More magball work

This commit is contained in:
Brad Davis 2015-08-28 18:36:21 -07:00
parent 38b62108af
commit ebb530aaac
7 changed files with 1049 additions and 378 deletions

View file

@ -6,8 +6,9 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("magSticks/utils.js");
Script.include("magSticks/constants.js");
Script.include("magSticks/utils.js");
Script.include("magSticks/graph.js");
Script.include("magSticks/magBalls.js");
Script.include("magSticks/highlighter.js");
Script.include("magSticks/handController.js");
@ -18,7 +19,7 @@ var magBalls = new MagBalls();
magBalls.clear();
// How close do we need to be to a ball to select it.... radius + 10%
var BALL_SELECTION_RADIUS = BALL_SIZE / 2.0 * 1.1;
var BALL_SELECTION_RADIUS = BALL_SIZE / 2.0 * 1.5;
BallController = function(side) {
HandController.call(this, side);
@ -30,21 +31,21 @@ BallController = function(side) {
BallController.prototype = Object.create( HandController.prototype );
BallController.prototype.onUpdate = function(deltaTime) {
HandController.prototype.updateControllerState.call(this, deltaTime);
HandController.prototype.onUpdate.call(this, deltaTime);
if (!this.selected) {
// Find the highlight target and set it.
var target = magBalls.findNearestBall(this.tipPosition, BALL_SELECTION_RADIUS);
var target = magBalls.findNearestNode(this.tipPosition, BALL_SELECTION_RADIUS);
this.highlighter.highlight(target);
return;
}
this.highlighter.highlight(null);
Entities.editEntity(this.selected, { position: this.tipPosition });
var targetBalls = magBalls.findMatches(this.selected);
var targetBalls = magBalls.findPotentialEdges(this.selected);
for (var ballId in targetBalls) {
if (!this.ghostEdges[ballId]) {
// create the ovleray
this.ghostEdges[ballId] = Overlays.addOverlay("line3d", {
start: magBalls.getBallPosition(ballId),
start: magBalls.getNodePosition(ballId),
end: this.tipPosition,
color: { red: 255, green: 0, blue: 0},
alpha: 1,
@ -84,7 +85,7 @@ BallController.prototype.clearGhostEdges = function() {
}
BallController.prototype.onCleanup = function() {
HandController.prototype.updateControllerState.call(this);
HandController.prototype.onCleanup.call(this);
this.clearGhostEdges();
}

View file

@ -14,3 +14,55 @@ SCALE = 0.5;
BALL_SIZE = 0.08 * SCALE;
STICK_LENGTH = 0.24 * SCALE;
DEBUG_MAGSTICKS = true;
ZERO_VECTOR = { x: 0, y: 0, z: 0 };
COLORS = {
WHITE: {
red: 255,
green: 255,
blue: 255,
},
BLACK: {
red: 0,
green: 0,
blue: 0,
},
GREY: {
red: 128,
green: 128,
blue: 128,
},
RED: {
red: 255,
green: 0,
blue: 0
},
BLUE: {
red: 0,
green: 0,
blue: 255
},
GREEN: {
red: 0,
green: 255,
blue: 0
},
CYAN: {
red: 0,
green: 255,
blue: 255
},
YELLOW: {
red: 255,
green: 255,
blue: 0
},
MAGENTA: {
red: 255,
green: 0,
blue: 255
}
}

