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756 lines
30 KiB
JavaScript
756 lines
30 KiB
JavaScript
// hydraGrab.js
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// examples
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//
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// Created by Eric Levin on 9/2/15
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// Additions by James B. Pollack @imgntn on 9/24/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Grabs physically moveable entities with hydra-like controllers; it works for either near or far objects.
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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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/*global print, MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt, pointInExtents, vec3equal, setEntityCustomData, getEntityCustomData */
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Script.include("../libraries/utils.js");
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/////////////////////////////////////////////////////////////////
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//
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// these tune time-averaging and "on" value for analog trigger
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//
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var TRIGGER_SMOOTH_RATIO = 0.1; // 0.0 disables smoothing of trigger value
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var TRIGGER_ON_VALUE = 0.4;
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var TRIGGER_OFF_VALUE = 0.15;
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/////////////////////////////////////////////////////////////////
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//
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// distant manipulation
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//
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var DISTANCE_HOLDING_RADIUS_FACTOR = 5; // multiplied by distance between hand and object
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var DISTANCE_HOLDING_ACTION_TIMEFRAME = 0.1; // how quickly objects move to their new position
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var DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR = 2.0; // object rotates this much more than hand did
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var NO_INTERSECT_COLOR = { red: 10, green: 10, blue: 255}; // line color when pick misses
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var INTERSECT_COLOR = { red: 250, green: 10, blue: 10}; // line color when pick hits
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var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000,z: 1000};
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var LINE_LENGTH = 500;
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/////////////////////////////////////////////////////////////////
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//
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// near grabbing
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//
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var GRAB_RADIUS = 0.3; // if the ray misses but an object is this close, it will still be selected
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var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
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var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
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var NEAR_PICK_MAX_DISTANCE = 0.6; // max length of pick-ray for close grabbing to be selected
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var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
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/////////////////////////////////////////////////////////////////
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//
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// other constants
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//
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var RIGHT_HAND = 1;
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var LEFT_HAND = 0;
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var ZERO_VEC = {
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x: 0,
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y: 0,
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z: 0
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};
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var NULL_ACTION_ID = "{00000000-0000-0000-000000000000}";
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var MSEC_PER_SEC = 1000.0;
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// these control how long an abandoned pointer line will hang around
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var startTime = Date.now();
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var LIFETIME = 10;
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var ACTION_LIFETIME = 10; // seconds
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var PICKS_PER_SECOND_PER_HAND = 5;
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var MSECS_PER_SEC = 1000.0;
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// states for the state machine
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var STATE_OFF = 0;
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var STATE_SEARCHING = 1;
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var STATE_DISTANCE_HOLDING = 2;
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var STATE_CONTINUE_DISTANCE_HOLDING = 3;
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var STATE_NEAR_GRABBING = 4;
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var STATE_CONTINUE_NEAR_GRABBING = 5;
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var STATE_NEAR_GRABBING_NON_COLLIDING = 6;
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var STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING = 7;
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var STATE_FAR_GRABBING_NON_COLLIDING = 8;
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var STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING = 9;
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var STATE_RELEASE = 10;
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var GRABBABLE_DATA_KEY = "grabbableKey"; // shared with grab.js
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var GRAB_USER_DATA_KEY = "grabKey"; // shared with grab.js
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var DEFAULT_GRABBABLE_DATA = {
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grabbable: true,
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invertSolidWhileHeld: false
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};
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function getTag() {
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return "grab-" + MyAvatar.sessionUUID;
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}
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function entityIsGrabbedByOther(entityID) {
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// by convention, a distance grab sets the tag of its action to be grab-*owner-session-id*.
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var actionIDs = Entities.getActionIDs(entityID);
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for (var actionIndex = 0; actionIndex < actionIDs.length; actionIndex++) {
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var actionID = actionIDs[actionIndex];
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var actionArguments = Entities.getActionArguments(entityID, actionID);
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var tag = actionArguments["tag"];
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if (tag == getTag()) {
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// we see a grab-*uuid* shaped tag, but it's our tag, so that's okay.
