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remove obsolete handControllerMouse.js to avoid confusion
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//
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// handControllerMouse.js
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// examples/controllers
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//
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// Created by Brad Hefta-Gaub on 2015/12/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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var DEBUGGING = false;
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var angularVelocityTrailingAverage = 0.0; // Global trailing average used to decide whether to move reticle at all
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var lastX = 0;
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var lastY = 0;
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Math.clamp=function(a,b,c) {
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return Math.max(b,Math.min(c,a));
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}
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function length(posA, posB) {
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var dx = posA.x - posB.x;
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var dy = posA.y - posB.y;
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var length = Math.sqrt((dx*dx) + (dy*dy))
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return length;
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}
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function moveReticleAbsolute(x, y) {
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var globalPos = Reticle.getPosition();
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globalPos.x = x;
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globalPos.y = y;
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Reticle.setPosition(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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if (Controller.Hardware.Hydra !== undefined) {
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mapping.from(Controller.Hardware.Hydra.L3).peek().to(Controller.Actions.ReticleClick);
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mapping.from(Controller.Hardware.Hydra.R4).peek().to(Controller.Actions.ReticleClick);
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}
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if (Controller.Hardware.Vive !== undefined) {
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mapping.from(Controller.Hardware.Vive.LeftPrimaryThumb).peek().to(Controller.Actions.ReticleClick);
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mapping.from(Controller.Hardware.Vive.RightPrimaryThumb).peek().to(Controller.Actions.ReticleClick);
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}
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mapping.enable();
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function debugPrint(message) {
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if (DEBUGGING) {
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print(message);
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}
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}
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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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var lastAlpha = 0;
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Script.update.connect(function(deltaTime) {
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// avatar frame
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var poseRight = Controller.getPoseValue(Controller.Standard.RightHand);
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var poseLeft = Controller.getPoseValue(Controller.Standard.LeftHand);
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// NOTE: hack for now
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var screenSize = Reticle.maximumPosition;
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var screenSizeX = screenSize.x;
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var screenSizeY = screenSize.y;
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// transform hand facing vectors from avatar frame into sensor frame.
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var worldToSensorMatrix = Mat4.inverse(MyAvatar.sensorToWorldMatrix);
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var rotatedRight = Mat4.transformVector(worldToSensorMatrix, Vec3.multiplyQbyV(MyAvatar.orientation, Vec3.multiplyQbyV(poseRight.rotation, Vec3.UNIT_NEG_Y)));
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var rotatedLeft = Mat4.transformVector(worldToSensorMatrix, Vec3.multiplyQbyV(MyAvatar.orientation, Vec3.multiplyQbyV(poseLeft.rotation, Vec3.UNIT_NEG_Y)));
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lastRotatedRight = rotatedRight;
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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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if (deltaTime > 0.001) {
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// leftRightBias is a running average of the difference in angular hand speed.
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// a positive leftRightBias indicates the right hand is spinning faster then the left hand.
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// a negative leftRightBias indicates the left hand is spnning faster.
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var BIAS_ADJUST_PERIOD = 1.0;
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var tau = Math.clamp(deltaTime / BIAS_ADJUST_PERIOD, 0, 1);
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newLeftRightBias = Vec3.length(poseRight.angularVelocity) - Vec3.length(poseLeft.angularVelocity);
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leftRightBias = (1 - tau) * leftRightBias + tau * newLeftRightBias;
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}
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// add a bit of hysteresis to prevent control flopping back and forth
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// between hands when they are both mostly stationary.
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var alpha;
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var HYSTERESIS_OFFSET = 0.25;
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if (lastAlpha > 0.5) {
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// prefer right hand over left
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alpha = leftRightBias > -HYSTERESIS_OFFSET ? 1 : 0;
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} else {
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alpha = leftRightBias > HYSTERESIS_OFFSET ? 1 : 0;
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}
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lastAlpha = alpha;
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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 = 0.5;
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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, alpha);
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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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var x = Math.clamp(screenSizeX * (absoluteYaw + 0.5), 0, screenSizeX);
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var y = Math.clamp(screenSizeX * absolutePitch, 0, screenSizeY);
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// don't move the reticle with the hand controllers unless the controllers are actually being moved
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// take a time average of angular velocity, and don't move mouse at all if it's below threshold
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var AVERAGING_INTERVAL = 0.95;
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var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.03;
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var angularVelocityMagnitude = Vec3.length(poseLeft.angularVelocity) * (1.0 - alpha) + Vec3.length(poseRight.angularVelocity) * alpha;
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angularVelocityTrailingAverage = angularVelocityTrailingAverage * AVERAGING_INTERVAL + angularVelocityMagnitude * (1.0 - AVERAGING_INTERVAL);
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if ((angularVelocityTrailingAverage > MINIMUM_CONTROLLER_ANGULAR_VELOCITY) && ((x != lastX) || (y != lastY))) {
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moveReticleAbsolute(x, y);
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lastX = x;
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lastY = y;
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}
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});
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Script.scriptEnding.connect(function(){
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mapping.disable();
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});
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