overte-thingvellir/examples/away.js
2016-02-11 13:27:56 -08:00

160 lines
6 KiB
JavaScript

"use strict";
/*jslint vars: true, plusplus: true*/
/*global HMD, AudioDevice, MyAvatar, Controller, Script, Overlays, print*/
//
// away.js
// examples
//
// Created by Howard Stearns 11/3/15
// 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
//
// Goes into "paused" when the '.' key (and automatically when started in HMD), and normal when pressing any key.
// See MAIN CONTROL, below, for what "paused" actually does.
var OVERLAY_RATIO = 1920 / 1080;
var OVERLAY_DATA = {
imageURL: "http://hifi-content.s3.amazonaws.com/alan/production/images/images/Overlay-Viz-blank.png",
color: {red: 255, green: 255, blue: 255},
alpha: 1
};
// ANIMATION
// We currently don't have play/stopAnimation integrated with the animation graph, but we can get the same effect
// using an animation graph with a state that we turn on and off through the animation var defined with that state.
var awayAnimationHandlerId, activeAnimationHandlerId, stopper;
function playAwayAnimation() {
function animateAway() {
return {isAway: true, isNotAway: false, isNotMoving: false, ikOverlayAlpha: 0.0};
}
if (stopper) {
stopper = false;
MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); // do it now, before making new assignment
}
awayAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateAway, null);
}
function stopAwayAnimation() {
MyAvatar.removeAnimationStateHandler(awayAnimationHandlerId);
if (stopper) {
print('WARNING: unexpected double stop');
return;
}
// How do we know when to turn ikOverlayAlpha back on?
// It cannot be as soon as we want to stop the away animation, because then things will look goofy as we come out of that animation.
// (Imagine an away animation that sits or kneels, and then stands back up when coming out of it. If head is at the HMD, then it won't
// want to track the standing up animation.)
// The anim graph will trigger awayOutroOnDone when awayOutro is finished.
var backToNormal = false;
stopper = true;
function animateActive(state) {
if (state.awayOutroOnDone) {
backToNormal = true;
stopper = false;
} else if (state.ikOverlayAlpha) {
// Once the right state gets reflected back to us, we don't need the hander any more.
// But we are locked against handler changes during the execution of a handler, so remove asynchronously.
Script.setTimeout(function () { MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); }, 0);
}
// It might be cool to "come back to life" by fading the ik overlay back in over a short time. But let's see how this goes.
return {isAway: false, isNotAway: true, ikOverlayAlpha: backToNormal ? 1.0 : 0.0}; // IWBNI we had a way of deleting an anim var.
}
activeAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateActive, ['ikOverlayAlpha', 'awayOutroOnDone']);
}
// OVERLAY
var overlay = Overlays.addOverlay("image", OVERLAY_DATA);
function showOverlay() {
var properties = {visible: true},
// Update for current screen size, keeping overlay proportions constant.
screen = Controller.getViewportDimensions(),
screenRatio = screen.x / screen.y;
if (screenRatio < OVERLAY_RATIO) {
properties.width = screen.x;
properties.height = screen.x / OVERLAY_RATIO;
properties.x = 0;
properties.y = (screen.y - properties.height) / 2;
} else {
properties.height = screen.y;
properties.width = screen.y * OVERLAY_RATIO;
properties.y = 0;
properties.x = (screen.x - properties.width) / 2;
}
Overlays.editOverlay(overlay, properties);
}
function hideOverlay() {
Overlays.editOverlay(overlay, {visible: false});
}
hideOverlay();
// MAIN CONTROL
var wasMuted, isAway;
var eventMappingName = "io.highfidelity.away"; // goActive on hand controller button events, too.
var eventMapping = Controller.newMapping(eventMappingName);
function goAway() {
if (isAway) {
return;
}
isAway = true;
print('going "away"');
wasMuted = AudioDevice.getMuted();
if (!wasMuted) {
AudioDevice.toggleMute();
}
MyAvatar.setEnableMeshVisible(false); // just for our own display, without changing point of view
playAwayAnimation(); // animation is still seen by others
showOverlay();
}
function goActive() {
if (!isAway) {
return;
}
isAway = false;
print('going "active"');
if (!wasMuted) {
AudioDevice.toggleMute();
}
MyAvatar.setEnableMeshVisible(true); // IWBNI we respected Developer->Avatar->Draw Mesh setting.
stopAwayAnimation();
hideOverlay();
}
function maybeGoActive(event) {
if (event.isAutoRepeat) { // isAutoRepeat is true when held down (or when Windows feels like it)
return;
}
if (!isAway && (event.text === '.')) {
goAway();
} else {
goActive();
}
}
var wasHmdActive = false;
function maybeGoAway() {
if (HMD.active !== wasHmdActive) {
wasHmdActive = !wasHmdActive;
if (wasHmdActive) {
goAway();
}
}
}
Script.update.connect(maybeGoAway);
Controller.mousePressEvent.connect(goActive);
Controller.keyPressEvent.connect(maybeGoActive);
// Note peek() so as to not interfere with other mappings.
eventMapping.from(Controller.Standard.LeftPrimaryThumb).peek().to(goActive);
eventMapping.from(Controller.Standard.RightPrimaryThumb).peek().to(goActive);
eventMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(goActive);
eventMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(goActive);
Controller.enableMapping(eventMappingName);
Script.scriptEnding.connect(function () {
Script.update.disconnect(maybeGoAway);
goActive();
Controller.disableMapping(eventMappingName);
Controller.mousePressEvent.disconnect(goActive);
Controller.keyPressEvent.disconnect(maybeGoActive);
});