// stick.js // examples // // Created by Seth Alves on 2015-6-10 // Copyright 2015 High Fidelity, Inc. // // Allow avatar to hold a stick // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // "use strict"; /*jslint vars: true*/ var Script, Entities, MyAvatar, Window, Overlays, Controller, Vec3, Quat, print, ToolBar, Settings; // Referenced globals provided by High Fidelity. Script.include("http://s3.amazonaws.com/hifi-public/scripts/libraries/toolBars.js"); var hand = Settings.getValue("highfidelity.sword.hand", "right"); var nullActionID = "00000000-0000-0000-0000-000000000000"; var controllerID; var controllerActive; var stickID = null; var actionID = nullActionID; var targetIDs = []; var dimensions = { x: 0.3, y: 0.15, z: 2.0 }; var BUTTON_SIZE = 32; var stickModel = "https://hifi-public.s3.amazonaws.com/eric/models/stick.fbx"; var swordModel = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.fbx"; var swordCollisionShape = "https://hifi-public.s3.amazonaws.com/ozan/props/sword/sword.obj"; var swordCollisionSoundURL = "http://public.highfidelity.io/sounds/Collisions-hitsandslaps/swordStrike1.wav"; var avatarCollisionSoundURL = "https://s3.amazonaws.com/hifi-public/sounds/Collisions-hitsandslaps/airhockey_hit1.wav"; var whichModel = "sword"; var originalAvatarCollisionSound; var toolBar = new ToolBar(0, 0, ToolBar.vertical, "highfidelity.sword.toolbar", function () { return {x: 100, y: 380}; }); var SWORD_IMAGE = "http://s3.amazonaws.com/hifi-public/images/billiardsReticle.png"; // Toggle between brandishing/sheathing sword (creating if necessary) var TARGET_IMAGE = "http://s3.amazonaws.com/hifi-public/images/puck.png"; // Create a target dummy var CLEANUP_IMAGE = "http://s3.amazonaws.com/hifi-public/images/delete.png"; // Remove sword and all target dummies.f var SWITCH_HANDS_IMAGE = "http://s3.amazonaws.com/hifi-public/images/up-arrow.svg"; // Toggle left vs right hand. Persists in settings. var swordButton = toolBar.addOverlay("image", { width: BUTTON_SIZE, height: BUTTON_SIZE, imageURL: SWORD_IMAGE, alpha: 1 }); var targetButton = toolBar.addOverlay("image", { width: BUTTON_SIZE, height: BUTTON_SIZE, imageURL: TARGET_IMAGE, alpha: 1 }); var switchHandsButton = toolBar.addOverlay("image", { width: BUTTON_SIZE, height: BUTTON_SIZE, imageURL: SWITCH_HANDS_IMAGE, alpha: 1 }); var cleanupButton = toolBar.addOverlay("image", { width: BUTTON_SIZE, height: BUTTON_SIZE, imageURL: CLEANUP_IMAGE, alpha: 1 }); var flasher; function clearFlash() { if (!flasher) { return; } Script.clearTimeout(flasher.timer); Overlays.deleteOverlay(flasher.overlay); flasher = null; } function flash(color) { clearFlash(); flasher = {}; flasher.overlay = Overlays.addOverlay("text", { backgroundColor: color, backgroundAlpha: 0.7, width: Window.innerWidth, height: Window.innerHeight }); flasher.timer = Script.setTimeout(clearFlash, 500); } var health = 100; var display2d, display3d; function trackAvatarWithText() { Entities.editEntity(display3d, { position: Vec3.sum(MyAvatar.position, {x: 0, y: 1.5, z: 0}), rotation: Quat.multiply(MyAvatar.orientation, Quat.fromPitchYawRollDegrees(0, 180, 0)) }); } function updateDisplay() { var text = health.toString(); if (!display2d) { health = 100; display2d = Overlays.addOverlay("text", { text: text, font: { size: 20 }, color: {red: 0, green: 255, blue: 0}, backgroundColor: {red: 100, green: 100, blue: 100}, // Why doesn't this and the next work? backgroundAlpha: 0.9, x: toolBar.x - 5, // I'd like to add the score to the toolBar and have it drag with it, but toolBar