View file

@ -0,0 +1,270 @@
// A collection of nodes and edges connecting them.
Graph = function() {
/* Structure of nodes tree
this.nodes: {
nodeId1: {
edgeId1: true
}
nodeId2: {
edgeId1: true
},
nodeId3: {
edgeId2: true
edgeId3: true
edgeId4: true
edgeId5: true
},
...
}
*/
this.nodes = {};
/* Structure of edge tree
this.edges: {
edgeId1: {
// Every edge should have exactly two
nodeId1: true
nodeId2: true
},
edgeId2: {
nodeId3: true
nodeId4: true
},
...
}
*/
this.edges = {};
}
Graph.prototype.createNodeEntity = function(properties) {
throw "Unimplemented";
}
Graph.prototype.createNode = function(properties) {
var nodeId = this.createNodeEntity(properties);
this.nodes[nodeId] = {};
this.validate();
return nodeId;
}
Graph.prototype.createEdgeEntity = function(nodeA, nodeB) {
throw "Unimplemented";
}
Graph.prototype.createEdge = function(nodeA, nodeB) {
if (nodeA == nodeB) {
throw "Error: self connection not supported";
}
var newEdgeId = this.createEdgeEntity(nodeA, nodeB);
// Create the bidirectional linkage
this.edges[newEdgeId] = {};
this.edges[newEdgeId][nodeA] = true;
this.edges[newEdgeId][nodeB] = true;
this.nodes[nodeA][newEdgeId] = true;
this.nodes[nodeB][newEdgeId] = true;
this.validate();
}
Graph.prototype.getEdges = function(nodeId) {
var edges = this.nodes[nodeId];
var result = {};
for (var edgeId in edges) {
for (var otherNodeId in this.edges[edgeId]) {
if (otherNodeId != nodeId) {
result[edgeId] = otherNodeId;
}
}
}
return result;
}
Graph.prototype.getConnectedNodes = function(nodeId) {
var edges = this.getEdges(nodeId);
var result = {};
for (var edgeId in edges) {
var otherNodeId = edges[edgeId];
result[otherNodeId] = edgeId;
}
return result;
}
Graph.prototype.getEdgeLength = function(edgeId) {
var nodesInEdge = Object.keys(this.edges[edgeId]);
return this.getNodeDistance(nodesInEdge[0], nodesInEdge[1]);
}
Graph.prototype.getNodeDistance = function(a, b) {
var apos = this.getNodePosition(a);
var bpos = this.getNodePosition(b);
return Vec3.distance(apos, bpos);
}
Graph.prototype.getNodePosition = function(node) {
var properties = Entities.getEntityProperties(node);
return properties.position;
}
Graph.prototype.breakEdges = function(nodeId) {
for (var edgeId in this.nodes[nodeId]) {
this.destroyEdge(edgeId);
}
}
Graph.prototype.findNearestNode = function(position, maxDist) {
var resultId = null;
var resultDist = 0;
for (var nodeId in this.nodes) {
var nodePosition = this.getNodePosition(nodeId);
var curDist = Vec3.distance(nodePosition, position);
if (!maxDist || curDist <= maxDist) {
if (!resultId || curDist < resultDist) {
resultId = nodeId;
resultDist = curDist;
}
}
}
return resultId;
}
Graph.prototype.findMatchingNodes = function(selector) {
var result = {};
for (var nodeId in this.nodes) {
if (selector(nodeId)) {
result[nodeId] = true;
}
}
return result;
}
Graph.prototype.destroyEdge = function(edgeId) {
logDebug("Deleting edge " + edgeId);
for (var nodeId in this.edges[edgeId]) {
delete this.nodes[nodeId][edgeId];
}
delete this.edges[edgeId];
Entities.deleteEntity(edgeId);
this.validate();
}
Graph.prototype.destroyNode = function(nodeId) {
logDebug("Deleting node " + nodeId);
this.breakEdges(nodeId);
delete this.nodes[nodeId];
Entities.deleteEntity(nodeId);
this.validate();
}
Graph.prototype.deleteAll = function() {
var nodeIds = Object.keys(this.nodes);
for (var i in nodeIds) {
var nodeId = nodeIds[i];
this.destroyNode(nodeId);
}
}
Graph.prototype.areConnected = function(nodeIdA, nodeIdB) {
for (var edgeId in this.nodes[nodeIdA]) {
if (this.nodes[nodeIdB][edgeId]) {
return true;
}
}
return false;
}
forEachValue = function(val, operation) {
if( typeof val === 'string' ) {
operation(val);
} else if (typeof val === 'object') {
if (val.constructor === Array) {
for (var i in val) {
operation(val[i]);
}
} else {
for (var v in val) {
operation(v);
}
}
}
}
Graph.prototype.findShortestPath = function(start, end, options) {
var queue = [ start ];
var prev = {};
if (options && options.exclude) {
forEachValue(options.exclude, function(value) {
prev[value] = value;
});
logDebug("exclude " + prev);
}
var found = false;
while (!found && Object.keys(queue).length) {
var current = queue.shift();
for (var ballId in this.getConnectedNodes(current)) {
if (prev[ballId]) {
// already visited node
continue;
}
// record optimal path
prev[ballId] = current;
if (ballId == end) {
found = true;
break;
}
queue.push(ballId);
}
}
if (!found) {
logDebug("Exhausted search");
return;
}
var result = [ end ];
while (result[0] != start) {
result.unshift(prev[result[0]]);
}
return result;
}
Graph.prototype.validate = function() {
var error = false;
for (nodeId in this.nodes) {
for (edgeId in this.nodes[nodeId]) {
var edge = this.edges[edgeId];
if (!edge) {
logError("Error: node " + nodeId + " refers to unknown edge " + edgeId);
error = true;
continue;
}
if (!edge[nodeId]) {
logError("Error: node " + nodeId + " refers to edge " + edgeId + " but not vice versa");
error = true;
continue;
}
}
}
for (edgeId in this.edges) {
for (nodeId in this.edges[edgeId]) {
var node = this.nodes[nodeId];
if (!node) {
logError("Error: edge " + edgeId + " refers to unknown node " + nodeId);
error = true;
continue;
}
if (!node[edgeId]) {
logError("Error: edge " + edgeId + " refers to node " + nodeId + " but not vice versa");
error = true;
continue;
}
}
}
if (error) {
logDebug(JSON.stringify({ edges: this.edges, balls: this.nodes }, null, 2));
}
return error;
}

View file

@ -2,6 +2,26 @@
LEFT_CONTROLLER = 0;
RIGHT_CONTROLLER = 1;
WAND_LIFETIME = 30;
var WAND_PROPERTIES = {
type: "Model",
modelURL: "file:///f:/Downloads/wand.FBX",
ignoreForCollisions: true,
dimensions: {
x: 0.1,
y: 0.1,
z: 0.1
},
lifetime: 30
};
if (!Date.now) {
Date.now = function now() {
return new Date().getTime();
};
}
HandController = function(side) {
this.side = side;
@ -9,22 +29,17 @@ HandController = function(side) {
this.tip = 2 * side + 1;
this.action = findAction(side ? "ACTION2" : "ACTION1");
this.active = false;
this.tipScale = 1.4;
this.pointer = Overlays.addOverlay("sphere", {
position: {
x: 0,
y: 0,
z: 0
},
position: ZERO_VECTOR,
size: 0.01,
color: {
red: 255,
green: 255,
blue: 0
},
color: COLORS.YELLOW,
alpha: 1.0,
solid: true,
visible: false,
});
//this.wand = Entities.addEntity(WAND_PROPERTIES);
// Connect to desired events
var _this = this;
@ -55,26 +70,26 @@ HandController.prototype.setActive = function(active) {
if (active == this.active) {
return;
}
debugPrint("Setting active: " + active);
logDebug("Setting active: " + active);
this.active = active;
Overlays.editOverlay(this.pointer, {
position: this.tipPosition,
visible: this.active
});
Entities.editEntity(this.wand, {
visible: this.active
});
}
HandController.prototype.updateControllerState = function() {
var palmPos = Controller.getSpatialControlPosition(this.palm);
this.palmPos = Controller.getSpatialControlPosition(this.palm);
var tipPos = Controller.getSpatialControlPosition(this.tip);
this.tipPosition = scaleLine(this.palmPos, tipPos, this.tipScale);
// When on the base hydras report a position of 0
this.setActive(Vec3.length(palmPos) > 0.001);
this.setActive(Vec3.length(this.palmPos) > 0.001);
if (!this.active) {
return;
}
var tipPos = Controller.getSpatialControlPosition(this.tip);
this.tipPosition = scaleLine(palmPos, tipPos, 1.4);
Overlays.editOverlay(this.pointer, {
position: this.tipPosition
});
}
HandController.prototype.onCleanup = function() {
@ -83,12 +98,20 @@ HandController.prototype.onCleanup = function() {
HandController.prototype.onUpdate = function(deltaTime) {
this.updateControllerState();
if (this.active) {
Overlays.editOverlay(this.pointer, {
position: this.tipPosition
});
Entities.editEntity(this.wand, {
position: this.tipPosition
});
}
}
HandController.prototype.onClick = function() {
debugPrint("Base hand controller does nothing on click");
logDebug("Base hand controller does nothing on click");
}
HandController.prototype.onRelease = function() {
debugPrint("Base hand controller does nothing on release");
logDebug("Base hand controller does nothing on release");
}

