This commit is contained in:
luiscuenca 2018-01-04 11:43:51 -07:00
parent 28d9409bf0
commit ef0164c272
3 changed files with 109 additions and 109 deletions

View file

@ -222,7 +222,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
auto orientation = myAvatar->getLocalOrientation();
_rig.computeMotionAnimationState(deltaTime, position, velocity, orientation, ccState);
//// evaluate AnimGraph animation and update jointStates.
// evaluate AnimGraph animation and update jointStates.
Model::updateRig(deltaTime, parentTransform);
Rig::EyeParameters eyeParams;

View file

@ -33,7 +33,7 @@ var DEFAULT_SCRIPTS_COMBINED = [
];
var DEFAULT_SCRIPTS_SEPARATE = [
"system/controllers/controllerScripts.js",
"system/controllers/handTouch.js"
"system/controllers/handTouch.js"
//"system/chat.js"
];

View file

@ -13,16 +13,16 @@
var updateFingerWithIndex = 0;
// Keys to access finger data
// Keys to access finger data
var dataKeys = ["pinky", "ring", "middle", "index", "thumb"];
// Additionally close the hands to achieve a grabbing effect
// Additionally close the hands to achieve a grabbing effect
var grabPercent = { left: 0,
right: 0 };
// var isGrabbing = false;
// Store which fingers are touching - if all false restate the default poses
// Store which fingers are touching - if all false restate the default poses
var isTouching = {
left: {
pinky: false,
@ -39,7 +39,7 @@
}
}
// joint data for opened pose
// joint data for opened pose
var dataOpen = {
left: {
@ -57,7 +57,7 @@
}
}
// joint data for closed hand
// joint data for closed hand
var dataClose = {
left: {
@ -75,7 +75,7 @@
}
}
// joint data for the current frame
// joint data for the current frame
var dataCurrent = {
left:{
@ -94,7 +94,7 @@
}
}
// interpolated values on joint data to smooth movement
// interpolated values on joint data to smooth movement
var dataDelta = {
left:{
@ -113,23 +113,23 @@
}
}
// Acquire an updated value per hand every 5 frames
// Acquire an updated value per hand every 5 frames
var animationSteps = 5;
// Debugging info
// Debugging info
var showSphere = false;
var showLines = false;
// store the rays for the fingers - only for debug purposes
// store the rays for the fingers - only for debug purposes
var fingerRays = {
left:{pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined},
right:{pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined}
};
// Register object with API Debugger
// Register object with API Debugger
var varsToDebug = {
toggleDebugSphere: function(){
@ -164,7 +164,7 @@
}
}
// Add/Subtract the joint data - per finger joint
// Add/Subtract the joint data - per finger joint
function addVals(val1, val2, sign) {
var val = [];
@ -178,7 +178,7 @@
return val;
}
// Multiply/Divide the joint data - per finger joint
// Multiply/Divide the joint data - per finger joint
function multiplyValsBy(val1, num) {
var val = [];
@ -191,7 +191,7 @@
return val;
}
// Calculate the finger lengths by adding its joint lengths
// Calculate the finger lengths by adding its joint lengths
function getJointDistances(jointNamesArray) {
var result = {distances: [], totalDistance: 0}
@ -207,26 +207,26 @@
return result;
}
// Calculate the sphere that look up for entities, the center of the palm, perpendicular vector from the palm plane and origin of the the finger rays
// Calculate the sphere that look up for entities, the center of the palm, perpendicular vector from the palm plane and origin of the the finger rays
function estimatePalmData(side) {
// Return data object
var data = {position: undefined, perpendicular: undefined, distance: undefined, fingers: {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined}};
var data = {position: undefined, perpendicular: undefined, distance: undefined, fingers: {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined}};
var jointOffset = { x: 0, y: 0, z: 0 };
var upperSide = side[0].toUpperCase() + side.substring(1);
var jointIndexHand = MyAvatar.getJointIndex(upperSide + "Hand");
// Store position of the hand joint
// Store position of the hand joint
var worldPosHand = MyAvatar.jointToWorldPoint(jointOffset, jointIndexHand);
var minusWorldPosHand = {x:-worldPosHand.x, y:-worldPosHand.y, z:-worldPosHand.z};
// Data for finger rays
// Data for finger rays
var directions = {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined};
var positions = {pinky: undefined, middle: undefined, ring: undefined, thumb: undefined, index: undefined};
// Calculate palm center
// Calculate palm center
var palmCenter = {x:0, y:0, z:0};
palmCenter = Vec3.sum(worldPosHand, palmCenter);
@ -262,10 +262,10 @@
return data;
}
// Register GlobalDebugger for API Debugger
// Register GlobalDebugger for API Debugger
Script.registerValue("GlobalDebugger", varsToDebug);
// Create debug overlays - finger rays + palm rays + spheres
// Create debug overlays - finger rays + palm rays + spheres
for (var i = 0; i < dataKeys.length; i++) {
fingerRays["left"][dataKeys[i]] = Overlays.addOverlay("line3d", {
@ -318,7 +318,7 @@
var palmPoint = palmData.position;
var dist = 1.5*palmData.distance;
// Situate the debugging overlays
// Situate the debugging overlays
var checkOffset = { x: palmData.perpendicular.x * dist,
y: palmData.perpendicular.y * dist,
@ -352,7 +352,7 @@
});
}
// Update the intersection of only one finger at a time
// Update the intersection of only one finger at a time
var finger = dataKeys[updateFingerWithIndex];
