overte-JulianGro/unpublishedScripts/DomainContent/Toybox/bow/bow.js

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JavaScript

//
// bow.js
//
// This script attaches to a bow that you can pick up with a hand controller.
// 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() {
Script.include("../libraries/utils.js");
var NOTCH_ARROW_SOUND_URL = 'https://hifi-content/DomainContent/Toybox/bow/notch.wav';
var SHOOT_ARROW_SOUND_URL = 'https://hifi-content/DomainContent/Toybox/bow/String_release2.L.wav';
var STRING_PULL_SOUND_URL = 'https://hifi-content/DomainContent/Toybox/bow/Bow_draw.1.L.wav';
var ARROW_HIT_SOUND_URL = 'https://hifi-content/DomainContent/Toybox/bow/Arrow_impact1.L.wav'
var ARROW_DIMENSIONS = {
x: 0.02,
y: 0.02,
z: 0.72
};
var ARROW_OFFSET = -0.44;
var ARROW_TIP_OFFSET = 0.32;
var ARROW_GRAVITY = {
x: 0,
y: -4.8,
z: 0
};
var ARROW_MODEL_URL = "https://hifi-content/DomainContent/Toybox/bow/newarrow_textured.fbx";
var ARROW_COLLISION_HULL_URL =
"https://hifi-content/DomainContent/Toybox/bow/newarrow_collision_hull.obj";
var ARROW_DIMENSIONS = {
x: 0.02,
y: 0.02,
z: 0.64
};
var TOP_NOTCH_OFFSET = 0.6;
var BOTTOM_NOTCH_OFFSET = 0.6;
var LINE_DIMENSIONS = {
x: 5,
y: 5,
z: 5
};
var DRAW_STRING_THRESHOLD = 0.80;
var LEFT_TIP = 1;
var RIGHT_TIP = 3;
var NOTCH_OFFSET_FORWARD = 0.08;
var NOTCH_OFFSET_UP = 0.035;
var SHOT_SCALE = {
min1: 0,
max1: 0.6,
min2: 1,
max2: 15
}
var USE_DEBOUNCE = false;
var TRIGGER_CONTROLS = [
Controller.Standard.LT,
Controller.Standard.RT,
];
function interval() {
var lastTime = new Date().getTime();
return function getInterval() {
var newTime = new Date().getTime();
var delta = newTime - lastTime;
lastTime = newTime;
return delta;
};
}
var checkInterval = interval();
var _this;
function Bow() {
_this = this;
return;
}
Bow.prototype = {
stringDrawn: false,
aiming: false,
arrowTipPosition: null,
preNotchString: null,
hasArrowNotched: false,
arrow: null,
stringData: {
currentColor: {
red: 255,
green: 255,
blue: 255
}
},
sinceLastUpdate: 0,
preload: function(entityID) {
this.entityID = entityID;
this.stringPullSound = SoundCache.getSound(STRING_PULL_SOUND_URL);
this.shootArrowSound = SoundCache.getSound(SHOOT_ARROW_SOUND_URL);
this.arrowHitSound = SoundCache.getSound(ARROW_HIT_SOUND_URL);
this.arrowNotchSound = SoundCache.getSound(NOTCH_ARROW_SOUND_URL);
var userData = Entities.getEntityProperties(this.entityID).userData;
this.userData = JSON.parse(userData);
this.preNotchString = this.userData.bowKey.preNotchString;
},
unload: function() {
this.deleteStrings();
Entities.deleteEntity(this.arrow);
},
startNearGrab: function(entityID, args) {
_this.startEquip(entityID, args);
},
continueNearGrab: function(entityID, args) {
_this.continueEquip(entityID, args);
},
releaseGrab: function(entityID, args) {
_this.releaseEquip(entityID, args);
},
startEquip: function(entityID, args) {
this.hand = args[0];
avatarID = args[1];
//disable the opposite hand in handControllerGrab.js by message
var handToDisable = this.hand === 'right' ? 'left' : 'right';
Messages.sendMessage('Hifi-Hand-Disabler', handToDisable);
var data = getEntityCustomData('grabbableKey', this.entityID, {});
data.grabbable = false;
setEntityCustomData('grabbableKey', this.entityID, data);
Entities.editEntity(_this.entityID, {
collidesWith: ""
})
},
continueEquip: function(entityID, args) {
this.deltaTime = checkInterval();
//debounce during debugging -- maybe we're updating too fast?
