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headMove.js using experimental avatar motor
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1 changed files with 54 additions and 32 deletions
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@ -16,17 +16,27 @@ var debug = false;
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var movingWithHead = false;
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var headStartPosition, headStartDeltaPitch, headStartFinalPitch, headStartRoll, headStartYaw;
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var HEAD_MOVE_DEAD_ZONE = 0.0;
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var HEAD_MOVE_DEAD_ZONE = 0.10;
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var HEAD_STRAFE_DEAD_ZONE = 0.0;
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var HEAD_ROTATE_DEAD_ZONE = 0.0;
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var HEAD_THRUST_FWD_SCALE = 12000.0;
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var HEAD_THRUST_STRAFE_SCALE = 2000.0;
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//var HEAD_THRUST_FWD_SCALE = 12000.0;
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//var HEAD_THRUST_STRAFE_SCALE = 0.0;
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var HEAD_YAW_RATE = 1.0;
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var HEAD_PITCH_RATE = 1.0;
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var HEAD_ROLL_THRUST_SCALE = 75.0;
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var HEAD_PITCH_LIFT_THRUST = 3.0;
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//var HEAD_ROLL_THRUST_SCALE = 75.0;
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//var HEAD_PITCH_LIFT_THRUST = 3.0;
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var WALL_BOUNCE = 4000.0;
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var HEAD_VELOCITY_FWD_FACTOR = 2.0;
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var HEAD_VELOCITY_LEFT_FACTOR = 2.0;
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var HEAD_VELOCITY_UP_FACTOR = 2.0;
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var SHORT_TIMESCALE = 0.25;
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var VERY_LARGE_TIMESCALE = 1000000.0;
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var xAxis = {x:1.0, y:0.0, z:0.0 };
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var yAxis = {x:0.0, y:1.0, z:0.0 };
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var zAxis = {x:0.0, y:0.0, z:1.0 };
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// If these values are set to something
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var maxVelocity = 1.25;
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var noFly = true;
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@ -51,8 +61,8 @@ function isInRoom(position) {
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}
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function moveWithHead(deltaTime) {
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var thrust = { x: 0, y: 0, z: 0 };
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var position = MyAvatar.position;
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var motorTimescale = VERY_LARGE_TIMESCALE;
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if (movingWithHead) {
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var deltaYaw = MyAvatar.getHeadFinalYaw() - headStartYaw;
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var deltaPitch = MyAvatar.getHeadDeltaPitch() - headStartDeltaPitch;
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@ -64,44 +74,47 @@ function moveWithHead(deltaTime) {
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headDelta = Vec3.multiplyQbyV(Quat.inverse(Camera.getOrientation()), headDelta);
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headDelta.y = 0.0; // Don't respond to any of the vertical component of head motion
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var forward = Quat.getFront(Camera.getOrientation());
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var right = Quat.getRight(Camera.getOrientation());
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var up = Quat.getUp(Camera.getOrientation());
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if (noFly) {
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forward.y = 0.0;
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forward = Vec3.normalize(forward);
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right.y = 0.0;
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right = Vec3.normalize(right);
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up = { x: 0, y: 1, z: 0};
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}
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// var forward = Quat.getFront(Camera.getOrientation());
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// var right = Quat.getRight(Camera.getOrientation());
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// var up = Quat.getUp(Camera.getOrientation());
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// if (noFly) {
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// forward.y = 0.0;
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// forward = Vec3.normalize(forward);
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// right.y = 0.0;
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// right = Vec3.normalize(right);
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// up = { x: 0, y: 1, z: 0};
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// }
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// Thrust based on leaning forward and side-to-side
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var targetVelocity = {x:0.0, y:0.0, z:0.0};
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if (Math.abs(headDelta.z) > HEAD_MOVE_DEAD_ZONE) {
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if (Math.abs(Vec3.dot(velocity, forward)) < maxVelocity) {
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thrust = Vec3.sum(thrust, Vec3.multiply(forward, -headDelta.z * HEAD_THRUST_FWD_SCALE * deltaTime));
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}
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targetVelocity = Vec3.multiply(zAxis, -headDelta.z * HEAD_VELOCITY_FWD_FACTOR);
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}
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if (Math.abs(headDelta.x) > HEAD_STRAFE_DEAD_ZONE) {
