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additions to debug and also to handle some two handed situations
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1 changed files with 78 additions and 15 deletions
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@ -1,8 +1,9 @@
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// hydraGrab.js
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// handControllerGrab.js
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// examples
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//
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// Created by Eric Levin on 9/2/15
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// Additions by James B. Pollack @imgntn on 9/24/2015
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// Additions By Seth Alves on 10/20/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Grabs physically moveable entities with hydra-like controllers; it works for either near or far objects.
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@ -13,6 +14,13 @@
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Script.include("../libraries/utils.js");
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////////////////////////////////////////////////////////////
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//
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// add lines where the hand ray picking is happening
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//
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var DEBUG_HAND_RAY_PICKING = false;
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/////////////////////////////////////////////////////////////////
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//
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// these tune time-averaging and "on" value for analog trigger
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@ -43,9 +51,9 @@ var PICK_MAX_DISTANCE = 500; // max length of pick-ray
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var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
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var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
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var NEAR_PICK_MAX_DISTANCE = 0.2; // max length of pick-ray for close grabbing to be selected
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var NEAR_PICK_MAX_DISTANCE = 0.3; // max length of pick-ray for close grabbing to be selected
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var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
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var PICK_BACKOFF_DISTANCE = 0.1; // helps when hand is intersecting the grabble object
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var PICK_BACKOFF_DISTANCE = 0.2; // helps when hand is intersecting the grabble object
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/////////////////////////////////////////////////////////////////
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//
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@ -91,6 +99,8 @@ var DEFAULT_GRABBABLE_DATA = {
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invertSolidWhileHeld: false
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};
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var disabledHand ='none';
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function getTag() {
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return "grab-" + MyAvatar.sessionUUID;
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}
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@ -188,6 +198,19 @@ function MyController(hand, triggerAction) {
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}
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this.debugLine = function(closePoint, farPoint, color){
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Entities.addEntity({
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type: "Line",
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name: "Debug Line",
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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position: closePoint,
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linePoints: [ZERO_VEC, farPoint],
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color: color,
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lifetime: 0.1
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});
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}
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this.lineOn = function(closePoint, farPoint, color) {
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// draw a line
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if (this.pointer === null) {
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@ -249,11 +272,17 @@ function MyController(hand, triggerAction) {
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}
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this.search = function() {
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//if this hand is the one that's disabled, we don't want to search for anything at all
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if (this.hand === disabledHand) {
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return;
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}
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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}
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// the trigger is being pressed, do a ray test
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var handPosition = this.getHandPosition();
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var distantPickRay = {
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@ -267,6 +296,13 @@ function MyController(hand, triggerAction) {
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length: NEAR_PICK_MAX_DISTANCE
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};
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var otherPickRay = {
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origin: handPosition,
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direction: Quat.getRight(this.getHandRotation()),
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length: NEAR_PICK_MAX_DISTANCE
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};
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this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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// don't pick 60x per second. do this check after updating the line so it's not jumpy.
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@ -276,7 +312,7 @@ function MyController(hand, triggerAction) {
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}
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this.lastPickTime = now;
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var pickRays = [distantPickRay, palmPickRay];
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var pickRays = [distantPickRay, palmPickRay, otherPickRay];
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for (var index=0; index < pickRays.length; ++index) {
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var pickRay = pickRays[index];
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var directionNormalized = Vec3.normalize(pickRay.direction);
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@ -286,15 +322,34 @@ function MyController(hand, triggerAction) {
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direction: pickRay.direction
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};
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if (DEBUG_HAND_RAY_PICKING)
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this.debugLine(pickRayBacked.origin, Vec3.multiply(pickRayBacked.direction, NEAR_PICK_MAX_DISTANCE), {
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red: 0,
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green: 255,
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blue: 0
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})
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var intersection = Entities.findRayIntersection(pickRayBacked, true);
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if (intersection.intersects && intersection.properties.locked === 0) {
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// the ray is intersecting something we can move.
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var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
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this.grabbedEntity = intersection.entityID;
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY,
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intersection.entityID,
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DEFAULT_GRABBABLE_DATA);
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//this code will disabled the beam for the opposite hand of the one that grabbed it if the entity says so
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
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if (grabbableData["turnOffOppositeBeam"] === true) {
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if (this.hand === RIGHT_HAND) {
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disabledHand = LEFT_HAND;
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} else {
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disabledHand = RIGHT_HAND;
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}
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} else {
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disabledHand = 'none';
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}
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if (grabbableData.grabbable === false) {
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this.grabbedEntity = null;
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continue;
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@ -386,9 +441,7 @@ function MyController(hand, triggerAction) {
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this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) *
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DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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// how far did avatar move this timestep?
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var currentPosition = MyAvatar.position;
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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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@ -438,9 +491,7 @@ function MyController(hand, triggerAction) {
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this.currentObjectTime = now;
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// this doubles hand rotation
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var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation,
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DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
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Quat.inverse(this.handPreviousRotation));
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var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation, DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR), Quat.inverse(this.handPreviousRotation));
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this.handPreviousRotation = handRotation;
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this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
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@ -459,15 +510,23 @@ function MyController(hand, triggerAction) {
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this.nearGrabbing = function() {
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var now = Date.now();
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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var turnOffOtherHand = grabbableData["turnOffOtherHand"];
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if (turnOffOtherHand === true) {
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//don't activate the second hand grab because the script is handling the second hand logic
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return;
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}
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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}
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this.lineOff();
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
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["position", "rotation", "gravity", "ignoreForCollisions"]);
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation", "gravity", "ignoreForCollisions"]);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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var handRotation = this.getHandRotation();
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@ -705,6 +764,10 @@ function MyController(hand, triggerAction) {
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this.release = function() {
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if(this.hand!==disabledHand){
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//release the disabled hand when we let go with the main one
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disabledHand='none';
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}
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this.lineOff();
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if (this.grabbedEntity !== null) {
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