mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 12:04:18 +02:00
Added grab far events for non physical objects
This commit is contained in:
parent
039d9a6a98
commit
efc2dfb68f
1 changed files with 137 additions and 82 deletions
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@ -77,7 +77,9 @@ var STATE_NEAR_GRABBING = 4;
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var STATE_CONTINUE_NEAR_GRABBING = 5;
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var STATE_NEAR_GRABBING_NON_COLLIDING = 6;
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var STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING = 7;
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var STATE_RELEASE = 8;
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var STATE_FAR_GRABBING_NON_COLLIDING = 8;
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var STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING = 9;
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var STATE_RELEASE = 10;
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js
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var GRAB_USER_DATA_KEY = "grabKey"; // shared with grab.js
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@ -120,7 +122,7 @@ function MyController(hand, triggerAction) {
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var TIP_CONTROLLER_OFFSET = 1;
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this.triggerAction = triggerAction;
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this.palm = SPATIAL_CONTROLLERS_PER_PALM * hand;
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this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
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this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
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this.actionID = null; // action this script created...
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this.grabbedEntity = null; // on this entity.
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@ -131,49 +133,55 @@ function MyController(hand, triggerAction) {
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var _this = this;
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this.update = function() {
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this.update = function () {
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this.updateSmoothedTrigger();
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switch (this.state) {
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case STATE_OFF:
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this.off();
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this.touchTest();
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break;
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case STATE_SEARCHING:
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this.search();
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break;
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case STATE_DISTANCE_HOLDING:
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this.distanceHolding();
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break;
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case STATE_CONTINUE_DISTANCE_HOLDING:
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this.continueDistanceHolding();
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break;
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case STATE_NEAR_GRABBING:
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this.nearGrabbing();
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break;
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case STATE_CONTINUE_NEAR_GRABBING:
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this.continueNearGrabbing();
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break;
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case STATE_NEAR_GRABBING_NON_COLLIDING:
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this.nearGrabbingNonColliding();
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break;
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case STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING:
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this.continueNearGrabbingNonColliding();
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break;
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case STATE_RELEASE:
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this.release();
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break;
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case STATE_OFF:
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this.off();
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this.touchTest();
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break;
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case STATE_SEARCHING:
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this.search();
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break;
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case STATE_DISTANCE_HOLDING:
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this.distanceHolding();
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break;
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case STATE_CONTINUE_DISTANCE_HOLDING:
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this.continueDistanceHolding();
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break;
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case STATE_NEAR_GRABBING:
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this.nearGrabbing();
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break;
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case STATE_CONTINUE_NEAR_GRABBING:
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this.continueNearGrabbing();
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break;
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case STATE_NEAR_GRABBING_NON_COLLIDING:
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this.nearGrabbingNonColliding();
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break;
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case STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING:
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this.continueNearGrabbingNonColliding();
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break;
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case STATE_FAR_GRABBING_NON_COLLIDING:
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this.farGrabbingNonColliding();
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break;
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case STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING:
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this.continueFarGrabbingNonColliding();
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break;
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case STATE_RELEASE:
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this.release();
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break;
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}
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};
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this.setState = function(newState) {
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this.setState = function (newState) {
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// print("STATE: " + this.state + " --> " + newState);
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this.state = newState;
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}
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this.lineOn = function(closePoint, farPoint, color) {
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this.lineOn = function (closePoint, farPoint, color) {
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// draw a line
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if (this.pointer === null) {
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this.pointer = Entities.addEntity({
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@ -197,41 +205,41 @@ function MyController(hand, triggerAction) {
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};
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this.lineOff = function() {
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this.lineOff = function () {
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if (this.pointer !== null) {
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Entities.deleteEntity(this.pointer);
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}
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this.pointer = null;
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};
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this.updateSmoothedTrigger = function() {
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this.updateSmoothedTrigger = function () {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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// smooth out trigger value
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this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
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(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
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}
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this.triggerSmoothedSqueezed = function() {
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this.triggerSmoothedSqueezed = function () {
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return this.triggerValue > TRIGGER_ON_VALUE;
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};
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this.triggerSmoothedReleased = function() {
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this.triggerSmoothedReleased = function () {
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return this.triggerValue < TRIGGER_OFF_VALUE;
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};
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this.triggerSqueezed = function() {
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this.triggerSqueezed = function () {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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return triggerValue > TRIGGER_ON_VALUE;
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};
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this.off = function() {
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this.off = function () {
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if (this.triggerSmoothedSqueezed()) {
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this.setState(STATE_SEARCHING);
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return;
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}
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}
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this.search = function() {
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this.search = function () {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -251,9 +259,7 @@ function MyController(hand, triggerAction) {
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};
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var intersection = Entities.findRayIntersection(pickRay, true);
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if (intersection.intersects &&
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intersection.properties.collisionsWillMove === 1 &&
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intersection.properties.locked === 0) {
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if (intersection.intersects && intersection.properties.locked === 0) {
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// the ray is intersecting something we can move.
