overte-JulianGro/script-archive/controllers/hydra/gun.js
2016-04-26 11:18:22 -07:00

550 lines
16 KiB
JavaScript

//
// gun.js
// examples
//
// Created by Brad Hefta-Gaub on 12/31/13.
// Modified by Philip on 3/3/14
// Modified by Thijs Wenker on 3/31/15
// Copyright 2013 High Fidelity, Inc.
//
// This is an example script that turns the hydra controllers and mouse into a entity gun.
// It reads the controller, watches for trigger pulls, and launches entities.
// When entities collide with voxels they blow little holes out of the voxels.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// FIXME kickback functionality was removed because the joint setting interface in
// MyAvatar has apparently changed, breaking it.
Script.include("../../libraries/utils.js");
Script.include("../../libraries/constants.js");
Script.include("../../libraries/toolBars.js");
HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
var LASER_WIDTH = 2;
var POSE_CONTROLS = [ Controller.Standard.LeftHand, Controller.Standard.RightHand ];
var TRIGGER_CONTROLS = [ Controller.Standard.LT, Controller.Standard.RT ];
var MIN_THROWER_DELAY = 1000;
var MAX_THROWER_DELAY = 1000;
var RELOAD_INTERVAL = 5;
var GUN_MODEL = HIFI_PUBLIC_BUCKET + "cozza13/gun/m1911-handgun+1.fbx?v=4";
var BULLET_VELOCITY = 10.0;
var GUN_OFFSETS = [ {
x: -0.04,
y: 0.26,
z: 0.04
}, {
x: 0.04,
y: 0.26,
z: 0.04
} ];
var GUN_ORIENTATIONS = [ Quat.fromPitchYawRollDegrees(0, 90, 90), Quat.fromPitchYawRollDegrees(0, -90, 270) ];
var BARREL_OFFSETS = [ {
x: -0.12,
y: 0.12,
z: 0.04
}, {
x: 0.12,
y: 0.12,
z: 0.04
} ];
var mapping = Controller.newMapping();
var validPoses = [ false, false ];
var barrelVectors = [ 0, 0 ];
var barrelTips = [ 0, 0 ];
var pointer = [];
pointer.push(Overlays.addOverlay("line3d", {
start: ZERO_VECTOR,
end: ZERO_VECTOR,
color: COLORS.RED,
alpha: 1,
visible: true,
lineWidth: LASER_WIDTH
}));
pointer.push(Overlays.addOverlay("line3d", {
start: ZERO_VECTOR,
end: ZERO_VECTOR,
color: COLORS.RED,
alpha: 1,
visible: true,
lineWidth: LASER_WIDTH
}));
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
}
var showScore = false;
// Load some sound to use for loading and firing
var fireSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/GUN-SHOT2.raw");
var loadSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/Gun_Reload_Weapon22.raw");
var impactSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/BulletImpact2.raw");
var targetHitSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Space%20Invaders/hit.raw");
var targetLaunchSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Space%20Invaders/shoot.raw");
var audioOptions = {
volume: 0.9
}
var shotsFired = 0;
var shotTime = new Date();
var isLaunchButtonPressed = false;
var score = 0;
var bulletID = false;
var targetID = false;
// Create overlay buttons and reticle
var BUTTON_SIZE = 32;
var PADDING = 3;
var NUM_BUTTONS = 3;
var screenSize = Controller.getViewportDimensions();
var startX = screenSize.x / 2 - (NUM_BUTTONS * (BUTTON_SIZE + PADDING)) / 2;
var toolBar = new ToolBar(0, 0, ToolBar.HORIZONTAL, "highfidelity.gun.toolbar", function(screenSize) {
