overte-HifiExperiments/examples/toybox/bow/bow.js
2015-10-22 17:25:15 -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
//
(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 = 0.25;
var ARROW_FORCE = 1.25;
var ARROW_DIMENSIONS = {
x: 0.01,
y: 0.01,
z: 0.08
};
var ARROW_GRAVITY = {
x: 0,
y: -9.8,
z: 0
};
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 = 0.3;
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
Bow.prototype = {
isGrabbed: false,
stringDrawn: false,
hasArrow: false,
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';
},
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
});
},
createStrings: function() {
this.createTopString();
this.createBottomString();
},
deleteStrings: function() {
Entities.deleteEntity(this.topString);
Entities.deleteEntity(this.bottomString);
},
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);
},
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
});
},
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
}
})
});
},
continueNearGrab: function() {
this.bowProperties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
this.checkStringHand();
this.createTargetLine();
},
releaseGrab: function() {
if (this.isGrabbed === true && this.hand === this.initialHand) {
this.isGrabbed = false;
this.stringDrawn = false;
this.deleteStrings();
this.hasArrow = false;
Entities.editEntity(this.entityID, {
userData: JSON.stringify({
grabbableKey: {
turnOffOtherHand: false,
turnOffOppositeBeam: true
}
})
});
}
},
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.stringTriggerAction = Controller.findAction("RIGHT_HAND_CLICK");
} else if (this.initialHand === 'right') {
this.getStringHandPosition = MyAvatar.getLeftPalmPosition;
this.getStringHandRotation = MyAvatar.getLeftPalmRotation;
this.stringTriggerAction = Controller.findAction("LEFT_HAND_CLICK");
}
this.triggerValue = Controller.getActionValue(this.stringTriggerAction);
if (this.triggerValue < DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
// print('TRIGGER 1');
//let it fly
this.stringDrawn = false;
this.deleteStrings();
this.hasArrow = false;
this.releaseArrow();
} else if (this.triggerValue >= DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
//print('TRIGGER 2');
//update
this.stringData.handPosition = this.getStringHandPosition();
this.stringData.handRotation = this.getStringHandRotation();
this.drawStrings();
this.updateArrowPosition();
} else if (this.triggerValue >= DRAW_STRING_THRESHOLD && this.stringDrawn === false) {
//print('TRIGGER 3');
//create
this.stringDrawn = true;
this.createStrings();
this.stringData.handPosition = this.getStringHandPosition();
this.stringData.handRotation = this.getStringHandRotation();
if (this.hasArrow === false) {
this.createArrow();
this.hasArrow = true;
}
this.drawStrings();
}
},
getArrowPosition: function() {
var arrowVector = Vec3.subtract(this.bowProperties.position, this.stringData.handPosition);
arrowVector = Vec3.normalize(arrowVector);
arrowVector = Vec3.multiply(arrowVector, ARROW_OFFSET);
var arrowPosition = Vec3.sum(this.stringData.handPosition, arrowVector);
return arrowPosition;
},
updateArrowPosition: function() {
var arrowPosition = this.getArrowPosition();
var bowRotation = Quat.getFront(this.bowProperties.rotation);
Entities.editEntity(this.arrow, {
position: arrowPosition,
rotation: this.bowProperties.rotation
});
},
createArrow: function() {
// print('CREATING ARROW');
var arrowProperties = {
name: 'Hifi-Arrow',
type: 'Model',
modelURL: ARROW_MODEL_URL,
dimensions: ARROW_DIMENSIONS,
position: this.getArrowPosition(),
rotation: this.bowProperties.rotation,
collisionsWillMove: false,
ignoreForCollisions: true,
script: ARROW_SCRIPT_URL,
lifetime: 40
};
this.arrow = Entities.addEntity(arrowProperties);
},
createTargetLine: function() {
var bowRotation = this.bowProperties.rotation;
Entities.addEntity({
type: "Line",
name: "Debug Line",
dimensions: LINE_ENTITY_DIMENSIONS,
visible: true,
rotation: bowRotation,
position: this.bowProperties.position,
linePoints: [ZERO_VEC, Vec3.multiply(TARGET_LINE_LENGTH, Quat.getFront(this.bowProperties.rotation))],
color: {
red: 255,
green: 0,
blue: 255
},
lifetime: 0.1
});
Entities.addEntity({
type: "Line",
name: "Debug Line",
dimensions: LINE_ENTITY_DIMENSIONS,
visible: true,
// rotation: bowRotation,
position: this.bowProperties.position,
linePoints: [ZERO_VEC, Vec3.multiply(TARGET_LINE_LENGTH, {
x: 1,
y: 0,
z: 0
})],
color: {
red: 255,
green: 0,
blue: 0
},
lifetime: 0.1
});
Entities.addEntity({
type: "Line",
name: "Debug Line",
dimensions: LINE_ENTITY_DIMENSIONS,
visible: true,
// rotation: bowRotation,
position: this.bowProperties.position,
linePoints: [ZERO_VEC, Vec3.multiply(TARGET_LINE_LENGTH, {
x: 0,
y: 1,
z: 0
})],
color: {
red: 0,
green: 255,
blue: 0
},
lifetime: 0.1
});
Entities.addEntity({
type: "Line",
name: "Debug Line",
dimensions: LINE_ENTITY_DIMENSIONS,
visible: true,
// rotation:bowRotation,
position: this.bowProperties.position,
linePoints: [ZERO_VEC, Vec3.multiply(TARGET_LINE_LENGTH, {
x: 0,
y: 0,
z: 1
})],
color: {
red: 0,
green: 0,
blue: 255
},
lifetime: 0.1
});
},
releaseArrow: function() {
var forwardVec = Quat.getRight(Quat.multiply(this.bowProperties.rotation, Quat.fromPitchYawRollDegrees(0, 40, 0)));
forwardVec = Vec3.normalize(forwardVec);
var handDistanceAtRelease = Vec3.length(this.bowProperties.position, this.stringData.handPosition);
forwardVec = Vec3.multiply(forwardVec, ARROW_FORCE);
var arrowProperties = {
velocity: forwardVec,
collisionsWillMove: true,
gravity: ARROW_GRAVITY,
lifetime: 20
};
Entities.editEntity(this.arrow, arrowProperties);
},
getLocalLineVectors: function() {
var topVector = Vec3.subtract(this.stringData.handPosition, this.topStringPosition);
var bottomVector = Vec3.subtract(this.stringData.handPosition, this.bottomStringPosition);
return [topVector, bottomVector];
}
};
return new Bow();
});