mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 11:45:36 +02:00
cleanup, switch to overlays with texture swapping, move overlay to between hands
This commit is contained in:
parent
0a35fa34f9
commit
d8719ac3a9
1 changed files with 73 additions and 20 deletions
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue