//// 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:// Script.getExternalPath(Script.ExternalPaths.HF_Public, "/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() { var ON_SOUND_URL = Script.getExternalPath(Script.ExternalPaths.HF_Public, '/sounds/Switches%20and%20sliders/flashlight_on.wav'); var OFF_SOUND_URL = Script.getExternalPath(Script.ExternalPaths.HF_Public, '/sounds/Switches%20and%20sliders/flashlight_off.wav'); //we are creating lights that we don't want to get stranded so lets make sure that we can get rid of them //if you're going to be using this in a dungeon or something and holding it for a long time, increase this lifetime value. var LIFETIME = 100; // 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) function Flashlight() { return; } //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 }); //there's another small point light we put at the end of the flashlight to make the end glow 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(modelPosition, modelRotation) { return { p: Vec3.sum(modelPosition, Vec3.multiplyQbyV(modelRotation, MODEL_LIGHT_POSITION)), q: Quat.multiply(modelRotation, MODEL_LIGHT_ROTATION) }; } function glowLightWorldTransform(modelPosition, modelRotation) { return { p: Vec3.sum(modelPosition, Vec3.multiplyQbyV(modelRotation, GLOW_LIGHT_POSITION)), q: Quat.multiply(modelRotation, MODEL_LIGHT_ROTATION) }; } Flashlight.prototype = { lightOn: false, hand: null, whichHand: null, hasSpotlight: false, spotlight: null, startNearGrab: function(entityID, args) { //this first second parameter in this method contains arguments from the grab script, the first of which is the 'hand' that was used to start the grab this.hand = args[0]; if (!this.hasSpotlight) { var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']); var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation); var glowLightTransform = glowLightWorldTransform(modelProperties.position, modelProperties.rotation); //this light casts the beam this.spotlight = Entities.addEntity({ type: "Light", isSpotlight: true, dimensions: { x: 2, y: 2, z: 20 }, parentID: this.entityID, color: { red: 255, green: 255, blue: 255 }, intensity: 1, falloffRadius:0.9, exponent: 0.5, cutoff: 20, lifetime: LIFETIME, position: lightTransform.p, rotation: lightTransform.q, }); //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 }, parentID: this.entityID, isSpotlight: false, color: { red: 255, green: 255, blue: 255 }, exponent: 0, intensity:1.0, falloffRadius:0.3, lifetime: LIFETIME, cutoff: 90, // in degrees position: glowLightTransform.p, rotation: glowLightTransform.q, }); this.hasSpotlight = true; } }, startEquip: function(id, params) { this.startNearGrab(id, params); }, 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.changeLightWithTriggerPressure(this.whichHand); } }, continueEquip: function(entityID, args) { this.continueNearGrab(entityID, args); }, releaseGrab: function(entityID, args) { //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; this.lightOn = false; } }, releaseEquip: function(entityID, args) { this.releaseGrab(entityID, args); }, changeLightWithTriggerPressure: function(flashLightHand) { //read the value of the controller trigger and use it to turn the light on / off when the value reaches certain thresholds if (flashLightHand === 'LEFT') { this.triggerValue = Controller.getValue(Controller.Standard.LT); } if (flashLightHand === 'RIGHT') { this.triggerValue = Controller.getValue(Controller.Standard.RT); } 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() { this.playSoundAtCurrentPosition(false); Entities.editEntity(this.spotlight, { intensity: 0 }); Entities.editEntity(this.glowLight, { intensity: 0 }); this.lightOn = false; }, turnLightOn: function() { this.playSoundAtCurrentPosition(true); Entities.editEntity(this.glowLight, { intensity: 2 }); Entities.editEntity(this.spotlight, { intensity: 2 }); this.lightOn = true; }, playSoundAtCurrentPosition: function(playOnSound) { //when someone grabs, play a clicking noise for turning the flashlight on/off var position = Entities.getEntityProperties(this.entityID, "position").position; var audioProperties = { volume: 0.25, position: position }; if (playOnSound) { Audio.playSound(this.ON_SOUND, audioProperties); } else { Audio.playSound(this.OFF_SOUND, audioProperties); } }, preload: function(entityID) { // 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 // * preloading sounds this.entityID = entityID; this.ON_SOUND = SoundCache.getSound(ON_SOUND_URL); this.OFF_SOUND = SoundCache.getSound(OFF_SOUND_URL); }, unload: function() { // 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. if (this.hasSpotlight) { Entities.deleteEntity(this.spotlight); Entities.deleteEntity(this.glowLight); this.hasSpotlight = false; this.glowLight = null; this.spotlight = null; this.whichHand = null; this.lightOn = false; } }, }; // entity should return a newly constructed object of our type return new Flashlight();});
//
// 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:
// Script.getExternalPath(Script.ExternalPaths.HF_Public, "/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() {
var ON_SOUND_URL = Script.getExternalPath(Script.ExternalPaths.HF_Public, '/sounds/Switches%20and%20sliders/flashlight_on.wav');
var OFF_SOUND_URL = Script.getExternalPath(Script.ExternalPaths.HF_Public, '/sounds/Switches%20and%20sliders/flashlight_off.wav');
//we are creating lights that we don't want to get stranded so lets make sure that we can get rid of them
//if you're going to be using this in a dungeon or something and holding it for a long time, increase this lifetime value.