if (USE_DEBOUNCE === true) {
this.sinceLastUpdate = this.sinceLastUpdate + this.deltaTime;
if (this.sinceLastUpdate > 60) {
this.sinceLastUpdate = 0;
} else {
return;
}
}
this.bowProperties = Entities.getEntityProperties(this.entityID);
if (this.aiming === true) {
Entities.editEntity(this.preNotchString, {
visible: false
})
} else {
Entities.editEntity(this.preNotchString, {
visible: true
})
}
this.checkStringHand();
},
releaseEquip: function(entityID, args) {
Messages.sendMessage('Hifi-Hand-Disabler', "none")
this.stringDrawn = false;
this.deleteStrings();
var data = getEntityCustomData('grabbableKey', this.entityID, {});
data.grabbable = true;
setEntityCustomData('grabbableKey', this.entityID, data);
Entities.deleteEntity(this.arrow);
this.aiming = false;
this.hasArrowNotched = false;
Entities.editEntity(_this.entityID, {
collidesWith: "static,dynamic,kinematic,otherAvatar,myAvatar"
})
},
createArrow: function() {
this.playArrowNotchSound();
var arrow = Entities.addEntity({
name: 'Hifi-Arrow',
type: 'Model',
modelURL: ARROW_MODEL_URL,
shapeType: 'compound',
compoundShapeURL: ARROW_COLLISION_HULL_URL,
dimensions: ARROW_DIMENSIONS,
position: this.bowProperties.position,
dynamic: false,
collisionless: true,
collisionSoundURL: ARROW_HIT_SOUND_URL,
damping: 0.01,
userData: JSON.stringify({
grabbableKey: {
grabbable: false
},
creatorSessionUUID: MyAvatar.sessionUUID
})
});
var makeArrowStick = function(entityA, entityB, collision) {
Entities.editEntity(entityA, {
angularVelocity: {
x: 0,
y: 0,
z: 0
},
velocity: {
x: 0,
y: 0,
z: 0
},
gravity: {
x: 0,
y: 0,
z: 0
},
position: collision.contactPoint,
dynamic: false
})
Script.removeEventHandler(arrow, "collisionWithEntity", makeArrowStick)
}
Script.addEventHandler(arrow, "collisionWithEntity", makeArrowStick);
return arrow
},
createStrings: function() {
this.createTopString();
this.createBottomString();
},
createTopString: function() {
var stringProperties = {
name: 'Hifi-Bow-Top-String',
type: 'Line',
position: Vec3.sum(this.bowProperties.position, TOP_NOTCH_OFFSET),
dimensions: LINE_DIMENSIONS,
dynamic: false,
collisionless: true,
userData: JSON.stringify({
grabbableKey: {
grabbable: false
}
})
};
this.topString = Entities.addEntity(stringProperties);
},
createBottomString: function() {
var stringProperties = {
name: 'Hifi-Bow-Bottom-String',
type: 'Line',
position: Vec3.sum(this.bowProperties.position, BOTTOM_NOTCH_OFFSET),
dimensions: LINE_DIMENSIONS,
dynamic: false,
collisionless: true,
userData: JSON.stringify({
grabbableKey: {
grabbable: false
}
})
};
this.bottomString = Entities.addEntity(stringProperties);
},
deleteStrings: function() {
Entities.deleteEntity(this.topString);
Entities.deleteEntity(this.bottomString);
},
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);
var backOffset = Vec3.multiply(-0.1, Quat.getFront(this.bowProperties.rotation));
var topStringPosition = Vec3.sum(this.bowProperties.position, upOffset);
this.topStringPosition = Vec3.sum(topStringPosition, backOffset);
var bottomStringPosition = Vec3.sum(this.bowProperties.position, downOffset);
this.bottomStringPosition = Vec3.sum(bottomStringPosition, backOffset);
Entities.editEntity(this.topString, {
position: this.topStringPosition
});
Entities.editEntity(this.bottomString, {
position: this.bottomStringPosition
});
},
drawStrings: function() {
this.updateStringPositions();
var lineVectors = this.getLocalLineVectors();
Entities.editEntity(this.topString, {
linePoints: [{
x: 0,
y: 0,
z: 0
}, lineVectors[0]],
color: this.stringData.currentColor
});
Entities.editEntity(this.bottomString, {
linePoints: [{
x: 0,
y: 0,
z: 0
}, lineVectors[1]],
color: this.stringData.currentColor
});
},
getLocalLineVectors: function() {
var topVector = Vec3.subtract(this.arrowRearPosition, this.topStringPosition);
var bottomVector = Vec3.subtract(this.arrowRearPosition, this.bottomStringPosition);
return [topVector, bottomVector];
},
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
var triggerLookup;
if (this.hand === 'left') {
triggerLookup = 1;
this.getStringHandPosition = MyAvatar.getRightPalmPosition;
} else if (this.hand === 'right') {
this.getStringHandPosition = MyAvatar.getLeftPalmPosition;
triggerLookup = 0;
}
this.triggerValue = Controller.getValue(TRIGGER_CONTROLS[triggerLookup]);
if (this.triggerValue < DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
// firing the arrow
this.drawStrings();
this.hasArrowNotched = false;
this.aiming = false;
this.stringDrawn = false;
this.updateArrowPositionInNotch(true);
} else if (this.triggerValue > DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
//continuing to aim the arrow
this.aiming = true;