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continue;
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}
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if (tag.slice(0, 5) == "grab-") {
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// we see a grab-*uuid* shaped tag and it's not ours, so someone else is grabbing it.
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return true;
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}
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}
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return false;
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}
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function MyController(hand, triggerAction) {
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this.hand = hand;
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if (this.hand === RIGHT_HAND) {
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this.getHandPosition = MyAvatar.getRightPalmPosition;
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this.getHandRotation = MyAvatar.getRightPalmRotation;
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} else {
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this.getHandPosition = MyAvatar.getLeftPalmPosition;
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this.getHandRotation = MyAvatar.getLeftPalmRotation;
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}
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var SPATIAL_CONTROLLERS_PER_PALM = 2;
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var TIP_CONTROLLER_OFFSET = 1;
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this.triggerAction = triggerAction;
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this.palm = SPATIAL_CONTROLLERS_PER_PALM * hand;
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this.tip = SPATIAL_CONTROLLERS_PER_PALM * hand + TIP_CONTROLLER_OFFSET;
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this.actionID = null; // action this script created...
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this.grabbedEntity = null; // on this entity.
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this.grabbedVelocity = ZERO_VEC; // rolling average of held object's velocity
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this.state = STATE_OFF;
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this.pointer = null; // entity-id of line object
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this.triggerValue = 0; // rolling average of trigger value
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var _this = this;
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this.update = function() {
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this.updateSmoothedTrigger();
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switch (this.state) {
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case STATE_OFF:
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this.off();
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this.touchTest();
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break;
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case STATE_SEARCHING:
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this.search();
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break;
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case STATE_DISTANCE_HOLDING:
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this.distanceHolding();
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break;
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case STATE_CONTINUE_DISTANCE_HOLDING:
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this.continueDistanceHolding();
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break;
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case STATE_NEAR_GRABBING:
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this.nearGrabbing();
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break;
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case STATE_CONTINUE_NEAR_GRABBING:
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this.continueNearGrabbing();
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break;
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case STATE_NEAR_GRABBING_NON_COLLIDING:
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this.nearGrabbingNonColliding();
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break;
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case STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING:
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this.continueNearGrabbingNonColliding();
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break;
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case STATE_FAR_GRABBING_NON_COLLIDING:
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this.farGrabbingNonColliding();
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break;
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case STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING:
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this.continueFarGrabbingNonColliding();
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break;
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case STATE_RELEASE:
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this.release();
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break;
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}
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};
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this.setState = function(newState) {
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// print("STATE: " + this.state + " --> " + newState);
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this.state = newState;
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}
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this.lineOn = function(closePoint, farPoint, color) {
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// draw a line
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if (this.pointer === null) {
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this.pointer = Entities.addEntity({
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type: "Line",
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name: "pointer",
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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position: closePoint,
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linePoints: [ZERO_VEC, farPoint],
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color: color,
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lifetime: LIFETIME
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});
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} else {
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Entities.editEntity(this.pointer, {
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position: closePoint,
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linePoints: [ZERO_VEC, farPoint],
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color: color,
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lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME
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});
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}
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};
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this.lineOff = function() {
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if (this.pointer !== null) {
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Entities.deleteEntity(this.pointer);
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}
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this.pointer = null;
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};
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this.updateSmoothedTrigger = function() {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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// smooth out trigger value
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this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
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(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
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}
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this.triggerSmoothedSqueezed = function() {
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return this.triggerValue > TRIGGER_ON_VALUE;
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};
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this.triggerSmoothedReleased = function() {
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return this.triggerValue < TRIGGER_OFF_VALUE;
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};
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this.triggerSqueezed = function() {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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return triggerValue > TRIGGER_ON_VALUE;
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};
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this.off = function() {
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if (this.triggerSmoothedSqueezed()) {
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this.lastPickTime = 0;
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this.setState(STATE_SEARCHING);
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return;
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}
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}
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this.search = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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}
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// the trigger is being pressed, do a ray test
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var handPosition = this.getHandPosition();
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var pickRay = {
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origin: handPosition,
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direction: Quat.getUp(this.getHandRotation())
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};
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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// don't pick 60x per second. do this check after updating the line so it's not jumpy.
