visuals update. Will do some cleaning shortly

This commit is contained in:
David Kelly 2017-03-21 13:27:00 -07:00
parent 29e97381eb
commit 5bcd7ca97f

View file

@ -13,7 +13,7 @@
const version = 0.1;
const label = "makeUserConnection";
const MAX_AVATAR_DISTANCE = 0.5;
const MAX_AVATAR_DISTANCE = 0.2;
const GRIP_MIN = 0.05;
const MESSAGE_CHANNEL = "io.highfidelity.makeUserConnection";
const STATES = {
@ -25,13 +25,13 @@ const STATES = {
const STATE_STRINGS = ["inactive", "waiting", "friending", "makingFriends"];
const WAITING_INTERVAL = 100; // ms
const FRIENDING_INTERVAL = 100; // ms
const MAKING_FRIENDS_TIMEOUT = 1000; // ms
const MAKING_FRIENDS_TIMEOUT = 3000; // ms
const FRIENDING_TIME = 2000; // ms
const FRIENDING_HAPTIC_STRENGTH = 0.5;
const FRIENDING_SUCCESS_HAPTIC_STRENGTH = 1.0;
const HAPTIC_DURATION = 20;
const PARTICLE_RADIUS = 0.2;
const PARTICLE_ANGLE_INCREMENT = 360/45;
const PARTICLE_RADIUS = 0.1;
const PARTICLE_ANGLE_INCREMENT = 360/45; // 1hz
const MODEL_URL = "http://hifi-content.s3.amazonaws.com/alan/dev/Test/sphere-3-color.fbx";
const TEXTURES = [
{"Texture": "http://hifi-content.s3.amazonaws.com/alan/dev/Test/sphere-3-color.fbx/sphere-3-color.fbm/green-50pct-opaque-64.png"},
@ -42,7 +42,7 @@ const PARTICLE_EFFECT_PROPS = {
"alpha": 0.8,
"azimuthFinish": Math.PI,
"azimuthStart": -1*Math.PI,
"emitRate": 220,
"emitRate": 500,
"emitSpeed": 0.0,
"emitterShouldTrail": 1,
"isEmitting": 1,
@ -51,8 +51,8 @@ const PARTICLE_EFFECT_PROPS = {
"particleRadius": 0.003,
"polarStart": 1,
"polarFinish": 1,
"radiusFinish": 0.006,
"radiusStart": 0.001,
"radiusFinish": 0.008,
"radiusStart": 0.0025,
"speedSpread": 0.025,
"textures": "http://hifi-content.s3.amazonaws.com/alan/dev/Particles/Bokeh-Particle.png",
"color": {"red": 255, "green": 255, "blue": 255},
@ -64,6 +64,36 @@ const PARTICLE_EFFECT_PROPS = {
"dimensions": {"x":0.05, "y": 0.05, "z": 0.05},
"type": "ParticleEffect"
};
const MAKING_FRIENDS_PARTICLE_PROPS = {
"alpha": 0.07,
"alphaStart":0.011,
"alphaSpread": 0,
"alphaFinish": 0,
"azimuthFinish": Math.PI,
"azimuthStart": -1*Math.PI,
"emitRate": 2000,
"emitSpeed": 0.0,
"emitterShouldTrail": 1,
"isEmitting": 1,
"lifespan": 3.6,
"maxParticles": 4000,
"particleRadius": 0.048,
"polarStart": 0,
"polarFinish": 1,
"radiusFinish": 0.2,
"radiusStart": 0.04,
"speedSpread": 0.01,
"radiusSpread": 0.9,
"textures": "http://hifi-content.s3.amazonaws.com/alan/dev/Particles/Bokeh-Particle.png",
"color": {"red": 200, "green": 170, "blue": 255},
"colorFinish": {"red": 0, "green": 134, "blue": 255},
"colorStart": {"red": 185, "green": 222, "blue": 255},
"emitOrientation": {"w": -0.71, "x":0.0, "y":0.0, "z": 0.71},
"emitAcceleration": {"x": 0.0, "y": 0.0, "z": 0.0},
"accelerationSpread": {"x": 0.0, "y": 0.0, "z": 0.0},
"dimensions": {"x":0.05, "y": 0.05, "z": 0.05},
"type": "ParticleEffect"
};
var currentHand;
var state = STATES.inactive;
@ -78,6 +108,9 @@ var waitingList = {};
var particleEffect;
var waitingBallScale;
var particleRotationAngle = 0.0;
var makingFriendsParticleEffect;
var makingFriendsEmitRate = 2000;
var particleEmitRate = 500;
function debug() {
var stateString = "<" + STATE_STRINGS[state] + ">";
@ -178,6 +211,17 @@ function deleteParticleEffect() {
}
}
function calcParticlePos(myHand, otherHand, otherOrientation, reset) {
if (reset) {
particleRotationAngle = 0.0;
}
var position = positionFractionallyTowards(myHand, otherHand, 0.5);
particleRotationAngle += PARTICLE_ANGLE_INCREMENT; // about 0.5 hz
var radius = Math.min(PARTICLE_RADIUS, PARTICLE_RADIUS * particleRotationAngle / 720);
var axis = Vec3.mix(Quat.getFront(MyAvatar.orientation), Quat.inverse(Quat.getFront(otherOrientation)), 0.5);
return Vec3.sum(position, Vec3.multiplyQbyV(Quat.angleAxis(particleRotationAngle, axis), {x: 0, y: radius, z: 0}));
}
// this is called frequently, but usually does nothing
function updateVisualization() {
// after making friends, if you are still holding the grip lets transition
@ -189,57 +233,94 @@ function updateVisualization() {
if (state == STATES.inactive) {
deleteOverlay();
deleteParticleEffect();
if (makingFriendsParticleEffect) {
makingFriendsParticleEffect = Entities.deleteEntity(makingFriendsParticleEffect);
}
return;
}
var textures = TEXTURES[state-1];
var myHandPosition = getHandPosition(MyAvatar, currentHand);
var position = myHandPosition;
var otherHand;
var otherOrientation;
if (friendingId) {
var other = AvatarList.getAvatar(friendingId);
if (other) {
otherOrientation = other.orientation;
