mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-19 08:18:05 +02:00
first cut at flocking birds, change willEmitVisualCallback to update
This commit is contained in:
parent
12996454f9
commit
374af9eeb5
39 changed files with 106 additions and 86 deletions
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@ -36,11 +36,8 @@ public:
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public slots:
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void run();
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void readPendingDatagrams();
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signals:
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void willSendAudioDataCallback();
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void willSendVisualDataCallback();
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private:
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ScriptEngine _scriptEngine;
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VoxelEditPacketSender _voxelEditSender;
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@ -18,7 +18,7 @@ var FACTOR = 0.75;
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var countParticles = 0; // the first time around we want to create the particle and thereafter to modify it.
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var particleID;
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function updateParticle() {
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function updateParticle(deltaTime) {
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// the particle should be placed in front of the user's avatar
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var avatarFront = Quat.getFront(MyAvatar.orientation);
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@ -62,7 +62,7 @@ function updateParticle() {
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}
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// register the call back so it fires before each data send
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Script.willSendVisualDataCallback.connect(updateParticle);
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Script.update.connect(updateParticle);
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// register our scriptEnding callback
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Script.scriptEnding.connect(function scriptEnding() {});
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@ -103,7 +103,7 @@ Avatar.billboardURL = "https://s3-us-west-1.amazonaws.com/highfidelity-public/me
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Agent.isAvatar = true;
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function updateBehavior() {
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function updateBehavior(deltaTime) {
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if (Math.random() < CHANCE_OF_SOUND) {
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playRandomSound(Avatar.position);
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}
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@ -142,7 +142,7 @@ function updateBehavior() {
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}
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}
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}
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Script.willSendVisualDataCallback.connect(updateBehavior);
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Script.update.connect(updateBehavior);
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function loadSounds() {
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sounds.push(new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Cocktail+Party+Snippets/Raws/AB1.raw"));
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@ -20,9 +20,8 @@ var joysticksCaptured = false;
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var THRUST_CONTROLLER = 0;
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var VIEW_CONTROLLER = 1;
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function checkCamera() {
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function checkCamera(deltaTime) {
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if (Camera.getMode() == "independent") {
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var deltaTime = 1/60; // approximately our FPS - maybe better to be elapsed time since last call
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var THRUST_MAG_UP = 800.0;
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var THRUST_MAG_DOWN = 300.0;
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var THRUST_MAG_FWD = 500.0;
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@ -80,7 +79,7 @@ function checkCamera() {
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}
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}
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Script.willSendVisualDataCallback.connect(checkCamera);
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Script.update.connect(checkCamera);
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function mouseMoveEvent(event) {
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print("mouseMoveEvent event.x,y=" + event.x + ", " + event.y);
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@ -28,7 +28,7 @@ var clapping = new Array();
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clapping[0] = false;
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clapping[1] = false;
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function maybePlaySound() {
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function maybePlaySound(deltaTime) {
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// Set the location and other info for the sound to play
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var palm1Position = Controller.getSpatialControlPosition(0);
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var palm2Position = Controller.getSpatialControlPosition(2);
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@ -62,4 +62,4 @@ function maybePlaySound() {
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}
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// Connect a call back that happens every frame
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Script.willSendVisualDataCallback.connect(maybePlaySound);
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Script.update.connect(maybePlaySound);
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@ -58,7 +58,7 @@ var color = {
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green: 255,
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blue: 0 };
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function draw() {
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function draw(deltaTime) {
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print("hello... draw()... currentIteration=" + currentIteration + "\n");
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// on the first iteration, setup a single particle that's slowly moving
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@ -150,5 +150,5 @@ function draw() {
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// register the call back so it fires before each data send
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print("here...\n");
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Particles.setPacketsPerSecond(40000);
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Script.willSendVisualDataCallback.connect(draw);
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Script.update.connect(draw);
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print("and here...\n");
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@ -16,7 +16,7 @@ for (t = 0; t < numberOfTriggers; t++) {
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triggerPulled[t] = false;
