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added easier support for calculating multitouch rotating behavior including deltaAngle, isRotating, rotating(direction) properties
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5 changed files with 160 additions and 31 deletions
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@ -146,8 +146,8 @@ function printTouchEvent(eventName, event) {
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for (var i = 0; i < event.points.length; i++) {
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print(" event.angles[" + i + "]:" + event.angles[i]);
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}
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print(" event.rotatingClockwise=" + event.rotatingClockwise);
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print(" event.rotatingCounterClockwise=" + event.rotatingCounterClockwise);
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print(" event.isRotating=" + event.isRotating);
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print(" event.rotating=" + event.rotating);
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}
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function touchBeginEvent(event) {
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121
examples/multitouchExample.js
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121
examples/multitouchExample.js
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@ -0,0 +1,121 @@
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//
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// multitouchExample.js
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// hifi
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//
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// Created by Brad Hefta-Gaub on 2/9/14.
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// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
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//
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// This is an example script that demonstrates use of the Controller class's multi-touch features
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//
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// When this script is running:
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// * Four finger rotate gesture will rotate your avatar.
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// * Three finger swipe up/down will adjust the pitch of your avatars head.
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//
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var lastX = 0;
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var lastY = 0;
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var lastAngle = 0;
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var yawFromMultiTouch = 0;
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var pitchFromMultiTouch = 0;
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var wantDebugging = false;
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var ROTATE_YAW_SCALE = 0.15;
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var MOUSE_PITCH_SCALE = -12.5;
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var FIXED_MOUSE_TIMESTEP = 0.016;
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var ROTATE_TOUCH_POINTS = 4;
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var PITCH_TOUCH_POINTS = 3;
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function printTouchEvent(eventName, event) {
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print(eventName);
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print(" event.x,y=" + event.x + ", " + event.y);
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print(" event.isPressed=" + event.isPressed);
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print(" event.isMoved=" + event.isMoved);
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print(" event.isStationary=" + event.isStationary);
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print(" event.isReleased=" + event.isReleased);
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print(" event.isShifted=" + event.isShifted);
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print(" event.isControl=" + event.isControl);
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print(" event.isMeta=" + event.isMeta);
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print(" event.isAlt=" + event.isAlt);
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print(" event.touchPoints=" + event.touchPoints);
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for (var i = 0; i < event.points.length; i++) {
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print(" event.points[" + i + "].x.y:" + event.points[i].x + ", " + event.points[i].y);
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}
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print(" event.radius=" + event.radius);
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print(" event.isPinching=" + event.isPinching);
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print(" event.isPinchOpening=" + event.isPinchOpening);
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print(" event.angle=" + event.angle);
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print(" event.deltaAngle=" + event.deltaAngle);
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for (var i = 0; i < event.points.length; i++) {
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print(" event.angles[" + i + "]:" + event.angles[i]);
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}
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print(" event.isRotating=" + event.isRotating);
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print(" event.rotating=" + event.rotating);
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}
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function touchBeginEvent(event) {
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printTouchEvent("touchBeginEvent", event);
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lastX = event.x;
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lastY = event.y;
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}
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function touchUpdateEvent(event) {
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printTouchEvent("touchUpdateEvent", event);
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if (event.isRotating && event.touchPoints == ROTATE_TOUCH_POINTS) {
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// it's possible for the multitouch rotate gesture to generate angle changes which are faster than comfortable to
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// view, so we will scale this change in angle to make it more comfortable
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var scaledRotate = event.deltaAngle * ROTATE_YAW_SCALE;
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print(">>> event.deltaAngle=" + event.deltaAngle);
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print(">>> scaledRotate=" + scaledRotate);
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yawFromMultiTouch += scaledRotate;
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}
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if (event.touchPoints == PITCH_TOUCH_POINTS) {
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pitchFromMultiTouch += ((event.y - lastY) * MOUSE_PITCH_SCALE * FIXED_MOUSE_TIMESTEP);
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}
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lastX = event.x;
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lastY = event.y;
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lastAngle = event.angle;
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}
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function touchEndEvent(event) {
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printTouchEvent("touchEndEvent", event);
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}
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// Map touch events to our callbacks
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Controller.touchBeginEvent.connect(touchBeginEvent);
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Controller.touchUpdateEvent.connect(touchUpdateEvent);
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Controller.touchEndEvent.connect(touchEndEvent);