return {
x: startX,
y: (screenSize.y - (BUTTON_SIZE + PADDING)),
};
});
var offButton = toolBar.addOverlay("image", {
width: BUTTON_SIZE,
height: BUTTON_SIZE,
imageURL: HIFI_PUBLIC_BUCKET + "images/gun/close.svg",
alpha: 1
});
startX += BUTTON_SIZE + PADDING;
var platformButton = toolBar.addOverlay("image", {
x: startX,
y: screenSize.y - (BUTTON_SIZE + PADDING),
width: BUTTON_SIZE,
height: BUTTON_SIZE,
imageURL: HIFI_PUBLIC_BUCKET + "images/gun/platform-targets.svg",
alpha: 1
});
startX += BUTTON_SIZE + PADDING;
var gridButton = toolBar.addOverlay("image", {
x: startX,
y: screenSize.y - (BUTTON_SIZE + PADDING),
width: BUTTON_SIZE,
height: BUTTON_SIZE,
imageURL: HIFI_PUBLIC_BUCKET + "images/gun/floating-targets.svg",
alpha: 1
});
if (showScore) {
var text = Overlays.addOverlay("text", {
x: screenSize.x / 2 - 100,
y: screenSize.y / 2 - 50,
width: 150,
height: 50,
color: {
red: 0,
green: 0,
blue: 0
},
textColor: {
red: 255,
green: 0,
blue: 0
},
topMargin: 4,
leftMargin: 4,
text: "Score: " + score
});
}
function entityCollisionWithEntity(entity1, entity2, collision) {
if (entity2 === targetID) {
score++;
if (showScore) {
Overlays.editOverlay(text, {
text: "Score: " + score
});
}
// We will delete the bullet and target in 1/2 sec, but for now we can
// see them bounce!
Script.setTimeout(deleteBulletAndTarget, 500);
// Turn the target and the bullet white
Entities.editEntity(entity1, {
color: {
red: 255,
green: 255,
blue: 255
}
});
Entities.editEntity(entity2, {
color: {
red: 255,
green: 255,
blue: 255
}
});
// play the sound near the camera so the shooter can hear it
audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
Audio.playSound(targetHitSound, audioOptions);
}
}
function shootBullet(position, velocity, grenade) {
var BULLET_SIZE = .09;
var BULLET_LIFETIME = 10.0;
var BULLET_GRAVITY = -0.25;
var GRENADE_VELOCITY = 15.0;
var GRENADE_SIZE = 0.35;
var GRENADE_GRAVITY = -9.8;
var bVelocity = grenade ? Vec3.multiply(GRENADE_VELOCITY, Vec3.normalize(velocity)) : velocity;
var bSize = grenade ? GRENADE_SIZE : BULLET_SIZE;
var bGravity = grenade ? GRENADE_GRAVITY : BULLET_GRAVITY;
bulletID = Entities.addEntity({
type: "Sphere",
position: position,
dimensions: {
x: bSize,
y: bSize,
z: bSize
},
color: {
red: 0,
green: 0,
blue: 0
},
velocity: bVelocity,
lifetime: BULLET_LIFETIME,
gravity: {
x: 0,
y: bGravity,
z: 0
},
damping: 0.01,
density: 8000,
ignoreCollisions: false,
dynamic: true
});
Script.addEventHandler(bulletID, "collisionWithEntity", entityCollisionWithEntity);
// Play firing sounds
audioOptions.position = position;
Audio.playSound(fireSound, audioOptions);
shotsFired++;
if ((shotsFired % RELOAD_INTERVAL) == 0) {
Audio.playSound(loadSound, audioOptions);
}
}
function shootTarget() {
var TARGET_SIZE = 0.50;
var TARGET_GRAVITY = 0.0;
var TARGET_LIFETIME = 300.0;
var TARGET_UP_VELOCITY = 0.0;
var TARGET_FWD_VELOCITY = 0.0;
var DISTANCE_TO_LAUNCH_FROM = 5.0;
var ANGLE_RANGE_FOR_LAUNCH = 20.0;
var camera = Camera.getPosition();
var targetDirection = Quat.angleAxis(getRandomFloat(-ANGLE_RANGE_FOR_LAUNCH, ANGLE_RANGE_FOR_LAUNCH), {
x: 0,
y: 1,
z: 0
});