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var now = Date.now();
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if (now - this.lastPickTime < MSECS_PER_SEC / PICKS_PER_SECOND_PER_HAND) {
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return;
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}
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this.lastPickTime = now;
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var intersection = Entities.findRayIntersection(pickRay, true);
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if (intersection.intersects && intersection.properties.locked === 0) {
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// the ray is intersecting something we can move.
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
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this.grabbedEntity = intersection.entityID;
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
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if (grabbableData.grabbable === false) {
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this.grabbedEntity = null;
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return;
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}
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if (intersectionDistance < NEAR_PICK_MAX_DISTANCE) {
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// the hand is very close to the intersected object. go into close-grabbing mode.
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if (intersection.properties.collisionsWillMove === 1) {
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this.setState(STATE_NEAR_GRABBING);
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} else {
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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}
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} else {
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// don't allow two people to distance grab the same object
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if (entityIsGrabbedByOther(intersection.entityID)) {
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this.grabbedEntity = null;
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} else {
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// the hand is far from the intersected object. go into distance-holding mode
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if (intersection.properties.collisionsWillMove === 1) {
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this.setState(STATE_DISTANCE_HOLDING);
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} else {
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this.setState(STATE_FAR_GRABBING_NON_COLLIDING);
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}
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}
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}
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} else {
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// forward ray test failed, try sphere test.
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var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
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var minDistance = GRAB_RADIUS;
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var i, props, distance;
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for (i = 0; i < nearbyEntities.length; i++) {
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, nearbyEntities[i], DEFAULT_GRABBABLE_DATA);
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if (grabbableData.grabbable === false) {
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return;
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}
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props = Entities.getEntityProperties(nearbyEntities[i], ["position", "name", "collisionsWillMove", "locked"]);
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distance = Vec3.distance(props.position, handPosition);
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if (distance < minDistance && props.name !== "pointer") {
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this.grabbedEntity = nearbyEntities[i];
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minDistance = distance;
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}
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}
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if (this.grabbedEntity === null) {
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// this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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} else if (props.locked === 0 && props.collisionsWillMove === 1) {
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this.setState(STATE_NEAR_GRABBING);
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} else if (props.collisionsWillMove === 0) {
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// We have grabbed a non-physical object, so we want to trigger a non-colliding event as opposed to a grab event
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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}
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}
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};
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this.distanceHolding = function() {
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation",
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"gravity", "ignoreForCollisions"]);
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// add the action and initialize some variables
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this.currentObjectPosition = grabbedProperties.position;
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this.currentObjectRotation = grabbedProperties.rotation;
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this.currentObjectTime = Date.now();
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this.handPreviousPosition = handControllerPosition;
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this.handPreviousRotation = handRotation;
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this.actionID = NULL_ACTION_ID;
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this.actionID = Entities.addAction("spring", this.grabbedEntity, {
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targetPosition: this.currentObjectPosition,
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linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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targetRotation: this.currentObjectRotation,
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angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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tag: getTag(),
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lifetime: ACTION_LIFETIME
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});
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if (this.actionID === NULL_ACTION_ID) {
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this.actionID = null;
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}
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if (this.actionID !== null) {
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this.setState(STATE_CONTINUE_DISTANCE_HOLDING);
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this.activateEntity(this.grabbedEntity, grabbedProperties);
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if (this.hand === RIGHT_HAND) {
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Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
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} else {
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Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
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}
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Entities.callEntityMethod(this.grabbedEntity, "startDistantGrab");
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}
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this.currentAvatarPosition = MyAvatar.position;
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this.currentAvatarOrientation = MyAvatar.orientation;
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};
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this.continueDistanceHolding = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_RELEASE);
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return;
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}
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var handPosition = this.getHandPosition();
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity, ["position", "rotation"]);
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this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(this.currentObjectPosition, handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR, DISTANCE_HOLDING_RADIUS_FACTOR);
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// how far did avatar move this timestep?