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}
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function checkController() {
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function checkController(deltaTime) {
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var numberOfTriggers = Controller.getNumberOfTriggers();
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var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
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var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
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@ -48,7 +48,7 @@ function checkController() {
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}
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// register the call back so it fires before each data send
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Script.willSendVisualDataCallback.connect(checkController);
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Script.update.connect(checkController);
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function printKeyEvent(eventName, event) {
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print(eventName);
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@ -10,8 +10,8 @@
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var count = 0;
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function displayCount() {
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print("count =" + count);
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function displayCount(deltaTime) {
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print("count =" + count + " deltaTime=" + deltaTime);
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count++;
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}
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@ -20,7 +20,7 @@ function scriptEnding() {
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}
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// register the call back so it fires before each data send
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Script.willSendVisualDataCallback.connect(displayCount);
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Script.update.connect(displayCount);
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// register our scriptEnding callback
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Script.scriptEnding.connect(scriptEnding);
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@ -31,7 +31,7 @@ var strokeSpeed = new Array();
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strokeSpeed[0] = 0.0;
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strokeSpeed[1] = 0.0;
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function checkSticks() {
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function checkSticks(deltaTime) {
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for (var palm = 0; palm < 2; palm++) {
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var palmVelocity = Controller.getSpatialControlVelocity(palm * 2 + 1);
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var speed = length(palmVelocity);
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@ -69,4 +69,4 @@ function checkSticks() {
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}
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// Connect a call back that happens every frame
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Script.willSendVisualDataCallback.connect(checkSticks);
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Script.update.connect(checkSticks);
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@ -42,7 +42,7 @@ var positionDelta = { x: 0.05, y: 0, z: 0 };
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var particleID = Particles.addParticle(originalProperties);
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function moveParticle() {
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function moveParticle(deltaTime) {
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if (count >= moveUntil) {
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// delete it...
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@ -85,5 +85,5 @@ function moveParticle() {
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// register the call back so it fires before each data send
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Script.willSendVisualDataCallback.connect(moveParticle);
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Script.update.connect(moveParticle);
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@ -1329,7 +1329,7 @@ function checkControllers() {
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}
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}
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function update() {
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function update(deltaTime) {
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var newWindowDimensions = Controller.getViewportDimensions();
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if (newWindowDimensions.x != windowDimensions.x || newWindowDimensions.y != windowDimensions.y) {
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windowDimensions = newWindowDimensions;
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@ -1399,6 +1399,6 @@ function scriptEnding() {
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}
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Script.scriptEnding.connect(scriptEnding);
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Script.willSendVisualDataCallback.connect(update);
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Script.update.connect(update);
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setupMenus();
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@ -60,7 +60,7 @@ function printProperties(properties) {
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}
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}
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function findParticles() {
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function findParticles(deltaTime) {
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// run for a while, then clean up
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// stop it...
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@ -122,7 +122,7 @@ function findParticles() {
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// register the call back so it fires before each data send
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Script.willSendVisualDataCallback.connect(findParticles);
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Script.update.connect(findParticles);
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// register our scriptEnding callback
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Script.scriptEnding.connect(scriptEnding);
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@ -41,7 +41,7 @@ var position = { x: 5.0, y: 0.6, z: 5.0 };
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Voxels.setVoxel(position.x, 0, position.z, 0.5, 0, 0, 255);
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var totalParticles = 0;
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function makeFountain() {
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function makeFountain(deltaTime) {
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if (Math.random() < 0.10) {
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//print("Made particle!\n");
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var properties = {
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@ -64,4 +64,4 @@ function makeFountain() {
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}
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}
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// register the call back so it fires before each data send
