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Merge pull request #6771 from ericrius1/directDistanceGrab
Squeezing bumper while distance grabbing now brings object to your hand in all cases
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commit
01c9de4f9d
1 changed files with 100 additions and 87 deletions
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@ -40,6 +40,7 @@ var DISTANCE_HOLDING_RADIUS_FACTOR = 3.5; // multiplied by distance between hand
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var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to their new position
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var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
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var MOVE_WITH_HEAD = true; // experimental head-controll of distantly held objects
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var FAR_TO_NEAR_GRAB_PADDING_FACTOR = 1.2;
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var NO_INTERSECT_COLOR = {
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red: 10,
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@ -579,9 +580,9 @@ function MyController(hand) {
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};
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this.renewParticleBeamLifetime = function(){
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var props = Entities.getEntityProperties(this.particleBeam,"age");
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Entities.editEntity(this.particleBeam,{
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this.renewParticleBeamLifetime = function() {
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var props = Entities.getEntityProperties(this.particleBeam, "age");
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Entities.editEntity(this.particleBeam, {
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lifetime: TEMPORARY_PARTICLE_BEAM_LIFETIME + props.age // renew lifetime
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})
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}
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@ -904,11 +905,19 @@ function MyController(hand) {
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if (intersection.properties.collisionsWillMove && !intersection.properties.locked) {
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// the hand is far from the intersected object. go into distance-holding mode
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this.grabbedEntity = intersection.entityID;
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if (typeof grabbableData.spatialKey !== 'undefined' && this.state == STATE_EQUIP_SEARCHING) {
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if (this.state == STATE_EQUIP_SEARCHING) {
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// if a distance pick in equip mode hits something with a spatialKey, equip it
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// TODO use STATE_EQUIP_SPRING here once it works right.
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// this.setState(STATE_EQUIP_SPRING);
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if (typeof grabbableData.spatialKey === 'undefined') {
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// We want to give a temporary position offset to this object so it is pulled close to hand
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var intersectionPointToCenterDistance = Vec3.length(Vec3.subtract(intersection.intersection, intersection.properties.position));
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this.temporaryPositionOffset = Vec3.normalize(Vec3.subtract(intersection.properties.position, handPosition));
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this.temporaryPositionOffset = Vec3.multiply(this.temporaryPositionOffset, intersectionPointToCenterDistance * FAR_TO_NEAR_GRAB_PADDING_FACTOR);
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}
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this.setState(STATE_EQUIP);
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this.turnOffVisualizations();
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return;
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} else if ((this.state == STATE_SEARCHING) && this.triggerSmoothedGrab()) {
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this.setState(STATE_DISTANCE_HOLDING);
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@ -1294,103 +1303,107 @@ function MyController(hand) {
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this.projectVectorAlongAxis = function(position, axisStart, axisEnd) {
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var aPrime = Vec3.subtract(position, axisStart);
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var aPrime = Vec3.subtract(position, axisStart);
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var bPrime = Vec3.subtract(axisEnd, axisStart);
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var bPrime = Vec3.subtract(axisEnd, axisStart);
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var bPrimeMagnitude = Vec3.length(bPrime);
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var bPrimeMagnitude = Vec3.length(bPrime);
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var dotProduct = Vec3.dot(aPrime, bPrime);
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var dotProduct = Vec3.dot(aPrime, bPrime);
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var scalar = dotProduct / bPrimeMagnitude;
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var scalar = dotProduct / bPrimeMagnitude;
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if (scalar < 0) {
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scalar = 0;
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if (scalar < 0) {
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scalar = 0;
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}
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if (scalar > 1) {
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scalar = 1;
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}
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var projection = Vec3.sum(axisStart, Vec3.multiply(scalar, Vec3.normalize(bPrime)));
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return projection
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};
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this.nearGrabbing = function() {
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var now = Date.now();
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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if (this.state == STATE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
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return;
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}
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this.lineOff();
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this.overlayLineOff();
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, GRABBABLE_PROPERTIES);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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if (grabbedProperties.collisionsWillMove && NEAR_GRABBING_KINEMATIC) {
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Entities.editEntity(this.grabbedEntity, {
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collisionsWillMove: false
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});
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}
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var handRotation = this.getHandRotation();
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var handPosition = this.getHandPosition();
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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if (this.state != STATE_NEAR_GRABBING && grabbableData.spatialKey) {
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// if an object is "equipped" and has a spatialKey, use it.