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if (Math.abs(Vec3.dot(velocity, right)) < maxVelocity) {
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thrust = Vec3.sum(thrust, Vec3.multiply(right, headDelta.x * HEAD_THRUST_STRAFE_SCALE * deltaTime));
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}
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var deltaVelocity = Vec3.multiply(xAxis, -headDelta.x * HEAD_VELOCITY_LEFT_FACTOR);
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targetVelocity = Vec3.sum(targetVelocity, deltaVelocity);
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}
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if (Math.abs(deltaYaw) > HEAD_ROTATE_DEAD_ZONE) {
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var orientation = Quat.multiply(Quat.angleAxis((deltaYaw + deltaRoll) * HEAD_YAW_RATE * deltaTime, {x:0, y: 1, z:0}), MyAvatar.orientation);
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var orientation = Quat.multiply(Quat.angleAxis((deltaYaw + deltaRoll) * HEAD_YAW_RATE * deltaTime, yAxis), MyAvatar.orientation);
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MyAvatar.orientation = orientation;
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}
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// Thrust Up/Down based on head pitch
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if (!noFly) {
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if ((Math.abs(Vec3.dot(velocity, up)) < maxVelocity)) {
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thrust = Vec3.sum(thrust, Vec3.multiply({ x:0, y:1, z:0 }, (MyAvatar.getHeadFinalPitch() - headStartFinalPitch) * HEAD_PITCH_LIFT_THRUST * deltaTime));
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}
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var deltaVelocity = Vec3.multiply(yAxis, headDelta.y * HEAD_VELOCITY_UP_FACTOR);
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targetVelocity = Vec3.sum(targetVelocity, deltaVelocity);
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}
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// For head trackers, adjust pitch by head pitch
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MyAvatar.headPitch += deltaPitch * HEAD_PITCH_RATE * deltaTime;
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// apply the motor
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MyAvatar.setMotorVelocity(targetVelocity);
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motorTimescale = SHORT_TIMESCALE;
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}
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// Check against movement box limits
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if (isInRoom(position)) {
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// Impose constraints to keep you in the space
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var thrust = { x: 0, y: 0, z: 0 };
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// use thrust to constrain the avatar to the space
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if (position.x < roomLimits.xMin) {
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thrust.x += (roomLimits.xMin - position.x) * WALL_BOUNCE * deltaTime;
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} else if (position.x > roomLimits.xMax) {
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@ -112,11 +125,13 @@ function moveWithHead(deltaTime) {
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} else if (position.z > roomLimits.zMax) {
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thrust.z += (roomLimits.zMax - position.z) * WALL_BOUNCE * deltaTime;
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}
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MyAvatar.addThrust(thrust);
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if (movingWithHead) {
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// reduce the timescale of the motor so that it won't defeat the thrust code
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motorTimescale = 2.0 * SHORT_TIMESCALE;
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}
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}
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// Check against movement box limits
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MyAvatar.addThrust(thrust);
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MyAvatar.setMotorTimescale(motorTimescale);
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}
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Controller.keyPressEvent.connect(function(event) {
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@ -126,12 +141,19 @@ Controller.keyPressEvent.connect(function(event) {
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headStartDeltaPitch = MyAvatar.getHeadDeltaPitch();
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headStartFinalPitch = MyAvatar.getHeadFinalPitch();
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headStartRoll = MyAvatar.getHeadFinalRoll();
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headStartYaw = MyAvatar.getHeadFinalYaw();
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headStartYaw = MyAvatar.getHeadFinalYaw();
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// start with disabled motor -- it will be updated shortly
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MyAvatar.motorTimescale = VERY_LARGE_TIMESCALE;
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MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0};
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MyAvatar.motorReferenceFrame = "camera"; // alternatives are: "avatar" and "world"
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}
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});
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Controller.keyReleaseEvent.connect(function(event) {
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if (event.text == "SPACE") {
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movingWithHead = false;
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// disable motor by giving it an obnoxiously large timescale
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MyAvatar.motorTimescale = VERY_LARGE_TIMESCALE;
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MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0};
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}
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});
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