rotate target toward you

This commit is contained in:
James B. Pollack 2016-07-06 13:20:42 -07:00
parent 2d073cc99c
commit b2ef491b97

View file

@ -26,28 +26,6 @@
//v?: haptic feedback
//v?: show room boundaries when choosing a place to teleport
var inTeleportMode = false;
var currentFadeSphereOpacity = 1;
var fadeSphereInterval = null;
//milliseconds between fading one-tenth -- so this is a half second fade total
var FADE_IN_INTERVAL = 50;
var FADE_OUT_INTERVAL = 50;
var BEAM_MODEL_URL = "http://hifi-content.s3.amazonaws.com/james/teleporter/teleportBeam.fbx";
var BEAM_MODEL_URL_NO_INTERSECTION = "http://hifi-content.s3.amazonaws.com/james/teleporter/teleportBeam2.fbx";
var STRETCHY_BEAM_DIMENSIONS_X = 0.04;
var STRETCHY_BEAM_DIMENSIONS_Y = 0.04;
var STRETCHY_BEAM_DIMENSIONS_Z_NO_INTESECTION = 20;
var TARGET_MODEL_URL = 'http://hifi-content.s3.amazonaws.com/james/teleporter/Tele-destiny.fbx';
var TARGET_MODEL_DIMENSIONS = {
x: 1.15,
y: 0.5,
z: 1.15
};
//swirly thing, not sure we'll get to use it
@ -59,6 +37,29 @@ var TARGET_MODEL_DIMENSIONS = {
// z: 1.22
// };
var inTeleportMode = false;
var currentFadeSphereOpacity = 1;
var fadeSphereInterval = null;
//milliseconds between fading one-tenth -- so this is a half second fade total
var FADE_IN_INTERVAL = 50;
var FADE_OUT_INTERVAL = 50;
var BEAM_MODEL_URL = "http://hifi-content.s3.amazonaws.com/james/teleporter/teleportBeam.fbx";
var STRETCHY_BEAM_DIMENSIONS_X = 0.04;
var STRETCHY_BEAM_DIMENSIONS_Y = 0.04;
var STRETCHY_BEAM_DIMENSIONS_Z_NO_INTESECTION = 20;
var TARGET_MODEL_URL = 'http://hifi-content.s3.amazonaws.com/james/teleporter/Tele-destiny.fbx';
var TARGET_MODEL_DIMENSIONS = {
x: 1.15,
y: 0.5,
z: 1.15
};
function ThumbPad(hand) {
this.hand = hand;
var _this = this;
@ -117,11 +118,15 @@ function Teleporter() {
this.rotateTargetTorwardMe = function() {
var cameraEuler = Quat.safeEulerAngles(Camera.orientation);
print('camera euler' + JSON.stringify(cameraEuler))
var towardsMe = Quat.angleAxis(cameraEuler.y + 180, {
x: 0,
y: 1,
z: 0
});
print('towardsMe' + JSON.stringify(towardsMe))
return towardsMe
}
@ -179,25 +184,18 @@ function Teleporter() {
var position;
if (noIntersection === true) {
this.deleteTargetOverlay();
this.deleteTargetOverlay();
print('no intersection')
position = Vec3.sum(handPosition, Vec3.multiply(STRETCHY_BEAM_DIMENSIONS_Z_NO_INTESECTION/2 , direction));
position = Vec3.sum(handPosition, Vec3.multiply(STRETCHY_BEAM_DIMENSIONS_Z_NO_INTESECTION / 2, direction));
} else {
print('intersection, find midpoint')
position = _this.findMidpoint(handPosition, intersection);
}
print('rotation: ' + JSON.stringify(rotation));
print('position: ' + JSON.stringify(position));
print('dimensions: ' + JSON.stringify(dimensions));
Overlays.editOverlay(_this.stretchyBeam, {
dimensions: dimensions,
position: position,
rotation: Quat.multiply(rotation, Quat.angleAxis(180, {
rotation: Quat.multiply(rotation, Quat.angleAxis(180, {
x: 0,
y: 1,
z: 0
@ -406,14 +404,21 @@ function Teleporter() {
this.updateTargetOverlay = function(intersection) {
this.intersection = intersection;
print('intersection is: ' + JSON.stringify(intersection))
// var rotation = Quat.getUp(intersection.intersection.surfaceNormal);
var rotation = Quat.lookAt(intersection.intersection,MyAvatar.position,Vec3.UP)
var euler = Quat.safeEulerAngles(rotation)
var position = {
x: intersection.intersection.x,
y: intersection.intersection.y + TARGET_MODEL_DIMENSIONS.y/2,
y: intersection.intersection.y + TARGET_MODEL_DIMENSIONS.y / 2,
z: intersection.intersection.z
}
Overlays.editOverlay(this.targetOverlay, {
position: position,
visible: true
rotation:Quat.fromPitchYawRollDegrees(0,euler.y,0),
// rotation: this.rotateTargetTorwardMe()
});
};