Remove 'debugSelfie.js'; Change 'HMD' to 'VR headset'

This commit is contained in:
Zach Fox 2017-06-06 14:59:26 -07:00
parent b50cf6cee6
commit 383ef542a1
2 changed files with 1 additions and 71 deletions

View file

@ -99,7 +99,7 @@ Rectangle {
// "Spectator" app description text
RalewayLight {
id: spectatorDescriptionText;
text: "Spectator lets you change what your monitor displays while you're using an HMD. Use Spectator when streaming and recording video.";
text: "Spectator lets you change what your monitor displays while you're using a VR headset. Use Spectator when streaming and recording video.";
// Text size
size: 14;
// Size

View file

@ -1,70 +0,0 @@
function inFrontOf(distance, position, orientation) {
return Vec3.sum(position || MyAvatar.position,
Vec3.multiply(distance, Quat.getForward(orientation || MyAvatar.orientation)));
}
var aroundY = Quat.fromPitchYawRollDegrees(0, 180, 0);
function flip(rotation) { return Quat.multiply(rotation, aroundY); }
// Specifying the following userData makes the camera near-grabbable in HMD.
// We really want it to also be far-grabbable and mouse-grabbable,
// but that requires dynamic:1, but alas that causes the camera to drift
// when let go. Maybe we'll restore the old "zero velocity on release" code
// to (handController)grab.js, and also make the camera collisionless?
var isDynamic = false;
var viewFinderOverlay, camera = Entities.addEntity({
type: 'Box',
dimensions: {x: 0.4, y: 0.2, z: 0.4},
userData: '{"grabbableKey":{"grabbable":true}}',
dynamic: isDynamic ? 1 : 0,
color: {red: 255, green: 0, blue: 0},
name: 'SpectatorCamera'
}); // FIXME: avatar entity so that you don't need rez rights.
var config = Render.getConfig("SelfieFrame");
var config2 = Render.getConfig("BeginSelfie");
function updateRenderFromCamera() {
var cameraData = Entities.getEntityProperties(camera, ['position', 'rotation']);
// FIXME: don't muck with config if properties haven't changed.
config2.position = cameraData.position;
config2.orientation = cameraData.rotation;
// BUG: image3d overlays don't retain their locations properly when parented to a dynamic object
if (isDynamic) {
Overlays.editOverlay(viewFinderOverlay, { orientation: flip(cameraData.rotation) });
}
}
Script.setTimeout(function () { // delay for a bit in case this script is running at startup
// Set the special texture size based on the window in which it will eventually be displayed.
var size = Controller.getViewportDimensions();
config.resetSize(size.x, size.y);
Script.update.connect(updateRenderFromCamera);
config.enabled = config2.enabled = true;
Script.setTimeout(function () { // FIXME: do we need this delay? why?
var cameraRotation = MyAvatar.orientation, cameraPosition = inFrontOf(2);
// Put the camera in front of me so that I can find it.
Entities.editEntity(camera, {
position: cameraPosition,
rotation: cameraRotation
});
// Put an image3d overlay on the near face, as a viewFinder.
viewFinderOverlay = Overlays.addOverlay("image3d", {
url: "http://selfieFrame",
//url: "http://1.bp.blogspot.com/-1GABEq__054/T03B00j_OII/AAAAAAAAAa8/jo55LcvEPHI/s1600/Winning.jpg",
parentID: camera,
alpha: 1,
position: inFrontOf(-0.25, cameraPosition, cameraRotation),
// FIXME: We shouldn't need the flip and the negative scale.
// e.g., This isn't necessary using an ordinary .jpg with lettering, above.
// Must be something about the view frustum projection matrix?
// But don't go changing that in (c++ code) without getting all the way to a desktop display!
orientation: flip(cameraRotation),
scale: -0.35,
});
}, 500);
}, 1000);
Script.scriptEnding.connect(function () {
config.enabled = config2.enabled = false;
Script.update.disconnect(updateRenderFromCamera);
Overlays.deleteOverlay(viewFinderOverlay);
Entities.deleteEntity(camera);
})