mirror of
https://github.com/overte-org/overte.git
synced 2025-04-24 05:53:29 +02:00
Merge pull request #5762 from samcake/punk
Adding the flashlight toy script
This commit is contained in:
commit
1aa3c746a6
2 changed files with 199 additions and 0 deletions
45
examples/toys/flashlight/createFlashlight.js
Normal file
45
examples/toys/flashlight/createFlashlight.js
Normal 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);
|
154
examples/toys/flashlight/flashlight.js
Normal file
154
examples/toys/flashlight/flashlight.js
Normal 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();
|
||||
})
|
Loading…
Reference in a new issue