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Merge pull request #4915 from AndrewMeadows/isothermal
DO NOT MERGE grabHockey.js script can safely manipulate misc objects again
This commit is contained in:
commit
11844463d1
1 changed files with 137 additions and 109 deletions
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@ -29,31 +29,38 @@ var tablePosition = {
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z: 0
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}
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var isGrabbing = false;
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var isGrabbingPaddle = false;
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var grabbedEntity = null;
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var prevMouse = {};
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var prevMouse = {x: 0, y: 0};
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var deltaMouse = {
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z: 0
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}
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var MAX_GRAB_DISTANCE = 100;
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var TABLE_SEARCH_RANGE = 10;
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var entityProps;
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var moveUpDown = false;
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var CLOSE_ENOUGH = 0.001;
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var FULL_STRENGTH = 1.0;
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var SPRING_RATE = 1.5;
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var SPRING_TIMESCALE = 0.05;
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var ANGULAR_SPRING_TIMESCALE = 0.03;
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var DAMPING_RATE = 0.80;
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var ANGULAR_DAMPING_RATE = 0.40;
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var SCREEN_TO_METERS = 0.001;
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var currentPosition, currentVelocity, cameraEntityDistance, currentRotation;
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var grabHeight;
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var initialVerticalGrabPosition;
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var MAX_VERTICAL_ANGLE = Math.PI / 3;
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var MIN_VERTICAL_ANGLE = - MAX_VERTICAL_ANGLE;
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var velocityTowardTarget, desiredVelocity, addedVelocity, newVelocity, dPosition, camYaw, distanceToTarget, targetPosition;
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var grabOffset;
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var originalGravity = {
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x: 0,
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y: 0,
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z: 0
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};
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var shouldRotate = false;
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var dQ, theta, axisAngle, dT;
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var dQ, dT;
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var angularVelocity = {
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x: 0,
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y: 0,
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@ -94,6 +101,34 @@ function nearLinePoint(targetPosition) {
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return Vec3.sum(handPosition, along);
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}
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function xzPickRayIntersetion(pointOnPlane, mouseX, mouseY) {
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var relativePoint = Vec3.subtract(pointOnPlane, Camera.getPosition());
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var pickRay = Camera.computePickRay(mouseX, mouseY);
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if (Math.abs(pickRay.direction.y) > 0.001) {
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var distance = relativePoint.y / pickRay.direction.y;
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if (distance < 0.001) {
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return pointOnPlane;
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}
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var pickInersection = Vec3.multiply(pickRay.direction, distance);
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pickInersection = Vec3.sum(Camera.getPosition(), pickInersection);
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return pickInersection;
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}
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// point and line are more-or-less co-planar: compute closest approach of pickRay and pointOnPlane
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var distance = Vec3.dot(relativePoint, pickRay.direction);
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var pickInersection = Vec3.multiply(pickRay.direction, distance);
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return pickInersection;
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}
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function forwardPickRayIntersection(pointOnPlane, mouseX, mouseY) {
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var relativePoint = Vec3.subtract(pointOnPlane, Camera.getPosition());
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var pickRay = Camera.computePickRay(mouseX, mouseY);
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var planeNormal = Quat.getFront(Camera.getOrientation());
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var distance = Vec3.dot(planeNormal, relativePoint);
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var rayDistance = Vec3.dot(planeNormal, pickRay.direction);
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var pickIntersection = Vec3.multiply(pickRay.direction, distance / rayDistance);
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pickIntersection = Vec3.sum(pickIntersection, Camera.getPosition())
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return pickIntersection;
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}
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function mousePressEvent(event) {
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if (!event.isLeftButton) {
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@ -103,23 +138,35 @@ function mousePressEvent(event) {
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prevMouse.y = event.y;
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var pickRay = Camera.computePickRay(event.x, event.y);
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var intersection = Entities.findRayIntersection(pickRay, true); // accurate picking
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if (!intersection.intersects) {
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var pickResults = Entities.findRayIntersection(pickRay, true); // accurate picking
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if (!pickResults.intersects) {
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return;
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}
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if (intersection.properties.collisionsWillMove) {
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grabbedEntity = intersection.entityID;
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if (pickResults.properties.collisionsWillMove) {
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grabbedEntity = pickResults.entityID;
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var props = Entities.getEntityProperties(grabbedEntity)
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isGrabbing = true;
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originalGravity = props.gravity;
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targetPosition = props.position;
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var objectPosition = props.position;
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currentPosition = props.position;
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if (Vec3.distance(currentPosition, Camera.getPosition()) > MAX_GRAB_DISTANCE) {
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// don't allow grabs of things far away
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return;
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}
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isGrabbing = true;
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isGrabbingPaddle = (props.name == "air-hockey-paddle-23j4h1jh82jsjfw91jf232n2k");
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currentVelocity = props.velocity;
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updateDropLine(targetPosition);
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updateDropLine(objectPosition);
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var pointOnPlane = xzPickRayIntersetion(objectPosition, event.x, event.y);
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grabOffset = Vec3.subtract(pointOnPlane, objectPosition);
