Merge pull request #5762 from samcake/punk

Adding the flashlight toy script
This commit is contained in:
Brad Hefta-Gaub 2015-09-10 09:15:22 -07:00
commit 1aa3c746a6
2 changed files with 199 additions and 0 deletions

View file

@ -0,0 +1,45 @@
//
// createFlashligh.js
// examples/entityScripts
//
// Created by Sam Gateau on 9/9/15.
// Copyright 2015 High Fidelity, Inc.
//
// This is a toy script that create a flashlight entity that lit when grabbed
// This can be run from an interface and the flashlight will get deleted from the domain when quitting
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("https://hifi-public.s3.amazonaws.com/scripts/utilities.js");
var scriptURL = "https://hifi-public.s3.amazonaws.com/scripts/toys/flashlight/flashlight.js?"+randInt(0,1000);
var modelURL = "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx";
var center = Vec3.sum(Vec3.sum(MyAvatar.position, {x: 0, y: 0.5, z: 0}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation())));
var flashlight = Entities.addEntity({
type: "Model",
modelURL: modelURL,
position: center,
dimensions: {
x: 0.04,
y: 0.15,
z: 0.04
},
collisionsWillMove: true,
shapeType: 'box',
script: scriptURL
});
function cleanup() {
Entities.deleteEntity(flashlight);
}
Script.scriptEnding.connect(cleanup);

View file

@ -0,0 +1,154 @@
//
// flashligh.js
// examples/entityScripts
//
// Created by Sam Gateau on 9/9/15.
// Copyright 2015 High Fidelity, Inc.
//
// This is a toy script that can be added to the Flashlight model entity:
// "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx"
// that creates a spotlight attached with the flashlight model while the entity is grabbed
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
function debugPrint(message) {
// print(message);
}
Script.include("../libraries/utils.js");
var _this;
// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
// our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)
Flashlight = function() {
_this = this;
_this._hasSpotlight = false;
_this._spotlight = null;
};
// These constants define the Spotlight position and orientation relative to the model
var MODEL_LIGHT_POSITION = {x: 0, y: 0, z: 0};
var MODEL_LIGHT_ROTATION = Quat.angleAxis (-90, {x: 1, y: 0, z: 0});
// Evaluate the world light entity position and orientation from the model ones
function evalLightWorldTransform(modelPos, modelRot) {
return {p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)};
};
Flashlight.prototype = {
// update() will be called regulary, because we've hooked the update signal in our preload() function
// we will check out userData for the grabData. In the case of the hydraGrab script, it will tell us
// if we're currently being grabbed and if the person grabbing us is the current interfaces avatar.
// we will watch this for state changes and print out if we're being grabbed or released when it changes.
update: function() {
var GRAB_USER_DATA_KEY = "grabKey";
// because the update() signal doesn't have a valid this, we need to use our memorized _this to access our entityID
var entityID = _this.entityID;
// we want to assume that if there is no grab data, then we are not being grabbed
var defaultGrabData = { activated: false, avatarId: null };
// this handy function getEntityCustomData() is available in utils.js and it will return just the specific section
// of user data we asked for. If it's not available it returns our default data.
var grabData = getEntityCustomData(GRAB_USER_DATA_KEY, entityID, defaultGrabData);
// if the grabData says we're being grabbed, and the owner ID is our session, then we are being grabbed by this interface
if (grabData.activated && grabData.avatarId == MyAvatar.sessionUUID) {
// remember we're being grabbed so we can detect being released
_this.beingGrabbed = true;
var modelProperties = Entities.getEntityProperties(entityID);
var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation);
// Create the spot light driven by this model if we don;t have one yet
// Or make sure to keep it's position in sync
if (!_this._hasSpotlight) {
_this._spotlight = Entities.addEntity({
type: "Light",
position: lightTransform.p,
rotation: lightTransform.q,
isSpotlight: true,
dimensions: { x: 2, y: 2, z: 20 },
color: { red: 255, green: 255, blue: 255 },
intensity: 2,
exponent: 0.3,
cutoff: 20
});
_this._hasSpotlight = true;
_this._startModelPosition = modelProperties.position;
_this._startModelRotation = modelProperties.rotation;
debugPrint("Flashlight:: creating a spotlight");
} else {
// Updating the spotlight
Entities.editEntity(_this._spotlight, {position: lightTransform.p, rotation: lightTransform.q});
debugPrint("Flashlight:: updating the spotlight");
}
debugPrint("I'm being grabbed...");
} else if (_this.beingGrabbed) {
if (_this._hasSpotlight) {
Entities.deleteEntity(_this._spotlight);
debugPrint("Destroying flashlight spotlight...");
}
_this._hasSpotlight = false;
_this._spotlight = null;
// Reset model to initial position
Entities.editEntity(_this.entityID, {position: _this._startModelPosition, rotation: _this._startModelRotation,
velocity: {x: 0, y: 0, z: 0}, angularVelocity: {x: 0, y: 0, z: 0}});
// if we are not being grabbed, and we previously were, then we were just released, remember that
// and print out a message
_this.beingGrabbed = false;
debugPrint("I'm was released...");
}
},
// preload() will be called when the entity has become visible (or known) to the interface
// it gives us a chance to set our local JavaScript object up. In this case it means:
// * remembering our entityID, so we can access it in cases where we're called without an entityID
// * connecting to the update signal so we can check our grabbed state
preload: function(entityID) {
_this.entityID = entityID;
var modelProperties = Entities.getEntityProperties(entityID);
_this._startModelPosition = modelProperties.position;
_this._startModelRotation = modelProperties.rotation;
Script.update.connect(this.update);
},
// unload() will be called when our entity is no longer available. It may be because we were deleted,
// or because we've left the domain or quit the application. In all cases we want to unhook our connection
// to the update signal
unload: function(entityID) {
if (_this._hasSpotlight) {
Entities.deleteEntity(_this._spotlight);
}
_this._hasSpotlight = false;
_this._spotlight = null;
Script.update.disconnect(this.update);
},
};
// entity scripts always need to return a newly constructed object of our type
return new Flashlight();
})