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Merge pull request #2868 from PhilipRosedale/master
Improved hydra movement
This commit is contained in:
commit
c77b234621
4 changed files with 71 additions and 60 deletions
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@ -21,9 +21,9 @@ var roll = 0.0;
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var rotation = Quat.fromPitchYawRollDegrees(pitch, yaw, roll)
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var rotation = Quat.fromPitchYawRollDegrees(pitch, yaw, roll)
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var originalProperties = {
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var originalProperties = {
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position: { x: 10,
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position: { x: MyAvatar.position.x,
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y: 0,
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y: MyAvatar.position.y,
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z: 0 },
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z: MyAvatar.position.z },
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radius : 1,
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radius : 1,
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@ -56,11 +56,11 @@ function moveModel(deltaTime) {
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if (count % adjustFPSEveryWhile == 0) {
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if (count % adjustFPSEveryWhile == 0) {
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if (animationFPS == 30) {
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if (animationFPS == 30) {
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animationFPS = 10;
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} else if (animationFPS == 10) {
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animationFPS = 60;
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} else if (animationFPS == 60) {
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animationFPS = 30;
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animationFPS = 30;
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} else if (animationFPS == 10) {
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animationFPS = 10;
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} else if (animationFPS == 60) {
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animationFPS = 60;
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}
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}
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print("animationFPS=" + animationFPS);
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print("animationFPS=" + animationFPS);
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isPlaying = true;
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isPlaying = true;
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@ -25,7 +25,7 @@ function printVector(string, vector) {
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}
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}
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var CHANCE_OF_MOVING = 0.005;
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var CHANCE_OF_MOVING = 0.005;
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var CHANCE_OF_SOUND = 0.000;
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var CHANCE_OF_SOUND = 0.005;
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var CHANCE_OF_HEAD_TURNING = 0.05;
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var CHANCE_OF_HEAD_TURNING = 0.05;
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var CHANCE_OF_BIG_MOVE = 0.1;
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var CHANCE_OF_BIG_MOVE = 0.1;
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var CHANCE_OF_WAVING = 0.009;
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var CHANCE_OF_WAVING = 0.009;
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@ -41,11 +41,11 @@ var isWaving = false;
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var waveFrequency = 0.0;
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var waveFrequency = 0.0;
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var waveAmplitude = 0.0;
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var waveAmplitude = 0.0;
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var X_MIN = 20.0;
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var X_MIN = 5.0;
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var X_MAX = 25.0;
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var X_MAX = 15.0;
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var Z_MIN = 20.0;
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var Z_MIN = 5.0;
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var Z_MAX = 25.0;
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var Z_MAX = 15.0;
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var Y_PELVIS = 2.5;
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var Y_PELVIS = 1.0;
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var SPINE_JOINT_NUMBER = 13;
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var SPINE_JOINT_NUMBER = 13;
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var SHOULDER_JOINT_NUMBER = 17;
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var SHOULDER_JOINT_NUMBER = 17;
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var ELBOW_JOINT_NUMBER = 18;
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var ELBOW_JOINT_NUMBER = 18;
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@ -39,7 +39,7 @@ var impactSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-pub
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var targetHitSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Space%20Invaders/hit.raw");
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var targetHitSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Space%20Invaders/hit.raw");
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var targetLaunchSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Space%20Invaders/shoot.raw");
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var targetLaunchSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Space%20Invaders/shoot.raw");
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var gunModel = "http://highfidelity-public.s3-us-west-1.amazonaws.com/models/attachments/Raygun2.fst";
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var gunModel = "http://public.highfidelity.io/models/attachments/HaloGun.fst";
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var audioOptions = new AudioInjectionOptions();
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var audioOptions = new AudioInjectionOptions();
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audioOptions.volume = 0.9;
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audioOptions.volume = 0.9;
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@ -199,7 +199,7 @@ function playLoadSound() {
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Audio.playSound(loadSound, audioOptions);
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Audio.playSound(loadSound, audioOptions);
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}
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}
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MyAvatar.attach(gunModel, "RightHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
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//MyAvatar.attach(gunModel, "RightHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
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MyAvatar.attach(gunModel, "LeftHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
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MyAvatar.attach(gunModel, "LeftHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
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// Give a bit of time to load before playing sound
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// Give a bit of time to load before playing sound
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@ -320,7 +320,6 @@ function scriptEnding() {
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Overlays.deleteOverlay(reticle);
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Overlays.deleteOverlay(reticle);
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Overlays.deleteOverlay(text);
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Overlays.deleteOverlay(text);
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MyAvatar.detachOne(gunModel);
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MyAvatar.detachOne(gunModel);
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MyAvatar.detachOne(gunModel);
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}
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}
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Particles.particleCollisionWithVoxel.connect(particleCollisionWithVoxel);
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Particles.particleCollisionWithVoxel.connect(particleCollisionWithVoxel);
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@ -50,6 +50,13 @@ var LEFT_BUTTON_4 = 4;
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var RIGHT_PALM = 2;
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var RIGHT_PALM = 2;
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var RIGHT_BUTTON_4 = 10;
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var RIGHT_BUTTON_4 = 10;
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function printVector(text, v, decimals) {
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print(text + " " + v.x.toFixed(decimals) + ", " + v.y.toFixed(decimals) + ", " + v.z.toFixed(decimals));