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function update() {
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// rotate body yaw for yaw received from multitouch rotate
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var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMultiTouch, z: 0 } ));
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if (wantDebugging) {
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print("changing orientation"
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+ " [old]MyAvatar.orientation="+MyAvatar.orientation.x + "," + MyAvatar.orientation.y + ","
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+ MyAvatar.orientation.z + "," + MyAvatar.orientation.w
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+ " newOrientation="+newOrientation.x + "," + newOrientation.y + "," + newOrientation.z + "," + newOrientation.w);
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}
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MyAvatar.orientation = newOrientation;
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yawFromMultiTouch = 0;
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// apply pitch from mouse
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var newPitch = MyAvatar.headPitch + pitchFromMultiTouch;
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if (wantDebugging) {
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print("changing pitch [old]MyAvatar.headPitch="+MyAvatar.headPitch+ " newPitch="+newPitch);
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}
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MyAvatar.headPitch = newPitch;
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pitchFromMultiTouch = 0;
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}
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Script.willSendVisualDataCallback.connect(update);
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function scriptEnding() {
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// handle any shutdown logic here
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}
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Script.scriptEnding.connect(scriptEnding);
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@ -1218,6 +1218,11 @@ void Application::mouseMoveEvent(QMouseEvent* event) {
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}
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}
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const bool MAKE_SOUND_ON_VOXEL_HOVER = false;
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const bool MAKE_SOUND_ON_VOXEL_CLICK = true;
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const float HOVER_VOXEL_FREQUENCY = 7040.f;
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const float HOVER_VOXEL_DECAY = 0.999f;
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void Application::mousePressEvent(QMouseEvent* event) {
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_controllerScriptingInterface.emitMousePressEvent(event); // send events to any registered scripts
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@ -1320,7 +1325,7 @@ void Application::touchUpdateEvent(QTouchEvent* event) {
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}
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void Application::touchBeginEvent(QTouchEvent* event) {
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TouchEvent thisEvent(*event, _lastTouchEvent);
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TouchEvent thisEvent(*event); // on touch begin, we don't compare to last event
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_controllerScriptingInterface.emitTouchBeginEvent(thisEvent); // send events to any registered scripts
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touchUpdateEvent(event);
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_lastTouchEvent = thisEvent;
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@ -2007,12 +2012,9 @@ void Application::updateHoverVoxels(float deltaTime, float& distance, BoxFace& f
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bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showWarnings, "Application::updateHoverVoxels()");
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// Check for a new hover voxel
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if (!_mousePressed) {
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{
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PerformanceWarning warn(showWarnings, "Application::updateHoverVoxels() _voxels.findRayIntersection()");
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_isHoverVoxel = _voxels.findRayIntersection(_mouseRayOrigin, _mouseRayDirection, _hoverVoxel, distance, face);
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}
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PerformanceWarning warn(showWarnings, "Application::updateHoverVoxels() _voxels.findRayIntersection()");
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_isHoverVoxel = _voxels.findRayIntersection(_mouseRayOrigin, _mouseRayDirection, _hoverVoxel, distance, face);
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}
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}
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@ -323,14 +323,16 @@ TouchEvent::TouchEvent() :
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isControl(false),
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isMeta(false),
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isAlt(false),
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touchPoints(0),
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points(),
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radius(0.0f),
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isPinching(false),
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isPinchOpening(false),
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angles(),
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angle(0.0f),
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rotatingClockwise(false),
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rotatingCounterClockwise(false)
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deltaAngle(0.0f),
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isRotating(false),
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rotating("none")
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{
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};
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@ -359,9 +361,9 @@ void TouchEvent::initWithQTouchEvent(const QTouchEvent& event) {
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const QList<QTouchEvent::TouchPoint>& tPoints = event.touchPoints();
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float touchAvgX = 0.0f;
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float touchAvgY = 0.0f;
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int numTouches = tPoints.count();
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if (numTouches > 1) {
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for (int i = 0; i < numTouches; ++i) {
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touchPoints = tPoints.count();
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if (touchPoints > 1) {
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for (int i = 0; i < touchPoints; ++i) {
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touchAvgX += tPoints[i].pos().x();
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touchAvgY += tPoints[i].pos().y();
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@ -369,8 +371,8 @@ void TouchEvent::initWithQTouchEvent(const QTouchEvent& event) {
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glm::vec2 thisPoint(tPoints[i].pos().x(), tPoints[i].pos().y());
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points << thisPoint;
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}
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touchAvgX /= (float)(numTouches);
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touchAvgY /= (float)(numTouches);
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touchAvgX /= (float)(touchPoints);
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touchAvgY /= (float)(touchPoints);
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} else {
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// I'm not sure this should ever happen, why would Qt send us a touch event for only one point?