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targetPosition = objectPosition;
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// remember the height of the object when first grabbed
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// we'll try to maintain this height during the rest of this grab
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grabHeight = currentPosition.y;
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initialVerticalGrabPosition = currentPosition;
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Entities.editEntity(grabbedEntity, {
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gravity: {
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@ -194,7 +241,6 @@ function mouseReleaseEvent() {
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}
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}
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// new mouseMoveEvent
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function mouseMoveEvent(event) {
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if (isGrabbing) {
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// see if something added/restored gravity
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@ -204,71 +250,78 @@ function mouseMoveEvent(event) {
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}
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if (shouldRotate) {
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targetPosition = currentPosition;
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deltaMouse.x = event.x - prevMouse.x;
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if (!moveUpDown) {
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deltaMouse.z = event.y - prevMouse.y;
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deltaMouse.y = 0;
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} else {
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deltaMouse.y = (event.y - prevMouse.y) * -1;
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deltaMouse.z = 0;
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}
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deltaMouse.z = event.y - prevMouse.y;
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deltaMouse.y = 0;
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var transformedDeltaMouse = {
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x: deltaMouse.z,
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y: deltaMouse.x,
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z: deltaMouse.y
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};
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transformedDeltaMouse = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, camYaw, 0), transformedDeltaMouse);
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dQ = Quat.fromVec3Degrees(transformedDeltaMouse);
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theta = 2 * Math.acos(dQ.w);
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axisAngle = Quat.axis(dQ);
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angularVelocity = Vec3.multiply((theta / dT), axisAngle);
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var theta = 2 * Math.acos(dQ.w);
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var axis = Quat.axis(dQ);
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angularVelocity = Vec3.multiply((theta / ANGULAR_SPRING_TIMESCALE), axis);
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} else {
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var relativePosition = Vec3.subtract(currentPosition, Camera.getPosition());
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if (relativePosition.y < 0) {
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// grabee is below camera, so movement is valid
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// compute intersectionPoint where mouse ray hits grabee's current x-z plane
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var pickRay = Camera.computePickRay(event.x, event.y);
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var mousePosition = pickRay.direction;
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var length = relativePosition.y / mousePosition.y;
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mousePosition = Vec3.multiply(mousePosition, length);
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mousePosition = Vec3.sum(Camera.getPosition(), mousePosition);
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if (moveUpDown) {
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targetPosition = forwardPickRayIntersection(currentPosition, event.x, event.y);
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grabHeight = targetPosition.y;
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} else {
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var pointOnPlane = xzPickRayIntersetion(currentPosition, event.x, event.y);
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pointOnPlane = Vec3.subtract(pointOnPlane, grabOffset);
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// translate mousePosition into local-frame
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mousePosition = Vec3.subtract(mousePosition, tablePosition);
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if (isGrabbingPaddle) {
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// translate pointOnPlane into local-frame
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pointOnPlane = Vec3.subtract(pointOnPlane, tablePosition);
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// clamp local mousePosition to table field
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if (mousePosition.x > fieldMaxOffset.x) {
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mousePosition.x = fieldMaxOffset.x;
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} else if (mousePosition.x < fieldMinOffset.x) {
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mousePosition.x = fieldMinOffset.x;
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// clamp local pointOnPlane to table field
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if (pointOnPlane.x > fieldMaxOffset.x) {
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pointOnPlane.x = fieldMaxOffset.x;
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} else if (pointOnPlane.x < fieldMinOffset.x) {
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pointOnPlane.x = fieldMinOffset.x;
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}
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if (pointOnPlane.z > fieldMaxOffset.z) {
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pointOnPlane.z = fieldMaxOffset.z;
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} else if (pointOnPlane.z < fieldMinOffset.z) {
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pointOnPlane.z = fieldMinOffset.z;
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}
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// clamp to rotated square (for cut corners)
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var rotation = Quat.angleAxis(45, { x:0, y:1, z:0 });
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pointOnPlane = Vec3.multiplyQbyV(rotation, pointOnPlane);
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if (pointOnPlane.x > halfCornerBoxWidth) {
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pointOnPlane.x = halfCornerBoxWidth;
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} else if (pointOnPlane.x < -halfCornerBoxWidth) {
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pointOnPlane.x = -halfCornerBoxWidth;
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}
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if (pointOnPlane.z > halfCornerBoxWidth) {
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pointOnPlane.z = halfCornerBoxWidth;
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} else if (pointOnPlane.z < -halfCornerBoxWidth) {
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pointOnPlane.z = -halfCornerBoxWidth;
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}
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// rotate back into local frame
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rotation.y = -rotation.y;
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pointOnPlane = Vec3.multiplyQbyV(rotation, pointOnPlane);
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// translate into world-frame
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pointOnPlane = Vec3.sum(tablePosition, pointOnPlane);
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} else {
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// we're grabbing a non-paddle object
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// clamp distance
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var relativePosition = Vec3.subtract(pointOnPlane, Camera.getPosition());
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var length = Vec3.length(relativePosition);
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if (length > MAX_GRAB_DISTANCE) {
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relativePosition = Vec3.multiply(relativePosition, MAX_GRAB_DISTANCE / length);
