more work on angular velocity tests

This commit is contained in:
Brad Hefta-Gaub 2015-12-18 19:18:39 -08:00
parent a621579f17
commit e929e3f789
3 changed files with 48 additions and 17 deletions

View file

@ -1,5 +1,5 @@
//
// reticleTest.js
// reticleHandAngularVelocityTest.js
// examples/controllers
//
// Created by Brad Hefta-Gaub on 2015/12/15
@ -9,6 +9,14 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// If you set this to true, you will get the raw instantaneous angular velocity.
// note: there is a LOT of noise in the hydra rotation, you will probably be very
// frustrated with the level of jitter.
var USE_INSTANTANEOUS_ANGULAR_VELOCITY = false;
var whichHand = Controller.Standard.RightHand;
var whichTrigger = Controller.Standard.RT;
function msecTimestampNow() {
var d = new Date();
@ -30,7 +38,7 @@ function moveReticle(dX, dY) {
// some debugging to see if position is jumping around on us...
var distanceSinceLastMove = length(lastPos, globalPos);
if (distanceSinceLastMove > EXPECTED_CHANGE) {
print("distanceSinceLastMove:" + distanceSinceLastMove + "----------------------------");
print("------------------ distanceSinceLastMove:" + distanceSinceLastMove + "----------------------------");
}
if (Math.abs(dX) > EXPECTED_CHANGE) {
@ -48,12 +56,25 @@ function moveReticle(dX, dY) {
lastPos = globalPos;
}
var firstTime = true;
var lastTime = msecTimestampNow();
var previousRotation;
var MAPPING_NAME = "com.highfidelity.testing.reticleWithHand";
var mapping = Controller.newMapping(MAPPING_NAME);
mapping.from(Controller.Standard.RightHand).peek().to(function(pose) {
mapping.from(whichTrigger).peek().constrainToInteger().to(Controller.Actions.ReticleClick);
mapping.from(whichHand).peek().to(function(pose) {
var MSECS_PER_SECOND = 1000;
var now = msecTimestampNow();
var deltaMsecs = (now - lastTime);
var deltaTime = deltaMsecs / MSECS_PER_SECOND;
if (firstTime) {
previousRotation = pose.rotation;
lastTime = msecTimestampNow();
firstTime = false;
}
// pose.angularVelocity - is the angularVelocity in a "physics" sense, that
// means the direction of the vector is the axis of symetry of rotation
@ -67,29 +88,34 @@ mapping.from(Controller.Standard.RightHand).peek().to(function(pose) {
var xPart = -pose.angularVelocity.y;
var yPart = -pose.angularVelocity.x;
// pose.angularVelocity is "smoothed", we can calculate our own instantaneous
// angular velocity as such:
if (USE_INSTANTANEOUS_ANGULAR_VELOCITY) {
var previousConjugate = Quat.conjugate(previousRotation);
var deltaRotation = Quat.multiply(pose.rotation, previousConjugate);
var normalizedDeltaRotation = Quat.normalize(deltaRotation);
var axis = Quat.axis(normalizedDeltaRotation);
var speed = Quat.angle(normalizedDeltaRotation) / deltaTime;
var instantaneousAngularVelocity = Vec3.multiply(speed, axis);
xPart = -instantaneousAngularVelocity.y;
yPart = -instantaneousAngularVelocity.x;
previousRotation = pose.rotation;
}
var MOVE_SCALE = 1;
var MSECS_PER_SECOND = 1000;
var now = msecTimestampNow();
var secondsSinceLast = (now - lastTime) / MSECS_PER_SECOND;
lastTime = now;
//print("secondsSinceLast:" + secondsSinceLast);
//print("x part:" + xPart);
//print("y part:" + yPart);
var dX = (xPart * MOVE_SCALE) / secondsSinceLast;
var dY = (yPart * MOVE_SCALE) / secondsSinceLast;
//print("dX:" + dX);
//print("dY:" + dY);
var dX = (xPart * MOVE_SCALE) / deltaTime;
var dY = (yPart * MOVE_SCALE) / deltaTime;
moveReticle(dX, dY);
});
mapping.enable();
Script.scriptEnding.connect(function(){
mapping.disable();
});

View file

@ -22,6 +22,10 @@ quat Quat::normalize(const glm::quat& q) {
return glm::normalize(q);
}
quat Quat::conjugate(const glm::quat& q) {
return glm::conjugate(q);
}
glm::quat Quat::rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
return ::rotationBetween(v1, v2);
}

View file

@ -26,6 +26,7 @@ class Quat : public QObject {
public slots:
glm::quat multiply(const glm::quat& q1, const glm::quat& q2);
glm::quat normalize(const glm::quat& q);
glm::quat conjugate(const glm::quat& q);
glm::quat lookAt(const glm::vec3& eye, const glm::vec3& center, const glm::vec3& up);
glm::quat lookAtSimple(const glm::vec3& eye, const glm::vec3& center);
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2);