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
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@ -266,14 +272,22 @@ function MyController(hand, triggerAction) {
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}
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if (intersectionDistance < NEAR_PICK_MAX_DISTANCE) {
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// the hand is very close to the intersected object. go into close-grabbing mode.
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this.setState(STATE_NEAR_GRABBING);
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if (intersection.properties.collisionsWillMove === 1) {
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this.setState(STATE_NEAR_GRABBING);
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} else {
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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}
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} else {
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// don't allow two people to distance grab the same object
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if (entityIsGrabbedByOther(intersection.entityID)) {
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this.grabbedEntity = null;
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} else {
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// the hand is far from the intersected object. go into distance-holding mode
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this.setState(STATE_DISTANCE_HOLDING);
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if (intersection.properties.collisionsWillMove === 1) {
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this.setState(STATE_DISTANCE_HOLDING);
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} else {
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this.setState(STATE_FAR_GRABBING_NON_COLLIDING);
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}
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}
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}
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} else {
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@ -308,12 +322,13 @@ function MyController(hand, triggerAction) {
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}
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};
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this.distanceHolding = function() {
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this.distanceHolding = function () {
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation",
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"gravity", "ignoreForCollisions"]);
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"gravity", "ignoreForCollisions"
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]);
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// add the action and initialize some variables
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this.currentObjectPosition = grabbedProperties.position;
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@ -351,7 +366,7 @@ function MyController(hand, triggerAction) {
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};
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this.continueDistanceHolding = function() {
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this.continueDistanceHolding = function () {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -369,19 +384,19 @@ function MyController(hand, triggerAction) {
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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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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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this.currentAvatarPosition = currentPosition;
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// How far did the avatar turn this timestep?
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// Note: The following code is too long because we need a Quat.quatBetween() function
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// that returns the minimum quaternion between two quaternions.
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var currentOrientation = MyAvatar.orientation;
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if (Quat.dot(currentOrientation, this.currentAvatarOrientation) < 0.0) {
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var negativeCurrentOrientation = {
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x: -currentOrientation.x,
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y: -currentOrientation.y,
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z: -currentOrientation.z,
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w: -currentOrientation.w
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var negativeCurrentOrientation = {
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x: -currentOrientation.x,
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y: -currentOrientation.y,
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z: -currentOrientation.z,
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w: -currentOrientation.w
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};
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var avatarDeltaOrientation = Quat.multiply(negativeCurrentOrientation, Quat.inverse(this.currentAvatarOrientation));
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} else {
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@ -389,8 +404,8 @@ function MyController(hand, triggerAction) {
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}
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var handToAvatar = Vec3.subtract(handControllerPosition, this.currentAvatarPosition);
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var objectToAvatar = Vec3.subtract(this.currentObjectPosition, this.currentAvatarPosition);
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var handMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, handToAvatar), handToAvatar);
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var objectMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, objectToAvatar), objectToAvatar);
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var handMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, handToAvatar), handToAvatar);
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var objectMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, objectToAvatar), objectToAvatar);
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this.currentAvatarOrientation = currentOrientation;
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// how far did hand move this timestep?
