head move using neck measurement for movement rather than head.

This commit is contained in:
Philip Rosedale 2014-09-19 08:48:55 -07:00
parent d3cc22b39d
commit c6d6c347cd

View file

@ -16,24 +16,21 @@ var debug = false;
var movingWithHead = false;
var headStartPosition, headStartDeltaPitch, headStartFinalPitch, headStartRoll, headStartYaw;
var HEAD_MOVE_DEAD_ZONE = 0.10;
var HEAD_STRAFE_DEAD_ZONE = 0.0;
var HEAD_ROTATE_DEAD_ZONE = 0.0;
//var HEAD_THRUST_FWD_SCALE = 12000.0;
//var HEAD_THRUST_STRAFE_SCALE = 0.0;
var HEAD_YAW_RATE = 1.0;
var HEAD_MOVE_DEAD_ZONE = 0.03;
var HEAD_STRAFE_DEAD_ZONE = 0.03;
var HEAD_ROTATE_DEAD_ZONE = 10.0;
var HEAD_YAW_RATE = 2.0;
var HEAD_PITCH_RATE = 1.0;
//var HEAD_ROLL_THRUST_SCALE = 75.0;
//var HEAD_PITCH_LIFT_THRUST = 3.0;
var WALL_BOUNCE = 4000.0;
var FIXED_WALK_VELOCITY = 1.5;
// Modify these values to tweak the strength of the motion.
// A larger *FACTOR increases the speed.
// A lower SHORT_TIMESCALE makes the motor achieve full speed faster.
var HEAD_VELOCITY_FWD_FACTOR = 20.0;
var HEAD_VELOCITY_LEFT_FACTOR = 20.0;
var HEAD_VELOCITY_LEFT_FACTOR = 0.0;
var HEAD_VELOCITY_UP_FACTOR = 20.0;
var SHORT_TIMESCALE = 0.125;
var SHORT_TIMESCALE = 0.01;
var VERY_LARGE_TIMESCALE = 1000000.0;
var xAxis = {x:1.0, y:0.0, z:0.0 };
@ -43,9 +40,10 @@ var zAxis = {x:0.0, y:0.0, z:1.0 };
// If these values are set to something
var maxVelocity = 1.25;
var noFly = true;
var fixedWalkVelocity = true;
//var roomLimits = { xMin: 618, xMax: 635.5, zMin: 528, zMax: 552.5 };
var roomLimits = { xMin: 142.6, xMax: 153.7, zMin: 177.5, zMax: 192.0 };
var roomLimits = { xMin: 193.0, xMax: 206.5, zMin: 251.4, zMax: 269.5 };
function isInRoom(position) {
var BUFFER = 2.0;
@ -74,32 +72,43 @@ function moveWithHead(deltaTime) {
var position = MyAvatar.position;
var neckPosition = MyAvatar.getNeckPosition();
var bodyLocalCurrentHeadVector = Vec3.subtract(neckPosition, position);
//bodyLocalCurrentHeadVector = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), bodyLocalCurrentHeadVector);
bodyLocalCurrentHeadVector = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), bodyLocalCurrentHeadVector);
var headDelta = Vec3.subtract(bodyLocalCurrentHeadVector, headStartPosition);
//headDelta = Vec3.multiplyQbyV(Quat.inverse(Camera.getOrientation()), headDelta);
headDelta.y = 0.0; // Don't respond to any of the vertical component of head motion
if (Vec3.length(headDelta) > 0.005) {
Vec3.print("headDelta = ", headDelta);
Vec3.print("headStartPosition = ", headStartPosition);
Vec3.print("MyAvatar.position = ", position);
Vec3.print("MyAvatar.getNeckPosition() = ", neckPosition);
headDelta = Vec3.multiplyQbyV(MyAvatar.orientation, headDelta);
headDelta = Vec3.multiplyQbyV(Quat.inverse(Camera.getOrientation()), headDelta);
var length = Vec3.length(headDelta);
if (length > 1.0) {
// Needs fixed! Right now sometimes reported neck position jumps to a bad value
headDelta.x = headDelta.y = headDelta.z = 0.0;
length = 0.0;
}
// Thrust based on leaning forward and side-to-side
var targetVelocity = {x:0.0, y:0.0, z:0.0};
if (length > HEAD_MOVE_DEAD_ZONE) {
targetVelocity = Vec3.multiply(headDelta, HEAD_VELOCITY_FWD_FACTOR);
}
/*
if (Math.abs(headDelta.z) > HEAD_MOVE_DEAD_ZONE) {
targetVelocity = Vec3.multiply(zAxis, headDelta.z * HEAD_VELOCITY_FWD_FACTOR);
if (fixedWalkVelocity) {
targetVelocity = Vec3.multiply(zAxis, headDelta.z > 0 ? FIXED_WALK_VELOCITY : -FIXED_WALK_VELOCITY);
} else {
targetVelocity = Vec3.multiply(zAxis, headDelta.z * HEAD_VELOCITY_FWD_FACTOR);
}
}
if (Math.abs(headDelta.x) > HEAD_STRAFE_DEAD_ZONE) {
var deltaVelocity = Vec3.multiply(xAxis, headDelta.x * HEAD_VELOCITY_LEFT_FACTOR);
targetVelocity = Vec3.sum(targetVelocity, deltaVelocity);
}
*/
if (Math.abs(deltaYaw) > HEAD_ROTATE_DEAD_ZONE) {
var orientation = Quat.multiply(Quat.angleAxis((deltaYaw + deltaRoll) * HEAD_YAW_RATE * deltaTime, yAxis), MyAvatar.orientation);
MyAvatar.orientation = orientation;
}
// Thrust Up/Down based on head pitch
if (!noFly) {
var deltaVelocity = Vec3.multiply(yAxis, headDelta.y * HEAD_VELOCITY_UP_FACTOR);
@ -140,10 +149,8 @@ function moveWithHead(deltaTime) {
Controller.keyPressEvent.connect(function(event) {
if (event.text == "SPACE" && !movingWithHead) {
movingWithHead = true;
Vec3.print("getNeckPosition() = ", MyAvatar.getNeckPosition());
headStartPosition = Vec3.subtract(MyAvatar.getNeckPosition(), MyAvatar.position);
//headStartPosition = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), headStartPosition);
Vec3.print("First HeadStartPosition = ", headStartPosition);
headStartPosition = Vec3.subtract(MyAvatar.getNeckPosition(), MyAvatar.position);
headStartPosition = Vec3.multiplyQbyV(Quat.inverse(MyAvatar.orientation), headStartPosition);
headStartDeltaPitch = MyAvatar.getHeadDeltaPitch();
headStartFinalPitch = MyAvatar.getHeadFinalPitch();
headStartRoll = MyAvatar.getHeadFinalRoll();
@ -151,7 +158,7 @@ Controller.keyPressEvent.connect(function(event) {
// start with disabled motor -- it will be updated shortly
MyAvatar.motorTimescale = VERY_LARGE_TIMESCALE;
MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0};
MyAvatar.motorReferenceFrame = "avatar"; // alternatives are: "avatar" and "world"
MyAvatar.motorReferenceFrame = "camera"; // alternatives are: "avatar" and "world"
}
});