// // toyball.js // hifi // // Created by Brad Hefta-Gaub on 1/20/14. // Copyright (c) 2014 HighFidelity, Inc. All rights reserved. // // This is an example script that turns the hydra controllers into a toy ball catch and throw game. // It reads the controller, watches for button presses and trigger pulls, and launches particles. // // The particles it creates have a script that when they collide with Voxels, the // particle will change it's color to match the voxel it hits. // // // maybe we should make these constants... var LEFT_PALM = 0; var LEFT_TIP = 1; var LEFT_BUTTON_FWD = 5; var LEFT_BUTTON_3 = 3; var RIGHT_PALM = 2; var RIGHT_TIP = 3; var RIGHT_BUTTON_FWD = 11; var RIGHT_BUTTON_3 = 9; var leftBallAlreadyInHand = false; var rightBallAlreadyInHand = false; var leftHandParticle; var rightHandParticle; var throwSound = new Sound("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/throw.raw"); var catchSound = new Sound("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/catch.raw"); var targetRadius = 0.25; var wantDebugging = false; function debugPrint(message) { if (wantDebugging) { print(message); } } function getBallHoldPosition(whichSide) { var normal; var tipPosition; if (whichSide == LEFT_PALM) { normal = Controller.getSpatialControlNormal(LEFT_PALM); tipPosition = Controller.getSpatialControlPosition(LEFT_TIP); } else { normal = Controller.getSpatialControlNormal(RIGHT_PALM); tipPosition = Controller.getSpatialControlPosition(RIGHT_TIP); } var BALL_FORWARD_OFFSET = 0.08; // put the ball a bit forward of fingers position = { x: BALL_FORWARD_OFFSET * normal.x, y: BALL_FORWARD_OFFSET * normal.y, z: BALL_FORWARD_OFFSET * normal.z }; position.x += tipPosition.x; position.y += tipPosition.y; position.z += tipPosition.z; return position; } function checkControllerSide(whichSide) { var BUTTON_FWD; var BUTTON_3; var palmPosition; var ballAlreadyInHand; var handMessage; if (whichSide == LEFT_PALM) { BUTTON_FWD = LEFT_BUTTON_FWD; BUTTON_3 = LEFT_BUTTON_3; palmPosition = Controller.getSpatialControlPosition(LEFT_PALM); ballAlreadyInHand = leftBallAlreadyInHand; handMessage = "LEFT"; } else { BUTTON_FWD = RIGHT_BUTTON_FWD; BUTTON_3 = RIGHT_BUTTON_3; palmPosition = Controller.getSpatialControlPosition(RIGHT_PALM); ballAlreadyInHand = rightBallAlreadyInHand; handMessage = "RIGHT"; } var grabButtonPressed = (Controller.isButtonPressed(BUTTON_FWD) || Controller.isButtonPressed(BUTTON_3)); // If I don't currently have a ball in my hand, then try to catch closest one if (!ballAlreadyInHand && grabButtonPressed) { var closestParticle = Particles.findClosestParticle(palmPosition, targetRadius); if (closestParticle.isKnownID) { debugPrint(handMessage + " HAND- CAUGHT SOMETHING!!"); if (whichSide == LEFT_PALM) { leftBallAlreadyInHand = true; leftHandParticle = closestParticle; } else { rightBallAlreadyInHand = true; rightHandParticle = closestParticle; } var ballPosition = getBallHoldPosition(whichSide); var properties = { position: { x: ballPosition.x, y: ballPosition.y, z: ballPosition.z }, velocity : { x: 0, y: 0, z: 0}, inHand: true }; Particles.editParticle(closestParticle, properties); var options = new AudioInjectionOptions();
 options.position = ballPosition; options.volume = 1.0; Audio.playSound(catchSound, options); return; // exit early } } // change ball color logic... // //if (wasButtonJustPressed()) { // rotateColor(); //} // If '3' is pressed, and not holding a ball, make a new one if (Controller.isButtonPressed(BUTTON_3) && !ballAlreadyInHand) { var ballPosition = getBallHoldPosition(whichSide); var properties = { position: { x: ballPosition.x, y: ballPosition.y, z: ballPosition.z }, velocity: { x: 0, y: 0, z: 0}, gravity: { x: 0, y: 0, z: 0}, inHand: true, radius: 0.05, damping: 0.999, color: { red: 255, green: 0, blue: 0 }, lifetime: 10 // 10 seconds - same as default, not needed but here as an example }; newParticle = Particles.addParticle(properties); if (whichSide == LEFT_PALM) { leftBallAlreadyInHand = true; leftHandParticle = newParticle; } else { rightBallAlreadyInHand = true; rightHandParticle = newParticle; } // Play a new ball sound var options = new AudioInjectionOptions();
 options.position = ballPosition; options.volume = 1.0; Audio.playSound(catchSound, options); return; // exit early } if (ballAlreadyInHand) { if (whichSide == LEFT_PALM) { handParticle = leftHandParticle; whichTip = LEFT_TIP; } else { handParticle = rightHandParticle; whichTip = RIGHT_TIP; } // If holding the ball keep it in the palm if (grabButtonPressed) { debugPrint(">>>>> " + handMessage + "-BALL IN HAND, grabbing, hold and move"); var ballPosition = getBallHoldPosition(whichSide); var properties = { position: { x: ballPosition.x, y: ballPosition.y, z: ballPosition.z }, }; Particles.editParticle(handParticle, properties); } else { debugPrint(">>>>> " + handMessage + "-BALL IN HAND, not grabbing, THROW!!!"); // If toy ball just released, add velocity to it! var tipVelocity = Controller.getSpatialControlVelocity(whichTip); var THROWN_VELOCITY_SCALING = 1.5; var properties = { velocity: { x: tipVelocity.x * THROWN_VELOCITY_SCALING, y: tipVelocity.y * THROWN_VELOCITY_SCALING, z: tipVelocity.z * THROWN_VELOCITY_SCALING } , inHand: false, gravity: { x: 0, y: -2, z: 0}, }; Particles.editParticle(handParticle, properties); if (whichSide == LEFT_PALM) { leftBallAlreadyInHand = false; leftHandParticle = false; } else { rightBallAlreadyInHand = false; rightHandParticle = false; } var options = new AudioInjectionOptions();
 options.position = ballPosition; options.volume = 1.0; Audio.playSound(throwSound, options); } } } function checkController() { var numberOfButtons = Controller.getNumberOfButtons(); var numberOfTriggers = Controller.getNumberOfTriggers(); var numberOfSpatialControls = Controller.getNumberOfSpatialControls(); var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers; // this is expected for hydras if (!(numberOfButtons==12 && numberOfTriggers == 2 && controllersPerTrigger == 2)) { debugPrint("no hydra connected?"); return; // bail if no hydra } checkControllerSide(LEFT_PALM); checkControllerSide(RIGHT_PALM); } // register the call back so it fires before each data send Agent.willSendVisualDataCallback.connect(checkController);