overte/scripts/system/pal.js
2017-03-31 15:05:21 -07:00

918 lines
35 KiB
JavaScript

"use strict";
/*jslint vars:true, plusplus:true, forin:true*/
/*global Tablet, Settings, Script, AvatarList, Users, Entities, MyAvatar, Camera, Overlays, Vec3, Quat, HMD, Controller, Account, UserActivityLogger, Messages, Window, XMLHttpRequest, print, location, getControllerWorldLocation*/
/* eslint indent: ["error", 4, { "outerIIFEBody": 0 }] */
//
// pal.js
//
// Created by Howard Stearns on December 9, 2016
// Copyright 2016 High Fidelity, Inc
//
// Distributed under the Apache License, Version 2.0
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() { // BEGIN LOCAL_SCOPE
var populateNearbyUserList, color, textures, removeOverlays,
controllerComputePickRay, onTabletButtonClicked, onTabletScreenChanged,
receiveMessage, avatarDisconnected, clearLocalQMLDataAndClosePAL,
createAudioInterval, tablet, CHANNEL, getConnectionData, findableByChanged,
avatarAdded, avatarRemoved, avatarSessionChanged; // forward references;
// hardcoding these as it appears we cannot traverse the originalTextures in overlays??? Maybe I've missed
// something, will revisit as this is sorta horrible.
var UNSELECTED_TEXTURES = {
"idle-D": Script.resolvePath("./assets/models/Avatar-Overlay-v1.fbx/Avatar-Overlay-v1.fbm/avatar-overlay-idle.png"),
"idle-E": Script.resolvePath("./assets/models/Avatar-Overlay-v1.fbx/Avatar-Overlay-v1.fbm/avatar-overlay-idle.png")
};
var SELECTED_TEXTURES = {
"idle-D": Script.resolvePath("./assets/models/Avatar-Overlay-v1.fbx/Avatar-Overlay-v1.fbm/avatar-overlay-selected.png"),
"idle-E": Script.resolvePath("./assets/models/Avatar-Overlay-v1.fbx/Avatar-Overlay-v1.fbm/avatar-overlay-selected.png")
};
var HOVER_TEXTURES = {
"idle-D": Script.resolvePath("./assets/models/Avatar-Overlay-v1.fbx/Avatar-Overlay-v1.fbm/avatar-overlay-hover.png"),
"idle-E": Script.resolvePath("./assets/models/Avatar-Overlay-v1.fbx/Avatar-Overlay-v1.fbm/avatar-overlay-hover.png")
};
var UNSELECTED_COLOR = { red: 0x1F, green: 0xC6, blue: 0xA6};
var SELECTED_COLOR = {red: 0xF3, green: 0x91, blue: 0x29};
var HOVER_COLOR = {red: 0xD0, green: 0xD0, blue: 0xD0}; // almost white for now
var conserveResources = true;
Script.include("/~/system/libraries/controllers.js");
function projectVectorOntoPlane(normalizedVector, planeNormal) {
return Vec3.cross(planeNormal, Vec3.cross(normalizedVector, planeNormal));
}
function angleBetweenVectorsInPlane(from, to, normal) {
var projectedFrom = projectVectorOntoPlane(from, normal);
var projectedTo = projectVectorOntoPlane(to, normal);
return Vec3.orientedAngle(projectedFrom, projectedTo, normal);
}
//
// Overlays.
//
var overlays = {}; // Keeps track of all our extended overlay data objects, keyed by target identifier.
function ExtendedOverlay(key, type, properties, selected, hasModel) { // A wrapper around overlays to store the key it is associated with.
overlays[key] = this;
if (hasModel) {
var modelKey = key + "-m";
this.model = new ExtendedOverlay(modelKey, "model", {
url: Script.resolvePath("./assets/models/Avatar-Overlay-v1.fbx"),
textures: textures(selected),
ignoreRayIntersection: true
}, false, false);
} else {
this.model = undefined;
}
this.key = key;
this.selected = selected || false; // not undefined
this.hovering = false;
this.activeOverlay = Overlays.addOverlay(type, properties); // We could use different overlays for (un)selected...
