overte/examples/swissArmyJetpack.js
2014-04-29 10:00:12 -07:00

291 lines
10 KiB
JavaScript

//
// swissArmyJetpack.js
// examples
//
// Created by Andrew Meadows 2014.04.24
// Copyright 2014 High Fidelity, Inc.
//
// This is a work in progress. It will eventually be able to move the avatar around,
// toggle collision groups, modify avatar movement options, and other stuff (maybe trigger animations).
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// misc global constants
var NUMBER_OF_COLLISION_BUTTONS = 3;
var NUMBER_OF_BUTTONS = 4;
var DOWN = { x: 0.0, y: -1.0, z: 0.0 };
var MAX_VOXEL_SCAN_DISTANCE = 30.0;
// behavior transition thresholds
var MIN_FLYING_SPEED = 3.0;
var MIN_COLLISIONLESS_SPEED = 5.0;
var MAX_WALKING_SPEED = 30.0;
var MAX_COLLIDABLE_SPEED = 35.0;
// button URL and geometry/UI tuning
var BUTTON_IMAGE_URL = "http://highfidelity-public.s3-us-west-1.amazonaws.com/images/testing-swatches.svg";
var DISABLED_OFFSET_Y = 12;
var ENABLED_OFFSET_Y = 55 + 12;
var UI_BUFFER = 1;
var OFFSET_X = UI_BUFFER;
var OFFSET_Y = 200;
var BUTTON_WIDTH = 30;
var BUTTON_HEIGHT = 30;
var TEXT_OFFSET_X = OFFSET_X + BUTTON_WIDTH + UI_BUFFER;
var TEXT_HEIGHT = BUTTON_HEIGHT;
var TEXT_WIDTH = 210;
var MSEC_PER_SECOND = 1000;
var RAYCAST_EXPIRY_PERIOD = MSEC_PER_SECOND / 16;
var COLLISION_EXPIRY_PERIOD = 2 * MSEC_PER_SECOND;
var GRAVITY_ON_EXPIRY_PERIOD = MSEC_PER_SECOND / 2;
var GRAVITY_OFF_EXPIRY_PERIOD = MSEC_PER_SECOND / 8;
var dater = new Date();
var raycastExpiry = dater.getTime() + RAYCAST_EXPIRY_PERIOD;
var gravityOnExpiry = dater.getTime() + GRAVITY_ON_EXPIRY_PERIOD;
var gravityOffExpiry = dater.getTime() + GRAVITY_OFF_EXPIRY_PERIOD;
var collisionOnExpiry = dater.getTime() + COLLISION_EXPIRY_PERIOD;
// avatar state
var velocity = { x: 0.0, y: 0.0, z: 0.0 };
var standing = false;
// speedometer globals
var speed = 0.0;
var lastPosition = MyAvatar.position;
var speedometer = Overlays.addOverlay("text", {
x: OFFSET_X,
y: OFFSET_Y - BUTTON_HEIGHT,
width: BUTTON_WIDTH + UI_BUFFER + TEXT_WIDTH,
height: TEXT_HEIGHT,
color: { red: 0, green: 0, blue: 0 },
textColor: { red: 255, green: 0, blue: 0},
topMargin: 4,
leftMargin: 4,
text: "Speed: 0.0"
});
// collision group buttons
var buttons = new Array();
var labels = new Array();
var labelContents = new Array();
labelContents[0] = "Collide with Avatars";
labelContents[1] = "Collide with Voxels";
labelContents[2] = "Collide with Particles";
labelContents[3] = "Use local gravity";
var groupBits = 0;
var enabledColors = new Array();
enabledColors[0] = { red: 255, green: 0, blue: 0};
enabledColors[1] = { red: 0, green: 255, blue: 0};
enabledColors[2] = { red: 0, green: 0, blue: 255};
enabledColors[3] = { red: 255, green: 255, blue: 0};
var disabledColors = new Array();
disabledColors[0] = { red: 90, green: 75, blue: 75};
disabledColors[1] = { red: 75, green: 90, blue: 75};
disabledColors[2] = { red: 75, green: 75, blue: 90};
disabledColors[3] = { red: 90, green: 90, blue: 75};
var buttonStates = new Array();
for (i = 0; i < NUMBER_OF_BUTTONS; i++) {
var offsetS = 12
var offsetT = DISABLED_OFFSET_Y;
buttons[i] = Overlays.addOverlay("image", {
x: OFFSET_X,
y: OFFSET_Y + (BUTTON_HEIGHT * i),
width: BUTTON_WIDTH,
height: BUTTON_HEIGHT,
subImage: { x: offsetS, y: offsetT, width: BUTTON_WIDTH, height: BUTTON_HEIGHT },
imageURL: BUTTON_IMAGE_URL,
color: disabledColors[i],
alpha: 1,
});
labels[i] = Overlays.addOverlay("text", {
x: TEXT_OFFSET_X,
y: OFFSET_Y + (BUTTON_HEIGHT * i),
width: TEXT_WIDTH,
height: TEXT_HEIGHT,
color: { red: 0, green: 0, blue: 0},
textColor: { red: 255, green: 0, blue: 0},
topMargin: 4,
leftMargin: 4,
text: labelContents[i]
});
buttonStates[i] = false;
}
// functions
function updateButton(i, enabled) {
var offsetY = DISABLED_OFFSET_Y;
var buttonColor = disabledColors[i];
if (enabled) {
offsetY = ENABLED_OFFSET_Y;
buttonColor = enabledColors[i];
if (i == 0) {
groupBits |= COLLISION_GROUP_AVATARS;
} else if (i == 1) {
groupBits |= COLLISION_GROUP_VOXELS;
} else if (i == 2) {
groupBits |= COLLISION_GROUP_PARTICLES;
}
} else {
if (i == 0) {
groupBits &= ~COLLISION_GROUP_AVATARS;
} else if (i == 1) {
groupBits &= ~COLLISION_GROUP_VOXELS;
} else if (i == 2) {
groupBits &= ~COLLISION_GROUP_PARTICLES;
}
}
if (groupBits != MyAvatar.collisionGroups) {
MyAvatar.collisionGroups = groupBits;
}
Overlays.editOverlay(buttons[i], { subImage: { y: offsetY } } );
Overlays.editOverlay(buttons[i], { color: buttonColor } );
buttonStates[i] = enabled;
}
// When our script shuts down, we should clean up all of our overlays
function scriptEnding() {
for (i = 0; i < NUMBER_OF_BUTTONS; i++) {
Overlays.deleteOverlay(buttons[i]);
Overlays.deleteOverlay(labels[i]);
}
Overlays.deleteOverlay(speedometer);
}
Script.scriptEnding.connect(scriptEnding);
function updateSpeedometerDisplay() {
Overlays.editOverlay(speedometer, { text: "Speed: " + speed.toFixed(2) });
}
Script.setInterval(updateSpeedometerDisplay, 100);
function disableArtificialGravity() {
MyAvatar.motionBehaviors = MyAvatar.motionBehaviors & ~AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
updateButton(3, false);
}
function enableArtificialGravity() {
// NOTE: setting the gravity automatically sets the AVATAR_MOTION_OBEY_LOCAL_GRAVITY behavior bit.
