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Merge pull request #5918 from PhilipRosedale/master
Throw held objects with velocity from fingertip
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commit
07515ce710
1 changed files with 54 additions and 10 deletions
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@ -89,9 +89,11 @@ function MyController(hand, triggerAction) {
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this.getHandRotation = MyAvatar.getLeftPalmRotation;
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}
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var SPATIAL_CONTROLLERS_PER_PALM = 2;
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var TIP_CONTROLLER_OFFSET = 1;
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this.triggerAction = triggerAction;
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this.palm = 2 * hand;
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// this.tip = 2 * hand + 1; // unused, but I'm leaving this here for fear it will be needed
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this.palm = SPATIAL_CONTROLLERS_PER_PALM * hand;
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this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
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this.actionID = null; // action this script created...
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this.grabbedEntity = null; // on this entity.
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@ -280,6 +282,9 @@ function MyController(hand, triggerAction) {
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Entities.callEntityMethod(this.grabbedEntity, "startDistantGrab");
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}
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this.currentAvatarPosition = MyAvatar.position;
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this.currentAvatarOrientation = MyAvatar.orientation;
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};
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this.continueDistanceHolding = function() {
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@ -298,11 +303,46 @@ function MyController(hand, triggerAction) {
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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) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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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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this.currentAvatarPosition = currentPosition;
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// How far did the avatar turn this timestep?
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// Note: The following code is too long because we need a Quat.quatBetween() function
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// that returns the minimum quaternion between two quaternions.
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var currentOrientation = MyAvatar.orientation;
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if (Quat.dot(currentOrientation, this.currentAvatarOrientation) < 0.0) {
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var negativeCurrentOrientation = {
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x: -currentOrientation.x,
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y: -currentOrientation.y,
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z: -currentOrientation.z,
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w: -currentOrientation.w
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};
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var avatarDeltaOrientation = Quat.multiply(negativeCurrentOrientation, Quat.inverse(this.currentAvatarOrientation));
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} else {
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var avatarDeltaOrientation = Quat.multiply(currentOrientation, Quat.inverse(this.currentAvatarOrientation));
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}
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var handToAvatar = Vec3.subtract(handControllerPosition, this.currentAvatarPosition);
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var objectToAvatar = Vec3.subtract(this.currentObjectPosition, this.currentAvatarPosition);
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var handMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, handToAvatar), handToAvatar);
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var objectMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, objectToAvatar), objectToAvatar);
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this.currentAvatarOrientation = currentOrientation;
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// how far did hand move this timestep?
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var handMoved = Vec3.subtract(handControllerPosition, this.handPreviousPosition);
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this.handPreviousPosition = handControllerPosition;
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// magnify the hand movement but not the change from avatar movement & rotation
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handMoved = Vec3.subtract(handMoved, avatarDeltaPosition);
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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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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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var deltaPosition = Vec3.subtract(newObjectPosition, this.currentObjectPosition); // meters
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var now = Date.now();
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var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
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@ -367,7 +407,8 @@ function MyController(hand, triggerAction) {
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}
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this.currentHandControllerPosition = Controller.getSpatialControlPosition(this.palm);
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this.currentHandControllerTipPosition = Controller.getSpatialControlPosition(this.tip);
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this.currentObjectTime = Date.now();
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};
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@ -377,15 +418,21 @@ function MyController(hand, triggerAction) {
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return;
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}
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// keep track of the measured velocity of the held object
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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// Keep track of the fingertip velocity to impart when we release the object
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// Note that the idea of using a constant 'tip' velocity regardless of the
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// object's actual held offset is an idea intended to make it easier to throw things:
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// Because we might catch something or transfer it between hands without a good idea
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// of it's actual offset, let's try imparting a velocity which is at a fixed radius
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// from the palm.
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var handControllerPosition = Controller.getSpatialControlPosition(this.tip);
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var now = Date.now();
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var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerPosition); // meters
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var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerTipPosition); // meters
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var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
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this.computeReleaseVelocity(deltaPosition, deltaTime, true);
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this.currentHandControllerPosition = handControllerPosition;
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this.currentHandControllerTipPosition = handControllerPosition;
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this.currentObjectTime = now;
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
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};
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@ -468,17 +515,14 @@ function MyController(hand, triggerAction) {
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};
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this.startTouch = function(entityID) {
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// print('START TOUCH' + entityID);
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Entities.callEntityMethod(entityID, "startTouch");
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};
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this.continueTouch = function(entityID) {
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// print('CONTINUE TOUCH' + entityID);
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Entities.callEntityMethod(entityID, "continueTouch");
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};
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this.stopTouch = function(entityID) {
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// print('STOP TOUCH' + entityID);
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Entities.callEntityMethod(entityID, "stopTouch");
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};
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