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var currentPosition = MyAvatar.position;
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var avatarDeltaPosition = Vec3.subtract(currentPosition, this.currentAvatarPosition);
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this.currentAvatarPosition = currentPosition;
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// How far did the avatar turn this timestep?
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// Note: The following code is too long because we need a Quat.quatBetween() function
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// that returns the minimum quaternion between two quaternions.
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var currentOrientation = MyAvatar.orientation;
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if (Quat.dot(currentOrientation, this.currentAvatarOrientation) < 0.0) {
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var negativeCurrentOrientation = {
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x: -currentOrientation.x,
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y: -currentOrientation.y,
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z: -currentOrientation.z,
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w: -currentOrientation.w
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};
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var avatarDeltaOrientation = Quat.multiply(negativeCurrentOrientation, Quat.inverse(this.currentAvatarOrientation));
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} else {
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var avatarDeltaOrientation = Quat.multiply(currentOrientation, Quat.inverse(this.currentAvatarOrientation));
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}
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var handToAvatar = Vec3.subtract(handControllerPosition, this.currentAvatarPosition);
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var objectToAvatar = Vec3.subtract(this.currentObjectPosition, this.currentAvatarPosition);
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var handMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, handToAvatar), handToAvatar);
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var objectMovementFromTurning = Vec3.subtract(Quat.multiply(avatarDeltaOrientation, objectToAvatar), objectToAvatar);
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this.currentAvatarOrientation = currentOrientation;
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// how far did hand move this timestep?
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var handMoved = Vec3.subtract(handControllerPosition, this.handPreviousPosition);
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this.handPreviousPosition = handControllerPosition;
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// magnify the hand movement but not the change from avatar movement & rotation
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handMoved = Vec3.subtract(handMoved, avatarDeltaPosition);
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handMoved = Vec3.subtract(handMoved, handMovementFromTurning);
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var superHandMoved = Vec3.multiply(handMoved, radius);
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// Move the object by the magnified amount and then by amount from avatar movement & rotation
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var newObjectPosition = Vec3.sum(this.currentObjectPosition, superHandMoved);
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newObjectPosition = Vec3.sum(newObjectPosition, avatarDeltaPosition);
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newObjectPosition = Vec3.sum(newObjectPosition, objectMovementFromTurning);
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var deltaPosition = Vec3.subtract(newObjectPosition, this.currentObjectPosition); // meters
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var now = Date.now();
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var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
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this.computeReleaseVelocity(deltaPosition, deltaTime, false);
