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