end of day

This commit is contained in:
James B. Pollack 2015-10-27 18:26:12 -07:00
parent 37778286da
commit 8b78278a79

View file

@ -11,16 +11,20 @@
//
// TODO:
// make it so you can shoot without blocking your view with your hand
// notching system
// [x] make it so you can shoot without blocking your view with your hand
// [x] notching system
// make arrows more visible
// make arrow rotate toward ground as it flies
// different model? compound bow will look better in the HMD, and be easier to aim. http://www.turbosquid.com/3d-models/3d-model-bow-arrow/773106
// [x] different model? compound bow will look better in the HMD, and be easier to aim. http://www.turbosquid.com/3d-models/3d-model-bow-arrow/773106
// add noise when you release arrow -> add the sound to the arrow and keep it with position so you hear it whizz by
// add noise when you draw string
// re-enable arrows sticking when they hit
// prepare for haptics
// from chat w/ ryan
// 5 arrows on table
// pick up arrow entity
// notch it
(function() {
var ZERO_VEC = {
@ -163,7 +167,11 @@
}
this.isGrabbed = true;
this.initialHand = this.hand;
this.createReloadDetector();
if (this.useNotching === true) {
this.createReloadDetector();
}
Entities.editEntity(this.entityID, {
userData: JSON.stringify({
@ -178,31 +186,31 @@
continueNearGrab: function() {
this.bowProperties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
if (this.notchDetector === null) {
this.createNotchDetector();
}
this.updateNotchDetectorPosition();
this.updateReloadDetectorPosition();
this.checkStringHand();
if (this.useNotching === true) {
this.checkArrowHand();
if (this.notchDetector === null) {
this.createNotchDetector();
}
if (this.hasArrowLoaded === false) {
this.updateArrowPositionPreNotch();
this.updateNotchDetectorPosition();
this.updateReloadDetectorPosition();
this.checkArrowHand();
if (this.hasArrowLoaded === true && this.hasArrowNotched === false) {
updateArrowPositionPreNotch();
}
if (this.hasArrowLoaded === true) {
this.updateNotchDetectorPosition();
}
if (this.hasArrowNotched === true) {
//only test for strings now that an arrow is notched
// this.checkStringHand();
// this.checkStringHand();
//should probably draw a string straight across the bow until its notched
}
}
@ -287,7 +295,6 @@
position: this.topStringPosition
});
},
drawStrings: function() {
@ -318,6 +325,14 @@
},
getLocalLineVectors: function() {
var topVector = Vec3.subtract(this.stringData.handPosition, this.topStringPosition);
var bottomVector = Vec3.subtract(this.stringData.handPosition, this.bottomStringPosition);
return [topVector, bottomVector];
},
createPreNotchString: function() {
var stringProperties = {
type: 'Line',
@ -332,6 +347,10 @@
this.updateStringPositions();
var downVector = Vec3.multiply(-1, Quat.getUp(this.bowProperties.rotation));
var downOffset = Vec3.multiply(downVector, BOTTOM_NOTCH_OFFSET * 2);
Entities.editEntity(this.preNotchString, {
linePoints: [{
x: 0,
@ -341,7 +360,7 @@
x: 0,
y: 0,
z: 0
}, BOTTOM_NOTCH_OFFSET * 2)],
}, downOffset)],
lineWidth: 5,
color: this.stringData.currentColor
});
@ -374,13 +393,41 @@
var reloadDetectorPosition = Entities.getEntityProperties(this.reloadDetector, "position");
var fromArrowHandToReloadDetector = Vec3.subtract(arrowHandPosition, reloadDetectorPosition);
var distance = Vec3.length(fromArrowHandToReloadDetector);
print('fromArrowHandToReloadDetector distance :: '+distance);
print('fromArrowHandToReloadDetector distance :: ' + distance);
if (fromArrowHandToReloadDetector < RELOAD_DETECTOR_DISTANCE) {
print('ARROW LOADED');
this.hasArrowLoaded = true;
if (this.hasArrowLoaded === false) {
this.hasArrowLoaded = true;
this.loadArrow()
}
}
},
loadArrow: function() {
var arrowProperties = {
name: 'Hifi-Arrow',
type: 'Model',
shapeType: 'box',
modelURL: ARROW_MODEL_URL,
dimensions: ARROW_DIMENSIONS,
position: this.getArrowHandPosition(),
rotation: this.getArrowHandRotation(),
collisionsWillMove: false,
ignoreForCollisions: true,
gravity: ARROW_GRAVITY,
// script: ARROW_SCRIPT_URL,
lifetime: 40,
userData: JSON.stringify({
grabbableKey: {
grabbable: false,
}
})
};
this.arrow = Entities.addEntity(arrowProperties);
},
testForHandInNotchDetector: function() {
var arrowHandPosition = this.getArrowHandPosition();
var notchDetectorPosition = Entities.getEntityProperties(this.notchDetector, "position");
@ -388,11 +435,19 @@
var distance = Vec3.length(fromArrowHandToNotchDetector);
if (distance < NOTCH_DETECTOR_DISTANCE) {
print('ARROW NOTCHED');
this.hasArrowNotched = true;
this.notchArrow();
if (this.hasArrowNotched === false) {
this.hasArrowNotched = true;
this.notchArrow();
}
}
},
notchArrow: function() {
//put the arrow in the notch
},
checkStringHand: function() {
//invert the hands because our string will be held with the opposite hand of the first one we pick up the bow with
if (this.initialHand === 'left') {
@ -592,12 +647,6 @@
},
getLocalLineVectors: function() {
var topVector = Vec3.subtract(this.stringData.handPosition, this.topStringPosition);
var bottomVector = Vec3.subtract(this.stringData.handPosition, this.bottomStringPosition);
return [topVector, bottomVector];
},
scaleArrowShotStrength: function(value, min1, max1, min2, max2) {
return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
},