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Merge pull request #6020 from ericrius1/grabFarNonColliding
Added grab far events for non physical objects
This commit is contained in:
commit
9f0721c08b
1 changed files with 80 additions and 25 deletions
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@ -32,7 +32,7 @@ var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to thei
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var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
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var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
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var NO_INTERSECT_COLOR = { red: 10, green: 10, blue: 255}; // line color when pick misses
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var NO_INTERSECT_COLOR = { red: 10, green: 10, blue: 255}; // line color when pick misses
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var INTERSECT_COLOR = { red: 250, green: 10, blue: 10}; // line color when pick hits
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var INTERSECT_COLOR = { red: 250, green: 10, blue: 10}; // line color when pick hits
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var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000, z: 1000};
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var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000,z: 1000};
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var LINE_LENGTH = 500;
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var LINE_LENGTH = 500;
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@ -77,7 +77,9 @@ var STATE_NEAR_GRABBING = 4;
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var STATE_CONTINUE_NEAR_GRABBING = 5;
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var STATE_CONTINUE_NEAR_GRABBING = 5;
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var STATE_NEAR_GRABBING_NON_COLLIDING = 6;
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var STATE_NEAR_GRABBING_NON_COLLIDING = 6;
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var STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING = 7;
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var STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING = 7;
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var STATE_RELEASE = 8;
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var STATE_FAR_GRABBING_NON_COLLIDING = 8;
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var STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING = 9;
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var STATE_RELEASE = 10;
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js
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var GRAB_USER_DATA_KEY = "grabKey"; // shared with grab.js
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var GRAB_USER_DATA_KEY = "grabKey"; // shared with grab.js
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@ -120,7 +122,7 @@ function MyController(hand, triggerAction) {
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var TIP_CONTROLLER_OFFSET = 1;
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var TIP_CONTROLLER_OFFSET = 1;
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this.triggerAction = triggerAction;
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this.triggerAction = triggerAction;
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this.palm = SPATIAL_CONTROLLERS_PER_PALM * hand;
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this.palm = SPATIAL_CONTROLLERS_PER_PALM * hand;
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this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
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this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
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this.actionID = null; // action this script created...
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this.actionID = null; // action this script created...
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this.grabbedEntity = null; // on this entity.
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this.grabbedEntity = null; // on this entity.
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@ -161,6 +163,12 @@ function MyController(hand, triggerAction) {
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case STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING:
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case STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING:
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this.continueNearGrabbingNonColliding();
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this.continueNearGrabbingNonColliding();
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break;
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break;
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case STATE_FAR_GRABBING_NON_COLLIDING:
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this.farGrabbingNonColliding();
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break;
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case STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING:
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this.continueFarGrabbingNonColliding();
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break;
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case STATE_RELEASE:
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case STATE_RELEASE:
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this.release();
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this.release();
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break;
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break;
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@ -210,7 +218,7 @@ function MyController(hand, triggerAction) {
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this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
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this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
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(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
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(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
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}
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}
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this.triggerSmoothedSqueezed = function() {
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this.triggerSmoothedSqueezed = function() {
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return this.triggerValue > TRIGGER_ON_VALUE;
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return this.triggerValue > TRIGGER_ON_VALUE;
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};
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};
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@ -251,9 +259,7 @@ function MyController(hand, triggerAction) {
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};
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};
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var intersection = Entities.findRayIntersection(pickRay, true);
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var intersection = Entities.findRayIntersection(pickRay, true);
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if (intersection.intersects &&
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if (intersection.intersects && intersection.properties.locked === 0) {
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intersection.properties.collisionsWillMove === 1 &&
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intersection.properties.locked === 0) {
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// the ray is intersecting something we can move.
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// the ray is intersecting something we can move.