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@ -411,7 +426,7 @@ function MyController(hand, triggerAction) {
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var now = Date.now();
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var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
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this.computeReleaseVelocity(deltaPosition, deltaTime, false);
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this.currentObjectPosition = newObjectPosition;
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this.currentObjectTime = now;
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@ -431,7 +446,7 @@ function MyController(hand, triggerAction) {
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});
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};
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this.nearGrabbing = function() {
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this.nearGrabbing = function () {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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@ -440,8 +455,7 @@ function MyController(hand, triggerAction) {
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this.lineOff();
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
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["position", "rotation", "gravity", "ignoreForCollisions"]);
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation", "gravity", "ignoreForCollisions"]);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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var handRotation = this.getHandRotation();
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@ -480,7 +494,7 @@ function MyController(hand, triggerAction) {
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this.currentObjectTime = Date.now();
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};
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this.continueNearGrabbing = function() {
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this.continueNearGrabbing = function () {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -504,10 +518,12 @@ function MyController(hand, triggerAction) {
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this.currentObjectTime = now;
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
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Entities.updateAction(this.grabbedEntity, this.actionID, {lifetime: ACTION_LIFETIME});
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Entities.updateAction(this.grabbedEntity, this.actionID, {
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lifetime: ACTION_LIFETIME
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});
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};
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this.nearGrabbingNonColliding = function() {
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this.nearGrabbingNonColliding = function () {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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@ -521,16 +537,48 @@ function MyController(hand, triggerAction) {
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this.setState(STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING);
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};
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this.continueNearGrabbingNonColliding = function() {
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this.farGrabbingNonColliding = function () {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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}
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if (this.hand === RIGHT_HAND) {
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Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
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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, "startFarGrabNonColliding");
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this.setState(STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING);
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};
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this.continueNearGrabbingNonColliding = function () {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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}
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrabbingNonColliding");
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};
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this.continueFarGrabbingNonColliding = function () {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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}
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var handPosition = this.getHandPosition();
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var pickRay = {
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origin: handPosition,
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direction: Quat.getUp(this.getHandRotation())
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};
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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Entities.callEntityMethod(this.grabbedEntity, "continueFarGrabbingNonColliding");
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};
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_this.allTouchedIDs = {};
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this.touchTest = function() {
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this.touchTest = function () {
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var maxDistance = 0.05;
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var leftHandPosition = MyAvatar.getLeftPalmPosition();
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var rightHandPosition = MyAvatar.getRightPalmPosition();
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@ -539,19 +587,19 @@ function MyController(hand, triggerAction) {
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var ids = [];
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if (leftEntities.length !== 0) {
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leftEntities.forEach(function(entity) {
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leftEntities.forEach(function (entity) {
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ids.push(entity);
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});
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}
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if (rightEntities.length !== 0) {
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rightEntities.forEach(function(entity) {
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rightEntities.forEach(function (entity) {
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ids.push(entity);
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});
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}
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ids.forEach(function(id) {
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ids.forEach(function (id) {
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var props = Entities.getEntityProperties(id, ["boundingBox", "name"]);
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if (props.name === 'pointer') {
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@ -584,19 +632,19 @@ function MyController(hand, triggerAction) {
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};
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this.startTouch = function(entityID) {
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this.startTouch = function (entityID) {
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Entities.callEntityMethod(entityID, "startTouch");
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};
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this.continueTouch = function(entityID) {
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this.continueTouch = function (entityID) {
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Entities.callEntityMethod(entityID, "continueTouch");
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};
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this.stopTouch = function(entityID) {
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this.stopTouch = function (entityID) {
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Entities.callEntityMethod(entityID, "stopTouch");
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};
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this.computeReleaseVelocity = function(deltaPosition, deltaTime, useMultiplier) {
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this.computeReleaseVelocity = function (deltaPosition, deltaTime, useMultiplier) {
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if (deltaTime > 0.0 && !vec3equal(deltaPosition, ZERO_VEC)) {
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var grabbedVelocity = Vec3.multiply(deltaPosition, 1.0 / deltaTime);
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// don't update grabbedVelocity if the trigger is off. the smoothing of the trigger
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@ -613,13 +661,13 @@ function MyController(hand, triggerAction) {
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}
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};
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this.release = function() {
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this.release = function () {
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this.lineOff();
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if (this.grabbedEntity !== null) {
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if(this.actionID !== null) {
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Entities.deleteAction(this.grabbedEntity, this.actionID);
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if (this.actionID !== null) {
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Entities.deleteAction(this.grabbedEntity, this.actionID);
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}
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Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
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}
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@ -637,11 +685,11 @@ function MyController(hand, triggerAction) {
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this.setState(STATE_OFF);
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};
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this.cleanup = function() {
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this.cleanup = function () {
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this.release();
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};
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this.activateEntity = function(entityID, grabbedProperties) {
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this.activateEntity = function (entityID, grabbedProperties) {
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var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
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data["activated"] = true;
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data["avatarId"] = MyAvatar.sessionUUID;
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@ -650,12 +698,19 @@ function MyController(hand, triggerAction) {
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if (data["refCount"] == 1) {
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data["gravity"] = grabbedProperties.gravity;
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data["ignoreForCollisions"] = grabbedProperties.ignoreForCollisions;
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Entities.editEntity(entityID, {gravity: {x:0, y:0, z:0}, ignoreForCollisions: true});
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Entities.editEntity(entityID, {
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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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||||
ignoreForCollisions: true
|
||||
});
|
||||
}
|
||||
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
|
||||
};
|
||||
|
||||
this.deactivateEntity = function(entityID) {
|
||||
this.deactivateEntity = function (entityID) {
|
||||
var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
|
||||
if (data && data["refCount"]) {
|
||||
data["refCount"] = data["refCount"] - 1;
|
||||
|
@ -687,4 +742,4 @@ function cleanup() {
|
|||
}
|
||||
|
||||
Script.scriptEnding.connect(cleanup);
|
||||
Script.update.connect(update);
|
||||
Script.update.connect(update);
|
Loading…
Reference in a new issue