Switched to Halo gun in gun.js, work in progress on hydraMove to add flying

This commit is contained in:
Philip Rosedale 2014-05-14 11:52:01 -07:00
parent 20749b48da
commit 394985ef45
2 changed files with 56 additions and 47 deletions

View file

@ -39,7 +39,7 @@ var impactSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-pub
var targetHitSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Space%20Invaders/hit.raw"); var targetHitSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Space%20Invaders/hit.raw");
var targetLaunchSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Space%20Invaders/shoot.raw"); var targetLaunchSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Space%20Invaders/shoot.raw");
var gunModel = "http://highfidelity-public.s3-us-west-1.amazonaws.com/models/attachments/Raygun2.fst"; var gunModel = "http://public.highfidelity.io/models/attachments/HaloGun.fst";
var audioOptions = new AudioInjectionOptions(); var audioOptions = new AudioInjectionOptions();
audioOptions.volume = 0.9; audioOptions.volume = 0.9;
@ -199,7 +199,7 @@ function playLoadSound() {
Audio.playSound(loadSound, audioOptions); Audio.playSound(loadSound, audioOptions);
} }
MyAvatar.attach(gunModel, "RightHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20); //MyAvatar.attach(gunModel, "RightHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
MyAvatar.attach(gunModel, "LeftHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20); MyAvatar.attach(gunModel, "LeftHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
// Give a bit of time to load before playing sound // Give a bit of time to load before playing sound
@ -320,7 +320,6 @@ function scriptEnding() {
Overlays.deleteOverlay(reticle); Overlays.deleteOverlay(reticle);
Overlays.deleteOverlay(text); Overlays.deleteOverlay(text);
MyAvatar.detachOne(gunModel); MyAvatar.detachOne(gunModel);
MyAvatar.detachOne(gunModel);
} }
Particles.particleCollisionWithVoxel.connect(particleCollisionWithVoxel); Particles.particleCollisionWithVoxel.connect(particleCollisionWithVoxel);

