Add a 2x multiplier for controller movement to entity rotation when manipulating with fargrab.

This commit is contained in:
r3tk0n 2019-02-26 18:44:00 -08:00
parent 52d80476a8
commit ca740c6254

View file

@ -276,25 +276,31 @@ Script.include("/~/system/libraries/controllers.js");
newTargetPosition = Vec3.sum(newTargetPosition, worldControllerPosition);
newTargetPosition = Vec3.sum(newTargetPosition, this.offsetPosition);
// MyAvatar.setJointTranslation(FAR_GRAB_JOINTS[this.hand], MyAvatar.worldToJointPoint(newTargetPosition));
// var newTargetPosLocal = Mat4.transformPoint(MyAvatar.getSensorToWorldMatrix(), newTargetPosition);
var newTargetPosLocal = MyAvatar.worldToJointPoint(newTargetPosition);
// This block handles the user's ability to rotate the object they're FarGrabbing
if (this.shouldManipulateTarget()) {
// Get the pose of the controller that is not grabbing.
var pose = Controller.getPoseValue((this.getOffhand() ? Controller.Standard.RightHand : Controller.Standard.LeftHand));
if (pose.valid) {
// If we weren't manipulating the object yet, initialize the entity's original position.
if (!this.manipulating) {
// This will only be triggered if we've let go of the off-hand trigger and pulled it again without ending a grab.
// Need to poll the entity's rotation again here.
if (!this.wasManipulating) {
this.initialEntityRotation = this.getTargetRotation(); // Worldframe.
this.initialEntityRotation = this.getTargetRotation();
}
this.initialControllerRotation = Quat.multiply(pose.rotation, MyAvatar.orientation); // Worldframe.
// Save the original controller orientation, we only care about the delta between this rotation and wherever
// the controller rotates, so that we can apply it to the entity's rotation.
this.initialControllerRotation = Quat.multiply(pose.rotation, MyAvatar.orientation);
this.manipulating = true;
}
}
var rot = Quat.multiply(pose.rotation, MyAvatar.orientation);
var rotBetween = this.calculateEntityRotationManipulation(rot);
this.lastJointRotation = Quat.multiply(rotBetween, this.initialEntityRotation);
var doubleRot = Quat.multiply(rotBetween, rotBetween);
this.lastJointRotation = Quat.multiply(doubleRot, this.initialEntityRotation);
this.setJointRotation(this.lastJointRotation);
} else {
if (this.manipulating) {