View file

@ -1,5 +1,5 @@
var BALL_NAME = "MagBall"
var BALL_NAME = "MagBall"
var EDGE_NAME = "MagStick"
var BALL_DIMENSIONS = {
@ -31,44 +31,48 @@ var BALL_PROTOTYPE = {
collisionsWillMove: false
};
// 2 millimeters
var EPSILON = (.002) / BALL_DISTANCE;
var LINE_DIMENSIONS = {
x: 5,
y: 5,
z: 5
}
var LINE_PROTOTYPE = {
type: "Line",
name: EDGE_NAME,
color: COLORS.CYAN,
dimensions: LINE_DIMENSIONS,
lineWidth: 5,
visible: true,
ignoreCollisions: true,
collisionsWillMove: false,
script: "file:/Users/bdavis/Git/hifi/examples/toys/magSticks/springEdgeEntity.js"
}
var EDGE_PROTOTYPE = LINE_PROTOTYPE;
// var EDGE_PROTOTYPE = {
// type: "Sphere",
// name: EDGE_NAME,
// color: { red: 0, green: 255, blue: 255 },
// //dimensions: STICK_DIMENSIONS,
// dimensions: { x: 0.02, y: 0.02, z: 0.02 },
// rotation: rotation,
// visible: true,
// ignoreCollisions: true,
// collisionsWillMove: false
// }
// A collection of balls and edges connecting them.
MagBalls = function() {
/*
this.balls: {
ballId1: {
edgeId1: true
}
ballId2: {
edgeId1: true
},
ballId3: {
edgeId2: true
edgeId3: true
edgeId4: true
edgeId5: true
},
...
}
*/
this.balls = {};
/*
this.edges: {
edgeId1: {
ballId1: true
ballId2: true
},
edgeId2: {
ballId3: true
ballId4: true
},
...
}
*/
// FIXME initialize from nearby entities
this.edges = {};
this.selectedBalls = {};
this.selectedNodes = {};
Graph.call(this);
var _this = this;
Script.update.connect(function(deltaTime) {
_this.onUpdate(deltaTime);
@ -79,282 +83,463 @@ MagBalls = function() {
});
}
MagBalls.prototype.findNearestBall = function(position, maxDist) {
var resultId = null;
var resultDist = 0;
for (var id in this.balls) {
var properties = Entities.getEntityProperties(id);
var curDist = Vec3.distance(properties.position, position);
if (!maxDist || curDist <= maxDist) {
if (!resultId || curDist < resultDist) {
resultId = id;
resultDist = curDist;
}
}
}
return resultId;
}
MagBalls.prototype = Object.create( Graph.prototype );
// FIXME move to a physics based implementation as soon as bullet
// is exposed to entities
MagBalls.prototype.onUpdate = function(deltaTime) {
// FIXME move to a physics based implementation as soon as bullet
// is exposed to entities
}
function mergeObjects(proto, custom) {
var result = {};
for (var attrname in proto) {
result[attrname] = proto[attrname];
}
for (var attrname in custom) {
result[attrname] = custom[attrname];
}
return result;
MagBalls.prototype.createNodeEntity = function(customProperies) {
return Entities.addEntity(mergeObjects(BALL_PROTOTYPE, customProperies));
}
MagBalls.prototype.createBall = function(customProperies) {
var ballId = Entities.addEntity(mergeObjects(BALL_PROTOTYPE, customProperies));
this.balls[ballId] = {};
this.validate();
return ballId;
MagBalls.prototype.getEdgeProperties = function(nodeIdA, nodeIdB) {
var apos = this.getNodePosition(nodeIdA);
var bpos = this.getNodePosition(nodeIdB);
return {
position: apos,
linePoints: [ ZERO_VECTOR, Vec3.subtract(bpos, apos) ],
userData: JSON.stringify({
magBalls: {
start: nodeIdA,
end: nodeIdB,
length: BALL_DISTANCE
}
})
};
}
MagBalls.prototype.grabBall = function(position, maxDist) {
var selected = this.findNearestBall(position, maxDist);
if (!selected) {
selected = this.createBall({ position: position });
}
if (selected) {
this.breakEdges(selected);
this.selectedBalls[selected] = true;
}
return selected;
MagBalls.prototype.createEdgeEntity = function(nodeIdA, nodeIdB) {
var customProperties = this.getEdgeProperties(nodeIdA, nodeIdB)
return Entities.addEntity(mergeObjects(EDGE_PROTOTYPE, customProperties));
}
MagBalls.prototype.findMatches = function(ballId) {
MagBalls.prototype.findPotentialEdges = function(nodeId) {
var variances = {};
for (var otherBallId in this.balls) {
if (otherBallId == ballId || this.areConnected(otherBallId, ballId)) {
// can't self connect or doubly connect
for (var otherNodeId in this.nodes) {
// can't self connect
if (otherNodeId == nodeId) {
continue;
}
var variance = this.getStickLengthVariance(ballId, otherBallId);
if (variance > BALL_DISTANCE / 4) {
// can't doubly connect
if (this.areConnected(otherNodeId, nodeId)) {
continue;
}
variances[otherBallId] = variance;
// Too far to attempt
var distance = this.getNodeDistance(nodeId, otherNodeId);
var variance = this.getVariance(distance);
if (variance > 0.25) {
continue;
}
variances[otherNodeId] = variance;
}
return variances;
}
MagBalls.prototype.releaseBall = function(releasedBall) {
delete this.selectedBalls[releasedBall];
debugPrint("Released ball: " + releasedBall);
MagBalls.prototype.grabBall = function(position, maxDist) {
var selected = this.findNearestNode(position, maxDist);
if (!selected) {
selected = this.createNode({ position: position });
}
if (selected) {
this.breakEdges(selected);
this.selectedNodes[selected] = true;
}
return selected;
}
// sort other balls by distance from the stick length
var edgeTargetBall = null;
