adding move.js, removing swissArmyJetpack.js

This commit is contained in:
Andrew Meadows 2014-09-19 16:55:04 -07:00
parent 09d3c51120
commit 57dd9fba28
2 changed files with 171 additions and 294 deletions

171
examples/move.js Executable file
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//
// move.js
//
// Created by AndrewMeadows, 2014.09.17
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
//
// The avatar can be controlled by setting two motor parameters: motorVelocity and motorTimescale.
// Once the motorVelocity is set the avatar will try to move in that direction and speed. The
// motorTimescale is the approximate amount of time it takes for the avatar to reach within 1/e of its
// motorVelocity, so a short timescale makes it ramp up fast, and a long timescale makes it slow.
// These parameters control the motor's speed and strength.
var MAX_MOTOR_TIMESCALE = 0.5;
var PUSHING_MOTOR_TIMESCALE = 0.25;
var BRAKING_MOTOR_TIMESCALE = 0.125;
var VERY_LONG_TIME = 1000000.0;
var AVATAR_SPEED = 4.0;
var MIN_BRAKING_SPEED = 0.2;
var motorAccumulator = {x:0.0, y:0.0, z:0.0};
var isBraking = false;
// There is a bug in Qt-5.3.0 (and below) that prevents QKeyEvent.isAutoRepeat from being correctly set.
// This means we can't tell when a held button is actually released -- all we get are the repeated
// keyPress- (and keyRelease-) events. So what we have to do is keep a list of last press timestamps
// for buttons of interest, and then periodically scan that list for old timestamps and drop any that
// have expired (at which point we actually remove that buttons effect on the motor). As long as the
// check period is longer than the time between key repeats then things will be smooth, and as long
// as the expiry time is short enough then the stop won't feel too laggy.
var MAX_AUTO_REPEAT_DELAY = 3;
var KEY_RELEASE_EXPIRY_MSEC = 100;
// KeyInfo class contructor:
function KeyInfo(contribution) {
this.motorContribution = contribution; // Vec3 contribution of this key toward motorVelocity
this.releaseTime = new Date(); // time when this button was released
this.pressTime = new Date(); // time when this button was pressed
this.isPressed = false;
}
// NOTE: the avatar's default orientation is such that "forward" is along the -zAxis, and "left" is along -xAxis.
var controlKeys = {
"UP" : new KeyInfo({x: 0.0, y: 0.0, z:-1.0}),
"DOWN" : new KeyInfo({x: 0.0, y: 0.0, z: 1.0}),
"SHIFT+LEFT" : new KeyInfo({x:-1.0, y: 0.0, z: 0.0}),
"SHIFT+RIGHT": new KeyInfo({x: 1.0, y: 0.0, z: 0.0}),
"w" : new KeyInfo({x: 0.0, y: 0.0, z:-1.0}),
"s" : new KeyInfo({x: 0.0, y: 0.0, z: 1.0}),
"e" : new KeyInfo({x: 0.0, y: 1.0, z: 0.0}),
"c" : new KeyInfo({x: 0.0, y:-1.0, z: 0.0})
};
// list of last timestamps when various buttons were last pressed
var pressTimestamps = {};
function keyPressEvent(event) {
// NOTE: we're harvesting some of the same keyboard controls that are used by the default (scriptless)
// avatar control. The scriptless control can be disabled via the Menu, thereby allowing this script
// to be the ONLY controller of the avatar position.
