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408 lines
14 KiB
JavaScript
408 lines
14 KiB
JavaScript
"use strict";
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//
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// friends.js
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// scripts/developer/tests/performance/
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//
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// Created by David Kelly on 3/7/2017.
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// Copyright 2017 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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const version = 0.1;
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const label = "Friends";
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const MAX_AVATAR_DISTANCE = 1.0;
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const GRIP_MIN = 0.05;
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const MESSAGE_CHANNEL = "io.highfidelity.friends";
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const STATES = {
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inactive : 0,
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waiting: 1,
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friending: 2,
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};
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const STATE_STRINGS = ["inactive", "waiting", "friending"];
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const WAITING_INTERVAL = 100; // ms
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const FRIENDING_INTERVAL = 100; // ms
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const FRIENDING_TIME = 3000; // ms
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const OVERLAY_COLORS = [{red: 0x00, green: 0xFF, blue: 0x00}, {red: 0x00, green: 0x00, blue: 0xFF}];
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const FRIENDING_HAPTIC_STRENGTH = 0.5;
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const FRIENDING_SUCCESS_HAPTIC_STRENGTH = 1.0;
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const HAPTIC_DURATION = 20;
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var currentHand;
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var isWaiting = false;
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var nearbyAvatars = [];
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var state = STATES.inactive;
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var waitingInterval;
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var friendingInterval;
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var entity;
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var makingFriends = false; // really just for visualizations for now
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var animHandlerId;
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var entityDimensionMultiplier = 1.0;
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var friendingId;
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function debug() {
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var stateString = "<" + STATE_STRINGS[state] + ">";
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var versionString = "v" + version;
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print.apply(null, [].concat.apply([label, versionString, stateString], [].map.call(arguments, JSON.stringify)));
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}
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function handToString(hand) {
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if (hand === Controller.Standard.RightHand) {
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return "RightHand";
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} else if (hand === Controller.Standard.LeftHand) {
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return "LeftHand";
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}
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return "";
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}
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function handToHaptic(hand) {
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if (hand === Controller.Standard.RightHand) {
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return 1;
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} else if (hand === Controller.Standard.LeftHand) {
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return 0;
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}
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return -1;
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}
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function getHandPosition(avatar, hand) {
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if (!hand) {
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debug("calling getHandPosition with no hand!");
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return;
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}
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var jointName = handToString(hand) + "Middle1";
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return avatar.getJointPosition(avatar.getJointIndex(jointName));
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}
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function shakeHandsAnimation(animationProperties) {
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// all we are doing here is moving the right hand to a spot
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// that is in front of and a bit above the hips. Basing how
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// far in front as scaling with the avatar's height (say hips
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// to head distance)
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var headIndex = MyAvatar.getJointIndex("Head");
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var offset = 0.5; // default distance of hand in front of you
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var result = {};
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if (headIndex) {
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offset = 0.8 * MyAvatar.getAbsoluteJointTranslationInObjectFrame(headIndex).y;
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}
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var handPos = Vec3.multiply(offset, {x: -0.25, y: 0.8, z: 1.3});
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result.rightHandPosition = handPos;
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result.rightHandRotation = Quat.fromPitchYawRollDegrees(90, 0, 90);
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return result;
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}
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// this is called frequently, but usually does nothing
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function updateVisualization() {
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if (state == STATES.inactive) {
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if (entity) {
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entity = Entities.deleteEntity(entity);
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}
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return;
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}
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var color = state == STATES.waiting ? OVERLAY_COLORS[0] : OVERLAY_COLORS[1];
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var position = getHandPosition(MyAvatar, currentHand);
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// temp code, though all of this stuff really is temp...
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if (makingFriends) {
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color = { red: 0xFF, green: 0x00, blue: 0x00 };
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}
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// TODO: make the size scale with avatar, up to
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// the actual size of MAX_AVATAR_DISTANCE
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var wrist = MyAvatar.getJointPosition(MyAvatar.getJointIndex(handToString(currentHand)));
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var d = entityDimensionMultiplier * Vec3.distance(wrist, position);
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var dimension = {x: d, y: d, z: d};
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if (!entity) {
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var props = {
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type: "Sphere",
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color: color,
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position: position,
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dimensions: dimension
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}
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entity = Entities.addEntity(props);
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} else {
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Entities.editEntity(entity, {dimensions: dimension, position: position, color: color});
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}
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}
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// this should find the nearest avatars, returning an array of avatar, hand pairs. Currently
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// looking at distance between hands.