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Script.willSendVisualDataCallback.connect(makeFountain);
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Script.update.connect(makeFountain);
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@ -114,7 +114,7 @@ function sendNextCells() {
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var sentFirstBoard = false;
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function step() {
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function step(deltaTime) {
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if (sentFirstBoard) {
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// we've already sent the first full board, perform a step in time
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updateCells();
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@ -127,6 +127,6 @@ function step() {
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}
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print("here");
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Script.willSendVisualDataCallback.connect(step);
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Script.update.connect(step);
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Voxels.setPacketsPerSecond(200);
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print("now here");
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@ -73,7 +73,7 @@ function particleCollisionWithVoxel(particle, voxel) {
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Audio.playSound(impactSound, audioOptions);
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}
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function update() {
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function update(deltaTime) {
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// Check for mouseLook movement, update rotation
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// rotate body yaw for yaw received from mouse
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@ -178,7 +178,7 @@ function scriptEnding() {
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Particles.particleCollisionWithVoxel.connect(particleCollisionWithVoxel);
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Script.scriptEnding.connect(scriptEnding);
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Script.willSendVisualDataCallback.connect(update);
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Script.update.connect(update);
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Controller.mousePressEvent.connect(mousePressEvent);
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Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
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Controller.mouseMoveEvent.connect(mouseMoveEvent);
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@ -29,7 +29,6 @@ var grabbingWithLeftHand = false;
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var wasGrabbingWithLeftHand = false;
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var EPSILON = 0.000001;
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var velocity = { x: 0, y: 0, z: 0};
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var deltaTime = 1/60; // approximately our FPS - maybe better to be elapsed time since last call
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var THRUST_MAG_UP = 800.0;
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var THRUST_MAG_DOWN = 300.0;
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var THRUST_MAG_FWD = 500.0;
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@ -77,7 +76,7 @@ function getAndResetGrabRotation() {
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}
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// handles all the grab related behavior: position (crawl), velocity (flick), and rotate (twist)
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function handleGrabBehavior() {
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function handleGrabBehavior(deltaTime) {
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// check for and handle grab behaviors
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grabbingWithRightHand = Controller.isButtonPressed(RIGHT_BUTTON_4);
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grabbingWithLeftHand = Controller.isButtonPressed(LEFT_BUTTON_4);
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@ -156,7 +155,7 @@ function handleGrabBehavior() {
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}
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// Main update function that handles flying and grabbing behaviort
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function flyWithHydra() {
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function flyWithHydra(deltaTime) {
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var thrustJoystickPosition = Controller.getJoystickPosition(THRUST_CONTROLLER);
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if (thrustJoystickPosition.x != 0 || thrustJoystickPosition.y != 0) {
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@ -193,10 +192,10 @@ function flyWithHydra() {
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var newPitch = MyAvatar.headPitch + (viewJoystickPosition.y * JOYSTICK_PITCH_MAG * deltaTime);
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MyAvatar.headPitch = newPitch;
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}
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handleGrabBehavior();
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handleGrabBehavior(deltaTime);
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}
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Script.willSendVisualDataCallback.connect(flyWithHydra);
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Script.update.connect(flyWithHydra);
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Controller.captureJoystick(THRUST_CONTROLLER);
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Controller.captureJoystick(VIEW_CONTROLLER);
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@ -45,13 +45,13 @@ function releaseMovementKeys() {
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}
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var cameraPosition = Camera.getPosition();
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function moveCamera() {
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function moveCamera(update) {
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if (lookingAtSomething) {
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Camera.setPosition(cameraPosition);
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}
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}
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Script.willSendVisualDataCallback.connect(moveCamera);
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Script.update.connect(moveCamera);
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function mousePressEvent(event) {
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@ -49,7 +49,7 @@ function mouseMoveEvent(event) {
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}
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}
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function update() {
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function update(deltaTime) {
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if (wantDebugging) {
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print("update()...");
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}
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@ -91,5 +91,5 @@ MyAvatar.bodyPitch = 0;
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MyAvatar.bodyRoll = 0;
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// would be nice to change to update