do {
var releasePosition = this.getBallPosition(releasedBall);
// Get the list of candidate connections
var variances = this.findMatches(releasedBall);
// sort them by the difference from an ideal distance
var sortedBalls = Object.keys(variances);
if (!sortedBalls.length) {
MagBalls.prototype.releaseBall = function(releasedBall) {
delete this.selectedNodes[releasedBall];
logDebug("Released ball: " + releasedBall);
// FIXME iterate through the other balls and ensure we don't intersect with
// any of them. If we do, just delete this ball and return. (play a pop
// sound)
var releasePosition = this.getNodePosition(releasedBall);
// Don't overlap other balls
for (var nodeId in this.nodes) {
if (nodeId == releasedBall) {
continue;
}
var distance = this.getNodeDistance(releasedBall, nodeId);
if (distance < BALL_SIZE / 2.0) {
this.destroyNode(nodeId);
return;
}
sortedBalls.sort(function(a, b){
}
var targets = this.findPotentialEdges(releasedBall);
for (var otherBallId in targets) {
this.createEdge(otherBallId, releasedBall);
}
this.clean();
return;
// sort other balls by distance from the stick length
var createdEdge = false;
while (true) {
// Get the list of candidate connections
var variances = this.findPotentialEdges(releasedBall);
// sort them by the difference from an ideal distance
var targetBalls = Object.keys(variances);
if (!targetBalls.length) {
break;
}
// special case when there are 2 potential matches,
// try to create a ring on a plane
if (targetBalls.length == 2 && this.tryCreateRing(targetBalls, releasedBall)) {
createdEdge = true;
break;
}
// special case when there are 3 potential matches,
// try create a fan
if (targetBalls.length == 3 && this.tryCreateFan(targetBalls, releasedBall)) {
createdEdge = true;
break;
}
targetBalls.sort(function(a, b){
return variances[a] - variances[b];
});
// find the nearest matching unconnected ball
edgeTargetBall = sortedBalls[0];
// note that createEdge will preferentially move the second parameter, the target ball
} while(this.createEdge(edgeTargetBall, releasedBall))
// find the nearest matching unconnected ball and create an edge to it
// if possible
// note that createEdge will preferentially move the second entity, the
// released ball
// in order to create a fit
var str = "Attempt to create edge between " + targetBalls[0] + " and " + releasedBall;
if (!this.tryCreateEdge(targetBalls[0], releasedBall)) {
logDebug(str + "failed");
var nodeDistance = this.getNodeDistance(targetBalls[0], releasedBall);
var variance = this.getVariance(nodeDistance);
logDebug("Distance was " + (nodeDistance * 100).toFixed(2) + "cm with a variance of " + variance);
break;
}
logDebug(str + " succeeded");
releasePosition = this.getNodePosition(releasedBall);
// Record that we created at least one edge
createdEdge = true;
}
if (createdEdge) {
// FIXME play a snap sound
}
this.clean();
this.validate();
}
// FIXME the Quat should be able to do this
function findOrientation(from, to) {
//float m = sqrt(2.f + 2.f * dot(u, v));
//vec3 w = (1.f / m) * cross(u, v);
//return quat(0.5f * m, w.x, w.y, w.z);
var v2 = Vec3.normalize(Vec3.subtract(to, from));
var v1 = { x: 0.0, y: 1.0, z: 0.0 };
var m = Math.sqrt(2 + 2 * Vec3.dot(v1, v2));
var w = Vec3.multiply(1.0 / m, Vec3.cross(v1, v2));
return {
w: 0.5 * m,
x: w.x,
y: w.y,
z: w.z
};
}
var LINE_DIMENSIONS = 5;
var EDGE_PROTOTYPE = {
type: "Line",
name: EDGE_NAME,
color: { red: 0, green: 255, blue: 255 },
dimensions: {
x: LINE_DIMENSIONS,
y: LINE_DIMENSIONS,
z: LINE_DIMENSIONS
},
lineWidth: 5,
visible: true,
ignoreCollisions: true,
collisionsWillMove: false
}
var ZERO_VECTOR = {
x: 0,
y: 0,
z: 0
};
//var EDGE_PROTOTYPE = {
// type: "Sphere",
// name: EDGE_NAME,
// color: { red: 0, green: 255, blue: 255 },
// //dimensions: STICK_DIMENSIONS,
// dimensions: { x: 0.02, y: 0.02, z: 0.02 },
// rotation: rotation,
// visible: true,
// ignoreCollisions: true,
// collisionsWillMove: false
//}
MagBalls.prototype.createEdge = function(from, to) {
// FIXME find the constraints on from an to and determine if there is an intersection.
// Do only first order scanning for now, unless we can expose a mechanism for interacting
// to reach equilibrium via Bullet
// * a ball zero edges is fully free...
// * a ball with one edge free to move on a sphere section
// * a ball with two edges is free to move in a circle
// * a ball with more than two edges is not free
var fromPos = this.getBallPosition(from);
var toPos = this.getBallPosition(to);
MagBalls.prototype.tryCreateEdge = function(from, to) {
var fromPos = this.getNodePosition(from);
var toPos = this.getNodePosition(to);
var vector = Vec3.subtract(toPos, fromPos);
var originalLength = Vec3.length(originalLength);
var originalLength = Vec3.length(vector);
var variance = this.getVariance(originalLength);
// if they're already at a close enough distance, just create the edge
