overte-HifiExperiments/examples/toys/bubblewand/wand.js
2015-09-16 17:09:54 -07:00

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JavaScript

// 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.
//
// For the example, it's attached to a wand -- but you can attach it to whatever entity you want. I dream of BubbleBees :) bzzzz...pop!
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
'use strict';
(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_SCRIPT = 'http://hifi-public.s3.amazonaws.com/james/bubblewand/scripts/bubble.js?' + randInt(1, 10000);
Script.resolvePath('bubble.js?' + randInt(0, 5000));
var HAND_SIZE = 0.25;
var TARGET_SIZE = 0.04;
var BUBBLE_GRAVITY = {
x: 0,
y: -0.1,
z: 0
}
var WAVE_MODE_GROWTH_FACTOR = 0.005;
var SHRINK_LOWER_LIMIT = 0.02;
var SHRINK_FACTOR = 0.001;
var VELOCITY_STRENGTH_LOWER_LIMIT = 0.01;
var BUBBLE_DIVISOR = 50;
var BUBBLE_LIFETIME_MIN = 3;
var BUBBLE_LIFETIME_MAX = 8;
function getGustDetectorPosition() {
//put the zone in front of your avatar's face
var DISTANCE_IN_FRONT = 0.2;
var DISTANCE_UP = 0.5;
var DISTANCE_TO_SIDE = 0.0;
var up = Quat.getUp(MyAvatar.orientation);
var front = Quat.getFront(MyAvatar.orientation);
var right = Quat.getRight(MyAvatar.orientation);
var upOffset = Vec3.multiply(up, DISTANCE_UP);
var rightOffset = Vec3.multiply(right, DISTANCE_TO_SIDE);
var frontOffset = Vec3.multiply(front, DISTANCE_IN_FRONT);
var offset = Vec3.sum(Vec3.sum(rightOffset, frontOffset), upOffset);
var position = Vec3.sum(MyAvatar.position, offset);
return position;
}
var wandEntity = this;
this.preload = function(entityID) {
this.entityID = entityID;
this.properties = Entities.getEntityProperties(this.entityID);
BubbleWand.originalProperties = this.properties;
BubbleWand.init();
print('initial position' + JSON.stringify(BubbleWand.originalProperties.position));
}
this.unload = function(entityID) {
Entities.editEntity(entityID, {
name: ""
});
Script.update.disconnect(BubbleWand.update);
Entities.deleteEntity(BubbleWand.currentBubble);
while (BubbleWand.bubbles.length > 0) {
Entities.deleteEntity(BubbleWand.bubbles.pop());
}
};
var BubbleWand = {
bubbles: [],
timeSinceMoved: 0,
resetAtTime: 2,
currentBubble: null,
atOriginalLocation: true,
update: function(deltaTime) {
BubbleWand.internalUpdate(deltaTime);
},
internalUpdate: function(deltaTime) {
var _t = this;
var GRAB_USER_DATA_KEY = "grabKey";
var defaultGrabData = {
activated: false,
avatarId: null
};
var grabData = getEntityCustomData(GRAB_USER_DATA_KEY, wandEntity.entityID, defaultGrabData);
if (grabData.activated && grabData.avatarId == MyAvatar.sessionUUID) {
// remember we're being grabbed so we can detect being released
_t.beingGrabbed = true;
// print out that we're being grabbed
// print("I'm being grabbed...");
_t.handleGrabbedWand();
} else if (_t.beingGrabbed) {
// if we are not being grabbed, and we previously were, then we were just released, remember that
// and print out a message
_t.beingGrabbed = false;
// print("I'm was released...");
return
}
},
handleGrabbedWand: function() {
var _t = this;
// print('HANDLE GRAB 1')
var properties = Entities.getEntityProperties(wandEntity.entityID);
var wandPosition = properties.position;
var velocity = Vec3.subtract(wandPosition, _t.lastPosition)
// print('VELOCITY:' + JSON.stringify(velocity));
// print('HANDLE GRAB 2')
var velocityStrength = Vec3.length(velocity) * 100;
