mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 11:53:28 +02:00
commit
6902f5c54f
1 changed files with 64 additions and 41 deletions
|
@ -19,7 +19,7 @@ Script.include("../libraries/utils.js");
|
|||
//
|
||||
// add lines where the hand ray picking is happening
|
||||
//
|
||||
var DEBUG_HAND_RAY_PICKING = false;
|
||||
var WANT_DEBUG = false;
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
//
|
||||
|
@ -49,6 +49,7 @@ var PICK_MAX_DISTANCE = 500; // max length of pick-ray
|
|||
// near grabbing
|
||||
//
|
||||
|
||||
var GRAB_RADIUS = 0.3; // if the ray misses but an object is this close, it will still be selected
|
||||
var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
|
||||
var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
|
||||
var NEAR_PICK_MAX_DISTANCE = 0.3; // max length of pick-ray for close grabbing to be selected
|
||||
|
@ -193,22 +194,23 @@ function MyController(hand, triggerAction) {
|
|||
};
|
||||
|
||||
this.setState = function(newState) {
|
||||
// print("STATE: " + this.state + " --> " + newState);
|
||||
if (WANT_DEBUG) {
|
||||
print("STATE: " + this.state + " --> " + newState);
|
||||
}
|
||||
this.state = newState;
|
||||
}
|
||||
|
||||
|
||||
this.debugLine = function(closePoint, farPoint, color){
|
||||
Entities.addEntity({
|
||||
type: "Line",
|
||||
name: "Debug Line",
|
||||
dimensions: LINE_ENTITY_DIMENSIONS,
|
||||
visible: true,
|
||||
position: closePoint,
|
||||
linePoints: [ZERO_VEC, farPoint],
|
||||
color: color,
|
||||
lifetime: 0.1
|
||||
});
|
||||
Entities.addEntity({
|
||||
type: "Line",
|
||||
name: "Debug Line",
|
||||
dimensions: LINE_ENTITY_DIMENSIONS,
|
||||
visible: true,
|
||||
position: closePoint,
|
||||
linePoints: [ZERO_VEC, farPoint],
|
||||
color: color,
|
||||
lifetime: 0.1
|
||||
});
|
||||
}
|
||||
|
||||
this.lineOn = function(closePoint, farPoint, color) {
|
||||
|
@ -226,14 +228,13 @@ function MyController(hand, triggerAction) {
|
|||
});
|
||||
} else {
|
||||
var age = Entities.getEntityProperties(this.pointer, "age").age;
|
||||
Entities.editEntity(this.pointer, {
|
||||
this.pointer = Entities.editEntity(this.pointer, {
|
||||
position: closePoint,
|
||||
linePoints: [ZERO_VEC, farPoint],
|
||||
color: color,
|
||||
lifetime: age + LIFETIME
|
||||
});
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
this.lineOff = function() {
|
||||
|
@ -282,7 +283,6 @@ function MyController(hand, triggerAction) {
|
|||
return;
|
||||
}
|
||||
|
||||
|
||||
// the trigger is being pressed, do a ray test
|
||||
var handPosition = this.getHandPosition();
|
||||
var distantPickRay = {
|
||||
|
@ -290,29 +290,17 @@ function MyController(hand, triggerAction) {
|
|||
direction: Quat.getUp(this.getHandRotation()),
|
||||
length: PICK_MAX_DISTANCE
|
||||
};
|
||||
var palmPickRay = {
|
||||
origin: handPosition,
|
||||
direction: Quat.getFront(this.getHandRotation()),
|
||||
length: NEAR_PICK_MAX_DISTANCE
|
||||
};
|
||||
|
||||
var otherPickRay = {
|
||||
origin: handPosition,
|
||||
direction: Quat.getRight(this.getHandRotation()),
|
||||
length: NEAR_PICK_MAX_DISTANCE
|
||||
};
|
||||
|
||||
|
||||
this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
|
||||
|
||||
// don't pick 60x per second. do this check after updating the line so it's not jumpy.
|
||||
// don't pick 60x per second.