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this.currentObjectPosition = newObjectPosition;
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this.currentObjectTime = now;
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// this doubles hand rotation
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var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation, DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR), Quat.inverse(this.handPreviousRotation));
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this.handPreviousRotation = handRotation;
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this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
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Entities.callEntityMethod(this.grabbedEntity, "continueDistantGrab");
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Entities.updateAction(this.grabbedEntity, this.actionID, {
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targetPosition: this.currentObjectPosition,
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linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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targetRotation: this.currentObjectRotation,
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angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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lifetime: ACTION_LIFETIME
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});
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};
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this.nearGrabbing = function() {
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|
|
if (this.triggerSmoothedReleased()) {
|
|
this.setState(STATE_RELEASE);
|
|
return;
|
|
}
|
|
|
|
this.lineOff();
|
|
|
|
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity,
|
|
["position", "rotation", "gravity", "ignoreForCollisions"]);
|
|
this.activateEntity(this.grabbedEntity, grabbedProperties);
|
|
|
|
var handRotation = this.getHandRotation();
|
|
var handPosition = this.getHandPosition();
|
|
|
|
var objectRotation = grabbedProperties.rotation;
|
|
var offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
|
|
|
|
var currentObjectPosition = grabbedProperties.position;
|
|
var offset = Vec3.subtract(currentObjectPosition, handPosition);
|
|
var offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, offsetRotation)), offset);
|
|
|
|
this.actionID = NULL_ACTION_ID;
|
|
this.actionID = Entities.addAction("hold", this.grabbedEntity, {
|
|
hand: this.hand === RIGHT_HAND ? "right" : "left",
|
|
timeScale: NEAR_GRABBING_ACTION_TIMEFRAME,
|
|
relativePosition: offsetPosition,
|
|
relativeRotation: offsetRotation,
|
|
lifetime: ACTION_LIFETIME
|
|
});
|
|
if (this.actionID === NULL_ACTION_ID) {
|
|
this.actionID = null;
|
|
} else {
|
|
this.setState(STATE_CONTINUE_NEAR_GRABBING);
|
|
if (this.hand === RIGHT_HAND) {
|
|
Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
|
|
} else {
|
|
Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
|
|
}
|
|
Entities.callEntityMethod(this.grabbedEntity, "startNearGrab");
|
|
|
|
}
|
|
|
|
this.currentHandControllerTipPosition = Controller.getSpatialControlPosition(this.tip);
|
|
|
|
this.currentObjectTime = Date.now();
|
|
};
|
|
|
|
this.continueNearGrabbing = function() {
|
|
if (this.triggerSmoothedReleased()) {
|
|
this.setState(STATE_RELEASE);
|
|
return;
|
|
}
|
|
|
|
// Keep track of the fingertip velocity to impart when we release the object
|
|
// Note that the idea of using a constant 'tip' velocity regardless of the
|
|
// object's actual held offset is an idea intended to make it easier to throw things:
|
|
// Because we might catch something or transfer it between hands without a good idea
|
|
// of it's actual offset, let's try imparting a velocity which is at a fixed radius
|
|
// from the palm.
|
|
|
|
var handControllerPosition = Controller.getSpatialControlPosition(this.tip);
|
|
var now = Date.now();
|
|
|
|
var deltaPosition = Vec3.subtract(handControllerPosition, this.currentHandControllerTipPosition); // meters
|
|
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
|
|
this.computeReleaseVelocity(deltaPosition, deltaTime, true);
|
|
|
|
this.currentHandControllerTipPosition = handControllerPosition;
|
|
this.currentObjectTime = now;
|
|