if ((originalLength - BALL_DISTANCE) > (BALL_DISTANCE * 0.01)) {
//code
} else {
// Attempt to move the ball to match the distance
if (variance < EPSILON) {
logDebug("Length " + originalLength + " with variance of " + (variance * 100).toFixed(2) + " is within epislon " + EPSILON) ;
// close enough for government work
this.createEdge(from, to);
return true;
}
// FIXME find the constraints on `from` and `to` and determine if there is a
// new positiong
// for 'to' that keeps it's current connections and connects with 'from'
// Do only first order scanning for now, unless we can expose a mechanism
// for interacting
// to reach equilibrium via Bullet
// * a ball zero edges is fully free...
// * a ball with one edge free to move on a sphere section
// * a ball with two edges is free to move in a circle
// * a ball with more than two edges is not free to move
// Zero edges for the destination
var existingEdges = Object.keys(this.nodes[to]);
var edgeCount = existingEdges.length;
if (!edgeCount) {
// Easy case 1: unconnected ball
// Move the ball along it's current path to match the desired distance
vector = Vec3.multiply(BALL_DISTANCE, Vec3.normalize(vector));
// Zero edges for the destination
var edgeCount = Object.keys(this.balls[to]).length;
if (!edgeCount) {
// Add the vector to the starting position to find the new position
var newPosition = Vec3.sum(vector, fromPos);
// update the entity
Entities.editEntity(to, { position: newPosition });
moved = true;
} else if (edgeCount > 2) {
// Easy case 2: locked position ball
// FIXME should check the target ball to see if it can be moved.
// Possible easy solution is to recurse into this.createEdge and swap
// the parameters,
// but need to prevert infinite recursion
// for now...
return false;
} else {
var connectedBalls = this.getConnectedNodes(to);
// find the other balls connected, will be either 1 or 2
var origin = { x: 0, y: 0, z: 0 };
for (var nodeId in connectedBalls) {
origin = Vec3.sum(origin, this.getNodePosition(nodeId));
}
if (edgeCount > 1) {
origin = Vec3.multiply(origin, 1 / edgeCount);
}
// logDebug("Using origin " + vec3toStr(origin));
if (edgeCount == 1) {
// vectors from the temp origin to the two balls.
var v1 = Vec3.subtract(toPos, origin);
var v2 = Vec3.subtract(fromPos, origin);
// ortogonal to the solution plane
var o1 = Vec3.normalize(Vec3.cross(Vec3.normalize(v2), Vec3.normalize(v1)));
// addLine(origin, o1, COLORS.RED); // debugging
// orthogonal to o1, lying on the solution plane
var o2 = Vec3.normalize(Vec3.cross(o1, Vec3.normalize(v2)));
// addLine(origin, o2, COLORS.YELLOW); // debugging
// The adjacent side of a right triangle containg the
// solution as one of the points
var v3 = Vec3.multiply(0.5, v2);
// The length of the adjacent side of the triangle
var l1 = Vec3.length(v3);
// The length of the hypotenuse
var r = BALL_DISTANCE;
// No connection possible
if (l1 > r) {
return false;
}
// The length of the opposite side
var l2 = Math.sqrt(r * r - l1 * l1);
// vector with the length and direction of the opposite side
var v4 = Vec3.multiply(l2, Vec3.normalize(o2));
// Add the adjacent vector and the opposite vector to get the
// hypotenuse vector
var result = Vec3.sum(v3, v4);
// move back into world space
result = Vec3.sum(origin, result);
// update the entity
var newPosition = Vec3.sum(vector, fromPos);
Entities.editEntity(to, { position: newPosition });
} else if (1 == edgeCount) {
// FIXME
// find the other end of the edge already connected, call it ball2
// given two spheres of radius BALL_DISTANCE centered at fromPos and ball2.position,
// find the closest point of intersection to toPos
// move the ball to toPos
} else if (2 == edgeCount) {
// FIXME
Entities.editEntity(to, { position: result });
} else {
// FIXME check for the ability to move fromPos
return false;
// Has a bug of some kind... validation fails after this
// Debugging marker
//Entities.addEntity(mergeObjects(BALL_PROTOTYPE, {
// position: origin,
// color: COLORS.YELLOW,
// dimensions: Vec3.multiply(0.4, BALL_DIMENSIONS)
//}));
var v1 = Vec3.subtract(fromPos, origin);
// addLine(origin, v1, COLORS.RED); // debugging
var v2 = Vec3.subtract(toPos, origin);
// addLine(origin, v2, COLORS.GREEN); // debugging
// the lengths of v1 and v2 represent the lengths of two sides
// of the triangle we need to build.
var l1 = Vec3.length(v1);
var l2 = Vec3.length(v2);
// The remaining side is the edge we are trying to create, so
// it will be of length BALL_DISTANCE
var l3 = BALL_DISTANCE;
// given this triangle, we want to know the angle between l1 and l2
// (this is NOT the same as the angle between v1 and v2, because we
// are trying to rotate v2 around o1 to find a solution
// Use law of cosines to find the angle: cos A = (b^2 + c^2 a^2) /
// 2bc
var cosA = (l1 * l1 + l2 * l2 - l3 * l3) / (2.0 * l1 * l2);
// Having this angle gives us all three angles of the right triangle
// containing
