mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-05-06 20:50:02 +02:00
278 lines
No EOL
8.9 KiB
JavaScript
278 lines
No EOL
8.9 KiB
JavaScript
(function() {
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//TODO -- At the part of the animation where the user starts to close the lid we need to rewind any frames past the one where it is aligned for going up/down before switching to the down animation
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var _this;
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function Lid() {
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_this = this;
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return this;
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}
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var MUSIC_URL = Script.resolvePath('http://hifi-content.s3.amazonaws.com/DomainContent/Home/musicBox/music_converted.wav');
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// var SHUT_SOUND_URL = Script.resolvePath('http://hifi-content.s3.amazonaws.com/DomainContent/Home/Sounds/book_fall.L.wav');
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// var OPEN_SOUND_URL = Script.resolvePath('http://public.highfidelity.io/sounds/Switches%20and%20sliders/lamp_switch_2.wav');
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var SHUT_SOUND_URL = Script.resolvePath('atp:/openSound.wav');
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var OPEN_SOUND_URL = Script.resolvePath('atp:/closeSound.wav');
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Lid.prototype = {
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musicInjector: null,
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preload: function(entityID) {
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this.entityID = entityID;
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this.music = SoundCache.getSound(MUSIC_URL);
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this.shutSound = SoundCache.getSound(SHUT_SOUND_URL);
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this.openSound = SoundCache.getSound(OPEN_SOUND_URL);
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print('OPEN SOUND?? ' + this.openSound)
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this.musicIsPlaying = false;
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this.shut = true;
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this.shutSoundInjector = {
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isPlaying: false
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};
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this.musicInjector = null;
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this.openSoundInjector = {
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isPlaying: false
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}
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this.getParts();
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this.props = Entities.getEntityProperties(this.entityID);
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},
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updateSoundPositionWhileBaseIsHeld: function() {
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},
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startNearTrigger: function() {
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this.getParts();
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},
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continueNearTrigger: function() {
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var properties = Entities.getEntityProperties(this.entityID);
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},
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playMusic: function() {
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if (this.musicIsPlaying !== true) {
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var properties = Entities.getEntityProperties(this.entityID);
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var audioOptions = {
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position: properties.position,
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volume: 0.75,
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loop: true
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}
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this.musicInjector = Audio.playSound(this.music, audioOptions);
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this.musicIsPlaying = true;
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print('music should be playing now')
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}
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},
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stopMusic: function() {
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this.musicIsPlaying = false;
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if (this.musicInjector !== null) {
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this.musicInjector.stop();
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}
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},
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playOpenSound: function() {
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if (this.openSoundInjector.isPlaying !== true) {
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var properties = Entities.getEntityProperties(this.entityID);
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var audioOptions = {
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position: properties.position,
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volume: 1,
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loop: false
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}
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this.openSoundInjector = Audio.playSound(this.openSound, audioOptions);
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print('this oppen soundinejctopr' + JSON.stringify(this.openSoundInjector))
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}
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},
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playShutSound: function() {
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print('shut injector' + JSON.stringify(this.shutSoundInjector));
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if (this.shutSoundInjector.isPlaying !== true) {
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var properties = Entities.getEntityProperties(this.entityID);
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var audioOptions = {
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position: properties.position,
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volume: 1,
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loop: false
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}
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this.shutSoundInjector = Audio.playSound(this.shutSound, audioOptions);
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}
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},
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rotateLid: function(myID, paramsArray) {
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var finalRotation;
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paramsArray.forEach(function(param) {
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var p;
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// print('param is:' + param)
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try {
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p = JSON.parse(param);
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finalRotation = p;
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} catch (err) {
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// print('not a json param')
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return;
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p = param;
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}
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});
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//this might be z now that its roll
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var constraint = finalRotation.z
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var MIN_LID_ROTATION = 0;
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var MAX_LID_ROTATION = 75;
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//handle sound on open, close, and actually play the song
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if (constraint > 20 && this.musicIsPlaying === false) {
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this.playMusic();
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print('play music!!')
