overte/examples/controllers/handControllerGrab.js
2015-09-10 09:01:51 -07:00

381 lines
No EOL
12 KiB
JavaScript

// hydraGrab.js
// examples
//
// Created by Eric Levin on 9/2/15
// Copyright 2015 High Fidelity, Inc.
//
// Grab's physically moveable entities with the hydra- works for either near or far objects. User can also grab a far away object and drag it towards them by pressing the "4" button on either the left or ride controller.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("../libraries/utils.js");
var RIGHT_HAND_CLICK = Controller.findAction("RIGHT_HAND_CLICK");
var rightTriggerAction = RIGHT_HAND_CLICK;
var GRAB_USER_DATA_KEY = "grabKey";
var LEFT_HAND_CLICK = Controller.findAction("LEFT_HAND_CLICK");
var leftTriggerAction = LEFT_HAND_CLICK;
var LIFETIME = 10;
var EXTRA_TIME = 5;
var POINTER_CHECK_TIME = 5000;
var ZERO_VEC = {
x: 0,
y: 0,
z: 0
}
var LINE_LENGTH = 500;
var THICK_LINE_WIDTH = 7;
var THIN_LINE_WIDTH = 2;
var NO_INTERSECT_COLOR = {
red: 10,
green: 10,
blue: 255
};
var INTERSECT_COLOR = {
red: 250,
green: 10,
blue: 10
};
var GRAB_RADIUS = 1.5;
var GRAB_COLOR = {
red: 250,
green: 10,
blue: 250
};
var SHOW_LINE_THRESHOLD = 0.2;
var DISTANCE_HOLD_THRESHOLD = 0.8;
var right4Action = 18;
var left4Action = 17;
var TRACTOR_BEAM_VELOCITY_THRESHOLD = 0.5;
var RIGHT = 1;
var LEFT = 0;
var rightController = new controller(RIGHT, rightTriggerAction, right4Action, "right");
var leftController = new controller(LEFT, leftTriggerAction, left4Action, "left");
//Need to wait before calling these methods for some reason...
Script.setTimeout(function() {
rightController.checkPointer();
leftController.checkPointer();
}, 100)
function controller(side, triggerAction, pullAction, hand) {
this.hand = hand;
if (hand === "right") {
this.getHandPosition = MyAvatar.getRightPalmPosition;
this.getHandRotation = MyAvatar.getRightPalmRotation;
} else {
this.getHandPosition = MyAvatar.getLeftPalmPosition;
this.getHandRotation = MyAvatar.getLeftPalmRotation;
}
this.triggerAction = triggerAction;
this.pullAction = pullAction;
this.actionID = null;
this.tractorBeamActive = false;
this.distanceHolding = false;
this.closeGrabbing = false;
this.triggerValue = 0;
this.prevTriggerValue = 0;
this.palm = 2 * side;
this.tip = 2 * side + 1;
this.pointer = Entities.addEntity({
type: "Line",
name: "pointer",
color: NO_INTERSECT_COLOR,
dimensions: {
x: 1000,
y: 1000,
z: 1000
},
visible: false,
lifetime: LIFETIME
});
}
controller.prototype.updateLine = function() {
var handPosition = Controller.getSpatialControlPosition(this.palm);
var direction = Controller.getSpatialControlNormal(this.tip);
Entities.editEntity(this.pointer, {
position: handPosition,
linePoints: [
ZERO_VEC,
Vec3.multiply(direction, LINE_LENGTH)
]
});
//only check if we havent already grabbed an object
if (this.distanceHolding) {
return;
}
//move origin a bit away from hand so nothing gets in way
var origin = Vec3.sum(handPosition, direction);
if (this.checkForIntersections(origin, direction)) {
Entities.editEntity(this.pointer, {
color: INTERSECT_COLOR,
});
} else {
Entities.editEntity(this.pointer, {
color: NO_INTERSECT_COLOR,
});
}
}
controller.prototype.checkPointer = function() {
var self = this;
Script.setTimeout(function() {
var props = Entities.getEntityProperties(self.pointer);
Entities.editEntity(self.pointer, {
lifetime: props.age + EXTRA_TIME
});
self.checkPointer();
}, POINTER_CHECK_TIME);
}
controller.prototype.checkForIntersections = function(origin, direction) {
var pickRay = {
origin: origin,
direction: direction
};
var intersection = Entities.findRayIntersection(pickRay, true);
if (intersection.intersects && intersection.properties.collisionsWillMove === 1) {
var handPosition = Controller.getSpatialControlPosition(this.palm);
this.distanceToEntity = Vec3.distance(handPosition, intersection.properties.position);
Entities.editEntity(this.pointer, {
linePoints: [
ZERO_VEC,
Vec3.multiply(direction, this.distanceToEntity)
]
});
this.grabbedEntity = intersection.entityID;
return true;
}
return false;
}
controller.prototype.attemptMove = function() {
if (this.tractorBeamActive) {
return;
}
if (this.grabbedEntity || this.distanceHolding) {
var handPosition = Controller.getSpatialControlPosition(this.palm);
var direction = Controller.getSpatialControlNormal(this.tip);
var newPosition = Vec3.sum(handPosition, Vec3.multiply(direction, this.distanceToEntity))
this.distanceHolding = true;
if (this.actionID === null) {
this.actionID = Entities.addAction("spring", this.grabbedEntity, {
targetPosition: newPosition,
linearTimeScale: .1
});
} else {
Entities.updateAction(this.grabbedEntity, this.actionID, {
targetPosition: newPosition
});
}
}
}
controller.prototype.showPointer = function() {
Entities.editEntity(this.pointer, {
visible: true
});
}
controller.prototype.hidePointer = function() {
Entities.editEntity(this.pointer, {
visible: false
});
}
controller.prototype.letGo = function() {
if (this.grabbedEntity && this.actionID) {
this.deactivateEntity(this.grabbedEntity);