var LIFETIME = 100;
// 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)
function Flashlight() {
return;
}
//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
});
//there's another small point light we put at the end of the flashlight to make the end glow
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(modelPosition, modelRotation) {
return {
p: Vec3.sum(modelPosition, Vec3.multiplyQbyV(modelRotation, MODEL_LIGHT_POSITION)),
q: Quat.multiply(modelRotation, MODEL_LIGHT_ROTATION)
};
}
function glowLightWorldTransform(modelPosition, modelRotation) {
return {
p: Vec3.sum(modelPosition, Vec3.multiplyQbyV(modelRotation, GLOW_LIGHT_POSITION)),
q: Quat.multiply(modelRotation, MODEL_LIGHT_ROTATION)
};
}
Flashlight.prototype = {
lightOn: false,
hand: null,
whichHand: null,
hasSpotlight: false,
spotlight: null,
startNearGrab: function(entityID, args) {
//this first second parameter in this method contains arguments from the grab script, the first of which is the 'hand' that was used to start the grab
this.hand = args[0];
if (!this.hasSpotlight) {
var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation);
var glowLightTransform = glowLightWorldTransform(modelProperties.position, modelProperties.rotation);
//this light casts the beam
this.spotlight = Entities.addEntity({
type: "Light",
isSpotlight: true,
dimensions: {
x: 2,
y: 2,
z: 20
},
parentID: this.entityID,
color: {
red: 255,
green: 255,
blue: 255
},
intensity: 1,
falloffRadius:0.9,
exponent: 0.5,
cutoff: 20,
lifetime: LIFETIME,
position: lightTransform.p,
rotation: lightTransform.q,
});
//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
},
parentID: this.entityID,
isSpotlight: false,
color: {
red: 255,
green: 255,
blue: 255
},
exponent: 0,
intensity:1.0,
falloffRadius:0.3,
lifetime: LIFETIME,
cutoff: 90, // in degrees
position: glowLightTransform.p,
rotation: glowLightTransform.q,
});
this.hasSpotlight = true;
}
},
startEquip: function(id, params) {
this.startNearGrab(id, params);
},
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.changeLightWithTriggerPressure(this.whichHand);
}
},
continueEquip: function(entityID, args) {
this.continueNearGrab(entityID, args);
},
releaseGrab: function(entityID, args) {
//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;
this.lightOn = false;
}
},
releaseEquip: function(entityID, args) {
this.releaseGrab(entityID, args);
},
changeLightWithTriggerPressure: function(flashLightHand) {
//read the value of the controller trigger and use it to turn the light on / off when the value reaches certain thresholds
if (flashLightHand === 'LEFT') {
this.triggerValue = Controller.getValue(Controller.Standard.LT);
}
if (flashLightHand === 'RIGHT') {
this.triggerValue = Controller.getValue(Controller.Standard.RT);
}
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() {
this.playSoundAtCurrentPosition(false);
Entities.editEntity(this.spotlight, {
intensity: 0
});
Entities.editEntity(this.glowLight, {
intensity: 0
});
this.lightOn = false;
},
turnLightOn: function() {
this.playSoundAtCurrentPosition(true);
Entities.editEntity(this.glowLight, {
intensity: 2
});
Entities.editEntity(this.spotlight, {
intensity: 2
});
this.lightOn = true;
},
playSoundAtCurrentPosition: function(playOnSound) {
//when someone grabs, play a clicking noise for turning the flashlight on/off
var position = Entities.getEntityProperties(this.entityID, "position").position;
var audioProperties = {
volume: 0.25,
position: position
};
if (playOnSound) {
Audio.playSound(this.ON_SOUND, audioProperties);
} else {
Audio.playSound(this.OFF_SOUND, audioProperties);
}
},
preload: function(entityID) {
// 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
// * preloading sounds
this.entityID = entityID;
this.ON_SOUND = SoundCache.getSound(ON_SOUND_URL);
this.OFF_SOUND = SoundCache.getSound(OFF_SOUND_URL);
},
unload: function() {
// 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.
if (this.hasSpotlight) {
Entities.deleteEntity(this.spotlight);
Entities.deleteEntity(this.glowLight);
this.hasSpotlight = false;
this.glowLight = null;
this.spotlight = null;
this.whichHand = null;
this.lightOn = false;
}
},
};
// entity should return a newly constructed object of our type
return new Flashlight();
});