Files
junisaber/src/components/saber-controls.js
2018-10-24 18:53:12 -07:00

168 lines
5.7 KiB
JavaScript

/**
* Controller, cursor, raycaster.
*/
AFRAME.registerComponent('saber-controls', {
schema: {
bladeEnabled: {default: false},
hand: {default: 'right', oneOf: ['left', 'right']},
isPaused: {default: false},
strokeMinSpeed: {default: 100000},
strokeMinAngle: {default: 5}
},
init: function () {
var el = this.el;
var data = this.data;
this.boundingBox = new THREE.Box3();
this.bladeEl = el.querySelector('.blade');
this.controllerType = '';
this.xPlaneNormal = new THREE.Vector3(0, 1, 0);
this.yPlaneNormal = new THREE.Vector3(1, 0, 0);
this.xyPlaneNormal = new THREE.Vector3(1, 1, 0);
this.bladeTipPosition = new THREE.Vector3();
this.bladePosition = new THREE.Vector3();
this.bladeVector = new THREE.Vector3();
this.bladeTipPreviousPosition = new THREE.Vector3();
this.saberPosition = new THREE.Vector3();
this.swinging = false;
this.strokeAngle = 0;
this.strokeCount = 0;
this.distanceSamples = [];
this.accumulatedDistance = 0;
el.addEventListener('controllerconnected', this.initSaber.bind(this));
const hand = {hand: data.hand, model: false};
el.setAttribute('oculus-touch-controls', hand);
el.setAttribute('vive-controls', hand);
el.setAttribute('windows-motion-controls', hand);
this.bladeEl = this.el.querySelector('.blade');
},
update: function (oldData) {
if (!oldData.bladeEnabled && this.data.bladeEnabled) {
this.bladeEl.emit('drawblade');
}
},
tick: function (time, delta) {
if (!this.data.bladeEnabled) { return; }
this.boundingBox.setFromObject(this.bladeEl.getObject3D('mesh'));
this.detectStroke(delta);
},
detectStroke: function (delta) {
var bladeObject
var distance;
var distanceSamples = this.distanceSamples;
var data = this.data;
var directionChange;
var startSpeed;
var strokeMinSpeed = this.swinging ? startSpeed : this.data.strokeMinSpeed;
// Tip of the blade position in world coordinates.
this.bladeTipPosition.set(0, 0.9, 0);
this.bladePosition.set(0, 0, 0);
bladeObject = this.el.object3D;
bladeObject.parent.updateMatrixWorld();
bladeObject.localToWorld(this.bladeTipPosition);
bladeObject.localToWorld(this.bladePosition);
// Angles between saber and major planes.
this.bladeVector.copy(this.bladeTipPosition).sub(this.bladePosition).normalize();
var anglePlaneX = this.bladeVector.angleTo(this.xPlaneNormal);
var anglePlaneY = this.bladeVector.angleTo(this.yPlaneNormal);
var anglePlaneXY = this.bladeVector.angleTo(this.xyPlaneNormal);
// Distance covered but the saber tip in one frame.
distance = this.bladeTipPreviousPosition.sub(this.bladeTipPosition).length() * 1000000;
// Sample distance of the last 5 frames.
if (this.distanceSamples.length === 5) {
this.accumulatedDistance -= this.distanceSamples.shift();
}
this.distanceSamples.push(distance);
this.accumulatedDistance += distance;
// 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;
// Saber has to move more than strokeMinAngle to consider a swing.
// This filters out unintentional swings.
if (!this.swinging && this.strokeAngle > data.strokeMinAngle) {
startSpeed = this.accumulatedDistance;
this.swinging = true;
this.maxAnglePlaneX = 0;
this.maxAnglePlaneY = 0;
this.maxAnglePlaneXY = 0;
}
this.maxAnglePlaneX = anglePlaneX > this.maxAnglePlaneX ? anglePlaneX : this.maxAnglePlaneX;
this.maxAnglePlaneY = anglePlaneY > this.maxAnglePlaneY ? anglePlaneY : this.maxAnglePlaneY;
this.maxAnglePlaneXY = anglePlaneXY > this.maxAnglePlaneXY ? anglePlaneXY : this.maxAnglePlaneXY;
} else {
// Stroke finishes. Reset swinging state.
if (this.swinging) {
// 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; }
}
}
this.bladeTipPreviousPosition.copy(this.bladeTipPosition);
},
initSaber: function (evt) {
this.controllerType = evt.detail.name;
this.el.setAttribute('cursor', this.config[this.controllerType].cursor || {});
},
config: {
'oculus-touch-controls': {
cursor: {
downEvents: [
'triggerdown',
'gripdown',
'abuttondown',
'bbuttondown',
'xbuttondown',
'ybuttondown'
],
upEvents: [
'triggerup',
'gripup',
'abuttonup',
'bbuttonup',
'xbuttonup',
'ybuttonup'
]
}
},
'vive-controls': {
cursor: {
downEvents: ['trackpaddown', 'triggerdown', 'gripdown'],
upEvents: ['trackpadup', 'triggerup', 'gripup']
}
},
'windows-motion-controls': {
cursor: {
downEvents: ['trackpaddown', 'triggerdown', 'gripdown'],
upEvents: ['trackpadup', 'triggerup', 'gripup']
}
}
}
});