// the solution, along with the length of the hypotenuse, which is
// l2
var hyp = l2;
// We need to find the length of the adjacent and opposite sides
// since cos(A) = adjacent / hypotenuse, then adjacent = hypotenuse
// * cos(A)
var adj = hyp * cosA;
// Pythagoras gives us the opposite side length
var opp = Math.sqrt(hyp * hyp - adj * adj);
// v1 is the direction vector we need for the adjacent side, so
// resize it to
// the proper length
v1 = Vec3.multiply(adj, Vec3.normalize(v1));
// addLine(origin, v1, COLORS.GREEN); // debugging
// FIXME, these are not the right normals, because the ball needs to rotate around the origin
// This is the normal to the plane on which our solution lies
var o1 = Vec3.cross(v1, v2);
// Our final side is a normal to the plane defined by o1 and v1
// and is of length opp
var o2 = Vec3.multiply(opp, Vec3.normalize(Vec3.cross(o1, v1)));
// Our final result is the sum of v1 and o2 (opposite side vector +
// adjacent side vector)
var result = Vec3.sum(v1, o2);
// Move back into world space
result = Vec3.sum(origin, result);
// update the entity
Entities.editEntity(to, { position: result });
}
}
// Fixup existing edges
for (var edgeId in this.balls[to]) {
// Fixup existing edges if we moved the ball
for (var edgeId in this.nodes[to]) {
this.fixupEdge(edgeId);
}
// FIXME, find the correct orientation for a box or model between the two balls
// for now use a line
var newEdge = Entities.addEntity(mergeObjects(EDGE_PROTOTYPE, this.findEdgeParams(from, to)));
this.edges[newEdge] = {};
this.edges[newEdge][from] = true;
this.edges[newEdge][to] = true;
this.balls[from][newEdge] = true;
this.balls[to][newEdge] = true;
this.validate();
this.createEdge(from, to);
return true;
}
MagBalls.prototype.findEdgeParams = function(startBall, endBall) {
var startBallPos = this.getBallPosition(startBall);
var endBallPos = this.getBallPosition(endBall);
var vector = Vec3.subtract(endBallPos, startBallPos);
return {
position: startBallPos,
linePoints: [ ZERO_VECTOR, vector ]
};
MagBalls.prototype.tryCreateRing = function(fromBalls, to) {
// FIXME, if the user tries to connect two points, attempt to
// walk the graph and see if they're creating a ring of 4 or
// more vertices, if so and they're within N percent of lying
// on a plane, then adjust them all so they lie on a plance
return false;
}
function pausecomp(millis) {
var date = new Date();
var curDate = null;
do { curDate = new Date(); } while(curDate-date < millis);
}
// find a normal between three points
function findNormal(a, b, c) {
var aa = Vec3.subtract(a, b);
var cc = Vec3.subtract(c, b);
return Vec3.cross(aa, cc);
}
MagBalls.prototype.tryCreateFan = function(fromBalls, to) {
logDebug("Attempting to create fan");
// if the user tries to connect three points, attempt to
// walk the graph and see if they're creating fan, adjust all the
// points to lie on a plane an equidistant from the shared vertex
// A fan may exist if given three potential connections, two of the connection
// share and edge with the third
var a = fromBalls[0];
var b = fromBalls[1];
var c = fromBalls[2];
var ab = this.areConnected(a, b);
var bc = this.areConnected(b, c);
var ca = this.areConnected(c, a);
if (ab && bc && ca) {
// tetrahedron, let the generic code handle it
return false;
}
var crux = null;
var left = null;
var right = null;
if (ab && bc) {
crux = b;
left = a;
right = c;
} else if (bc && ca) {
crux = a;
left = b;
right = a;
} else if (ca && ab) {
crux = a;
left = c;
right = b;
}
if (crux == null) {
// we don't have two nodes which share edges with the third, so fail
return false;
}
var loop = this.findShortestPath(left, right, { exclude: crux });
if (!loop) {
return false;
}
// find the normal to the target plane
var origin = this.getNodePosition(crux);
var normals = [];
var averageNormal = ZERO_VECTOR;
for (var i = 0; i < loop.length - 2; ++i) {
var a = loop[i];
var b = loop[i + 1];
var c = loop[i + 2];
var apos = this.getNodePosition(a);
var bpos = this.getNodePosition(b);
var cpos = this.getNodePosition(c);
var normal = Vec3.normalize(findNormal(apos, bpos, cpos));
averageNormal = Vec3.sum(averageNormal, normal);
addLine(bpos, normal, COLORS.YELLOW);
normals.push(normal);
}
averageNormal = Vec3.normalize(Vec3.multiply(1 / normals.length, averageNormal));
addLine(origin, averageNormal, COLORS.RED);
// FIXME need to account for locked nodes... if there are 3 locked nodes on the loop,
// then find their cross product
// if there are more than 3 locked nodes on the loop, check if they have matching cross
// products, otherwise fail
return false;
}
MagBalls.prototype.fixupEdge = function(edgeId) {
var ballsInEdge = Object.keys(this.edges[edgeId]);
Entities.editEntity(edgeId, this.findEdgeParams(ballsInEdge[0], ballsInEdge[1]));
var customProperties = this.getEdgeProperties(ballsInEdge[0], ballsInEdge[1]);
Entities.editEntity(edgeId, customProperties);
}