this.drawStrings();
this.updateArrowPositionInNotch();
} else if (this.triggerValue > DRAW_STRING_THRESHOLD && this.stringDrawn === false) {
this.arrow = this.createArrow();
this.playStringPullSound();
//the first time aiming the arrow
this.stringDrawn = true;
this.createStrings();
this.drawStrings();
this.updateArrowPositionInNotch();
}
},
setArrowRearPosition: function(arrowPosition, arrowRotation) {
var frontVector = Quat.getFront(arrowRotation);
var frontOffset = Vec3.multiply(frontVector, -ARROW_TIP_OFFSET);
var arrorRearPosition = Vec3.sum(arrowPosition, frontOffset);
this.arrowRearPosition = arrorRearPosition;
return arrorRearPosition;
},
updateArrowPositionInNotch: function(shouldReleaseArrow) {
var bowProperties = Entities.getEntityProperties(this.entityID);
//set the notch that the arrow should go through
var frontVector = Quat.getFront(bowProperties.rotation);
var notchVectorForward = Vec3.multiply(frontVector, NOTCH_OFFSET_FORWARD);
var upVector = Quat.getUp(bowProperties.rotation);
var notchVectorUp = Vec3.multiply(upVector, NOTCH_OFFSET_UP);
var notchPosition;
notchPosition = Vec3.sum(bowProperties.position, notchVectorForward);
notchPosition = Vec3.sum(notchPosition, notchVectorUp);
//set the arrow rotation to be between the notch and other hand
var stringHandPosition = this.getStringHandPosition();
var handToNotch = Vec3.subtract(notchPosition, stringHandPosition);
var arrowRotation = Quat.rotationBetween(Vec3.FRONT, handToNotch);
var pullBackDistance = Vec3.length(handToNotch);
// this.changeStringPullSoundVolume(pullBackDistance);
if (pullBackDistance > 0.6) {
pullBackDistance = 0.6;
}
// //pull the arrow back a bit
var pullBackOffset = Vec3.multiply(handToNotch, -pullBackDistance);
var arrowPosition = Vec3.sum(notchPosition, pullBackOffset);
// // move it forward a bit
var pushForwardOffset = Vec3.multiply(handToNotch, -ARROW_OFFSET);
var finalArrowPosition = Vec3.sum(arrowPosition, pushForwardOffset);
//we draw strings to the rear of the arrow
this.setArrowRearPosition(finalArrowPosition, arrowRotation);
//if we're not shooting, we're updating the arrow's orientation
if (shouldReleaseArrow !== true) {
Entities.editEntity(this.arrow, {
position: finalArrowPosition,
rotation: arrowRotation
})
}
//shoot the arrow
if (shouldReleaseArrow === true) {
var arrowProps = Entities.getEntityProperties(this.arrow);
//scale the shot strength by the distance you've pulled the arrow back and set its release velocity to be in the direction of the v
var arrowForce = this.scaleArrowShotStrength(pullBackDistance);
var handToNotch = Vec3.normalize(handToNotch);
var releaseVelocity = Vec3.multiply(handToNotch, arrowForce);
// var releaseVelocity2 = Vec3.multiply()
//make the arrow physical, give it gravity, a lifetime, and set our velocity
var arrowProperties = {
dynamic: true,
collisionless: false,
collidesWith: "static,dynamic,otherAvatar", // workaround: not with kinematic --> no collision with bow
velocity: releaseVelocity,
gravity: ARROW_GRAVITY,
lifetime: 10,
// position: arrowProps.position,
// rotation: arrowProps.rotation
};
//actually shoot the arrow and play its sound
Entities.editEntity(this.arrow, arrowProperties);
this.playShootArrowSound();
var backHand = this.hand === 'left' ? 1 : 0;
var haptic = Controller.triggerShortHapticPulse(1, backHand);
//clear the strings back to only the single straight one
this.deleteStrings();
Entities.editEntity(this.preNotchString, {
visible: true
});
}
},
scaleArrowShotStrength: function(value) {
var min1 = SHOT_SCALE.min1;
var max1 = SHOT_SCALE.max1;
var min2 = SHOT_SCALE.min2;
var max2 = SHOT_SCALE.max2;
return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
},
playStringPullSound: function() {
var audioProperties = {
volume: 0.10,
position: this.bowProperties.position
};
this.stringPullInjector = Audio.playSound(this.stringPullSound, audioProperties);
},
playShootArrowSound: function(sound) {
var audioProperties = {
volume: 0.15,
position: this.bowProperties.position
};
Audio.playSound(this.shootArrowSound, audioProperties);
},
playArrowNotchSound: function() {
var audioProperties = {
volume: 0.15,
position: this.bowProperties.position
};
Audio.playSound(this.arrowNotchSound, audioProperties);
},
changeStringPullSoundVolume: function(pullBackDistance) {
var audioProperties = {
volume: this.scaleSoundVolume(pullBackDistance),
position: this.bowProperties.position
}
this.stringPullInjector.options = audioProperties;
},
scaleSoundVolume: function(value) {
var min1 = SHOT_SCALE.min1;
var max1 = SHOT_SCALE.max1;
var min2 = 0;
var max2 = 0.2;
return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
}
};
return new Bow();
});