From 69bfd7dcc15d1d88dcbff82446ec70dd451f5f61 Mon Sep 17 00:00:00 2001 From: SamGondelman Date: Mon, 20 Jul 2015 13:42:35 -0700 Subject: [PATCH 1/2] hydra vertical offset --- libraries/input-plugins/src/input-plugins/SixenseManager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/libraries/input-plugins/src/input-plugins/SixenseManager.cpp b/libraries/input-plugins/src/input-plugins/SixenseManager.cpp index de02098458..a8a24cd2a5 100644 --- a/libraries/input-plugins/src/input-plugins/SixenseManager.cpp +++ b/libraries/input-plugins/src/input-plugins/SixenseManager.cpp @@ -419,8 +419,8 @@ void SixenseManager::handlePoseEvent(glm::vec3 position, glm::quat rotation, int #ifdef HAVE_SIXENSE // Transform the measured position into body frame. glm::vec3 neck = _neckBase; - // Zeroing y component of the "neck" effectively raises the measured position a little bit. - neck.y = 0.0f; + // Set y component of the "neck" to raise the measured position a little bit. + neck.y = 0.5f; position = _orbRotation * (position - neck); // adjustment for hydra controllers fit into hands From 4d3b08b5e3c69ac8a7be33eda1906b8c4511a831 Mon Sep 17 00:00:00 2001 From: SamGondelman Date: Mon, 20 Jul 2015 14:52:49 -0700 Subject: [PATCH 2/2] modified sword.js to work with vive controllers --- examples/example/games/sword.js | 483 +++++++++++------- .../ControllerScriptingInterface.cpp | 4 + .../scripting/ControllerScriptingInterface.h | 2 + 3 files changed, 317 insertions(+), 172 deletions(-) diff --git a/examples/example/games/sword.js b/examples/example/games/sword.js index 178a48f35a..f730f8f6bf 100644 --- a/examples/example/games/sword.js +++ b/examples/example/games/sword.js @@ -1,10 +1,10 @@ -// stick.js +// sword.js // examples // // Created by Seth Alves on 2015-6-10 // Copyright 2015 High Fidelity, Inc. // -// Allow avatar to hold a stick +// Allow avatar to hold a sword // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html @@ -13,33 +13,52 @@ /*jslint vars: true*/ var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity. Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js"); +var zombieGameScriptURL = "https://hifi-public.s3.amazonaws.com/eric/scripts/zombieFight.js?v2"; +// var zombieGameScriptURL = "zombieFight.js"; +Script.include(zombieGameScriptURL); + + +var zombieFight = new ZombieFight(); + +var hand = "right"; -var hand = Settings.getValue("highfidelity.sword.hand", "right"); var nullActionID = "00000000-0000-0000-0000-000000000000"; var controllerID; var controllerActive; -var stickID = null; +var swordID = null; var actionID = nullActionID; -var targetIDs = []; -var dimensions = { x: 0.3, y: 0.15, z: 2.0 }; +var dimensions = { + x: 0.3, + y: 0.15, + z: 2.0 +}; var BUTTON_SIZE = 32; -var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx"; +var health = 100; +var healthLossOnHit = 10; + var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx"; -var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj"; +// var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj"; +var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/eric/models/noHandleSwordCollisionShape.obj?=v2"; var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav"; -var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Collisions-hitsandslaps/airhockey_hit1.wav"; +var avatarCollisionSoundURL = "https://hifi-public.s3.amazonaws.com/eric/sounds/blankSound.wav"; //Just to avoid no collision callback bug var whichModel = "sword"; var originalAvatarCollisionSound; -var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function () { - return {x: 100, y: 380}; +var avatarCollisionSounds = [SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit.wav"), SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/avatarHit2.wav?