doesn't support text (just buttons). y: toolBar.y - 30 // So next best thing is to position it each time as if it were on top. }); display3d = Entities.addEntity({ name: MyAvatar.displayName + " score", textColor: {red: 255, green: 255, blue: 255}, type: "Text", text: text, lineHeight: 0.14, backgroundColor: {red: 64, green: 64, blue: 64}, dimensions: {x: 0.3, y: 0.2, z: 0.01}, }); Script.update.connect(trackAvatarWithText); } else { Overlays.editOverlay(display2d, {text: text}); Entities.editEntity(display3d, {text: text}); } } function removeDisplay() { if (display2d) { Overlays.deleteOverlay(display2d); display2d = null; Script.update.disconnect(trackAvatarWithText); Entities.deleteEntity(display3d); display3d = null; } } function computeEnergy(collision, entityID) { var id = entityID || collision.idA || collision.idB; var entity = id && Entities.getEntityProperties(id); var mass = entity ? (entity.density * entity.dimensions.x * entity.dimensions.y * entity.dimensions.z) : 1; var linearVelocityChange = Vec3.length(collision.velocityChange); var energy = 0.5 * mass * linearVelocityChange * linearVelocityChange; return Math.min(Math.max(1.0, Math.round(energy)), 20); } function gotHit(collision) { var energy = computeEnergy(collision); print("Got hit - " + energy + " from " + collision.idA + " " + collision.idB); health -= energy; flash({red: 255, green: 0, blue: 0}); updateDisplay(); } function scoreHit(idA, idB, collision) { var energy = computeEnergy(collision, idA); print("Score + " + energy + " from " + JSON.stringify(idA) + " " + JSON.stringify(idB)); health += energy; flash({red: 0, green: 255, blue: 0}); updateDisplay(); } function isFighting() { return stickID && (actionID !== nullActionID); } function initControls() { print("Sword hand is " + hand); if (hand === "right") { controllerID = 3; // right handed } else { controllerID = 4; // left handed } } var inHand = false; function positionStick(stickOrientation) { var reorient = Quat.fromPitchYawRollDegrees(0, -90, 0); var baseOffset = {x: -dimensions.z * 0.8, y: 0, z: 0}; var offset = Vec3.multiplyQbyV(reorient, baseOffset); stickOrientation = Quat.multiply(reorient, stickOrientation); inHand = false; Entities.updateAction(stickID, actionID, { relativePosition: offset, relativeRotation: stickOrientation, hand: "right" }); } function resetToHand() { // For use with controllers, puts the sword in contact with the hand. // Maybe coordinate with positionStick? if (inHand) { // Optimization: bail if we're already inHand. return; } print('Reset to hand'); Entities.updateAction(stickID, actionID, { relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5}, relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}), hand: hand, // It should not be necessary to repeat these two, but there seems to be a bug in that that timeScale: 0.05 // they do not retain their earlier values if you don't repeat them. }); inHand = true; } function isControllerActive() { // I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both. controllerActive = (Vec3.length(Controller.getSpatialControlPosition(3)) > 0) || Vec3.length(Controller.getSpatialControlPosition(4)) > 0; return controllerActive; } function mouseMoveEvent(event) { // When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID if (event.deviceID || !isFighting() || isControllerActive()) { print('Attempting attachment reset'); resetToHand(); return; } var windowCenterX = Window.innerWidth / 2; var windowCenterY = Window.innerHeight / 2; var mouseXCenterOffset = event.x - windowCenterX; var