}
// Instance methods:
ExtendedOverlay.prototype.deleteOverlay = function () { // remove display and data of this overlay
Overlays.deleteOverlay(this.activeOverlay);
delete overlays[this.key];
};
ExtendedOverlay.prototype.editOverlay = function (properties) { // change display of this overlay
Overlays.editOverlay(this.activeOverlay, properties);
};
function color(selected, hovering, level) {
var base = hovering ? HOVER_COLOR : selected ? SELECTED_COLOR : UNSELECTED_COLOR;
function scale(component) {
var delta = 0xFF - component;
return component + (delta * level);
}
return {red: scale(base.red), green: scale(base.green), blue: scale(base.blue)};
}
function textures(selected, hovering) {
return hovering ? HOVER_TEXTURES : selected ? SELECTED_TEXTURES : UNSELECTED_TEXTURES;
}
// so we don't have to traverse the overlays to get the last one
var lastHoveringId = 0;
ExtendedOverlay.prototype.hover = function (hovering) {
this.hovering = hovering;
if (this.key === lastHoveringId) {
if (hovering) {
return;
}
lastHoveringId = 0;
}
this.editOverlay({color: color(this.selected, hovering, this.audioLevel)});
if (this.model) {
this.model.editOverlay({textures: textures(this.selected, hovering)});
}
if (hovering) {
// un-hover the last hovering overlay
if (lastHoveringId && lastHoveringId !== this.key) {
ExtendedOverlay.get(lastHoveringId).hover(false);
}
lastHoveringId = this.key;
}
};
ExtendedOverlay.prototype.select = function (selected) {
if (this.selected === selected) {
return;
}
UserActivityLogger.palAction(selected ? "avatar_selected" : "avatar_deselected", this.key);
this.editOverlay({color: color(selected, this.hovering, this.audioLevel)});
if (this.model) {
this.model.editOverlay({textures: textures(selected)});
}
this.selected = selected;
};
// Class methods:
var selectedIds = [];
ExtendedOverlay.isSelected = function (id) {
return -1 !== selectedIds.indexOf(id);
};
ExtendedOverlay.get = function (key) { // answer the extended overlay data object associated with the given avatar identifier
return overlays[key];
};
ExtendedOverlay.some = function (iterator) { // Bails early as soon as iterator returns truthy.
var key;
for (key in overlays) {
if (iterator(ExtendedOverlay.get(key))) {
return;
}
}
};
ExtendedOverlay.unHover = function () { // calls hover(false) on lastHoveringId (if any)
if (lastHoveringId) {
ExtendedOverlay.get(lastHoveringId).hover(false);
}
};
// hit(overlay) on the one overlay intersected by pickRay, if any.
// noHit() if no ExtendedOverlay was intersected (helps with hover)
ExtendedOverlay.applyPickRay = function (pickRay, hit, noHit) {
var pickedOverlay = Overlays.findRayIntersection(pickRay); // Depends on nearer coverOverlays to extend closer to us than farther ones.
if (!pickedOverlay.intersects) {
if (noHit) {
return noHit();
}
return;
}
ExtendedOverlay.some(function (overlay) { // See if pickedOverlay is one of ours.
if ((overlay.activeOverlay) === pickedOverlay.overlayID) {
hit(overlay);
return true;
}
});
};
//
// Similar, for entities
//
function HighlightedEntity(id, entityProperties) {
this.id = id;
this.overlay = Overlays.addOverlay('cube', {
position: entityProperties.position,
rotation: entityProperties.rotation,
dimensions: entityProperties.dimensions,
solid: false,
color: {
red: 0xF3,
green: 0x91,
blue: 0x29
},
lineWidth: 1.0,
ignoreRayIntersection: true,
drawInFront: false // Arguable. For now, let's not distract with mysterious wires around the scene.
});
HighlightedEntity.overlays.push(this);
}
HighlightedEntity.overlays = [];
HighlightedEntity.clearOverlays = function clearHighlightedEntities() {
HighlightedEntity.overlays.forEach(function (highlighted) {
Overlays.deleteOverlay(highlighted.overlay);
});
HighlightedEntity.overlays = [];
};
HighlightedEntity.updateOverlays = function updateHighlightedEntities() {
HighlightedEntity.overlays.forEach(function (highlighted) {
var properties = Entities.getEntityProperties(highlighted.id, ['position', 'rotation', 'dimensions']);
Overlays.editOverlay(highlighted.overlay, {
position: properties.position,
rotation: properties.rotation,
dimensions: properties.dimensions
});
});
};
/* this contains current gain for a given node (by session id). More efficient than
* querying it, plus there isn't a getGain function so why write one */
var sessionGains = {};
function convertDbToLinear(decibels) {
// +20db = 10x, 0dB = 1x, -10dB = 0.1x, etc...
