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Improved hand controller reticle movement
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parent
890b39f04b
commit
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1 changed files with 24 additions and 168 deletions
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@ -22,33 +22,13 @@ function length(posA, posB) {
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return length;
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}
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var EXPECTED_CHANGE = 50;
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var lastPos = Controller.getReticlePosition();
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function moveReticleAbsolute(x, y) {
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var globalPos = Controller.getReticlePosition();
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var dX = x - globalPos.x;
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var dY = y - globalPos.y;
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// some debugging to see if position is jumping around on us...
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var distanceSinceLastMove = length(lastPos, globalPos);
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if (distanceSinceLastMove > EXPECTED_CHANGE) {
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debugPrint("------------------ distanceSinceLastMove:" + distanceSinceLastMove + "----------------------------");
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}
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if (Math.abs(dX) > EXPECTED_CHANGE) {
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debugPrint("surpressing unexpectedly large change dX:" + dX + "----------------------------");
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}
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if (Math.abs(dY) > EXPECTED_CHANGE) {
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debugPrint("surpressing unexpectedly large change dY:" + dY + "----------------------------");
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}
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globalPos.x = x;
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globalPos.y = y;
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Controller.setReticlePosition(globalPos);
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lastPos = globalPos;
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}
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var MAPPING_NAME = "com.highfidelity.testing.reticleWithHandRotation";
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var mapping = Controller.newMapping(MAPPING_NAME);
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mapping.from(Controller.Standard.LT).peek().constrainToInteger().to(Controller.Actions.ReticleClick);
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@ -56,8 +36,6 @@ mapping.from(Controller.Standard.RT).peek().constrainToInteger().to(Controller.A
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mapping.enable();
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var lastRotatedLeft = Vec3.UNIT_NEG_Y;
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var lastRotatedRight = Vec3.UNIT_NEG_Y;
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function debugPrint(message) {
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if (DEBUGGING) {
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@ -65,24 +43,9 @@ function debugPrint(message) {
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}
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}
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var MAX_WAKE_UP_DISTANCE = 0.005;
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var MIN_WAKE_UP_DISTANCE = 0.001;
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var INITIAL_WAKE_UP_DISTANCE = MIN_WAKE_UP_DISTANCE;
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var INCREMENTAL_WAKE_UP_DISTANCE = 0.001;
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var MAX_SLEEP_DISTANCE = 0.0004;
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var MIN_SLEEP_DISTANCE = 0.00001; //0.00002;
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var INITIAL_SLEEP_DISTANCE = MIN_SLEEP_DISTANCE;
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var INCREMENTAL_SLEEP_DISTANCE = 0.000002; // 0.00002;
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var leftAsleep = true;
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var rightAsleep = true;
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var leftWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
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var rightWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
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var leftSleepDistance = INITIAL_SLEEP_DISTANCE;
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var rightSleepDistance = INITIAL_SLEEP_DISTANCE;
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var leftRightBias = 0.0;
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var filteredRotatedLeft = Vec3.UNIT_NEG_Y;
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var filteredRotatedRight = Vec3.UNIT_NEG_Y;
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Script.update.connect(function(deltaTime) {
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@ -96,153 +59,46 @@ Script.update.connect(function(deltaTime) {
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var rotatedRight = Vec3.multiplyQbyV(poseRight.rotation, Vec3.UNIT_NEG_Y);
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var rotatedLeft = Vec3.multiplyQbyV(poseLeft.rotation, Vec3.UNIT_NEG_Y);
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var suppressRight = false;
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var suppressLeft = false;
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// What I really want to do is to slowly increase the epsilon you have to move it
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// to wake up, the longer you go without moving it
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var leftDistance = Vec3.distance(rotatedLeft, lastRotatedLeft);
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var rightDistance = Vec3.distance(rotatedRight, lastRotatedRight);
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// check to see if hand should wakeup or sleep
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if (leftAsleep) {
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if (leftDistance > leftWakeUpDistance) {
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leftAsleep = false;
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leftSleepDistance = INITIAL_SLEEP_DISTANCE;
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leftWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
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} else {
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// grow the wake up distance to make it harder to wake up
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leftWakeUpDistance = Math.min(leftWakeUpDistance + INCREMENTAL_WAKE_UP_DISTANCE, MAX_WAKE_UP_DISTANCE);
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}
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} else {
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// we are awake, determine if we should fall asleep, if we haven't moved
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// at least as much as our sleep distance then we sleep
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if (leftDistance < leftSleepDistance) {
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leftAsleep = true;
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leftSleepDistance = INITIAL_SLEEP_DISTANCE;
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leftWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
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} else {
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// if we moved more than the sleep amount, but we moved less than the max sleep
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// amount, then increase our liklihood of sleep.
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if (leftDistance < MAX_SLEEP_DISTANCE) {
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print("growing sleep....");
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leftSleepDistance = Math.max(leftSleepDistance + INCREMENTAL_SLEEP_DISTANCE, MAX_SLEEP_DISTANCE);
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} else {
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// otherwise reset it to initial
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leftSleepDistance = INITIAL_SLEEP_DISTANCE;
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}
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}
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}
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if (leftAsleep) {
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suppressLeft = true;
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debugPrint("suppressing left not moving enough");
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}
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// check to see if hand should wakeup or sleep
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if (rightAsleep) {
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if (rightDistance > rightWakeUpDistance) {
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rightAsleep = false;
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rightSleepDistance = INITIAL_SLEEP_DISTANCE;
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rightWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
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} else {
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// grow the wake up distance to make it harder to wake up
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rightWakeUpDistance = Math.min(rightWakeUpDistance + INCREMENTAL_WAKE_UP_DISTANCE, MAX_WAKE_UP_DISTANCE);
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}
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} else {
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// we are awake, determine if we should fall asleep, if we haven't moved
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// at least as much as our sleep distance then we sleep
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if (rightDistance < rightSleepDistance) {
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rightAsleep = true;
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rightSleepDistance = INITIAL_SLEEP_DISTANCE;
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rightWakeUpDistance = INITIAL_WAKE_UP_DISTANCE;
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} else {
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// if we moved more than the sleep amount, but we moved less than the max sleep
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// amount, then increase our liklihood of sleep.
