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110 lines
3.9 KiB
JavaScript
110 lines
3.9 KiB
JavaScript
//
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// reticleHandRotationTest.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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var DEBUGGING = false;
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Math.clamp=function(a,b,c) {
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return Math.max(b,Math.min(c,a));
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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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function moveReticleAbsolute(x, y) {
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var globalPos = Controller.getReticlePosition();
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globalPos.x = x;
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globalPos.y = y;
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Controller.setReticlePosition(globalPos);
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}
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var MAPPING_NAME = "com.highfidelity.testing.reticleWithHandRotation";
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var mapping = Controller.newMapping(MAPPING_NAME);
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mapping.from(Controller.Standard.LT).peek().constrainToInteger().to(Controller.Actions.ReticleClick);
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mapping.from(Controller.Standard.RT).peek().constrainToInteger().to(Controller.Actions.ReticleClick);
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mapping.enable();
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function debugPrint(message) {
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if (DEBUGGING) {
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print(message);
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}
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}
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var leftRightBias = 0.0;
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var filteredRotatedLeft = Vec3.UNIT_NEG_Y;
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var filteredRotatedRight = Vec3.UNIT_NEG_Y;
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Script.update.connect(function(deltaTime) {
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var poseRight = Controller.getPoseValue(Controller.Standard.RightHand);
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var poseLeft = Controller.getPoseValue(Controller.Standard.LeftHand);
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// NOTE: hack for now
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var screenSizeX = 1920;
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var screenSizeY = 1080;
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var rotatedRight = Vec3.multiplyQbyV(poseRight.rotation, Vec3.UNIT_NEG_Y);
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var rotatedLeft = Vec3.multiplyQbyV(poseLeft.rotation, Vec3.UNIT_NEG_Y);
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lastRotatedRight = rotatedRight;
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// Decide which hand should be controlling the pointer
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// by comparing which one is moving more, and by
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// tending to stay with the one moving more.
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var BIAS_ADJUST_RATE = 0.5;
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var BIAS_ADJUST_DEADZONE = 0.05;
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leftRightBias += (Vec3.length(poseRight.angularVelocity) - Vec3.length(poseLeft.angularVelocity)) * BIAS_ADJUST_RATE;
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if (leftRightBias < BIAS_ADJUST_DEADZONE) {
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leftRightBias = 0.0;
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} else if (leftRightBias > (1.0 - BIAS_ADJUST_DEADZONE)) {
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leftRightBias = 1.0;
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}
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// Velocity filter the hand rotation used to position reticle so that it is easier to target small things with the hand controllers
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var VELOCITY_FILTER_GAIN = 1.0;
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filteredRotatedLeft = Vec3.mix(filteredRotatedLeft, rotatedLeft, Math.clamp(Vec3.length(poseLeft.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
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filteredRotatedRight = Vec3.mix(filteredRotatedRight, rotatedRight, Math.clamp(Vec3.length(poseRight.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
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var rotated = Vec3.mix(filteredRotatedLeft, filteredRotatedRight, leftRightBias);
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var absolutePitch = rotated.y; // from 1 down to -1 up ... but note: if you rotate down "too far" it starts to go up again...
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var absoluteYaw = -rotated.x; // from -1 left to 1 right
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var ROTATION_BOUND = 0.6;
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var clampYaw = Math.clamp(absoluteYaw, -ROTATION_BOUND, ROTATION_BOUND);
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var clampPitch = Math.clamp(absolutePitch, -ROTATION_BOUND, ROTATION_BOUND);
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// using only from -ROTATION_BOUND to ROTATION_BOUND
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var xRatio = (clampYaw + ROTATION_BOUND) / (2 * ROTATION_BOUND);
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var yRatio = (clampPitch + ROTATION_BOUND) / (2 * ROTATION_BOUND);
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var x = screenSizeX * xRatio;
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var y = screenSizeY * yRatio;
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// don't move the reticle with the hand controllers unless the controllers are actually being moved
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var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.0001;
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var angularVelocityMagnitude = Vec3.length(poseLeft.angularVelocity) * (1.0 - leftRightBias) + Vec3.length(poseRight.angularVelocity) * leftRightBias;
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if (!(xRatio == 0.5 && yRatio == 0) && (angularVelocityMagnitude > MINIMUM_CONTROLLER_ANGULAR_VELOCITY)) {
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moveReticleAbsolute(x, y);
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}
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});
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Script.scriptEnding.connect(function(){
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mapping.disable();
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});
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