Merge pull request #4331 from PhilipRosedale/master

Toyball is a textured baseball, added ability to get controller angular velocity
This commit is contained in:
Andrew Meadows 2015-02-24 12:19:20 -08:00
commit efcac708b6
7 changed files with 85 additions and 22 deletions

View file

@ -29,15 +29,21 @@ var RIGHT_BUTTON_FWD = 11;
var RIGHT_BUTTON_3 = 9;
var BALL_RADIUS = 0.08;
var GRAVITY_STRENGTH = 1.0;
var GRAVITY_STRENGTH = 3.0;
var HELD_COLOR = { red: 240, green: 0, blue: 0 };
var THROWN_COLOR = { red: 128, green: 0, blue: 0 };
var averageLinearVelocity = [ { x: 0, y: 0, z : 0 }, { x: 0, y: 0, z : 0 } ];
var LIFETIME_SECONDS = 600;
var BALL_MODEL_URL = "https://hifi-public.s3.amazonaws.com/ryan/baseball4.fbx";
var leftBallAlreadyInHand = false;
var rightBallAlreadyInHand = false;
var leftHandEntity;
var rightHandEntity;
var leftHandEntity = false;
var rightHandEntity = false;
var newSound = SoundCache.getSound("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/throw.raw");
var catchSound = SoundCache.getSound("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/catch.raw");
@ -67,28 +73,51 @@ function checkControllerSide(whichSide) {
var BUTTON_3;
var TRIGGER;
var palmPosition;
var palmRotation;
var ballAlreadyInHand;
var handMessage;
var linearVelocity;
var angularVelocity;
var AVERAGE_FACTOR = 0.33;
if (whichSide == LEFT_PALM) {
BUTTON_FWD = LEFT_BUTTON_FWD;
BUTTON_3 = LEFT_BUTTON_3;
TRIGGER = 0;
palmPosition = Controller.getSpatialControlPosition(LEFT_PALM);
palmRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(LEFT_PALM));
ballAlreadyInHand = leftBallAlreadyInHand;
handMessage = "LEFT";
averageLinearVelocity[0] = Vec3.sum(Vec3.multiply(AVERAGE_FACTOR, Controller.getSpatialControlVelocity(LEFT_TIP)),
Vec3.multiply(1.0 - AVERAGE_FACTOR, averageLinearVelocity[0]));
linearVelocity = averageLinearVelocity[0];
angularVelocity = Vec3.multiplyQbyV(MyAvatar.orientation, Controller.getSpatialControlRawAngularVelocity(LEFT_TIP));
angularVelocity = Vec3.multiply(180.0 / Math.PI, angularVelocity);
} else {
BUTTON_FWD = RIGHT_BUTTON_FWD;
BUTTON_3 = RIGHT_BUTTON_3;
TRIGGER = 1;
palmPosition = Controller.getSpatialControlPosition(RIGHT_PALM);
palmRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(RIGHT_PALM));
ballAlreadyInHand = rightBallAlreadyInHand;
averageLinearVelocity[1] = Vec3.sum(Vec3.multiply(AVERAGE_FACTOR, Controller.getSpatialControlVelocity(RIGHT_TIP)),
Vec3.multiply(1.0 - AVERAGE_FACTOR, averageLinearVelocity[1]));
linearVelocity = averageLinearVelocity[1];
angularVelocity = Vec3.multiplyQbyV(MyAvatar.orientation, Controller.getSpatialControlRawAngularVelocity(RIGHT_TIP));
angularVelocity = Vec3.multiply(180.0 / Math.PI, angularVelocity);
handMessage = "RIGHT";
}
var grabButtonPressed = (Controller.isButtonPressed(BUTTON_FWD) || Controller.isButtonPressed(BUTTON_3) || (Controller.getTriggerValue(TRIGGER) > 0.5));