=v2")]; + +var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function() { + return { + x: 100, + y: 380 + }; }); -var SWORD_IMAGE = "http://s3.amazonaws.com/hifi-public/images/billiardsReticle.png"; // Toggle between brandishing/sheathing sword (creating if necessary) -var TARGET_IMAGE = "http://s3.amazonaws.com/hifi-public/images/puck.png"; // Create a target dummy +var gameStarted = false; + +var SWORD_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/sword.svg"; // Toggle between brandishing/sheathing sword (creating if necessary) +var TARGET_IMAGE = "https://hifi-public.s3.amazonaws.com/images/sword/dummy2.svg"; // Create a target dummy var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f -var SWITCH_HANDS_IMAGE = "http://s3.amazonaws.com/hifi-public/images/up-arrow.svg"; // Toggle left vs right hand. Persists in settings. var swordButton = toolBar.addOverlay("image", { width: BUTTON_SIZE, height: BUTTON_SIZE, @@ -52,12 +71,7 @@ var targetButton = toolBar.addOverlay("image", { imageURL: TARGET_IMAGE, alpha: 1 }); -var switchHandsButton = toolBar.addOverlay("image", { - width: BUTTON_SIZE, - height: BUTTON_SIZE, - imageURL: SWITCH_HANDS_IMAGE, - alpha: 1 -}); + var cleanupButton = toolBar.addOverlay("image", { width: BUTTON_SIZE, height: BUTTON_SIZE, @@ -66,6 +80,24 @@ var cleanupButton = toolBar.addOverlay("image", { }); var flasher; + +var leftHandClick = 14; +var leftTriggerValue = 0; +var prevLeftTriggerValue = 0; + + +var LEFT = 0; +var RIGHT = 1; + +var leftPalm = 2 * LEFT; +var rightPalm = 2 * RIGHT; +var rightHandClick = 15; +var prevRightTriggerValue = 0; +var rightTriggerValue = 0; +var TRIGGER_THRESHOLD = 0.2; + +var swordHeld = false; + function clearFlash() { if (!flasher) { return; @@ -74,7 +106,9 @@ function clearFlash() { Overlays.deleteOverlay(flasher.overlay); flasher = null; } + function flash(color) { + return; clearFlash(); flasher = {}; flasher.overlay = Overlays.addOverlay("text", { @@ -86,42 +120,74 @@ function flash(color) { flasher.timer = Script.setTimeout(clearFlash, 500); } -var health = 100; + var display2d, display3d; + function trackAvatarWithText() { Entities.editEntity(display3d, { - position: Vec3.sum(MyAvatar.position, {x: 0, y: 1.5, z: 0}), + position: Vec3.sum(MyAvatar.position, { + x: 0, + y: 1.5, + z: 0 + }), rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0)) }); } + function updateDisplay() { var text = health.toString(); if (!display2d) { - health = 100; display2d = Overlays.addOverlay("text", { text: text, - font: { size: 20 }, - color: {red: 0, green: 255, blue: 0}, - backgroundColor: {red: 100, green: 100, blue: 100}, // Why doesn't this and the next work? + font: { + size: 20 + }, + color: { + red: 0, + green: 255, + blue: 0 + }, + backgroundColor: { + red: 100, + green: 100, + blue: 100 + }, // Why doesn't this and the next work? backgroundAlpha: 0.9, x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons). y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top. }); display3d = Entities.addEntity({ name: MyAvatar.displayName + " score", - textColor: {red: 255, green: 255, blue: 255}, + textColor: { + red: 255, + green: 255, + blue: 255 + }, type: "Text", text: text, lineHeight: 0.14, - backgroundColor: {red: 64, green: 64, blue: 64}, - dimensions: {x: 0.3, y: 0.2, z: 0.01}, + backgroundColor: { + red: 64, + green: 64, + blue: 64 + }, + dimensions: { + x: 0.3, + y: 0.2, + z: 0.01 + }, }); Script.update.connect(trackAvatarWithText); } else { - Overlays.editOverlay(display2d, {text: text}); - Entities.editEntity(display3d, {text: text}); + Overlays.editOverlay(display2d, { + text: text + }); + Entities.editEntity(display3d, { + text: text + }); } } + function removeDisplay() { if (display2d) { Overlays.deleteOverlay(display2d); @@ -131,97 +197,57 @@ function removeDisplay() { display3d = null; } } -function computeEnergy(collision, entityID) { - var id = entityID || collision.idA || collision.idB; - var entity = id && Entities.getEntityProperties(id); - var mass = entity ? (entity.density * entity.dimensions.x * entity.dimensions.y * entity.dimensions.z) : 1; - var linearVelocityChange = Vec3.length(collision.velocityChange); - var energy = 0.5 * mass * linearVelocityChange * linearVelocityChange; - return Math.min(Math.max(1.0, Math.round(energy)), 20); -} + + function gotHit(collision) { - var energy = computeEnergy(collision); - print("Got hit - " + energy + " from " + collision.idA + " " + collision.idB); - health -= energy; - flash({red: 255, green: 