Entities.callEntityMethod(this.grabbedEntity, "continueNearGrab");
|
|
|
|
Entities.updateAction(this.grabbedEntity, this.actionID, {
|
|
lifetime: ACTION_LIFETIME
|
|
});
|
|
};
|
|
|
|
this.nearGrabbingNonColliding = function() {
|
|
if (this.triggerSmoothedReleased()) {
|
|
this.setState(STATE_RELEASE);
|
|
return;
|
|
}
|
|
if (this.hand === RIGHT_HAND) {
|
|
Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
|
|
} else {
|
|
Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
|
|
}
|
|
Entities.callEntityMethod(this.grabbedEntity, "startNearGrabNonColliding");
|
|
this.setState(STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING);
|
|
};
|
|
|
|
this.farGrabbingNonColliding = function() {
|
|
if (this.triggerSmoothedReleased()) {
|
|
this.setState(STATE_RELEASE);
|
|
return;
|
|
}
|
|
|
|
if (this.hand === RIGHT_HAND) {
|
|
Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
|
|
} else {
|
|
Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
|
|
}
|
|
Entities.callEntityMethod(this.grabbedEntity, "startFarGrabNonColliding");
|
|
this.setState(STATE_CONTINUE_FAR_GRABBING_NON_COLLIDING);
|
|
};
|
|
|
|
this.continueNearGrabbingNonColliding = function() {
|
|
if (this.triggerSmoothedReleased()) {
|
|
this.setState(STATE_RELEASE);
|
|
return;
|
|
}
|
|
|
|
Entities.callEntityMethod(this.grabbedEntity, "continueNearGrabbingNonColliding");
|
|
};
|
|
|
|
this.continueFarGrabbingNonColliding = function() {
|
|
if (this.triggerSmoothedReleased()) {
|
|
this.setState(STATE_RELEASE);
|
|
return;
|
|
}
|
|
|
|
var handPosition = this.getHandPosition();
|
|
var pickRay = {
|
|
origin: handPosition,
|
|
direction: Quat.getUp(this.getHandRotation())
|
|
};
|
|
|
|
this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
|
|
Entities.callEntityMethod(this.grabbedEntity, "continueFarGrabbingNonColliding");
|
|
};
|
|
|
|
_this.allTouchedIDs = {};
|
|
this.touchTest = function() {
|
|
var maxDistance = 0.05;
|
|
var leftHandPosition = MyAvatar.getLeftPalmPosition();
|
|
var rightHandPosition = MyAvatar.getRightPalmPosition();
|
|
var leftEntities = Entities.findEntities(leftHandPosition, maxDistance);
|
|
var rightEntities = Entities.findEntities(rightHandPosition, maxDistance);
|
|
var ids = [];
|
|
|
|
if (leftEntities.length !== 0) {
|
|
leftEntities.forEach(function(entity) {
|
|
ids.push(entity);
|
|
});
|
|
|
|
}
|
|
|
|
if (rightEntities.length !== 0) {
|
|
rightEntities.forEach(function(entity) {
|
|
ids.push(entity);
|
|
});
|
|
}
|
|
|
|
ids.forEach(function(id) {
|
|
|
|
var props = Entities.getEntityProperties(id, ["boundingBox", "name"]);
|
|
if (props.name === 'pointer') {
|
|
return;
|
|
} else {
|
|
var entityMinPoint = props.boundingBox.brn;
|
|
var entityMaxPoint = props.boundingBox.tfl;
|
|
var leftIsTouching = pointInExtents(leftHandPosition, entityMinPoint, entityMaxPoint);
|
|
var rightIsTouching = pointInExtents(rightHandPosition, entityMinPoint, entityMaxPoint);
|
|
|
|
if ((leftIsTouching || rightIsTouching) && _this.allTouchedIDs[id] === undefined) {
|
|
// we haven't been touched before, but either right or left is touching us now
|
|
_this.allTouchedIDs[id] = true;
|
|
_this.startTouch(id);
|
|
} else if ((leftIsTouching || rightIsTouching) && _this.allTouchedIDs[id] === true) {
|
|
// we have been touched before and are still being touched
|
|
// continue touch
|
|
_this.continueTouch(id);
|
|
} else if (_this.allTouchedIDs[id] === true) {
|
|
delete _this.allTouchedIDs[id];
|
|
_this.stopTouch(id);
|
|
|
|
} else {
|
|
//we are in another state
|
|
return;
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
};
|
|
|
|
this.startTouch = function(entityID) {
|
|
Entities.callEntityMethod(entityID, "startTouch");
|
|
};
|
|
|
|
this.continueTouch = function(entityID) {
|
|
Entities.callEntityMethod(entityID, "continueTouch");
|
|
};
|
|
|
|
this.stopTouch = function(entityID) {
|
|
Entities.callEntityMethod(entityID, "stopTouch");
|
|
};
|
|
|
|
this.computeReleaseVelocity = function(deltaPosition, deltaTime, useMultiplier) {
|
|
if (deltaTime > 0.0 && !vec3equal(deltaPosition, ZERO_VEC)) {
|
|
var grabbedVelocity = Vec3.multiply(deltaPosition, 1.0 / deltaTime);
|
|
// don't update grabbedVelocity if the trigger is off. the smoothing of the trigger
|
|
// value would otherwise give the held object time to slow down.
