// 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. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html (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_INITIAL_DIMENSIONS = { x: 0.01, y: 0.01, z: 0.01 } var BUBBLE_LIFETIME_MIN = 3; var BUBBLE_LIFETIME_MAX = 8; var BUBBLE_SIZE_MIN = 1; var BUBBLE_SIZE_MAX = 5; var BUBBLE_DIVISOR = 50; var BUBBLE_LINEAR_DAMPING = 0.4; var GROWTH_FACTOR = 0.005; var SHRINK_FACTOR = 0.001; var SHRINK_LOWER_LIMIT = 0.02; var WAND_TIP_OFFSET = 0.095; var VELOCITY_THRESHOLD = 0.5; function interval() { var lastTime = new Date().getTime() / 1000; return function getInterval() { var newTime = new Date().getTime() / 1000; var delta = newTime - lastTime; lastTime = newTime; return delta; }; } var checkInterval = interval(); var _this; var BubbleWand = function() { _this = this; } BubbleWand.prototype = { timePassed: null, currentBubble: null, preload: function(entityID) { this.entityID = entityID; Script.update.connect(this.update); }, unload: function() { Script.update.disconnect(this.update); }, getWandTipPosition: function(properties) { //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 upVector = Quat.getUp(properties.rotation); var frontVector = Quat.getFront(properties.rotation); var upOffset = Vec3.multiply(upVector, WAND_TIP_OFFSET); var wandTipPosition = Vec3.sum(properties.position, upOffset); return wandTipPosition }, addCollisionsToBubbleAfterCreation: function(bubble) { //if the bubble collide immediately, we get weird effects. so we add collisions after release Entities.editEntity(bubble, { collisionsWillMove: true }) }, randomizeBubbleGravity: function() { //change up the gravity a little bit for variation in floating effects var randomNumber = randInt(0, 3); var gravity = { x: 0, y: -randomNumber / 10, z: 0 } return gravity }, growBubbleWithWandVelocity: function(properties, deltaTime) { //get the wand and tip position for calculations var wandPosition = properties.position; var wandTipPosition = this.getWandTipPosition(properties) // velocity = distance / time var distance = Vec3.subtract(wandPosition, this.lastPosition); var velocity = Vec3.multiply(distance, 1 / deltaTime); var velocityStrength = Vec3.length(velocity); velocityStrength = velocityStrength; //store the last position of the wand for velocity calculations this.lastPosition = wandPosition; //actually grow the bubble var dimensions = Entities.getEntityProperties(this.currentBubble, "dimensions").dimensions; if (velocityStrength > VELOCITY_THRESHOLD) { //add some variation in bubble sizes var bubbleSize = randInt(BUBBLE_SIZE_MIN, BUBBLE_SIZE_MAX); 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); //edit the bubble properties at release Entities.editEntity(this.currentBubble, { velocity: velocity, lifetime: lifetime, gravity: this.randomizeBubbleGravity() }); //wait to make the bubbles collidable, so that they dont hit each other and the wand Script.setTimeout(this.addCollisionsToBubbleAfterCreation(this.currentBubble), lifetime / 2); //release the bubble -- when we create a new bubble, it will carry on and this update loop will affect the new bubble this.createBubbleAtTipOfWand(); return } else { //grow small bubbles dimensions.x += GROWTH_FACTOR * velocityStrength; dimensions.y += GROWTH_FACTOR * velocityStrength; dimensions.z += GROWTH_FACTOR * velocityStrength; } } else { // if the wand is not moving, make the current bubble smaller if (dimensions.x >= SHRINK_LOWER_LIMIT) { dimensions.x -= SHRINK_FACTOR; dimensions.y -= SHRINK_FACTOR; dimensions.z -= SHRINK_FACTOR; } } //adjust the bubble dimensions Entities.editEntity(this.currentBubble, { dimensions: dimensions }); }, createBubbleAtTipOfWand: function() { //create a new bubble at the tip of the wand var properties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]); var wandPosition = properties.position; wandTipPosition = this.getWandTipPosition(properties); //store the position of the tip for use in velocity calculations this.lastPosition = wandPosition; //create a bubble at the wand tip this.currentBubble = Entities.addEntity({ name: 'Bubble', type: 'Model', modelURL: BUBBLE_MODEL, position: wandTipPosition, dimensions: BUBBLE_INITIAL_DIMENSIONS, collisionsWillMove: false, ignoreForCollisions: false, linearDamping: BUBBLE_LINEAR_DAMPING, shapeType: "sphere" }); }, startNearGrab: function() { if (this.currentBubble === null) { this.createBubbleAtTipOfWand(); } }, continueNearGrab: function() { var deltaTime = checkInterval() var properties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]); this.growBubbleWithWandVelocity(properties, deltaTime); var wandTipPosition = this.getWandTipPosition(properties); //update the bubble to stay with the wand tip Entities.editEntity(this.currentBubble, { position: wandTipPosition, }); }, releaseGrab: function() { //delete the current buble and reset state when the wand is released Entities.deleteEntity(this.currentBubble); this.currentBubble = null }, } return new BubbleWand(); })