// but, your perception is that something 2x as loud is +10db
// so we go from -60 to +20 or 1/64x to 4x. For now, we can
// maybe scale the signal this way??
return Math.pow(2, decibels / 10.0);
}
function fromQml(message) { // messages are {method, params}, like json-rpc. See also sendToQml.
var data;
switch (message.method) {
case 'selected':
selectedIds = message.params;
ExtendedOverlay.some(function (overlay) {
var id = overlay.key;
var selected = ExtendedOverlay.isSelected(id);
overlay.select(selected);
});
HighlightedEntity.clearOverlays();
if (selectedIds.length) {
Entities.findEntitiesInFrustum(Camera.frustum).forEach(function (id) {
// Because lastEditedBy is per session, the vast majority of entities won't match,
// so it would probably be worth reducing marshalling costs by asking for just we need.
// However, providing property name(s) is advisory and some additional properties are
// included anyway. As it turns out, asking for 'lastEditedBy' gives 'position', 'rotation',
// and 'dimensions', too, so we might as well make use of them instead of making a second
// getEntityProperties call.
// It would be nice if we could harden this against future changes by specifying all
// and only these four in an array, but see
// https://highfidelity.fogbugz.com/f/cases/2728/Entities-getEntityProperties-id-lastEditedBy-name-lastEditedBy-doesn-t-work
var properties = Entities.getEntityProperties(id, 'lastEditedBy');
if (ExtendedOverlay.isSelected(properties.lastEditedBy)) {
new HighlightedEntity(id, properties);
}
});
}
break;
case 'refreshNearby':
data = {};
ExtendedOverlay.some(function (overlay) { // capture the audio data
data[overlay.key] = overlay;
});
removeOverlays();
// If filter is specified from .qml instead of through settings, update the settings.
if (message.params.filter !== undefined) {
Settings.setValue('pal/filtered', !!message.params.filter);
}
populateNearbyUserList(message.params.selected, data);
UserActivityLogger.palAction("refresh_nearby", "");
break;
case 'refreshConnections':
print('Refreshing Connections...');
getConnectionData();
UserActivityLogger.palAction("refresh_connections", "");
break;
case 'removeFriend':
friendUserName = message.params;
request({
uri: METAVERSE_BASE + '/api/v1/user/friends/' + friendUserName,
method: 'DELETE'
}, function (error, response) {
print(JSON.stringify(response));
if (error || (response.status !== 'success')) {
print("Error: unable to unfriend", friendUserName, error || response.status);
return;
}
getConnectionData();
});
break
case 'addFriend':
friendUserName = message.params;
request({
uri: METAVERSE_BASE + '/api/v1/user/friends',
method: 'POST',
json: true,
body: {
username: friendUserName,
}
}, function (error, response) {
if (error || (response.status !== 'success')) {
print("Error: unable to friend " + friendUserName, error || response.status);
return;
}
getConnectionData(); // For now, just refresh all connection data. Later, just refresh the one friended row.
}
);
break;
default:
print('Unrecognized message from Pal.qml:', JSON.stringify(message));
}
}
function sendToQml(message) {
tablet.sendToQml(message);
}
function updateUser(data) {
print('PAL update:', JSON.stringify(data));
sendToQml({ method: 'updateUsername', params: data });
}
//
// User management services
//
// These are prototype versions that will be changed when the back end changes.
var METAVERSE_BASE = location.metaverseServerUrl;
function request(options, callback) { // cb(error, responseOfCorrectContentType) of url. A subset of npm request.
var httpRequest = new XMLHttpRequest(), key;
// QT bug: apparently doesn't handle onload. Workaround using readyState.
httpRequest.onreadystatechange = function () {
var READY_STATE_DONE = 4;
var HTTP_OK = 200;
if (httpRequest.readyState >= READY_STATE_DONE) {
var error = (httpRequest.status !== HTTP_OK) && httpRequest.status.toString() + ':' + httpRequest.statusText,
response = !error && httpRequest.responseText,
contentType = !error && httpRequest.getResponseHeader('content-type');
if (!error && contentType.indexOf('application/json') === 0) { // ignoring charset, etc.
