overte-HifiExperiments/examples/toybox/bow/bow.js
2015-10-28 10:20:35 -07:00

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JavaScript

//
// bow.js
//
// This script attaches to a bow that you can pick up with a hand controller. Use your other hand and press the trigger to grab the line, and release the trigger to fire.
//
// Created by James B. Pollack @imgntn on 10/19/2015
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// TODO:
// make arrows more visible
// make arrow rotate toward ground as it flies
// add noise when you release arrow -> add the sound to the arrow and keep it with position so you hear it whizz by
// add noise when you draw string
// re-enable arrows sticking when they hit
// prepare for haptics
// from chat w/ ryan
// 5 arrows on table
// pick up arrow entity
// notch it
(function() {
var ZERO_VEC = {
x: 0,
y: 0,
z: 0
};
var LINE_ENTITY_DIMENSIONS = {
x: 1000,
y: 1000,
z: 1000
};
var ARROW_MODEL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/arrow_good.fbx";
var ARROW_COLLISION_HULL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/arrow_good_collision_hull.obj";
var ARROW_SCRIPT_URL = Script.resolvePath('arrow.js');
var ARROW_OFFSET = 0.32;
var ARROW_FORCE = 1.25;
var ARROW_DIMENSIONS = {
x: 0.02,
y: 0.02,
z: 0.64
};
var ARROW_GRAVITY = {
x: 0,
y: -9.8,
z: 0
};
var ARROW_TIP_OFFSET = 0.32;
var TOP_NOTCH_OFFSET = 0.5;
var BOTTOM_NOTCH_OFFSET = 0.5;
var LINE_DIMENSIONS = {
x: 5,
y: 5,
z: 5
};
var DRAW_STRING_THRESHOLD = 0.80;
var TARGET_LINE_LENGTH = 1;
var LEFT_TIP = 1;
var RIGHT_TIP = 3;
var NOTCH_DETECTOR_OFFSET = {
x: 0,
y: 0,
z: 0
};
var NOTCH_DETECTOR_DIMENSIONS = {
x: 0.25,
y: 0.25,
z: 0.25
};
var NOTCH_DETECTOR_DISTANCE = 0.1;
var _this;
function Bow() {
_this = this;
return;
}
// create bow
// on pickup, wait for other hand to start trigger pull
// then create strings that start at top and bottom of bow
// extend them to the other hand position
// on trigger release,
// create arrow
// shoot arrow with velocity relative to distance between hand position and bow
// delete lines
// with notching system (for reloading):
// pick up bow
// pick up arrow
// move arrow near notch detector
// pull back on the trigger to draw the string
// release to fire
Bow.prototype = {
isGrabbed: false,
stringDrawn: false,
hasArrow: false,
arrowTipPosition: null,
hasArrowNotched: false,
notchDetector: null,
arrow: null,
arrowIsBurning: false,
fire: null,
stringData: {
currentColor: {
red: 0,
green: 255,
blue: 0
}
},
preload: function(entityID) {
this.entityID = entityID;
},
setLeftHand: function() {
if (this.isGrabbed === true) {
return false;
}
this.hand = 'left';
},
setRightHand: function() {
if (this.isGrabbed === true) {
return false;
}
this.hand = 'right';
},
startNearGrab: function() {
if (this.isGrabbed === true) {
return false;
}
this.isGrabbed = true;
this.initialHand = this.hand;
Entities.editEntity(this.entityID, {
userData: JSON.stringify({
grabbableKey: {
turnOffOtherHand: true,
turnOffOppositeBeam: true,
invertSolidWhileHeld: true
}
})
});
},
continueNearGrab: function() {
this.bowProperties = Entities.getEntityProperties(this.entityID, ["position", "rotation","userData"]);
if (this.notchDetector === null) {
this.createNotchDetector();
}
this.updateNotchDetectorPosition();
this.checkArrowHand();
if (this.hasArrowNotched === true) {
//only test for strings now that an arrow is notched
// this.checkStringHand();
//should probably draw a string straight across the bow until its notched
}
},
releaseGrab: function() {
if (this.isGrabbed === true && this.hand === this.initialHand) {
this.isGrabbed = false;
this.stringDrawn = false;
this.deleteStrings();
