phetsims / quadrilateral

"Quadrilateral" is an educational simulation in HTML5, by PhET Interactive Simulations.
GNU General Public License v3.0
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Vibrations for collisions with boundaries and shape #117

Open brettfiedler opened 2 years ago

brettfiedler commented 2 years ago

We discussed adding vibratory feedback to differentiate two cases in transforming the quad shape:

Case 3: Physical limitation point is reached Pattern: Fast double buzz, “no-no” Repeat: No repeat Intensity: 1.0

Case 4: Screen limitation point is reached Pattern: Ramping global intensity Repeat: Continuous Intensity: 0.25-1.0

In order to make this work, we'll need to be able to distinguish when the shape is being restricted by either internal limitations (side length is too small, vertex or side have collided) or a vertex has hit the play area boundary

brettfiedler commented 2 years ago

Not sure who will work on this or if it will be during overlap - but assigning both JG and JB (feel free to remove if this won't be in your boat)

Not priority until JB has time dedicated to Quad haptic implementation

jessegreenberg commented 2 years ago

This may be a bit difficult because of https://github.com/phetsims/quadrilateral/issues/15. Each vertex has a unique shape defines where it is allowed to be. That shape includes the "play area bounds" and is what makes sure the quadrilateral never becomes crossed. In addition there are checks to make sure that vertices and sides do not overlap with eachother.

It may be ideal to resolve #41 first, but understand that may not fit in the timeline for this issue.

jessegreenberg commented 2 years ago

Discussed with @jbphet in conjunction with #104, Ill work on this and it does seem like #41 should be done first ideally.

jessegreenberg commented 1 year ago

We are moving forward with this in #127, can this actually be closed?

jessegreenberg commented 1 year ago

Ah, I see this issue is about haptics for those events. Ill rename the issue.