// // reticleHandAngularVelocityTest.js // examples/controllers // // Created by Brad Hefta-Gaub on 2015/12/15 // 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 // // If you set this to true, you will get the raw instantaneous angular velocity. // note: there is a LOT of noise in the hydra rotation, you will probably be very // frustrated with the level of jitter. var USE_INSTANTANEOUS_ANGULAR_VELOCITY = false; var whichHand = Controller.Standard.RightHand; var whichTrigger = Controller.Standard.RT; function msecTimestampNow() { var d = new Date(); return d.getTime(); } function length(posA, posB) { var dx = posA.x - posB.x; var dy = posA.y - posB.y; var length = Math.sqrt((dx*dx) + (dy*dy)) return length; } var EXPECTED_CHANGE = 50; var lastPos = Reticle.getPosition(); function moveReticle(dX, dY) { var globalPos = Reticle.getPosition(); // some debugging to see if position is jumping around on us... var distanceSinceLastMove = length(lastPos, globalPos); if (distanceSinceLastMove > EXPECTED_CHANGE) { print("------------------ distanceSinceLastMove:" + distanceSinceLastMove + "----------------------------"); } if (Math.abs(dX) > EXPECTED_CHANGE) { print("surpressing unexpectedly large change dX:" + dX + "----------------------------"); dX = 0; } if (Math.abs(dY) > EXPECTED_CHANGE) { print("surpressing unexpectedly large change dY:" + dY + "----------------------------"); dY = 0; } globalPos.x += dX; globalPos.y += dY; Reticle.setPosition(globalPos); lastPos = globalPos; } var firstTime = true; var lastTime = msecTimestampNow(); var previousRotation; var MAPPING_NAME = "com.highfidelity.testing.reticleWithHand"; var mapping = Controller.newMapping(MAPPING_NAME); mapping.from(whichTrigger).peek().constrainToInteger().to(Controller.Actions.ReticleClick); mapping.from(whichHand).peek().to(function(pose) { var MSECS_PER_SECOND = 1000; var now = msecTimestampNow(); var deltaMsecs = (now - lastTime); var deltaTime = deltaMsecs / MSECS_PER_SECOND; if (firstTime) { previousRotation = pose.rotation; lastTime = msecTimestampNow(); firstTime = false; } // pose.angularVelocity - is the angularVelocity in a "physics" sense, that // means the direction of the vector is the axis of symetry of rotation // and the scale of the vector is the speed in radians/second of rotation // around that axis. // // we want to deconstruct that in the portion of the rotation on the Y axis // and make that portion move our reticle in the horizontal/X direction // and the portion of the rotation on the X axis and make that portion // move our reticle in the veritcle/Y direction var xPart = -pose.angularVelocity.y; var yPart = -pose.angularVelocity.x; // pose.angularVelocity is "smoothed", we can calculate our own instantaneous // angular velocity as such: if (USE_INSTANTANEOUS_ANGULAR_VELOCITY) { var previousConjugate = Quat.conjugate(previousRotation); var deltaRotation = Quat.multiply(pose.rotation, previousConjugate); var normalizedDeltaRotation = Quat.normalize(deltaRotation); var axis = Quat.axis(normalizedDeltaRotation); var speed = Quat.angle(normalizedDeltaRotation) / deltaTime; var instantaneousAngularVelocity = Vec3.multiply(speed, axis); xPart = -instantaneousAngularVelocity.y; yPart = -instantaneousAngularVelocity.x; previousRotation = pose.rotation; } var MOVE_SCALE = 1; lastTime = now; var dX = (xPart * MOVE_SCALE) / deltaTime; var dY = (yPart * MOVE_SCALE) / deltaTime; moveReticle(dX, dY); }); mapping.enable(); Script.scriptEnding.connect(function(){ mapping.disable(); });