this.hasArrow = false;
Entities.deleteEntity(this.arrow);
Entities.editEntity(this.entityID, {
userData: JSON.stringify({
grabbableKey: {
turnOffOtherHand: false,
turnOffOppositeBeam: true,
invertSolidWhileHeld: true
}
})
});
Entities.deleteEntity(this.notchDetector);
this.notchDetector = null;
}},
createStrings: function() {
this.createTopString();
this.createBottomString();
},
createTopString: function() {
var stringProperties = {
type: 'Line',
position: Vec3.sum(this.bowProperties.position, TOP_NOTCH_OFFSET),
dimensions: LINE_DIMENSIONS
};
this.topString = Entities.addEntity(stringProperties);
},
createBottomString: function() {
var stringProperties = {
type: 'Line',
position: Vec3.sum(this.bowProperties.position, BOTTOM_NOTCH_OFFSET),
dimensions: LINE_DIMENSIONS
};
this.bottomString = Entities.addEntity(stringProperties);
},
deleteStrings: function() {
Entities.deleteEntity(this.topString);
Entities.deleteEntity(this.bottomString);
},
updateStringPositions: function() {
var upVector = Quat.getUp(this.bowProperties.rotation);
var upOffset = Vec3.multiply(upVector, TOP_NOTCH_OFFSET);
var downVector = Vec3.multiply(-1, Quat.getUp(this.bowProperties.rotation));
var downOffset = Vec3.multiply(downVector, BOTTOM_NOTCH_OFFSET);
this.topStringPosition = Vec3.sum(this.bowProperties.position, upOffset);
this.bottomStringPosition = Vec3.sum(this.bowProperties.position, downOffset);
Entities.editEntity(this.topString, {
position: this.topStringPosition
});
Entities.editEntity(this.bottomString, {
position: this.bottomStringPosition
});
Entities.editEntity(this.preNotchString, {
position: this.topStringPosition
});
},
drawStrings: function() {
this.updateStringPositions();
var lineVectors = this.getLocalLineVectors();
Entities.editEntity(this.topString, {
linePoints: [{
x: 0,
y: 0,
z: 0
}, lineVectors[0]],
lineWidth: 5,
color: this.stringData.currentColor
});
Entities.editEntity(this.bottomString, {
linePoints: [{
x: 0,
y: 0,
z: 0
}, lineVectors[1]],
lineWidth: 5,
color: this.stringData.currentColor
});
},
getLocalLineVectors: function() {
var topVector = Vec3.subtract(this.stringData.handPosition, this.topStringPosition);
var bottomVector = Vec3.subtract(this.stringData.handPosition, this.bottomStringPosition);
return [topVector, bottomVector];
},
createPreNotchString: function() {
var stringProperties = {
type: 'Line',
position: Vec3.sum(this.bowProperties.position, TOP_NOTCH_OFFSET),
dimensions: LINE_DIMENSIONS
};
this.preNotchString = Entities.addEntity(stringProperties);
},
drawPreNotchStrings: function() {
this.updateStringPositions();
var downVector = Vec3.multiply(-1, Quat.getUp(this.bowProperties.rotation));
var downOffset = Vec3.multiply(downVector, BOTTOM_NOTCH_OFFSET * 2);
Entities.editEntity(this.preNotchString, {
linePoints: [{
x: 0,
y: 0,
z: 0
}, Vec3.sum({
x: 0,
y: 0,
z: 0
}, downOffset)],
lineWidth: 5,
color: this.stringData.currentColor
});
},
deletePreNotchString: function() {
Entities.deleteEntity(this.preNotchString);
},
getArrowHandPosition:function(){
return
},
testForHandInNotchDetector: function() {
var arrowHandPosition = this.getArrowHandPosition();
var notchDetectorPosition = Entities.getEntityProperties(this.notchDetector, "position");
var fromArrowHandToNotchDetector = Vec3.subtract(arrowHandPosition, notchDetectorPosition);
var distance = Vec3.length(fromArrowHandToNotchDetector);
if (distance < NOTCH_DETECTOR_DISTANCE) {
print('ARROW NOTCHED');
if (this.hasArrowNotched === false) {
this.hasArrowNotched = true;
this.notchArrow();
}
}
},
notchArrow: function() {
//put the arrow in the notch
},
checkStringHand: function() {
//invert the hands because our string will be held with the opposite hand of the first one we pick up the bow with