var keyName = event.text;
if (event.isShifted) {
keyName = "SHIFT+" + keyName;
}
var key = controlKeys[keyName];
if (key != undefined) {
key.pressTime = new Date();
// set the last pressTimestap element to undefined (MUCH faster than removing from the list)
pressTimestamps[keyName] = undefined;
var msec = key.pressTime.valueOf() - key.releaseTime.valueOf();
if (!key.isPressed) {
// add this key's effect to the motorAccumulator
motorAccumulator = Vec3.sum(motorAccumulator, key.motorContribution);
key.isPressed = true;
}
}
}
function keyReleaseEvent(event) {
var keyName = event.text;
if (event.isShifted) {
keyName = "SHIFT+" + keyName;
}
var key = controlKeys[keyName];
if (key != undefined) {
// add key to pressTimestamps
pressTimestamps[keyName] = new Date();
key.releaseTime = new Date();
var msec = key.releaseTime.valueOf() - key.pressTime.valueOf();
}
}
function updateMotor(deltaTime) {
// remove expired pressTimestamps
var now = new Date();
for (var keyName in pressTimestamps) {
var t = pressTimestamps[keyName];
if (t != undefined) {
var msec = now.valueOf() - t.valueOf();
if (msec > KEY_RELEASE_EXPIRY_MSEC) {
// the release of this key is now official, and we remove it from the motorAccumulator
motorAccumulator = Vec3.subtract(motorAccumulator, controlKeys[keyName].motorContribution);
controlKeys[keyName].isPressed = false;
// set the last pressTimestap element to undefined (MUCH faster than removing from the list)
pressTimestamps[keyName] = undefined;
}
}
}
var motorVelocity = {x:0.0, y:0.0, z:0.0};
// figure out if we're pushing or braking
var accumulatorLength = Vec3.length(motorAccumulator);
var isPushing = false;
if (accumulatorLength == 0.0) {
if (!isBraking) {
isBraking = true;
}
isPushing = false;
} else {
isPushing = true;
motorVelocity = Vec3.multiply(AVATAR_SPEED / accumulatorLength, motorAccumulator);
}
// compute the timescale
var motorTimescale = MAX_MOTOR_TIMESCALE;
if (isBraking) {
var speed = Vec3.length(MyAvatar.getVelocity());
if (speed < MIN_BRAKING_SPEED) {
// we're going slow enough to turn off braking
// --> we'll drift to a halt, but not so stiffly that we can't be bumped
isBraking = false;
motorTimescale = MAX_MOTOR_TIMESCALE;
} else {
// we're still braking
motorTimescale = BRAKING_MOTOR_TIMESCALE;
}
} else if (isPushing) {
motorTimescale = PUSHING_MOTOR_TIMESCALE;
}
// apply the motor parameters
MyAvatar.motorVelocity = motorVelocity;
MyAvatar.motorTimescale = motorTimescale;
}
function scriptEnding() {
// disable the motor
MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0}
MyAvatar.motorTimescale = VERY_LONG_TIME;
}
// init stuff
MyAvatar.motorReferenceFrame = "camera"; // "camera" is default, other options are "avatar" and "world"
MyAvatar.motorTimescale = VERY_LONG_TIME;
// connect callbacks
Controller.keyPressEvent.connect(keyPressEvent);
Controller.keyReleaseEvent.connect(keyReleaseEvent);
Script.update.connect(updateMotor);
Script.scriptEnding.connect(scriptEnding)

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//
// swissArmyJetpack.js
// examples
//
// Created by Andrew Meadows 2014.04.24
// Copyright 2014 High Fidelity, Inc.
//
// This is a work in progress. It will eventually be able to move the avatar around,
// toggle collision groups, modify avatar movement options, and other stuff (maybe trigger animations).
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// misc global constants
var NUMBER_OF_COLLISION_BUTTONS = 3;
var NUMBER_OF_BUTTONS = 4;
var DOWN = { x: 0.0, y: -1.0, z: 0.0 };
var MAX_VOXEL_SCAN_DISTANCE = 30.0;
// behavior transition thresholds
var MIN_FLYING_SPEED = 3.0;
var MIN_COLLISIONLESS_SPEED = 5.0;
var MAX_WALKING_SPEED = 30.0;
var MAX_COLLIDABLE_SPEED = 35.0;
// button URL and geometry/UI tuning
var BUTTON_IMAGE_URL = "http://highfidelity-public.s3-us-west-1.amazonaws.com/images/testing-swatches.svg";
var DISABLED_OFFSET_Y = 12;
var ENABLED_OFFSET_Y = 55 + 12;
var UI_BUFFER = 1;
var OFFSET_X = UI_BUFFER;
var OFFSET_Y = 200;
var BUTTON_WIDTH = 30;
var BUTTON_HEIGHT = 30;
var TEXT_OFFSET_X = OFFSET_X + BUTTON_WIDTH + UI_BUFFER;
var TEXT_HEIGHT = BUTTON_HEIGHT;
var TEXT_WIDTH = 210;
var MSEC_PER_SECOND = 1000;
