Add on/off by pressure; add point bulb to end of flashlight

This commit is contained in:
James B. Pollack 2015-09-21 16:10:08 -07:00
parent 71e668470f
commit fd67a2b86f
2 changed files with 153 additions and 120 deletions

View file

@ -15,30 +15,33 @@
Script.include("https://hifi-public.s3.amazonaws.com/scripts/utilities.js");
var scriptURL = "https://hifi-public.s3.amazonaws.com/scripts/toys/flashlight/flashlight.js?"+randInt(0,1000);
var scriptURL = Script.resolvePath('flashlight.js?12322');
var modelURL = "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx";
var center = Vec3.sum(Vec3.sum(MyAvatar.position, {x: 0, y: 0.5, z: 0}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation())));
var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
x: 0,
y: 0.5,
z: 0
}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation())));
var flashlight = Entities.addEntity({
type: "Model",
modelURL: modelURL,
position: center,
dimensions: {
x: 0.04,
y: 0.15,
z: 0.04
},
collisionsWillMove: true,
shapeType: 'box',
script: scriptURL
type: "Model",
modelURL: modelURL,
position: center,
dimensions: {
x: 0.04,
y: 0.15,
z: 0.04
},
collisionsWillMove: true,
shapeType: 'box',
script: scriptURL
});
function cleanup() {
Entities.deleteEntity(flashlight);
Entities.deleteEntity(flashlight);
}