var upVector = Quat.getUp(properties.rotation);
var frontVector = Quat.getFront(properties.rotation);
var upOffset = Vec3.multiply(upVector, 0.2);
var wandTipPosition = Vec3.sum(wandPosition, upOffset);
_t.wandTipPosition = wandTipPosition;
if (velocityStrength < VELOCITY_STRENGTH_LOWER_LIMIT) {
velocityStrength = 0
}
var isMoving;
if (velocityStrength === 0) {
isMoving = false;
} else {
isMoving = true;
}
// print('MOVING?' + isMoving)
if (isMoving === true) {
_t.timeSinceMoved = 0;
_t.atOriginalLocation = false;
} else {
_t.timeSinceMoved = _t.timeSinceMoved + deltaTime;
}
if (isMoving === false && _t.atOriginalLocation === false) {
if (_t.timeSinceMoved > _t.resetAtTime) {
_t.timeSinceMoved = 0;
_t.returnToOriginalLocation();
}
}
// default is 'wave mode', where waving the object around grows the bubbles
//store the last position of the wand for velocity calculations
_t.lastPosition = wandPosition;
if (velocityStrength > 10) {
velocityStrength = 10
}
//actually grow the bubble
var dimensions = Entities.getEntityProperties(_t.currentBubble).dimensions;
if (velocityStrength > 1) {
//add some variation in bubble sizes
var bubbleSize = randInt(1, 5);
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);
Entities.editEntity(_t.currentBubble, {
velocity: velocity,
lifetime: lifetime
});
//release the bubble -- when we create a new bubble, it will carry on and this update loop will affect the new bubble
BubbleWand.spawnBubble();
return
} else {
dimensions.x += WAVE_MODE_GROWTH_FACTOR * velocityStrength;
dimensions.y += WAVE_MODE_GROWTH_FACTOR * velocityStrength;
dimensions.z += WAVE_MODE_GROWTH_FACTOR * velocityStrength;
}
} else {
if (dimensions.x >= SHRINK_LOWER_LIMIT) {
dimensions.x -= SHRINK_FACTOR;
dimensions.y -= SHRINK_FACTOR;
dimensions.z -= SHRINK_FACTOR;
}
}
//update the bubble to stay with the wand tip
Entities.editEntity(_t.currentBubble, {
position: _t.wandTipPosition,
dimensions: dimensions
});
},
spawnBubble: function() {
var _t = this;
//create a new bubble at the tip of the wand
//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 properties = Entities.getEntityProperties(wandEntity.entityID);
var wandPosition = properties.position;
var upVector = Quat.getUp(properties.rotation);
var frontVector = Quat.getFront(properties.rotation);
var upOffset = Vec3.multiply(upVector, 0.2);
var wandTipPosition = Vec3.sum(wandPosition, upOffset);
_t.wandTipPosition = wandTipPosition;
//store the position of the tip on spawn for use in velocity calculations
_t.lastPosition = wandPosition;
//create a bubble at the wand tip
_t.currentBubble = Entities.addEntity({
type: 'Model',
modelURL: BUBBLE_MODEL,
position: wandTipPosition,
dimensions: {
x: 0.01,
y: 0.01,
z: 0.01
},
collisionsWillMove: true, //true
ignoreForCollisions: false, //false
gravity: BUBBLE_GRAVITY,
shapeType: "sphere",
script: BUBBLE_SCRIPT,
});
//add this bubble to an array of bubbles so we can keep track of them
_t.bubbles.push(_t.currentBubble)
},
returnToOriginalLocation: function() {
var _t = this;
_t.atOriginalLocation = true;
Script.update.disconnect(BubbleWand.update)
Entities.deleteEntity(_t.currentBubble);
Entities.editEntity(wandEntity.entityID, _t.originalProperties)
_t.spawnBubble();
Script.update.connect(BubbleWand.update);
},
init: function() {
var _t = this;
this.spawnBubble();
Script.update.connect(BubbleWand.update);
}
}
})