Modified handControllerGrab script to trigger entity touch events for non-physical entities

This commit is contained in:
ericrius1 2015-09-22 09:38:06 -07:00
parent 7b5cbbf758
commit b9db495ebf

View file

@ -29,9 +29,21 @@ var TRIGGER_ON_VALUE = 0.2;
var DISTANCE_HOLDING_RADIUS_FACTOR = 5; // multiplied by distance between hand and object
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 NO_INTERSECT_COLOR = {red: 10, green: 10, blue: 255}; // line color when pick misses
var INTERSECT_COLOR = {red: 250, green: 10, blue: 10}; // line color when pick hits
var LINE_ENTITY_DIMENSIONS = {x: 1000, y: 1000, z: 1000};
var NO_INTERSECT_COLOR = {
red: 10,
green: 10,
blue: 255
}; // line color when pick misses
var INTERSECT_COLOR = {
red: 250,
green: 10,
blue: 10
}; // line color when pick hits
var LINE_ENTITY_DIMENSIONS = {
x: 1000,
y: 1000,
z: 1000
};
var LINE_LENGTH = 500;
@ -54,7 +66,11 @@ var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
var RIGHT_HAND = 1;
var LEFT_HAND = 0;
var ZERO_VEC = {x: 0, y: 0, z: 0};
var ZERO_VEC = {
x: 0,
y: 0,
z: 0
};
var NULL_ACTION_ID = "{00000000-0000-0000-000000000000}";
var MSEC_PER_SEC = 1000.0;
@ -68,7 +84,9 @@ var STATE_DISTANCE_HOLDING = 1;
var STATE_CONTINUE_DISTANCE_HOLDING = 2;
var STATE_NEAR_GRABBING = 3;
var STATE_CONTINUE_NEAR_GRABBING = 4;
var STATE_RELEASE = 5;
var STATE_NEAR_TOUCHING = 5;
var STATE_CONTINUE_NEAR_TOUCHING = 6;
var STATE_RELEASE = 7;
var GRAB_USER_DATA_KEY = "grabKey";
@ -93,7 +111,7 @@ function controller(hand, triggerAction) {
this.triggerValue = 0; // rolling average of trigger value
this.update = function() {
switch(this.state) {
switch (this.state) {
case STATE_SEARCHING:
this.search();
break;
@ -109,6 +127,12 @@ function controller(hand, triggerAction) {
case STATE_CONTINUE_NEAR_GRABBING:
this.continueNearGrabbing();
break;
case STATE_NEAR_TOUCHING:
this.nearTouching();
break;
case STATE_CONTINUE_NEAR_TOUCHING:
this.continueNearTouching();
break;
case STATE_RELEASE:
this.release();
break;
@ -125,14 +149,14 @@ function controller(hand, triggerAction) {
dimensions: LINE_ENTITY_DIMENSIONS,
visible: true,
position: closePoint,
linePoints: [ ZERO_VEC, farPoint ],
linePoints: [ZERO_VEC, farPoint],
color: color,
lifetime: LIFETIME
});
} else {
Entities.editEntity(this.pointer, {
position: closePoint,
linePoints: [ ZERO_VEC, farPoint ],
linePoints: [ZERO_VEC, farPoint],
color: color,
lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME
});
@ -171,7 +195,10 @@ function controller(hand, triggerAction) {
// the trigger is being pressed, do a ray test
var handPosition = this.getHandPosition();
var pickRay = {origin: handPosition, direction: Quat.getUp(this.getHandRotation())};
var pickRay = {
origin: handPosition,
direction: Quat.getUp(this.getHandRotation())
};
var intersection = Entities.findRayIntersection(pickRay, true);
if (intersection.intersects &&
intersection.properties.collisionsWillMove === 1 &&
@ -189,24 +216,25 @@ function controller(hand, triggerAction) {
this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
}
} else {
// forward ray test failed, try sphere test.
// forward ray test failed, try sphere test.
var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
var minDistance = GRAB_RADIUS;
var grabbedEntity = null;
for (var i = 0; i < nearbyEntities.length; i++) {
var props = Entities.getEntityProperties(nearbyEntities[i]);
var distance = Vec3.distance(props.position, handPosition);
if (distance < minDistance && props.name !== "pointer" &&
props.collisionsWillMove === 1 &&
props.locked === 0) {
if (distance < minDistance && props.name !== "pointer") {
this.grabbedEntity = nearbyEntities[i];
minDistance = distance;
}
}
if (this.grabbedEntity === null) {
this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
} else {
} else if (props.locked === 0 && props.collisionsWillMove === 1) {