// Given two balls, how big is the difference between their distances and the stick length
MagBalls.prototype.getStickLengthVariance = function(a, b) {
var apos = this.getBallPosition(a);
var bpos = this.getBallPosition(b);
var distance = Vec3.distance(apos, bpos);
var variance = Math.abs(distance - BALL_DISTANCE);
return variance;
MagBalls.prototype.getVariance = function(distance) {
// Given two points, how big is the difference between their distance
// and the desired length length
return (Math.abs(distance - BALL_DISTANCE)) / BALL_DISTANCE;
}
// FIXME remove unconnected balls
// remove unconnected balls
MagBalls.prototype.clean = function() {
//var deletedBalls = {};
//if (Object.keys(this.balls).length > 1) {
// for (var ball in this.balls) {
// if (!this.getConnections(ball)) {
// deletedBalls[ball] = true;
// Entities.deleteEntity(ball);
// }
// }
//}
//for (var ball in deletedBalls) {
// delete this.balls[ball];
//}
}
MagBalls.prototype.getBallPosition = function(ball) {
var properties = Entities.getEntityProperties(ball);
return properties.position;
}
MagBalls.prototype.breakEdges = function(ballId) {
for (var edgeId in this.balls[ballId]) {
this.destroyEdge(edgeId);
// do nothing unless there are at least 2 balls and one edge
if (Object.keys(this.nodes).length < 2 || !Object.keys(this.edges).length) {
return;
}
// This shouldn't be necessary
this.balls[ballId] = {};
}
MagBalls.prototype.destroyEdge = function(edgeId) {
logDebug("Deleting edge " + edgeId);
// Delete the edge from other balls
for (var edgeBallId in this.edges[edgeId]) {
delete this.balls[edgeBallId][edgeId];
var disconnectedNodes = {};
for (var nodeId in this.nodes) {
if (!Object.keys(this.nodes[nodeId]).length) {
disconnectedNodes[nodeId] = true;
}
}
for (var nodeId in disconnectedNodes) {
this.destroyNode(nodeId);
}
delete this.edges[edgeId];
Entities.deleteEntity(edgeId);
this.validate();
}
MagBalls.prototype.destroyBall = function(ballId) {
logDebug("Deleting ball " + ballId);
breakEdges(ballId);
Entities.deleteEntity(ballId);
}
// remove all balls
MagBalls.prototype.clear = function() {
if (DEBUG_MAGSTICKS) {
this.deleteAll();
var ids = Entities.findEntities(MyAvatar.position, 50);
var result = [];
ids.forEach(function(id) {
@ -366,89 +551,23 @@ MagBalls.prototype.clear = function() {
}
}
MagBalls.prototype.areConnected = function(a, b) {
for (var edge in this.balls[a]) {
// edge already exists
if (this.balls[b][edge]) {
return true;
}
}
return false;
}
// Override to check lengths as well as connection consistency
MagBalls.prototype.validate = function() {
var error = false;
for (ballId in this.balls) {
for (edgeId in this.balls[ballId]) {
var edge = this.edges[edgeId];
if (!edge) {
logError("Error: ball " + ballId + " refers to unknown edge " + edgeId);
var error = Graph.prototype.validate.call(this);
if (!error) {
for (edgeId in this.edges) {
var length = this.getEdgeLength(edgeId);
var variance = this.getVariance(length);
if (variance > EPSILON) {
Entities.editEntity(edgeId, { color: COLORS.RED });
logDebug("Edge " + edgeId + " length " + (length * 100).toFixed(2) + " cm variance " + (variance * 100).toFixed(3) + "%");
error = true;
continue;
}
if (!edge[ballId]) {
logError("Error: ball " + ballId + " refers to edge " + edgeId + " but not vice versa");
error = true;
continue;
}
}
}
for (edgeId in this.edges) {
for (ballId in this.edges[edgeId]) {
var ball = this.balls[ballId];
if (!ball) {
logError("Error: edge " + edgeId + " refers to unknown ball " + ballId);
error = true;
continue;
}
if (!ball[edgeId]) {
logError("Error: edge " + edgeId + " refers to ball " + ballId + " but not vice versa");
error = true;
continue;
}
if (error) {
logDebug(EPSILON);
}
}
if (error) {
logDebug(JSON.stringify({ edges: this.edges, balls: this.balls }, null, 2));
}
}
// FIXME fetch from a subkey of user data to support non-destructive modifications
MagBalls.prototype.setUserData = function(id, data) {
Entities.editEntity(id, { userData: JSON.stringify(data) });
}
// FIXME do non-destructive modification of the existing user data
MagBalls.prototype.getUserData = function(id) {
var results = null;
var properties = Entities.getEntityProperties(id);
if (properties.userData) {
results = JSON.parse(this.properties.userData);
}
return results;
}
//MagBalls.prototype.findBalls = function() {
// var ids = Entities.findEntities(MyAvatar.position, 50);
// var result = [];
// ids.forEach(function(id) {
// var properties = Entities.getEntityProperties(id);
// if (properties.name == BALL_NAME) {
// result.push(id);
// }
// }, this);
// return result;
//};
//
//MagBalls.prototype.findEdges = function() {
// var ids = Entities.findEntities(MyAvatar.position, 50);
// var result = [];
// ids.forEach(function(id) {
// var properties = Entities.getEntityProperties(id);
// if (properties.name == EDGE_NAME) {
// result.push(id);
// }
// }, this);
// return result;
//};