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this.ignoreIK = grabbableData.spatialKey.ignoreIK ? grabbableData.spatialKey.ignoreIK : false;
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this.offsetPosition = getSpatialOffsetPosition(this.hand, grabbableData.spatialKey);
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this.offsetRotation = getSpatialOffsetRotation(this.hand, grabbableData.spatialKey);
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} else {
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this.ignoreIK = false;
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var objectRotation = grabbedProperties.rotation;
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this.offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
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var currentObjectPosition = grabbedProperties.position;
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var offset = Vec3.subtract(currentObjectPosition, handPosition);
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this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
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if (this.temporaryPositionOffset && this.state != STATE_NEAR_GRABBING) {
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this.offsetPosition = this.temporaryPositionOffset;
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}
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}
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if (scalar > 1) {
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scalar = 1;
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}
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var projection = Vec3.sum(axisStart, Vec3.multiply(scalar, Vec3.normalize(bPrime)));
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if (!this.setupHoldAction()) {
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return;
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}
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return projection
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if (this.state == STATE_NEAR_GRABBING) {
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this.setState(STATE_CONTINUE_NEAR_GRABBING);
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} else {
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// equipping
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Entities.callEntityMethod(this.grabbedEntity, "startEquip", [JSON.stringify(this.hand)]);
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this.startHandGrasp();
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};
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this.setState(STATE_CONTINUE_EQUIP_BD);
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}
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this.nearGrabbing = function() {
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var now = Date.now();
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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if (this.hand === RIGHT_HAND) {
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Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
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} else {
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Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
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}
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if (this.state == STATE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
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return;
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}
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Entities.callEntityMethod(this.grabbedEntity, "setHand", [this.hand]);
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Entities.callEntityMethod(this.grabbedEntity, "startNearGrab");
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this.lineOff();
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this.overlayLineOff();
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this.currentHandControllerTipPosition =
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(this.hand === RIGHT_HAND) ? MyAvatar.rightHandTipPosition : MyAvatar.leftHandTipPosition;
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, GRABBABLE_PROPERTIES);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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if (grabbedProperties.collisionsWillMove && NEAR_GRABBING_KINEMATIC) {
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Entities.editEntity(this.grabbedEntity, {
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collisionsWillMove: false
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});
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}
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var handRotation = this.getHandRotation();
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var handPosition = this.getHandPosition();
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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if (this.state != STATE_NEAR_GRABBING && grabbableData.spatialKey) {
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// if an object is "equipped" and has a spatialKey, use it.
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this.ignoreIK = grabbableData.spatialKey.ignoreIK ? grabbableData.spatialKey.ignoreIK : false;
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this.offsetPosition = getSpatialOffsetPosition(this.hand, grabbableData.spatialKey);
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this.offsetRotation = getSpatialOffsetRotation(this.hand, grabbableData.spatialKey);
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} else {
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this.ignoreIK = false;
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var objectRotation = grabbedProperties.rotation;
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this.offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
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var currentObjectPosition = grabbedProperties.position;
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var offset = Vec3.subtract(currentObjectPosition, handPosition);
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this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
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}
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if (!this.setupHoldAction()) {
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return;
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}
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if (this.state == STATE_NEAR_GRABBING) {
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this.setState(STATE_CONTINUE_NEAR_GRABBING);
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} else {
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// equipping
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Entities.callEntityMethod(this.grabbedEntity, "startEquip", [JSON.stringify(this.hand)]);
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this.startHandGrasp();
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this.setState(STATE_CONTINUE_EQUIP_BD);
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}
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if (this.hand === RIGHT_HAND) {
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Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
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} else {
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Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
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}
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Entities.callEntityMethod(this.grabbedEntity, "setHand", [this.hand]);
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Entities.callEntityMethod(this.grabbedEntity, "startNearGrab");
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this.currentHandControllerTipPosition =
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(this.hand === RIGHT_HAND) ? MyAvatar.rightHandTipPosition : MyAvatar.leftHandTipPosition;
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this.currentObjectTime = Date.now();
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};
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this.currentObjectTime = Date.now();
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};
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this.continueNearGrabbing = function() {
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if (this.state == STATE_CONTINUE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
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@ -1898,8 +1911,8 @@ Script.update.connect(update);
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// we can't create the search system on-demand since it takes some time for the particles to reach their entire length.
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// thus the system cannot have a fixed lifetime. this loop updates the lifetimes and will stop updating if a user crashes.
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if(USE_PARTICLE_BEAM_FOR_SEARCHING===true || USE_PARTICLE_BEAM_FOR_MOVING ===true){
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Script.update.connect(renewParticleBeamLifetimes)
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if (USE_PARTICLE_BEAM_FOR_SEARCHING === true || USE_PARTICLE_BEAM_FOR_MOVING === true) {
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Script.update.connect(renewParticleBeamLifetimes)
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}
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var sinceLastParticleLifetimeUpdate = 0;
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@ -1914,4 +1927,4 @@ function renewParticleBeamLifetimes(deltaTime) {
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}
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rightController.renewParticleBeamLifetime();
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leftController.renewParticleBeamLifetime();
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}
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}
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