Adjust size and offset of grab balls to better align with hand controllers.

(cherry picked from commit d97a8c2e7eace2494d3142e8187022a33aedc060)
This commit is contained in:
Anthony J. Thibault 2016-10-18 14:05:10 -07:00
parent 20ed77d425
commit bcd31e3d99
6 changed files with 15 additions and 9 deletions

View file

@ -376,9 +376,10 @@ void HmdDisplayPlugin::updateFrameData() {
}
// this offset needs to match GRAB_POINT_SPHERE_OFFSET in scripts/system/libraries/controllers.js
//static const vec3 GRAB_POINT_SPHERE_OFFSET = vec3(0.1f, 0.04f, -0.32f);
static const vec3 GRAB_POINT_SPHERE_OFFSET = vec3(0.0f, 0.0f, -0.175f);
vec3 grabPointOffset = GRAB_POINT_SPHERE_OFFSET;
static const vec3 GRAB_POINT_SPHERE_OFFSET(0.075f, 0.175f, 0.039f);
// swizzle grab point so that (x = upward, y = inward, z = forward)
vec3 grabPointOffset = glm::vec3(GRAB_POINT_SPHERE_OFFSET.x, GRAB_POINT_SPHERE_OFFSET.z, -GRAB_POINT_SPHERE_OFFSET.y);
if (i == 0) {
grabPointOffset.x *= -1.0f; // this changes between left and right hands
}

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@ -34,7 +34,9 @@ const vec3& Vectors::UP = Vectors::UNIT_Y;
const vec3& Vectors::FRONT = Vectors::UNIT_NEG_Z;
const quat Quaternions::IDENTITY{ 1.0f, 0.0f, 0.0f, 0.0f };
const quat Quaternions::X_180{ 0.0f, 1.0f, 0.0f, 0.0f };
const quat Quaternions::Y_180{ 0.0f, 0.0f, 1.0f, 0.0f };
const quat Quaternions::Z_180{ 0.0f, 0.0f, 0.0f, 1.0f };
// Safe version of glm::mix; based on the code in Nick Bobick's article,
// http://www.gamasutra.com/features/19980703/quaternions_01.htm (via Clyde,

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@ -58,7 +58,9 @@ glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
class Quaternions {
public:
static const quat IDENTITY;
static const quat X_180;
static const quat Y_180;
static const quat Z_180;
};
class Vectors {

View file

@ -299,10 +299,11 @@ controller::Pose openVrControllerPoseToHandPose(bool isLeftHand, const mat4& mat
static const glm::quat leftRotationOffset = glm::inverse(leftQuarterZ * eighthX) * touchToHand;
static const glm::quat rightRotationOffset = glm::inverse(rightQuarterZ * eighthX) * touchToHand;
static const float CONTROLLER_LENGTH_OFFSET = 0.0762f; // three inches
static const glm::vec3 CONTROLLER_OFFSET = glm::vec3(CONTROLLER_LENGTH_OFFSET / 2.0f,
CONTROLLER_LENGTH_OFFSET / 2.0f,
CONTROLLER_LENGTH_OFFSET * 2.0f);
static const float CONTROLLER_X_OFFSET = 0.0381f; // sideways
static const float CONTROLLER_Y_OFFSET = 0.0495f; // forwards
static const float CONTROLLER_Z_OFFSET = 0.1371f; // upwards
static const glm::vec3 CONTROLLER_OFFSET(CONTROLLER_X_OFFSET, CONTROLLER_Y_OFFSET, CONTROLLER_Z_OFFSET);
static const glm::vec3 leftTranslationOffset = glm::vec3(-1.0f, 1.0f, 1.0f) * CONTROLLER_OFFSET;
static const glm::vec3 rightTranslationOffset = CONTROLLER_OFFSET;

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@ -111,7 +111,7 @@ var NEAR_GRABBING_KINEMATIC = true; // force objects to be kinematic when near-g
var CHECK_TOO_FAR_UNEQUIP_TIME = 0.3; // seconds, duration between checks
var GRAB_POINT_SPHERE_RADIUS = NEAR_GRAB_RADIUS;
var GRAB_POINT_SPHERE_RADIUS = NEAR_GRAB_RADIUS * 1.5;
var GRAB_POINT_SPHERE_COLOR = { red: 240, green: 240, blue: 240 };
var GRAB_POINT_SPHERE_ALPHA = 0.85;

View file

@ -21,7 +21,7 @@ getGrabCommunications = function getFarGrabCommunications() {
// var GRAB_POINT_SPHERE_OFFSET = { x: 0.1, y: 0.32, z: 0.04 };
// this offset needs to match the one in libraries/display-plugins/src/display-plugins/hmd/HmdDisplayPlugin.cpp
var GRAB_POINT_SPHERE_OFFSET = { x: 0.0, y: 0.175, z: 0.0 };
var GRAB_POINT_SPHERE_OFFSET = { x: 0.075, y: 0.175, z: 0.039 }; // x = upward, y = forward, z = inward
getGrabPointSphereOffset = function(handController) {
if (handController === Controller.Standard.RightHand) {