View file

@ -50,6 +50,13 @@ var LEFT_BUTTON_4 = 4;
var RIGHT_PALM = 2; var RIGHT_PALM = 2;
var RIGHT_BUTTON_4 = 10; var RIGHT_BUTTON_4 = 10;
function printVector(text, v, decimals) {
print(text + " " + v.x.toFixed(decimals) + ", " + v.y.toFixed(decimals) + ", " + v.z.toFixed(decimals));
}
var debug = true;
// Used by handleGrabBehavior() for managing the grab position changes // Used by handleGrabBehavior() for managing the grab position changes
function getAndResetGrabDelta() { function getAndResetGrabDelta() {
var HAND_GRAB_SCALE_DISTANCE = 2.0; var HAND_GRAB_SCALE_DISTANCE = 2.0;
@ -60,24 +67,12 @@ function getAndResetGrabDelta() {
return result; return result;
} }
// Used by handleGrabBehavior() for managing the grab velocity feature function getGrabRotation() {
function getAndResetGrabDeltaVelocity() {
var HAND_GRAB_SCALE_VELOCITY = 50.0;
var delta = Vec3.multiply(grabDeltaVelocity, (MyAvatar.scale * HAND_GRAB_SCALE_VELOCITY));
grabDeltaVelocity = { x: 0, y: 0, z: 0};
var avatarRotation = MyAvatar.orientation;
var result = Quat.multiply(avatarRotation, Vec3.multiply(delta, -1));
return result;
}
// Used by handleGrabBehavior() for managing the grab rotation feature
function getAndResetGrabRotation() {
var quatDiff = Quat.multiply(grabCurrentRotation, Quat.inverse(grabStartRotation)); var quatDiff = Quat.multiply(grabCurrentRotation, Quat.inverse(grabStartRotation));
grabStartRotation = grabCurrentRotation;
return quatDiff; return quatDiff;
} }
// handles all the grab related behavior: position (crawl), velocity (flick), and rotate (twist) // When move button is pressed, process results
function handleGrabBehavior(deltaTime) { function handleGrabBehavior(deltaTime) {
// check for and handle grab behaviors // check for and handle grab behaviors
grabbingWithRightHand = Controller.isButtonPressed(RIGHT_BUTTON_4); grabbingWithRightHand = Controller.isButtonPressed(RIGHT_BUTTON_4);
@ -88,9 +83,12 @@ function handleGrabBehavior(deltaTime) {
if (grabbingWithRightHand && !wasGrabbingWithRightHand) { if (grabbingWithRightHand && !wasGrabbingWithRightHand) {
// Just starting grab, capture starting rotation // Just starting grab, capture starting rotation
grabStartRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM); grabStartRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM);
grabStartPosition = Controller.getSpatialControlPosition(RIGHT_PALM);
if (debug) printVector("start position", grabStartPosition, 3);
} }
if (grabbingWithRightHand) { if (grabbingWithRightHand) {
grabDelta = Vec3.sum(grabDelta, Vec3.multiply(Controller.getSpatialControlVelocity(RIGHT_PALM), deltaTime)); //grabDelta = Vec3.sum(grabDelta, Vec3.multiply(Controller.getSpatialControlVelocity(RIGHT_PALM), deltaTime));
grabDelta = Vec3.subtract(Controller.getSpatialControlPosition(RIGHT_PALM), grabStartPosition);
grabCurrentRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM); grabCurrentRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM);
} }
if (!grabbingWithRightHand && wasGrabbingWithRightHand) { if (!grabbingWithRightHand && wasGrabbingWithRightHand) {
@ -102,10 +100,13 @@ function handleGrabBehavior(deltaTime) {
if (grabbingWithLeftHand && !wasGrabbingWithLeftHand) { if (grabbingWithLeftHand && !wasGrabbingWithLeftHand) {
// Just starting grab, capture starting rotation // Just starting grab, capture starting rotation
grabStartRotation = Controller.getSpatialControlRawRotation(LEFT_PALM); grabStartRotation = Controller.getSpatialControlRawRotation(LEFT_PALM);
grabStartPosition = Controller.getSpatialControlPosition(LEFT_PALM);
if (debug) printVector("start position", grabStartPosition, 3);
} }
if (grabbingWithLeftHand) { if (grabbingWithLeftHand) {
grabDelta = Vec3.sum(grabDelta, Vec3.multiply(Controller.getSpatialControlVelocity(LEFT_PALM), deltaTime)); //grabDelta = Vec3.sum(grabDelta, Vec3.multiply(Controller.getSpatialControlVelocity(LEFT_PALM), deltaTime));
grabDelta = Vec3.subtract(Controller.getSpatialControlPosition(LEFT_PALM), grabStartPosition);
grabCurrentRotation = Controller.getSpatialControlRawRotation(LEFT_PALM); grabCurrentRotation = Controller.getSpatialControlRawRotation(LEFT_PALM);
} }
if (!grabbingWithLeftHand && wasGrabbingWithLeftHand) { if (!grabbingWithLeftHand && wasGrabbingWithLeftHand) {
@ -119,44 +120,53 @@ function handleGrabBehavior(deltaTime) {
if (grabbing) { if (grabbing) {
// move position var headOrientation = MyAvatar.headOrientation;
var moveFromGrab = getAndResetGrabDelta(); var front = Quat.getFront(headOrientation);
if (Vec3.length(moveFromGrab) > EPSILON) { var right = Quat.getRight(headOrientation);
MyAvatar.position = Vec3.sum(MyAvatar.position, moveFromGrab); var up = Quat.getUp(headOrientation);
velocity = { x: 0, y: 0, z: 0};
}
// add some rotation...
var deltaRotation = getAndResetGrabRotation();
var GRAB_CONTROLLER_TURN_SCALING = 0.5;
var euler = Vec3.multiply(Quat.safeEulerAngles(deltaRotation), GRAB_CONTROLLER_TURN_SCALING);
// Adjust body yaw by yaw from controller //grabDelta = Quat.multiply(headOrientation, grabDelta);
var orientation = Quat.multiply(Quat.angleAxis(-euler.y, {x:0, y: 1, z:0}), MyAvatar.orientation); //grabDelta = Quat.multiply(Camera.getOrientation(), grabDelta);
grabDelta = Vec3.multiplyQbyV(MyAvatar.orientation, Vec3.multiply(grabDelta, -1));
if (debug) {
printVector("grabDelta: ", grabDelta, 3);
}
var THRUST_GRAB_SCALING = 0.0;
var thrustFront = Vec3.multiply(front, MyAvatar.scale * grabDelta.z * THRUST_GRAB_SCALING * deltaTime);
MyAvatar.addThrust(thrustFront);
var thrustRight = Vec3.multiply(right, MyAvatar.scale * grabDelta.x * THRUST_GRAB_SCALING * deltaTime);
MyAvatar.addThrust(thrustRight);
var thrustUp = Vec3.multiply(up, MyAvatar.scale * grabDelta.y * THRUST_GRAB_SCALING * deltaTime);
MyAvatar.addThrust(thrustUp);
// add some rotation...
var deltaRotation = getGrabRotation();
var GRAB_CONTROLLER_PITCH_SCALING = 2.5;
var GRAB_CONTROLLER_YAW_SCALING = 2.5;
var GRAB_CONTROLLER_ROLL_SCALING = 2.5;
var euler = Quat.safeEulerAngles(deltaRotation);
// Adjust body yaw by roll from controller
var orientation = Quat.multiply(Quat.angleAxis(((euler.y * GRAB_CONTROLLER_YAW_SCALING) +
(euler.z * GRAB_CONTROLLER_ROLL_SCALING)) * deltaTime, {x:0, y: 1, z:0}), MyAvatar.orientation);
MyAvatar.orientation = orientation; MyAvatar.orientation = orientation;
// Adjust head pitch from controller // Adjust head pitch from controller
MyAvatar.headPitch = MyAvatar.headPitch - euler.x; MyAvatar.headPitch = MyAvatar.headPitch + (euler.x * GRAB_CONTROLLER_PITCH_SCALING * deltaTime);
// Add some camera roll proportional to the rate of turn (so it feels like an airplane or roller coaster)
} }
// add some velocity...
if (stoppedGrabbing) {
velocity = Vec3.sum(velocity, getAndResetGrabDeltaVelocity());
}
// handle residual velocity
if(Vec3.length(velocity) > EPSILON) {
MyAvatar.position = Vec3.sum(MyAvatar.position, Vec3.multiply(velocity, deltaTime));
// damp velocity
velocity = Vec3.multiply(velocity, damping);
}
wasGrabbingWithRightHand = grabbingWithRightHand; wasGrabbingWithRightHand = grabbingWithRightHand;
wasGrabbingWithLeftHand = grabbingWithLeftHand; wasGrabbingWithLeftHand = grabbingWithLeftHand;
} }
// Main update function that handles flying and grabbing behaviort // Update for joysticks and move button
function flyWithHydra(deltaTime) { function flyWithHydra(deltaTime) {
var thrustJoystickPosition = Controller.getJoystickPosition(THRUST_CONTROLLER); var thrustJoystickPosition = Controller.getJoystickPosition(THRUST_CONTROLLER);