overte/examples/controllers/reticleHandRotationTest.js
2016-02-12 10:51:33 -08:00

110 lines
3.9 KiB
JavaScript

//
// reticleHandRotationTest.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
//
var DEBUGGING = false;
Math.clamp=function(a,b,c) {
return Math.max(b,Math.min(c,a));
}
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;
}
function moveReticleAbsolute(x, y) {
var globalPos = Controller.getReticlePosition();
globalPos.x = x;
globalPos.y = y;
Controller.setReticlePosition(globalPos);
}
var MAPPING_NAME = "com.highfidelity.testing.reticleWithHandRotation";
var mapping = Controller.newMapping(MAPPING_NAME);
mapping.from(Controller.Hardware.Hydra.L3).peek().to(Controller.Actions.ReticleClick);
mapping.from(Controller.Hardware.Hydra.R4).peek().to(Controller.Actions.ReticleClick);
mapping.enable();
function debugPrint(message) {
if (DEBUGGING) {
print(message);
}
}
var leftRightBias = 0.0;
var filteredRotatedLeft = Vec3.UNIT_NEG_Y;
var filteredRotatedRight = Vec3.UNIT_NEG_Y;
Script.update.connect(function(deltaTime) {
var poseRight = Controller.getPoseValue(Controller.Standard.RightHand);
var poseLeft = Controller.getPoseValue(Controller.Standard.LeftHand);
// NOTE: hack for now
var screenSizeX = 1920;
var screenSizeY = 1080;
var rotatedRight = Vec3.multiplyQbyV(poseRight.rotation, Vec3.UNIT_NEG_Y);
var rotatedLeft = Vec3.multiplyQbyV(poseLeft.rotation, Vec3.UNIT_NEG_Y);
lastRotatedRight = rotatedRight;
// Decide which hand should be controlling the pointer
// by comparing which one is moving more, and by
// tending to stay with the one moving more.
var BIAS_ADJUST_RATE = 0.5;
var BIAS_ADJUST_DEADZONE = 0.05;
leftRightBias += (Vec3.length(poseRight.angularVelocity) - Vec3.length(poseLeft.angularVelocity)) * BIAS_ADJUST_RATE;
if (leftRightBias < BIAS_ADJUST_DEADZONE) {
leftRightBias = 0.0;
} else if (leftRightBias > (1.0 - BIAS_ADJUST_DEADZONE)) {
leftRightBias = 1.0;
}
// Velocity filter the hand rotation used to position reticle so that it is easier to target small things with the hand controllers
var VELOCITY_FILTER_GAIN = 1.0;
filteredRotatedLeft = Vec3.mix(filteredRotatedLeft, rotatedLeft, Math.clamp(Vec3.length(poseLeft.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
filteredRotatedRight = Vec3.mix(filteredRotatedRight, rotatedRight, Math.clamp(Vec3.length(poseRight.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
var rotated = Vec3.mix(filteredRotatedLeft, filteredRotatedRight, leftRightBias);
var absolutePitch = rotated.y; // from 1 down to -1 up ... but note: if you rotate down "too far" it starts to go up again...
var absoluteYaw = -rotated.x; // from -1 left to 1 right
var ROTATION_BOUND = 0.6;
var clampYaw = Math.clamp(absoluteYaw, -ROTATION_BOUND, ROTATION_BOUND);
var clampPitch = Math.clamp(absolutePitch, -ROTATION_BOUND, ROTATION_BOUND);
// using only from -ROTATION_BOUND to ROTATION_BOUND
var xRatio = (clampYaw + ROTATION_BOUND) / (2 * ROTATION_BOUND);
var yRatio = (clampPitch + ROTATION_BOUND) / (2 * ROTATION_BOUND);
var x = screenSizeX * xRatio;
var y = screenSizeY * yRatio;
// don't move the reticle with the hand controllers unless the controllers are actually being moved
var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.0001;
var angularVelocityMagnitude = Vec3.length(poseLeft.angularVelocity) * (1.0 - leftRightBias) + Vec3.length(poseRight.angularVelocity) * leftRightBias;
if (!(xRatio == 0.5 && yRatio == 0) && (angularVelocityMagnitude > MINIMUM_CONTROLLER_ANGULAR_VELOCITY)) {
moveReticleAbsolute(x, y);
}
});
Script.scriptEnding.connect(function(){
mapping.disable();
});