cleanup, switch to overlays with texture swapping, move overlay to between hands

This commit is contained in:
David Kelly 2017-03-15 11:15:58 -07:00
parent 0a35fa34f9
commit d8719ac3a9

View file

@ -25,23 +25,30 @@ const STATE_STRINGS = ["inactive", "waiting", "friending", "makingFriends"];
const WAITING_INTERVAL = 100; // ms
const FRIENDING_INTERVAL = 100; // ms
const FRIENDING_TIME = 3000; // ms
const ENTITY_COLORS = [{red: 0x00, green: 0xFF, blue: 0x00}, {red: 0x00, green: 0x00, blue: 0xFF}, {red: 0xFF, green: 0x00, blue: 0x00}];
const FRIENDING_HAPTIC_STRENGTH = 0.5;
const FRIENDING_SUCCESS_HAPTIC_STRENGTH = 1.0;
const HAPTIC_DURATION = 20;
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"},
{"Texture": "http://hifi-content.s3.amazonaws.com/alan/dev/Test/sphere-3-color.fbx/sphere-3-color.fbm/blue-50pct-opaque-64.png"},
{"Texture": "http://hifi-content.s3.amazonaws.com/alan/dev/Test/sphere-3-color.fbx/sphere-3-color.fbm/red-50pct-opaque-64.png"}
];
var currentHand;
var state = STATES.inactive;
var friendingInterval;
var entity;
var overlay;
var animHandlerId;
var entityDimensionMultiplier = 1.0;
var friendingId;
var friendingHand;
function debug() {
var stateString = "<" + STATE_STRINGS[state] + ">";
var versionString = "v" + version;
print.apply(null, [].concat.apply([label, versionString, stateString, friendingId], [].map.call(arguments, JSON.stringify)));
var friending = "[" + friendingId + "/" + friendingHand + "]";
print.apply(null, [].concat.apply([label, versionString, stateString, friending], [].map.call(arguments, JSON.stringify)));
}
function handToString(hand) {
@ -53,6 +60,16 @@ function handToString(hand) {
return "";
}
function stringToHand(hand) {
if (hand == "RightHand") {
return Controller.Standard.RightHand;
} else if (hand == "LeftHand") {
return Controller.Standard.LeftHand;
}
debug("stringToHand called with bad hand string:", hand);
return 0;
}
function handToHaptic(hand) {
if (hand === Controller.Standard.RightHand) {
return 1;
@ -62,11 +79,13 @@ function handToHaptic(hand) {
return -1;
}
// This returns the position of the palm, really. Which relies on the avatar
// having the expected middle1 joint. TODO: fallback for when this isn't part
// of the avatar?
function getHandPosition(avatar, hand) {
if (!hand) {
debug("calling getHandPosition with no hand!");
return;
debug("calling getHandPosition with no hand! (returning avatar position but this is a BUG)");
return avatar.position;
}
var jointName = handToString(hand) + "Middle1";
return avatar.getJointPosition(avatar.getJointIndex(jointName));
@ -92,33 +111,43 @@ function shakeHandsAnimation(animationProperties) {
// this is called frequently, but usually does nothing
function updateVisualization() {
if (state == STATES.inactive) {
if (entity) {
entity = Entities.deleteEntity(entity);
if (overlay) {
overlay = Overlays.deleteOverlay(overlay);
}
return;
}
var color = ENTITY_COLORS[state-1];
var textures = TEXTURES[state-1];
var position = getHandPosition(MyAvatar, currentHand);
// TODO: make the size scale with avatar, up to
// the actual size of MAX_AVATAR_DISTANCE
var wrist = MyAvatar.getJointPosition(MyAvatar.getJointIndex(handToString(currentHand)));
var d = entityDimensionMultiplier * Vec3.distance(wrist, position);
var dimension = {x: d, y: d, z: d};
if (!entity) {
var props = {
type: "Sphere",
color: color,
position: position,
dimensions: dimension
if (friendingId) {
// put the position between the 2 hands, if we have a friendingId
var other = AvatarList.getAvatar(friendingId);
if (other) {
var otherHand = getHandPosition(other, stringToHand(friendingHand));
position = Vec3.sum(position, Vec3.multiply(0.5, Vec3.subtract(otherHand, position)));
}
entity = Entities.addEntity(props);
}
var dimension = {x: d, y: d, z: d};
if (!overlay) {
var props = {
url: MODEL_URL,
position: position,
dimensions: dimension,
textures: textures
};
overlay = Overlays.addOverlay("model", props);
} else {
Entities.editEntity(entity, {dimensions: dimension, position: position, color: color});
Overlays.editOverlay(overlay, {textures: textures});
Overlays.editOverlay(overlay, {dimensions: dimension, position: position});
}
}
function findNearbyAvatars(nearestOnly) {
var handPos = getHandPosition(MyAvatar, currentHand);
var minDistance = MAX_AVATAR_DISTANCE;
@ -141,6 +170,15 @@ function findNearbyAvatars(nearestOnly) {
return nearbyAvatars;
}
