Merge pull request #5963 from sethalves/debug-grab

adjust grab script
This commit is contained in:
Brad Hefta-Gaub 2015-09-30 16:13:07 -07:00
commit 84b515827e
2 changed files with 9 additions and 54 deletions

View file

@ -66,6 +66,7 @@ var MSEC_PER_SEC = 1000.0;
// these control how long an abandoned pointer line will hang around
var startTime = Date.now();
var LIFETIME = 10;
var ACTION_LIFETIME = 120; // 2 minutes
// states for the state machine
var STATE_OFF = 0;
@ -81,16 +82,6 @@ var STATE_RELEASE = 8;
var GRAB_USER_DATA_KEY = "grabKey";
var GRABBABLE_DATA_KEY = "grabbableKey";
// HACK -- until we have collision groups, don't allow held object to collide with avatar
var AVATAR_COLLISIONS_MENU_ITEM = "Enable avatar collisions";
// HACK -- until we have collision groups, don't allow held object to collide with avatar
var initialAvatarCollisionsMenu = Menu.isOptionChecked(AVATAR_COLLISIONS_MENU_ITEM);
var currentAvatarCollisionsMenu = initialAvatarCollisionsMenu;
var noCollisionsCount = 0; // how many hands want collisions disabled?
function getTag() {
return "grab-" + MyAvatar.sessionUUID;
}
@ -173,28 +164,6 @@ function MyController(hand, triggerAction) {
}
};
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.disableAvatarCollisions = function() {
noCollisionsCount += 1;
if (currentAvatarCollisionsMenu != false) {
currentAvatarCollisionsMenu = false;
Menu.setIsOptionChecked(AVATAR_COLLISIONS_MENU_ITEM, false);
MyAvatar.updateMotionBehaviorFromMenu();
}
}
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.revertAvatarCollisions = function() {
noCollisionsCount -= 1;
if (noCollisionsCount < 1) {
if (currentAvatarCollisionsMenu != initialAvatarCollisionsMenu) {
currentAvatarCollisionsMenu = initialAvatarCollisionsMenu;
Menu.setIsOptionChecked(AVATAR_COLLISIONS_MENU_ITEM, initialAvatarCollisionsMenu);
MyAvatar.updateMotionBehaviorFromMenu();
}
}
}
this.lineOn = function(closePoint, farPoint, color) {
// draw a line
if (this.pointer === null) {
@ -328,9 +297,6 @@ function MyController(hand, triggerAction) {
this.distanceHolding = function() {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.disableAvatarCollisions();
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation"]);
@ -349,7 +315,7 @@ function MyController(hand, triggerAction) {
targetRotation: this.currentObjectRotation,
angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
tag: getTag(),
lifetime: 5
lifetime: ACTION_LIFETIME
});
if (this.actionID === NULL_ACTION_ID) {
this.actionID = null;
@ -373,9 +339,6 @@ function MyController(hand, triggerAction) {
this.continueDistanceHolding = function() {
if (this.triggerSmoothedReleased()) {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.revertAvatarCollisions();
this.state = STATE_RELEASE;
return;
}
@ -450,19 +413,13 @@ function MyController(hand, triggerAction) {
linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
targetRotation: this.currentObjectRotation,
angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
lifetime: 5
lifetime: ACTION_LIFETIME
});
};
this.nearGrabbing = function() {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.disableAvatarCollisions();
if (this.triggerSmoothedReleased()) {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.revertAvatarCollisions();
this.state = STATE_RELEASE;
return;
}
@ -491,7 +448,7 @@ function MyController(hand, triggerAction) {
relativePosition: offsetPosition,
relativeRotation: offsetRotation,
tag: getTag(),
lifetime: 5
lifetime: ACTION_LIFETIME
});
}
if (this.actionID === NULL_ACTION_ID) {
@ -514,9 +471,6 @@ function MyController(hand, triggerAction) {
this.continueNearGrabbing = function() {
if (this.triggerSmoothedReleased()) {
// HACK -- until we have collision groups, don't allow held object to collide with avatar
this.revertAvatarCollisions();
this.state = STATE_RELEASE;
return;
}
@ -539,7 +493,7 @@ function MyController(hand, triggerAction) {
this.currentObjectTime = now;
Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
Entities.updateAction(this.grabbedEntity, this.actionID, {lifetime: 5});
Entities.updateAction(this.grabbedEntity, this.actionID, {lifetime: ACTION_LIFETIME});
};
this.nearGrabbingNonColliding = function() {

View file

@ -13,6 +13,7 @@
var MAX_SOLID_ANGLE = 0.01; // objects that appear smaller than this can't be grabbed
var ZERO_VEC3 = {x: 0, y: 0, z: 0};
var IDENTITY_QUAT = {x: 0, y: 0, z: 0, w: 0};
var ACTION_LIFETIME = 120; // 2 minutes
function getTag() {
return "grab-" + MyAvatar.sessionUUID;
@ -307,7 +308,7 @@ Grabber.prototype.moveEvent = function(event) {
}
this.currentPosition = entityProperties.position;
var actionArgs = {tag: getTag(), lifetime: 5};
var actionArgs = {tag: getTag(), lifetime: ACTION_LIFETIME};
if (this.mode === "rotate") {
var drag = mouse.getDrag();
@ -322,7 +323,7 @@ Grabber.prototype.moveEvent = function(event) {
// var qZero = entityProperties.rotation;
//var qZero = this.lastRotation;
this.lastRotation = Quat.multiply(deltaQ, this.lastRotation);
actionArgs = {targetRotation: this.lastRotation, angularTimeScale: 0.1, tag: getTag(), lifetime: 5};
actionArgs = {targetRotation: this.lastRotation, angularTimeScale: 0.1, tag: getTag(), lifetime: ACTION_LIFETIME};
} else {
var newPointOnPlane;
if (this.mode === "verticalCylinder") {
@ -346,7 +347,7 @@ Grabber.prototype.moveEvent = function(event) {
}
}
this.targetPosition = Vec3.subtract(newPointOnPlane, this.offset);
actionArgs = {targetPosition: this.targetPosition, linearTimeScale: 0.1, tag: getTag(), lifetime: 5};
actionArgs = {targetPosition: this.targetPosition, linearTimeScale: 0.1, tag: getTag(), lifetime: ACTION_LIFETIME};
beacon.updatePosition(this.targetPosition);
}