if (this.initialHand === 'left') {
this.getStringHandPosition = MyAvatar.getRightPalmPosition;
this.getStringHandRotation = MyAvatar.getRightPalmRotation;
this.getGrabHandPosition = MyAvatar.getLeftPalmPosition;
this.getGrabHandRotation = MyAvatar.getLeftPalmRotation;
this.stringTriggerAction = Controller.findAction("RIGHT_HAND_CLICK");
} else if (this.initialHand === 'right') {
this.getStringHandPosition = MyAvatar.getLeftPalmPosition;
this.getStringHandRotation = MyAvatar.getLeftPalmRotation;
this.getGrabHandPosition = MyAvatar.getRightPalmPosition;
this.getGrabHandRotation = MyAvatar.getRightPalmRotation;
this.stringTriggerAction = Controller.findAction("LEFT_HAND_CLICK");
}
this.triggerValue = Controller.getActionValue(this.stringTriggerAction);
if (this.triggerValue < DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
this.stringDrawn = false;
this.deleteStrings();
this.hasArrow = false;
this.releaseArrow();
} else if (this.triggerValue >= DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
this.stringData.handPosition = this.getStringHandPosition();
this.stringData.handRotation = this.getStringHandRotation();
this.initialHand === 'right' ? this.stringData.grabHandPosition = Controller.getSpatialControlPosition(RIGHT_TIP) : this.stringData.grabHandPosition = Controller.getSpatialControlPosition(LEFT_TIP);
this.stringData.grabHandRotation = this.getGrabHandRotation();
this.drawStrings();
this.updateArrowPosition();
} else if (this.triggerValue >= DRAW_STRING_THRESHOLD && this.stringDrawn === false) {
this.stringDrawn = true;
this.createStrings();
this.stringData.handPosition = this.getStringHandPosition();
this.stringData.handRotation = this.getStringHandRotation();
this.initialHand === 'right' ? this.stringData.grabHandPosition = Controller.getSpatialControlPosition(RIGHT_TIP) : this.stringData.grabHandPosition = Controller.getSpatialControlPosition(LEFT_TIP);
this.stringData.grabHandRotation = this.getGrabHandRotation();
if (this.hasArrow === false) {
this.createArrow();
this.hasArrow = true;
}
this.drawStrings();
this.updateArrowPosition();
}
},
getArrowPosition: function() {
var arrowVector = Vec3.subtract(this.stringData.handPosition, this.stringData.grabHandPosition);
arrowVector = Vec3.normalize(arrowVector);
arrowVector = Vec3.multiply(arrowVector, ARROW_OFFSET);
var arrowPosition = Vec3.sum(this.stringData.grabHandPosition, arrowVector);
return arrowPosition;
},
orientationOf: function(vector) {
var Y_AXIS = {
x: 0,
y: 1,
z: 0
};
var X_AXIS = {
x: 1,
y: 0,
z: 0
};
var theta = 0.0;
var RAD_TO_DEG = 180.0 / Math.PI;
var direction, yaw, pitch;
direction = Vec3.normalize(vector);
yaw = Quat.angleAxis(Math.atan2(direction.x, direction.z) * RAD_TO_DEG, Y_AXIS);
pitch = Quat.angleAxis(Math.asin(-direction.y) * RAD_TO_DEG, X_AXIS);
return Quat.multiply(yaw, pitch);
},
updateArrowPosition: function() {
var arrowPosition = this.getArrowPosition();
var handToHand = Vec3.subtract(this.stringData.handPosition, this.stringData.grabHandPosition);
var arrowRotation = this.orientationOf(handToHand);
Entities.editEntity(this.arrow, {
position: arrowPosition,
rotation: arrowRotation
});
if (this.arrowIsBurning === true) {
Entities.editEntity(this.fire, {
position: this.arrow.position
});
}
},
updateArrowPositionPreNotch: function() {
Entities.editEntity(this.arrow, {
position: this.getArrowHandPosition(),
rotatin: this.getArrowHandRotation()
});
if (this.arrowIsBurning === true) {
Entities.editEntity(this.fire, {
position: arrowHandPosition
});
}
},
updateArrowPositionInNotch: function() {
var notchPosition = this.notchDetectorPosition;
