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Merge pull request #6437 from imgntn/grasp_equip
Grasp hands when equipping entities
This commit is contained in:
commit
e6db72c887
2 changed files with 234 additions and 67 deletions
|
@ -37,9 +37,21 @@ var BUMPER_ON_VALUE = 0.5;
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var DISTANCE_HOLDING_RADIUS_FACTOR = 5; // multiplied by distance between hand and object
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var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to their new position
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var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
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var NO_INTERSECT_COLOR = { red: 10, green: 10, blue: 255}; // line color when pick misses
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var INTERSECT_COLOR = { red: 250, green: 10, blue: 10}; // line color when pick hits
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var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000,z: 1000};
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var NO_INTERSECT_COLOR = {
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red: 10,
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green: 10,
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blue: 255
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}; // line color when pick misses
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var INTERSECT_COLOR = {
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red: 250,
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green: 10,
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blue: 10
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}; // line color when pick hits
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var LINE_ENTITY_DIMENSIONS = {
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x: 1000,
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y: 1000,
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z: 1000
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};
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var LINE_LENGTH = 500;
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var PICK_MAX_DISTANCE = 500; // max length of pick-ray
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@ -84,12 +96,13 @@ var ACTION_TTL_REFRESH = 5;
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var PICKS_PER_SECOND_PER_HAND = 5;
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var MSECS_PER_SEC = 1000.0;
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var GRABBABLE_PROPERTIES = ["position",
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"rotation",
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"gravity",
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"ignoreForCollisions",
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"collisionsWillMove",
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"locked",
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"name"];
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"rotation",
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"gravity",
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"ignoreForCollisions",
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"collisionsWillMove",
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"locked",
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"name"
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];
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js
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@ -100,7 +113,7 @@ var DEFAULT_GRABBABLE_DATA = {
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invertSolidWhileHeld: false
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};
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var disabledHand ='none';
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var disabledHand = 'none';
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// states for the state machine
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@ -125,40 +138,40 @@ var STATE_EQUIP_SPRING = 16;
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function stateToName(state) {
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switch (state) {
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case STATE_OFF:
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return "off";
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case STATE_SEARCHING:
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return "searching";
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case STATE_DISTANCE_HOLDING:
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return "distance_holding";
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case STATE_CONTINUE_DISTANCE_HOLDING:
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return "continue_distance_holding";
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case STATE_NEAR_GRABBING:
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return "near_grabbing";
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case STATE_CONTINUE_NEAR_GRABBING:
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return "continue_near_grabbing";
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case STATE_NEAR_TRIGGER:
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return "near_trigger";
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case STATE_CONTINUE_NEAR_TRIGGER:
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return "continue_near_trigger";
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case STATE_FAR_TRIGGER:
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return "far_trigger";
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case STATE_CONTINUE_FAR_TRIGGER:
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return "continue_far_trigger";
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case STATE_RELEASE:
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return "release";
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case STATE_EQUIP_SEARCHING:
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return "equip_searching";
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case STATE_EQUIP:
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return "equip";
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case STATE_CONTINUE_EQUIP_BD:
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return "continue_equip_bd";
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case STATE_CONTINUE_EQUIP:
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return "continue_equip";
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case STATE_WAITING_FOR_BUMPER_RELEASE:
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return "waiting_for_bumper_release";
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case STATE_EQUIP_SPRING:
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return "state_equip_spring";
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case STATE_OFF:
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return "off";
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case STATE_SEARCHING:
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return "searching";
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case STATE_DISTANCE_HOLDING:
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return "distance_holding";
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case STATE_CONTINUE_DISTANCE_HOLDING:
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return "continue_distance_holding";
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case STATE_NEAR_GRABBING:
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return "near_grabbing";
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case STATE_CONTINUE_NEAR_GRABBING:
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return "continue_near_grabbing";
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case STATE_NEAR_TRIGGER:
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return "near_trigger";
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case STATE_CONTINUE_NEAR_TRIGGER:
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return "continue_near_trigger";
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case STATE_FAR_TRIGGER:
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return "far_trigger";
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case STATE_CONTINUE_FAR_TRIGGER:
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return "continue_far_trigger";
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case STATE_RELEASE:
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return "release";
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case STATE_EQUIP_SEARCHING:
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return "equip_searching";
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case STATE_EQUIP:
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return "equip";
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case STATE_CONTINUE_EQUIP_BD:
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return "continue_equip_bd";
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case STATE_CONTINUE_EQUIP:
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return "continue_equip";
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case STATE_WAITING_FOR_BUMPER_RELEASE:
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return "waiting_for_bumper_release";
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case STATE_EQUIP_SPRING:
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return "state_equip_spring";
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}
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return "unknown";
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@ -187,7 +200,6 @@ function entityIsGrabbedByOther(entityID) {
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return false;
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}
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function MyController(hand) {
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this.hand = hand;
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if (this.hand === RIGHT_HAND) {
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@ -211,8 +223,17 @@ function MyController(hand) {
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this.rawTriggerValue = 0;
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this.rawBumperValue = 0;
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this.offsetPosition = { x: 0.0, y: 0.0, z: 0.0 };
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this.offsetRotation = { x: 0.0, y: 0.0, z: 0.0, w: 1.0 };
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this.offsetPosition = {
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x: 0.0,
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y: 0.0,
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z: 0.0
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};
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this.offsetRotation = {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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w: 1.0
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};
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var _this = this;
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@ -277,7 +298,7 @@ function MyController(hand) {
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this.state = newState;
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}
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this.debugLine = function(closePoint, farPoint, color){
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this.debugLine = function(closePoint, farPoint, color) {
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Entities.addEntity({
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type: "Line",
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name: "Grab Debug Entity",
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@ -321,16 +342,16 @@ function MyController(hand) {
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this.pointer = null;
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};
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this.triggerPress = function (value) {
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this.triggerPress = function(value) {
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_this.rawTriggerValue = value;
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};
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this.bumperPress = function (value) {
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this.bumperPress = function(value) {
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_this.rawBumperValue = value;
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};
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this.updateSmoothedTrigger = function () {
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this.updateSmoothedTrigger = function() {
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var triggerValue = this.rawTriggerValue;
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// smooth out trigger value
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this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
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@ -401,7 +422,7 @@ function MyController(hand) {
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this.lastPickTime = now;
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}
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for (var index=0; index < pickRays.length; ++index) {
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for (var index = 0; index < pickRays.length; ++index) {
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var pickRay = pickRays[index];
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var directionNormalized = Vec3.normalize(pickRay.direction);
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var directionBacked = Vec3.multiply(directionNormalized, PICK_BACKOFF_DISTANCE);
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@ -466,10 +487,9 @@ function MyController(hand) {
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}
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return;
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}
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} else if (! entityIsGrabbedByOther(intersection.entityID)) {
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} else if (!entityIsGrabbedByOther(intersection.entityID)) {
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// don't allow two people to distance grab the same object
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if (intersection.properties.collisionsWillMove
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&& !intersection.properties.locked) {
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if (intersection.properties.collisionsWillMove && !intersection.properties.locked) {
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// the hand is far from the intersected object. go into distance-holding mode
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this.grabbedEntity = intersection.entityID;
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if (typeof grabbableData.spatialKey !== 'undefined' && this.state == STATE_EQUIP_SEARCHING) {
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@ -494,10 +514,18 @@ function MyController(hand) {
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Entities.addEntity({
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type: "Sphere",
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name: "Grab Debug Entity",
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dimensions: {x: GRAB_RADIUS, y: GRAB_RADIUS, z: GRAB_RADIUS},
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dimensions: {
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x: GRAB_RADIUS,
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y: GRAB_RADIUS,
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z: GRAB_RADIUS
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},
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visible: true,
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position: handPosition,
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color: { red: 0, green: 255, blue: 0},
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color: {
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red: 0,
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green: 255,
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blue: 0
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},
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lifetime: 0.1
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});
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}
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@ -604,6 +632,7 @@ function MyController(hand) {
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} else {
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Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
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}
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Entities.callEntityMethod(this.grabbedEntity, "setHand", [this.hand]);
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Entities.callEntityMethod(this.grabbedEntity, "startDistantGrab");
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}
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@ -639,7 +668,7 @@ function MyController(hand) {
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) *
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DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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// how far did avatar move this timestep?