try {
response = JSON.parse(response);
} catch (e) {
error = e;
}
}
callback(error, response);
}
};
if (typeof options === 'string') {
options = {uri: options};
}
if (options.url) {
options.uri = options.url;
}
if (!options.method) {
options.method = 'GET';
}
if (options.body && (options.method === 'GET')) { // add query parameters
var params = [], appender = (-1 === options.uri.search('?')) ? '?' : '&';
for (key in options.body) {
params.push(key + '=' + options.body[key]);
}
options.uri += appender + params.join('&');
delete options.body;
}
if (options.json) {
options.headers = options.headers || {};
options.headers["Content-type"] = "application/json";
options.body = JSON.stringify(options.body);
}
for (key in options.headers || {}) {
httpRequest.setRequestHeader(key, options.headers[key]);
}
httpRequest.open(options.method, options.uri, true);
httpRequest.send(options.body);
}
function requestJSON(url, callback) { // callback(data) if successfull. Logs otherwise.
request({
uri: url
}, function (error, response) {
if (error || (response.status !== 'success')) {
print("Error: unable to get", url, error || response.status);
return;
}
callback(response.data);
});
}
function getProfilePicture(username, callback) { // callback(url) if successfull. (Logs otherwise)
// FIXME Prototype scrapes profile picture. We should include in user status, and also make available somewhere for myself
request({
uri: METAVERSE_BASE + '/users/' + username
}, function (error, html) {
var matched = !error && html.match(/img class="users-img" src="([^"]*)"/);
if (!matched) {
print('Error: Unable to get profile picture for', username, error);
return;
}
callback(matched[1]);
});
}
function getAvailableConnections(domain, callback) { // callback([{usename, location}...]) if successfull. (Logs otherwise)
// The back end doesn't do user connections yet. Fake it by getting all users that have made themselves accessible to us,
// and pretending that they are all connections.
url = METAVERSE_BASE + '/api/v1/users?'
if (domain) {
url += 'status=' + domain.slice(1, -1); // without curly braces
} else {
url += 'filter=connections'; // regardless of whether online
}
requestJSON(url, function (connectionsData) {
// The back end doesn't include the profile picture data, but we can add that here.
// For our current purposes, there's no need to be fancy and try to reduce latency by doing some number of requests in parallel,
// so these requests are all sequential.
var users = connectionsData.users;
function addPicture(index) {
if (index >= users.length) {
return callback(users);
}
var user = users[index];
getProfilePicture(user.username, function (url) {
user.profileUrl = url;
addPicture(index + 1);
});
}
addPicture(0);
});
}
function getConnectionData(domain) { // Update all the usernames that I am entitled to see, using my login but not dependent on canKick.
function frob(user) { // get into the right format
var formattedSessionId = user.location.node_id || '';
if (formattedSessionId !== '' && formattedSessionId.indexOf("{") != 0) {
formattedSessionId = "{" + formattedSessionId + "}";
}
return {
sessionId: formattedSessionId,
userName: user.username,
connection: user.connection,
profileUrl: user.profileUrl,
placeName: (user.location.root || user.location.domain || {}).name || ''
};
}
getAvailableConnections(domain, function (users) {
if (domain) {
users.forEach(function (user) {
updateUser(frob(user));
});
} else {
sendToQml({ method: 'connections', params: users.map(frob) });
}
});
}
//
// Main operations.
//
function addAvatarNode(id) {
var selected = ExtendedOverlay.isSelected(id);
return new ExtendedOverlay(id, "sphere", {
drawInFront: true,
solid: true,
alpha: 0.8,
color: color(selected, false, 0.0),
ignoreRayIntersection: false
}, selected, !conserveResources);
}
// Each open/refresh will capture a stable set of avatarsOfInterest, within the specified filter.
var avatarsOfInterest = {};
function populateNearbyUserList(selectData, oldAudioData) {
var filter = Settings.getValue('pal/filtered') && {distance: Settings.getValue('pal/nearDistance')},
data = [],
avatars = AvatarList.getAvatarIdentifiers(),
myPosition = filter && Camera.position,
frustum = filter && Camera.frustum,
verticalHalfAngle = filter && (frustum.fieldOfView / 2),
horizontalHalfAngle = filter && (verticalHalfAngle * frustum.aspectRatio),
orientation = filter && Camera.orientation,
forward = filter && Quat.getForward(orientation),
verticalAngleNormal = filter && Quat.getRight(orientation),
horizontalAngleNormal = filter && Quat.getUp(orientation);
avatarsOfInterest = {};
avatars.forEach(function (id) {
var avatar = AvatarList.getAvatar(id);
var name = avatar.sessionDisplayName;
if (!name) {
// Either we got a data packet but no identity yet, or something is really messed up. In any case,
// we won't be able to do anything with this user, so don't include them.