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Script.willSendVisualDataCallback.connect(update);
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Script.update.connect(update);
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Script.scriptEnding.connect(scriptEnding);
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@ -43,7 +43,7 @@ function touchUpdateEvent(event) {
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lastY = event.y;
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}
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function update() {
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function update(deltaTime) {
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// rotate body yaw for yaw received from mouse
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var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMouse, z: 0 } ));
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if (wantDebugging) {
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@ -82,5 +82,5 @@ MyAvatar.bodyPitch = 0;
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MyAvatar.bodyRoll = 0;
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// would be nice to change to update
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Script.willSendVisualDataCallback.connect(update);
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Script.update.connect(update);
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Script.scriptEnding.connect(scriptEnding);
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@ -12,7 +12,7 @@ var colorEdge = { r:255, g:250, b:175 };
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var frame = 0;
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var thisColor = color;
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function moveVoxel() {
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function moveVoxel(deltaTime) {
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frame++;
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if (frame % 3 == 0) {
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// Get a new position
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Voxels.setPacketsPerSecond(300);
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// Connect a call back that happens every frame
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Script.willSendVisualDataCallback.connect(moveVoxel);
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Script.update.connect(moveVoxel);
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@ -90,7 +90,7 @@ Controller.touchEndEvent.connect(touchEndEvent);
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function update() {
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function update(deltaTime) {
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// rotate body yaw for yaw received from multitouch rotate
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var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3( { x: 0, y: yawFromMultiTouch, z: 0 } ));
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if (wantDebugging) {
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MyAvatar.headPitch = newPitch;
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pitchFromMultiTouch = 0;
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}
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Script.willSendVisualDataCallback.connect(update);
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Script.update.connect(update);
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function scriptEnding() {
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@ -186,7 +186,7 @@ var toolAVisible = false;
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var count = 0;
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// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
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function update() {
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function update(deltaTime) {
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count++;
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// every second or so, toggle the visibility our our blinking tool
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@ -226,7 +226,7 @@ function update() {
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// update our 3D line to go from origin to our avatar's position
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Overlays.editOverlay(line3d, { end: MyAvatar.position } );
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}
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Script.willSendVisualDataCallback.connect(update);
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Script.update.connect(update);
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// The slider is handled in the mouse event callbacks.
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@ -13,7 +13,7 @@ for (t = 0; t < numberOfTriggers; t++) {
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triggerPulled[t] = false;
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}
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function checkController() {
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function checkController(deltaTime) {
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var numberOfTriggers = Controller.getNumberOfTriggers();
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var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
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var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
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@ -93,4 +93,4 @@ function checkController() {
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// register the call back so it fires before each data send
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Script.willSendVisualDataCallback.connect(checkController);
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Script.update.connect(checkController);
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@ -99,7 +99,7 @@ var properties = {
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var range = 1.0; // Distance around avatar where I can move
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// Create the actual bird
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var particleID = Particles.addParticle(properties);
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function moveBird() {
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function moveBird(deltaTime) {
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// check to see if we've been running long enough that our bird is dead
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var nowTimeInSeconds = new Date().getTime() / 1000;
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@ -194,4 +194,4 @@ function moveBird() {
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}
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// register the call back so it fires before each data send
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Script.willSendVisualDataCallback.connect(moveBird);
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Script.update.connect(moveBird);
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@ -47,7 +47,7 @@ var modelAParticleID = Particles.addParticle(modelPropertiesA);
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var modelBParticleID = Particles.addParticle(modelPropertiesB);
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var ballParticleID = Particles.addParticle(ballProperties);
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function endAfterAWhile() {
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function endAfterAWhile(deltaTime) {
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// stop it...