otherHand = getHandPosition(other, stringToHand(friendingHand));
}
}
// scale the dimensions of the waiting/makingFriends ball to hand, capping
// at MAX_AVATAR_DISTANCE if someone happens to be huge
var wrist = MyAvatar.getJointPosition(MyAvatar.getJointIndex(handToString(currentHand)));
var d = Math.min(MAX_AVATAR_DISTANCE, Vec3.distance(wrist, position));
if (state != STATES.friending) {
deleteParticleEffect();
var dimension = {x: d, y: d, z: d};
if (!overlay) {
waitingBallScale = (state == STATES.waiting ? 1.0/32.0 : 1.0);
var props = {
url: MODEL_URL,
position: myHandPosition,
dimensions: Vec3.multiply(waitingBallScale, dimension),
textures: textures
};
overlay = Overlays.addOverlay("model", props);
} else {
waitingBallScale = Math.min(1.0, waitingBallScale * 1.1);
Overlays.editOverlay(overlay, {textures: textures});
Overlays.editOverlay(overlay, {dimensions: Vec3.multiply(waitingBallScale, dimension), position: state == STATES.waiting ? myHandPosition : otherHand});
}
} else {
deleteOverlay();
var particleProps = {};
// put the position between the 2 hands, if we have a friendingId. This
// helps define the plane in which the particles move.
position = positionFractionallyTowards(position, otherHand, 0.5);
particleProps.position = position;
// now manage the rest of the entity
if (!particleEffect) {
particleRotationAngle = 0.0;
particleProps = PARTICLE_EFFECT_PROPS;
particleEffect = Entities.addEntity(particleProps);
} else {
particleRotationAngle += PARTICLE_ANGLE_INCREMENT; // about 1 hz
particleProps.position = Vec3.sum(position, Vec3.multiplyQbyV(Quat.angleAxis(particleRotationAngle, Quat.getFront(MyAvatar.orientation)), {x:0, y:PARTICLE_RADIUS, z:0}));
Entities.editEntity(particleEffect, particleProps);
}
var d = Math.min(MAX_AVATAR_DISTANCE, Vec3.distance(wrist, myHandPosition));
switch (state) {
case STATES.waiting:
deleteParticleEffect();
if (makingFriendsParticleEffect) {
makingFriendsParticleEffect = Entities.deleteEntity(makingFriendsParticleEffect);
}
var dimension = {x: d, y: d, z: d};
if (!overlay) {
waitingBallScale = (state == STATES.waiting ? 1.0/32.0 : 1.0);
var props = {
url: MODEL_URL,
position: myHandPosition,
dimensions: Vec3.multiply(waitingBallScale, dimension),
textures: textures
};
overlay = Overlays.addOverlay("model", props);
} else {
waitingBallScale = Math.min(1.0, waitingBallScale * 1.1);
Overlays.editOverlay(overlay, {textures: textures});
Overlays.editOverlay(overlay, {dimensions: Vec3.multiply(waitingBallScale, dimension), position: myHandPosition});
}
break;
case STATES.friending:
deleteOverlay();
var particleProps = {};
// put the position between the 2 hands, if we have a friendingId. This
// helps define the plane in which the particles move.
positionFractionallyTowards(myHandPosition, otherHand, 0.5);
// now manage the rest of the entity
if (!particleEffect) {
particleRotationAngle = 0.0;
var position = calcParticlePos(myHandPosition, otherHand, otherOrientation);
particleProps = PARTICLE_EFFECT_PROPS;
particleProps.isEmitting = 0;
particleProps.position = position;
particleEffect = Entities.addEntity(particleProps);
} else {
var position = calcParticlePos(myHandPosition, otherHand, otherOrientation);
particleProps.position = position; //Vec3.sum(position, Vec3.multiplyQbyV(Quat.angleAxis(particleRotationAngle, axis), {x: 0, y: radius, z: 0}));
//particleProps.position = Vec3.sum(position, Vec3.multiplyQbyV(Quat.angleAxis(particleRotationAngle, Quat.getFront(MyAvatar.orientation)),{x: 0, y: radius, z: 0}));
particleProps.isEmitting = 1;
/*if (particleRotationAngle > 0.9 * 720) {
particleProps.lifespan = 6;
particleProps.isEmitting = 0;
}*/
Entities.editEntity(particleEffect, particleProps);
}
if (!makingFriendsParticleEffect) {
props = MAKING_FRIENDS_PARTICLE_PROPS;
makingFriendsEmitRate = 2000;
props.emitRate = makingFriendsEmitRate;
props.position = myHandPosition;
makingFriendsParticleEffect = Entities.addEntity(props);
} else {
makingFriendsEmitRate *= 0.5;
Entities.editEntity(makingFriendsParticleEffect, {emitRate: makingFriendsEmitRate, position: myHandPosition, isEmitting: 1});
}
break;
case STATES.makingFriends:
particleEmitRate *= 0.5;
Entities.editEntity(makingFriendsParticleEffect, {emitRate: 0, isEmitting: 0, position: myHandPosition});
var pos = calcParticlePos(myHandPosition, otherHand, otherOrientation);
Entities.editEntity(particleEffect, {position: position, emitRate: particleEmitRate});
break;
default:
debug("unexpected state", state);
break;
}
}