Using offset from intersection point to center of object for insta-grab

This commit is contained in:
ericrius1 2016-01-05 16:24:15 -08:00
parent a80e77ff80
commit 882ec9fe80

View file

@ -40,6 +40,7 @@ var DISTANCE_HOLDING_RADIUS_FACTOR = 3.5; // multiplied by distance between hand
var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to their new position
var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
var MOVE_WITH_HEAD = true; // experimental head-controll of distantly held objects
FAR_TO_NEAR_GRAB_OFFSET_PADDING_FACTOR = 1.5;
var NO_INTERSECT_COLOR = {
red: 10,
@ -579,9 +580,9 @@ function MyController(hand) {
};
this.renewParticleBeamLifetime = function(){
var props = Entities.getEntityProperties(this.particleBeam,"age");
Entities.editEntity(this.particleBeam,{
this.renewParticleBeamLifetime = function() {
var props = Entities.getEntityProperties(this.particleBeam, "age");
Entities.editEntity(this.particleBeam, {
lifetime: TEMPORARY_PARTICLE_BEAM_LIFETIME + props.age // renew lifetime
})
}
@ -853,11 +854,12 @@ function MyController(hand) {
// the ray is intersecting something we can move.
this.intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
this.intersectionPoint = intersection.intersection;
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
var defaultDisableNearGrabData = {
disableNearGrab: false
};
//sometimes we want things to stay right where they are when we let go.
var disableNearGrabData = getEntityCustomData('handControllerKey', intersection.entityID, defaultDisableNearGrabData);
@ -911,6 +913,11 @@ function MyController(hand) {
this.setState(STATE_EQUIP);
return;
} else if ((this.state == STATE_SEARCHING) && this.triggerSmoothedGrab()) {
if (!grabbableData.spatialKey) {
var position = Entities.getEntityProperties(this.grabbedEntity, "position").position;
this.temporaryPositionOffset = Vec3.subtract(position, this.intersectionPoint);
this.temporaryPositionOffset = Vec3.multiply(this.temporaryPositionOffset, FAR_TO_NEAR_GRAB_OFFSET_PADDING_FACTOR);
}
this.setState(STATE_DISTANCE_HOLDING);
return;
}
@ -1124,10 +1131,6 @@ function MyController(hand) {
this.release();
this.setState(STATE_EQUIP);
this.grabbedEntity = saveGrabbedID;
if (typeof grabbableData.spatialKey === 'undefined') {
Entities.editEntity(this.grabbedEntity, {position: handPosition});
}
return;
}
@ -1260,131 +1263,143 @@ function MyController(hand) {
this.handleSpotlight(this.grabbedEntity);
}
Entities.updateAction(this.grabbedEntity, this.actionID, {
var success = Entities.updateAction(this.grabbedEntity, this.actionID, {
targetPosition: targetPosition,
linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
targetRotation: this.currentObjectRotation,
angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
ttl: ACTION_TTL
});
if (success) {
this.actionTimeout = now + (ACTION_TTL * MSEC_PER_SEC);
} else {
print("continueDistanceHolding -- updateAction failed");
}
};
this.setupHoldAction = function() {
this.actionID = Entities.addAction("hold", this.grabbedEntity, {
hand: this.hand === RIGHT_HAND ? "right" : "left",
timeScale: NEAR_GRABBING_ACTION_TIMEFRAME,
relativePosition: this.offsetPosition,
relativeRotation: this.offsetRotation,
ttl: ACTION_TTL,
kinematic: NEAR_GRABBING_KINEMATIC,
kinematicSetVelocity: true,
ignoreIK: this.ignoreIK
});
if (this.actionID === NULL_ACTION_ID) {
this.actionID = null;
return false;
}
var now = Date.now();
this.actionTimeout = now + (ACTION_TTL * MSEC_PER_SEC);
return true;
};
this.projectVectorAlongAxis = function(position, axisStart, axisEnd) {
var aPrime = Vec3.subtract(position, axisStart);
var aPrime = Vec3.subtract(position, axisStart);
var bPrime = Vec3.subtract(axisEnd, axisStart);
var bPrime = Vec3.subtract(axisEnd, axisStart);
var bPrimeMagnitude = Vec3.length(bPrime);
var bPrimeMagnitude = Vec3.length(bPrime);
var dotProduct = Vec3.dot(aPrime, bPrime);
var dotProduct = Vec3.dot(aPrime, bPrime);
var scalar = dotProduct / bPrimeMagnitude;
var scalar = dotProduct / bPrimeMagnitude;
if (scalar < 0) {
scalar = 0;
}
if (scalar < 0) {
scalar = 0;
}
if (scalar > 1) {
scalar = 1;
}
if (scalar > 1) {
scalar = 1;
}
var projection = Vec3.sum(axisStart, Vec3.multiply(scalar, Vec3.normalize(bPrime)));
var projection = Vec3.sum(axisStart, Vec3.multiply(scalar, Vec3.normalize(bPrime)));
return projection
return projection
},
};
this.nearGrabbing = function() {
var now = Date.now();
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
this.nearGrabbing = function() {
var now = Date.now();
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
if (this.state == STATE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
return;
}
if (this.state == STATE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
this.setState(STATE_RELEASE);
Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
return;
}
this.lineOff();
this.overlayLineOff();
this.lineOff();
this.overlayLineOff();
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, GRABBABLE_PROPERTIES);
this.activateEntity(this.grabbedEntity, grabbedProperties);
if (grabbedProperties.collisionsWillMove && NEAR_GRABBING_KINEMATIC) {
Entities.editEntity(this.grabbedEntity, {
collisionsWillMove: false
});
}
var handRotation = this.getHandRotation();
var handPosition = this.getHandPosition();
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
if (this.state != STATE_NEAR_GRABBING && grabbableData.spatialKey) {
// if an object is "equipped" and has a spatialKey, use it.
this.ignoreIK = grabbableData.spatialKey.ignoreIK ? grabbableData.spatialKey.ignoreIK : false;
this.offsetPosition = getSpatialOffsetPosition(this.hand, grabbableData.spatialKey);
this.offsetRotation = getSpatialOffsetRotation(this.hand, grabbableData.spatialKey);
} else {
this.ignoreIK = false;
var objectRotation = grabbedProperties.rotation;
this.offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
var currentObjectPosition = grabbedProperties.position;
var offset = Vec3.subtract(currentObjectPosition, handPosition);
this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
}
this.actionID = NULL_ACTION_ID;
this.actionID = Entities.addAction("hold", this.grabbedEntity, {
hand: this.hand === RIGHT_HAND ? "right" : "left",
timeScale: NEAR_GRABBING_ACTION_TIMEFRAME,
relativePosition: this.offsetPosition,
relativeRotation: this.offsetRotation,
ttl: ACTION_TTL,
kinematic: NEAR_GRABBING_KINEMATIC,
kinematicSetVelocity: true,
ignoreIK: this.ignoreIK
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, GRABBABLE_PROPERTIES);
this.activateEntity(this.grabbedEntity, grabbedProperties);
if (grabbedProperties.collisionsWillMove && NEAR_GRABBING_KINEMATIC) {
Entities.editEntity(this.grabbedEntity, {
collisionsWillMove: false
});
if (this.actionID === NULL_ACTION_ID) {
this.actionID = null;
} else {
this.actionTimeout = now + (ACTION_TTL * MSEC_PER_SEC);
if (this.state == STATE_NEAR_GRABBING) {
this.setState(STATE_CONTINUE_NEAR_GRABBING);
} else {
// equipping
Entities.callEntityMethod(this.grabbedEntity, "startEquip", [JSON.stringify(this.hand)]);
this.startHandGrasp();
}
this.setState(STATE_CONTINUE_EQUIP_BD);
}
var handRotation = this.getHandRotation();
var handPosition = this.getHandPosition();
if (this.hand === RIGHT_HAND) {
Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
} else {
Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
}
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
Entities.callEntityMethod(this.grabbedEntity, "setHand", [this.hand]);
if (this.state != STATE_NEAR_GRABBING && grabbableData.spatialKey) {
// if an object is "equipped" and has a spatialKey, use it.
this.ignoreIK = grabbableData.spatialKey.ignoreIK ? grabbableData.spatialKey.ignoreIK : false;
this.offsetPosition = getSpatialOffsetPosition(this.hand, grabbableData.spatialKey);
this.offsetRotation = getSpatialOffsetRotation(this.hand, grabbableData.spatialKey);
} else {
this.ignoreIK = false;
Entities.callEntityMethod(this.grabbedEntity, "startNearGrab");
var objectRotation = grabbedProperties.rotation;
this.offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
var currentObjectPosition = grabbedProperties.position;
var offset = Vec3.subtract(currentObjectPosition, handPosition);
this.offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, this.offsetRotation)), offset);
if (this.state != STATE_NEAR_GRABBING) {
this.offsetPosition = this.temporaryPositionOffset;
}
}
this.currentHandControllerTipPosition =
(this.hand === RIGHT_HAND) ? MyAvatar.rightHandTipPosition : MyAvatar.leftHandTipPosition;
if (!this.setupHoldAction()) {
return;
}
this.currentObjectTime = Date.now();
};
if (this.state == STATE_NEAR_GRABBING) {
this.setState(STATE_CONTINUE_NEAR_GRABBING);
} else {
// equipping
Entities.callEntityMethod(this.grabbedEntity, "startEquip", [JSON.stringify(this.hand)]);
this.startHandGrasp();
this.setState(STATE_CONTINUE_EQUIP_BD);
}
if (this.hand === RIGHT_HAND) {
Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
} else {
Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
}
Entities.callEntityMethod(this.grabbedEntity, "setHand", [this.hand]);
Entities.callEntityMethod(this.grabbedEntity, "startNearGrab");
this.currentHandControllerTipPosition =
(this.hand === RIGHT_HAND) ? MyAvatar.rightHandTipPosition : MyAvatar.leftHandTipPosition;
this.currentObjectTime = Date.now();
};
this.continueNearGrabbing = function() {
if (this.state == STATE_CONTINUE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
@ -1429,7 +1444,7 @@ function MyController(hand) {
if (this.actionTimeout - now < ACTION_TTL_REFRESH * MSEC_PER_SEC) {
// if less than a 5 seconds left, refresh the actions ttl
Entities.updateAction(this.grabbedEntity, this.actionID, {
var success = Entities.updateAction(this.grabbedEntity, this.actionID, {
hand: this.hand === RIGHT_HAND ? "right" : "left",
timeScale: NEAR_GRABBING_ACTION_TIMEFRAME,
relativePosition: this.offsetPosition,
@ -1439,7 +1454,13 @@ function MyController(hand) {
kinematicSetVelocity: true,
ignoreIK: this.ignoreIK
});
this.actionTimeout = now + (ACTION_TTL * MSEC_PER_SEC);
if (success) {
this.actionTimeout = now + (ACTION_TTL * MSEC_PER_SEC);
} else {
print("continueNearGrabbing -- updateAction failed");
Entities.deleteAction(this.grabbedEntity, this.actionID);
this.setupHoldAction();
}
}
};
@ -1486,7 +1507,7 @@ function MyController(hand) {
return;
}
} else {
Entities.updateAction(this.grabbedEntity, this.equipSpringID, {
var success = Entities.updateAction(this.grabbedEntity, this.equipSpringID, {
targetPosition: targetPosition,
linearTimeScale: EQUIP_SPRING_TIMEFRAME,
targetRotation: targetRotation,
@ -1494,6 +1515,9 @@ function MyController(hand) {
ttl: ACTION_TTL,
ignoreIK: ignoreIK
});
if (!success) {
print("pullTowardEquipPosition -- updateActionfailed");
}
}
if (Vec3.distance(grabbedProperties.position, targetPosition) < EQUIP_SPRING_SHUTOFF_DISTANCE) {
@ -1883,8 +1907,8 @@ Script.update.connect(update);
// we can't create the search system on-demand since it takes some time for the particles to reach their entire length.
// thus the system cannot have a fixed lifetime. this loop updates the lifetimes and will stop updating if a user crashes.
if(USE_PARTICLE_BEAM_FOR_SEARCHING===true || USE_PARTICLE_BEAM_FOR_MOVING ===true){
Script.update.connect(renewParticleBeamLifetimes)
if (USE_PARTICLE_BEAM_FOR_SEARCHING === true || USE_PARTICLE_BEAM_FOR_MOVING === true) {
Script.update.connect(renewParticleBeamLifetimes)
}
var sinceLastParticleLifetimeUpdate = 0;