View file

@ -4,6 +4,7 @@
// Script Type: Entity
//
// Created by Sam Gateau on 9/9/15.
// Additions by James B. Pollack @imgntn on 9/21/2015
// Copyright 2015 High Fidelity, Inc.
//
// This is a toy script that can be added to the Flashlight model entity:
@ -13,15 +14,9 @@
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// TODO: update to use new grab signals, which will include handedness.
// BONUS: dim the light with pressure instead of binary on/off
(function() {
function debugPrint(message) {
//print(message);
}
Script.include("../../libraries/utils.js");
var _this;
@ -30,11 +25,11 @@
// our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)
Flashlight = function() {
_this = this;
_this._hasSpotlight = false;
_this._spotlight = null;
};
var DISABLE_LIGHT_THRESHOLD = 0.5;
//if the trigger value goes below this while held, the flashlight will turn off. if it goes above, it will
var DISABLE_LIGHT_THRESHOLD = 0.7;
// These constants define the Spotlight position and orientation relative to the model
var MODEL_LIGHT_POSITION = {
x: 0,
@ -47,101 +42,131 @@
z: 0
});
// Evaluate the world light entity position and orientation from the model ones
var GLOW_LIGHT_POSITION = {
x: 0,
y: -0.1,
z: 0
}
// Evaluate the world light entity positions and orientations from the model ones
function evalLightWorldTransform(modelPos, modelRot) {
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
};
function glowLightWorldTransform(modelPos, modelRot) {
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, GLOW_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
};
Flashlight.prototype = {
lightOn: false,
hand: null,
whichHand: null,
hasSpotlight: false,
spotlight: null,
setRightHand: function() {
this.hand = 'RIGHT';
},
setLeftHand: function() {
this.hand = 'LEFT';
},
startNearGrab: function() {
if (!_this.hasSpotlight) {
//this light casts the beam
this.spotlight = Entities.addEntity({
type: "Light",
isSpotlight: true,
dimensions: {
x: 2,
y: 2,
z: 20
},
color: {
red: 255,
green: 255,
blue: 255
},
intensity: 2,
exponent: 0.3,
cutoff: 20
});
// update() will be called regulary, because we've hooked the update signal in our preload() function
// we will check out userData for the grabData. In the case of the hydraGrab script, it will tell us
// if we're currently being grabbed and if the person grabbing us is the current interfaces avatar.
// we will watch this for state changes and print out if we're being grabbed or released when it changes.
update: function() {
var GRAB_USER_DATA_KEY = "grabKey";
//this light creates the effect of a bulb at the end of the flashlight
this.glowLight = Entities.addEntity({
type: "Light",
dimensions: {
x: 0.25,
y: 0.25,
z: 0.25
},
isSpotlight: false,
color: {
red: 255,
green: 255,
blue: 255
},
exponent: 0,
cutoff: 90, // in degrees
});
// because the update() signal doesn't have a valid this, we need to use our memorized _this to access our entityID
var entityID = _this.entityID;
this.hasSpotlight = true;
// we want to assume that if there is no grab data, then we are not being grabbed
var defaultGrabData = {
activated: false,
avatarId: null
};
// this handy function getEntityCustomData() is available in utils.js and it will return just the specific section
// of user data we asked for. If it's not available it returns our default data.
var grabData = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, defaultGrabData);
// if the grabData says we're being grabbed, and the owner ID is our session, then we are being grabbed by this interface
if (grabData.activated && grabData.avatarId == MyAvatar.sessionUUID) {
// remember we're being grabbed so we can detect being released
_this.beingGrabbed = true;
var modelProperties = Entities.getEntityProperties(entityID);
var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation);
// Create the spot light driven by this model if we don;t have one yet
// Or make sure to keep it's position in sync
if (!_this._hasSpotlight) {
_this._spotlight = Entities.addEntity({
type: "Light",
position: lightTransform.p,
rotation: lightTransform.q,
isSpotlight: true,
dimensions: {
x: 2,
y: 2,
z: 20
},
color: {
red: 255,
green: 255,
blue: 255
},
intensity: 2,
exponent: 0.3,
cutoff: 20
});
_this._hasSpotlight = true;
debugPrint("Flashlight:: creating a spotlight");
} else {
// Updating the spotlight
Entities.editEntity(_this._spotlight, {
position: lightTransform.p,
rotation: lightTransform.q
});
_this.changeLightWithTriggerPressure();
debugPrint("Flashlight:: updating the spotlight");
}
debugPrint("I'm being grabbed...");
} else if (_this.beingGrabbed) {
if (_this._hasSpotlight) {
Entities.deleteEntity(_this._spotlight);
debugPrint("Destroying flashlight spotlight...");
}
_this._hasSpotlight = false;
_this._spotlight = null;
// if we are not being grabbed, and we previously were, then we were just released, remember that
// and print out a message
_this.beingGrabbed = false;
debugPrint("I'm was released...");
}
},
setWhichHand: function() {
this.whichHand = this.hand;
},
continueNearGrab: function() {
if (this.whichHand === null) {
//only set the active hand once -- if we always read the current hand, our 'holding' hand will get overwritten
this.setWhichHand();
} else {
this.updateLightPositions();
this.changeLightWithTriggerPressure(this.whichHand);
}
},
releaseGrab: function() {
//delete the lights and reset state
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
Entities.deleteEntity(this.glowLight);
this.hasSpotlight = false;
this.glowLight = null;
this.spotlight = null;
this.whichHand = null;
}
},
updateLightPositions: function() {
var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
//move the two lights along the vectors we set above
var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation);
var glowLightTransform = glowLightWorldTransform(modelProperties.position, modelProperties.rotation);
//move them with the entity model
Entities.editEntity(this.spotlight, {
position: lightTransform.p,
rotation: lightTransform.q,
})
Entities.editEntity(this.glowLight, {
position: glowLightTransform.p,
rotation: glowLightTransform.q,
})
},
changeLightWithTriggerPressure: function(flashLightHand) {
@ -156,33 +181,34 @@
} else if (this.triggerValue >= DISABLE_LIGHT_THRESHOLD && this.lightOn === false) {
this.turnLightOn();
}
return triggerValue
return
},
turnLightOff: function() {
Entities.editEntity(_this._spotlight, {
print('turn light off')
Entities.editEntity(this.spotlight, {
intensity: 0
});
Entities.editEntity(this.glowLight, {
intensity: 0
});
this.lightOn = false
},
turnLightOn: function() {
Entities.editEntity(_this._spotlight, {
print('turn light on')
Entities.editEntity(this.glowLight, {
intensity: 2
});
Entities.editEntity(this.spotlight, {
intensity: 2
});
this.lightOn = true
},
// preload() will be called when the entity has become visible (or known) to the interface
// it gives us a chance to set our local JavaScript object up. In this case it means:
// * remembering our entityID, so we can access it in cases where we're called without an entityID
// * connecting to the update signal so we can check our grabbed state
preload: function(entityID) {
_this.entityID = entityID;
var modelProperties = Entities.getEntityProperties(entityID);
this.entityID = entityID;
Script.update.connect(this.update);
},
@ -191,11 +217,15 @@
// to the update signal
unload: function(entityID) {
if (_this._hasSpotlight) {
Entities.deleteEntity(_this._spotlight);
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
Entities.deleteEntity(this.glowLight);
this.hasSpotlight = false;
this.glowLight = null;
this.spotlight = null;
this.whichHand = null;
}
_this._hasSpotlight = false;
_this._spotlight = null;
Script.update.disconnect(this.update);
},