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
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var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
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@ -266,14 +272,22 @@ function MyController(hand, triggerAction) {
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}
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}
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if (intersectionDistance < NEAR_PICK_MAX_DISTANCE) {
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if (intersectionDistance < NEAR_PICK_MAX_DISTANCE) {
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// the hand is very close to the intersected object. go into close-grabbing mode.
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// the hand is very close to the intersected object. go into close-grabbing mode.
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this.setState(STATE_NEAR_GRABBING);
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if (intersection.properties.collisionsWillMove === 1) {
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this.setState(STATE_NEAR_GRABBING);
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} else {
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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}
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} else {
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} else {
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// don't allow two people to distance grab the same object
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// don't allow two people to distance grab the same object
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if (entityIsGrabbedByOther(intersection.entityID)) {
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if (entityIsGrabbedByOther(intersection.entityID)) {
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this.grabbedEntity = null;
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this.grabbedEntity = null;
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} else {
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} else {
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// the hand is far from the intersected object. go into distance-holding mode
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// the hand is far from the intersected object. go into distance-holding mode
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this.setState(STATE_DISTANCE_HOLDING);
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if (intersection.properties.collisionsWillMove === 1) {
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this.setState(STATE_DISTANCE_HOLDING);
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} else {
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this.setState(STATE_FAR_GRABBING_NON_COLLIDING);
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}
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}
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}
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}
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}
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} else {
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} else {
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@ -369,19 +383,19 @@ function MyController(hand, triggerAction) {
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// how far did avatar move this timestep?
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// how far did avatar move this timestep?
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var currentPosition = MyAvatar.position;
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var currentPosition = MyAvatar.position;
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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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this.currentAvatarPosition = currentPosition;
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this.currentAvatarPosition = currentPosition;
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// How far did the avatar turn this timestep?
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// How far did the avatar turn this timestep?
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// Note: The following code is too long because we need a Quat.quatBetween() function
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// Note: The following code is too long because we need a Quat.quatBetween() function
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// that returns the minimum quaternion between two quaternions.
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// that returns the minimum quaternion between two quaternions.
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var currentOrientation = MyAvatar.orientation;
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var currentOrientation = MyAvatar.orientation;
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if (Quat.dot(currentOrientation, this.currentAvatarOrientation) < 0.0) {
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if (Quat.dot(currentOrientation, this.currentAvatarOrientation) < 0.0) {
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var negativeCurrentOrientation = {
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var negativeCurrentOrientation = {
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x: -currentOrientation.x,
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x: -currentOrientation.x,
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y: -currentOrientation.y,
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y: -currentOrientation.y,
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z: -currentOrientation.z,
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z: -currentOrientation.z,
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w: -currentOrientation.w
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w: -currentOrientation.w
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};
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};
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var avatarDeltaOrientation = Quat.multiply(negativeCurrentOrientation, Quat.inverse(this.currentAvatarOrientation));
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var avatarDeltaOrientation = Quat.multiply(negativeCurrentOrientation, Quat.inverse(this.currentAvatarOrientation));
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} else {
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} else {
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@ -389,8 +403,8 @@ function MyController(hand, triggerAction) {
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}
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}
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var handToAvatar = Vec3.subtract(handControllerPosition, this.currentAvatarPosition);
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var handToAvatar = Vec3.subtract(handControllerPosition, this.currentAvatarPosition);
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var objectToAvatar = Vec3.subtract(this.currentObjectPosition, this.currentAvatarPosition);
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var objectToAvatar = Vec3.subtract(this.currentObjectPosition, this.currentAvatarPosition);
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var handMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, handToAvatar), handToAvatar);
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var handMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, handToAvatar), handToAvatar);
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var objectMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, objectToAvatar), objectToAvatar);
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var objectMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, objectToAvatar), objectToAvatar);
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this.currentAvatarOrientation = currentOrientation;
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this.currentAvatarOrientation = currentOrientation;
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// how far did hand move this timestep?
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// how far did hand move this timestep?
