Tuned haptic pulses for grab, release, equip, de-quip

This commit is contained in:
Eric Levin 2016-07-27 17:58:24 -07:00
parent 17a5fa040d
commit 0f7f9990c2

View file

@ -38,6 +38,15 @@ var BUMPER_ON_VALUE = 0.5;
var THUMB_ON_VALUE = 0.5;
var HAPTIC_PULSE_STRENGTH = 1.0;
var HAPTIC_PULSE_DURATION = 13.0;
var HAPTIC_TEXTURE_STRENGTH = 0.1;
var HAPTIC_TEXTURE_DURATION = 3.0;
var HAPTIC_TEXTURE_DISTANCE = 0.002;
var HAPTIC_DEQUIP_STRENGTH = 0.75;
var HAPTIC_DEQUIP_DURATION = 50.0;
var HAND_HEAD_MIX_RATIO = 0.0; // 0 = only use hands for search/move. 1 = only use head for search/move.
var PICK_WITH_HAND_RAY = true;
@ -934,7 +943,7 @@ function MyController(hand) {
entityPropertiesCache.addEntities(candidateEntities);
var potentialEquipHotspot = this.chooseBestEquipHotspot(candidateEntities);
if (!this.waitForTriggerRelease) {
this.updateEquipHaptics(potentialEquipHotspot);
this.updateEquipHaptics(potentialEquipHotspot, this.getHandPosition());
}
var nearEquipHotspots = this.chooseNearEquipHotspots(candidateEntities, EQUIP_HOTSPOT_RENDER_RADIUS);
@ -948,11 +957,15 @@ function MyController(hand) {
this.prevPotentialEquipHotspot = null;
};
this.updateEquipHaptics = function(potentialEquipHotspot) {
this.updateEquipHaptics = function(potentialEquipHotspot, currentLocation) {
if (potentialEquipHotspot && !this.prevPotentialEquipHotspot ||
!potentialEquipHotspot && this.prevPotentialEquipHotspot) {
Controller.triggerShortHapticPulse(0.5, this.hand);
}
Controller.triggerHapticPulse(HAPTIC_TEXTURE_STRENGTH, HAPTIC_TEXTURE_DURATION, this.hand);
this.lastHapticPulseLocation = currentLocation;
} else if (potentialEquipHotspot && Vec3.distance(this.lastHapticPulseLocation, currentLocation) > HAPTIC_TEXTURE_DISTANCE) {
Controller.triggerHapticPulse(HAPTIC_TEXTURE_STRENGTH, HAPTIC_TEXTURE_DURATION, this.hand);
this.lastHapticPulseLocation = currentLocation;
}
this.prevPotentialEquipHotspot = potentialEquipHotspot;
};
@ -1337,7 +1350,7 @@ function MyController(hand) {
}
}
this.updateEquipHaptics(potentialEquipHotspot);
this.updateEquipHaptics(potentialEquipHotspot, handPosition);
var nearEquipHotspots = this.chooseNearEquipHotspots(candidateEntities, EQUIP_HOTSPOT_RENDER_RADIUS);
equipHotspotBuddy.updateHotspots(nearEquipHotspots, timestamp);
@ -1422,6 +1435,8 @@ function MyController(hand) {
this.callEntityMethodOnGrabbed("startDistanceGrab");
}
Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand);
this.turnOffVisualizations();
this.previousRoomControllerPosition = roomControllerPosition;
@ -1611,7 +1626,7 @@ function MyController(hand) {
if (handIsUpsideDown != this.prevHandIsUpsideDown) {
this.prevHandIsUpsideDown = handIsUpsideDown;
Controller.triggerShortHapticPulse(0.5, this.hand);
Controller.triggerHapticPulse(HAPTIC_DEQUIP_STRENGTH, HAPTIC_DEQUIP_DURATION, this.hand);
}
return handIsUpsideDown;
@ -1625,7 +1640,7 @@ function MyController(hand) {
this.dropGestureReset();
this.clearEquipHaptics();
Controller.triggerShortHapticPulse(1.0, this.hand);
Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand);
if (this.entityActivated) {
var saveGrabbedID = this.grabbedEntity;
@ -1987,6 +2002,8 @@ function MyController(hand) {
joint: this.hand === RIGHT_HAND ? "RightHand" : "LeftHand"
}));
Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand);
this.grabbedEntity = null;
this.grabbedHotspot = null;