// In normal circumstances, a refresh will bring in the new user, but if we're very heavily loaded,
// we could be losing and gaining people randomly.
print('No avatar identity data for', id);
return;
}
if (id && myPosition && (Vec3.distance(avatar.position, myPosition) > filter.distance)) {
return;
}
var normal = id && filter && Vec3.normalize(Vec3.subtract(avatar.position, myPosition));
var horizontal = normal && angleBetweenVectorsInPlane(normal, forward, horizontalAngleNormal);
var vertical = normal && angleBetweenVectorsInPlane(normal, forward, verticalAngleNormal);
if (id && filter && ((Math.abs(horizontal) > horizontalHalfAngle) || (Math.abs(vertical) > verticalHalfAngle))) {
return;
}
var oldAudio = oldAudioData && oldAudioData[id];
var avatarPalDatum = {
profileUrl: '',
displayName: name,
userName: '',
connection: '',
sessionId: id || '',
audioLevel: (oldAudio && oldAudio.audioLevel) || 0.0,
avgAudioLevel: (oldAudio && oldAudio.avgAudioLevel) || 0.0,
admin: false,
personalMute: !!id && Users.getPersonalMuteStatus(id), // expects proper boolean, not null
ignore: !!id && Users.getIgnoreStatus(id), // ditto
isPresent: true
};
if (id) {
addAvatarNode(id); // No overlay for ourselves
// Everyone needs to see admin status. Username and fingerprint returns default constructor output if the requesting user isn't an admin.
Users.requestUsernameFromID(id);
avatarsOfInterest[id] = true;
} else {
// Return our username from the Account API
avatarPalDatum.userName = Account.username;
}
data.push(avatarPalDatum);
print('PAL data:', JSON.stringify(avatarPalDatum));
});
getConnectionData(location.domainId); // Even admins don't get relationship data in requestUsernameFromID (which is still needed for admin status, which comes from domain).
conserveResources = Object.keys(avatarsOfInterest).length > 20;
sendToQml({ method: 'nearbyUsers', params: data });
if (selectData) {
selectData[2] = true;
sendToQml({ method: 'select', params: selectData });
}
}
// The function that handles the reply from the server
function usernameFromIDReply(id, username, machineFingerprint, isAdmin) {
var data = {
sessionId: (MyAvatar.sessionUUID === id) ? '' : id, // Pal.qml recognizes empty id specially.
// If we get username (e.g., if in future we receive it when we're friends), use it.
// Otherwise, use valid machineFingerprint (which is not valid when not an admin).
userName: username || (Users.canKick && machineFingerprint) || '',
admin: isAdmin
};
// Ship the data off to QML
updateUser(data);
}
var pingPong = true;
function updateOverlays() {
var eye = Camera.position;
AvatarList.getAvatarIdentifiers().forEach(function (id) {
if (!id || !avatarsOfInterest[id]) {
return; // don't update ourself, or avatars we're not interested in
}
var avatar = AvatarList.getAvatar(id);
if (!avatar) {
return; // will be deleted below if there had been an overlay.
}
var overlay = ExtendedOverlay.get(id);
if (!overlay) { // For now, we're treating this as a temporary loss, as from the personal space bubble. Add it back.