// If I don't currently have a ball in my hand, then try to catch closest one
if (leftHandEntity && !leftHandEntity.isKnownID) {
leftHandEntity = Entities.identifyEntity(leftHandEntity);
}
if (rightHandEntity && !rightHandEntity.isKnownID) {
rightHandEntity = Entities.identifyEntity(rightHandEntity);
}
if (!ballAlreadyInHand && grabButtonPressed) {
var closestEntity = Entities.findClosestEntity(palmPosition, targetRadius);
@ -107,13 +136,14 @@ function checkControllerSide(whichSide) {
var properties = { position: { x: ballPosition.x,
y: ballPosition.y,
z: ballPosition.z },
color: HELD_COLOR,
rotation: palmRotation,
color: HELD_COLOR,
velocity : { x: 0, y: 0, z: 0},
lifetime : 600,
inHand: true };
gravity: { x: 0, y: 0, z: 0}
};
Entities.editEntity(closestEntity, properties);
Audio.playSound(catchSound, { position: ballPosition });
Audio.playSound(catchSound, { position: ballPosition });
return; // exit early
}
@ -129,18 +159,20 @@ function checkControllerSide(whichSide) {
if (grabButtonPressed && !ballAlreadyInHand) {
var ballPosition = getBallHoldPosition(whichSide);
var properties = {
type: "Sphere",
type: "Model",
modelURL: BALL_MODEL_URL,
position: { x: ballPosition.x,
y: ballPosition.y,
z: ballPosition.z },
z: ballPosition.z },
rotation: palmRotation,
velocity: { x: 0, y: 0, z: 0},
gravity: { x: 0, y: 0, z: 0},
inHand: true,
dimensions: { x: BALL_RADIUS * 2, y: BALL_RADIUS * 2, z: BALL_RADIUS * 2 },
damping: 0.00001,
shapeType: "sphere",
collisionsWillMove: false,
color: HELD_COLOR,
lifetime: 600 // 10 seconds - same as default, not needed but here as an example
lifetime: LIFETIME_SECONDS
};
newEntity = Entities.addEntity(properties);
@ -174,21 +206,20 @@ function checkControllerSide(whichSide) {
var properties = { position: { x: ballPosition.x,
y: ballPosition.y,
z: ballPosition.z },
rotation: palmRotation,
velocity: { x: 0, y: 0, z: 0},
gravity: { x: 0, y: 0, z: 0},
};
Entities.editEntity(handEntity, properties);
} else {
debugPrint(">>>>> " + handMessage + "-BALL IN HAND, not grabbing, THROW!!!");
// If toy ball just released, add velocity to it!
var tipVelocity = Controller.getSpatialControlVelocity(whichTip);
var THROWN_VELOCITY_SCALING = 1.5;
var properties = {
velocity: { x: tipVelocity.x * THROWN_VELOCITY_SCALING,
y: tipVelocity.y * THROWN_VELOCITY_SCALING,
z: tipVelocity.z * THROWN_VELOCITY_SCALING } ,
velocity: linearVelocity,
rotation: palmRotation,
angularVelocity: angularVelocity,
collisionsWillMove: true,
inHand: false,
color: THROWN_COLOR,
lifetime: 10,
gravity: { x: 0, y: -GRAVITY_STRENGTH, z: 0},
};
@ -216,7 +247,7 @@ function checkController(deltaTime) {
// this is expected for hydras
if (!(numberOfButtons==12 && numberOfTriggers == 2 && controllersPerTrigger == 2)) {
debugPrint("no hydra connected?");
debugPrint("total buttons = " + numberOfButtons + ", Triggers = " + numberOfTriggers + ", controllers/trigger = " + controllersPerTrigger);
return; // bail if no hydra
}

