overte-JulianGro/scripts/system/makeUserConnection.js

408 lines
14 KiB
JavaScript

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