print('Adding non-PAL avatar node', id);
overlay = addAvatarNode(id);
}
var target = avatar.position;
var distance = Vec3.distance(target, eye);
var offset = 0.2;
var diff = Vec3.subtract(target, eye); // get diff between target and eye (a vector pointing to the eye from avatar position)
var headIndex = avatar.getJointIndex("Head"); // base offset on 1/2 distance from hips to head if we can
if (headIndex > 0) {
offset = avatar.getAbsoluteJointTranslationInObjectFrame(headIndex).y / 2;
}
// move a bit in front, towards the camera
target = Vec3.subtract(target, Vec3.multiply(Vec3.normalize(diff), offset));
// now bump it up a bit
target.y = target.y + offset;
overlay.ping = pingPong;
overlay.editOverlay({
color: color(ExtendedOverlay.isSelected(id), overlay.hovering, overlay.audioLevel),
position: target,
dimensions: 0.032 * distance
});
if (overlay.model) {
overlay.model.ping = pingPong;
overlay.model.editOverlay({
position: target,
scale: 0.2 * distance, // constant apparent size
rotation: Camera.orientation
});
}
});
pingPong = !pingPong;
ExtendedOverlay.some(function (overlay) { // Remove any that weren't updated. (User is gone.)
if (overlay.ping === pingPong) {
overlay.deleteOverlay();
}
});
// We could re-populateNearbyUserList if anything added or removed, but not for now.
HighlightedEntity.updateOverlays();
}
function removeOverlays() {
selectedIds = [];
lastHoveringId = 0;
HighlightedEntity.clearOverlays();
ExtendedOverlay.some(function (overlay) {
overlay.deleteOverlay();
});
}
//
// Clicks.
//
function handleClick(pickRay) {
ExtendedOverlay.applyPickRay(pickRay, function (overlay) {
// Don't select directly. Tell qml, who will give us back a list of ids.
var message = {method: 'select', params: [[overlay.key], !overlay.selected, false]};
sendToQml(message);
return true;
});
}
function handleMouseEvent(mousePressEvent) { // handleClick if we get one.
if (!mousePressEvent.isLeftButton) {
return;
}
handleClick(Camera.computePickRay(mousePressEvent.x, mousePressEvent.y));
}
function handleMouseMove(pickRay) { // given the pickRay, just do the hover logic
ExtendedOverlay.applyPickRay(pickRay, function (overlay) {
overlay.hover(true);
}, function () {
ExtendedOverlay.unHover();
});
}
// handy global to keep track of which hand is the mouse (if any)
var currentHandPressed = 0;
var TRIGGER_CLICK_THRESHOLD = 0.85;
var TRIGGER_PRESS_THRESHOLD = 0.05;
function handleMouseMoveEvent(event) { // find out which overlay (if any) is over the mouse position
var pickRay;
if (HMD.active) {
if (currentHandPressed !== 0) {
pickRay = controllerComputePickRay(currentHandPressed);
} else {
// nothing should hover, so
ExtendedOverlay.unHover();
return;
}
} else {
pickRay = Camera.computePickRay(event.x, event.y);
}
handleMouseMove(pickRay);
}
function handleTriggerPressed(hand, value) {
// The idea is if you press one trigger, it is the one
// we will consider the mouse. Even if the other is pressed,
// we ignore it until this one is no longer pressed.
var isPressed = value > TRIGGER_PRESS_THRESHOLD;
if (currentHandPressed === 0) {
currentHandPressed = isPressed ? hand : 0;
return;
}
if (currentHandPressed === hand) {
currentHandPressed = isPressed ? hand : 0;
return;
}
// otherwise, the other hand is still triggered
// so do nothing.
}
// We get mouseMoveEvents from the handControllers, via handControllerPointer.
// But we don't get mousePressEvents.
var triggerMapping = Controller.newMapping(Script.resolvePath('') + '-click');
var triggerPressMapping = Controller.newMapping(Script.resolvePath('') + '-press');
function controllerComputePickRay(hand) {
var controllerPose = getControllerWorldLocation(hand, true);
if (controllerPose.valid) {
return { origin: controllerPose.position, direction: Quat.getUp(controllerPose.orientation) };
}
}
function makeClickHandler(hand) {
return function (clicked) {
if (clicked > TRIGGER_CLICK_THRESHOLD) {
var pickRay = controllerComputePickRay(hand);
handleClick(pickRay);
}
};
}
function makePressHandler(hand) {
return function (value) {
handleTriggerPressed(hand, value);
};
}
triggerMapping.from(Controller.Standard.RTClick).peek().to(makeClickHandler(Controller.Standard.RightHand));
triggerMapping.from(Controller.Standard.LTClick).peek().to(makeClickHandler(Controller.Standard.LeftHand));
triggerPressMapping.from(Controller.Standard.RT).peek().to(makePressHandler(Controller.Standard.RightHand));
triggerPressMapping.from(Controller.Standard.LT).peek().to(makePressHandler(Controller.Standard.LeftHand));
//
// Manage the connection between the button and the window.