View file

@ -53,8 +53,10 @@ function shootDice(position, velocity) {
position: position,
velocity: velocity,
rotation: Quat.fromPitchYawRollDegrees(Math.random() * 360, Math.random() * 360, Math.random() * 360),
angularVelocity: { x: Math.random() * 100, y: Math.random() * 100, z: Math.random() * 100 },
lifetime: LIFETIME,
gravity: { x: 0, y: GRAVITY, z: 0 },
shapeType: "box",
collisionsWillMove: true
}));
position = Vec3.sum(position, Vec3.multiply(DIE_SIZE, Vec3.normalize(Quat.getRight(Camera.getOrientation()))));

View file

@ -260,6 +260,18 @@ void SixenseManager::update(float deltaTime) {
float sign = (i == 0) ? -1.0f : 1.0f;
rotation *= glm::angleAxis(sign * PI/4.0f, glm::vec3(0.0f, 0.0f, 1.0f));
// Angular Velocity of Palm
glm::quat deltaRotation = rotation * glm::inverse(palm->getRawRotation());
glm::vec3 angularVelocity(0.0f);
float rotationAngle = glm::angle(deltaRotation);
if ((rotationAngle > EPSILON) && (deltaTime > 0.0f)) {
angularVelocity = glm::normalize(glm::axis(deltaRotation));
angularVelocity *= (rotationAngle / deltaTime);
palm->setRawAngularVelocity(angularVelocity);
} else {
palm->setRawAngularVelocity(glm::vec3(0.0f));
}
if (_lowVelocityFilter) {
// Use a velocity sensitive filter to damp small motions and preserve large ones with
// no latency.

View file

@ -208,6 +208,21 @@ glm::quat ControllerScriptingInterface::getSpatialControlRawRotation(int control
}
return glm::quat(); // bad index
}
glm::vec3 ControllerScriptingInterface::getSpatialControlRawAngularVelocity(int controlIndex) const {
int palmIndex = controlIndex / NUMBER_OF_SPATIALCONTROLS_PER_PALM;
int controlOfPalm = controlIndex % NUMBER_OF_SPATIALCONTROLS_PER_PALM;
const PalmData* palmData = getActivePalm(palmIndex);
if (palmData) {
switch (controlOfPalm) {
case PALM_SPATIALCONTROL:
return palmData->getRawAngularVelocity();
case TIP_SPATIALCONTROL:
return palmData->getRawAngularVelocity(); // Tip = palm angular velocity
}
}
return glm::vec3(0); // bad index
}
glm::vec3 ControllerScriptingInterface::getSpatialControlNormal(int controlIndex) const {
int palmIndex = controlIndex / NUMBER_OF_SPATIALCONTROLS_PER_PALM;

View file

@ -96,6 +96,7 @@ public slots:
virtual glm::vec3 getSpatialControlVelocity(int controlIndex) const;
virtual glm::vec3 getSpatialControlNormal(int controlIndex) const;
virtual glm::quat getSpatialControlRawRotation(int controlIndex) const;
virtual glm::vec3 getSpatialControlRawAngularVelocity(int controlIndex) const;
virtual void captureKeyEvents(const KeyEvent& event);
virtual void releaseKeyEvents(const KeyEvent& event);

View file

@ -67,7 +67,7 @@ PalmData::PalmData(HandData* owningHandData) :
_rawRotation(0.0f, 0.0f, 0.0f, 1.0f),
_rawPosition(0.0f),
_rawVelocity(0.0f),
_rotationalVelocity(0.0f),
_rawAngularVelocity(0.0f),
_totalPenetration(0.0f),
_controllerButtons(0),
_isActive(false),

View file

@ -98,6 +98,8 @@ public:
void setRawPosition(const glm::vec3& pos) { _rawPosition = pos; }
void setRawVelocity(const glm::vec3& velocity) { _rawVelocity = velocity; }
const glm::vec3& getRawVelocity() const { return _rawVelocity; }
void setRawAngularVelocity(const glm::vec3& angularVelocity) { _rawAngularVelocity = angularVelocity; }
const glm::vec3& getRawAngularVelocity() const { return _rawAngularVelocity; }
void addToPosition(const glm::vec3& delta);
void addToPenetration(const glm::vec3& penetration) { _totalPenetration += penetration; }
@ -148,7 +150,7 @@ private:
glm::quat _rawRotation;
glm::vec3 _rawPosition;
glm::vec3 _rawVelocity;
glm::vec3 _rotationalVelocity;
glm::vec3 _rawAngularVelocity;
glm::quat _lastRotation;
glm::vec3 _tipPosition;