"use strict"; /*jslint vars: true, plusplus: true*/ /*global HMD, AudioDevice, MyAvatar, Controller, Script, Overlays, print*/ // // away.js // examples // // Created by Howard Stearns 11/3/15 // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // Goes into "paused" when the '.' key (and automatically when started in HMD), and normal when pressing any key. // See MAIN CONTROL, below, for what "paused" actually does. var OVERLAY_WIDTH = 1920; var OVERLAY_HEIGHT = 1080; var OVERLAY_RATIO = OVERLAY_WIDTH / OVERLAY_HEIGHT; var OVERLAY_DATA = { width: OVERLAY_WIDTH, height: OVERLAY_HEIGHT, imageURL: "http://hifi-content.s3.amazonaws.com/alan/production/images/images/Overlay-Viz-blank.png", color: {red: 255, green: 255, blue: 255}, alpha: 1 }; var lastOverlayPosition = { x: 0, y: 0, z: 0}; var OVERLAY_DATA_HMD = { position: lastOverlayPosition, width: OVERLAY_WIDTH, height: OVERLAY_HEIGHT, url: "http://hifi-content.s3.amazonaws.com/alan/production/images/images/Overlay-Viz-blank.png", color: {red: 255, green: 255, blue: 255}, alpha: 1, scale: 2, isFacingAvatar: true, drawInFront: true }; // ANIMATION // We currently don't have play/stopAnimation integrated with the animation graph, but we can get the same effect // using an animation graph with a state that we turn on and off through the animation var defined with that state. var awayAnimationHandlerId, activeAnimationHandlerId, stopper; function playAwayAnimation() { function animateAway() { return {isAway: true, isNotAway: false, isNotMoving: false, ikOverlayAlpha: 0.0}; } if (stopper) { stopper = false; MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); // do it now, before making new assignment } awayAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateAway, null); } function stopAwayAnimation() { MyAvatar.removeAnimationStateHandler(awayAnimationHandlerId); if (stopper) { print('WARNING: unexpected double stop'); return; } // How do we know when to turn ikOverlayAlpha back on? // It cannot be as soon as we want to stop the away animation, because then things will look goofy as we come out of that animation. // (Imagine an away animation that sits or kneels, and then stands back up when coming out of it. If head is at the HMD, then it won't // want to track the standing up animation.) // The anim graph will trigger awayOutroOnDone when awayOutro is finished. var backToNormal = false; stopper = true; function animateActive(state) { if (state.awayOutroOnDone) { backToNormal = true; stopper = false; } else if (state.ikOverlayAlpha) { // Once the right state gets reflected back to us, we don't need the hander any more. // But we are locked against handler changes during the execution of a handler, so remove asynchronously. Script.setTimeout(function () { MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); }, 0); } // It might be cool to "come back to life" by fading the ik overlay back in over a short time. But let's see how this goes. return {isAway: false, isNotAway: true, ikOverlayAlpha: backToNormal ? 1.0 : 0.0}; // IWBNI we had a way of deleting an anim var. } activeAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateActive, ['ikOverlayAlpha', 'awayOutroOnDone']); } // OVERLAY var overlay = Overlays.addOverlay("image", OVERLAY_DATA); var overlayHMD = Overlays.addOverlay("image3d", OVERLAY_DATA_HMD); function moveCloserToCamera(positionAtHUD) { // we don't actually want to render at the slerped look at... instead, we want to render // slightly closer to the camera than that. var MOVE_CLOSER_TO_CAMERA_BY = -0.25; var cameraFront = Quat.getFront(Camera.orientation); var closerToCamera = Vec3.multiply(cameraFront, MOVE_CLOSER_TO_CAMERA_BY); // slightly closer to camera var slightlyCloserPosition = Vec3.sum(positionAtHUD, closerToCamera); return slightlyCloserPosition; } function showOverlay() { var properties = {visible: true}; if (HMD.active) { // make sure desktop version is hidden Overlays.editOverlay(overlay, { visible: false }); lastOverlayPosition = HMD.getHUDLookAtPosition3D(); var actualOverlayPositon = moveCloserToCamera(lastOverlayPosition); Overlays.editOverlay(overlayHMD, { visible: true, position: actualOverlayPositon }); } else { // make sure HMD is hidden Overlays.editOverlay(overlayHMD, { visible: