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121 lines
3.9 KiB
JavaScript
121 lines
3.9 KiB
JavaScript
//
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// reticleHandAngularVelocityTest.js
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// examples/controllers
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//
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// Created by Brad Hefta-Gaub on 2015/12/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// If you set this to true, you will get the raw instantaneous angular velocity.
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// note: there is a LOT of noise in the hydra rotation, you will probably be very
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// frustrated with the level of jitter.
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var USE_INSTANTANEOUS_ANGULAR_VELOCITY = false;
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var whichHand = Controller.Standard.RightHand;
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var whichTrigger = Controller.Standard.RT;
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function msecTimestampNow() {
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var d = new Date();
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return d.getTime();
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}
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function length(posA, posB) {
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var dx = posA.x - posB.x;
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var dy = posA.y - posB.y;
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var length = Math.sqrt((dx*dx) + (dy*dy))
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return length;
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}
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var EXPECTED_CHANGE = 50;
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var lastPos = Reticle.getPosition();
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function moveReticle(dX, dY) {
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var globalPos = Reticle.getPosition();
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// some debugging to see if position is jumping around on us...
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var distanceSinceLastMove = length(lastPos, globalPos);
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if (distanceSinceLastMove > EXPECTED_CHANGE) {
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print("------------------ distanceSinceLastMove:" + distanceSinceLastMove + "----------------------------");
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}
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if (Math.abs(dX) > EXPECTED_CHANGE) {
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print("surpressing unexpectedly large change dX:" + dX + "----------------------------");
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dX = 0;
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}
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if (Math.abs(dY) > EXPECTED_CHANGE) {
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print("surpressing unexpectedly large change dY:" + dY + "----------------------------");
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dY = 0;
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}
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globalPos.x += dX;
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globalPos.y += dY;
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Reticle.setPosition(globalPos);
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lastPos = globalPos;
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}
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var firstTime = true;
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var lastTime = msecTimestampNow();
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var previousRotation;
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var MAPPING_NAME = "com.highfidelity.testing.reticleWithHand";
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var mapping = Controller.newMapping(MAPPING_NAME);
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mapping.from(whichTrigger).peek().constrainToInteger().to(Controller.Actions.ReticleClick);
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mapping.from(whichHand).peek().to(function(pose) {
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var MSECS_PER_SECOND = 1000;
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var now = msecTimestampNow();
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var deltaMsecs = (now - lastTime);
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var deltaTime = deltaMsecs / MSECS_PER_SECOND;
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if (firstTime) {
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previousRotation = pose.rotation;
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lastTime = msecTimestampNow();
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firstTime = false;
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}
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// pose.angularVelocity - is the angularVelocity in a "physics" sense, that
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// means the direction of the vector is the axis of symetry of rotation
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// and the scale of the vector is the speed in radians/second of rotation
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// around that axis.
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//
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// we want to deconstruct that in the portion of the rotation on the Y axis
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// and make that portion move our reticle in the horizontal/X direction
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// and the portion of the rotation on the X axis and make that portion
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// move our reticle in the veritcle/Y direction
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var xPart = -pose.angularVelocity.y;
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var yPart = -pose.angularVelocity.x;
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// pose.angularVelocity is "smoothed", we can calculate our own instantaneous
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// angular velocity as such:
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if (USE_INSTANTANEOUS_ANGULAR_VELOCITY) {
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var previousConjugate = Quat.conjugate(previousRotation);
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var deltaRotation = Quat.multiply(pose.rotation, previousConjugate);
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var normalizedDeltaRotation = Quat.normalize(deltaRotation);
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var axis = Quat.axis(normalizedDeltaRotation);
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var speed = Quat.angle(normalizedDeltaRotation) / deltaTime;
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var instantaneousAngularVelocity = Vec3.multiply(speed, axis);
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xPart = -instantaneousAngularVelocity.y;
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yPart = -instantaneousAngularVelocity.x;
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previousRotation = pose.rotation;
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}
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var MOVE_SCALE = 1;
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lastTime = now;
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var dX = (xPart * MOVE_SCALE) / deltaTime;
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var dY = (yPart * MOVE_SCALE) / deltaTime;
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moveReticle(dX, dY);
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});
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mapping.enable();
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Script.scriptEnding.connect(function(){
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mapping.disable();
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});
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