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converting existing JS scripts to use new damping
Old formula the scripts were using: v *= damping So a value of 0.999 was "little damping" and a value of 0.001 was "very strong damping", but now that is reversed. New formula: v *= (1 j- damping)^dt A damping value of 0.001 now means "very little damping" and a value of 0.999 means "very strong damping".
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3b7770f405
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7 changed files with 11 additions and 11 deletions
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@ -79,7 +79,7 @@ function addButterfly() {
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rotation: Quat.fromPitchYawRollDegrees(-80 + Math.random() * 20, Math.random() * 360.0, 0.0),
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velocity: { x: 0, y: 0, z: 0 },
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gravity: { x: 0, y: GRAVITY, z: 0 },
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damping: 0.9999,
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damping: 0.00001,
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dimensions: dimensions,
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color: color,
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animationURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/models/content/butterfly/butterfly.fbx",
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@ -138,4 +138,4 @@ Script.scriptEnding.connect(function() {
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for (var i = 0; i < numButterflies; i++) {
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Entities.deleteEntity(butterflies[i]);
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}
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});
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});
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@ -11,7 +11,7 @@
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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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var damping = 0.9;
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var damping = 0.001;
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var yaw = 0.0;
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var pitch = 0.0;
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var roll = 0.0;
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@ -208,7 +208,7 @@ function checkControllerSide(hand) {
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gravity: { x: 0, y: 0, z: 0},
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inHand: true,
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dimensions: { x: FRISBEE_RADIUS, y: FRISBEE_RADIUS / 5, z: FRISBEE_RADIUS },
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damping: 0.999,
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damping: 0.00001,
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modelURL: modelUrl,
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modelScale: FRISBEE_MODEL_SCALE,
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modelRotation: hand.holdRotation(),
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@ -235,7 +235,7 @@ function checkControllerSide(hand) {
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gravity: { x: 0, y: 0, z: 0},
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inHand: true,
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dimensions: { x: FRISBEE_RADIUS, y: FRISBEE_RADIUS / 5, z: FRISBEE_RADIUS },
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damping: 0.999,
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damping: 0.00001,
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modelURL: frisbeeURL(),
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modelScale: FRISBEE_MODEL_SCALE,
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modelRotation: hand.holdRotation(),
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@ -444,4 +444,4 @@ Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
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Menu.menuItemEvent.connect(menuItemEvent);
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Script.scriptEnding.connect(scriptEnding);
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Script.update.connect(checkController);
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Script.update.connect(controlFrisbees);
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Script.update.connect(controlFrisbees);
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@ -145,7 +145,7 @@ function shootTarget() {
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velocity: velocity,
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gravity: { x: 0, y: TARGET_GRAVITY, z: 0 },
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lifetime: 1000.0,
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damping: 0.99 });
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damping: 0.0001 });
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// Record start time
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shotTime = new Date();
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@ -144,7 +144,7 @@ function shootTarget() {
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velocity: velocity,
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gravity: { x: 0, y: TARGET_GRAVITY, z: 0 },
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lifetime: TARGET_LIFETIME,
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damping: 0.99 });
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damping: 0.0001 });
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// Record start time
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shotTime = new Date();
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@ -137,7 +137,7 @@ function checkControllerSide(whichSide) {
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gravity: { x: 0, y: 0, z: 0},
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inHand: true,
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radius: { x: BALL_RADIUS * 2, y: BALL_RADIUS * 2, z: BALL_RADIUS * 2 },
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damping: 0.999,
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damping: 0.00001,
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color: HELD_COLOR,
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lifetime: 600 // 10 seconds - same as default, not needed but here as an example
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@ -12,7 +12,7 @@ var properties = {
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velocity: { x: 0, y: 0, z: 0},
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gravity: { x: 0, y: -0.05, z: 0},
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radius: radius,
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damping: 0.999,
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damping: 0.00001,
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color: { red: 200, green: 0, blue: 0 },
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lifetime: 60
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};
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@ -22,4 +22,4 @@ position.x -= radius * 1.0;
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properties.position = position;
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var newEntityTwo = Entities.addEntity(properties);
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Script.stop(); // no need to run anymore
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Script.stop(); // no need to run anymore
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