var RAYCAST_EXPIRY_PERIOD = MSEC_PER_SECOND / 16;
var COLLISION_EXPIRY_PERIOD = 2 * MSEC_PER_SECOND;
var GRAVITY_ON_EXPIRY_PERIOD = MSEC_PER_SECOND / 2;
var GRAVITY_OFF_EXPIRY_PERIOD = MSEC_PER_SECOND / 8;
var dater = new Date();
var raycastExpiry = dater.getTime() + RAYCAST_EXPIRY_PERIOD;
var gravityOnExpiry = dater.getTime() + GRAVITY_ON_EXPIRY_PERIOD;
var gravityOffExpiry = dater.getTime() + GRAVITY_OFF_EXPIRY_PERIOD;
var collisionOnExpiry = dater.getTime() + COLLISION_EXPIRY_PERIOD;
// avatar state
var velocity = { x: 0.0, y: 0.0, z: 0.0 };
var standing = false;
// speedometer globals
var speed = 0.0;
var lastPosition = MyAvatar.position;
var speedometer = Overlays.addOverlay("text", {
x: OFFSET_X,
y: OFFSET_Y - BUTTON_HEIGHT,
width: BUTTON_WIDTH + UI_BUFFER + TEXT_WIDTH,
height: TEXT_HEIGHT,
color: { red: 0, green: 0, blue: 0 },
textColor: { red: 255, green: 0, blue: 0},
topMargin: 4,
leftMargin: 4,
text: "Speed: 0.0"
});
// collision group buttons
var buttons = new Array();
var labels = new Array();
var labelContents = new Array();
labelContents[0] = "Collide with Avatars";
labelContents[1] = "Collide with Voxels";
labelContents[2] = "Collide with Particles";
labelContents[3] = "Use local gravity";
var groupBits = 0;
var enabledColors = new Array();
enabledColors[0] = { red: 255, green: 0, blue: 0};
enabledColors[1] = { red: 0, green: 255, blue: 0};
enabledColors[2] = { red: 0, green: 0, blue: 255};
enabledColors[3] = { red: 255, green: 255, blue: 0};
var disabledColors = new Array();
disabledColors[0] = { red: 90, green: 75, blue: 75};
disabledColors[1] = { red: 75, green: 90, blue: 75};
disabledColors[2] = { red: 75, green: 75, blue: 90};
disabledColors[3] = { red: 90, green: 90, blue: 75};
var buttonStates = new Array();
for (i = 0; i < NUMBER_OF_BUTTONS; i++) {
var offsetS = 12
var offsetT = DISABLED_OFFSET_Y;
buttons[i] = Overlays.addOverlay("image", {
x: OFFSET_X,
y: OFFSET_Y + (BUTTON_HEIGHT * i),
width: BUTTON_WIDTH,
height: BUTTON_HEIGHT,
subImage: { x: offsetS, y: offsetT, width: BUTTON_WIDTH, height: BUTTON_HEIGHT },
imageURL: BUTTON_IMAGE_URL,
color: disabledColors[i],
alpha: 1,
});
labels[i] = Overlays.addOverlay("text", {
x: TEXT_OFFSET_X,
y: OFFSET_Y + (BUTTON_HEIGHT * i),
width: TEXT_WIDTH,
height: TEXT_HEIGHT,
color: { red: 0, green: 0, blue: 0},
textColor: { red: 255, green: 0, blue: 0},
topMargin: 4,
leftMargin: 4,
text: labelContents[i]
});
buttonStates[i] = false;
}
// functions
function updateButton(i, enabled) {
var offsetY = DISABLED_OFFSET_Y;
var buttonColor = disabledColors[i];
if (enabled) {
offsetY = ENABLED_OFFSET_Y;
buttonColor = enabledColors[i];
if (i == 0) {
groupBits |= COLLISION_GROUP_AVATARS;
} else if (i == 1) {
groupBits |= COLLISION_GROUP_VOXELS;
} else if (i == 2) {
groupBits |= COLLISION_GROUP_PARTICLES;
}
} else {
if (i == 0) {
groupBits &= ~COLLISION_GROUP_AVATARS;
} else if (i == 1) {
groupBits &= ~COLLISION_GROUP_VOXELS;
} else if (i == 2) {
groupBits &= ~COLLISION_GROUP_PARTICLES;
}
}
if (groupBits != MyAvatar.collisionGroups) {
MyAvatar.collisionGroups = groupBits;
}
Overlays.editOverlay(buttons[i], { subImage: { y: offsetY } } );
Overlays.editOverlay(buttons[i], { color: buttonColor } );
buttonStates[i] = enabled;
}
// When our script shuts down, we should clean up all of our overlays
function scriptEnding() {
for (i = 0; i < NUMBER_OF_BUTTONS; i++) {
Overlays.deleteOverlay(buttons[i]);
Overlays.deleteOverlay(labels[i]);
}
Overlays.deleteOverlay(speedometer);
}
Script.scriptEnding.connect(scriptEnding);
function updateSpeedometerDisplay() {
Overlays.editOverlay(speedometer, { text: "Speed: " + speed.toFixed(2) });
}
Script.setInterval(updateSpeedometerDisplay, 100);
function disableArtificialGravity() {
MyAvatar.motionBehaviors = MyAvatar.motionBehaviors & ~AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
updateButton(3, false);
}
// call this immediately so that avatar doesn't fall before voxel data arrives
// Ideally we would only do this on LOGIN, not when starting the script
// in the middle of a session.
disableArtificialGravity();
function enableArtificialGravity() {
// NOTE: setting the gravity automatically sets the AVATAR_MOTION_OBEY_LOCAL_GRAVITY behavior bit.
