fix toyball.js

This commit is contained in:
EdgarPironti 2015-10-23 16:19:40 -07:00
parent 548dcde335
commit 5c09391170

View file

@ -20,13 +20,8 @@ HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
// maybe we should make these constants...
var LEFT_PALM = 0;
var LEFT_TIP = 1;
var LEFT_BUTTON_FWD = 5;
var LEFT_BUTTON_3 = 3;
var RIGHT_PALM = 2;
var RIGHT_TIP = 3;
var RIGHT_BUTTON_FWD = 11;
var RIGHT_BUTTON_3 = 9;
var BALL_RADIUS = 0.08;
var GRAVITY_STRENGTH = 3.0;
@ -69,9 +64,6 @@ function getBallHoldPosition(whichSide) {
}
function checkControllerSide(whichSide) {
var BUTTON_FWD;
var BUTTON_3;
var TRIGGER;
var palmPosition;
var palmRotation;
var ballAlreadyInHand;
@ -79,35 +71,35 @@ function checkControllerSide(whichSide) {
var linearVelocity;
var angularVelocity;
var AVERAGE_FACTOR = 0.33;
var grabButtonPressed;
if (whichSide == LEFT_PALM) {
BUTTON_FWD = LEFT_BUTTON_FWD;
BUTTON_3 = LEFT_BUTTON_3;
TRIGGER = 0;
palmPosition = Controller.getSpatialControlPosition(LEFT_PALM);
palmRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(LEFT_PALM));
palmPosition = MyAvatar.leftHandPose.translation;
palmRotation = MyAvatar.leftHandPose.rotation;
ballAlreadyInHand = leftBallAlreadyInHand;
handMessage = "LEFT";
averageLinearVelocity[0] = Vec3.sum(Vec3.multiply(AVERAGE_FACTOR, Controller.getSpatialControlVelocity(LEFT_TIP)),
averageLinearVelocity[0] = Vec3.sum(Vec3.multiply(AVERAGE_FACTOR, MyAvatar.leftHandTipPose.velocity),
Vec3.multiply(1.0 - AVERAGE_FACTOR, averageLinearVelocity[0]));
linearVelocity = averageLinearVelocity[0];
angularVelocity = Vec3.multiplyQbyV(MyAvatar.orientation, Controller.getSpatialControlRawAngularVelocity(LEFT_TIP));
linearVelocity = averageLinearVelocity[0];
angularVelocity = MyAvatar.leftHandTipPose.angularVelocity;
grabButtonPressed = (Controller.getValue(Controller.Standard.LT) > 0.5);
} else {
BUTTON_FWD = RIGHT_BUTTON_FWD;
BUTTON_3 = RIGHT_BUTTON_3;
TRIGGER = 1;
palmPosition = Controller.getSpatialControlPosition(RIGHT_PALM);
palmRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(RIGHT_PALM));
ballAlreadyInHand = rightBallAlreadyInHand;
averageLinearVelocity[1] = Vec3.sum(Vec3.multiply(AVERAGE_FACTOR, Controller.getSpatialControlVelocity(RIGHT_TIP)),
palmPosition = MyAvatar.rightHandPose.translation;
palmRotation = MyAvatar.rightHandPose.rotation;
ballAlreadyInHand = rightBallAlreadyInHand;
averageLinearVelocity[1] = Vec3.sum(Vec3.multiply(AVERAGE_FACTOR, MyAvatar.rightHandTipPose.velocity),
Vec3.multiply(1.0 - AVERAGE_FACTOR, averageLinearVelocity[1]));
linearVelocity = averageLinearVelocity[1];
angularVelocity = Vec3.multiplyQbyV(MyAvatar.orientation, Controller.getSpatialControlRawAngularVelocity(RIGHT_TIP));
linearVelocity = averageLinearVelocity[1];
angularVelocity = MyAvatar.rightHandTipPose.angularVelocity;
handMessage = "RIGHT";
grabButtonPressed = (Controller.getValue(Controller.Standard.RT) > 0.5);
}
var grabButtonPressed = (Controller.isButtonPressed(BUTTON_FWD) || Controller.isButtonPressed(BUTTON_3) || (Controller.getTriggerValue(TRIGGER) > 0.5));
// If I don't currently have a ball in my hand, then try to catch closest one
if (!ballAlreadyInHand && grabButtonPressed) {
var closestEntity = Entities.findClosestEntity(palmPosition, targetRadius);
@ -231,22 +223,10 @@ function checkControllerSide(whichSide) {
}
}
}
function checkController(deltaTime) {
var numberOfButtons = Controller.getNumberOfButtons();
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
// this is expected for hydras
if (!(numberOfButtons==12 && numberOfTriggers == 2 && controllersPerTrigger == 2)) {
debugPrint("total buttons = " + numberOfButtons + ", Triggers = " + numberOfTriggers + ", controllers/trigger = " + controllersPerTrigger);
return; // bail if no hydra
}
checkControllerSide(LEFT_PALM);
checkControllerSide(RIGHT_PALM);
checkControllerSide(LEFT_PALM);
checkControllerSide(RIGHT_PALM);
}