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if (rightDistance < MAX_SLEEP_DISTANCE) {
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print("growing sleep....");
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rightSleepDistance = Math.max(rightSleepDistance + INCREMENTAL_SLEEP_DISTANCE, MAX_SLEEP_DISTANCE);
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} else {
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// otherwise reset it to initial
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rightSleepDistance = INITIAL_SLEEP_DISTANCE;
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}
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}
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}
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if (rightAsleep) {
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suppressRight = true;
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debugPrint("suppressing right not moving enough");
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}
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// check to see if hand is on base station
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if (Vec3.equal(rotatedLeft, Vec3.UNIT_NEG_Y)) {
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suppressLeft = true;
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debugPrint("suppressing left on base station");
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}
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if (Vec3.equal(rotatedRight, Vec3.UNIT_NEG_Y)) {
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suppressRight = true;
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debugPrint("suppressing right on base station");
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}
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// Keep track of last rotations, to detect resting (but not on base station hands) in the future
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lastRotatedLeft = rotatedLeft;
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lastRotatedRight = rotatedRight;
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if (suppressLeft && suppressRight) {
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debugPrint("both hands suppressed bail out early");
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return;
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// Decide which hand should be controlling the pointer
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// by comparing which one is moving more, and by
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// tending to stay with the one moving more.
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var BIAS_ADJUST_RATE = 0.5;
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var BIAS_ADJUST_DEADZONE = 0.05;
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leftRightBias += (Vec3.length(poseRight.angularVelocity) - Vec3.length(poseLeft.angularVelocity)) * BIAS_ADJUST_RATE;
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if (leftRightBias < BIAS_ADJUST_DEADZONE) {
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leftRightBias = 0.0;
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} else if (leftRightBias > (1.0 - BIAS_ADJUST_DEADZONE)) {
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leftRightBias = 1.0;
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}
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if (suppressLeft) {
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debugPrint("right only");
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rotatedLeft = rotatedRight;
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}
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if (suppressRight) {
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debugPrint("left only");
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rotatedRight = rotatedLeft;
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}
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// Average the two hand positions, if either hand is on base station, the
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// other hand becomes the only used hand and the average is the hand in use
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var rotated = Vec3.multiply(Vec3.sum(rotatedRight,rotatedLeft), 0.5);
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if (DEBUGGING) {
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Vec3.print("rotatedRight:", rotatedRight);
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Vec3.print("rotatedLeft:", rotatedLeft);
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Vec3.print("rotated:", rotated);
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}
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// Velocity filter the hand rotation used to position reticle so that it is easier to target small things with the hand controllers
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var VELOCITY_FILTER_GAIN = 1.0;
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filteredRotatedLeft = Vec3.mix(filteredRotatedLeft, rotatedLeft, Math.clamp(Vec3.length(poseLeft.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
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filteredRotatedRight = Vec3.mix(filteredRotatedRight, rotatedRight, Math.clamp(Vec3.length(poseRight.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
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var rotated = Vec3.mix(filteredRotatedLeft, filteredRotatedRight, leftRightBias);
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var absolutePitch = rotated.y; // from 1 down to -1 up ... but note: if you rotate down "too far" it starts to go up again...
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var absoluteYaw = -rotated.x; // from -1 left to 1 right
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if (DEBUGGING) {
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print("absolutePitch:" + absolutePitch);
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print("absoluteYaw:" + absoluteYaw);
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Vec3.print("rotated:", rotated);
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}
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var ROTATION_BOUND = 0.6;
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var clampYaw = Math.clamp(absoluteYaw, -ROTATION_BOUND, ROTATION_BOUND);
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var clampPitch = Math.clamp(absolutePitch, -ROTATION_BOUND, ROTATION_BOUND);
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if (DEBUGGING) {
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print("clampYaw:" + clampYaw);
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print("clampPitch:" + clampPitch);
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}
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// using only from -ROTATION_BOUND to ROTATION_BOUND
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var xRatio = (clampYaw + ROTATION_BOUND) / (2 * ROTATION_BOUND);
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var yRatio = (clampPitch + ROTATION_BOUND) / (2 * ROTATION_BOUND);
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if (DEBUGGING) {
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print("xRatio:" + xRatio);
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print("yRatio:" + yRatio);
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}
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var x = screenSizeX * xRatio;
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var y = screenSizeY * yRatio;
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if (DEBUGGING) {
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print("position x:" + x + " y:" + y);
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}
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if (!(xRatio == 0.5 && yRatio == 0)) {
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// don't move the reticle with the hand controllers unless the controllers are actually being moved
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var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.0001;
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var angularVelocityMagnitude = Vec3.length(poseLeft.angularVelocity) * (1.0 - leftRightBias) + Vec3.length(poseRight.angularVelocity) * leftRightBias;
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if (!(xRatio == 0.5 && yRatio == 0) && (angularVelocityMagnitude > MINIMUM_CONTROLLER_ANGULAR_VELOCITY)) {
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moveReticleAbsolute(x, y);
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}
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});
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