overte-thingvellir/examples/grab.js
2015-05-15 13:21:58 -07:00

261 lines
7.9 KiB
JavaScript

// grab.js
// examples
//
// Created by Eric Levin on May 1, 2015
// Copyright 2015 High Fidelity, Inc.
//
// Grab's physically moveable entities with the mouse, by applying a spring force.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var isGrabbing = false;
var grabbedEntity = null;
var prevMouse = {};
var deltaMouse = {
z: 0
}
var entityProps;
var moveUpDown = false;
var CLOSE_ENOUGH = 0.001;
var FULL_STRENGTH = 0.11;
var SPRING_RATE = 1.5;
var DAMPING_RATE = 0.80;
var ANGULAR_DAMPING_RATE = 0.40;
var SCREEN_TO_METERS = 0.001;
var currentPosition, currentVelocity, cameraEntityDistance, currentRotation;
var velocityTowardTarget, desiredVelocity, addedVelocity, newVelocity, dPosition, camYaw, distanceToTarget, targetPosition;
var originalGravity = {x: 0, y: 0, z: 0};
var shouldRotate = false;
var dQ, theta, axisAngle, dT;
var angularVelocity = {
x: 0,
y: 0,
z: 0
};
var grabSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/CloseClamp.wav");
var releaseSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/ReleaseClamp.wav");
var DROP_DISTANCE = 5.0;
var DROP_COLOR = {
red: 200,
green: 200,
blue: 200
};
var DROP_WIDTH = 2;
var dropLine = Overlays.addOverlay("line3d", {
color: DROP_COLOR,
alpha: 1,
visible: false,
lineWidth: DROP_WIDTH
});
function vectorIsZero(v) {
return v.x == 0 && v.y == 0 && v.z == 0;
}
function nearLinePoint(targetPosition) {
// var handPosition = Vec3.sum(MyAvatar.position, {x:0, y:0.2, z:0});
var handPosition = MyAvatar.getRightPalmPosition();
var along = Vec3.subtract(targetPosition, handPosition);
along = Vec3.normalize(along);
along = Vec3.multiply(along, 0.4);
return Vec3.sum(handPosition, along);
}
function mousePressEvent(event) {
if (!event.isLeftButton) {
return;
}
var pickRay = Camera.computePickRay(event.x, event.y);
var intersection = Entities.findRayIntersection(pickRay, true); // accurate picking
if (intersection.intersects && intersection.properties.collisionsWillMove) {
grabbedEntity = intersection.entityID;
var props = Entities.getEntityProperties(grabbedEntity)
isGrabbing = true;
originalGravity = props.gravity;
targetPosition = props.position;
currentPosition = props.position;
currentVelocity = props.velocity;
updateDropLine(targetPosition);
Entities.editEntity(grabbedEntity, {
gravity: {x: 0, y: 0, z: 0}
});
Audio.playSound(grabSound, {
position: props.position,
volume: 0.4
});
}
}
function updateDropLine(position) {
Overlays.editOverlay(dropLine, {
visible: true,
start: {
x: position.x,
y: position.y + DROP_DISTANCE,
z: position.z
},
end: {
x: position.x,
y: position.y - DROP_DISTANCE,
z: position.z
}
})
}
function mouseReleaseEvent() {
if (isGrabbing) {
isGrabbing = false;
// only restore the original gravity if it's not zero. This is to avoid...