MyAvatar.gravity = DOWN;
updateButton(3, true);
// also enable collisions with voxels
groupBits |= COLLISION_GROUP_VOXELS;
updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
}
// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
function update(deltaTime) {
if (groupBits != MyAvatar.collisionGroups) {
groupBits = MyAvatar.collisionGroups;
updateButton(0, groupBits & COLLISION_GROUP_AVATARS);
updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
updateButton(2, groupBits & COLLISION_GROUP_PARTICLES);
}
// measure speed
var distance = Vec3.distance(MyAvatar.position, lastPosition);
speed = 0.8 * speed + 0.2 * distance / deltaTime;
lastPosition = MyAvatar.position;
dater = new Date();
var now = dater.getTime();
// transition gravity
if (raycastExpiry < now) {
// scan for landing platform
ray = { origin: MyAvatar.position, direction: DOWN };
var intersection = Voxels.findRayIntersection(ray);
// NOTE: it is possible for intersection.intersects to be false when it should be true
// (perhaps the raycast failed to lock the octree thread?). To workaround this problem
// we only transition on repeated failures.
if (intersection.intersects) {
// compute distance to voxel
var v = intersection.voxel;
var maxCorner = Vec3.sum({ x: v.x, y: v.y, z: v.z }, {x: v.s, y: v.s, z: v.s });
var distance = lastPosition.y - maxCorner.y;
if (distance < MAX_VOXEL_SCAN_DISTANCE) {
if (speed < MIN_FLYING_SPEED &&
gravityOnExpiry < now &&
!(MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_LOCAL_GRAVITY)) {
enableArtificialGravity();
}
if (speed < MAX_WALKING_SPEED) {
gravityOffExpiry = now + GRAVITY_OFF_EXPIRY_PERIOD;
} else if (gravityOffExpiry < now && MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_LOCAL_GRAVITY) {
disableArtificialGravity();
}
} else {
// distance too far
if (gravityOffExpiry < now && MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_LOCAL_GRAVITY) {
disableArtificialGravity();
}
gravityOnExpiry = now + GRAVITY_ON_EXPIRY_PERIOD;
}
} else {
// no intersection
if (gravityOffExpiry < now && MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_LOCAL_GRAVITY) {
disableArtificialGravity();
}
gravityOnExpiry = now + GRAVITY_ON_EXPIRY_PERIOD;
}
}
if (speed > MAX_WALKING_SPEED && gravityOffExpiry < now) {
if (MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_LOCAL_GRAVITY) {
// turn off gravity
MyAvatar.motionBehaviors = MyAvatar.motionBehaviors & ~AVATAR_MOTION_OBEY_LOCAL_GRAVITY;
updateButton(3, false);
}
gravityOnExpiry = now + GRAVITY_ON_EXPIRY_PERIOD;
}
// transition collidability with voxels
if (speed < MIN_COLLISIONLESS_SPEED) {
if (collisionOnExpiry < now && !(MyAvatar.collisionGroups & COLLISION_GROUP_VOXELS)) {
// TODO: check to make sure not already colliding
// enable collision with voxels
groupBits |= COLLISION_GROUP_VOXELS;
updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
}
} else {
collisionOnExpiry = now + COLLISION_EXPIRY_PERIOD;
}
if (speed > MAX_COLLIDABLE_SPEED) {
if (MyAvatar.collisionGroups & COLLISION_GROUP_VOXELS) {
// disable collisions with voxels
groupBits &= ~COLLISION_GROUP_VOXELS;
updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
}
}
}
Script.update.connect(update);
// we also handle click detection in our mousePressEvent()
function mousePressEvent(event) {
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
for (i = 0; i < NUMBER_OF_COLLISION_BUTTONS; i++) {
if (clickedOverlay == buttons[i]) {
var enabled = !(buttonStates[i]);
updateButton(i, enabled);
}
}
}
Controller.mousePressEvent.connect(mousePressEvent);