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161 lines
6.3 KiB
JavaScript
161 lines
6.3 KiB
JavaScript
//
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// headMove.js
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// examples
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//
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// Created by Philip Rosedale on September 8, 2014
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// Copyright 2014 High Fidelity, Inc.
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//
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// Press the spacebar and move/turn your head to move around.
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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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var debug = false;
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var movingWithHead = false;
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var headStartPosition, headStartDeltaPitch, headStartFinalPitch, headStartRoll, headStartYaw;
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var HEAD_MOVE_DEAD_ZONE = 0.10;
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var HEAD_STRAFE_DEAD_ZONE = 0.0;
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var HEAD_ROTATE_DEAD_ZONE = 0.0;
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//var HEAD_THRUST_FWD_SCALE = 12000.0;
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//var HEAD_THRUST_STRAFE_SCALE = 0.0;
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var HEAD_YAW_RATE = 1.0;
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var HEAD_PITCH_RATE = 1.0;
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//var HEAD_ROLL_THRUST_SCALE = 75.0;
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//var HEAD_PITCH_LIFT_THRUST = 3.0;
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var WALL_BOUNCE = 4000.0;
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var HEAD_VELOCITY_FWD_FACTOR = 2.0;
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var HEAD_VELOCITY_LEFT_FACTOR = 2.0;
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var HEAD_VELOCITY_UP_FACTOR = 2.0;
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var SHORT_TIMESCALE = 0.25;
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var VERY_LARGE_TIMESCALE = 1000000.0;
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var xAxis = {x:1.0, y:0.0, z:0.0 };
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var yAxis = {x:0.0, y:1.0, z:0.0 };
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var zAxis = {x:0.0, y:0.0, z:1.0 };
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// If these values are set to something
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var maxVelocity = 1.25;
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var noFly = true;
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//var roomLimits = { xMin: 618, xMax: 635.5, zMin: 528, zMax: 552.5 };
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var roomLimits = { xMin: -1, xMax: 0, zMin: 0, zMax: 0 };
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function isInRoom(position) {
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var BUFFER = 2.0;
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if (roomLimits.xMin < 0) {
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return false;
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}
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if ((position.x > (roomLimits.xMin - BUFFER)) &&
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(position.x < (roomLimits.xMax + BUFFER)) &&
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(position.z > (roomLimits.zMin - BUFFER)) &&
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(position.z < (roomLimits.zMax + BUFFER)))
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{
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return true;
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} else {
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return false;
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}
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}
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function moveWithHead(deltaTime) {
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var position = MyAvatar.position;
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var motorTimescale = VERY_LARGE_TIMESCALE;
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if (movingWithHead) {
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var deltaYaw = MyAvatar.getHeadFinalYaw() - headStartYaw;
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var deltaPitch = MyAvatar.getHeadDeltaPitch() - headStartDeltaPitch;
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var deltaRoll = MyAvatar.getHeadFinalRoll() - headStartRoll;
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var velocity = MyAvatar.getVelocity();
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var bodyLocalCurrentHeadVector = Vec3.subtract(MyAvatar.getHeadPosition(), MyAvatar.position);
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bodyLocalCurrentHeadVector = Vec3.multiplyQbyV(Quat.angleAxis(-deltaYaw, {x:0, y: 1, z:0}), bodyLocalCurrentHeadVector);
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var headDelta = Vec3.subtract(bodyLocalCurrentHeadVector, headStartPosition);
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headDelta = Vec3.multiplyQbyV(Quat.inverse(Camera.getOrientation()), headDelta);
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headDelta.y = 0.0; // Don't respond to any of the vertical component of head motion
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// var forward = Quat.getFront(Camera.getOrientation());
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// var right = Quat.getRight(Camera.getOrientation());
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// var up = Quat.getUp(Camera.getOrientation());
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// if (noFly) {
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// forward.y = 0.0;
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// forward = Vec3.normalize(forward);
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// right.y = 0.0;
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// right = Vec3.normalize(right);
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// up = { x: 0, y: 1, z: 0};
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// }