// 1. interface A grabs an entity and locally saves off its gravity
// 2. interface A sets the entity's gravity to zero
// 3. interface B grabs the entity and saves off its gravity (which is zero)
// 4. interface A releases the entity and puts the original gravity back
// 5. interface B releases the entity and puts the original gravity back (to zero)
if (!vectorIsZero(originalGravity)) {
Entities.editEntity(grabbedEntity, {
gravity: originalGravity
});
}
Overlays.editOverlay(dropLine, {
visible: false
});
targetPosition = null;
Audio.playSound(grabSound, {
position: entityProps.position,
volume: 0.25
});
}
}
function mouseMoveEvent(event) {
if (isGrabbing) {
// see if something added/restored gravity
var props = Entities.getEntityProperties(grabbedEntity);
if (!vectorIsZero(props.gravity)) {
originalGravity = props.gravity;
}
deltaMouse.x = event.x - prevMouse.x;
if (!moveUpDown) {
deltaMouse.z = event.y - prevMouse.y;
deltaMouse.y = 0;
} else {
deltaMouse.y = (event.y - prevMouse.y) * -1;
deltaMouse.z = 0;
}
// Update the target position by the amount the mouse moved
camYaw = Quat.safeEulerAngles(Camera.getOrientation()).y;
dPosition = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, camYaw, 0), deltaMouse);
if (!shouldRotate) {
// Adjust target position for the object by the mouse move
cameraEntityDistance = Vec3.distance(Camera.getPosition(), currentPosition);
// Scale distance we want to move by the distance from the camera to the grabbed object
// TODO: Correct SCREEN_TO_METERS to be correct for the actual FOV, resolution
targetPosition = Vec3.sum(targetPosition, Vec3.multiply(dPosition, cameraEntityDistance * SCREEN_TO_METERS));
} else if (shouldRotate) {
var transformedDeltaMouse = {
x: deltaMouse.z,
y: deltaMouse.x,
z: deltaMouse.y
};
transformedDeltaMouse = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, camYaw, 0), transformedDeltaMouse);
dQ = Quat.fromVec3Degrees(transformedDeltaMouse);
theta = 2 * Math.acos(dQ.w);
axisAngle = Quat.axis(dQ);
angularVelocity = Vec3.multiply((theta / dT), axisAngle);
}
}
prevMouse.x = event.x;
prevMouse.y = event.y;
}
function keyReleaseEvent(event) {
if (event.text === "SHIFT") {
moveUpDown = false;
}
if (event.text === "SPACE") {
shouldRotate = false;
}
}
function keyPressEvent(event) {
if (event.text === "SHIFT") {
moveUpDown = true;
}
if (event.text === "SPACE") {
shouldRotate = true;
}
}
function update(deltaTime) {
dT = deltaTime;
if (isGrabbing) {
entityProps = Entities.getEntityProperties(grabbedEntity);
currentPosition = entityProps.position;
currentVelocity = entityProps.velocity;
currentRotation = entityProps.rotation;
var dPosition = Vec3.subtract(targetPosition, currentPosition);
distanceToTarget = Vec3.length(dPosition);
if (distanceToTarget > CLOSE_ENOUGH) {
// compute current velocity in the direction we want to move
velocityTowardTarget = Vec3.dot(currentVelocity, Vec3.normalize(dPosition));
velocityTowardTarget = Vec3.multiply(Vec3.normalize(dPosition), velocityTowardTarget);
// compute the speed we would like to be going toward the target position
desiredVelocity = Vec3.multiply(dPosition, (1.0 / deltaTime) * SPRING_RATE);
// compute how much we want to add to the existing velocity
addedVelocity = Vec3.subtract(desiredVelocity, velocityTowardTarget);
// If target is too far, roll off the force as inverse square of distance
if (distanceToTarget / cameraEntityDistance > FULL_STRENGTH) {
addedVelocity = Vec3.multiply(addedVelocity, Math.pow(FULL_STRENGTH / distanceToTarget, 2.0));
}
newVelocity = Vec3.sum(currentVelocity, addedVelocity);
// Add Damping
newVelocity = Vec3.subtract(newVelocity, Vec3.multiply(newVelocity, DAMPING_RATE));
// Update entity
} else {
newVelocity = {x: 0, y: 0, z: 0};
}
if (shouldRotate) {
angularVelocity = Vec3.subtract(angularVelocity, Vec3.multiply(angularVelocity, ANGULAR_DAMPING_RATE));
} else {
angularVelocity = entityProps.angularVelocity;
}
Entities.editEntity(grabbedEntity, {
position: currentPosition,
rotation: currentRotation,
velocity: newVelocity,
angularVelocity: angularVelocity
});
updateDropLine(targetPosition);
}
}
Controller.mouseMoveEvent.connect(mouseMoveEvent);
Controller.mousePressEvent.connect(mousePressEvent);
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
Controller.keyPressEvent.connect(keyPressEvent);
Controller.keyReleaseEvent.connect(keyReleaseEvent);
Script.update.connect(update);