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if (count >= stopAfter) {
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print("calling Script.stop()");
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@ -60,5 +60,5 @@ function endAfterAWhile() {
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// register the call back so it fires before each data send
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Script.willSendVisualDataCallback.connect(endAfterAWhile);
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Script.update.connect(endAfterAWhile);
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@ -5,7 +5,7 @@
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// First, load the clap sound from a URL
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var clap = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/bushtit_1.raw");
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function maybePlaySound() {
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function maybePlaySound(deltaTime) {
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if (Math.random() < 0.01) {
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// Set the location and other info for the sound to play
|
||||
var options = new AudioInjectionOptions();
|
||||
|
@ -17,4 +17,4 @@ function maybePlaySound() {
|
|||
}
|
||||
|
||||
// Connect a call back that happens every frame
|
||||
Script.willSendVisualDataCallback.connect(maybePlaySound);
|
||||
Script.update.connect(maybePlaySound);
|
|
@ -122,7 +122,7 @@ var velocity;
|
|||
var hueAngle = 0;
|
||||
var smoothedOffset;
|
||||
|
||||
function step() {
|
||||
function step(deltaTime) {
|
||||
if (stateHistory.length === 0) {
|
||||
// start at a random position within the bounds, with a random velocity
|
||||
position = randomVector(BOUNDS_MIN, BOUNDS_MAX);
|
||||
|
@ -170,4 +170,4 @@ function step() {
|
|||
hueAngle = (hueAngle + 1) % MAX_HUE_ANGLE;
|
||||
}
|
||||
|
||||
Script.willSendVisualDataCallback.connect(step);
|
||||
Script.update.connect(step);
|
||||
|
|
|
@ -22,7 +22,7 @@ var particleA = Particles.addParticle(
|
|||
lifetime: (lengthOfRide * 60) + 1
|
||||
});
|
||||
|
||||
function rideWithParticle() {
|
||||
function rideWithParticle(deltaTime) {
|
||||
|
||||
if (iteration <= lengthOfRide) {
|
||||
|
||||
|
@ -46,5 +46,5 @@ function rideWithParticle() {
|
|||
|
||||
|
||||
// register the call back so it fires before each data send
|
||||
Script.willSendVisualDataCallback.connect(rideWithParticle);
|
||||
Script.update.connect(rideWithParticle);
|
||||
|
||||
|
|
|
@ -31,7 +31,7 @@ function init() {
|
|||
}
|
||||
}
|
||||
|
||||
function keepLooking() {
|
||||
function keepLooking(deltaTime) {
|
||||
//print("count =" + count);
|
||||
|
||||
if (count == 0) {
|
||||
|
@ -63,7 +63,7 @@ function scriptEnding() {
|
|||
}
|
||||
|
||||
// register the call back so it fires before each data send
|
||||
Script.willSendVisualDataCallback.connect(keepLooking);
|
||||
Script.update.connect(keepLooking);
|
||||
|
||||
// register our scriptEnding callback
|
||||
Script.scriptEnding.connect(scriptEnding);
|
||||
|
|
|
@ -207,7 +207,7 @@ function displayGameOver() {
|
|||
print("Game over...");
|
||||
}
|
||||
|
||||
function update() {
|
||||
function update(deltaTime) {
|
||||
if (!gameOver) {
|
||||
//print("updating space invaders... iteration="+iteration);
|
||||
iteration++;
|
||||
|
@ -257,7 +257,7 @@ function update() {
|
|||
}
|
||||
|
||||
// register the call back so it fires before each data send
|
||||
Script.willSendVisualDataCallback.connect(update);
|
||||
Script.update.connect(update);
|
||||
|
||||
function cleanupGame() {