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// Thrust based on leaning forward and side-to-side
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var targetVelocity = {x:0.0, y:0.0, z:0.0};
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if (Math.abs(headDelta.z) > HEAD_MOVE_DEAD_ZONE) {
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targetVelocity = Vec3.multiply(zAxis, -headDelta.z * HEAD_VELOCITY_FWD_FACTOR);
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}
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if (Math.abs(headDelta.x) > HEAD_STRAFE_DEAD_ZONE) {
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var deltaVelocity = Vec3.multiply(xAxis, -headDelta.x * HEAD_VELOCITY_LEFT_FACTOR);
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targetVelocity = Vec3.sum(targetVelocity, deltaVelocity);
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}
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if (Math.abs(deltaYaw) > HEAD_ROTATE_DEAD_ZONE) {
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var orientation = Quat.multiply(Quat.angleAxis((deltaYaw + deltaRoll) * HEAD_YAW_RATE * deltaTime, yAxis), MyAvatar.orientation);
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MyAvatar.orientation = orientation;
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}
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// Thrust Up/Down based on head pitch
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if (!noFly) {
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var deltaVelocity = Vec3.multiply(yAxis, headDelta.y * HEAD_VELOCITY_UP_FACTOR);
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targetVelocity = Vec3.sum(targetVelocity, deltaVelocity);
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}
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// For head trackers, adjust pitch by head pitch
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MyAvatar.headPitch += deltaPitch * HEAD_PITCH_RATE * deltaTime;
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// apply the motor
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MyAvatar.setMotorVelocity(targetVelocity);
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motorTimescale = SHORT_TIMESCALE;
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}
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// Check against movement box limits
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if (isInRoom(position)) {
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var thrust = { x: 0, y: 0, z: 0 };
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// use thrust to constrain the avatar to the space
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if (position.x < roomLimits.xMin) {
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thrust.x += (roomLimits.xMin - position.x) * WALL_BOUNCE * deltaTime;
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} else if (position.x > roomLimits.xMax) {
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thrust.x += (roomLimits.xMax - position.x) * WALL_BOUNCE * deltaTime;
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}
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if (position.z < roomLimits.zMin) {
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thrust.z += (roomLimits.zMin - position.z) * WALL_BOUNCE * deltaTime;
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} else if (position.z > roomLimits.zMax) {
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thrust.z += (roomLimits.zMax - position.z) * WALL_BOUNCE * deltaTime;
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}
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MyAvatar.addThrust(thrust);
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if (movingWithHead) {
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// reduce the timescale of the motor so that it won't defeat the thrust code
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motorTimescale = 2.0 * SHORT_TIMESCALE;
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}
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}
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MyAvatar.setMotorTimescale(motorTimescale);
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}
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Controller.keyPressEvent.connect(function(event) {
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if (event.text == "SPACE" && !movingWithHead) {
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movingWithHead = true;
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headStartPosition = Vec3.subtract(MyAvatar.getHeadPosition(), MyAvatar.position);
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headStartDeltaPitch = MyAvatar.getHeadDeltaPitch();
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headStartFinalPitch = MyAvatar.getHeadFinalPitch();
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headStartRoll = MyAvatar.getHeadFinalRoll();
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headStartYaw = MyAvatar.getHeadFinalYaw();
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// start with disabled motor -- it will be updated shortly
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MyAvatar.motorTimescale = VERY_LARGE_TIMESCALE;
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MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0};
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MyAvatar.motorReferenceFrame = "camera"; // alternatives are: "avatar" and "world"
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}
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});
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Controller.keyReleaseEvent.connect(function(event) {
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if (event.text == "SPACE") {
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movingWithHead = false;
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// disable motor by giving it an obnoxiously large timescale
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MyAvatar.motorTimescale = VERY_LARGE_TIMESCALE;
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MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0};
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}
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});
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Script.update.connect(moveWithHead);
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