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pointOnPlane = Vec3.sum(relativePosition, Camera.getPosition());
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}
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}
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if (mousePosition.z > fieldMaxOffset.z) {
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mousePosition.z = fieldMaxOffset.z;
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} else if (mousePosition.z < fieldMinOffset.z) {
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mousePosition.z = fieldMinOffset.z;
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}
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// clamp to rotated square (for cut corners)
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var rotation = Quat.angleAxis(45, { x:0, y:1, z:0 });
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mousePosition = Vec3.multiplyQbyV(rotation, mousePosition);
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if (mousePosition.x > halfCornerBoxWidth) {
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mousePosition.x = halfCornerBoxWidth;
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} else if (mousePosition.x < -halfCornerBoxWidth) {
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mousePosition.x = -halfCornerBoxWidth;
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}
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if (mousePosition.z > halfCornerBoxWidth) {
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mousePosition.z = halfCornerBoxWidth;
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} else if (mousePosition.z < -halfCornerBoxWidth) {
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mousePosition.z = -halfCornerBoxWidth;
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}
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// rotate back into local frame
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rotation.y = -rotation.y;
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mousePosition = Vec3.multiplyQbyV(rotation, mousePosition);
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// translate into world-frame
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mousePosition = Vec3.sum(tablePosition, mousePosition);
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mousePosition.y = grabHeight;
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targetPosition = mousePosition;
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// clamp to grabHeight
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pointOnPlane.y = grabHeight;
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targetPosition = pointOnPlane;
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initialVerticalGrabPosition = targetPosition;
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}
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}
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}
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@ -297,57 +350,32 @@ function keyPressEvent(event) {
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function update(deltaTime) {
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dT = deltaTime;
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if (isGrabbing) {
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entityProps = Entities.getEntityProperties(grabbedEntity);
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currentPosition = entityProps.position;
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currentVelocity = entityProps.velocity;
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currentRotation = entityProps.rotation;
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var dPosition = Vec3.subtract(targetPosition, currentPosition);
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distanceToTarget = Vec3.length(dPosition);
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if (distanceToTarget > CLOSE_ENOUGH) {
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// compute current velocity in the direction we want to move
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velocityTowardTarget = Vec3.dot(currentVelocity, Vec3.normalize(dPosition));
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velocityTowardTarget = Vec3.multiply(Vec3.normalize(dPosition), velocityTowardTarget);
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// compute the speed we would like to be going toward the target position
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desiredVelocity = Vec3.multiply(dPosition, (1.0 / deltaTime) * SPRING_RATE);
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// compute how much we want to add to the existing velocity
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addedVelocity = Vec3.subtract(desiredVelocity, velocityTowardTarget);
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// If target is too far, roll off the force as inverse square of distance
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if (distanceToTarget / cameraEntityDistance > FULL_STRENGTH) {
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addedVelocity = Vec3.multiply(addedVelocity, Math.pow(FULL_STRENGTH / distanceToTarget, 2.0));
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}
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newVelocity = Vec3.sum(currentVelocity, addedVelocity);
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// Add Damping
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newVelocity = Vec3.subtract(newVelocity, Vec3.multiply(newVelocity, DAMPING_RATE));
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// Update entity
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} else {
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newVelocity = {
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x: 0,
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y: 0,
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z: 0
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};
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}
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if (shouldRotate) {
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angularVelocity = Vec3.subtract(angularVelocity, Vec3.multiply(angularVelocity, ANGULAR_DAMPING_RATE));
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Entities.editEntity(grabbedEntity, { angularVelocity: angularVelocity, });
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} else {
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angularVelocity = entityProps.angularVelocity;
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var dPosition = Vec3.subtract(targetPosition, currentPosition);
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var delta = Vec3.length(dPosition);
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if (delta > CLOSE_ENOUGH) {
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var MAX_POSITION_DELTA = 0.50;
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if (delta > MAX_POSITION_DELTA) {
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dPosition = Vec3.multiply(dPosition, MAX_POSITION_DELTA / delta);
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}
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// desired speed is proportional to displacement by the inverse of timescale
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// (for critically damped motion)
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newVelocity = Vec3.multiply(dPosition, 1.0 / SPRING_TIMESCALE);
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} else {
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newVelocity = {
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x: 0,
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y: 0,
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z: 0
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};
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}
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Entities.editEntity(grabbedEntity, { velocity: newVelocity, });
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}
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// enforce that grabee's rotation is only about y-axis while being grabbed
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currentRotation.x = 0;
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currentRotation.z = 0;
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currentRotation.y = Math.sqrt(1.0 - currentRotation.w * currentRotation.w);
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// Hrm... slamming the currentRotation doesn't seem to work
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Entities.editEntity(grabbedEntity, {
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position: currentPosition,
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rotation: currentRotation,
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velocity: newVelocity,
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angularVelocity: angularVelocity
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});
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updateDropLine(targetPosition);
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}
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}
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