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allow moving distantly grabbed objects with head
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1 changed files with 12 additions and 0 deletions
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@ -37,6 +37,7 @@ var BUMPER_ON_VALUE = 0.5;
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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 = false; // 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 +659,7 @@ 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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@ -785,6 +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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