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413 lines
No EOL
16 KiB
JavaScript
413 lines
No EOL
16 KiB
JavaScript
//
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// bow.js
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//
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// 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.
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//
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// Created by James B. Pollack @imgntn on 10/19/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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(function() {
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var ZERO_VEC = {
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x: 0,
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y: 0,
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z: 0
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};
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var LINE_ENTITY_DIMENSIONS = {
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x: 1000,
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y: 1000,
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z: 1000
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};
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var ARROW_MODEL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/arrow_good.fbx";
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var ARROW_COLLISION_HULL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/arrow_good_collision_hull.obj";
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var ARROW_SCRIPT_URL = Script.resolvePath('arrow.js');
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var ARROW_OFFSET = 0.25;
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var ARROW_FORCE = 1.25;
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var ARROW_DIMENSIONS = {
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x: 0.01,
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y: 0.01,
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z: 0.08
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};
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var ARROW_GRAVITY = {
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x: 0,
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y: -9.8,
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z: 0
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};
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var TOP_NOTCH_OFFSET = 0.5;
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var BOTTOM_NOTCH_OFFSET = 0.5;
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var LINE_DIMENSIONS = {
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x: 5,
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y: 5,
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z: 5
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};
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var DRAW_STRING_THRESHOLD = 0.80;
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var TARGET_LINE_LENGTH = 0.3;
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var _this;
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function Bow() {
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_this = this;
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return;
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}
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// create bow
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// on pickup, wait for other hand to start trigger pull
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// then create strings that start at top and bottom of bow
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// extend them to the other hand position
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// on trigger release,
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// create arrow
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// shoot arrow with velocity relative to distance between hand position and bow
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// delete lines
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Bow.prototype = {
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isGrabbed: false,
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stringDrawn: false,
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hasArrow: false,
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stringData: {
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currentColor: {
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red: 0,
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green: 255,
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blue: 0
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}
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},
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preload: function(entityID) {
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this.entityID = entityID;
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},
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setLeftHand: function() {
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if (this.isGrabbed === true) {
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return false;
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}
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this.hand = 'left';
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},
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setRightHand: function() {
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if (this.isGrabbed === true) {
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return false;
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}
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this.hand = 'right';
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},
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drawStrings: function() {
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this.updateStringPositions();
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var lineVectors = this.getLocalLineVectors();
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Entities.editEntity(this.topString, {
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linePoints: [{
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x: 0,
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y: 0,
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z: 0
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}, lineVectors[0]],
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lineWidth: 5,
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color: this.stringData.currentColor
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});
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Entities.editEntity(this.bottomString, {
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linePoints: [{
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x: 0,
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y: 0,
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z: 0
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}, lineVectors[1]],
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lineWidth: 5,
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color: this.stringData.currentColor
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});
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},
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createStrings: function() {
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this.createTopString();
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this.createBottomString();
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},
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deleteStrings: function() {
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Entities.deleteEntity(this.topString);
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Entities.deleteEntity(this.bottomString);
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},
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createTopString: function() {
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var stringProperties = {
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type: 'Line',
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position: Vec3.sum(this.bowProperties.position, TOP_NOTCH_OFFSET),
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dimensions: LINE_DIMENSIONS
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};
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this.topString = Entities.addEntity(stringProperties);
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},
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createBottomString: function() {
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var stringProperties = {
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type: 'Line',
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position: Vec3.sum(this.bowProperties.position, BOTTOM_NOTCH_OFFSET),
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dimensions: LINE_DIMENSIONS
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};
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this.bottomString = Entities.addEntity(stringProperties);
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},
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updateStringPositions: function() {
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var upVector = Quat.getUp(this.bowProperties.rotation);
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var upOffset = Vec3.multiply(upVector, TOP_NOTCH_OFFSET);
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var downVector = Vec3.multiply(-1, Quat.getUp(this.bowProperties.rotation));
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var downOffset = Vec3.multiply(downVector, BOTTOM_NOTCH_OFFSET);
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this.topStringPosition = Vec3.sum(this.bowProperties.position, upOffset);
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this.bottomStringPosition = Vec3.sum(this.bowProperties.position, downOffset);
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Entities.editEntity(this.topString, {
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position: this.topStringPosition
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});
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Entities.editEntity(this.bottomString, {
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position: this.bottomStringPosition
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});
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},
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startNearGrab: function() {
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if (this.isGrabbed === true) {
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return false;
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}
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this.isGrabbed = true;
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this.initialHand = this.hand;
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Entities.editEntity(this.entityID, {
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userData: JSON.stringify({
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grabbableKey: {
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turnOffOtherHand: true,
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turnOffOppositeBeam: true
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}
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})
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});
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},
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continueNearGrab: function() {
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this.bowProperties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
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this.checkStringHand();
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this.createTargetLine();
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},
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releaseGrab: function() {
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if (this.isGrabbed === true && this.hand === this.initialHand) {
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this.isGrabbed = false;
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this.stringDrawn = false;
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this.deleteStrings();
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this.hasArrow = false;
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Entities.editEntity(this.entityID, {
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userData: JSON.stringify({
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grabbableKey: {
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turnOffOtherHand: false,
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turnOffOppositeBeam: true
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}
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})
