From 2a5b2d86869939e4a4c7117dc75c8c851931a8cc Mon Sep 17 00:00:00 2001 From: Philip Rosedale Date: Tue, 21 Oct 2014 11:40:16 -0700 Subject: [PATCH] Improved version of headMove with timed target reveal --- examples/headMove.js | 64 ++++++++++------------------ libraries/script-engine/src/Vec3.cpp | 4 ++ libraries/script-engine/src/Vec3.h | 1 + 3 files changed, 27 insertions(+), 42 deletions(-) diff --git a/examples/headMove.js b/examples/headMove.js index 3e856b6fa5..236130e23d 100644 --- a/examples/headMove.js +++ b/examples/headMove.js @@ -41,11 +41,7 @@ var warpLine = Overlays.addOverlay("line3d", { var movingWithHead = false; var headStartPosition, headStartDeltaPitch, headStartFinalPitch, headStartRoll, headStartYaw; -var timeSinceLastTurn = 0.0; -var timeSinceLastStep = 0.0; -var isTurning = false; var deltaYaw = 0.0; -var turnAmount = 0.0; var keyDownTime = 0.0; var watchAvatar = false; var oldMode; @@ -56,7 +52,6 @@ function saveCameraState() { } function restoreCameraState() { - //Camera.stopLooking(); Camera.setMode(oldMode); } @@ -67,8 +62,6 @@ function activateWarp() { updateWarp(); } -var WARP_PITCH_DEAD_ZONE = 4.0; -var WARP_SENSITIVITY = 0.35; var TRIGGER_PULLBACK_DISTANCE = 0.04; var WATCH_AVATAR_DISTANCE = 1.5; var MAX_WARP_YAW = 40.0; @@ -83,26 +76,32 @@ function playSound() { Audio.playSound(sound, options); } +var WARP_SMOOTHING = 0.90; +var WARP_START_TIME = 0.50; +var WARP_START_DISTANCE = 1.0; +var WARP_SENSITIVITY = 0.15; + function updateWarp() { if (!warpActive) return; var look = Quat.getFront(Camera.getOrientation()); var deltaPosition = Vec3.subtract(MyAvatar.getTrackedHeadPosition(), headStartPosition); - var deltaPitch = Math.abs(MyAvatar.getHeadFinalPitch() - headStartFinalPitch); + var deltaPitch = MyAvatar.getHeadFinalPitch() - headStartFinalPitch; deltaYaw = MyAvatar.getHeadFinalYaw() - headStartYaw; - willMove = (!watchAvatar && (Math.abs(deltaYaw) < MAX_WARP_YAW) && (deltaPitch > WARP_PITCH_DEAD_ZONE)); + willMove = (!watchAvatar && (Math.abs(deltaYaw) < MAX_WARP_YAW) && (keyDownTime > WARP_START_TIME)); if (willMove) { - var distance = Math.pow((deltaPitch - WARP_PITCH_DEAD_ZONE) * WARP_SENSITIVITY, 2.0); + //var distance = Math.pow((deltaPitch - WARP_PITCH_DEAD_ZONE) * WARP_SENSITIVITY, 2.0); + var distance = Math.exp(deltaPitch * WARP_SENSITIVITY) * WARP_START_DISTANCE; var warpDirection = Vec3.normalize({ x: look.x, y: 0, z: look.z }); - warpPosition = Vec3.multiply(warpDirection, distance); - warpPosition = Vec3.sum(MyAvatar.position, warpPosition); + warpPosition = Vec3.mix(Vec3.sum(MyAvatar.position, Vec3.multiply(warpDirection, distance)), warpPosition, WARP_SMOOTHING); } + var height = MyAvatar.getEyePosition().y - MyAvatar.position.y; + if (!watchAvatar && (Math.abs(deltaYaw) < MAX_PULLBACK_YAW) && (deltaPosition.z > TRIGGER_PULLBACK_DISTANCE)) { saveCameraState(); - var height = MyAvatar.getEyePosition().y - MyAvatar.position.y; var cameraPosition = Vec3.subtract(MyAvatar.position, Vec3.multiplyQbyV(Camera.getOrientation(), { x: 0, y: -height, z: -height * WATCH_AVATAR_DISTANCE })); Camera.setPosition(cameraPosition); watchAvatar = true; @@ -132,40 +131,15 @@ function finishWarp() { if (willMove) { MyAvatar.position = warpPosition; playSound(); - } else if (!watchAvatar) { - isTurning = true; - turnAmount = deltaYaw; - timeSinceLastTurn = TURN_INTERVAL; - playSound(); } } -var EPSILON_YAW = 180.0; -var TURN_INTERVAL = 0.175; - function update(deltaTime) { if (movingWithHead) { keyDownTime += deltaTime; updateWarp(); } - - if (isTurning) { - timeSinceLastTurn += deltaTime; - if (timeSinceLastTurn > TURN_INTERVAL) { - if (Math.abs(turnAmount) <= EPSILON_YAW) { - var thisTurn = turnAmount; - isTurning = false; - } else { - var thisTurn = turnAmount / 2.0; - turnAmount = turnAmount / 2.0; - } - var orientation = MyAvatar.orientation; - orientation = Quat.multiply(Quat.fromPitchYawRollDegrees(0, thisTurn, 0), orientation) ; - MyAvatar.orientation = orientation; - timeSinceLastTurn = 0.0; - } - } } Controller.keyPressEvent.connect(function(event) { @@ -178,19 +152,25 @@ Controller.keyPressEvent.connect(function(event) { headStartRoll = MyAvatar.getHeadFinalRoll(); headStartYaw = MyAvatar.getHeadFinalYaw(); deltaYaw = 0.0; + warpPosition = MyAvatar.position; activateWarp(); } }); -var TIME_FOR_TURNAROUND = 0.15; +var TIME_FOR_TURN_AROUND = 0.50; +var TIME_FOR_TURN = 0.25; var TURN_AROUND = 180.0; Controller.keyReleaseEvent.connect(function(event) { if (event.text == "SPACE") { movingWithHead = false; - isTurning = false; - if (keyDownTime < TIME_FOR_TURNAROUND) { - MyAvatar.orientation = Quat.multiply(Quat.fromPitchYawRollDegrees(0, TURN_AROUND, 0), MyAvatar.orientation); + if (keyDownTime < TIME_FOR_TURN_AROUND) { + if (keyDownTime < TIME_FOR_TURN) { + var currentYaw = MyAvatar.getHeadFinalYaw(); + MyAvatar.orientation = Quat.multiply(Quat.fromPitchYawRollDegrees(0, currentYaw, 0), MyAvatar.orientation); + } else { + MyAvatar.orientation = Quat.multiply(Quat.fromPitchYawRollDegrees(0, TURN_AROUND, 0), MyAvatar.orientation); + } playSound(); } finishWarp(); diff --git a/libraries/script-engine/src/Vec3.cpp b/libraries/script-engine/src/Vec3.cpp index f88df3b7c0..bab63bbd4e 100644 --- a/libraries/script-engine/src/Vec3.cpp +++ b/libraries/script-engine/src/Vec3.cpp @@ -58,6 +58,10 @@ glm::vec3 Vec3::normalize(const glm::vec3& v) { return glm::normalize(v); } +glm::vec3 Vec3::mix(const glm::vec3& v1, const glm::vec3& v2, float m) { + return glm::mix(v1, v2, m); +} + void Vec3::print(const QString& lable, const glm::vec3& v) { qDebug() << qPrintable(lable) << v.x << "," << v.y << "," << v.z; } diff --git a/libraries/script-engine/src/Vec3.h b/libraries/script-engine/src/Vec3.h index 693fd604f7..3f7d5476a2 100644 --- a/libraries/script-engine/src/Vec3.h +++ b/libraries/script-engine/src/Vec3.h @@ -36,6 +36,7 @@ public slots: float distance(const glm::vec3& v1, const glm::vec3& v2); float orientedAngle(const glm::vec3& v1, const glm::vec3& v2, const glm::vec3& v3); glm::vec3 normalize(const glm::vec3& v); + glm::vec3 mix(const glm::vec3& v1, const glm::vec3& v2, float m); void print(const QString& lable, const glm::vec3& v); bool equal(const glm::vec3& v1, const glm::vec3& v2); };