@ -363,18 +363,18 @@
var direction = Vec3.normalize(Vec3.subtract(checkPoint, origin));
var intersection = Entities.findRayIntersection({origin: origin, direction: direction}, true, grabbables, [], true, false);
var percent = 0.75;
var isAbleToGrab = intersection.intersects && intersection.distance < 2.5*dist;
// Store if this finger is touching something
isTouching[side][finger] = isAbleToGrab;
var isAbleToGrab = intersection.intersects && intersection.distance < 2.5*dist;
// Store if this finger is touching something
isTouching[side][finger] = isAbleToGrab;
if (isAbleToGrab) {
// update the open/close percentage for this finger
// update the open/close percentage for this finger
percent = intersection.distance/(2.5*dist);
var grabMultiplier = finger === "thumb" ? 0.2 : 0.05;
percent += grabMultiplier * grabPercent[side];
}
varsToDebug.fingerPercent[side][finger] = percent; // store the current open/close percentage
}
// Calculate new interpolation data
// Calculate new interpolation data
var totalDistance = addVals(dataClose[side][finger], dataOpen[side][finger], -1);
var percent = varsToDebug.fingerPercent[side][finger];
var newFingerData = addVals(dataOpen[side][finger], multiplyValsBy(totalDistance, percent), 1);
@ -383,7 +383,7 @@
dataDelta[side][finger] = multiplyValsBy(addVals(newFingerData, dataCurrent[side][finger], -1), 1.0/animationSteps);
}
// Recreate the finger joint names - and how many 0 to count
// Recreate the finger joint names - and how many 0 to count
function getJointNames(side, finger, count) {
var names = [];
for (var i = 1; i < count+1; i++) {
@ -393,11 +393,11 @@
return names;
}
// Capture the controller values
// Capture the controller values
var leftTriggerPress = function (value) {
varsToDebug.triggerValues.leftTriggerValue = value;
// the value for the trigger increments the hand-close percentage
// the value for the trigger increments the hand-close percentage
grabPercent["left"] = value;
};
var leftTriggerClick = function (value) {
@ -405,7 +405,7 @@
};
var rightTriggerPress = function (value) {
varsToDebug.triggerValues.rightTriggerValue = value;
// the value for the trigger increments the hand-close percentage
// the value for the trigger increments the hand-close percentage
grabPercent["right"] = value;
};
var rightTriggerClick = function (value) {
@ -432,59 +432,59 @@
Controller.enableMapping(MAPPING_NAME);
function getTouching(side) {
var animating = false;
for (var i = 0; i < dataKeys.length; i++) {
var finger = dataKeys[i];
animating = animating || isTouching[side][finger];
}
return animating;
}
function getTouching(side) {
var animating = false;
for (var i = 0; i < dataKeys.length; i++) {
var finger = dataKeys[i];
animating = animating || isTouching[side][finger];
}
return animating;
}
Script.update.connect(function(){
// iterate fingers
// iterate fingers
updateFingerWithIndex = (updateFingerWithIndex < dataKeys.length-1) ? updateFingerWithIndex + 1 : 0;
updateFingerWithIndex = (updateFingerWithIndex < dataKeys.length-1) ? updateFingerWithIndex + 1 : 0;
// precalculate data
// precalculate data
updateSphereHand("right");
updateSphereHand("left");
// Assign interpolated values
var i, j, index;
for (i = 0; i < dataKeys.length; i++) {
var finger = dataKeys[i];
var names = getJointNames("Right", finger, 3);
dataCurrent["right"][finger] = addVals(dataCurrent["right"][finger], dataDelta["right"][finger], 1);
for (j = 0; j < names.length; j++) {
index = MyAvatar.getJointIndex(names[j]);
// if no finger is touching restate the default poses
if (getTouching("right")) {
var quatRot = Quat.fromVec3Degrees(dataCurrent["right"][finger][j]);
MyAvatar.setJointRotation(index, quatRot);
} else {
MyAvatar.clearJointData(index);
}
}
}
// Assign interpolated values
var i, j, index;
for (i = 0; i < dataKeys.length; i++) {
var finger = dataKeys[i];
var names = getJointNames("Right", finger, 3);
dataCurrent["right"][finger] = addVals(dataCurrent["right"][finger], dataDelta["right"][finger], 1);
for (j = 0; j < names.length; j++) {
index = MyAvatar.getJointIndex(names[j]);
// if no finger is touching restate the default poses
if (getTouching("right")) {
var quatRot = Quat.fromVec3Degrees(dataCurrent["right"][finger][j]);
MyAvatar.setJointRotation(index, quatRot);
} else {
MyAvatar.clearJointData(index);
}
}
}
for (i = 0; i < dataKeys.length; i++) {
var finger = dataKeys[i];
var names = getJointNames("Left", finger, 3);
dataCurrent["left"][finger] = addVals(dataCurrent["left"][finger], dataDelta["left"][finger], 1);
for (j = 0; j < names.length; j++) {
index = MyAvatar.getJointIndex(names[j]);
// if no finger is touching restate the default poses
if (getTouching("left")) {
var quatRot = Quat.fromVec3Degrees(dataCurrent["left"][finger][j]);
MyAvatar.setJointRotation(index, quatRot);
} else {
MyAvatar.clearJointData(index);
}
}
}
for (i = 0; i < dataKeys.length; i++) {
var finger = dataKeys[i];
var names = getJointNames("Left", finger, 3);
dataCurrent["left"][finger] = addVals(dataCurrent["left"][finger], dataDelta["left"][finger], 1);
for (j = 0; j < names.length; j++) {
index = MyAvatar.getJointIndex(names[j]);
// if no finger is touching restate the default poses
if (getTouching("left")) {
var quatRot = Quat.fromVec3Degrees(dataCurrent["left"][finger][j]);
MyAvatar.setJointRotation(index, quatRot);
} else {
MyAvatar.clearJointData(index);
}
}
}
});