// wand.js // part of bubblewand // // Script Type: Entity Script // Created by James B. Pollack @imgntn -- 09/03/2015 // Copyright 2015 High Fidelity, Inc. // // Makes bubbles when you wave the object around. // // For the example, it's attached to a wand -- but you can attach it to whatever entity you want. I dream of BubbleBees :) bzzzz...pop! // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html 'use strict'; (function() { Script.include("../../utilities.js"); Script.include("../../libraries/utils.js"); var BUBBLE_MODEL = "http://hifi-public.s3.amazonaws.com/james/bubblewand/models/bubble/bubble.fbx"; var BUBBLE_SCRIPT = 'http://hifi-public.s3.amazonaws.com/james/bubblewand/scripts/bubble.js?' + randInt(1, 10000); Script.resolvePath('bubble.js?' + randInt(0, 5000)); var HAND_SIZE = 0.25; var TARGET_SIZE = 0.04; var BUBBLE_GRAVITY = { x: 0, y: -0.1, z: 0 } var WAVE_MODE_GROWTH_FACTOR = 0.005; var SHRINK_LOWER_LIMIT = 0.02; var SHRINK_FACTOR = 0.001; var VELOCITY_STRENGTH_LOWER_LIMIT = 0.01; var BUBBLE_DIVISOR = 50; var BUBBLE_LIFETIME_MIN = 3; var BUBBLE_LIFETIME_MAX = 8; function getGustDetectorPosition() { //put the zone in front of your avatar's face var DISTANCE_IN_FRONT = 0.2; var DISTANCE_UP = 0.5; var DISTANCE_TO_SIDE = 0.0; var up = Quat.getUp(MyAvatar.orientation); var front = Quat.getFront(MyAvatar.orientation); var right = Quat.getRight(MyAvatar.orientation); var upOffset = Vec3.multiply(up, DISTANCE_UP); var rightOffset = Vec3.multiply(right, DISTANCE_TO_SIDE); var frontOffset = Vec3.multiply(front, DISTANCE_IN_FRONT); var offset = Vec3.sum(Vec3.sum(rightOffset, frontOffset), upOffset); var position = Vec3.sum(MyAvatar.position, offset); return position; } var wandEntity = this; this.preload = function(entityID) { this.entityID = entityID; this.properties = Entities.getEntityProperties(this.entityID); BubbleWand.originalProperties = this.properties; BubbleWand.init(); print('initial position' + JSON.stringify(BubbleWand.originalProperties.position)); } this.unload = function(entityID) { Entities.editEntity(entityID, { name: "" }); Script.update.disconnect(BubbleWand.update); Entities.deleteEntity(BubbleWand.currentBubble); while (BubbleWand.bubbles.length > 0) { Entities.deleteEntity(BubbleWand.bubbles.pop()); } }; var BubbleWand = { bubbles: [], timeSinceMoved: 0, resetAtTime: 2, currentBubble: null, atOriginalLocation: true, update: function(deltaTime) { BubbleWand.internalUpdate(deltaTime); }, internalUpdate: function(deltaTime) { var _t = this; var GRAB_USER_DATA_KEY = "grabKey"; var defaultGrabData = { activated: false, avatarId: null }; var grabData = getEntityCustomData(GRAB_USER_DATA_KEY, wandEntity.entityID, defaultGrabData); if (grabData.activated && grabData.avatarId == MyAvatar.sessionUUID) { // remember we're being grabbed so we can detect being released _t.beingGrabbed = true; // print out that we're being grabbed // print("I'm being grabbed..."); _t.handleGrabbedWand(); } else if (_t.beingGrabbed) { // if we are not being grabbed, and we previously were, then we were just released, remember that // and print out a message _t.beingGrabbed = false; // print("I'm was released..."); return } }, handleGrabbedWand: function() { var _t = this; // print('HANDLE GRAB 1') var properties = Entities.getEntityProperties(wandEntity.entityID); var wandPosition = properties.position; var velocity = Vec3.subtract(wandPosition, _t.lastPosition) // print('VELOCITY:' + JSON.stringify(velocity)); // print('HANDLE GRAB 2') var velocityStrength = Vec3.length(velocity) * 100; var upVector = Quat.getUp(properties.rotation); var frontVector = Quat.getFront(properties.rotation); var upOffset = Vec3.multiply(upVector, 0.2); var wandTipPosition = Vec3.sum(wandPosition, upOffset); _t.wandTipPosition = wandTipPosition; if (velocityStrength < VELOCITY_STRENGTH_LOWER_LIMIT) { velocityStrength = 0 } var isMoving; if (velocityStrength === 0) { isMoving = false; } else { isMoving = true; } // print('MOVING?' + isMoving) if (isMoving === true) { _t.timeSinceMoved = 0; _t.atOriginalLocation = false; } else { _t.timeSinceMoved = _t.timeSinceMoved + deltaTime; } if (isMoving === false && _t.atOriginalLocation === false) { if (_t.timeSinceMoved > _t.resetAtTime) { _t.timeSinceMoved = 0; _t.returnToOriginalLocation(); } } // default is 'wave mode', where waving the object around grows the bubbles //store the last position of the wand for velocity calculations _t.lastPosition = wandPosition; if (velocityStrength > 10) { velocityStrength = 10 } //actually grow the bubble var dimensions = Entities.getEntityProperties(_t.currentBubble).dimensions; if (velocityStrength > 1) { //add some variation in bubble sizes var bubbleSize = randInt(1, 5); bubbleSize = bubbleSize / BUBBLE_DIVISOR; //release the bubble if its dimensions are bigger than the bubble size if (dimensions.x > bubbleSize) { //bubbles pop after existing for a bit -- so set a random lifetime var lifetime = randInt(BUBBLE_LIFETIME_MIN, BUBBLE_LIFETIME_MAX); Entities.editEntity(_t.currentBubble, { velocity: velocity, lifetime: lifetime }); //release the bubble -- when we create a new bubble, it will carry on and this update loop will affect the new bubble BubbleWand.spawnBubble(); return } else { dimensions.x += WAVE_MODE_GROWTH_FACTOR * velocityStrength; dimensions.y += WAVE_MODE_GROWTH_FACTOR * velocityStrength; dimensions.z += WAVE_MODE_GROWTH_FACTOR * velocityStrength; } } else { if (dimensions.x >= SHRINK_LOWER_LIMIT) { dimensions.x -= SHRINK_FACTOR; dimensions.y -= SHRINK_FACTOR; dimensions.z -= SHRINK_FACTOR; } } //update the bubble to stay with the wand tip Entities.editEntity(_t.currentBubble, { position: _t.wandTipPosition, dimensions: dimensions }); }, spawnBubble: function() { var _t = this; //create a new bubble at the tip of the wand //the tip of the wand is going to be in a different place than the center, so we move in space relative to the model to find that position var properties = Entities.getEntityProperties(wandEntity.entityID); var wandPosition = properties.position; var upVector = Quat.getUp(properties.rotation); var frontVector = Quat.getFront(properties.rotation); var upOffset = Vec3.multiply(upVector, 0.2); var wandTipPosition = Vec3.sum(wandPosition, upOffset); _t.wandTipPosition = wandTipPosition; //store the position of the tip on spawn for use in velocity calculations _t.lastPosition = wandPosition; //create a bubble at the wand tip _t.currentBubble = Entities.addEntity({ type: 'Model', modelURL: BUBBLE_MODEL, position: wandTipPosition, dimensions: { x: 0.01, y: 0.01, z: 0.01 }, collisionsWillMove: true, //true ignoreForCollisions: false, //false gravity: BUBBLE_GRAVITY, shapeType: "sphere", script: BUBBLE_SCRIPT, }); //add this bubble to an array of bubbles so we can keep track of them _t.bubbles.push(_t.currentBubble) }, returnToOriginalLocation: function() { var _t = this; _t.atOriginalLocation = true; Script.update.disconnect(BubbleWand.update) Entities.deleteEntity(_t.currentBubble); Entities.editEntity(wandEntity.entityID, _t.originalProperties) _t.spawnBubble(); Script.update.connect(BubbleWand.update); }, init: function() { var _t = this; this.spawnBubble(); Script.update.connect(BubbleWand.update); } } })