MyAvatar.gravity = DOWN;
updateButton(3, true);
// also enable collisions with voxels
groupBits |= COLLISION_GROUP_VOXELS;
updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
}
// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
function update(deltaTime) {
if (groupBits != MyAvatar.collisionGroups) {
groupBits = MyAvatar.collisionGroups;
updateButton(0, groupBits & COLLISION_GROUP_AVATARS);
updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
updateButton(2, groupBits & COLLISION_GROUP_PARTICLES);
}
// measure speed
var distance = Vec3.distance(MyAvatar.position, lastPosition);
speed = 0.8 * speed + 0.2 * distance / deltaTime;
lastPosition = MyAvatar.position;
dater = new Date();
var now = dater.getTime();
// transition gravity
if (raycastExpiry < now) {
// scan for landing platform
ray = { origin: MyAvatar.position, direction: DOWN };
var intersection = Voxels.findRayIntersection(ray);
// NOTE: it is possible for intersection.intersects to be false when it should be true
// (perhaps the raycast failed to lock the octree thread?). To workaround this problem
// we only transition on repeated failures.
if (intersection.intersects) {
// compute distance to voxel
var v = intersection.voxel;
var maxCorner = Vec3.sum({ x: v.x, y: v.y, z: v.z }, {x: v.s, y: v.s, z: v.s });
var distance = lastPosition.y - maxCorner.y;
if (distance < MAX_VOXEL_SCAN_DISTANCE) {
if (speed < MIN_FLYING_SPEED &&
gravityOnExpiry < now &&
!(MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_LOCAL_GRAVITY)) {
enableArtificialGravity();
}
if (speed < MAX_WALKING_SPEED) {
gravityOffExpiry = now + GRAVITY_OFF_EXPIRY_PERIOD;
} else if (gravityOffExpiry < now && MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_LOCAL_GRAVITY) {
disableArtificialGravity();
}
} else {
// distance too far
if (gravityOffExpiry < now && MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_LOCAL_GRAVITY) {
disableArtificialGravity();
}
gravityOnExpiry = now + GRAVITY_ON_EXPIRY_PERIOD;
}
} else {
// no intersection
if (gravityOffExpiry < now && MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_LOCAL_GRAVITY) {
disableArtificialGravity();
}
gravityOnExpiry = now + GRAVITY_ON_EXPIRY_PERIOD;
}
}
if (speed > MAX_WALKING_SPEED && gravityOffExpiry < now) {
if (MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_LOCAL_GRAVITY) {
// turn off gravity
MyAvatar.motionBehaviors = MyAvatar.motionBehaviors & ~AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
updateButton(3, false);
}
gravityOnExpiry = now + GRAVITY_ON_EXPIRY_PERIOD;
}
// transition collidability with voxels
if (speed < MIN_COLLISIONLESS_SPEED) {
if (collisionOnExpiry < now && !(MyAvatar.collisionGroups & COLLISION_GROUP_VOXELS)) {
// TODO: check to make sure not already colliding
// enable collision with voxels
groupBits |= COLLISION_GROUP_VOXELS;
updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
}
} else {
collisionOnExpiry = now + COLLISION_EXPIRY_PERIOD;
}
if (speed > MAX_COLLIDABLE_SPEED) {
if (MyAvatar.collisionGroups & COLLISION_GROUP_VOXELS) {
// disable collisions with voxels
groupBits &= ~COLLISION_GROUP_VOXELS;
updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
}
}
}
Script.update.connect(update);
// we also handle click detection in our mousePressEvent()
function mousePressEvent(event) {
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
for (i = 0; i < NUMBER_OF_COLLISION_BUTTONS; i++) {
if (clickedOverlay == buttons[i]) {
var enabled = !(buttonStates[i]);
updateButton(i, enabled);
}
}
}
Controller.mousePressEvent.connect(mousePressEvent);