0, blue: 0}); - updateDisplay(); -} -function scoreHit(idA, idB, collision) { - var energy = computeEnergy(collision, idA); - print("Score + " + energy + " from " + JSON.stringify(idA) + " " + JSON.stringify(idB)); - health += energy; - flash({red: 0, green: 255, blue: 0}); + Audio.playSound(avatarCollisionSounds[randInt(0, avatarCollisionSounds.length)], { + position: MyAvatar.position, + volume: 0.2 + }); + health -= healthLossOnHit; + if (health <= 30) { + Overlays.editOverlay(display2d, { + color: { + red: 200, + green: 10, + blue: 10 + } + }); + } + + if (health <= 0 && zombieFight) { + zombieFight.loseGame(); + } + flash({ + red: 255, + green: 0, + blue: 0 + }); updateDisplay(); } + function isFighting() { - return stickID && (actionID !== nullActionID); + return swordID && (actionID !== nullActionID); } -function initControls() { - print("Sword hand is " + hand); - if (hand === "right") { - controllerID = 3; // right handed - } else { - controllerID = 4; // left handed - } -} + var inHand = false; -function positionStick(stickOrientation) { - var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0); - var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0}; - var offset = Vec3.multiplyQbyV(reorient, baseOffset); - stickOrientation = Quat.multiply(reorient, stickOrientation); - inHand = false; - Entities.updateAction(stickID, actionID, { - relativePosition: offset, - relativeRotation: stickOrientation, - hand: "right" - }); -} -function resetToHand() { // For use with controllers, puts the sword in contact with the hand. - // Maybe coordinate with positionStick? - if (inHand) { // Optimization: bail if we're already inHand. - return; - } - print('Reset to hand'); - Entities.updateAction(stickID, actionID, { - relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5}, - relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}), - hand: hand, // It should not be necessary to repeat these two, but there seems to be a bug in that that - timeScale: 0.05 // they do not retain their earlier values if you don't repeat them. - }); - inHand = true; -} + + function isControllerActive() { // I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both. controllerActive = (Vec3.length(Controller.getSpatialControlPosition(3)) > 0) || Vec3.length(Controller.getSpatialControlPosition(4)) > 0; return controllerActive; } -function mouseMoveEvent(event) { - // When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID - if (event.deviceID || !isFighting() || isControllerActive()) { - print('Attempting attachment reset'); - resetToHand(); - return; - } - var windowCenterX = Window.innerWidth / 2; - var windowCenterY = Window.innerHeight / 2; - var mouseXCenterOffset = event.x - windowCenterX; - var mouseYCenterOffset = event.y - windowCenterY; - var mouseXRatio = mouseXCenterOffset / windowCenterX; - var mouseYRatio = mouseYCenterOffset / windowCenterY; - var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0); - positionStick(stickOrientation); -} function removeSword() { - if (stickID) { - print('deleting action ' + actionID + ' and entity ' + stickID); - Entities.deleteAction(stickID, actionID); - Entities.deleteEntity(stickID); - stickID = null; + if (swordID) { + print('deleting action ' + actionID + ' and entity ' + swordID); + Entities.deleteAction(swordID, actionID); + Entities.deleteEntity(swordID); + swordID = null; actionID = nullActionID; Controller.mouseMoveEvent.disconnect(mouseMoveEvent); MyAvatar.collisionWithEntity.disconnect(gotHit); @@ -232,101 +258,214 @@ function removeSword() { MyAvatar.collisionSoundURL = originalAvatarCollisionSound; } removeDisplay(); + swordHeld = false; } + function cleanUp(leaveButtons) { - removeSword(); - targetIDs.forEach(function (id) { - Entities.deleteAction(id.entity, id.action); - Entities.deleteEntity(id.entity); - }); - targetIDs = []; if (!leaveButtons) { toolBar.cleanup(); } + removeSword(); + gameStarted = false; + zombieFight.cleanup(); } + function makeSword() { - initControls(); - var swordPosition; - if (!isControllerActive()) { // Dont' knock yourself with sword - swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(MyAvatar.orientation))); - } else if (hand === 'right') { - swordPosition = MyAvatar.getRightPalmPosition(); - } else { - swordPosition = MyAvatar.getLeftPalmPosition(); - } - stickID = Entities.addEntity({ + var swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getFront(MyAvatar.orientation))); + var orientationAdjustment = Quat.fromPitchYawRollDegrees(90, 0, 0); + + swordID = Entities.addEntity({ type: "Model", + name: "sword", modelURL: swordModel, compoundShapeURL: swordCollisionShape, dimensions: dimensions, position: swordPosition, - rotation: MyAvatar.orientation, + rotation: Quat.fromPitchYawRollDegrees(90, 0, 0), damping: 0.1, collisionSoundURL: swordCollisionSoundURL, restitution: 0.01, - collisionsWillMove: true + collisionsWillMove: true, }); - actionID = Entities.addAction("hold", stickID, { - relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5}, - relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}), + + if (originalAvatarCollisionSound === undefined) { + originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.) + SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?) + } + + if (!isControllerActive()) { + grabSword("right"); + } + MyAvatar.collisionSoundURL = avatarCollisionSoundURL; + Controller.mouseMoveEvent.connect(mouseMoveEvent); + MyAvatar.collisionWithEntity.connect(gotHit); + updateDisplay(); +} + + + +function grabSword(hand) { + if (!swordID) { + print("Create a sword by clicking on sword icon!") + return; + } + var handRotation; + if (hand === "right") { + handRotation = MyAvatar.getRightPalmRotation(); + + } else if (hand === "left") { + handRotation = MyAvatar.getLeftPalmRotation(); + } + var swordRotation = Entities.getEntityProperties(swordID).rotation; + var offsetRotation = Quat.multiply(Quat.inverse(handRotation), swordRotation); + actionID = Entities.addAction("hold", swordID, { + relativePosition: { + x: 0.0, + y: 0.0, + z: -dimensions.z * 0.5 + }, + relativeRotation: offsetRotation, hand: hand, timeScale: 0.05 }); if (actionID === nullActionID) { print('*** FAILED TO MAKE SWORD ACTION ***'); cleanUp(); + } else { + swordHeld = true; } - if (originalAvatarCollisionSound === undefined) { - originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.) - SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?) - } - MyAvatar.collisionSoundURL = avatarCollisionSoundURL; - Controller.mouseMoveEvent.connect(mouseMoveEvent); - MyAvatar.collisionWithEntity.connect(gotHit); - Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit); - updateDisplay(); } +function releaseSword() { + Entities.deleteAction(swordID, actionID); + actionID = nullActionID; + Entities.editEntity(swordID, { + velocity: { + x: 0, + y: 0, + z: 0 + }, + angularVelocity: { + x: 0, + y: 0, + z: 0 + } + }); + swordHeld = false; +} + +function update() { + updateControllerState(); + +} + +function updateControllerState() { + rightTriggerValue = Controller.getActionValue(rightHandClick); + leftTriggerValue = Controller.getActionValue(leftHandClick); + + if (rightTriggerValue > TRIGGER_THRESHOLD && !swordHeld) { + grabSword("right") + } else if (rightTriggerValue < TRIGGER_THRESHOLD && prevRightTriggerValue > TRIGGER_THRESHOLD && swordHeld) { + releaseSword(); + } + + if (leftTriggerValue > TRIGGER_THRESHOLD && !swordHeld) { + grabSword("left") + } else if (leftTriggerValue < TRIGGER_THRESHOLD && prevLeftTriggerValue > TRIGGER_THRESHOLD && swordHeld) { + releaseSword(); + } + + prevRightTriggerValue = rightTriggerValue; + prevLeftTriggerValue = leftTriggerValue; +} + +randFloat = function(low, high) { + return low + Math.random() * (high - low); +} + + +randInt = function(low, high) { + return Math.floor(randFloat(low, high)); +} + +function positionSword(swordOrientation) { + var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0); + var baseOffset = { + x: -dimensions.z * 0.8, + y: 0, + z: 0 + }; + var offset = Vec3.multiplyQbyV(reorient, baseOffset); + swordOrientation = Quat.multiply(reorient, swordOrientation); + inHand = false; + Entities.updateAction(swordID, actionID, { + relativePosition: offset, + relativeRotation: swordOrientation, + hand: "right" + }); +} + +function resetToHand() { // For use with controllers, puts the sword in contact with the hand. + // Maybe coordinate with positionSword? + if (inHand) { // Optimization: bail if we're already inHand. + return; + } + print('Reset to hand'); + Entities.updateAction(swordID, actionID, { + relativePosition: { + x: 0.0, + y: 0.0, + z: -dimensions.z * 0.5 + }, + relativeRotation: Quat.fromVec3Degrees({ + x: 45.0, + y: 0.0, + z: 0.0 + }), + hand: "right", // It should not be necessary to repeat these two, but there seems to be a bug in that that + timeScale: 0.05 // they do not retain their earlier values if you don't repeat them. + }); + inHand = true; +} + +function mouseMoveEvent(event) { + //When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID + if (event.deviceID || !isFighting() || isControllerActive()) { + resetToHand(); + return; + } + var windowCenterX = Window.innerWidth / 2; + var windowCenterY = Window.innerHeight / 2; + var mouseXCenterOffset = event.x - windowCenterX; + var mouseYCenterOffset = event.y - windowCenterY; + var mouseXRatio = mouseXCenterOffset / windowCenterX; + var mouseYRatio = mouseYCenterOffset / windowCenterY; + + var swordOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0); + positionSword(swordOrientation); +} + + function onClick(event) { switch (Overlays.getOverlayAtPoint(event)) { - case swordButton: - if (!stickID) { - makeSword(); - } else { - removeSword(); - } - break; - case targetButton: - var position = Vec3.sum(MyAvatar.position, {x: 1.0, y: 0.4, z: 0.0}); - var boxId = Entities.addEntity({ - type: "Box", - name: "dummy", - position: position, - dimensions: {x: 0.3, y: 0.7, z: 0.3}, - gravity: {x: 0.0, y: -3.0, z: 0.0}, - damping: 0.2, - collisionsWillMove: true - }); + case swordButton: + if (!swordID) { + makeSword(); + } else { + removeSword(); + } + break; + case targetButton: + zombieFight.initiateZombieApocalypse(); + gameStarted = true; - var pointToOffsetFrom = Vec3.sum(position, {x: 0.0, y: 2.0, z: 0.0}); - var action = Entities.addAction("offset", boxId, {pointToOffsetFrom: pointToOffsetFrom, - linearDistance: 2.0, - // linearTimeScale: 0.005 - linearTimeScale: 0.1 - }); - targetIDs.push({entity: boxId, action: action}); - break; - case switchHandsButton: - cleanUp('leaveButtons'); - hand = hand === "right" ? "left" : "right"; - Settings.setValue("highfidelity.sword.hand", hand); - makeSword(); - break; - case cleanupButton: - cleanUp('leaveButtons'); - break; + break; + case cleanupButton: + cleanUp('leaveButtons'); + break; } } Script.scriptEnding.connect(cleanUp); -Controller.mousePressEvent.connect(onClick); +Script.update.connect(update); +Controller.mousePressEvent.connect(onClick); \ No newline at end of file diff --git a/interface/src/scripting/ControllerScriptingInterface.cpp b/interface/src/scripting/ControllerScriptingInterface.cpp index e888ea1c63..bdfea67eac 100644 --- a/interface/src/scripting/ControllerScriptingInterface.cpp +++ b/interface/src/scripting/ControllerScriptingInterface.cpp @@ -468,6 +468,10 @@ int ControllerScriptingInterface::findDevice(QString name) { return DependencyManager::get()->findDevice(name); } +float ControllerScriptingInterface::getActionValue(int action) { + return DependencyManager::get()->getActionState(UserInputMapper::Action(action)); +} + InputController::InputController(int deviceTrackerId, int subTrackerId, QObject* parent) : AbstractInputController(), _deviceTrackerId(deviceTrackerId), diff --git a/interface/src/scripting/ControllerScriptingInterface.h b/interface/src/scripting/ControllerScriptingInterface.h index d6e25f1747..34c11331ae 100644 --- a/interface/src/scripting/ControllerScriptingInterface.h +++ b/interface/src/scripting/ControllerScriptingInterface.h @@ -95,6 +95,8 @@ public slots: Q_INVOKABLE virtual void resetAllDeviceBindings(); Q_INVOKABLE virtual void resetDevice(unsigned int device); Q_INVOKABLE virtual int findDevice(QString name); + Q_INVOKABLE virtual float getActionValue(int action); + virtual bool isPrimaryButtonPressed() const; virtual glm::vec2 getPrimaryJoystickPosition() const;