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function findNearbyAvatars() {
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var nearbyAvatars = [];
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var handPos = getHandPosition(MyAvatar, currentHand);
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AvatarList.getAvatarIdentifiers().forEach(function (identifier) {
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if (!identifier) { return; }
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var avatar = AvatarList.getAvatar(identifier);
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var distanceR = Vec3.distance(getHandPosition(avatar, Controller.Standard.RightHand), handPos);
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var distanceL = Vec3.distance(getHandPosition(avatar, Controller.Standard.LeftHand), handPos);
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var distance = Math.min(distanceL, distanceR);
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if (distance < MAX_AVATAR_DISTANCE) {
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if (distance == distanceR) {
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nearbyAvatars.push({avatar: identifier, hand: Controller.Standard.RightHand});
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} else {
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nearbyAvatars.push({avatar: identifier, hand: Controller.Standard.LeftHand});
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}
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}
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});
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return nearbyAvatars;
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}
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function startHandshake(fromKeyboard) {
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if (fromKeyboard) {
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debug("adding animation");
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animHandlerId = MyAvatar.addAnimationStateHandler(shakeHandsAnimation, []);
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}
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debug("starting handshake for", currentHand);
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state = STATES.waiting;
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friendingId = undefined;
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entityDimensionMultiplier = 1.0;
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waitingInterval = Script.setInterval(
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function () {
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messageSend({
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key: "waiting",
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hand: handToString(currentHand)
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});
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}, WAITING_INTERVAL);
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}
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function endHandshake() {
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debug("ending handshake for", currentHand);
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currentHand = undefined;
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state = STATES.inactive;
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if (waitingInterval) {
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waitingInterval = Script.clearInterval(waitingInterval);
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}
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if (friendingInterval) {
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friendingInterval = Script.clearInterval(friendingInterval);
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// send done to let friend know you are not making friends now
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messageSend({
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key: "done"
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});
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}
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if (animHandlerId) {
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debug("removing animation");
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MyAvatar.removeAnimationStateHandler(animHandlerId);
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}
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}
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function updateTriggers(value, fromKeyboard, hand) {
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if (currentHand && hand !== currentHand) {
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debug("currentHand", currentHand, "ignoring messages from", hand);
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return;
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}
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if (!currentHand) {
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currentHand = hand;
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}
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// ok now, we are either initiating or quitting...
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var isGripping = value > GRIP_MIN;
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if (isGripping) {
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if (state != STATES.inactive) {
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return;
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} else {
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startHandshake(fromKeyboard);
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}
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} else {
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if (state != STATES.inactive) {
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endHandshake();
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} else {
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return;
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}
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}
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}
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function messageSend(message) {
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Messages.sendMessage(MESSAGE_CHANNEL, JSON.stringify(message));
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}
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function isNearby(id, hand) {
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for(var i = 0; i < nearbyAvatars.length; i++) {
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if (nearbyAvatars[i].avatar == id && handToString(nearbyAvatars[i].hand) == hand) {
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return true;
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}
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}
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return false;
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}
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// this should be where we make the appropriate friend call. For now just make the
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// visualization change.
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function makeFriends(id) {
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// temp code to just flash the visualization really (for now!)
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makingFriends = true;
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// send done to let the friend know you have made friends.
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messageSend({
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key: "done",
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friendId: id
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});
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Controller.triggerHapticPulse(FRIENDING_SUCCESS_HAPTIC_STRENGTH, HAPTIC_DURATION, handToHaptic(currentHand));
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Script.setTimeout(function () { makingFriends = false; entityDimensionMultiplier = 1.0; }, 1000);
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}
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// we change states, start the friendingInterval where we check
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// to be sure the hand is still close enough. If not, we terminate
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// the interval, go back to the waiting state. If we make it
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// the entire FRIENDING_TIME, we make friends.