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var currentPosition = MyAvatar.position;
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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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@ -688,9 +717,9 @@ function MyController(hand) {
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// this doubles hand rotation
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var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation,
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handRotation,
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DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
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Quat.inverse(this.handPreviousRotation));
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handRotation,
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DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
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Quat.inverse(this.handPreviousRotation));
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this.handPreviousRotation = handRotation;
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this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
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@ -773,6 +802,8 @@ function MyController(hand) {
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this.setState(STATE_CONTINUE_NEAR_GRABBING);
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} else {
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// equipping
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Entities.callEntityMethod(this.grabbedEntity, "startEquip", [JSON.stringify(this.hand)]);
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this.startHandGrasp();
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this.setState(STATE_CONTINUE_EQUIP_BD);
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}
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@ -781,6 +812,9 @@ function MyController(hand) {
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} else {
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Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
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}
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Entities.callEntityMethod(this.grabbedEntity, "setHand", [this.hand]);
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Entities.callEntityMethod(this.grabbedEntity, "startNearGrab");
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}
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@ -807,6 +841,7 @@ function MyController(hand) {
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}
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if (this.state == STATE_CONTINUE_NEAR_GRABBING && this.bumperSqueezed()) {
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this.setState(STATE_CONTINUE_EQUIP_BD);
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Entities.callEntityMethod(this.grabbedEntity, "startEquip", [JSON.stringify(this.hand)]);
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return;
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}
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@ -827,6 +862,10 @@ function MyController(hand) {
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this.currentObjectTime = now;
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
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if (this.state === STATE_CONTINUE_EQUIP_BD) {
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Entities.callEntityMethod(this.grabbedEntity, "continueEquip");
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}
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if (this.actionTimeout - now < ACTION_TTL_REFRESH * MSEC_PER_SEC) {
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// if less than a 5 seconds left, refresh the actions ttl
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Entities.updateAction(this.grabbedEntity, this.actionID, {
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@ -846,6 +885,8 @@ function MyController(hand) {
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if (this.bumperReleased()) {
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this.setState(STATE_RELEASE);
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Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
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Entities.callEntityMethod(this.grabbedEntity, "unequip");
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this.endHandGrasp();
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}
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};
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@ -856,8 +897,17 @@ function MyController(hand) {
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, this.grabbedEntity, DEFAULT_GRABBABLE_DATA);
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// use a spring to pull the object to where it will be when equipped
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var relativeRotation = { x: 0.0, y: 0.0, z: 0.0, w: 1.0 };
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var relativePosition = { x: 0.0, y: 0.0, z: 0.0 };
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var relativeRotation = {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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w: 1.0
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};
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var relativePosition = {
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x: 0.0,
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y: 0.0,
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z: 0.0
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};
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if (grabbableData.spatialKey.relativePosition) {
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relativePosition = grabbableData.spatialKey.relativePosition;
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}
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@ -913,6 +963,9 @@ function MyController(hand) {
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} else {
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Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
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}
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Entities.callEntityMethod(this.grabbedEntity, "setHand", [this.hand]);
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Entities.callEntityMethod(this.grabbedEntity, "startNearTrigger");
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this.setState(STATE_CONTINUE_NEAR_TRIGGER);
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};
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@ -929,6 +982,7 @@ function MyController(hand) {
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} else {
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Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
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}
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Entities.callEntityMethod(this.grabbedEntity, "setHand", [this.hand]);
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Entities.callEntityMethod(this.grabbedEntity, "startFarTrigger");
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this.setState(STATE_CONTINUE_FAR_TRIGGER);
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};
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@ -1040,7 +1094,7 @@ function MyController(hand) {
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this.release = function() {
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if(this.hand !== disabledHand){
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if (this.hand !== disabledHand) {
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//release the disabled hand when we let go with the main one
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disabledHand = 'none';
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}
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@ -1061,6 +1115,7 @@ function MyController(hand) {
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this.cleanup = function() {
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this.release();
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this.endHandGrasp();
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};
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this.activateEntity = function(entityID, grabbedProperties) {
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@ -1075,9 +1130,15 @@ function MyController(hand) {
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data["gravity"] = grabbedProperties.gravity;
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data["ignoreForCollisions"] = grabbedProperties.ignoreForCollisions;
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data["collisionsWillMove"] = grabbedProperties.collisionsWillMove;
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var whileHeldProperties = {gravity: {x:0, y:0, z:0}};
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var whileHeldProperties = {
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gravity: {
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x: 0,
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y: 0,
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z: 0
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}
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};
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if (invertSolidWhileHeld) {
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whileHeldProperties["ignoreForCollisions"] = ! grabbedProperties.ignoreForCollisions;
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whileHeldProperties["ignoreForCollisions"] = !grabbedProperties.ignoreForCollisions;
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}
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Entities.editEntity(entityID, whileHeldProperties);
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}
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@ -1103,6 +1164,44 @@ function MyController(hand) {
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}
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setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
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};
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//this is our handler, where we do the actual work of changing animation settings
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this.graspHand = function(animationProperties) {
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var result = {};
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//full alpha on overlay for this hand
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//set grab to true
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//set idle to false
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//full alpha on the blend btw open and grab
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if (_this.hand === RIGHT_HAND) {
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result['rightHandOverlayAlpha'] = 1.0;
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result['isRightHandGrab'] = true;
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result['isRightHandIdle'] = false;
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result['rightHandGrabBlend'] = 1.0;
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} else if (_this.hand === LEFT_HAND) {
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result['leftHandOverlayAlpha'] = 1.0;
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result['isLeftHandGrab'] = true;
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result['isLeftHandIdle'] = false;
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result['leftHandGrabBlend'] = 1.0;
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}
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//return an object with our updated settings
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return result;
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}
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this.graspHandler = null
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this.startHandGrasp = function() {
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if (this.hand === RIGHT_HAND) {
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this.graspHandler = MyAvatar.addAnimationStateHandler(this.graspHand, ['isRightHandGrab']);
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} else if (this.hand === LEFT_HAND) {
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this.graspHandler = MyAvatar.addAnimationStateHandler(this.graspHand, ['isLeftHandGrab']);
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}
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}
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this.endHandGrasp = function() {
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// Tell the animation system we don't need any more callbacks.
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MyAvatar.removeAnimationStateHandler(this.graspHandler);
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}
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}
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var rightController = new MyController(RIGHT_HAND);
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@ -1132,4 +1231,4 @@ function cleanup() {
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}
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Script.scriptEnding.connect(cleanup);
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Script.update.connect(update);
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Script.update.connect(update);
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68
examples/example/avatarcontrol/graspHands.js
Normal file
68
examples/example/avatarcontrol/graspHands.js
Normal file
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@ -0,0 +1,68 @@
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// graspHands.js
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//
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// Created by James B. Pollack @imgntn -- 11/19/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Shows how to use the animation API to grasp an Avatar's hands.
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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|
||||
//choose a hand. set it programatically if you'd like
|
||||
var handToGrasp = 'LEFT_HAND';
|
||||
|
||||
//this is our handler, where we do the actual work of changing animation settings
|
||||
function graspHand(animationProperties) {
|
||||
var result = {};
|
||||
//full alpha on overlay for this hand
|
||||
//set grab to true
|
||||
//set idle to false
|
||||
//full alpha on the blend btw open and grab
|
||||
if (handToGrasp === 'RIGHT_HAND') {
|
||||
result['rightHandOverlayAlpha'] = 1.0;
|
||||
result['isRightHandGrab'] = true;
|
||||
result['isRightHandIdle'] = false;
|
||||
result['rightHandGrabBlend'] = 1.0;
|
||||
} else if (handToGrasp === 'LEFT_HAND') {
|
||||
result['leftHandOverlayAlpha'] = 1.0;
|
||||
result['isLeftHandGrab'] = true;
|
||||
result['isLeftHandIdle'] = false;
|
||||
result['leftHandGrabBlend'] = 1.0;
|
||||
}
|
||||
//return an object with our updated settings
|
||||
return result;
|
||||
}
|
||||
|
||||
//keep a reference to this so we can clear it
|
||||
var handler;
|
||||
|
||||
//register our handler with the animation system
|
||||
function startHandGrasp() {
|
||||
if (handToGrasp === 'RIGHT_HAND') {
|
||||
handler = MyAvatar.addAnimationStateHandler(graspHand, ['isRightHandGrab']);
|
||||
} else if (handToGrasp === 'LEFT_HAND') {
|
||||
handler = MyAvatar.addAnimationStateHandler(graspHand, ['isLeftHandGrab']);
|
||||
}
|
||||
}
|
||||
|
||||
function endHandGrasp() {
|
||||
// Tell the animation system we don't need any more callbacks.
|
||||
MyAvatar.removeAnimationStateHandler(handler);
|
||||
}
|
||||
|
||||
//make sure to clean this up when the script ends so we don't get stuck.
|
||||
Script.scriptEnding.connect(function() {
|
||||
Script.clearInterval(graspInterval);
|
||||
endHandGrasp();
|
||||
})
|
||||
|
||||
//set an interval and toggle grasping
|
||||
var isGrasping = false;
|
||||
var graspInterval = Script.setInterval(function() {
|
||||
if (isGrasping === false) {
|
||||
startHandGrasp();
|
||||
isGrasping = true;
|
||||
} else {
|
||||
endHandGrasp();
|
||||
isGrasping = false
|
||||
}
|
||||
}, 1000)
|
Loading…
Reference in a new issue