From c6d6c347cd94f9fa38bb46c4c029bb40c2950167 Mon Sep 17 00:00:00 2001 From: Philip Rosedale Date: Fri, 19 Sep 2014 08:48:55 -0700 Subject: [PATCH] head move using neck measurement for movement rather than head. --- examples/headMove.js | 57 +++++++++++++++++++++++++------------------- 1 file changed, 32 insertions(+), 25 deletions(-) diff --git a/examples/headMove.js b/examples/headMove.js index 68a9a7833d..834c63c3ab 100644 --- a/examples/headMove.js +++ b/examples/headMove.js @@ -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" } });