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