From 0f7f9990c2d70b59414c60d5eff28e7cc4d8def2 Mon Sep 17 00:00:00 2001 From: Eric Levin Date: Wed, 27 Jul 2016 17:58:24 -0700 Subject: [PATCH 1/3] Tuned haptic pulses for grab, release, equip, de-quip --- .../system/controllers/handControllerGrab.js | 31 ++++++++++++++----- 1 file changed, 24 insertions(+), 7 deletions(-) diff --git a/scripts/system/controllers/handControllerGrab.js b/scripts/system/controllers/handControllerGrab.js index bfdb26a2bb..5815e8129f 100644 --- a/scripts/system/controllers/handControllerGrab.js +++ b/scripts/system/controllers/handControllerGrab.js @@ -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; From f37570dc9ac574db3cb28565abbbc482915e094c Mon Sep 17 00:00:00 2001 From: Eric Levin Date: Thu, 28 Jul 2016 08:23:45 -0700 Subject: [PATCH 2/3] only pulse on release when held --- scripts/system/controllers/handControllerGrab.js | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/scripts/system/controllers/handControllerGrab.js b/scripts/system/controllers/handControllerGrab.js index 5815e8129f..bd618c5a44 100644 --- a/scripts/system/controllers/handControllerGrab.js +++ b/scripts/system/controllers/handControllerGrab.js @@ -1965,6 +1965,9 @@ function MyController(hand) { var noVelocity = false; if (this.grabbedEntity !== null) { + // Make a small release haptic pulse if we really were holding something + Controller.triggerHapticPulse(HAPTIC_PULSE_STRENGTH, HAPTIC_PULSE_DURATION, this.hand); + // If this looks like the release after adjusting something still held in the other hand, print the position // and rotation of the held thing to help content creators set the userData. var grabData = getEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, {}); @@ -2002,8 +2005,6 @@ 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; From 516780934230e1d9ec4914b1e4ad2f607873cf15 Mon Sep 17 00:00:00 2001 From: Eric Levin Date: Thu, 28 Jul 2016 08:51:11 -0700 Subject: [PATCH 3/3] release near and far grab at trigger click detent --- scripts/system/controllers/handControllerGrab.js | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/scripts/system/controllers/handControllerGrab.js b/scripts/system/controllers/handControllerGrab.js index bd618c5a44..c023278a3b 100644 --- a/scripts/system/controllers/handControllerGrab.js +++ b/scripts/system/controllers/handControllerGrab.js @@ -1443,7 +1443,8 @@ function MyController(hand) { }; this.distanceHolding = function(deltaTime, timestamp) { - if (this.triggerSmoothedReleased()) { + + if (!this.triggerClicked) { this.callEntityMethodOnGrabbed("releaseGrab"); this.setState(STATE_OFF, "trigger released"); return; @@ -1761,7 +1762,7 @@ function MyController(hand) { this.nearGrabbing = function(deltaTime, timestamp) { - if (this.state == STATE_NEAR_GRABBING && this.triggerSmoothedReleased()) { + if (this.state == STATE_NEAR_GRABBING && !this.triggerClicked) { this.callEntityMethodOnGrabbed("releaseGrab"); this.setState(STATE_OFF, "trigger released"); return;