"use strict"; /*jslint vars: true, plusplus: true*/ /*global HMD, AudioDevice, MyAvatar, Controller, Script, Overlays, print*/ // // away.js // examples // // Created by Howard Stearns 11/3/15 // Copyright 2015 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 // // Goes into "paused" when the '.' key (and automatically when started in HMD), and normal when pressing any key. // See MAIN CONTROL, below, for what "paused" actually does. var OVERLAY_WIDTH = 1920; var OVERLAY_HEIGHT = 1080; var OVERLAY_RATIO = OVERLAY_WIDTH / OVERLAY_HEIGHT; var OVERLAY_DATA = { width: OVERLAY_WIDTH, height: OVERLAY_HEIGHT, imageURL: "http://hifi-content.s3.amazonaws.com/alan/production/images/images/Overlay-Viz-blank.png", color: {red: 255, green: 255, blue: 255}, alpha: 1 }; var AVATAR_MOVE_FOR_ACTIVE_DISTANCE = 0.8; // meters -- no longer away if avatar moves this far while away var lastOverlayPosition = { x: 0, y: 0, z: 0}; var OVERLAY_DATA_HMD = { position: lastOverlayPosition, width: OVERLAY_WIDTH, height: OVERLAY_HEIGHT, url: "http://hifi-content.s3.amazonaws.com/alan/production/images/images/Overlay-Viz-blank.png", color: {red: 255, green: 255, blue: 255}, alpha: 1, scale: 2, isFacingAvatar: true, drawInFront: true }; var AWAY_INTRO = { url: "http://hifi-content.s3.amazonaws.com/ozan/dev/anim/standard_anims_160127/kneel.fbx", playbackRate: 30.0, loopFlag: false, startFrame: 0.0, endFrame: 83.0 }; // prefetch the kneel animation so it's resident in memory when we need it. MyAvatar.prefetchAnimation(AWAY_INTRO.url); function playAwayAnimation() { MyAvatar.overrideAnimation(AWAY_INTRO.url, AWAY_INTRO.playbackRate, AWAY_INTRO.loopFlag, AWAY_INTRO.startFrame, AWAY_INTRO.endFrame); } function stopAwayAnimation() { MyAvatar.restoreAnimation(); } // OVERLAY var overlay = Overlays.addOverlay("image", OVERLAY_DATA); var overlayHMD = Overlays.addOverlay("image3d", OVERLAY_DATA_HMD); function moveCloserToCamera(positionAtHUD) { // we don't actually want to render at the slerped look at... instead, we want to render // slightly closer to the camera than that. var MOVE_CLOSER_TO_CAMERA_BY = -0.25; var cameraFront = Quat.getFront(Camera.orientation); var closerToCamera = Vec3.multiply(cameraFront, MOVE_CLOSER_TO_CAMERA_BY); // slightly closer to camera var slightlyCloserPosition = Vec3.sum(positionAtHUD, closerToCamera); return slightlyCloserPosition; } function showOverlay() { var properties = {visible: true}; if (HMD.active) { // make sure desktop version is hidden Overlays.editOverlay(overlay, { visible: false }); lastOverlayPosition = HMD.getHUDLookAtPosition3D(); var actualOverlayPositon = moveCloserToCamera(lastOverlayPosition); Overlays.editOverlay(overlayHMD, { visible: true, position: actualOverlayPositon }); } else { // make sure HMD is hidden Overlays.editOverlay(overlayHMD, { visible: false }); // Update for current screen size, keeping overlay proportions constant. var screen = Controller.getViewportDimensions(); // keep the overlay it's natural size and always center it... Overlays.editOverlay(overlay, { visible: true, x: ((screen.x - OVERLAY_WIDTH) / 2), y: ((screen.y - OVERLAY_HEIGHT) / 2) }); } } function hideOverlay() { Overlays.editOverlay(overlay, {visible: false}); Overlays.editOverlay(overlayHMD, {visible: false}); } hideOverlay(); function maybeMoveOverlay() { if (isAway) { // if we switched from HMD to Desktop, make sure to hide our HUD overlay and show the // desktop overlay if (!HMD.active) { showOverlay(); // this will also recenter appropriately } if (HMD.active) { // Note: instead of moving it directly to the lookAt, we will move it slightly toward the // new look at. This will result in a more subtle slerp toward the look at and reduce jerkiness var EASE_BY_RATIO = 0.1; var lookAt = HMD.getHUDLookAtPosition3D(); var lookAtChange = Vec3.subtract(lookAt, lastOverlayPosition); var halfWayBetweenOldAndLookAt = Vec3.multiply(lookAtChange, EASE_BY_RATIO); var newOverlayPosition = Vec3.sum(lastOverlayPosition, halfWayBetweenOldAndLookAt); lastOverlayPosition = newOverlayPosition; var actualOverlayPositon = moveCloserToCamera(lastOverlayPosition); Overlays.editOverlay(overlayHMD, { visible: true, position: actualOverlayPositon }); // make sure desktop version is hidden Overlays.editOverlay(overlay, { visible: false }); } } } function ifAvatarMovedGoActive() { if (Vec3.distance(MyAvatar.position, avatarPosition) > AVATAR_MOVE_FOR_ACTIVE_DISTANCE) { goActive(); } } // MAIN CONTROL var wasMuted, isAway; var wasOverlaysVisible = Menu.isOptionChecked("Overlays"); var eventMappingName = "io.highfidelity.away"; // goActive on hand controller button events, too. var eventMapping = Controller.newMapping(eventMappingName); var avatarPosition = MyAvatar.position; // backward compatible version of getting HMD.mounted, so it works in old clients function safeGetHMDMounted() { if (HMD.mounted === undefined) { return true; } return HMD.mounted; } var wasHmdMounted = safeGetHMDMounted(); function goAway() { if (isAway) { return; } isAway = true; print('going "away"'); wasMuted = AudioDevice.getMuted(); if (!wasMuted) { AudioDevice.toggleMute(); } MyAvatar.setEnableMeshVisible(false); // just for our own display, without changing point of view playAwayAnimation(); // animation is still seen by others showOverlay(); // remember the View > Overlays state... wasOverlaysVisible = Menu.isOptionChecked("Overlays"); // show overlays so that people can see the "Away" message Menu.setIsOptionChecked("Overlays", true); // tell the Reticle, we want to stop capturing the mouse until we come back Reticle.allowMouseCapture = false; if (HMD.active) { Reticle.visible = false; } wasHmdMounted = safeGetHMDMounted(); // always remember the correct state avatarPosition = MyAvatar.position; Script.update.connect(ifAvatarMovedGoActive); } function goActive() { if (!isAway) { return; } isAway = false; print('going "active"'); if (!wasMuted) { AudioDevice.toggleMute(); } MyAvatar.setEnableMeshVisible(true); // IWBNI we respected Developer->Avatar->Draw Mesh setting. stopAwayAnimation(); hideOverlay(); // restore overlays state to what it was when we went "away" Menu.setIsOptionChecked("Overlays", wasOverlaysVisible); // tell the Reticle, we are ready to capture the mouse again and it should be visible Reticle.allowMouseCapture = true; Reticle.visible = true; if (HMD.active) { Reticle.position = HMD.getHUDLookAtPosition2D(); } wasHmdMounted = safeGetHMDMounted(); // always remember the correct state Script.update.disconnect(ifAvatarMovedGoActive); } function maybeGoActive(event) { if (event.isAutoRepeat) { // isAutoRepeat is true when held down (or when Windows feels like it) return; } if (!isAway && (event.text == 'ESC')) { goAway(); } else { goActive(); } } var wasHmdActive = HMD.active; var wasMouseCaptured = Reticle.mouseCaptured; function maybeGoAway() { if (HMD.active !== wasHmdActive) { wasHmdActive = !wasHmdActive; if (wasHmdActive) { goAway(); } } // If the mouse has gone from captured, to non-captured state, then it likely means the person is still in the HMD, but // tabbed away from the application (meaning they don't have mouse control) and they likely want to go into an away state if (Reticle.mouseCaptured !== wasMouseCaptured) { wasMouseCaptured = !wasMouseCaptured; if (!wasMouseCaptured) { goAway(); } } // If you've removed your HMD from your head, and we can detect it, we will also go away... var hmdMounted = safeGetHMDMounted(); if (HMD.active && !hmdMounted && wasHmdMounted) { wasHmdMounted = hmdMounted; goAway(); } } Script.update.connect(maybeMoveOverlay); Script.update.connect(maybeGoAway); Controller.mousePressEvent.connect(goActive); Controller.keyPressEvent.connect(maybeGoActive); // Note peek() so as to not interfere with other mappings. eventMapping.from(Controller.Standard.LeftPrimaryThumb).peek().to(goActive); eventMapping.from(Controller.Standard.RightPrimaryThumb).peek().to(goActive); eventMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(goActive); eventMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(goActive); Controller.enableMapping(eventMappingName); Script.scriptEnding.connect(function () { Script.update.disconnect(maybeGoAway); goActive(); Controller.disableMapping(eventMappingName); Controller.mousePressEvent.disconnect(goActive); Controller.keyPressEvent.disconnect(maybeGoActive); });