View file

@ -0,0 +1,143 @@
//
// Created by Bradley Austin Davis on 2015/08/29
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function(){
this.preload = function(entityId) {
this.MIN_CHECK_INTERVAL = 0.05;
this.MAX_VARIANCE = 0.005;
this.ZERO_VECTOR = { x: 0, y: 0, z: 0 };
this.entityId = entityId;
var properties = Entities.getEntityProperties(this.entityId);
var userData = JSON.parse(properties.userData);
this.start = userData.magBalls.start;
this.end = userData.magBalls.end;
this.originalColor = properties.color;
this.desiredLength = userData.magBalls.length;
this.timeSinceLastUpdate = 0;
this.nextCheckInterval = this.MIN_CHECK_INTERVAL;
print("preload("+entityId+") " + this.start + " -> " + this.end + " " + this.desiredLength);
var _this = this;
this.updateWrapper = function(deltaTime) {
_this.onUpdate(deltaTime);
};
Script.update.connect(this.updateWrapper);
Script.scriptEnding.connect(function() {
_this.onCleanup();
});
Entities.deletingEntity.connect(function(entityId) {
if (_this.entityId == entityId) {
_this.onCleanup();
}
});
};
this.onUpdate = function(deltaTime) {
this.timeSinceLastUpdate += deltaTime;
if (this.timeSinceLastUpdate > this.nextCheckInterval) {
this.updateProperties();
this.timeSinceLastUpdate = 0;
var length = this.getLength();
if (length == 0) {
this.onCleanup();
return;
}
var variance = this.getVariance(length);
if (Math.abs(variance) <= this.MAX_VARIANCE) {
this.incrementCheckInterval();
return;
}
this.decrementCheckInterval();
print("Length is wrong: " + (length * 100).toFixed(1) + "cm variance " + variance);
var adjustmentVector = Vec3.multiply(variance / 4, this.vector);
var newPosition = Vec3.sum(Vec3.multiply(-1, adjustmentVector), this.position);
var newVector = Vec3.sum(Vec3.multiply(2, adjustmentVector), this.vector);
var newLength = Vec3.length(newVector);
var newVariance = this.getVariance(newLength);
var color = { color: this.originalColor }
if (Math.abs(newVariance) > this.MAX_VARIANCE) {
color = { red: 255, green: 0, blue: 0 };
}
print("Updating entity to new variance " + newVariance);
Entities.editEntity(this.entityId, {
color: color,
position: newPosition,
linePoints: [ this.ZERO_VECTOR, newVector ]
});
Entities.editEntity(this.start, {
position: newPosition
});
Entities.editEntity(this.end, {
position: Vec3.sum(newPosition, newVector)
});
}
}
this.incrementCheckInterval = function() {
this.nextCheckInterval = Math.min(this.nextCheckInterval * 2.0, 1.0);
}
this.decrementCheckInterval = function() {
this.nextCheckInterval = 0.05;
}
this.onCleanup = function() {
print("Stopping spring script");
Script.update.disconnect(this.updateWrapper);
}
this.getVariance = function(length) {
if (!length) {
length = this.getLength();
}
var difference = this.desiredLength - length;
return difference / this.desiredLength;
}
this.getLength = function() {
return Vec3.length(this.vector);
}
this.getPosition = function(entityId) {
var properties = Entities.getEntityProperties(entityId);
return properties.position;
}
this.updateProperties = function() {
var properties = Entities.getEntityProperties(this.entityId);
var curStart = properties.position;
var curVector = properties.linePoints[1]
var curEnd = Vec3.sum(curVector, curStart);
var startPos = this.getPosition(this.start);
var endPos = this.getPosition(this.end);
var startError = Vec3.distance(curStart, startPos);
var endError = Vec3.distance(curEnd, endPos);
this.vector = Vec3.subtract(endPos, startPos);
if (startError > 0.005 || endError > 0.005) {
Entities.editEntity(this.entityId, {
position: startPos,
linePoints: [ this.ZERO_VECTOR, this.vector ]
});
}
this.position = startPos;
}
this.enterEntity = function(entityId) {
print("enterEntity("+entityId+")");
};
this.leaveEntity = function(entityId) {
print("leaveEntity("+entityId+")");
};
});

View file

@ -1,17 +1,7 @@
DEBUG_MAGSTICKS = true;
debugPrint = function (str) {
if (DEBUG_MAGSTICKS) {
print(str);
}
}
vec3toStr = function (v) {
return "{ " +
(Math.round(v.x*1000)/1000) + ", " +
(Math.round(v.y*1000)/1000) + ", " +
(Math.round(v.z*1000)/1000) + " }";
vec3toStr = function (v, digits) {
if (!digits) { digits = 3; }
return "{ " + v.x.toFixed(digits) + ", " + v.y.toFixed(digits) + ", " + v.z.toFixed(digits)+ " }";
}
scaleLine = function (start, end, scale) {
@ -31,6 +21,79 @@ findAction = function(name) {
return 0;
}
var LINE_DIMENSIONS = {
x: 5,
y: 5,
z: 5
}
var EDGE_NAME = "MagStick"
var LINE_PROTOTYPE = {
type: "Line",
name: EDGE_NAME,
color: COLORS.CYAN,
dimensions: LINE_DIMENSIONS,
lineWidth: 5,
visible: true,
ignoreCollisions: true,
collisionsWillMove: false
}
addLine = function(origin, vector, color) {
if (!color) {
color = COLORS.WHITE
}
return Entities.addEntity(mergeObjects(LINE_PROTOTYPE, {
position: origin,
linePoints: [
ZERO_VECTOR,
vector,
],
color: color
}));
}
// FIXME fetch from a subkey of user data to support non-destructive modifications
setEntityUserData = function(id, data) {
Entities.editEntity(id, { userData: JSON.stringify(data) });
}
// FIXME do non-destructive modification of the existing user data
getEntityUserData = function(id) {
var results = null;
var properties = Entities.getEntityProperties(id);
if (properties.userData) {
results = JSON.parse(this.properties.userData);
}
return results;
}
// Non-destructively modify the user data of an entity.
setEntityCustomData = function(customKey, id, data) {
var userData = getEntityUserData(id);
userData[customKey] = data;
setEntityUserData(id, userData);
}
getEntityCustomData = function(customKey, id, defaultValue) {
var userData = getEntityUserData();
return userData[customKey] ? userData[customKey] : defaultValue;
}
mergeObjects = function(proto, custom) {
var result = {};
for (var attrname in proto) {
result[attrname] = proto[attrname];
}
for (var attrname in custom) {
result[attrname] = custom[attrname];
}
return result;
}
logWarn = function(str) {
print(str);
}
@ -44,5 +107,5 @@ logInfo = function(str) {
}
logDebug = function(str) {
debugPrint(str);
print(str);
}