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}
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if (constraint <= 20 && this.musicIsPlaying === true) {
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print('stop music!!')
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this.stopMusic();
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}
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if (constraint > 0 && this.shut === true) {
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print('play open sound!!')
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this.shut = false;
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this.playOpenSound();
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this.startHat();
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this.startKey();
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} else if (constraint <= 0 && this.shut === false) {
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print('play shut sound!!')
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this.shut = true;
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this.playShutSound();
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this.stopKey();
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this.stopHat();
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}
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//handle scaling the lid angle to the animation frame
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//0 to 30 hat going up
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//30-90 hat spinning
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//scale for going up down, and then spin when fully open ;)
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var hatHeight = scaleValue(constraint, MIN_LID_ROTATION, MAX_LID_ROTATION, 0, 0.04);
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Entities.editEntity(this.entityID, {
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rotation: Quat.fromPitchYawRollDegrees(finalRotation.x, finalRotation.y, finalRotation.z)
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})
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var VERTICAL_OFFSET = 0.025;
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var FORWARD_OFFSET = 0.0;
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var LATERAL_OFFSET = 0.0;
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var hatOffset = getOffsetFromCenter(VERTICAL_OFFSET, FORWARD_OFFSET, LATERAL_OFFSET)
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var baseProps = Entities.getEntityProperties(this.base);
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var upOffset = Vec3.multiply(hatHeight,Quat.getUp(baseProps.rotation));
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var hatPosition = Vec3.sum(hatOffset, upOffset)
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Entities.editEntity(this.hat, {
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position: hatPosition
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})
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},
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getParts: function() {
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var properties = Entities.getEntityProperties(this.entityID);
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var results = Entities.findEntities(properties.position, 2);
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results.forEach(function(result) {
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var props = Entities.getEntityProperties(result);
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if (props.name === 'home_music_box_base') {
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print('FOUND BASE');
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_this.base = result;
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_this.baseProps = props;
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}
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if (props.name === 'home_music_box_key') {
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print('FOUND KEY')
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_this.key = result;
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_this.keyProps = props;
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}
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if (props.name === 'home_music_box_hat') {
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print('FOUND HAT')
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_this.hat = result;
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_this.hatProps = props;
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}
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})
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},
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startHat: function() {
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Entities.editEntity(this.hat, {
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angularDamping: 0,
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angularVelocity: {
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x: 0,
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y: 0.785398,
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z: 0,
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}
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})
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},
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startKey: function() {
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Entities.editEntity(this.key, {
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angularDamping: 0,
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angularVelocity: {
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x: 0,
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y: 0,
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z: 0.785398,
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}
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})
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},
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stopHat: function() {
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Entities.editEntity(this.hat, {
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angularDamping: 0.5,
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});
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},
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stopKey: function() {
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Entities.editEntity(this.key, {
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angularDamping: 0.5,
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});
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},
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unload: function() {
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if (this.musicInjector !== null) {
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this.musicInjector.stop();
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}
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},
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}
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var scaleValue = function(value, min1, max1, min2, max2) {
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return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
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}
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function getOffsetFromCenter(VERTICAL_OFFSET, FORWARD_OFFSET, LATERAL_OFFSET) {
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var properties = Entities.getEntityProperties(_this.base);
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var upVector = Quat.getUp(properties.rotation);
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var frontVector = Quat.getFront(properties.rotation);
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var rightVector = Quat.getRight(properties.rotation);
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var upOffset = Vec3.multiply(upVector, VERTICAL_OFFSET);
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var frontOffset = Vec3.multiply(frontVector, FORWARD_OFFSET);
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var rightOffset = Vec3.multiply(rightVector, LATERAL_OFFSET);
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var finalOffset = Vec3.sum(properties.position, upOffset);
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finalOffset = Vec3.sum(finalOffset, frontOffset);
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finalOffset = Vec3.sum(finalOffset, rightOffset);
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return finalOffset
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};
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return new Lid();
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}) |