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});
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}
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},
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checkStringHand: function() {
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//invert the hands because our string will be held with the opposite hand of the first one we pick up the bow with
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if (this.initialHand === 'left') {
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this.getStringHandPosition = MyAvatar.getRightPalmPosition;
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this.getStringHandRotation = MyAvatar.getRightPalmRotation;
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this.stringTriggerAction = Controller.findAction("RIGHT_HAND_CLICK");
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} else if (this.initialHand === 'right') {
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this.getStringHandPosition = MyAvatar.getLeftPalmPosition;
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this.getStringHandRotation = MyAvatar.getLeftPalmRotation;
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this.stringTriggerAction = Controller.findAction("LEFT_HAND_CLICK");
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}
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this.triggerValue = Controller.getActionValue(this.stringTriggerAction);
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if (this.triggerValue < DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
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// print('TRIGGER 1');
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//let it fly
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this.stringDrawn = false;
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this.deleteStrings();
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this.hasArrow = false;
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this.releaseArrow();
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} else if (this.triggerValue >= DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
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//print('TRIGGER 2');
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//update
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this.stringData.handPosition = this.getStringHandPosition();
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this.stringData.handRotation = this.getStringHandRotation();
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this.drawStrings();
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this.updateArrowPosition();
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} else if (this.triggerValue >= DRAW_STRING_THRESHOLD && this.stringDrawn === false) {
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//print('TRIGGER 3');
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//create
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this.stringDrawn = true;
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this.createStrings();
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this.stringData.handPosition = this.getStringHandPosition();
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this.stringData.handRotation = this.getStringHandRotation();
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if (this.hasArrow === false) {
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this.createArrow();
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this.hasArrow = true;
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}
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this.drawStrings();
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}
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},
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getArrowPosition: function() {
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var arrowVector = Vec3.subtract(this.bowProperties.position, this.stringData.handPosition);
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arrowVector = Vec3.normalize(arrowVector);
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arrowVector = Vec3.multiply(arrowVector, ARROW_OFFSET);
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var arrowPosition = Vec3.sum(this.stringData.handPosition, arrowVector);
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return arrowPosition;
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},
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updateArrowPosition: function() {
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var arrowPosition = this.getArrowPosition();
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var bowRotation = Quat.getFront(this.bowProperties.rotation);
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Entities.editEntity(this.arrow, {
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position: arrowPosition,
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rotation: this.bowProperties.rotation
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});
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},
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createArrow: function() {
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// print('CREATING ARROW');
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var arrowProperties = {
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name: 'Hifi-Arrow',
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type: 'Model',
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modelURL: ARROW_MODEL_URL,
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dimensions: ARROW_DIMENSIONS,
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position: this.getArrowPosition(),
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rotation: this.bowProperties.rotation,
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collisionsWillMove: false,
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ignoreForCollisions: true,
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script: ARROW_SCRIPT_URL,
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lifetime: 40
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};
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this.arrow = Entities.addEntity(arrowProperties);
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},
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createTargetLine: function() {
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var bowRotation = this.bowProperties.rotation;
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Entities.addEntity({
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type: "Line",
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name: "Debug Line",
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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rotation: bowRotation,
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position: this.bowProperties.position,
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linePoints: [ZERO_VEC, Vec3.multiply(TARGET_LINE_LENGTH, Quat.getFront(this.bowProperties.rotation))],
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color: {
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red: 255,
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green: 0,
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blue: 255
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},
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lifetime: 0.1
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});
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Entities.addEntity({
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type: "Line",
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name: "Debug Line",
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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// rotation: bowRotation,
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position: this.bowProperties.position,
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linePoints: [ZERO_VEC, Vec3.multiply(TARGET_LINE_LENGTH, {
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x: 1,
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y: 0,
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z: 0
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})],
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color: {
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red: 255,
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green: 0,
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blue: 0
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},
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lifetime: 0.1
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});
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Entities.addEntity({
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type: "Line",
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name: "Debug Line",
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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// rotation: bowRotation,
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position: this.bowProperties.position,
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linePoints: [ZERO_VEC, Vec3.multiply(TARGET_LINE_LENGTH, {
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x: 0,
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y: 1,
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z: 0
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})],
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color: {
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red: 0,
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green: 255,
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blue: 0
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},
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lifetime: 0.1
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});
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Entities.addEntity({
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type: "Line",
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name: "Debug Line",
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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// rotation:bowRotation,
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position: this.bowProperties.position,
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linePoints: [ZERO_VEC, Vec3.multiply(TARGET_LINE_LENGTH, {
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x: 0,
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y: 0,
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z: 1
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})],
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color: {
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red: 0,
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green: 0,
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blue: 255
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},
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lifetime: 0.1
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});
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},
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releaseArrow: function() {
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var forwardVec = Quat.getRight(Quat.multiply(this.bowProperties.rotation, Quat.fromPitchYawRollDegrees(0, 40, 0)));
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forwardVec = Vec3.normalize(forwardVec);
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var handDistanceAtRelease = Vec3.length(this.bowProperties.position, this.stringData.handPosition);
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forwardVec = Vec3.multiply(forwardVec, ARROW_FORCE);
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var arrowProperties = {
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velocity: forwardVec,
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collisionsWillMove: true,
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gravity: ARROW_GRAVITY,
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lifetime: 20
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};
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Entities.editEntity(this.arrow, arrowProperties);
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},
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getLocalLineVectors: function() {
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var topVector = Vec3.subtract(this.stringData.handPosition, this.topStringPosition);
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var bottomVector = Vec3.subtract(this.stringData.handPosition, this.bottomStringPosition);
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return [topVector, bottomVector];
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}
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};
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return new Bow();
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}); |