//
var button;
var buttonName = "PEOPLE";
var tablet = null;
function startup() {
tablet = Tablet.getTablet("com.highfidelity.interface.tablet.system");
button = tablet.addButton({
text: buttonName,
icon: "icons/tablet-icons/people-i.svg",
activeIcon: "icons/tablet-icons/people-a.svg",
sortOrder: 7
});
tablet.fromQml.connect(fromQml);
button.clicked.connect(onTabletButtonClicked);
tablet.screenChanged.connect(onTabletScreenChanged);
Users.usernameFromIDReply.connect(usernameFromIDReply);
Window.domainChanged.connect(clearLocalQMLDataAndClosePAL);
Window.domainConnectionRefused.connect(clearLocalQMLDataAndClosePAL);
Messages.subscribe(CHANNEL);
Messages.messageReceived.connect(receiveMessage);
Users.avatarDisconnected.connect(avatarDisconnected);
AvatarList.avatarAddedEvent.connect(avatarAdded);
AvatarList.avatarRemovedEvent.connect(avatarRemoved);
AvatarList.avatarSessionChangedEvent.connect(avatarSessionChanged);
}
startup();
var isWired = false;
var audioTimer;
var AUDIO_LEVEL_UPDATE_INTERVAL_MS = 100; // 10hz for now (change this and change the AVERAGING_RATIO too)
var AUDIO_LEVEL_CONSERVED_UPDATE_INTERVAL_MS = 300;
function off() {
if (isWired) { // It is not ok to disconnect these twice, hence guard.
Script.update.disconnect(updateOverlays);
Controller.mousePressEvent.disconnect(handleMouseEvent);
Controller.mouseMoveEvent.disconnect(handleMouseMoveEvent);
tablet.tabletShownChanged.disconnect(tabletVisibilityChanged);
isWired = false;
}
if (audioTimer) {
Script.clearInterval(audioTimer);
}
triggerMapping.disable(); // It's ok if we disable twice.
triggerPressMapping.disable(); // see above
removeOverlays();
Users.requestsDomainListData = false;
}
function tabletVisibilityChanged() {
if (!tablet.tabletShown) {
tablet.gotoHomeScreen();
}
}
var onPalScreen = false;
var shouldActivateButton = false;
function onTabletButtonClicked() {
if (onPalScreen) {
// for toolbar-mode: go back to home screen, this will close the window.
tablet.gotoHomeScreen();
} else {
shouldActivateButton = true;
tablet.loadQMLSource("../Pal.qml");
tablet.tabletShownChanged.connect(tabletVisibilityChanged);
onPalScreen = true;
Users.requestsDomainListData = true;
populateNearbyUserList();
isWired = true;
Script.update.connect(updateOverlays);
Controller.mousePressEvent.connect(handleMouseEvent);
Controller.mouseMoveEvent.connect(handleMouseMoveEvent);
triggerMapping.enable();
triggerPressMapping.enable();
audioTimer = createAudioInterval(conserveResources ? AUDIO_LEVEL_CONSERVED_UPDATE_INTERVAL_MS : AUDIO_LEVEL_UPDATE_INTERVAL_MS);
}
}
function onTabletScreenChanged(type, url) {
// for toolbar mode: change button to active when window is first openend, false otherwise.
button.editProperties({isActive: shouldActivateButton});
shouldActivateButton = false;
onPalScreen = false;
// disable sphere overlays when not on pal screen.
if (type !== "QML" || url !== "../Pal.qml") {
off();
}
}
//
// Message from other scripts, such as edit.js
//
var CHANNEL = 'com.highfidelity.pal';
function receiveMessage(channel, messageString, senderID) {
if ((channel !== CHANNEL) || (senderID !== MyAvatar.sessionUUID)) {
return;
}
var message = JSON.parse(messageString);
switch (message.method) {
case 'select':
sendToQml(message); // Accepts objects, not just strings.
