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cleanup
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parent
5f3e3ed9d1
commit
12e2178dd3
1 changed files with 10 additions and 12 deletions
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@ -12,7 +12,7 @@
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/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
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/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
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(function () {
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(function() {
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Script.include("../../libraries/utils.js");
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Script.include("../../libraries/utils.js");
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@ -58,23 +58,23 @@
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BubbleWand.prototype = {
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BubbleWand.prototype = {
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timePassed: null,
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timePassed: null,
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currentBubble: null,
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currentBubble: null,
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preload: function (entityID) {
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preload: function(entityID) {
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this.entityID = entityID;
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this.entityID = entityID;
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},
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},
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getWandTipPosition: function (properties) {
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getWandTipPosition: function(properties) {
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//the tip of the wand is going to be in a different place than the center, so we move in space relative to the model to find that position
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//the tip of the wand is going to be in a different place than the center, so we move in space relative to the model to find that position
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var upVector = Quat.getUp(properties.rotation);
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var upVector = Quat.getUp(properties.rotation);
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var upOffset = Vec3.multiply(upVector, WAND_TIP_OFFSET);
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var upOffset = Vec3.multiply(upVector, WAND_TIP_OFFSET);
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var wandTipPosition = Vec3.sum(properties.position, upOffset);
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var wandTipPosition = Vec3.sum(properties.position, upOffset);
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return wandTipPosition;
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return wandTipPosition;
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},
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},
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addCollisionsToBubbleAfterCreation: function (bubble) {
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addCollisionsToBubbleAfterCreation: function(bubble) {
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//if the bubble collide immediately, we get weird effects. so we add collisions after release
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//if the bubble collide immediately, we get weird effects. so we add collisions after release
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Entities.editEntity(bubble, {
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Entities.editEntity(bubble, {
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collisionsWillMove: true
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collisionsWillMove: true
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});
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});
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},
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},
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randomizeBubbleGravity: function () {
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randomizeBubbleGravity: function() {
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//change up the gravity a little bit for variation in floating effects
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//change up the gravity a little bit for variation in floating effects
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var randomNumber = randFloat(BUBBLE_GRAVITY_MIN, BUBBLE_GRAVITY_MAX);
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var randomNumber = randFloat(BUBBLE_GRAVITY_MIN, BUBBLE_GRAVITY_MAX);
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var gravity = {
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var gravity = {
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@ -84,7 +84,7 @@
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};
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};
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return gravity;
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return gravity;
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},
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},
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growBubbleWithWandVelocity: function (properties, deltaTime) {
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growBubbleWithWandVelocity: function(properties, deltaTime) {
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//get the wand and tip position for calculations
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//get the wand and tip position for calculations
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var wandPosition = properties.position;
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var wandPosition = properties.position;
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this.getWandTipPosition(properties);
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this.getWandTipPosition(properties);
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@ -113,7 +113,6 @@
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Entities.editEntity(this.currentBubble, {
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Entities.editEntity(this.currentBubble, {
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velocity: velocity,
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velocity: velocity,
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lifetime: lifetime,
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lifetime: lifetime,
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ignoreForCollisions:false,
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gravity: this.randomizeBubbleGravity()
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gravity: this.randomizeBubbleGravity()
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});
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});
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@ -146,7 +145,7 @@
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dimensions: dimensions
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dimensions: dimensions
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});
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});
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},
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},
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createBubbleAtTipOfWand: function () {
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createBubbleAtTipOfWand: function() {
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//create a new bubble at the tip of the wand
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//create a new bubble at the tip of the wand
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var properties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
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var properties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
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});
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});
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},
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},
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startNearGrab: function () {
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startNearGrab: function() {
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//create a bubble to grow at the start of the grab
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//create a bubble to grow at the start of the grab
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if (this.currentBubble === null) {
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if (this.currentBubble === null) {
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this.createBubbleAtTipOfWand();
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this.createBubbleAtTipOfWand();
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}
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}
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},
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},
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continueNearGrab: function () {
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continueNearGrab: function() {
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var deltaTime = checkInterval();
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var deltaTime = checkInterval();
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//only get the properties that we need
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//only get the properties that we need
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var properties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
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var properties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
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var wandTipPosition = this.getWandTipPosition(properties);
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var wandTipPosition = this.getWandTipPosition(properties);
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//update the bubble to stay with the wand tip
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//update the bubble to stay with the wand tip
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@ -190,7 +188,7 @@
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this.growBubbleWithWandVelocity(properties, deltaTime);
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this.growBubbleWithWandVelocity(properties, deltaTime);
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},
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},
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releaseGrab: function () {
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releaseGrab: function() {
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//delete the current buble and reset state when the wand is released
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//delete the current buble and reset state when the wand is released
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Entities.deleteEntity(this.currentBubble);
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Entities.deleteEntity(this.currentBubble);
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this.currentBubble = null;
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this.currentBubble = null;
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