|
|
if (this.triggerSqueezed()) {
|
|
this.grabbedVelocity =
|
|
Vec3.sum(Vec3.multiply(this.grabbedVelocity, (1.0 - NEAR_GRABBING_VELOCITY_SMOOTH_RATIO)),
|
|
Vec3.multiply(grabbedVelocity, NEAR_GRABBING_VELOCITY_SMOOTH_RATIO));
|
|
}
|
|
|
|
if (useMultiplier) {
|
|
this.grabbedVelocity = Vec3.multiply(this.grabbedVelocity, RELEASE_VELOCITY_MULTIPLIER);
|
|
}
|
|
}
|
|
};
|
|
|
|
this.release = function() {
|
|
|
|
this.lineOff();
|
|
|
|
if (this.grabbedEntity !== null) {
|
|
if (this.actionID !== null) {
|
|
Entities.deleteAction(this.grabbedEntity, this.actionID);
|
|
}
|
|
Entities.callEntityMethod(this.grabbedEntity, "releaseGrab");
|
|
}
|
|
|
|
// the action will tend to quickly bring an object's velocity to zero. now that
|
|
// the action is gone, set the objects velocity to something the holder might expect.
|
|
Entities.editEntity(this.grabbedEntity, {
|
|
velocity: this.grabbedVelocity
|
|
});
|
|
this.deactivateEntity(this.grabbedEntity);
|
|
|
|
this.grabbedVelocity = ZERO_VEC;
|
|
this.grabbedEntity = null;
|
|
this.actionID = null;
|
|
this.setState(STATE_OFF);
|
|
};
|
|
|
|
this.cleanup = function() {
|
|
this.release();
|
|
};
|
|
|
|
this.activateEntity = function(entityID, grabbedProperties) {
|
|
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, entityID, DEFAULT_GRABBABLE_DATA);
|
|
var invertSolidWhileHeld = grabbableData["invertSolidWhileHeld"];
|
|
var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
|
|
data["activated"] = true;
|
|
data["avatarId"] = MyAvatar.sessionUUID;
|
|
data["refCount"] = data["refCount"] ? data["refCount"] + 1 : 1;
|
|
// zero gravity and set ignoreForCollisions in a way that lets us put them back, after all grabs are done
|
|
if (data["refCount"] == 1) {
|
|
data["gravity"] = grabbedProperties.gravity;
|
|
data["ignoreForCollisions"] = grabbedProperties.ignoreForCollisions;
|
|
var whileHeldProperties = {gravity: {x:0, y:0, z:0}};
|
|
if (invertSolidWhileHeld) {
|
|
whileHeldProperties["ignoreForCollisions"] = ! grabbedProperties.ignoreForCollisions;
|
|
}
|
|
Entities.editEntity(entityID, whileHeldProperties);
|
|
}
|
|
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
|
|
return data;
|
|
};
|
|
|
|
this.deactivateEntity = function(entityID) {
|
|
var data = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, {});
|
|
if (data && data["refCount"]) {
|
|
data["refCount"] = data["refCount"] - 1;
|
|
if (data["refCount"] < 1) {
|
|
Entities.editEntity(entityID, {
|
|
gravity: data["gravity"],
|
|
ignoreForCollisions: data["ignoreForCollisions"]
|
|
});
|
|
data = null;
|
|
}
|
|
} else {
|
|
data = null;
|
|
}
|
|
setEntityCustomData(GRAB_USER_DATA_KEY, entityID, data);
|
|
};
|
|
}
|
|
|
|
var rightController = new MyController(RIGHT_HAND, Controller.findAction("RIGHT_HAND_CLICK"));
|
|
var leftController = new MyController(LEFT_HAND, Controller.findAction("LEFT_HAND_CLICK"));
|
|
|
|
function update() {
|
|
rightController.update();
|
|
leftController.update();
|
|
}
|
|
|
|
function cleanup() {
|
|
rightController.cleanup();
|
|
leftController.cleanup();
|
|
}
|
|
|
|
Script.scriptEnding.connect(cleanup);
|
|
Script.update.connect(update);
|