|
||||
print("cleaning up game...");
|
||||
|
|
|
@ -208,7 +208,7 @@ function checkControllerSide(whichSide) {
|
|||
}
|
||||
|
||||
|
||||
function checkController() {
|
||||
function checkController(deltaTime) {
|
||||
var numberOfButtons = Controller.getNumberOfButtons();
|
||||
var numberOfTriggers = Controller.getNumberOfTriggers();
|
||||
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
|
||||
|
@ -226,4 +226,4 @@ function checkController() {
|
|||
|
||||
|
||||
// register the call back so it fires before each data send
|
||||
Script.willSendVisualDataCallback.connect(checkController);
|
||||
Script.update.connect(checkController);
|
||||
|
|
|
@ -73,7 +73,7 @@ var moved = true;
|
|||
var CHANCE_OF_MOVING = 0.05;
|
||||
var CHANCE_OF_TWEETING = 0.05;
|
||||
|
||||
function moveBird() {
|
||||
function moveBird(deltaTime) {
|
||||
frame++;
|
||||
if (frame % 3 == 0) {
|
||||
// Tweeting behavior
|
||||
|
@ -130,4 +130,4 @@ function moveBird() {
|
|||
|
||||
Voxels.setPacketsPerSecond(10000);
|
||||
// Connect a call back that happens every frame
|
||||
Script.willSendVisualDataCallback.connect(moveBird);
|
||||
Script.update.connect(moveBird);
|
|
@ -70,14 +70,13 @@ function clamp(valueToClamp, minValue, maxValue) {
|
|||
return Math.max(minValue, Math.min(maxValue, valueToClamp));
|
||||
}
|
||||
|
||||
function produceCollisionSound(palm, voxelDetail) {
|
||||
function produceCollisionSound(deltaTime, palm, voxelDetail) {
|
||||
// Collision between finger and a voxel plays sound
|
||||
|
||||
var palmVelocity = Controller.getSpatialControlVelocity(palm * 2);
|
||||
var speed = Vec3.length(palmVelocity);
|
||||
var fingerTipPosition = Controller.getSpatialControlPosition(palm * 2 + 1);
|
||||
|
||||
var deltaTime = 1/60; //close enough
|
||||
var LOWEST_FREQUENCY = 100.0;
|
||||
var HERTZ_PER_RGB = 3.0;
|
||||
var DECAY_PER_SAMPLE = 0.0005;
|
||||
|
@ -97,9 +96,7 @@ function produceCollisionSound(palm, voxelDetail) {
|
|||
Audio.startDrumSound(volume, frequency, DURATION_MAX, DECAY_PER_SAMPLE, audioOptions);
|
||||
}
|
||||
|
||||
function update() {
|
||||
var deltaTime = 1/60; //close enough
|
||||
|
||||
function update(deltaTime) {
|
||||
// Voxel Drumming with fingertips if enabled
|
||||
if (Menu.isOptionChecked("Voxel Drumming")) {
|
||||
|
||||
|
@ -111,7 +108,7 @@ function update() {
|
|||
if (!isColliding[palm]) {
|
||||
// Collision has just started
|
||||
isColliding[palm] = true;
|
||||
produceCollisionSound(palm, voxel);
|
||||
produceCollisionSound(deltaTime, palm, voxel);
|
||||
|
||||
// Set highlight voxel
|
||||
Overlays.editOverlay(highlightVoxel,
|
||||
|
@ -156,7 +153,7 @@ function update() {
|
|||
} // palm loop
|
||||
} // menu item check
|
||||
}
|
||||
Script.willSendVisualDataCallback.connect(update);
|
||||
Script.update.connect(update);
|
||||
|
||||
function scriptEnding() {
|
||||
Overlays.deleteOverlay(highlightVoxel);
|
||||
|
|
|
@ -11,6 +11,8 @@
|
|||
|
||||
#include <glm/gtx/vector_angle.hpp>
|
||||
|
||||
#include <QDebug>
|
||||
|
||||
#include <OctreeConstants.h>
|
||||
#include <SharedUtil.h>
|
||||
#include "Quat.h"
|
||||
|
@ -56,3 +58,7 @@ glm::quat Quat::mix(const glm::quat& q1, const glm::quat& q2, float alpha) {
|
|||
return safeMix(q1, q2, alpha);
|
||||
}
|
||||
|
||||
void Quat::print(const QString& lable, const glm::quat& q) {
|
||||
qDebug() << qPrintable(lable) << q.x << "," << q.y << "," << q.z << "," << q.w;
|
||||
}
|
||||
|
||||
|
|
|
@ -13,7 +13,9 @@
|
|||
#define __hifi__Quat__
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <QtCore/QObject>
|
||||
|
||||
#include <QObject>
|
||||
#include <QString>
|
||||
|
||||