this.state = STATE_NEAR_GRABBING;
} else if (props.collisionsWillMove === 0) {
// We have grabbed a non-physical object, so we want to trigger a touch event as opposed to a grab event
this.state = STATE_NEAR_TOUCHING;
}
}
}
@ -215,7 +243,7 @@ function controller(hand, triggerAction) {
this.distanceHolding = function() {
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position","rotation"]);
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation"]);
// add the action and initialize some variables
this.currentObjectPosition = grabbedProperties.position;
@ -263,8 +291,8 @@ function controller(hand, triggerAction) {
// the action was set up on a previous call. update the targets.
var radius = Math.max(Vec3.distance(this.currentObjectPosition,
handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR,
DISTANCE_HOLDING_RADIUS_FACTOR);
handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR,
DISTANCE_HOLDING_RADIUS_FACTOR);
var handMoved = Vec3.subtract(handControllerPosition, this.handPreviousPosition);
this.handPreviousPosition = handControllerPosition;
@ -281,16 +309,18 @@ function controller(hand, triggerAction) {
// this doubles hand rotation
var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation,
DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
Quat.inverse(this.handPreviousRotation));
DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
Quat.inverse(this.handPreviousRotation));
this.handPreviousRotation = handRotation;
this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
Entities.callEntityMethod(this.grabbedEntity, "continueDistantGrab");
Entities.updateAction(this.grabbedEntity, this.actionID, {
targetPosition: this.currentObjectPosition, linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
targetRotation: this.currentObjectRotation, angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME
targetPosition: this.currentObjectPosition,
linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
targetRotation: this.currentObjectRotation,
angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME
});
}
@ -339,6 +369,23 @@ function controller(hand, triggerAction) {
this.currentObjectTime = Date.now();
}
this.nearTouching = function() {
if (!this.triggerSmoothedSqueezed()) {
this.state = STATE_RELEASE;
return;
}
Entities.callEntityMethod(this.grabbedEntity, "startNearTouch")
this.state = STATE_CONTINUE_NEAR_TOUCHING;
}
this.continueNearTouching = function() {
if (!this.triggerSmoothedSqueezed()) {
this.state = STATE_RELEASE;
return;
}
Entities.callEntityMethod(this.grabbedEntity, "continueNearTouch");
}
this.continueNearGrabbing = function() {
if (!this.triggerSmoothedSqueezed()) {
@ -367,9 +414,8 @@ function controller(hand, triggerAction) {
// value would otherwise give the held object time to slow down.
if (this.triggerSqueezed()) {
this.grabbedVelocity =
Vec3.sum(Vec3.multiply(this.grabbedVelocity,
(1.0 - NEAR_GRABBING_VELOCITY_SMOOTH_RATIO)),
Vec3.multiply(grabbedVelocity, NEAR_GRABBING_VELOCITY_SMOOTH_RATIO));
Vec3.sum(Vec3.multiply(this.grabbedVelocity, (1.0 - NEAR_GRABBING_VELOCITY_SMOOTH_RATIO)),
Vec3.multiply(grabbedVelocity, NEAR_GRABBING_VELOCITY_SMOOTH_RATIO));
}
if (useMultiplier) {
@ -389,7 +435,9 @@ function controller(hand, triggerAction) {
// the action will tend to quickly bring an object's velocity to zero. now that
// the action is gone, set the objects velocity to something the holder might expect.
Entities.editEntity(this.grabbedEntity, {velocity: this.grabbedVelocity});
Entities.editEntity(this.grabbedEntity, {
velocity: this.grabbedVelocity
});
this.deactivateEntity(this.grabbedEntity);
this.grabbedVelocity = ZERO_VEC;
@ -438,4 +486,4 @@ function cleanup() {
Script.scriptEnding.connect(cleanup);
Script.update.connect(update)
Script.update.connect(update)