// As currently implemented, we select the closest avatar (if close enough) and send
// them a friendRequest, or if someone already has sent us one, we just send the friendAck
// back to them. If nobody is close enough or has sent us a friendRequest, we just wait
// transition to waiting and wait for a friendRequest. If the 2 people who want to connect
// are both somewhat out of range when they initiate the shake, then neither gets a message
// and they both just stand there with their hands out.
// Ideally we'd either show that (so they ungrip/regrip and adjust position), or do what I
// initially did and start an interval to look for nearby avatars. The issue with the latter
// is this introduces some race condition we may need to handle (hence I didn't do it yet).
function startHandshake(fromKeyboard) {
if (fromKeyboard) {
debug("adding animation");
@ -170,7 +208,7 @@ function startHandshake(fromKeyboard) {
messageSend({
key: "friendRequest",
id: friendingId,
hand: handToString(nearestAvatar.hand)
hand: handToString(currentHand)
});
}
}
@ -179,9 +217,14 @@ function startHandshake(fromKeyboard) {
function endHandshake() {
debug("ending handshake for", currentHand);
currentHand = undefined;
// note that setting the state to inactive should really
// only be done here, unless we change how the triggering works,
// as we ignore the key release event when inactive. See updateTriggers
// below.
state = STATES.inactive;
if (friendingInterval) {
friendingId = undefined;
friendingHand = undefined;
friendingInterval = Script.clearInterval(friendingInterval);
// send done to let friend know you are not making friends now
messageSend({
@ -211,6 +254,7 @@ function updateTriggers(value, fromKeyboard, hand) {
startHandshake(fromKeyboard);
}
} else {
// TODO: should we end handshake even when inactive? Ponder
if (state != STATES.inactive) {
endHandshake();
} else {
@ -247,6 +291,7 @@ function makeFriends(id) {
Script.setTimeout(function () {
state = STATES.waiting;
friendingId = undefined;
friendingHand = undefined;
entityDimensionMultiplier = 1.0;
}, 1000);
}
@ -270,7 +315,8 @@ function startFriending(id, hand) {
});
friendingInterval = Script.setInterval(function () {
entityDimensionMultiplier = 1.0 + 2.0 * ++count * FRIENDING_INTERVAL / FRIENDING_TIME;
count += 1;
entityDimensionMultiplier = 1.0 + 2.0 * count * FRIENDING_INTERVAL / FRIENDING_TIME;
if (state != STATES.friending) {
debug("stopping friending interval, state changed");
friendingInterval = Script.clearInterval(friendingInterval);
@ -282,6 +328,7 @@ function startFriending(id, hand) {
key: "done"
});
friendingId = undefined;
friendingHand = undefined;
startHandshake();
} else if (count > FRIENDING_TIME/FRIENDING_INTERVAL) {
debug("made friends with " + id);
@ -324,11 +371,13 @@ function messageHandler(channel, messageString, senderID) {
case "friendRequest":
if (state == STATES.inactive && message.id == MyAvatar.sessionUUID) {
friendingId = senderID;
friendingHand = message.hand;
} else if (state == STATES.waiting && message.id == MyAvatar.sessionUUID && (!friendingId || friendingId == senderID)) {
// you were waiting for a friend request, so send the ack. Or, you and the other
// guy raced and both send friendRequests. Handle that too
if (!friendingId) {
friendingId = senderID;
friendingHand = message.hand;
}
messageSend({
key: "friendAck",
@ -343,6 +392,7 @@ function messageHandler(channel, messageString, senderID) {
if (state == STATES.waiting && message.id == MyAvatar.sessionUUID && (!friendingId || friendingId == senderID)) {
// start friending...
friendingId = senderID;
friendingHand = message.hand;
startFriending(senderID, message.hand);
}
// TODO: check to see if we are waiting for this but the person we are friending sent it to
@ -371,6 +421,7 @@ function messageHandler(channel, messageString, senderID) {
// value for isKeyboard, as we should not change the animation
// state anyways (if any)
friendingId = undefined;
friendingHand = undefined;
startHandshake();
}
} else {
@ -378,6 +429,7 @@ function messageHandler(channel, messageString, senderID) {
// do nothing (so you see the red for a bit)
if (state != STATES.makingFriends && friendingId == senderID) {
friendingId = undefined;
friendingHand = undefined;
if (state != STATES.inactive) {
startHandshake();
}
@ -386,6 +438,7 @@ function messageHandler(channel, messageString, senderID) {
break;
default:
debug("unknown message", message);
break;
}
}