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@ -411,7 +425,7 @@ function MyController(hand, triggerAction) {
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var now = Date.now();
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var now = Date.now();
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var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
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var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
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this.computeReleaseVelocity(deltaPosition, deltaTime, false);
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this.computeReleaseVelocity(deltaPosition, deltaTime, false);
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this.currentObjectPosition = newObjectPosition;
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this.currentObjectPosition = newObjectPosition;
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this.currentObjectTime = now;
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this.currentObjectTime = now;
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@ -440,7 +454,7 @@ function MyController(hand, triggerAction) {
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this.lineOff();
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this.lineOff();
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
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["position", "rotation", "gravity", "ignoreForCollisions"]);
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["position", "rotation", "gravity", "ignoreForCollisions"]);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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@ -504,7 +518,9 @@ function MyController(hand, triggerAction) {
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this.currentObjectTime = now;
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this.currentObjectTime = now;
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
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Entities.updateAction(this.grabbedEntity, this.actionID, {lifetime: ACTION_LIFETIME});
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Entities.updateAction(this.grabbedEntity, this.actionID, {
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lifetime: ACTION_LIFETIME
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});
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};
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};
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this.nearGrabbingNonColliding = function() {
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this.nearGrabbingNonColliding = function() {
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@ -521,14 +537,46 @@ function MyController(hand, triggerAction) {
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this.setState(STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING);
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this.setState(STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING);
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};
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};
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this.farGrabbingNonColliding = function() {
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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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if (this.hand === RIGHT_HAND) {
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Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
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} else {
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Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
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}
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Entities.callEntityMethod(this.grabbedEntity, "startFarGrabNonColliding");
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this.setState(STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING);
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};
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this.continueNearGrabbingNonColliding = function() {
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this.continueNearGrabbingNonColliding = function() {
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if (this.triggerSmoothedReleased()) {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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this.setState(STATE_RELEASE);
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return;
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return;
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}
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}
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrabbingNonColliding");
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrabbingNonColliding");
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};
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};
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this.continueFarGrabbingNonColliding = function() {
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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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var handPosition = this.getHandPosition();
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var pickRay = {
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origin: handPosition,
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direction: Quat.getUp(this.getHandRotation())
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};
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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Entities.callEntityMethod(this.grabbedEntity, "continueFarGrabbingNonColliding");
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};
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_this.allTouchedIDs = {};
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_this.allTouchedIDs = {};
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this.touchTest = function() {
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this.touchTest = function() {
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var maxDistance = 0.05;
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var maxDistance = 0.05;
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@ -618,8 +666,8 @@ function MyController(hand, triggerAction) {
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this.lineOff();
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this.lineOff();
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if (this.grabbedEntity !== null) {
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if (this.grabbedEntity !== null) {
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if(this.actionID !== null) {
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if (this.actionID !== null) {
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Entities.deleteAction(this.grabbedEntity, this.actionID);
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Entities.deleteAction(this.grabbedEntity, this.actionID);
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}
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}
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Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
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Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
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}
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}
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@ -650,7 +698,14 @@ function MyController(hand, triggerAction) {
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if (data["refCount"] == 1) {
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if (data["refCount"] == 1) {
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data["gravity"] = grabbedProperties.gravity;
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data["gravity"] = grabbedProperties.gravity;
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data["ignoreForCollisions"] = grabbedProperties.ignoreForCollisions;
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data["ignoreForCollisions"] = grabbedProperties.ignoreForCollisions;
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Entities.editEntity(entityID, {gravity: {x:0, y:0, z:0}, ignoreForCollisions: true});
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Entities.editEntity(entityID, {
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gravity: {
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x: 0,
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y: 0,
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z: 0
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},
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ignoreForCollisions: true
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});
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}
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}
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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};
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};
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@ -687,4 +742,4 @@ function cleanup() {
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}
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}
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Script.scriptEnding.connect(cleanup);
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Script.scriptEnding.connect(cleanup);
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Script.update.connect(update);
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Script.update.connect(update);
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