Needs a lot of cleanup. Data has been de-duplicated, and where identical copies existed, one of them has been replaced with a symlink. Some files have been excluded, such as binaries, installers and debug dumps. Some of that may still be present.
123 lines
4.3 KiB
JavaScript
123 lines
4.3 KiB
JavaScript
//
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// multitouchExample.js
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// examples
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//
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// Created by Brad Hefta-Gaub on 2/9/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// This is an example script that demonstrates use of the Controller class's multi-touch features
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//
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// When this script is running:
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// * Four finger rotate gesture will rotate your avatar.
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// * Three finger swipe up/down will adjust the pitch of your avatars head.
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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 lastX = 0;
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var lastY = 0;
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var lastAngle = 0;
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var yawFromMultiTouch = 0;
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var pitchFromMultiTouch = 0;
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var wantDebugging = false;
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var ROTATE_YAW_SCALE = 0.15;
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var MOUSE_PITCH_SCALE = -12.5;
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var FIXED_MOUSE_TIMESTEP = 0.016;
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var ROTATE_TOUCH_POINTS = 4;
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var PITCH_TOUCH_POINTS = 3;
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function printTouchEvent(eventName, event) {
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print(eventName);
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print(" event.x,y=" + event.x + ", " + event.y);
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print(" event.isPressed=" + event.isPressed);
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print(" event.isMoved=" + event.isMoved);
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print(" event.isStationary=" + event.isStationary);
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print(" event.isReleased=" + event.isReleased);
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print(" event.isShifted=" + event.isShifted);
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print(" event.isControl=" + event.isControl);
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print(" event.isMeta=" + event.isMeta);
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print(" event.isAlt=" + event.isAlt);
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print(" event.touchPoints=" + event.touchPoints);
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for (var i = 0; i < event.points.length; i++) {
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print(" event.points[" + i + "].x.y:" + event.points[i].x + ", " + event.points[i].y);
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}
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print(" event.radius=" + event.radius);
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print(" event.isPinching=" + event.isPinching);
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print(" event.isPinchOpening=" + event.isPinchOpening);
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print(" event.angle=" + event.angle);
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print(" event.deltaAngle=" + event.deltaAngle);
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for (var i = 0; i < event.points.length; i++) {
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print(" event.angles[" + i + "]:" + event.angles[i]);
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}
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print(" event.isRotating=" + event.isRotating);
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print(" event.rotating=" + event.rotating);
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}
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function touchBeginEvent(event) {
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printTouchEvent("touchBeginEvent", event);
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lastX = event.x;
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lastY = event.y;
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}
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function touchUpdateEvent(event) {
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printTouchEvent("touchUpdateEvent", event);
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if (event.isRotating && event.touchPoints == ROTATE_TOUCH_POINTS) {
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// it's possible for the multitouch rotate gesture to generate angle changes which are faster than comfortable to
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// view, so we will scale this change in angle to make it more comfortable
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var scaledRotate = event.deltaAngle * ROTATE_YAW_SCALE;
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print(">>> event.deltaAngle=" + event.deltaAngle);
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print(">>> scaledRotate=" + scaledRotate);
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yawFromMultiTouch += scaledRotate;
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}
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if (event.touchPoints == PITCH_TOUCH_POINTS) {
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pitchFromMultiTouch += ((event.y - lastY) * MOUSE_PITCH_SCALE * FIXED_MOUSE_TIMESTEP);
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}
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lastX = event.x;
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lastY = event.y;
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lastAngle = event.angle;
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}
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function touchEndEvent(event) {
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printTouchEvent("touchEndEvent", event);
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}
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// Map touch events to our callbacks
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Controller.touchBeginEvent.connect(touchBeginEvent);
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Controller.touchUpdateEvent.connect(touchUpdateEvent);
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Controller.touchEndEvent.connect(touchEndEvent);
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function update(deltaTime) {
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// rotate body yaw for yaw received from multitouch rotate
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var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Radians( { x: 0, y: yawFromMultiTouch, z: 0 } ));
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if (wantDebugging) {
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print("changing orientation"
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+ " [old]MyAvatar.orientation="+MyAvatar.orientation.x + "," + MyAvatar.orientation.y + ","
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+ MyAvatar.orientation.z + "," + MyAvatar.orientation.w
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+ " newOrientation="+newOrientation.x + "," + newOrientation.y + "," + newOrientation.z + "," + newOrientation.w);
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}
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MyAvatar.orientation = newOrientation;
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yawFromMultiTouch = 0;
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// apply pitch from mouse
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var newPitch = MyAvatar.headPitch + pitchFromMultiTouch;
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if (wantDebugging) {
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print("changing pitch [old]MyAvatar.headPitch="+MyAvatar.headPitch+ " newPitch="+newPitch);
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}
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MyAvatar.headPitch = newPitch;
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pitchFromMultiTouch = 0;
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}
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Script.update.connect(update);
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function scriptEnding() {
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// handle any shutdown logic here
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}
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Script.scriptEnding.connect(scriptEnding);
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