/// Scriptable interface a Quaternion helper class object. Used exclusively in the JavaScript API
|
||||
class Quat : public QObject {
|
||||
|
@ -30,6 +32,7 @@ public slots:
|
|||
glm::vec3 safeEulerAngles(const glm::quat& orientation);
|
||||
glm::quat angleAxis(float angle, const glm::vec3& v);
|
||||
glm::quat mix(const glm::quat& q1, const glm::quat& q2, float alpha);
|
||||
void print(const QString& lable, const glm::quat& q);
|
||||
};
|
||||
|
||||
#endif /* defined(__hifi__Quat__) */
|
||||
|
|
|
@ -215,6 +215,8 @@ void ScriptEngine::run() {
|
|||
int thisFrame = 0;
|
||||
|
||||
NodeList* nodeList = NodeList::getInstance();
|
||||
|
||||
qint64 lastUpdate = usecTimestampNow();
|
||||
|
||||
while (!_isFinished) {
|
||||
int usecToSleep = usecTimestamp(&startTime) + (thisFrame++ * VISUAL_DATA_CALLBACK_USECS) - usecTimestampNow();
|
||||
|
@ -259,7 +261,10 @@ void ScriptEngine::run() {
|
|||
nodeList->broadcastToNodes(avatarPacket, NodeSet() << NodeType::AvatarMixer);
|
||||
}
|
||||
|
||||
emit willSendVisualDataCallback();
|
||||
qint64 now = usecTimestampNow();
|
||||
float deltaTime = (float)(now - lastUpdate)/(float)USECS_PER_SECOND;
|
||||
emit update(deltaTime);
|
||||
lastUpdate = now;
|
||||
|
||||
if (_engine.hasUncaughtException()) {
|
||||
int line = _engine.uncaughtExceptionLineNumber();
|
||||
|
|
|
@ -71,8 +71,7 @@ public slots:
|
|||
void clearTimeout(QObject* timer) { stopTimer(reinterpret_cast<QTimer*>(timer)); }
|
||||
|
||||
signals:
|
||||
void willSendAudioDataCallback();
|
||||
void willSendVisualDataCallback();
|
||||
void update(float deltaTime);
|
||||
void scriptEnding();
|
||||
void finished(const QString& fileNameString);
|
||||
void cleanupMenuItem(const QString& menuItemString);
|
||||
|
|
|
@ -9,10 +9,12 @@
|
|||
//
|
||||
//
|
||||
|
||||
#include <QDebug>
|
||||
|
||||
#include "Vec3.h"
|
||||
|
||||
glm::vec3 Vec3::multiply(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return v1 * v2;
|
||||
glm::vec3 Vec3::cross(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return glm::cross(v1,v2);
|
||||
}
|
||||
|
||||
glm::vec3 Vec3::multiply(const glm::vec3& v1, float f) {
|
||||
|
@ -29,6 +31,15 @@ glm::vec3 Vec3::sum(const glm::vec3& v1, const glm::vec3& v2) {
|
|||
glm::vec3 Vec3::subtract(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return v1 - v2;
|
||||
}
|
||||
|
||||
float Vec3::length(const glm::vec3& v) {
|
||||
return glm::length(v);
|
||||
}
|
||||
|
||||
glm::vec3 Vec3::normalize(const glm::vec3& v) {
|
||||
return glm::normalize(v);
|
||||
}
|
||||
|
||||
void Vec3::print(const QString& lable, const glm::vec3& v) {
|
||||
qDebug() << qPrintable(lable) << v.x << "," << v.y << "," << v.z;
|
||||
}
|
||||
|
|
|
@ -14,19 +14,23 @@
|
|||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <QtCore/QObject>
|
||||
|
||||
#include <QObject>
|
||||
#include <QString>
|
||||
|
||||
/// Scriptable interface a Vec3ernion helper class object. Used exclusively in the JavaScript API
|
||||
class Vec3 : public QObject {
|
||||
Q_OBJECT
|
||||
|
||||
public slots:
|
||||
glm::vec3 multiply(const glm::vec3& v1, const glm::vec3& v2);
|
||||
glm::vec3 cross(const glm::vec3& v1, const glm::vec3& v2);
|
||||
glm::vec3 multiply(const glm::vec3& v1, float f);
|
||||
glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v);
|
||||
glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2);
|
||||
glm::vec3 subtract(const glm::vec3& v1, const glm::vec3& v2);
|
||||
float length(const glm::vec3& v);
|
||||
glm::vec3 normalize(const glm::vec3& v);
|
||||
void print(const QString& lable, const glm::vec3& v);
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue