move hydra thrust and view code into JS example

This commit is contained in:
ZappoMan 2014-02-10 15:25:09 -08:00
parent d743df902a
commit 8acb6d13d5
7 changed files with 100 additions and 46 deletions

View file

@ -69,6 +69,13 @@ function checkCamera() {
var viewJoystickPosition = Controller.getJoystickPosition(VIEW_CONTROLLER);
yaw -= viewJoystickPosition.x * JOYSTICK_YAW_MAG * deltaTime;
pitch += viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime;
if (yaw > 360) {
yaw -= 360;
}
if (yaw < -360) {
yaw += 360;
}
print("pitch="+ pitch + " yaw="+ yaw + " roll=" + roll);
var orientation = Quat.fromPitchYawRoll(pitch, yaw, roll);
Camera.setOrientation(orientation);
}

View file

@ -0,0 +1,86 @@
//
// hydraThrustAndView.js
// hifi
//
// Created by Brad Hefta-Gaub on 2/6/14.
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
//
// This is an example script that demonstrates use of the Controller and MyAvatar classes to implement
// avatar flying through the hydra/controller joysticks
//
//
var damping = 0.9;
var position = { x: MyAvatar.position.x, y: MyAvatar.position.y, z: MyAvatar.position.z };
var joysticksCaptured = false;
var THRUST_CONTROLLER = 0;
var VIEW_CONTROLLER = 1;
var INITIAL_THRUST_MULTPLIER = 1.0;
var THRUST_INCREASE_RATE = 1.05;
var MAX_THRUST_MULTIPLIER = 75.0;
var thrustMultiplier = INITIAL_THRUST_MULTPLIER;
function flyWithHydra() {
var deltaTime = 1/60; // approximately our FPS - maybe better to be elapsed time since last call
var THRUST_MAG_UP = 800.0;
var THRUST_MAG_DOWN = 300.0;
var THRUST_MAG_FWD = 500.0;
var THRUST_MAG_BACK = 300.0;
var THRUST_MAG_LATERAL = 250.0;
var THRUST_JUMP = 120.0;
var scale = 1.0;
var YAW_MAG = 500.0;
var PITCH_MAG = 100.0;
var THRUST_MAG_HAND_JETS = THRUST_MAG_FWD;
var JOYSTICK_YAW_MAG = YAW_MAG;
var JOYSTICK_PITCH_MAG = PITCH_MAG * 0.5;
var thrustJoystickPosition = Controller.getJoystickPosition(THRUST_CONTROLLER);
if (thrustJoystickPosition.x != 0 || thrustJoystickPosition.y != 0) {
if (thrustMultiplier < MAX_THRUST_MULTIPLIER) {
thrustMultiplier *= 1 + (deltaTime * THRUST_INCREASE_RATE);
}
var currentOrientation = MyAvatar.orientation;
var front = Quat.getFront(currentOrientation);
var right = Quat.getRight(currentOrientation);
var up = Quat.getUp(currentOrientation);
var thrustFront = Vec3.multiply(front, scale * THRUST_MAG_HAND_JETS * thrustJoystickPosition.y * thrustMultiplier * deltaTime);
MyAvatar.addThrust(thrustFront);
var thrustRight = Vec3.multiply(right, scale * THRUST_MAG_HAND_JETS * thrustJoystickPosition.x * thrustMultiplier * deltaTime);
MyAvatar.addThrust(thrustRight);
} else {
thrustMultiplier = INITIAL_THRUST_MULTPLIER;
}
// View Controller
var viewJoystickPosition = Controller.getJoystickPosition(VIEW_CONTROLLER);
if (viewJoystickPosition.x != 0 || viewJoystickPosition.y != 0) {
// change the body yaw based on our x controller
var orientation = MyAvatar.orientation;
var deltaOrientation = Quat.fromPitchYawRoll(0, (-1 * viewJoystickPosition.x * JOYSTICK_YAW_MAG * deltaTime), 0);
MyAvatar.orientation = Quat.multiply(orientation, deltaOrientation);
// change the headPitch based on our x controller
//pitch += viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime;
var newPitch = MyAvatar.headPitch + (viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime);
MyAvatar.headPitch = newPitch;
}
}
Script.willSendVisualDataCallback.connect(flyWithHydra);
Controller.captureJoystick(THRUST_CONTROLLER);
Controller.captureJoystick(VIEW_CONTROLLER);
// Map keyPress and mouse move events to our callbacks
function scriptEnding() {
// re-enabled the standard application for touch events
Controller.releaseJoystick(THRUST_CONTROLLER);
Controller.releaseJoystick(VIEW_CONTROLLER);
}
Script.scriptEnding.connect(scriptEnding);

View file

@ -4042,7 +4042,7 @@ void Application::loadScript(const QString& fileNameString) {
scriptEngine->getParticlesScriptingInterface()->setParticleTree(_particles.getTree());
// hook our avatar object into this script engine
scriptEngine->setAvatarData( static_cast<Avatar*>(_myAvatar), "MyAvatar");
scriptEngine->setAvatarData(_myAvatar, "MyAvatar"); // leave it as a MyAvatar class to expose thrust features
CameraScriptableObject* cameraScriptable = new CameraScriptableObject(&_myCamera, &_viewFrustum);
scriptEngine->registerGlobalObject("Camera", cameraScriptable);

View file

@ -33,7 +33,6 @@ Hand::Hand(Avatar* owningAvatar) :
_collisionCenter(0,0,0),
_collisionAge(0),
_collisionDuration(0),
_pitchUpdate(0),
_grabDelta(0, 0, 0),
_grabDeltaVelocity(0, 0, 0),
_grabStartRotation(0, 0, 0, 1),

View file

@ -58,10 +58,6 @@ public:
const glm::vec3& getLeapFingerTipBallPosition (int ball) const { return _leapFingerTipBalls [ball].position;}
const glm::vec3& getLeapFingerRootBallPosition(int ball) const { return _leapFingerRootBalls[ball].position;}
// Pitch from controller input to view
const float getPitchUpdate() const { return _pitchUpdate; }
void setPitchUpdate(float pitchUpdate) { _pitchUpdate = pitchUpdate; }
// Get the drag distance to move
glm::vec3 getAndResetGrabDelta();
glm::vec3 getAndResetGrabDeltaVelocity();
@ -101,8 +97,6 @@ private:
void handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPosition, VoxelTreeElement* voxel, float deltaTime);
float _pitchUpdate;
glm::vec3 _grabDelta;
glm::vec3 _grabDeltaVelocity;
glm::quat _grabStartRotation;

View file

@ -323,6 +323,7 @@ void MyAvatar::simulate(float deltaTime) {
updateChatCircle(deltaTime);
// TODO: this should be removed and turned into JS instead
// Get any position, velocity, or rotation update from Grab Drag controller
glm::vec3 moveFromGrab = _hand.getAndResetGrabDelta();
if (glm::length(moveFromGrab) > EPSILON) {
@ -797,39 +798,6 @@ void MyAvatar::updateThrust(float deltaTime) {
up;
}
}
// Add thrust and rotation from hand controllers
const float THRUST_MAG_HAND_JETS = THRUST_MAG_FWD;
const float JOYSTICK_YAW_MAG = YAW_MAG;
const float JOYSTICK_PITCH_MAG = PITCH_MAG * 0.5f;
const int THRUST_CONTROLLER = 0;
const int VIEW_CONTROLLER = 1;
for (size_t i = 0; i < getHand().getPalms().size(); ++i) {
PalmData& palm = getHand().getPalms()[i];
// If the script hasn't captured this joystick, then let the default behavior work
if (!Application::getInstance()->getControllerScriptingInterface()->isJoystickCaptured(palm.getSixenseID())) {
if (palm.isActive() && (palm.getSixenseID() == THRUST_CONTROLLER)) {
if (palm.getJoystickY() != 0.f) {
FingerData& finger = palm.getFingers()[0];
if (finger.isActive()) {
}
_thrust += front * _scale * THRUST_MAG_HAND_JETS * palm.getJoystickY() * _thrustMultiplier * deltaTime;
}
if (palm.getJoystickX() != 0.f) {
_thrust += right * _scale * THRUST_MAG_HAND_JETS * palm.getJoystickX() * _thrustMultiplier * deltaTime;
}
} else if (palm.isActive() && (palm.getSixenseID() == VIEW_CONTROLLER)) {
if (palm.getJoystickX() != 0.f) {
_bodyYawDelta -= palm.getJoystickX() * JOYSTICK_YAW_MAG * deltaTime;
}
if (palm.getJoystickY() != 0.f) {
getHand().setPitchUpdate(getHand().getPitchUpdate() +
(palm.getJoystickY() * JOYSTICK_PITCH_MAG * deltaTime));
}
}
}
}
// Update speed brake status
const float MIN_SPEED_BRAKE_VELOCITY = _scale * 0.4f;

View file

@ -45,7 +45,6 @@ public:
// setters
void setMousePressed(bool mousePressed) { _mousePressed = mousePressed; }
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
void setVelocity(const glm::vec3 velocity) { _velocity = velocity; }
void setLeanScale(float scale) { _leanScale = scale; }
void setGravity(glm::vec3 gravity);
@ -78,9 +77,6 @@ public:
static void sendKillAvatar();
// Set/Get update the thrust that will move the avatar around
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; };
void orbit(const glm::vec3& position, int deltaX, int deltaY);
@ -94,9 +90,13 @@ public slots:
void increaseSize();
void decreaseSize();
void resetSize();
void sendIdentityPacket();
// Set/Get update the thrust that will move the avatar around
void addThrust(glm::vec3 newThrust) { _thrust += newThrust; };
glm::vec3 getThrust() { return _thrust; };
void setThrust(glm::vec3 newThrust) { _thrust = newThrust; }
private:
bool _mousePressed;
float _bodyPitchDelta;