From 5a01bf406e267d7a90fd43792f2761f0197f781d Mon Sep 17 00:00:00 2001 From: "Anthony J. Thibault" Date: Mon, 18 Jul 2016 11:29:41 -0700 Subject: [PATCH] remove obsolete handControllerMouse.js to avoid confusion --- .../system/controllers/handControllerMouse.js | 131 ------------------ 1 file changed, 131 deletions(-) delete mode 100644 scripts/system/controllers/handControllerMouse.js diff --git a/scripts/system/controllers/handControllerMouse.js b/scripts/system/controllers/handControllerMouse.js deleted file mode 100644 index 921999f96a..0000000000 --- a/scripts/system/controllers/handControllerMouse.js +++ /dev/null @@ -1,131 +0,0 @@ -// -// handControllerMouse.js -// examples/controllers -// -// Created by Brad Hefta-Gaub on 2015/12/15 -// Copyright 2015 High Fidelity, Inc. -// -// Distributed under the Apache License, Version 2.0. -// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html -// - -var DEBUGGING = false; -var angularVelocityTrailingAverage = 0.0; // Global trailing average used to decide whether to move reticle at all -var lastX = 0; -var lastY = 0; - -Math.clamp=function(a,b,c) { - return Math.max(b,Math.min(c,a)); -} - -function length(posA, posB) { - var dx = posA.x - posB.x; - var dy = posA.y - posB.y; - var length = Math.sqrt((dx*dx) + (dy*dy)) - return length; -} - -function moveReticleAbsolute(x, y) { - var globalPos = Reticle.getPosition(); - globalPos.x = x; - globalPos.y = y; - Reticle.setPosition(globalPos); -} - -var MAPPING_NAME = "com.highfidelity.testing.reticleWithHandRotation"; -var mapping = Controller.newMapping(MAPPING_NAME); -if (Controller.Hardware.Hydra !== undefined) { - mapping.from(Controller.Hardware.Hydra.L3).peek().to(Controller.Actions.ReticleClick); - mapping.from(Controller.Hardware.Hydra.R4).peek().to(Controller.Actions.ReticleClick); -} -if (Controller.Hardware.Vive !== undefined) { - mapping.from(Controller.Hardware.Vive.LeftPrimaryThumb).peek().to(Controller.Actions.ReticleClick); - mapping.from(Controller.Hardware.Vive.RightPrimaryThumb).peek().to(Controller.Actions.ReticleClick); -} - -mapping.enable(); - -function debugPrint(message) { - if (DEBUGGING) { - print(message); - } -} - -var leftRightBias = 0.0; -var filteredRotatedLeft = Vec3.UNIT_NEG_Y; -var filteredRotatedRight = Vec3.UNIT_NEG_Y; -var lastAlpha = 0; - -Script.update.connect(function(deltaTime) { - - // avatar frame - var poseRight = Controller.getPoseValue(Controller.Standard.RightHand); - var poseLeft = Controller.getPoseValue(Controller.Standard.LeftHand); - - // NOTE: hack for now - var screenSize = Reticle.maximumPosition; - var screenSizeX = screenSize.x; - var screenSizeY = screenSize.y; - - // transform hand facing vectors from avatar frame into sensor frame. - var worldToSensorMatrix = Mat4.inverse(MyAvatar.sensorToWorldMatrix); - var rotatedRight = Mat4.transformVector(worldToSensorMatrix, Vec3.multiplyQbyV(MyAvatar.orientation, Vec3.multiplyQbyV(poseRight.rotation, Vec3.UNIT_NEG_Y))); - var rotatedLeft = Mat4.transformVector(worldToSensorMatrix, Vec3.multiplyQbyV(MyAvatar.orientation, Vec3.multiplyQbyV(poseLeft.rotation, Vec3.UNIT_NEG_Y))); - - lastRotatedRight = rotatedRight; - - // Decide which hand should be controlling the pointer - // by comparing which one is moving more, and by - // tending to stay with the one moving more. - if (deltaTime > 0.001) { - // leftRightBias is a running average of the difference in angular hand speed. - // a positive leftRightBias indicates the right hand is spinning faster then the left hand. - // a negative leftRightBias indicates the left hand is spnning faster. - var BIAS_ADJUST_PERIOD = 1.0; - var tau = Math.clamp(deltaTime / BIAS_ADJUST_PERIOD, 0, 1); - newLeftRightBias = Vec3.length(poseRight.angularVelocity) - Vec3.length(poseLeft.angularVelocity); - leftRightBias = (1 - tau) * leftRightBias + tau * newLeftRightBias; - } - - // add a bit of hysteresis to prevent control flopping back and forth - // between hands when they are both mostly stationary. - var alpha; - var HYSTERESIS_OFFSET = 0.25; - if (lastAlpha > 0.5) { - // prefer right hand over left - alpha = leftRightBias > -HYSTERESIS_OFFSET ? 1 : 0; - } else { - alpha = leftRightBias > HYSTERESIS_OFFSET ? 1 : 0; - } - lastAlpha = alpha; - - // Velocity filter the hand rotation used to position reticle so that it is easier to target small things with the hand controllers - var VELOCITY_FILTER_GAIN = 0.5; - filteredRotatedLeft = Vec3.mix(filteredRotatedLeft, rotatedLeft, Math.clamp(Vec3.length(poseLeft.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0)); - filteredRotatedRight = Vec3.mix(filteredRotatedRight, rotatedRight, Math.clamp(Vec3.length(poseRight.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0)); - var rotated = Vec3.mix(filteredRotatedLeft, filteredRotatedRight, alpha); - - var absolutePitch = rotated.y; // from 1 down to -1 up ... but note: if you rotate down "too far" it starts to go up again... - var absoluteYaw = -rotated.x; // from -1 left to 1 right - - var x = Math.clamp(screenSizeX * (absoluteYaw + 0.5), 0, screenSizeX); - var y = Math.clamp(screenSizeX * absolutePitch, 0, screenSizeY); - - // don't move the reticle with the hand controllers unless the controllers are actually being moved - // take a time average of angular velocity, and don't move mouse at all if it's below threshold - - var AVERAGING_INTERVAL = 0.95; - var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.03; - var angularVelocityMagnitude = Vec3.length(poseLeft.angularVelocity) * (1.0 - alpha) + Vec3.length(poseRight.angularVelocity) * alpha; - angularVelocityTrailingAverage = angularVelocityTrailingAverage * AVERAGING_INTERVAL + angularVelocityMagnitude * (1.0 - AVERAGING_INTERVAL); - - if ((angularVelocityTrailingAverage > MINIMUM_CONTROLLER_ANGULAR_VELOCITY) && ((x != lastX) || (y != lastY))) { - moveReticleAbsolute(x, y); - lastX = x; - lastY = y; - } -}); - -Script.scriptEnding.connect(function(){ - mapping.disable(); -});