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211 lines
7.8 KiB
JavaScript
211 lines
7.8 KiB
JavaScript
// wand.js
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// part of bubblewand
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//
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// Script Type: Entity Script
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// Created by James B. Pollack @imgntn -- 09/03/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Makes bubbles when you wave the object around.
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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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/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
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(function() {
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Script.include("../libraries/utils.js");
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var BUBBLE_MODEL = "https://hifi-content/DomainContent/Toybox/bubblewand/bubble.fbx";
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var BUBBLE_INITIAL_DIMENSIONS = {
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x: 0.01,
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y: 0.01,
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z: 0.01
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};
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var BUBBLE_LIFETIME_MIN = 3;
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var BUBBLE_LIFETIME_MAX = 8;
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var BUBBLE_SIZE_MIN = 0.02;
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var BUBBLE_SIZE_MAX = 0.1;
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var BUBBLE_LINEAR_DAMPING = 0.2;
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var BUBBLE_GRAVITY_MIN = 0.1;
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var BUBBLE_GRAVITY_MAX = 0.3;
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var GROWTH_FACTOR = 0.005;
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var SHRINK_FACTOR = 0.001;
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var SHRINK_LOWER_LIMIT = 0.02;
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var WAND_TIP_OFFSET = 0.095;
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var VELOCITY_THRESHOLD = 0.5;
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//this helps us get the time passed since the last function call, for use in velocity calculations
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function interval() {
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var lastTime = new Date().getTime() / 1000;
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return function getInterval() {
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var newTime = new Date().getTime() / 1000;
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var delta = newTime - lastTime;
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lastTime = newTime;
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return delta;
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};
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}
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var checkInterval = interval();
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function BubbleWand() {
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return;
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}
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BubbleWand.prototype = {
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timePassed: null,
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currentBubble: null,
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preload: function(entityID) {
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this.entityID = entityID;
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},
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getWandTipPosition: function(properties) {
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//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
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var upVector = Quat.getUp(properties.rotation);
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var upOffset = Vec3.multiply(upVector, WAND_TIP_OFFSET);
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var wandTipPosition = Vec3.sum(properties.position, upOffset);
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return wandTipPosition;
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},
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addCollisionsToBubbleAfterCreation: function(bubble) {
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//if the bubble collide immediately, we get weird effects. so we add collisions after release
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Entities.editEntity(bubble, {
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dynamic: true
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});
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},
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randomizeBubbleGravity: function() {
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//change up the gravity a little bit for variation in floating effects
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var randomNumber = randFloat(BUBBLE_GRAVITY_MIN, BUBBLE_GRAVITY_MAX);
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var gravity = {
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x: 0,
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y: -randomNumber,
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z: 0
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};
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return gravity;
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},
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growBubbleWithWandVelocity: function(properties, deltaTime) {
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//get the wand and tip position for calculations
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var wandPosition = properties.position;
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this.getWandTipPosition(properties);
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// velocity = change in position / time
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var velocity = Vec3.multiply(Vec3.subtract(wandPosition, this.lastPosition), 1 / deltaTime);
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var velocityStrength = Vec3.length(velocity);
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//store the last position of the wand for velocity calculations
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this.lastPosition = wandPosition;
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//actually grow the bubble
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var dimensions = Entities.getEntityProperties(this.currentBubble, "dimensions").dimensions;
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if (velocityStrength > VELOCITY_THRESHOLD) {
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//add some variation in bubble sizes
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var bubbleSize = randFloat(BUBBLE_SIZE_MIN, BUBBLE_SIZE_MAX);
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//release the bubble if its dimensions are bigger than the bubble size
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if (dimensions.x > bubbleSize) {
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//bubbles pop after existing for a bit -- so set a random lifetime
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var lifetime = randInt(BUBBLE_LIFETIME_MIN, BUBBLE_LIFETIME_MAX);
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//edit the bubble properties at release
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Entities.editEntity(this.currentBubble, {
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velocity: velocity,
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lifetime: lifetime,
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gravity: this.randomizeBubbleGravity()
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});
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//wait to make the bubbles collidable, so that they dont hit each other and the wand
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Script.setTimeout(this.addCollisionsToBubbleAfterCreation(this.currentBubble), lifetime / 2);
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//release the bubble -- when we create a new bubble, it will carry on and this update loop will
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// affect the new bubble
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this.createBubbleAtTipOfWand();
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return;
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} else {
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//grow small bubbles
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dimensions.x += GROWTH_FACTOR * velocityStrength;
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dimensions.y += GROWTH_FACTOR * velocityStrength;
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dimensions.z += GROWTH_FACTOR * velocityStrength;
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}
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} else {
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// if the wand is not moving, make the current bubble smaller
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if (dimensions.x >= SHRINK_LOWER_LIMIT) {
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dimensions.x -= SHRINK_FACTOR;
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dimensions.y -= SHRINK_FACTOR;
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dimensions.z -= SHRINK_FACTOR;
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}
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}
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//adjust the bubble dimensions
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Entities.editEntity(this.currentBubble, {
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dimensions: dimensions
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});
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},
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createBubbleAtTipOfWand: function() {
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//create a new bubble at the tip of the wand
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var properties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
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var wandPosition = properties.position;
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//store the position of the tip for use in velocity calculations
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this.lastPosition = wandPosition;
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//create a bubble at the wand tip
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this.currentBubble = Entities.addEntity({
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name: 'Bubble',
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type: 'Model',
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modelURL: BUBBLE_MODEL,
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position: this.getWandTipPosition(properties),
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dimensions: BUBBLE_INITIAL_DIMENSIONS,
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dynamic: false,
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collisionless: true,
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damping: BUBBLE_LINEAR_DAMPING,
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shapeType: "sphere"
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});
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},
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startNearGrab: function() {
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//create a bubble to grow at the start of the grab
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if (this.currentBubble === null) {
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this.createBubbleAtTipOfWand();
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}
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},
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startEquip: function(id, params) {
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this.startNearGrab(id, params);
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},
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continueNearGrab: function() {
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var deltaTime = checkInterval();
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//only get the properties that we need
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var properties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
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var wandTipPosition = this.getWandTipPosition(properties);
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//update the bubble to stay with the wand tip
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Entities.editEntity(this.currentBubble, {
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position: wandTipPosition,
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});
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this.growBubbleWithWandVelocity(properties, deltaTime);
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},
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continueEquip: function() {
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this.continueNearGrab();
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},
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releaseGrab: function() {
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//delete the current buble and reset state when the wand is released
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Entities.deleteEntity(this.currentBubble);
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this.currentBubble = null;
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},
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releaseEquip: function() {
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this.releaseGrab();
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},
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};
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return new BubbleWand();
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});
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