|
||||
var pickRays = [];
|
||||
var now = Date.now();
|
||||
if (now - this.lastPickTime < MSECS_PER_SEC / PICKS_PER_SECOND_PER_HAND) {
|
||||
return;
|
||||
if (now - this.lastPickTime > MSECS_PER_SEC / PICKS_PER_SECOND_PER_HAND) {
|
||||
pickRays = [distantPickRay];
|
||||
this.lastPickTime = now;
|
||||
}
|
||||
this.lastPickTime = now;
|
||||
|
||||
var pickRays = [distantPickRay, palmPickRay, otherPickRay];
|
||||
for (var index=0; index < pickRays.length; ++index) {
|
||||
var pickRay = pickRays[index];
|
||||
var directionNormalized = Vec3.normalize(pickRay.direction);
|
||||
|
@ -322,12 +310,13 @@ function MyController(hand, triggerAction) {
|
|||
direction: pickRay.direction
|
||||
};
|
||||
|
||||
if (DEBUG_HAND_RAY_PICKING)
|
||||
if (WANT_DEBUG) {
|
||||
this.debugLine(pickRayBacked.origin, Vec3.multiply(pickRayBacked.direction, NEAR_PICK_MAX_DISTANCE), {
|
||||
red: 0,
|
||||
green: 255,
|
||||
blue: 0
|
||||
})
|
||||
}
|
||||
|
||||
var intersection = Entities.findRayIntersection(pickRayBacked, true);
|
||||
|
||||
|
@ -336,7 +325,6 @@ function MyController(hand, triggerAction) {
|
|||
var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
|
||||
this.grabbedEntity = intersection.entityID;
|
||||
|
||||
|
||||
//this code will disabled the beam for the opposite hand of the one that grabbed it if the entity says so
|
||||
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
|
||||
if (grabbableData["turnOffOppositeBeam"] === true) {
|
||||
|
@ -345,7 +333,6 @@ function MyController(hand, triggerAction) {
|
|||
} else {
|
||||
disabledHand = RIGHT_HAND;
|
||||
}
|
||||
|
||||
} else {
|
||||
disabledHand = 'none';
|
||||
}
|
||||
|
@ -380,6 +367,37 @@ function MyController(hand, triggerAction) {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (this.grabbedEntity === null) {
|
||||
// forward ray test failed, try sphere test.
|
||||
var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
|
||||
var minDistance = PICK_MAX_DISTANCE;
|
||||
var i, props, distance, grabbableData;
|
||||
for (i = 0; i < nearbyEntities.length; i++) {
|
||||
var grabbableDataForCandidate =
|
||||
getEntityCustomData(GRABBABLE_DATA_KEY, nearbyEntities[i], DEFAULT_GRABBABLE_DATA);
|
||||
if (grabbableDataForCandidate.grabbable === false) {
|
||||
continue;
|
||||
}
|
||||
var propsForCandidate =
|
||||
Entities.getEntityProperties(nearbyEntities[i], ["position", "name", "collisionsWillMove", "locked"]);
|
||||
distance = Vec3.distance(propsForCandidate.position, handPosition);
|
||||
if (distance < minDistance && propsForCandidate.name !== "pointer") {
|
||||
this.grabbedEntity = nearbyEntities[i];
|
||||
minDistance = distance;
|
||||
props = propsForCandidate;
|
||||
grabbableData = grabbableDataForCandidate;
|
||||
}
|
||||
}
|
||||
if (this.grabbedEntity === null) {
|
||||
return;
|
||||
} else if (props.locked === 0 && props.collisionsWillMove === 1) {
|
||||
this.setState(STATE_NEAR_GRABBING);
|
||||
} else if (props.collisionsWillMove === 0 && grabbableData.wantsTrigger) {
|
||||
// We have grabbed a non-physical object, so we want to trigger a non-colliding event as opposed to a grab event
|
||||
this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
this.distanceHolding = function() {
|
||||
|
@ -441,7 +459,8 @@ function MyController(hand, triggerAction) {
|
|||
this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
|
||||
|
||||
// the action was set up on a previous call. update the targets.
|
||||
var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
|
||||
var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) *
|
||||
DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
|
||||
// how far did avatar move this timestep?
|
||||
var currentPosition = MyAvatar.position;
|
||||
var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
|
||||
|
@ -491,7 +510,10 @@ function MyController(hand, triggerAction) {
|
|||
this.currentObjectTime = now;
|
||||
|
||||
// this doubles hand rotation
|
||||
var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation, DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR), Quat.inverse(this.handPreviousRotation));
|
||||
var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation,
|
||||
handRotation,
|
||||
DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
|
||||
Quat.inverse(this.handPreviousRotation));
|
||||
this.handPreviousRotation = handRotation;
|
||||
this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
|
||||
|
||||
|
@ -526,7 +548,8 @@ function MyController(hand, triggerAction) {
|
|||
|
||||
this.lineOff();
|
||||
|
||||
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation", "gravity", "ignoreForCollisions"]);
|
||||
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
|
||||
["position", "rotation", "gravity", "ignoreForCollisions"]);
|
||||
this.activateEntity(this.grabbedEntity, grabbedProperties);
|
||||
|
||||
var handRotation = this.getHandRotation();
|
||||
|
@ -764,9 +787,9 @@ function MyController(hand, triggerAction) {
|
|||
|
||||
this.release = function() {
|
||||
|
||||
if(this.hand!==disabledHand){
|
||||
if(this.hand !== disabledHand){
|
||||
//release the disabled hand when we let go with the main one
|
||||
disabledHand='none';
|
||||
disabledHand = 'none';
|
||||
}
|
||||
this.lineOff();
|
||||
|
||||
|
|
Loading…
Reference in a new issue