Measuting strokeAngle no longer necesssary with new score system

This commit is contained in:
Diego Marcos
2018-10-29 15:59:26 -07:00
parent 110c2984e1
commit 6226bbfc50

View File

@@ -26,7 +26,6 @@ AFRAME.registerComponent('saber-controls', {
this.bladeTipPreviousPosition = new THREE.Vector3();
this.saberPosition = new THREE.Vector3();
this.swinging = false;
this.strokeAngle = 0;
this.strokeCount = 0;
this.distanceSamples = [];
this.accumulatedDistance = 0;
@@ -88,17 +87,10 @@ AFRAME.registerComponent('saber-controls', {
// Filter out saber movements that are too slow. Too slow or small angle is considered wrong hit.
// Cap stroke to 180 degrees.
if (this.accumulatedDistance > this.data.strokeMinSpeed && this.strokeAngle < 180) {
// Calculate angle covered by the saber in one frame and accumulate.
// Trig: Triangle formed by the saber and the linear distance covered by its tip
// Arcsin((distanceCoveredByTip / 2.0) / Length of the blade) * 2
// This is not exact becasuse assumes wrist as pivot point, ignoring elbow and shoulder.
// It seems to work well in practice but might need tweaking.
this.strokeAngle += ((Math.asin(((distance / 1000000) / 2.0) / 0.9)) /
(2 * Math.PI)) * 360 * 2;
if (this.accumulatedDistance > this.data.strokeMinSpeed) {
// Saber has to move more than strokeMinAngle to consider a swing.
// This filters out unintentional swings.
if (!this.swinging && this.strokeAngle > data.strokeMinAngle) {
if (!this.swinging) {
startSpeed = this.accumulatedDistance;
this.swinging = true;
this.maxAnglePlaneX = 0;
@@ -114,7 +106,6 @@ AFRAME.registerComponent('saber-controls', {
// console.log("MaxAngle " + this.maxAnglePlaneX * 180 / Math.PI);
this.el.emit('strokeend');
this.swinging = false;
this.strokeAngle = 0;
this.accumulatedDistance = 0;
for (let i = 0; i < this.distanceSamples.length; i++) { this.distanceSamples[i] = 0; }
}