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231 lines
7.9 KiB
JavaScript
231 lines
7.9 KiB
JavaScript
//
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// toyball.js
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// examples
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//
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// Created by Brad Hefta-Gaub on 1/20/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// This is an example script that turns the hydra controllers into a toy ball catch and throw game.
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// It reads the controller, watches for button presses and trigger pulls, and launches particles.
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//
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// The particles it creates have a script that when they collide with Voxels, the
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// particle will change it's color to match the voxel it hits.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// maybe we should make these constants...
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var LEFT_PALM = 0;
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var LEFT_TIP = 1;
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var LEFT_BUTTON_FWD = 5;
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var LEFT_BUTTON_3 = 3;
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var RIGHT_PALM = 2;
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var RIGHT_TIP = 3;
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var RIGHT_BUTTON_FWD = 11;
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var RIGHT_BUTTON_3 = 9;
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var leftBallAlreadyInHand = false;
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var rightBallAlreadyInHand = false;
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var leftHandParticle;
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var rightHandParticle;
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var throwSound = new Sound("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/throw.raw");
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var catchSound = new Sound("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/catch.raw");
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var targetRadius = 0.25;
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var wantDebugging = false;
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function debugPrint(message) {
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if (wantDebugging) {
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print(message);
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}
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}
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function getBallHoldPosition(whichSide) {
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var normal;
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var tipPosition;
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if (whichSide == LEFT_PALM) {
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normal = Controller.getSpatialControlNormal(LEFT_PALM);
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tipPosition = Controller.getSpatialControlPosition(LEFT_TIP);
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} else {
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normal = Controller.getSpatialControlNormal(RIGHT_PALM);
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tipPosition = Controller.getSpatialControlPosition(RIGHT_TIP);
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}
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var BALL_FORWARD_OFFSET = 0.08; // put the ball a bit forward of fingers
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position = { x: BALL_FORWARD_OFFSET * normal.x,
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y: BALL_FORWARD_OFFSET * normal.y,
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z: BALL_FORWARD_OFFSET * normal.z };
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position.x += tipPosition.x;
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position.y += tipPosition.y;
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position.z += tipPosition.z;
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return position;
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}
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function checkControllerSide(whichSide) {
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var BUTTON_FWD;
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var BUTTON_3;
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var palmPosition;
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var ballAlreadyInHand;
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var handMessage;
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if (whichSide == LEFT_PALM) {
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BUTTON_FWD = LEFT_BUTTON_FWD;
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BUTTON_3 = LEFT_BUTTON_3;
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palmPosition = Controller.getSpatialControlPosition(LEFT_PALM);
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ballAlreadyInHand = leftBallAlreadyInHand;
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handMessage = "LEFT";
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} else {
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BUTTON_FWD = RIGHT_BUTTON_FWD;
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BUTTON_3 = RIGHT_BUTTON_3;
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palmPosition = Controller.getSpatialControlPosition(RIGHT_PALM);
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ballAlreadyInHand = rightBallAlreadyInHand;
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handMessage = "RIGHT";
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}
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var grabButtonPressed = (Controller.isButtonPressed(BUTTON_FWD) || Controller.isButtonPressed(BUTTON_3));
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// If I don't currently have a ball in my hand, then try to catch closest one
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if (!ballAlreadyInHand && grabButtonPressed) {
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var closestParticle = Particles.findClosestParticle(palmPosition, targetRadius);
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if (closestParticle.isKnownID) {
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debugPrint(handMessage + " HAND- CAUGHT SOMETHING!!");
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if (whichSide == LEFT_PALM) {
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leftBallAlreadyInHand = true;
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leftHandParticle = closestParticle;
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} else {
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rightBallAlreadyInHand = true;
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rightHandParticle = closestParticle;
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}
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var ballPosition = getBallHoldPosition(whichSide);
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var properties = { position: { x: ballPosition.x,
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y: ballPosition.y,
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z: ballPosition.z },
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velocity : { x: 0, y: 0, z: 0}, inHand: true };
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Particles.editParticle(closestParticle, properties);
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var options = new AudioInjectionOptions();
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options.position = ballPosition;
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options.volume = 1.0;
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Audio.playSound(catchSound, options);
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return; // exit early
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}
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}
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// change ball color logic...