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// maybe this happens in the case of a multi-touch where all but the last finger is released?
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@ -384,7 +386,7 @@ void TouchEvent::initWithQTouchEvent(const QTouchEvent& event) {
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// also calculate the rotation angle for each point
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float maxRadius = 0.0f;
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glm::vec2 center(x,y);
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for (int i = 0; i < numTouches; ++i) {
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for (int i = 0; i < touchPoints; ++i) {
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glm::vec2 touchPoint(tPoints[i].pos().x(), tPoints[i].pos().y());
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float thisRadius = glm::distance(center,touchPoint);
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if (thisRadius > maxRadius) {
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}
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radius = maxRadius;
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// after calculating the center point (average touch point), determine the maximum radius
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// after calculating the angles for each touch point, determine the average angle
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float totalAngle = 0.0f;
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for (int i = 0; i < numTouches; ++i) {
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for (int i = 0; i < touchPoints; ++i) {
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totalAngle += angles[i];
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}
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angle = totalAngle/numTouches;
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angle = totalAngle/(float)touchPoints;
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isPressed = event.touchPointStates().testFlag(Qt::TouchPointPressed);
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isMoved = event.touchPointStates().testFlag(Qt::TouchPointMoved);
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@ -431,15 +432,16 @@ void TouchEvent::calculateMetaAttributes(const TouchEvent& other) {
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}
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// determine if the points are rotating...
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deltaAngle = angle - other.angle;
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if (other.angle < angle) {
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rotatingClockwise = true;
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rotatingCounterClockwise = false;
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isRotating = true;
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rotating = "clockwise";
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} else if (other.angle > angle) {
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rotatingClockwise = false;
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rotatingCounterClockwise = true;
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isRotating = true;
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rotating = "counterClockwise";
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} else {
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rotatingClockwise = false;
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rotatingCounterClockwise = false;
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isRotating = false;
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rotating = "none";
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}
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}
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obj.setProperty("isMeta", event.isMeta);
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obj.setProperty("isControl", event.isControl);
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obj.setProperty("isAlt", event.isAlt);
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obj.setProperty("touchPoints", event.touchPoints);
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QScriptValue pointsObj = engine->newArray();
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int index = 0;
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@ -470,6 +473,7 @@ QScriptValue touchEventToScriptValue(QScriptEngine* engine, const TouchEvent& ev
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obj.setProperty("isPinchOpening", event.isPinchOpening);
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obj.setProperty("angle", event.angle);
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obj.setProperty("deltaAngle", event.deltaAngle);
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QScriptValue anglesObj = engine->newArray();
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index = 0;
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foreach (float angle, event.angles) {
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@ -478,8 +482,8 @@ QScriptValue touchEventToScriptValue(QScriptEngine* engine, const TouchEvent& ev
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}
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obj.setProperty("angles", anglesObj);
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obj.setProperty("rotatingClockwise", event.rotatingClockwise);
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obj.setProperty("rotatingCounterClockwise", event.rotatingCounterClockwise);
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obj.setProperty("isRotating", event.isRotating);
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obj.setProperty("rotating", event.rotating);
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return obj;
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}
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@ -67,14 +67,16 @@ public:
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bool isControl;
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bool isMeta;
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bool isAlt;
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int touchPoints;
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QVector<glm::vec2> points;
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float radius;
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bool isPinching;
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bool isPinchOpening;
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QVector<float> angles; // angle from center to each point
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float angle;
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bool rotatingClockwise;
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bool rotatingCounterClockwise;
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float angle; // the average of the angles
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float deltaAngle; // the change in average angle from last event
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bool isRotating;
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QString rotating;
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private:
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void initWithQTouchEvent(const QTouchEvent& event);
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