Entities.editEntityProperties(this.arrow, {
position: notchPosition
})
if (this.arrowIsBurning === true) {
Entities.editEntity(this.fire, {
position: arrowTipPosition
});
}
},
createArrow: function() {
// print('CREATING ARROW');
var arrowProperties = {
name: 'Hifi-Arrow',
type: 'Model',
shapeType: 'box',
modelURL: ARROW_MODEL_URL,
dimensions: ARROW_DIMENSIONS,
position: this.getArrowPosition(),
rotation: this.bowProperties.rotation,
collisionsWillMove: false,
ignoreForCollisions: true,
gravity: ARROW_GRAVITY,
// script: ARROW_SCRIPT_URL,
lifetime: 40,
userData: JSON.stringify({
grabbableKey: {
grabbable: false,
}
})
};
this.arrow = Entities.addEntity(arrowProperties);
},
getArrowTipPosition: function() {
var arrowPosition = this.getArrowPosition();
var arrowTipPosition = Vec3.sum(arrowPosition, ARROW_TIP_OFFSET);
return arrowTipPosition
},
releaseArrow: function() {
var handToHand = Vec3.subtract(this.stringData.grabHandPosition, this.stringData.handPosition);
var arrowRotation = this.orientationOf(handToHand);
var handDistanceAtRelease = Vec3.distance(this.stringData.grabHandPosition, this.stringData.handPosition);
print('HAND DISTANCE:: ' + handDistanceAtRelease);
var arrowForce = this.scaleArrowShotStrength(handDistanceAtRelease, 0, 2, 20, 50);
print('ARROW FORCE::' + arrowForce);
var forwardVec = Vec3.multiply(handToHand, arrowForce);
var arrowProperties = {
// rotation:handToHand,
ignoreForCollisions: false,
collisionsWillMove: true,
gravity: ARROW_GRAVITY,
velocity: forwardVec,
lifetime: 20
};
Entities.editEntity(this.arrow, arrowProperties);
Script.setTimeout(function() {
Entities.editEntity(this.arrow, {
ignoreForCollisions: false,
collisionsWillMove: true,
gravity: ARROW_GRAVITY,
});
}, 100)
this.arrow = null;
this.fire = null;
this.arrowIsBurnning = false;
},
scaleArrowShotStrength: function(value, min1, max1, min2, max2) {
return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
},
createNotchDetector: function() {
var detectorPosition = Vec3.sum(this.bowProperties.position, NOTCH_DETECTOR_OFFSET);
var detectorProperties = {
type: 'Box',
visible: true,
ignoreForCollisions: true,
dimensions: NOTCH_DETECTOR_DIMENSIONS,
position: detectorPosition,
color: {
red: 0,
green: 255,
blue: 0
}
};
this.notchDetector = Entities.addEntity(detectorProperties);
},
updateNotchDetectorPosition: function() {
this.notchDetectorPosition = Vec3.sum(this.bowProperties.position, NOTCH_DETECTOR_OFFSET);
Entities.editEntity(this.notchDetector, {
position: this.notchDetectorPosition
});
},
setArrowOnFire: function() {
var myOrientation = Quat.fromPitchYawRollDegrees(-90, 0, 0.0);
var animationSettings = JSON.stringify({
fps: 30,
running: true,
loop: true,
firstFrame: 1,
lastFrame: 10000
});
var fire = Entities.addEntity({
type: "ParticleEffect",
name: "Hifi-Arrow-Fire",
animationSettings: animationSettings,
textures: "https://hifi-public.s3.amazonaws.com/alan/Particles/Particle-Sprite-Smoke-1.png",
position: this.arrowTipPosition,
emitRate: 100,
colorStart: {
red: 70,
green: 70,
blue: 137
},
color: {
red: 200,
green: 99,
blue: 42
},
colorFinish: {
red: 255,
green: 99,
blue: 32
},
radiusSpread: 0.01,
radiusStart: 0.02,
radiusEnd: 0.001,
particleRadius: 0.05,
radiusFinish: 0.0,
emitOrientation: myOrientation,
emitSpeed: 0.3,
speedSpread: 0.1,
alphaStart: 0.05,
alpha: 0.1,
alphaFinish: 0.05,
emitDimensions: {
x: 1,
y: 1,
z: 0.1
},
polarFinish: 0.1,
emitAcceleration: {
x: 0.0,
y: 0.0,
z: 0.0
},
accelerationSpread: {
x: 0.1,
y: 0.01,
z: 0.1
},
lifespan: 1,
});
Entites.editEntityProperties(this.arrow, {
userData: JSON.stringify({
hifiFireArrowKey: {
fire: this.fire
}
})
})
this.arrowIsBurning = true;
}
};
return new Bow();
});