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Merge pull request #6544 from sethalves/distance-grab-adjustment
distance-hold adjustment
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commit
06c8235b19
1 changed files with 27 additions and 7 deletions
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@ -34,9 +34,10 @@ var BUMPER_ON_VALUE = 0.5;
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// distant manipulation
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//
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var DISTANCE_HOLDING_RADIUS_FACTOR = 5; // multiplied by distance between hand and object
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var DISTANCE_HOLDING_RADIUS_FACTOR = 3.5; // multiplied by distance between hand and object
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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 NO_INTERSECT_COLOR = {
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red: 10,
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@ -658,6 +659,13 @@ function MyController(hand) {
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this.currentObjectTime = now;
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this.handRelativePreviousPosition = Vec3.subtract(handControllerPosition, MyAvatar.position);
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this.handPreviousRotation = handRotation;
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this.currentCameraOrientation = Camera.orientation;
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// compute a constant based on the initial conditions which we use below to exagerate hand motion onto the held object
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this.radiusScalar = Math.log(Vec3.distance(this.currentObjectPosition, handControllerPosition) + 1.0);
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if (this.radiusScalar < 1.0) {
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this.radiusScalar = 1.0;
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}
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this.actionID = NULL_ACTION_ID;
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this.actionID = Entities.addAction("spring", this.grabbedEntity, {
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@ -689,8 +697,6 @@ function MyController(hand) {
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this.currentAvatarOrientation = MyAvatar.orientation;
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this.overlayLineOff();
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};
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this.continueDistanceHolding = function() {
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@ -719,8 +725,12 @@ function MyController(hand) {
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this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) *
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DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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var radius = Vec3.distance(this.currentObjectPosition, handControllerPosition) *
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this.radiusScalar * DISTANCE_HOLDING_RADIUS_FACTOR;
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if (radius < 1.0) {
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radius = 1.0;
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}
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// how far did avatar move this timestep?
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var currentPosition = MyAvatar.position;
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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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@ -751,11 +761,11 @@ function MyController(hand) {
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var handMoved = Vec3.subtract(handToAvatar, this.handRelativePreviousPosition);
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this.handRelativePreviousPosition = handToAvatar;
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// magnify the hand movement but not the change from avatar movement & rotation
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// magnify the hand movement but not the change from avatar movement & rotation
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handMoved = Vec3.subtract(handMoved, handMovementFromTurning);
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var superHandMoved = Vec3.multiply(handMoved, radius);
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// Move the object by the magnified amount and then by amount from avatar movement & rotation
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// Move the object by the magnified amount and then by amount from avatar movement & rotation
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var newObjectPosition = Vec3.sum(this.currentObjectPosition, superHandMoved);
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newObjectPosition = Vec3.sum(newObjectPosition, avatarDeltaPosition);
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newObjectPosition = Vec3.sum(newObjectPosition, objectMovementFromTurning);
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@ -777,6 +787,16 @@ function MyController(hand) {
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Entities.callEntityMethod(this.grabbedEntity, "continueDistantGrab");
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// mix in head motion
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if (MOVE_WITH_HEAD) {
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var objDistance = Vec3.length(objectToAvatar);
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var before = Vec3.multiplyQbyV(this.currentCameraOrientation, { x: 0.0, y: 0.0, z: objDistance });
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var after = Vec3.multiplyQbyV(Camera.orientation, { x: 0.0, y: 0.0, z: objDistance });
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var change = Vec3.subtract(before, after);
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this.currentCameraOrientation = Camera.orientation;
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this.currentObjectPosition = Vec3.sum(this.currentObjectPosition, change);
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}
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Entities.updateAction(this.grabbedEntity, this.actionID, {
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targetPosition: this.currentObjectPosition,
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linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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