targetDirection = Quat.multiply(Camera.getOrientation(), targetDirection);
var forwardVector = Quat.getFront(targetDirection);
var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_TO_LAUNCH_FROM));
var velocity = Vec3.multiply(forwardVector, TARGET_FWD_VELOCITY);
velocity.y += TARGET_UP_VELOCITY;
targetID = Entities.addEntity({
type: "Box",
position: newPosition,
dimensions: {
x: TARGET_SIZE * (0.5 + Math.random()),
y: TARGET_SIZE * (0.5 + Math.random()),
z: TARGET_SIZE * (0.5 + Math.random()) / 4.0
},
color: {
red: Math.random() * 255,
green: Math.random() * 255,
blue: Math.random() * 255
},
velocity: velocity,
gravity: {
x: 0,
y: TARGET_GRAVITY,
z: 0
},
lifetime: TARGET_LIFETIME,
rotation: Camera.getOrientation(),
damping: 0.1,
density: 100.0,
dynamic: true
});
// Record start time
shotTime = new Date();
// Play target shoot sound
audioOptions.position = newPosition;
Audio.playSound(targetLaunchSound, audioOptions);
}
function makeGrid(type, scale, size) {
var separation = scale * 2;
var pos = Vec3.sum(Camera.getPosition(), Vec3.multiply(10.0 * scale * separation, Quat.getFront(Camera.getOrientation())));
var x, y, z;
var GRID_LIFE = 60.0;
var dimensions;
for (x = 0; x < size; x++) {
for (y = 0; y < size; y++) {
for (z = 0; z < size; z++) {
dimensions = {
x: separation / 2.0 * (0.5 + Math.random()),
y: separation / 2.0 * (0.5 + Math.random()),
z: separation / 2.0 * (0.5 + Math.random()) / 4.0
};
Entities.addEntity({
type: type,
position: {
x: pos.x + x * separation,
y: pos.y + y * separation,
z: pos.z + z * separation
},
dimensions: dimensions,
color: {
red: Math.random() * 255,
green: Math.random() * 255,
blue: Math.random() * 255
},
velocity: {
x: 0,
y: 0,
z: 0
},
gravity: {
x: 0,
y: 0,
z: 0
},
lifetime: GRID_LIFE,
rotation: Camera.getOrientation(),
damping: 0.1,
density: 100.0,
dynamic: true
});
}
}
}
}
function makePlatform(gravity, scale, size) {
var separation = scale * 2;
var pos = Vec3.sum(Camera.getPosition(), Vec3.multiply(10.0 * scale * separation, Quat.getFront(Camera.getOrientation())));
pos.y -= separation * size;
var x, y, z;
var TARGET_LIFE = 60.0;
var INITIAL_GAP = 0.5;
var dimensions;
for (x = 0; x < size; x++) {
for (y = 0; y < size; y++) {
for (z = 0; z < size; z++) {
dimensions = {
x: separation / 2.0,
y: separation,
z: separation / 2.0
};
Entities.addEntity({
type: "Box",
position: {
x: pos.x - (separation * size / 2.0) + x * separation,
y: pos.y + y * (separation + INITIAL_GAP),
z: pos.z - (separation * size / 2.0) + z * separation
},
dimensions: dimensions,
color: {
red: Math.random() * 255,
green: Math.random() * 255,
blue: Math.random() * 255
},
velocity: {
x: 0,
y: 0.05,
z: 0
},
gravity: {
x: 0,
y: gravity,
z: 0
},
lifetime: TARGET_LIFE,
damping: 0.1,
density: 100.0,
dynamic: true
});
}
}
}
// Make a floor for this stuff to fall onto
Entities.addEntity({
type: "Box",
position: {
x: pos.x,
y: pos.y - separation / 2.0,
z: pos.z
},
dimensions: {
x: 2.0 * separation * size,
y: separation / 2.0,
z: 2.0 * separation * size
},
color: {
red: 100,
green: 100,
blue: 100
},
lifetime: TARGET_LIFE
});
}
function keyPressEvent(event) {