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//
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//if (wasButtonJustPressed()) {
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// rotateColor();
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//}
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// If '3' is pressed, and not holding a ball, make a new one
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if (Controller.isButtonPressed(BUTTON_3) && !ballAlreadyInHand) {
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var ballPosition = getBallHoldPosition(whichSide);
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var properties = { position: { x: ballPosition.x,
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y: ballPosition.y,
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z: ballPosition.z },
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velocity: { x: 0, y: 0, z: 0},
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gravity: { x: 0, y: 0, z: 0},
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inHand: true,
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radius: 0.05,
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damping: 0.999,
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color: { red: 255, green: 0, blue: 0 },
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lifetime: 10 // 10 seconds - same as default, not needed but here as an example
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};
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newParticle = Particles.addParticle(properties);
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if (whichSide == LEFT_PALM) {
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leftBallAlreadyInHand = true;
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leftHandParticle = newParticle;
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} else {
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rightBallAlreadyInHand = true;
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rightHandParticle = newParticle;
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}
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// Play a new ball sound
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var options = new AudioInjectionOptions();
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options.position = ballPosition;
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options.volume = 1.0;
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Audio.playSound(catchSound, options);
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return; // exit early
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}
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if (ballAlreadyInHand) {
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if (whichSide == LEFT_PALM) {
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handParticle = leftHandParticle;
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whichTip = LEFT_TIP;
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} else {
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handParticle = rightHandParticle;
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whichTip = RIGHT_TIP;
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}
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// If holding the ball keep it in the palm
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if (grabButtonPressed) {
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debugPrint(">>>>> " + handMessage + "-BALL IN HAND, grabbing, hold and move");
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var ballPosition = getBallHoldPosition(whichSide);
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var properties = { position: { x: ballPosition.x,
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y: ballPosition.y,
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z: ballPosition.z },
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};
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Particles.editParticle(handParticle, properties);
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} else {
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debugPrint(">>>>> " + handMessage + "-BALL IN HAND, not grabbing, THROW!!!");
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// If toy ball just released, add velocity to it!
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var tipVelocity = Controller.getSpatialControlVelocity(whichTip);
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var THROWN_VELOCITY_SCALING = 1.5;
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var properties = {
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velocity: { x: tipVelocity.x * THROWN_VELOCITY_SCALING,
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y: tipVelocity.y * THROWN_VELOCITY_SCALING,
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z: tipVelocity.z * THROWN_VELOCITY_SCALING } ,
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inHand: false,
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gravity: { x: 0, y: -2, z: 0},
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};
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Particles.editParticle(handParticle, properties);
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if (whichSide == LEFT_PALM) {
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leftBallAlreadyInHand = false;
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leftHandParticle = false;
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} else {
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rightBallAlreadyInHand = false;
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rightHandParticle = false;
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}
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var options = new AudioInjectionOptions();
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options.position = ballPosition;
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options.volume = 1.0;
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Audio.playSound(throwSound, options);
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}
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}
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}
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function checkController(deltaTime) {
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var numberOfButtons = Controller.getNumberOfButtons();
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var numberOfTriggers = Controller.getNumberOfTriggers();
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var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
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var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
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// this is expected for hydras
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if (!(numberOfButtons==12 && numberOfTriggers == 2 && controllersPerTrigger == 2)) {
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debugPrint("no hydra connected?");
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return; // bail if no hydra
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}
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checkControllerSide(LEFT_PALM);
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checkControllerSide(RIGHT_PALM);
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}
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// register the call back so it fires before each data send
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Script.update.connect(checkController);
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