Entities.deleteAction(this.grabbedEntity, this.actionID);
}
this.grabbedEntity = null;
this.actionID = null;
this.distanceHolding = false;
this.tractorBeamActive = false;
this.checkForEntityArrival = false;
this.closeGrabbing = false;
}
controller.prototype.update = function() {
if (this.tractorBeamActive && this.checkForEntityArrival) {
var entityVelocity = Entities.getEntityProperties(this.grabbedEntity).velocity
if (Vec3.length(entityVelocity) < TRACTOR_BEAM_VELOCITY_THRESHOLD) {
this.letGo();
}
return;
}
this.triggerValue = Controller.getActionValue(this.triggerAction);
if (this.triggerValue > SHOW_LINE_THRESHOLD && this.prevTriggerValue < SHOW_LINE_THRESHOLD) {
//First check if an object is within close range and then run the close grabbing logic
if (this.checkForInRangeObject()) {
this.grabEntity();
} else {
this.showPointer();
this.shouldDisplayLine = true;
}
} else if (this.triggerValue < SHOW_LINE_THRESHOLD && this.prevTriggerValue > SHOW_LINE_THRESHOLD) {
this.hidePointer();
this.letGo();
this.shouldDisplayLine = false;
}
if (this.shouldDisplayLine) {
this.updateLine();
}
if (this.triggerValue > DISTANCE_HOLD_THRESHOLD && !this.closeGrabbing) {
this.attemptMove();
}
this.prevTriggerValue = this.triggerValue;
}
controller.prototype.grabEntity = function() {
var handRotation = this.getHandRotation();
var handPosition = this.getHandPosition();
this.closeGrabbing = true;
//check if our entity has instructions on how to be grabbed, otherwise, just use default relative position and rotation
var userData = getEntityUserData(this.grabbedEntity);
var objectRotation = Entities.getEntityProperties(this.grabbedEntity).rotation;
var offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
var objectPosition = Entities.getEntityProperties(this.grabbedEntity).position;
var offset = Vec3.subtract(objectPosition, handPosition);
var offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, offsetRotation)), offset);
var relativePosition = offsetPosition;
var relativeRotation = offsetRotation;
if (userData.grabFrame) {
if (userData.grabFrame.relativePosition) {
relativePosition = userData.grabFrame.relativePosition;
}
if (userData.grabFrame.relativeRotation) {
relativeRotation = userData.grabFrame.relativeRotation;
}
}
this.actionID = Entities.addAction("hold", this.grabbedEntity, {
hand: this.hand,
timeScale: 0.05,
relativePosition: relativePosition,
relativeRotation: relativeRotation
});
}
controller.prototype.checkForInRangeObject = function() {
var handPosition = Controller.getSpatialControlPosition(this.palm);
var entities = Entities.findEntities(handPosition, GRAB_RADIUS);
var minDistance = GRAB_RADIUS;
var grabbedEntity = null;
//Get nearby entities and assign nearest
for (var i = 0; i < entities.length; i++) {
var props = Entities.getEntityProperties(entities[i]);
var distance = Vec3.distance(props.position, handPosition);
if (distance < minDistance && props.name !== "pointer" && props.collisionsWillMove === 1) {
grabbedEntity = entities[i];
minDistance = distance;
}
}
if (grabbedEntity === null) {
return false;
} else {
//We are grabbing an entity, so let it know we've grabbed it
this.grabbedEntity = grabbedEntity;
this.activateEntity(this.grabbedEntity);
return true;
}
}
controller.prototype.activateEntity = function(entity) {
var data = {
activated: true,
avatarId: MyAvatar.sessionUUID
};
setEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, data);
}
controller.prototype.deactivateEntity = function(entity) {
var data = {
activated: false,
avatarId: null
};
setEntityCustomData(GRAB_USER_DATA_KEY, this.grabbedEntity, data);
}
controller.prototype.onActionEvent = function(action, state) {
if (this.pullAction === action && state === 1) {
if (this.actionID !== null) {
var self = this;
this.tractorBeamActive = true;
//We need to wait a bit before checking for entity arrival at target destination (meaning checking for velocity being close to some
//low threshold) because otherwise we'll think the entity has arrived before its even really gotten moving!
Script.setTimeout(function() {
self.checkForEntityArrival = true;
}, 500);
var handPosition = Controller.getSpatialControlPosition(this.palm);
var direction = Vec3.normalize(Controller.getSpatialControlNormal(this.tip));
//move final destination along line a bit, so it doesnt hit avatar hand
Entities.updateAction(this.grabbedEntity, this.actionID, {
targetPosition: Vec3.sum(handPosition, Vec3.multiply(3, direction))
});
}
}
}
controller.prototype.cleanup = function() {
Entities.deleteEntity(this.pointer);
if (this.grabbedEntity) {
Entities.deleteAction(this.grabbedEntity, this.actionID);
}
}
function update() {
rightController.update();
leftController.update();
}
function onActionEvent(action, state) {
rightController.onActionEvent(action, state);
leftController.onActionEvent(action, state);
}
function cleanup() {
rightController.cleanup();
leftController.cleanup();
}
Script.scriptEnding.connect(cleanup);
Script.update.connect(update)
Controller.actionEvent.connect(onActionEvent);