mouseYCenterOffset = event.y - windowCenterY; var mouseXRatio = mouseXCenterOffset / windowCenterX; var mouseYRatio = mouseYCenterOffset / windowCenterY; var stickOrientation = Quat.fromPitchYawRollDegrees(mouseYRatio * 90, mouseXRatio * 90, 0); positionStick(stickOrientation); } function removeSword() { if (stickID) { print('deleting action ' + actionID + ' and entity ' + stickID); Entities.deleteAction(stickID, actionID); Entities.deleteEntity(stickID); stickID = null; actionID = nullActionID; Controller.mouseMoveEvent.disconnect(mouseMoveEvent); MyAvatar.collisionWithEntity.disconnect(gotHit); // removeEventhHandler happens automatically when the entity is deleted. } inHand = false; if (originalAvatarCollisionSound !== undefined) { MyAvatar.collisionSoundURL = originalAvatarCollisionSound; } removeDisplay(); } function cleanUp(leaveButtons) { removeSword(); targetIDs.forEach(function (id) { Entities.deleteAction(id.entity, id.action); Entities.deleteEntity(id.entity); }); targetIDs = []; if (!leaveButtons) { toolBar.cleanup(); } } function makeSword() { initControls(); var swordPosition; if (!isControllerActive()) { // Dont' knock yourself with sword swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(MyAvatar.orientation))); } else if (hand === 'right') { swordPosition = MyAvatar.getRightPalmPosition(); } else { swordPosition = MyAvatar.getLeftPalmPosition(); } stickID = Entities.addEntity({ type: "Model", modelURL: swordModel, compoundShapeURL: swordCollisionShape, dimensions: dimensions, position: swordPosition, rotation: MyAvatar.orientation, damping: 0.1, collisionSoundURL: swordCollisionSoundURL, restitution: 0.01, collisionsWillMove: true }); actionID = Entities.addAction("hold", stickID, { relativePosition: {x: 0.0, y: 0.0, z: -dimensions.z * 0.5}, relativeRotation: Quat.fromVec3Degrees({x: 45.0, y: 0.0, z: 0.0}), hand: hand, timeScale: 0.05 }); if (actionID === nullActionID) { print('*** FAILED TO MAKE SWORD ACTION ***'); cleanUp(); } if (originalAvatarCollisionSound === undefined) { originalAvatarCollisionSound = MyAvatar.collisionSoundURL; // We won't get MyAvatar.collisionWithEntity unless there's a sound URL. (Bug.) SoundCache.getSound(avatarCollisionSoundURL); // Interface does not currently "preload" this? (Bug?) } MyAvatar.collisionSoundURL = avatarCollisionSoundURL; Controller.mouseMoveEvent.connect(mouseMoveEvent); MyAvatar.collisionWithEntity.connect(gotHit); Script.addEventHandler(stickID, 'collisionWithEntity', scoreHit); updateDisplay(); } function onClick(event) { switch (Overlays.getOverlayAtPoint(event)) { case swordButton: if (!stickID) { makeSword(); } else { removeSword(); } break; case targetButton: var position = Vec3.sum(MyAvatar.position, {x: 1.0, y: 0.4, z: 0.0}); var boxId = Entities.addEntity({ type: "Box", name: "dummy", position: position, dimensions: {x: 0.3, y: 0.7, z: 0.3}, gravity: {x: 0.0, y: -3.0, z: 0.0}, damping: 0.2, collisionsWillMove: true }); var pointToOffsetFrom = Vec3.sum(position, {x: 0.0, y: 2.0, z: 0.0}); var action = Entities.addAction("offset", boxId, {pointToOffsetFrom: pointToOffsetFrom, linearDistance: 2.0, // linearTimeScale: 0.005 linearTimeScale: 0.1 }); targetIDs.push({entity: boxId, action: action}); break; case switchHandsButton: cleanUp('leaveButtons'); hand = hand === "right" ? "left" : "right"; Settings.setValue("highfidelity.sword.hand", hand); makeSword(); break; case cleanupButton: cleanUp('leaveButtons'); break; } } Script.scriptEnding.connect(cleanUp); Controller.mousePressEvent.connect(onClick);