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}
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var debug = false;
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// Used by handleGrabBehavior() for managing the grab position changes
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// Used by handleGrabBehavior() for managing the grab position changes
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function getAndResetGrabDelta() {
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function getAndResetGrabDelta() {
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var HAND_GRAB_SCALE_DISTANCE = 2.0;
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var HAND_GRAB_SCALE_DISTANCE = 2.0;
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@ -60,24 +67,12 @@ function getAndResetGrabDelta() {
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return result;
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return result;
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}
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}
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// Used by handleGrabBehavior() for managing the grab velocity feature
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function getGrabRotation() {
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function getAndResetGrabDeltaVelocity() {
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var HAND_GRAB_SCALE_VELOCITY = 50.0;
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var delta = Vec3.multiply(grabDeltaVelocity, (MyAvatar.scale * HAND_GRAB_SCALE_VELOCITY));
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grabDeltaVelocity = { x: 0, y: 0, z: 0};
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var avatarRotation = MyAvatar.orientation;
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var result = Quat.multiply(avatarRotation, Vec3.multiply(delta, -1));
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return result;
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}
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// Used by handleGrabBehavior() for managing the grab rotation feature
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function getAndResetGrabRotation() {
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var quatDiff = Quat.multiply(grabCurrentRotation, Quat.inverse(grabStartRotation));
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var quatDiff = Quat.multiply(grabCurrentRotation, Quat.inverse(grabStartRotation));
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grabStartRotation = grabCurrentRotation;
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return quatDiff;
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return quatDiff;
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}
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}
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// handles all the grab related behavior: position (crawl), velocity (flick), and rotate (twist)
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// When move button is pressed, process results
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function handleGrabBehavior(deltaTime) {
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function handleGrabBehavior(deltaTime) {
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// check for and handle grab behaviors
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// check for and handle grab behaviors
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grabbingWithRightHand = Controller.isButtonPressed(RIGHT_BUTTON_4);
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grabbingWithRightHand = Controller.isButtonPressed(RIGHT_BUTTON_4);
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@ -88,9 +83,11 @@ function handleGrabBehavior(deltaTime) {
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if (grabbingWithRightHand && !wasGrabbingWithRightHand) {
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if (grabbingWithRightHand && !wasGrabbingWithRightHand) {
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// Just starting grab, capture starting rotation
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// Just starting grab, capture starting rotation
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grabStartRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM);
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grabStartRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM);
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grabStartPosition = Controller.getSpatialControlPosition(RIGHT_PALM);
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if (debug) printVector("start position", grabStartPosition, 3);
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}
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}
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if (grabbingWithRightHand) {
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if (grabbingWithRightHand) {
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grabDelta = Vec3.sum(grabDelta, Vec3.multiply(Controller.getSpatialControlVelocity(RIGHT_PALM), deltaTime));
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grabDelta = Vec3.subtract(Controller.getSpatialControlPosition(RIGHT_PALM), grabStartPosition);
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grabCurrentRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM);
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grabCurrentRotation = Controller.getSpatialControlRawRotation(RIGHT_PALM);
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}
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}
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if (!grabbingWithRightHand && wasGrabbingWithRightHand) {
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if (!grabbingWithRightHand && wasGrabbingWithRightHand) {
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@ -102,10 +99,12 @@ function handleGrabBehavior(deltaTime) {
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if (grabbingWithLeftHand && !wasGrabbingWithLeftHand) {
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if (grabbingWithLeftHand && !wasGrabbingWithLeftHand) {
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// Just starting grab, capture starting rotation
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// Just starting grab, capture starting rotation
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grabStartRotation = Controller.getSpatialControlRawRotation(LEFT_PALM);
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grabStartRotation = Controller.getSpatialControlRawRotation(LEFT_PALM);
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grabStartPosition = Controller.getSpatialControlPosition(LEFT_PALM);
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if (debug) printVector("start position", grabStartPosition, 3);
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}
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}
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if (grabbingWithLeftHand) {
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if (grabbingWithLeftHand) {
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grabDelta = Vec3.sum(grabDelta, Vec3.multiply(Controller.getSpatialControlVelocity(LEFT_PALM), deltaTime));
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grabDelta = Vec3.subtract(Controller.getSpatialControlPosition(LEFT_PALM), grabStartPosition);
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grabCurrentRotation = Controller.getSpatialControlRawRotation(LEFT_PALM);
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grabCurrentRotation = Controller.getSpatialControlRawRotation(LEFT_PALM);
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}
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}
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if (!grabbingWithLeftHand && wasGrabbingWithLeftHand) {
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if (!grabbingWithLeftHand && wasGrabbingWithLeftHand) {
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@ -119,44 +118,57 @@ function handleGrabBehavior(deltaTime) {
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if (grabbing) {
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if (grabbing) {
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// move position
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var headOrientation = MyAvatar.headOrientation;
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var moveFromGrab = getAndResetGrabDelta();
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var front = Quat.getFront(headOrientation);
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if (Vec3.length(moveFromGrab) > EPSILON) {
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var right = Quat.getRight(headOrientation);
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MyAvatar.position = Vec3.sum(MyAvatar.position, moveFromGrab);
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var up = Quat.getUp(headOrientation);
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velocity = { x: 0, y: 0, z: 0};
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grabDelta = Vec3.multiplyQbyV(MyAvatar.orientation, Vec3.multiply(grabDelta, -1));
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if (debug) {
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printVector("grabDelta: ", grabDelta, 3);
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}
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}
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// add some rotation...
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var THRUST_GRAB_SCALING = 0.0;
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var deltaRotation = getAndResetGrabRotation();
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var GRAB_CONTROLLER_TURN_SCALING = 0.5;
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var euler = Vec3.multiply(Quat.safeEulerAngles(deltaRotation), GRAB_CONTROLLER_TURN_SCALING);
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// Adjust body yaw by yaw from controller
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var thrustFront = Vec3.multiply(front, MyAvatar.scale * grabDelta.z * THRUST_GRAB_SCALING * deltaTime);
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var orientation = Quat.multiply(Quat.angleAxis(-euler.y, {x:0, y: 1, z:0}), MyAvatar.orientation);
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MyAvatar.addThrust(thrustFront);
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var thrustRight = Vec3.multiply(right, MyAvatar.scale * grabDelta.x * THRUST_GRAB_SCALING * deltaTime);
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MyAvatar.addThrust(thrustRight);
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var thrustUp = Vec3.multiply(up, MyAvatar.scale * grabDelta.y * THRUST_GRAB_SCALING * deltaTime);
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MyAvatar.addThrust(thrustUp);
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// add some rotation...
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var deltaRotation = getGrabRotation();
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var PITCH_SCALING = 2.0;
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var PITCH_DEAD_ZONE = 2.0;
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var YAW_SCALING = 2.0;
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var ROLL_SCALING = 2.0;
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var euler = Quat.safeEulerAngles(deltaRotation);
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// Adjust body yaw by roll from controller
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var orientation = Quat.multiply(Quat.angleAxis(((euler.y * YAW_SCALING) +
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(euler.z * ROLL_SCALING)) * deltaTime, {x:0, y: 1, z:0}), MyAvatar.orientation);
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MyAvatar.orientation = orientation;
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MyAvatar.orientation = orientation;
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// Adjust head pitch from controller
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// Adjust head pitch from controller
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MyAvatar.headPitch = MyAvatar.headPitch - euler.x;
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var pitch = 0.0;
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if (Math.abs(euler.x) > PITCH_DEAD_ZONE) {
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pitch = (euler.x < 0.0) ? (euler.x + PITCH_DEAD_ZONE) : (euler.x - PITCH_DEAD_ZONE);
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}
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}
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MyAvatar.headPitch = MyAvatar.headPitch + (pitch * PITCH_SCALING * deltaTime);
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// TODO: Add some camera roll proportional to the rate of turn (so it feels like an airplane or roller coaster)
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// add some velocity...
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if (stoppedGrabbing) {
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velocity = Vec3.sum(velocity, getAndResetGrabDeltaVelocity());
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}
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}
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// handle residual velocity
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if(Vec3.length(velocity) > EPSILON) {
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MyAvatar.position = Vec3.sum(MyAvatar.position, Vec3.multiply(velocity, deltaTime));
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// damp velocity
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velocity = Vec3.multiply(velocity, damping);
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}
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wasGrabbingWithRightHand = grabbingWithRightHand;
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wasGrabbingWithRightHand = grabbingWithRightHand;
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wasGrabbingWithLeftHand = grabbingWithLeftHand;
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wasGrabbingWithLeftHand = grabbingWithLeftHand;
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}
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}
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// Main update function that handles flying and grabbing behaviort
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// Update for joysticks and move button
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function flyWithHydra(deltaTime) {
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function flyWithHydra(deltaTime) {
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var thrustJoystickPosition = Controller.getJoystickPosition(THRUST_CONTROLLER);
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var thrustJoystickPosition = Controller.getJoystickPosition(THRUST_CONTROLLER);
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