (this.pressing) {
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Vec3.print("Looking at: ", this.palmPosition);
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var foundModels = Models.findModels(this.palmPosition, LASER_LENGTH_FACTOR);
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for (var i = 0; i < foundModels.length; i++) {
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print("Model found ID (" + foundModels[i].id + ")");
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if (this.checkModel(foundModels[i])) {
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if (this.grab(foundModels[i])) {
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return;
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}
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}
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}
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}
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if (!this.pressed && this.grabbing) {
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// release if trigger not pressed anymore.
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this.release();
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}
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this.moveLaser();
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}
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this.cleanup = function () {
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Overlays.deleteOverlay(this.laser);
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Overlays.deleteOverlay(this.ball);
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Overlays.deleteOverlay(this.leftRight);
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Overlays.deleteOverlay(this.topDown);
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}
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}
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var leftController = new controller(LEFT);
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var rightController = new controller(RIGHT);
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function moveModels() {
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if (leftController.grabbing) {
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if (rightController.grabbing) {
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var properties = Models.getModelProperties(leftController.modelID);
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var oldLeftPoint = Vec3.sum(leftController.oldPalmPosition, Vec3.multiply(leftController.oldFront, leftController.x));
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var oldRightPoint = Vec3.sum(rightController.oldPalmPosition, Vec3.multiply(rightController.oldFront, rightController.x));
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var oldMiddle = Vec3.multiply(Vec3.sum(oldLeftPoint, oldRightPoint), 0.5);
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var oldLength = Vec3.length(Vec3.subtract(oldLeftPoint, oldRightPoint));
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var leftPoint = Vec3.sum(leftController.palmPosition, Vec3.multiply(leftController.front, leftController.x));
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var rightPoint = Vec3.sum(rightController.palmPosition, Vec3.multiply(rightController.front, rightController.x));
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var middle = Vec3.multiply(Vec3.sum(leftPoint, rightPoint), 0.5);
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var length = Vec3.length(Vec3.subtract(leftPoint, rightPoint));
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var ratio = length / oldLength;
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var newPosition = Vec3.sum(middle,
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Vec3.multiply(Vec3.subtract(properties.position, oldMiddle), ratio));
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Vec3.print("Ratio : " + ratio + " New position: ", newPosition);
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var rotation = Quat.multiply(leftController.rotation,
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Quat.inverse(leftController.oldRotation));
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rotation = Quat.multiply(rotation, properties.modelRotation);
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Models.editModel(leftController.modelID, {
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position: newPosition,
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//modelRotation: rotation,
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radius: properties.radius * ratio
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});
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return;
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} else {
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var newPosition = Vec3.sum(leftController.palmPosition,
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Vec3.multiply(leftController.front, leftController.x));
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newPosition = Vec3.sum(newPosition,
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Vec3.multiply(leftController.up, leftController.y));
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newPosition = Vec3.sum(newPosition,
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Vec3.multiply(leftController.right, leftController.z));
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var rotation = Quat.multiply(leftController.rotation,
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Quat.inverse(leftController.oldRotation));
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rotation = Quat.multiply(rotation,
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Models.getModelProperties(leftController.modelID).modelRotation);
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Models.editModel(leftController.modelID, {
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position: newPosition,
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modelRotation: rotation
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});
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}
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}
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if (rightController.grabbing) {
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var newPosition = Vec3.sum(rightController.palmPosition,
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Vec3.multiply(rightController.front, rightController.x));
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newPosition = Vec3.sum(newPosition,
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Vec3.multiply(rightController.up, rightController.y));
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newPosition = Vec3.sum(newPosition,
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Vec3.multiply(rightController.right, rightController.z));
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var rotation = Quat.multiply(rightController.rotation,
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Quat.inverse(rightController.oldRotation));
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rotation = Quat.multiply(rotation,
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Models.getModelProperties(rightController.modelID).modelRotation);
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Models.editModel(rightController.modelID, {
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position: newPosition,
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modelRotation: rotation
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});
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}
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}
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function checkController(deltaTime) {
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var numberOfButtons = Controller.getNumberOfButtons();
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var numberOfTriggers = Controller.getNumberOfTriggers();
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var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
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var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
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// this is expected for hydras
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if (!(numberOfButtons==12 && numberOfTriggers == 2 && controllersPerTrigger == 2)) {
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//print("no hydra connected?");
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return; // bail if no hydra
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}
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leftController.update();
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rightController.update();
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moveModels();
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}
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function scriptEnding() {
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leftController.cleanup();
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rightController.cleanup();
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}
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Script.scriptEnding.connect(scriptEnding);
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// register the call back so it fires before each data send
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Script.update.connect(checkController);
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@ -33,9 +33,9 @@ void Sphere3DOverlay::render() {
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glDisable(GL_LIGHTING);
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glPushMatrix();
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glTranslatef(_position.x + _size * 0.5f,
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_position.y + _size * 0.5f,
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_position.z + _size * 0.5f);
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glTranslatef(_position.x,
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_position.y,
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_position.z);
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glLineWidth(_lineWidth);
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const int slices = 15;
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if (_isSolid) {
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@ -17,6 +17,10 @@ glm::vec3 Vec3::cross(const glm::vec3& v1, const glm::vec3& v2) {
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return glm::cross(v1,v2);
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}
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float Vec3::dot(const glm::vec3& v1, const glm::vec3& v2) {
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return glm::dot(v1,v2);
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}
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glm::vec3 Vec3::multiply(const glm::vec3& v1, float f) {
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return v1 * f;
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}
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@ -26,6 +26,7 @@ class Vec3 : public QObject {
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public slots:
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glm::vec3 cross(const glm::vec3& v1, const glm::vec3& v2);
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float dot(const glm::vec3& v1, const glm::vec3& v2);
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glm::vec3 multiply(const glm::vec3& v1, float f);
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glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v);
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glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2);
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