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132 lines
4.5 KiB
JavaScript
132 lines
4.5 KiB
JavaScript
//
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// golfClub.js
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//
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// Created by Philip Rosedale on April 11, 2016.
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// Copyright 2015 High Fidelity, Inc.
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//
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// A simple golf club. If you have equipped it, and pull trigger, it will either make
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// you a new golf ball, or take you to your ball if one is not made.
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(function () {
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var ball = null;
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var collisionSoundURL = Script.getExternalPath(Script.ExternalPaths.Assets, "sounds/Collisions-ballhitsandcatches/billiards/collision1.wav");
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var triggerState = false;
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var BALL_GRAVITY = -9.8;
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var BALL_START_VELOCITY = 0.1;
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var BALL_MAX_RANGE = 10;
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var BALL_DROP_DISTANCE = 0.6;
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var BALL_DIAMETER = 0.07;
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var BALL_LIFETIME = 3600;
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var MAX_BRAKING_SPEED = 0.2;
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var BALL_BRAKING_RATE = 0.5;
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var TRIGGER_CONTROLS = [
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Controller.Standard.LT,
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Controller.Standard.RT,
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];
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function triggerPulled(hand) {
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// Return true if the trigger has just been pulled
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var triggerValue = Controller.getValue(TRIGGER_CONTROLS[hand]);
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var oldTriggerState = triggerState;
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var TRIGGER_PULL_THRESHOLD = 0.5;
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var TRIGGER_RELEASE_THRESHOLD = 0.4;
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if (triggerValue > TRIGGER_PULL_THRESHOLD) {
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triggerState = true;
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} else if (triggerValue < TRIGGER_RELEASE_THRESHOLD) {
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triggerState = false;
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}
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return (triggerState && (oldTriggerState != triggerState));
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}
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function ballPosition(ball) {
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// return the position of this entity
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var properties = Entities.getEntityProperties(ball, ['position']);
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if (!properties) {
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return null;
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} else {
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return properties.position;
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}
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}
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function gotoPointOnGround(position, away) {
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// Position yourself facing in the direction you were originally facing, but with a
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// point on the ground *away* meters from *position* and in front of you.
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var offset = Quat.getFront(MyAvatar.orientation);
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offset.y = 0.0;
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offset = Vec3.multiply(-away, Vec3.normalize(offset));
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var newAvatarPosition = Vec3.sum(position, offset);
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// Assuming position is on ground, put me distance from eyes to hips higher, plus a 50% adjust for longer legs.
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// TODO: Need avatar callback for exact foot-to-hips height.
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var halfHeight = avatarHalfHeight();
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print("Height = " + halfHeight);
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newAvatarPosition.y += (halfHeight * 1.5);
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MyAvatar.position = newAvatarPosition;
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}
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function inFrontOfMe() {
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return Vec3.sum(MyAvatar.position, Vec3.multiply(BALL_DROP_DISTANCE, Quat.getFront(MyAvatar.orientation)));
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}
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function avatarHalfHeight() {
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return MyAvatar.getDefaultEyePosition().y - MyAvatar.position.y;
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}
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function brakeBall(ball) {
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// Check the ball's velocity and slow it down if beyond a threshold
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var properties = Entities.getEntityProperties(ball, ['velocity']);
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if (properties) {
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var velocity = Vec3.length(properties.velocity);
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if ((velocity > 0) && (velocity < MAX_BRAKING_SPEED)) {
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Entities.editEntity(ball, { velocity: Vec3.multiply(BALL_BRAKING_RATE, properties.velocity) });
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}
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}
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}
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function makeBall(position) {
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// Create a new sphere entity
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ball = Entities.addEntity({
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type: "Sphere",
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position: position,
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color: { red: 255, green: 255, blue: 255 },
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dimensions: { x: BALL_DIAMETER, y: BALL_DIAMETER, z: BALL_DIAMETER },
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gravity: { x: 0, y: BALL_GRAVITY, z: 0 },
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velocity: { x: 0, y: BALL_START_VELOCITY, z: 0 },
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friction: 0.5,
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restitution: 0.5,
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shapeType: "sphere",
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dynamic: true,
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lifetime: BALL_LIFETIME,
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collisionSoundURL: collisionSoundURL
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});
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}
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function checkClub(params) {
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var hand = params[0] == "left" ? 0 : 1;
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var makeNewBall = false;
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if (triggerPulled(hand)) {
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// If trigger just pulled, either drop new ball or go to existing one
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var position = ballPosition(ball);
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if (position && (Vec3.distance(MyAvatar.position, position) < BALL_MAX_RANGE)) {
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gotoPointOnGround(position, BALL_DROP_DISTANCE);
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} else {
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Entities.deleteEntity(ball);
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makeBall(inFrontOfMe());
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}
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}
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brakeBall(ball);
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}
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this.continueEquip = function(id, params) {
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// While holding the club, continuously check for trigger pull and brake ball if moving.
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checkClub(params);
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}
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});
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