// if our tools are off, then don't do anything
if (event.text == "t") {
var time = MIN_THROWER_DELAY + Math.random() * MAX_THROWER_DELAY;
Script.setTimeout(shootTarget, time);
} else if ((event.text == ".") || (event.text == "SPACE")) {
shootFromMouse(false);
} else if (event.text == ",") {
shootFromMouse(true);
} else if (event.text == "r") {
playLoadSound();
}
}
function playLoadSound() {
audioOptions.position = MyAvatar.leftHandPose.translation;
Audio.playSound(loadSound, audioOptions);
}
function deleteBulletAndTarget() {
Entities.deleteEntity(bulletID);
Entities.deleteEntity(targetID);
bulletID = false;
targetID = false;
}
function update(deltaTime) {
// FIXME we should also expose MyAvatar.handPoses[2], MyAvatar.tipPoses[2]
var tipPoses = [ MyAvatar.leftHandTipPose, MyAvatar.rightHandTipPose ];
for (var side = 0; side < 2; side++) {
// First check if the controller is valid
var controllerPose = Controller.getPoseValue(POSE_CONTROLS[side]);
validPoses[side] = controllerPose.valid;
if (!controllerPose.valid) {
Overlays.editOverlay(pointer[side], {
visible: false
});
continue;
}
// Need to adjust the laser
var tipPose = tipPoses[side];
var handRotation = tipPoses[side].rotation;
var barrelOffset = Vec3.multiplyQbyV(handRotation, BARREL_OFFSETS[side]);
barrelTips[side] = Vec3.sum(tipPose.translation, barrelOffset);
barrelVectors[side] = Vec3.multiplyQbyV(handRotation, {
x: 0,
y: 1,
z: 0
});
var laserTip = Vec3.sum(Vec3.multiply(100.0, barrelVectors[side]), barrelTips[side]);
// Update Lasers
Overlays.editOverlay(pointer[side], {
start: barrelTips[side],
end: laserTip,
alpha: 1,
visible: true
});
}
}
function triggerChanged(side, value) {
var pressed = (value != 0);
if (pressed) {
var position = barrelTips[side];
var velocity = Vec3.multiply(BULLET_VELOCITY, Vec3.normalize(barrelVectors[side]));
shootBullet(position, velocity, false);
}
}
function mousePressEvent(event) {
var clickedOverlay = Overlays.getOverlayAtPoint({
x: event.x,
y: event.y
});
if (clickedOverlay == offButton) {
Script.stop();
} else if (clickedOverlay == platformButton) {
var platformSize = 3;
makePlatform(-9.8, 1.0, platformSize);
} else if (clickedOverlay == gridButton) {
makeGrid("Box", 1.0, 3);
}
}
function scriptEnding() {
mapping.disable();
toolBar.cleanup();
for (var i = 0; i < pointer.length; ++i) {
Overlays.deleteOverlay(pointer[i]);
}
Overlays.deleteOverlay(text);
MyAvatar.detachOne(GUN_MODEL);
MyAvatar.detachOne(GUN_MODEL);
clearPose();
}
MyAvatar.attach(GUN_MODEL, "LeftHand", GUN_OFFSETS[0], GUN_ORIENTATIONS[0], 0.40);
MyAvatar.attach(GUN_MODEL, "RightHand", GUN_OFFSETS[1], GUN_ORIENTATIONS[1], 0.40);
// Give a bit of time to load before playing sound
Script.setTimeout(playLoadSound, 2000);
mapping.from(Controller.Standard.LT).hysteresis(0.1, 0.5).to(function(value) {
triggerChanged(0, value);
});
mapping.from(Controller.Standard.RT).hysteresis(0.1, 0.5).to(function(value) {
triggerChanged(1, value);
});
mapping.enable();
Script.scriptEnding.connect(scriptEnding);
Script.update.connect(update);
Controller.mousePressEvent.connect(mousePressEvent);
Controller.keyPressEvent.connect(keyPressEvent);