break;
default:
print('Unrecognized PAL message', messageString);
}
}
var AVERAGING_RATIO = 0.05;
var LOUDNESS_FLOOR = 11.0;
var LOUDNESS_SCALE = 2.8 / 5.0;
var LOG2 = Math.log(2.0);
var AUDIO_PEAK_DECAY = 0.02;
var myData = {}; // we're not includied in ExtendedOverlay.get.
function scaleAudio(val) {
var audioLevel = 0.0;
if (val <= LOUDNESS_FLOOR) {
audioLevel = val / LOUDNESS_FLOOR * LOUDNESS_SCALE;
} else {
audioLevel = (val - (LOUDNESS_FLOOR - 1)) * LOUDNESS_SCALE;
}
if (audioLevel > 1.0) {
audioLevel = 1;
}
return audioLevel;
}
function getAudioLevel(id) {
// the VU meter should work similarly to the one in AvatarInputs: log scale, exponentially averaged
// But of course it gets the data at a different rate, so we tweak the averaging ratio and frequency
// of updating (the latter for efficiency too).
var avatar = AvatarList.getAvatar(id);
var audioLevel = 0.0;
var avgAudioLevel = 0.0;
var data = id ? ExtendedOverlay.get(id) : myData;
if (data) {
// we will do exponential moving average by taking some the last loudness and averaging
data.accumulatedLevel = AVERAGING_RATIO * (data.accumulatedLevel || 0) + (1 - AVERAGING_RATIO) * (avatar.audioLoudness);
// add 1 to insure we don't go log() and hit -infinity. Math.log is
// natural log, so to get log base 2, just divide by ln(2).
audioLevel = scaleAudio(Math.log(data.accumulatedLevel + 1) / LOG2);
// decay avgAudioLevel
avgAudioLevel = Math.max((1 - AUDIO_PEAK_DECAY) * (data.avgAudioLevel || 0), audioLevel);
data.avgAudioLevel = avgAudioLevel;
data.audioLevel = audioLevel;
// now scale for the gain. Also, asked to boost the low end, so one simple way is
// to take sqrt of the value. Lets try that, see how it feels.
avgAudioLevel = Math.min(1.0, Math.sqrt(avgAudioLevel * (sessionGains[id] || 0.75)));
}
return [audioLevel, avgAudioLevel];
}
function createAudioInterval(interval) {
// we will update the audioLevels periodically
// TODO: tune for efficiency - expecially with large numbers of avatars
return Script.setInterval(function () {
var param = {};
AvatarList.getAvatarIdentifiers().forEach(function (id) {
var level = getAudioLevel(id),
userId = id || 0; // qml didn't like an object with null/empty string for a key, so...
param[userId] = level;
});
sendToQml({method: 'updateAudioLevel', params: param});
}, interval);
}
function avatarDisconnected(nodeID) {
// remove from the pal list
sendToQml({method: 'avatarDisconnected', params: [nodeID]});
}
function clearLocalQMLDataAndClosePAL() {
sendToQml({ method: 'clearLocalQMLData' });
}
function avatarAdded(avatarID) {
sendToQml({ method: 'palIsStale', params: [avatarID, 'avatarAdded'] });
}
function avatarRemoved(avatarID) {
sendToQml({ method: 'palIsStale', params: [avatarID, 'avatarRemoved'] });
}
function avatarSessionChanged(avatarID) {
sendToQml({ method: 'palIsStale', params: [avatarID, 'avatarSessionChanged'] });
}
function shutdown() {
if (onPalScreen) {
tablet.gotoHomeScreen();
}
button.clicked.disconnect(onTabletButtonClicked);
tablet.removeButton(button);
tablet.screenChanged.disconnect(onTabletScreenChanged);
Users.usernameFromIDReply.disconnect(usernameFromIDReply);
Window.domainChanged.disconnect(clearLocalQMLDataAndClosePAL);
Window.domainConnectionRefused.disconnect(clearLocalQMLDataAndClosePAL);
Messages.subscribe(CHANNEL);
Messages.messageReceived.disconnect(receiveMessage);
Users.avatarDisconnected.disconnect(avatarDisconnected);
AvatarList.avatarAddedEvent.disconnect(avatarAdded);
AvatarList.avatarRemovedEvent.disconnect(avatarRemoved);
AvatarList.avatarSessionChangedEvent.disconnect(avatarSessionChanged);
off();
}
//
// Cleanup.
//
Script.scriptEnding.connect(shutdown);
}()); // END LOCAL_SCOPE