overte/examples/toys/flashlight/flashlight.js
2015-09-22 12:41:00 -07:00

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8.3 KiB
JavaScript

//
// flashlight.js
//
// Script Type: Entity
//
// Created by Sam Gateau on 9/9/15.
// Additions by James B. Pollack @imgntn on 9/21/2015
// Copyright 2015 High Fidelity, Inc.
//
// This is a toy script that can be added to the Flashlight model entity:
// "https://hifi-public.s3.amazonaws.com/models/props/flashlight.fbx"
// that creates a spotlight attached with the flashlight model while the entity is grabbed
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
Script.include("../../libraries/utils.js");
var _this;
// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
// our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)
Flashlight = function() {
_this = this;
};
//if the trigger value goes below this while held, the flashlight will turn off. if it goes above, it will
var DISABLE_LIGHT_THRESHOLD = 0.7;
// These constants define the Spotlight position and orientation relative to the model
var MODEL_LIGHT_POSITION = {
x: 0,
y: -0.3,
z: 0
};
var MODEL_LIGHT_ROTATION = Quat.angleAxis(-90, {
x: 1,
y: 0,
z: 0
});
var GLOW_LIGHT_POSITION = {
x: 0,
y: -0.1,
z: 0
}
// Evaluate the world light entity positions and orientations from the model ones
function evalLightWorldTransform(modelPos, modelRot) {
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
};
function glowLightWorldTransform(modelPos, modelRot) {
return {
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, GLOW_LIGHT_POSITION)),
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
};
};
Flashlight.prototype = {
lightOn: false,
hand: null,
whichHand: null,
hasSpotlight: false,
spotlight: null,
setRightHand: function() {
this.hand = 'RIGHT';
},
setLeftHand: function() {
this.hand = 'LEFT';
},
startNearGrab: function() {
if (!_this.hasSpotlight) {
//this light casts the beam
this.spotlight = Entities.addEntity({
type: "Light",
isSpotlight: true,
dimensions: {
x: 2,
y: 2,
z: 20
},
color: {
red: 255,
green: 255,
blue: 255
},
intensity: 2,
exponent: 0.3,
cutoff: 20
});
//this light creates the effect of a bulb at the end of the flashlight
this.glowLight = Entities.addEntity({
type: "Light",
dimensions: {
x: 0.25,
y: 0.25,
z: 0.25
},
isSpotlight: false,
color: {
red: 255,
green: 255,
blue: 255
},
exponent: 0,
cutoff: 90, // in degrees
});
this.debugBox = Entities.addEntity({
type: 'Box',
color: {
red: 255,
blue: 0,
green: 0
},
dimensions: {
x: 0.25,
y: 0.25,
z: 0.25
},
ignoreForCollisions:true
})
this.hasSpotlight = true;
}
},
setWhichHand: function() {
this.whichHand = this.hand;
},
continueNearGrab: function() {
if (this.whichHand === null) {
//only set the active hand once -- if we always read the current hand, our 'holding' hand will get overwritten
this.setWhichHand();
} else {
this.updateLightPositions();
this.changeLightWithTriggerPressure(this.whichHand);
}
},
releaseGrab: function() {
//delete the lights and reset state
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
Entities.deleteEntity(this.glowLight);
this.hasSpotlight = false;
this.glowLight = null;
this.spotlight = null;
this.whichHand = null;
}
},
updateLightPositions: function() {
var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
//move the two lights along the vectors we set above
var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation);
var glowLightTransform = glowLightWorldTransform(modelProperties.position, modelProperties.rotation);
//move them with the entity model
Entities.editEntity(this.spotlight, {
position: lightTransform.p,
rotation: lightTransform.q,
})
Entities.editEntity(this.glowLight, {
position: glowLightTransform.p,
rotation: glowLightTransform.q,
})
// Entities.editEntity(this.debugBox, {
// position: lightTransform.p,
// rotation: lightTransform.q,
// })
},
changeLightWithTriggerPressure: function(flashLightHand) {
var handClickString = flashLightHand + "_HAND_CLICK";
var handClick = Controller.findAction(handClickString);
this.triggerValue = Controller.getActionValue(handClick);
if (this.triggerValue < DISABLE_LIGHT_THRESHOLD && this.lightOn === true) {
this.turnLightOff();
} else if (this.triggerValue >= DISABLE_LIGHT_THRESHOLD && this.lightOn === false) {
this.turnLightOn();
}
return
},
turnLightOff: function() {
Entities.editEntity(this.spotlight, {
intensity: 0
});
Entities.editEntity(this.glowLight, {
intensity: 0
});
this.lightOn = false
},
turnLightOn: function() {
Entities.editEntity(this.glowLight, {
intensity: 2
});
Entities.editEntity(this.spotlight, {
intensity: 2
});
this.lightOn = true
},
// preload() will be called when the entity has become visible (or known) to the interface
// it gives us a chance to set our local JavaScript object up. In this case it means:
// * remembering our entityID, so we can access it in cases where we're called without an entityID
preload: function(entityID) {
this.entityID = entityID;
},
// unload() will be called when our entity is no longer available. It may be because we were deleted,
// or because we've left the domain or quit the application.
unload: function(entityID) {
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
Entities.deleteEntity(this.glowLight);
this.hasSpotlight = false;
this.glowLight = null;
this.spotlight = null;
this.whichHand = null;
}
},
};
// entity scripts always need to return a newly constructed object of our type
return new Flashlight();
})