// // detectTouchExample.js // examples/entityScripts // // Created by Brad Hefta-Gaub on 9/3/15. // Copyright 2015 High Fidelity, Inc. // // This is an example of an entity script which when assigned to an entity, will detect when the entity is being touched by the avatars hands // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // (function() { 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) DetectTouched = function() { _this = this; }; DetectTouched.prototype = { // update() will be called regulary, because we've hooked the update signal in our preload() function. // we will check the avatars hand positions and if either hand is in our bounding box, we will notice that update: function() { // 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; var leftHandPosition = MyAvatar.getLeftPalmPosition(); var rightHandPosition = MyAvatar.getRightPalmPosition(); var props = Entities.getEntityProperties(entityID); var entityMinPoint = props.boundingBox.brn; var entityMaxPoint = props.boundingBox.tfl; if (pointInExtents(leftHandPosition, entityMinPoint, entityMaxPoint) || pointInExtents(rightHandPosition, entityMinPoint, entityMaxPoint)) { // remember we're being grabbed so we can detect being released _this.beingTouched = true; // print out that we're being grabbed print("I'm being touched..."); } else if (_this.beingTouched) { // if we are not being grabbed, and we previously were, then we were just released, remember that // and print out a message _this.beingTouched = false; print("I'm am no longer being touched..."); } }, // 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) { print("preload!"); this.entityID = entityID; 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) { Script.update.disconnect(this.update); }, }; // entity scripts always need to return a newly constructed object of our type return new DetectTouched(); })