// // scripts/system/libraries/handTouch.js // // Created by Luis Cuenca on 12/29/17 // Copyright 2017 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 // /* jslint bitwise: true */ /* global Script, Overlays, Controller, Vec3, MyAvatar, Entities */ (function(){ var updateFingerWithIndex = 0; // Keys to access finger data var fingerKeys = ["pinky", "ring", "middle", "index", "thumb"]; // Additionally close the hands to achieve a grabbing effect var grabPercent = { left: 0, right: 0 }; // var isGrabbing = false; var Palm = function() { this.position = {x:0, y:0, z:0}; this.perpendicular = {x:0, y:0, z:0}; this.distance = 0; this.fingers = { pinky: {x:0, y:0, z:0}, middle: {x:0, y:0, z:0}, ring: {x:0, y:0, z:0}, thumb: {x:0, y:0, z:0}, index: {x:0, y:0, z:0} }; this.set = false; }; var palmData = { left: new Palm(), right: new Palm() }; var handJointNames = {left: "LeftHand", right: "RightHand"}; // Store which fingers are touching - if all false restate the default poses var isTouching = { left: { pinky: false, middle: false, ring: false, thumb: false, index: false }, right: { pinky: false, middle: false, ring: false, thumb: false, index: false } }; // frame count for transition to default pose var countToDefault = { left: 0, right: 0 }; // joint data for opened pose var dataOpen = { left: { pinky:[{x: -0.0066, y:-0.0224, z:-0.2174, w:0.9758},{x: 0.0112, y:0.0001, z:0.0093, w:0.9999},{x: -0.0346, y:0.0003, z:-0.0073, w:0.9994}], ring:[{x: -0.0029, y:-0.0094, z:-0.1413, w:0.9899},{x: 0.0112, y:0.0001, z:0.0059, w:0.9999},{x: -0.0346, y:0.0002, z:-0.006, w:0.9994}], middle:[{x: -0.0016, y:0, z:-0.0286, w:0.9996},{x: 0.0112, y:-0.0001, z:-0.0063, w:0.9999},{x: -0.0346, y:-0.0003, z:0.0073, w:0.9994}], index:[{x: -0.0016, y:0.0001, z:0.0199, w:0.9998},{x: 0.0112, y:0, z:0.0081, w:0.9999},{x: -0.0346, y:0.0008, z:-0.023, w:0.9991}], thumb:[{x: 0.0354, y:0.0363, z:0.3275, w:0.9435},{x: -0.0945, y:0.0938, z:0.0995, w:0.9861},{x: -0.0952, y:0.0718, z:0.1382, w:0.9832}] }, right: { pinky:[{x: -0.0034, y:0.023, z:0.1051, w:0.9942},{x: 0.0106, y:-0.0001, z:-0.0091, w:0.9999},{x: -0.0346, y:-0.0003, z:0.0075, w:0.9994}], ring:[{x: -0.0013, y:0.0097, z:0.0311, w:0.9995},{x: 0.0106, y:-0.0001, z:-0.0056, w:0.9999},{x: -0.0346, y:-0.0002, z:0.0061, w:0.9994}], middle:[{x: -0.001, y:0, z:0.0285, w:0.9996},{x: 0.0106, y:0.0001, z:0.0062, w:0.9999},{x: -0.0346, y:0.0003, z:-0.0074, w:0.9994}], index:[{x: -0.001, y:0, z:-0.0199, w:0.9998},{x: 0.0106, y:-0.0001, z:-0.0079, w:0.9999},{x: -0.0346, y:-0.0008, z:0.0229, w:0.9991}], thumb:[{x: 0.0355, y:-0.0363, z:-0.3263, w:0.9439},{x: -0.0946, y:-0.0938, z:-0.0996, w:0.9861},{x: -0.0952, y:-0.0719, z:-0.1376, w:0.9833}] } }; var dataClose = { left: { pinky:[{x: 0.5878, y:-0.1735, z:-0.1123, w:0.7821},{x: 0.5704, y:0.0053, z:0.0076, w:0.8213},{x: 0.6069, y:-0.0044, z:-0.0058, w:0.7947}], ring:[{x: 0.5761, y:-0.0989, z:-0.1025, w:0.8048},{x: 0.5332, y:0.0032, z:0.005, w:0.846},{x: 0.5773, y:-0.0035, z:-0.0049, w:0.8165}], middle:[{x: 0.543, y:-0.0469, z:-0.0333, w:0.8378},{x: 0.5419, y:-0.0034, z:-0.0053, w:0.8404},{x: 0.5015, y:0.0037, z:0.0063, w:0.8651}], index:[{x: 0.3051, y:-0.0156, z:-0.014, w:0.9521},{x: 0.6414, y:0.0051, z:0.0063, w:0.7671},{x: 0.5646, y:-0.013, z:-0.019, w:0.8251}], thumb:[{x: 0.313, y:-0.0348, z:0.3192, w:0.8938},{x: 0, y:0, z:-0.37, w:0.929},{x: 0, y:0, z:-0.2604, w:0.9655}] }, right: { pinky:[{x: 0.5881, y:0.1728, z:0.1114, w:0.7823},{x: 0.5704, y:-0.0052, z:-0.0075, w:0.8213},{x: 0.6069, y:0.0046, z:0.006, w:0.7947}], ring:[{x: 0.5729, y:0.1181, z:0.0898, w:0.8061},{x: 0.5332, y:-0.003, z:-0.0048, w:0.846},{x: 0.5773, y:0.0035, z:0.005, w:0.8165}], middle:[{x: 0.543, y:0.0468, z:0.0332, w:0.8378},{x: 0.5419, y:0.0034, z:0.0052, w:0.8404},{x: 0.5047, y:-0.0037, z:-0.0064, w:0.8632}], index:[{x: 0.306, y:-0.0076, z:-0.0584, w:0.9502},{x: 0.6409, y:-0.005, z:-0.006, w:0.7675},{x: 0.5646, y:0.0129, z:0.0189, w:0.8251}], thumb:[{x: 0.313, y:0.0352, z:-0.3181, w:0.8942},{x: 0, y:0, z:0.3698, w:0.9291},{x: 0, y:0, z:0.2609, w:0.9654}] } }; // snapshot for the default pose var dataDefault = { left:{ pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], set: false }, right:{ pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], set: false } }; // joint data for the current frame var dataCurrent = { left:{ pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}] }, right:{ pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}] } }; // interpolated values on joint data to smooth movement var dataDelta = { left:{ pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}] }, right:{ pinky:[{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], middle: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], ring: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], thumb: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}], index: [{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0},{x: 0, y: 0, z: 0, w: 0}] } }; // Acquire an updated value per hand every 5 frames when finger is touching (faster in) var touchAnimationSteps = 5; // Acquire an updated value per hand every 10 frames when finger is returning to default position (slower out) var defaultAnimationSteps = 10; // Debugging info var showSphere = false; var showLines = false; // This get setup on creation var linesCreated = false; var sphereCreated = false; // Register object with API Debugger var varsToDebug = { scriptLoaded: false, toggleDebugSphere: function(){ showSphere = !showSphere; if (showSphere && !sphereCreated) { createDebugSphere(); sphereCreated = true; } }, toggleDebugLines: function(){ showLines = !showLines; if (showLines && !linesCreated) { createDebugLines(); linesCreated = true; } }, fingerPercent: { left: { pinky: 0.38, middle: 0.38, ring: 0.38, thumb: 0.38, index: 0.38 } , right: { pinky: 0.38, middle: 0.38, ring: 0.38, thumb: 0.38, index: 0.38 } }, triggerValues: { leftTriggerValue: 0, leftTriggerClicked: 0, rightTriggerValue: 0, rightTriggerClicked: 0, leftSecondaryValue: 0, rightSecondaryValue: 0 }, palmData: { left: new Palm(), right: new Palm() }, offset: {x:0, y:0, z:0}, avatarLoaded: false }; // Add/Subtract the joint data - per finger joint function addVals(val1, val2, sign) { var val = []; if (val1.length != val2.length) return; for (var i = 0; i < val1.length; i++) { val.push({x: 0, y: 0, z: 0, w: 0}); val[i].x = val1[i].x + sign*val2[i].x; val[i].y = val1[i].y + sign*val2[i].y; val[i].z = val1[i].z + sign*val2[i].z; val[i].w = val1[i].w + sign*val2[i].w; } return val; } // Multiply/Divide the joint data - per finger joint function multiplyValsBy(val1, num) { var val = []; for (var i = 0; i < val1.length; i++) { val.push({x: 0, y: 0, z: 0, w: 0}); val[i].x = val1[i].x * num; val[i].y = val1[i].y * num; val[i].z = val1[i].z * num; val[i].w = val1[i].w * num; } return val; } // Calculate the finger lengths by adding its joint lengths function getJointDistances(jointNamesArray) { var result = {distances: [], totalDistance: 0}; for (var i = 1; i < jointNamesArray.length; i++) { var index0 = MyAvatar.getJointIndex(jointNamesArray[i-1]); var index1 = MyAvatar.getJointIndex(jointNamesArray[i]); var pos0 = MyAvatar.getJointPosition(index0); var pos1 = MyAvatar.getJointPosition(index1); var distance = Vec3.distance(pos0, pos1); result.distances.push(distance); result.totalDistance += distance; } return result; } function dataRelativeToWorld(side, dataIn, dataOut) { var handJoint = handJointNames[side]; var jointIndex = MyAvatar.getJointIndex(handJoint); var worldPosHand = MyAvatar.jointToWorldPoint({x:0, y:0, z:0}, jointIndex); dataOut.position = MyAvatar.jointToWorldPoint(dataIn.position, jointIndex); // dataOut.perpendicular = Vec3.subtract(MyAvatar.jointToWorldPoint(dataIn.perpendicular, jointIndex), worldPosHand); var localPerpendicular = side == "right" ? {x:0.2, y:0, z:1} : {x:-0.2, y:0, z:1}; dataOut.perpendicular = Vec3.normalize(Vec3.subtract(MyAvatar.jointToWorldPoint(localPerpendicular, jointIndex), worldPosHand)); dataOut.distance = dataIn.distance; for (var i = 0; i < fingerKeys.length; i++) { var finger = fingerKeys[i]; dataOut.fingers[finger] = MyAvatar.jointToWorldPoint(dataIn.fingers[finger], jointIndex); } } function dataRelativeToHandJoint(side, dataIn, dataOut) { var handJoint = handJointNames[side]; var jointIndex = MyAvatar.getJointIndex(handJoint); var worldPosHand = MyAvatar.jointToWorldPoint({x:0, y:0, z:0}, jointIndex); dataOut.position = MyAvatar.worldToJointPoint(dataIn.position, jointIndex); dataOut.perpendicular = MyAvatar.worldToJointPoint(Vec3.sum(worldPosHand, dataIn.perpendicular), jointIndex); dataOut.distance = dataIn.distance; for (var i = 0; i < fingerKeys.length; i++) { var finger = fingerKeys[i]; dataOut.fingers[finger] = MyAvatar.worldToJointPoint(dataIn.fingers[finger], jointIndex); } } // 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 = new Palm(); 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 var worldPosHand = MyAvatar.jointToWorldPoint(jointOffset, jointIndexHand); var minusWorldPosHand = {x:-worldPosHand.x, y:-worldPosHand.y, z:-worldPosHand.z}; // 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}; var thumbLength = 0; var weightCount = 0; // Calculate palm center var handJointWeight = 1; var fingerJointWeight = 2; var palmCenter = {x:0, y:0, z:0}; palmCenter = Vec3.sum(worldPosHand, palmCenter); weightCount += handJointWeight; for (var i = 0; i < fingerKeys.length; i++) { var finger = fingerKeys[i]; var jointSuffixes = 4; // Get 4 joint names with suffix numbers (0, 1, 2, 3) var jointNames = getJointNames(side, finger, jointSuffixes); var fingerLength = getJointDistances(jointNames).totalDistance; var jointIndex = MyAvatar.getJointIndex(jointNames[0]); positions[finger] = MyAvatar.jointToWorldPoint(jointOffset, jointIndex); directions[finger] = Vec3.normalize(Vec3.sum(positions[finger], minusWorldPosHand)); data.fingers[finger] = Vec3.sum(positions[finger], Vec3.multiply(fingerLength, directions[finger])); if (finger != "thumb") { // finger joints have double the weight than the hand joint // This would better position the palm estimation palmCenter = Vec3.sum(Vec3.multiply(fingerJointWeight, positions[finger]), palmCenter); weightCount += fingerJointWeight; } else { thumbLength = fingerLength; } } // perpendicular change direction depending on the side data.perpendicular = (side == "right") ? Vec3.normalize(Vec3.cross(directions.index, directions.pinky)): Vec3.normalize(Vec3.cross(directions.pinky, directions.index)); data.position = Vec3.multiply(1.0/weightCount, palmCenter); if (side == "right") varsToDebug.offset = MyAvatar.worldToJointPoint(worldPosHand, jointIndexHand); var palmDistanceMultiplier = 1.55; // 1.55 based on test/error for the sphere radius that best fits the hand data.distance = palmDistanceMultiplier*Vec3.distance(data.position, positions.index); // move back thumb ray origin var thumbBackMultiplier = 0.2; data.fingers.thumb = Vec3.sum(data.fingers.thumb, Vec3.multiply( -thumbBackMultiplier * thumbLength, data.perpendicular)); //return getDataRelativeToHandJoint(side, data); dataRelativeToHandJoint(side, data, palmData[side]); palmData[side].set = true; // return palmData[side]; } // Register GlobalDebugger for API Debugger Script.registerValue("GlobalDebugger", varsToDebug); // 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 } }; // Create debug overlays - finger rays + palm rays + spheres var palmRay, sphereHand; function createDebugLines() { for (var i = 0; i < fingerKeys.length; i++) { fingerRays.left[fingerKeys[i]] = Overlays.addOverlay("line3d", { color: { red: 0, green: 0, blue: 255 }, start: { x:0, y:0, z:0 }, end: { x:0, y:1, z:0 }, visible: showLines }); fingerRays.right[fingerKeys[i]] = Overlays.addOverlay("line3d", { color: { red: 0, green: 0, blue: 255 }, start: { x:0, y:0, z:0 }, end: { x:0, y:1, z:0 }, visible: showLines }); } palmRay = { left: Overlays.addOverlay("line3d", { color: { red: 255, green: 0, blue: 0 }, start: { x:0, y:0, z:0 }, end: { x:0, y:1, z:0 }, visible: showLines }), right: Overlays.addOverlay("line3d", { color: { red: 255, green: 0, blue: 0 }, start: { x:0, y:0, z:0 }, end: { x:0, y:1, z:0 }, visible: showLines }) }; linesCreated = true; } function createDebugSphere() { sphereHand = { right: Overlays.addOverlay("sphere", { position: MyAvatar.position, color: { red: 0, green: 255, blue: 0 }, scale: { x: 0.01, y: 0.01, z: 0.01 }, visible: showSphere }), left: Overlays.addOverlay("sphere", { position: MyAvatar.position, color: { red: 0, green: 255, blue: 0 }, scale: { x: 0.01, y: 0.01, z: 0.01 }, visible: showSphere }) }; sphereCreated = true; } function acquireDefaultPose(side) { for (var i = 0; i < fingerKeys.length; i++) { var finger = fingerKeys[i]; var jointSuffixes = 3; // We need rotation of the 0, 1 and 2 joints var names = getJointNames(side, finger, jointSuffixes); for (var j = 0; j < names.length; j++) { var index = MyAvatar.getJointIndex(names[j]); var rotation = MyAvatar.getJointRotation(index); dataDefault[side][finger][j] = dataCurrent[side][finger][j] = rotation; } } dataDefault[side].set = true; } function updateSphereHand(side) { var data = new Palm(); dataRelativeToWorld(side, palmData[side], data); varsToDebug.palmData[side] = palmData[side]; var palmPoint = data.position; var LOOKUP_DISTANCE_MULTIPLIER = 1.5; var dist = LOOKUP_DISTANCE_MULTIPLIER*data.distance; // Situate the debugging overlays var checkOffset = { x: data.perpendicular.x * dist, y: data.perpendicular.y * dist, z: data.perpendicular.z * dist }; var spherePos = Vec3.sum(palmPoint, checkOffset); var checkPoint = Vec3.sum(palmPoint, Vec3.multiply(2, checkOffset)); if (showLines) { Overlays.editOverlay(palmRay[side], { start: palmPoint, end: checkPoint, visible: showLines }); for (var i = 0; i < fingerKeys.length; i++) { Overlays.editOverlay(fingerRays[side][fingerKeys[i]], { start: data.fingers[fingerKeys[i]], end: checkPoint, visible: showLines }); } } if (showSphere) { Overlays.editOverlay(sphereHand[side], { position: spherePos, scale: { x: 2*dist, y: 2*dist, z: 2*dist }, visible: showSphere }); } // Update the intersection of only one finger at a time var finger = fingerKeys[updateFingerWithIndex]; var grabbables = Entities.findEntities(spherePos, dist); var newFingerData = dataDefault[side][finger]; var animationSteps = defaultAnimationSteps; if (grabbables.length > 0) { var origin = data.fingers[finger]; var direction = Vec3.normalize(Vec3.subtract(checkPoint, origin)); var intersection = Entities.findRayIntersection({origin: origin, direction: direction}, true, grabbables, [], true, false); var percent = 0; // Initialize var isAbleToGrab = intersection.intersects && intersection.distance < LOOKUP_DISTANCE_MULTIPLIER*dist; if (isAbleToGrab && !getTouching(side)) { acquireDefaultPose(side); // take a snapshot of the default pose before touch starts newFingerData = dataDefault[side][finger]; // assign default pose to finger data } // Store if this finger is touching something isTouching[side][finger] = isAbleToGrab; if (isAbleToGrab) { // update the open/close percentage for this finger var FINGER_REACT_MULTIPLIER = 2.8; percent = intersection.distance/(FINGER_REACT_MULTIPLIER*dist); var THUMB_FACTOR = 0.2; var FINGER_FACTOR = 0.05; var grabMultiplier = finger === "thumb" ? THUMB_FACTOR : FINGER_FACTOR; // Amount of grab coefficient added to the fingers - thumb is higher percent += grabMultiplier * grabPercent[side]; // Calculate new interpolation data var totalDistance = addVals(dataClose[side][finger], dataOpen[side][finger], -1); newFingerData = addVals(dataOpen[side][finger], multiplyValsBy(totalDistance, percent), 1); // assign close/open ratio to finger to simulate touch animationSteps = touchAnimationSteps; } varsToDebug.fingerPercent[side][finger] = percent; } // Calculate animation increments dataDelta[side][finger] = multiplyValsBy(addVals(newFingerData, dataCurrent[side][finger], -1), 1.0/animationSteps); } // Recreate the finger joint names function getJointNames(side, finger, count) { var names = []; for (var i = 1; i < count+1; i++) { var name = side[0].toUpperCase()+side.substring(1)+"Hand"+finger[0].toUpperCase()+finger.substring(1)+(i); names.push(name); } return names; } // Capture the controller values var leftTriggerPress = function (value) { varsToDebug.triggerValues.leftTriggerValue = value; // the value for the trigger increments the hand-close percentage grabPercent.left = value; }; var leftTriggerClick = function (value) { varsToDebug.triggerValues.leftTriggerClicked = value; }; var rightTriggerPress = function (value) { varsToDebug.triggerValues.rightTriggerValue = value; // the value for the trigger increments the hand-close percentage grabPercent.right = value; }; var rightTriggerClick = function (value) { varsToDebug.triggerValues.rightTriggerClicked = value; }; var leftSecondaryPress = function (value) { varsToDebug.triggerValues.leftSecondaryValue = value; }; var rightSecondaryPress = function (value) { varsToDebug.triggerValues.rightSecondaryValue = value; }; var MAPPING_NAME = "com.highfidelity.handTouch"; var mapping = Controller.newMapping(MAPPING_NAME); mapping.from([Controller.Standard.RT]).peek().to(rightTriggerPress); mapping.from([Controller.Standard.RTClick]).peek().to(rightTriggerClick); mapping.from([Controller.Standard.LT]).peek().to(leftTriggerPress); mapping.from([Controller.Standard.LTClick]).peek().to(leftTriggerClick); mapping.from([Controller.Standard.RB]).peek().to(rightSecondaryPress); mapping.from([Controller.Standard.LB]).peek().to(leftSecondaryPress); mapping.from([Controller.Standard.LeftGrip]).peek().to(leftSecondaryPress); mapping.from([Controller.Standard.RightGrip]).peek().to(rightSecondaryPress); Controller.enableMapping(MAPPING_NAME); if (showLines && !linesCreated) { createDebugLines(); linesCreated = true; } if (showSphere && !sphereCreated) { createDebugSphere(); sphereCreated = true; } function getTouching(side) { var animating = false; for (var i = 0; i < fingerKeys.length; i++) { var finger = fingerKeys[i]; animating = animating || isTouching[side][finger]; } return animating; // return false only if none of the fingers are touching } function reEstimatePalmData() { ["right", "left"].forEach(function(side){ estimatePalmData(side); }); } MyAvatar.onLoadComplete.connect(function () { // Sometimes the rig is not ready when this signal is trigger console.log("avatar loaded"); Script.setInterval(function(){ reEstimatePalmData(); }, 2000); }); MyAvatar.sensorToWorldScaleChanged.connect(function(){ reEstimatePalmData(); }); Script.scriptEnding.connect(function () { ["right", "left"].forEach(function(side){ if (linesCreated) { Overlays.deleteOverlay(palmRay[side]); } if (sphereCreated) { Overlays.deleteOverlay(sphereHand[side]); } for (var i = 0; i < fingerKeys.length; i++) { var finger = fingerKeys[i]; var jointSuffixes = 3; // We need to clear the joints 0, 1 and 2 joints var names = getJointNames(side, finger, jointSuffixes); for (var j = 0; j < names.length; j++) { var index = MyAvatar.getJointIndex(names[j]); MyAvatar.clearJointData(index); } if (linesCreated) { Overlays.deleteOverlay(fingerRays[side][finger]); } } }); }); Script.update.connect(function(){ // index of the finger that needs to be updated this frame updateFingerWithIndex = (updateFingerWithIndex < fingerKeys.length-1) ? updateFingerWithIndex + 1 : 0; ["right", "left"].forEach(function(side){ if (!palmData[side].set) { reEstimatePalmData(); } // recalculate the base data updateSphereHand(side); // this vars manage the transition to default pose var isHandTouching = getTouching(side); countToDefault[side] = isHandTouching ? 0 : countToDefault[side] + 1; for (var i = 0; i < fingerKeys.length; i++) { var finger = fingerKeys[i]; var jointSuffixes = 3; // We need to update rotation of the 0, 1 and 2 joints var names = getJointNames(side, finger, jointSuffixes); // Add the animation increments dataCurrent[side][finger] = addVals(dataCurrent[side][finger], dataDelta[side][finger], 1); // update every finger joint for (var j = 0; j < names.length; j++) { var index = MyAvatar.getJointIndex(names[j]); // if no finger is touching restate the default poses if (isHandTouching || (dataDefault[side].set && countToDefault[side] < 5*touchAnimationSteps)) { var quatRot = dataCurrent[side][finger][j]; MyAvatar.setJointRotation(index, quatRot); } else { MyAvatar.clearJointData(index); } } } }); }); }());