false }); // Update for current screen size, keeping overlay proportions constant. var screen = Controller.getViewportDimensions(); // keep the overlay it's natural size and always center it... Overlays.editOverlay(overlay, { visible: true, x: ((screen.x - OVERLAY_WIDTH) / 2), y: ((screen.y - OVERLAY_HEIGHT) / 2) }); } } function hideOverlay() { Overlays.editOverlay(overlay, {visible: false}); Overlays.editOverlay(overlayHMD, {visible: false}); } hideOverlay(); function maybeMoveOverlay() { if (isAway) { // if we switched from HMD to Desktop, make sure to hide our HUD overlay and show the // desktop overlay if (!HMD.active) { showOverlay(); // this will also recenter appropriately } if (HMD.active) { // Note: instead of moving it directly to the lookAt, we will move it slightly toward the // new look at. This will result in a more subtle slerp toward the look at and reduce jerkiness var EASE_BY_RATIO = 0.1; var lookAt = HMD.getHUDLookAtPosition3D(); var lookAtChange = Vec3.subtract(lookAt, lastOverlayPosition); var halfWayBetweenOldAndLookAt = Vec3.multiply(lookAtChange, EASE_BY_RATIO); var newOverlayPosition = Vec3.sum(lastOverlayPosition, halfWayBetweenOldAndLookAt); lastOverlayPosition = newOverlayPosition; var actualOverlayPositon = moveCloserToCamera(lastOverlayPosition); Overlays.editOverlay(overlayHMD, { visible: true, position: actualOverlayPositon }); // make sure desktop version is hidden Overlays.editOverlay(overlay, { visible: false }); } } } // MAIN CONTROL var wasMuted, isAway; var eventMappingName = "io.highfidelity.away"; // goActive on hand controller button events, too. var eventMapping = Controller.newMapping(eventMappingName); function goAway() { if (isAway) { return; } isAway = true; print('going "away"'); wasMuted = AudioDevice.getMuted(); if (!wasMuted) { AudioDevice.toggleMute(); } MyAvatar.setEnableMeshVisible(false); // just for our own display, without changing point of view playAwayAnimation(); // animation is still seen by others showOverlay(); // tell the Reticle, we want to stop capturing the mouse until we come back Reticle.allowMouseCapture = false; if (HMD.active) { Reticle.visible = false; } } function goActive() { if (!isAway) { return; } isAway = false; print('going "active"'); if (!wasMuted) { AudioDevice.toggleMute(); } MyAvatar.setEnableMeshVisible(true); // IWBNI we respected Developer->Avatar->Draw Mesh setting. stopAwayAnimation(); hideOverlay(); // tell the Reticle, we are ready to capture the mouse again and it should be visible Reticle.allowMouseCapture = true; Reticle.visible = true; if (HMD.active) { Reticle.position = HMD.getHUDLookAtPosition2D(); } } function maybeGoActive(event) { if (event.isAutoRepeat) { // isAutoRepeat is true when held down (or when Windows feels like it) return; } if (!isAway && (event.text == 'ESC')) { goAway(); } else { goActive(); } } var wasHmdActive = HMD.active; var wasMouseCaptured = Reticle.mouseCaptured; function maybeGoAway() { if (HMD.active !== wasHmdActive) { wasHmdActive = !wasHmdActive; if (wasHmdActive) { goAway(); } } // If the mouse has gone from captured, to non-captured state, then it likely means the person is still in the HMD, but // tabbed away from the application (meaning they don't have mouse control) and they likely want to go into an away state if (Reticle.mouseCaptured !== wasMouseCaptured) { wasMouseCaptured = !wasMouseCaptured; if (!wasMouseCaptured) { goAway(); } } } Script.update.connect(maybeMoveOverlay); Script.update.connect(maybeGoAway); Controller.mousePressEvent.connect(goActive); Controller.keyPressEvent.connect(maybeGoActive); // Note peek() so as to not interfere with other mappings. eventMapping.from(Controller.Standard.LeftPrimaryThumb).peek().to(goActive); eventMapping.from(Controller.Standard.RightPrimaryThumb).peek().to(goActive); eventMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(goActive); eventMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(goActive); Controller.enableMapping(eventMappingName); Script.scriptEnding.connect(function () { Script.update.disconnect(maybeGoAway); goActive(); Controller.disableMapping(eventMappingName); Controller.mousePressEvent.disconnect(goActive); Controller.keyPressEvent.disconnect(maybeGoActive); });