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function startFriending(id, hand) {
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var count = 0;
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debug("friending", id, "hand", hand);
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friendingId = id;
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state = STATES.friending;
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Controller.triggerHapticPulse(FRIENDING_HAPTIC_STRENGTH, HAPTIC_DURATION, handToHaptic(currentHand));
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if (waitingInterval) {
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waitingInterval = Script.clearInterval(waitingInterval);
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}
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friendingInterval = Script.setInterval(function () {
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nearbyAvatars = findNearbyAvatars();
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entityDimensionMultiplier = 1.0 + 2.0 * ++count * FRIENDING_INTERVAL / FRIENDING_TIME;
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// insure senderID is still nearby
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if (state != STATES.friending) {
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debug("stopping friending interval, state changed");
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friendingInterval = Script.clearInterval(friendingInterval);
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}
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if (!isNearby(id, hand)) {
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// gotta go back to waiting
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debug(id, "moved, back to waiting");
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friendingInterval = Script.clearInterval(friendingInterval);
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startHandshake();
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} else if (count > FRIENDING_TIME/FRIENDING_INTERVAL) {
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debug("made friends with " + id);
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makeFriends(id);
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friendingInterval = Script.clearInterval(friendingInterval);
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}
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}, FRIENDING_INTERVAL);
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}
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/*
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A simple sequence diagram:
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Avatar A Avatar B
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| <---------(waiting) --- startHandshake
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startHandshake -- (waiting) -----> |
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| <-------(friending) -- startFriending
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startFriending -- (friending) ---> |
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| friends
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friends |
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| ` |
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*/
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function messageHandler(channel, messageString, senderID) {
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if (channel !== MESSAGE_CHANNEL) {
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return;
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}
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if (state == STATES.inactive) {
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return;
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}
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if (MyAvatar.sessionUUID === senderID) { // ignore my own
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return;
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}
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var message = {};
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try {
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message = JSON.parse(messageString);
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} catch (e) {
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debug(e);
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}
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switch (message.key) {
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case "waiting":
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case "friending":
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if (state == STATES.waiting) {
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if (message.key == "friending" && message.id != MyAvatar.sessionUUID) {
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// for now, just ignore these. Hmm
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debug("ignoring friending message", message, "from", senderID);
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break;
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}
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nearbyAvatars = findNearbyAvatars();
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if (isNearby(senderID, message.hand)) {
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// if we are responding to a friending message (they didn't send a
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// waiting before noticing us and friending), don't bother with sending
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// a friending message?
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messageSend({
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key: "friending",
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id: senderID,
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hand: handToString(currentHand)
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});
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startFriending(senderID, message.hand);
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} else {
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// for now, ignore this. Hmm.
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if (message.key == "friending") {
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debug(senderID, "is friending us, but not close enough??");
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}
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}
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}
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break;
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case "done":
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if (state == STATES.friending && friendingId == senderID) {
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// if they are done, and didn't friend us, terminate our
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// friending
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if (message.friendId !== friendingId) {
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if (friendingInterval) {
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friendingInterval = Script.clearInterval(friendingInterval);
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}
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// now just call startHandshake. Should be ok to do so without a
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// value for isKeyboard, as we should not change the animation
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// state anyways (if any)
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startHandshake();
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}
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}
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break;
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default:
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debug("unknown message", message);
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}
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}
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Messages.subscribe(MESSAGE_CHANNEL);
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Messages.messageReceived.connect(messageHandler);
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function makeGripHandler(hand, animate) {
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// determine if we are gripping or un-gripping
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if (animate) {
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return function(value) {
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updateTriggers(value, true, hand);
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};
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} else {
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return function (value) {
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updateTriggers(value, false, hand);
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};
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}
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}
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function keyPressEvent(event) {
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if ((event.text === "x") && !event.isAutoRepeat) {
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updateTriggers(1.0, true, Controller.Standard.RightHand);
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}
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}
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function keyReleaseEvent(event) {
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if ((event.text === "x") && !event.isAutoRepeat) {
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updateTriggers(0.0, true, Controller.Standard.RightHand);
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}
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}
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// map controller actions
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var friendsMapping = Controller.newMapping(Script.resolvePath('') + '-grip');
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friendsMapping.from(Controller.Standard.LeftGrip).peek().to(makeGripHandler(Controller.Standard.LeftHand));
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friendsMapping.from(Controller.Standard.RightGrip).peek().to(makeGripHandler(Controller.Standard.RightHand));
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// setup keyboard initiation
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Controller.keyPressEvent.connect(keyPressEvent);
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Controller.keyReleaseEvent.connect(keyReleaseEvent);
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// xbox controller cuz that's important
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friendsMapping.from(Controller.Standard.RB).peek().to(makeGripHandler(Controller.Standard.RightHand, true));
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// it is easy to forget this and waste a lot of time for nothing
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friendsMapping.enable();
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// connect updateVisualization to update frequently
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Script.update.connect(updateVisualization);
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Script.scriptEnding.connect(function () {
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debug("removing controller mappings");
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friendsMapping.disable();
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debug("removing key mappings");
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Controller.keyPressEvent.disconnect(keyPressEvent);
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Controller.keyReleaseEvent.disconnect(keyReleaseEvent);
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debug("disconnecting updateVisualization");
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Script.update.disconnect(updateVisualization);
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});
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