remove whitespace and fix formatting

This commit is contained in:
Andrew Meadows 2016-04-26 11:24:38 -07:00
parent e436c355a1
commit e87b06657c
8 changed files with 139 additions and 72 deletions

View file

@ -11,44 +11,51 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function () {
(function() {
var rawProgress = 100, // % raw value.
displayProgress = 100, // % smoothed value to display.
DISPLAY_PROGRESS_MINOR_MAXIMUM = 8, // % displayed progress bar goes up to while 0% raw progress.
DISPLAY_PROGRESS_MINOR_INCREMENT = 0.1, // % amount to increment display value each update when 0% raw progress.
DISPLAY_PROGRESS_MAJOR_INCREMENT = 5, // % maximum amount to increment display value when >0% raw progress.
var rawProgress = 100, // % raw value.
displayProgress = 100, // % smoothed value to display.
DISPLAY_PROGRESS_MINOR_MAXIMUM = 8, // % displayed progress bar goes up to while 0% raw progress.
DISPLAY_PROGRESS_MINOR_INCREMENT = 0.1, // % amount to increment display value each update when 0% raw progress.
DISPLAY_PROGRESS_MAJOR_INCREMENT = 5, // % maximum amount to increment display value when >0% raw progress.
alpha = 0.0,
alphaDelta = 0.0, // > 0 if fading in; < 0 if fading out.
alphaDelta = 0.0, // > 0 if fading in; < 0 if fading out.
ALPHA_DELTA_IN = 0.15,
ALPHA_DELTA_OUT = -0.02,
fadeTimer = null,
FADE_INTERVAL = 30, // ms between changes in alpha.
FADE_INTERVAL = 30, // ms between changes in alpha.
fadeWaitTimer = null,
FADE_OUT_WAIT = 1000, // Wait before starting to fade out after progress 100%.
FADE_OUT_WAIT = 1000, // Wait before starting to fade out after progress 100%.
visible = false,
BAR_WIDTH = 480, // Dimension of SVG in pixels of visible portion (half) of the bar.
BAR_WIDTH = 480, // Dimension of SVG in pixels of visible portion (half) of the bar.
BAR_HEIGHT = 30,
BAR_URL = "http://hifi-public.s3.amazonaws.com/images/progress-bar.svg",
BAR_URL = Script.resolvePath("assets/images/progress-bar.svg"),
BACKGROUND_WIDTH = 540,
BACKGROUND_HEIGHT = 90,
BACKGROUND_URL = "http://hifi-public.s3.amazonaws.com/images/progress-bar-background.svg",
BACKGROUND_URL = Script.resolvePath("assets/images/progress-bar-background.svg"),
isOnHMD = false,
windowWidth = 0,
windowHeight = 0,
background2D = {},
bar2D = {},
SCALE_2D = 0.35, // Scale the SVGs for 2D display.
SCALE_2D = 0.35, // Scale the SVGs for 2D display.
background3D = {},
bar3D = {},
PROGRESS_3D_DIRECTION = 0.0, // Degrees from avatar orientation.
PROGRESS_3D_DISTANCE = 0.602, // Horizontal distance from avatar position.
PROGRESS_3D_ELEVATION = -0.8, // Height of top middle of top notification relative to avatar eyes.
PROGRESS_3D_YAW = 0.0, // Degrees relative to notifications direction.
PROGRESS_3D_PITCH = -60.0, // Degrees from vertical.
SCALE_3D = 0.0011, // Scale the bar SVG for 3D display.
BACKGROUND_3D_SIZE = { x: 0.76, y: 0.08 }, // Match up with the 3D background with those of notifications.js notices.
BACKGROUND_3D_COLOR = { red: 2, green: 2, blue: 2 },
PROGRESS_3D_DIRECTION = 0.0, // Degrees from avatar orientation.
PROGRESS_3D_DISTANCE = 0.602, // Horizontal distance from avatar position.
PROGRESS_3D_ELEVATION = -0.8, // Height of top middle of top notification relative to avatar eyes.
PROGRESS_3D_YAW = 0.0, // Degrees relative to notifications direction.
PROGRESS_3D_PITCH = -60.0, // Degrees from vertical.
SCALE_3D = 0.0011, // Scale the bar SVG for 3D display.
BACKGROUND_3D_SIZE = {
x: 0.76,
y: 0.08
}, // Match up with the 3D background with those of notifications.js notices.
BACKGROUND_3D_COLOR = {
red: 2,
green: 2,
blue: 2
},
BACKGROUND_3D_ALPHA = 0.7;
function fade() {
@ -63,12 +70,12 @@
alpha = 1;
}
if (alpha === 0 || alpha === 1) { // Finished fading in or out
if (alpha === 0 || alpha === 1) { // Finished fading in or out
alphaDelta = 0;
Script.clearInterval(fadeTimer);
}
if (alpha === 0) { // Finished fading out
if (alpha === 0) { // Finished fading out
visible = false;
}
@ -118,7 +125,12 @@
});
bar3D.overlay = Overlays.addOverlay("image3d", {
url: BAR_URL,
subImage: { x: BAR_WIDTH, y: 0, width: BAR_WIDTH, height: BAR_HEIGHT },
subImage: {
x: BAR_WIDTH,
y: 0,
width: BAR_WIDTH,
height: BAR_HEIGHT
},
scale: SCALE_3D * BAR_WIDTH,
isFacingAvatar: false,
visible: false,
@ -137,7 +149,12 @@
});
bar2D.overlay = Overlays.addOverlay("image", {
imageURL: BAR_URL,
subImage: { x: BAR_WIDTH, y: 0, width: BAR_WIDTH, height: BAR_HEIGHT },
subImage: {
x: BAR_WIDTH,
y: 0,
width: BAR_WIDTH,
height: BAR_HEIGHT
},
width: bar2D.width,
height: bar2D.height,
visible: false,
@ -169,36 +186,36 @@
displayProgress = rawProgress;
} else if (rawProgress > displayProgress) {
displayProgress = Math.min(rawProgress, displayProgress + DISPLAY_PROGRESS_MAJOR_INCREMENT);
} // else (rawProgress === displayProgress); do nothing.
} // else (rawProgress === displayProgress); do nothing.
// Update state
if (!visible) { // Not visible because no recent downloads
if (displayProgress < 100) { // Have started downloading so fade in
if (!visible) { // Not visible because no recent downloads
if (displayProgress < 100) { // Have started downloading so fade in
visible = true;
alphaDelta = ALPHA_DELTA_IN;
fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
}
} else if (alphaDelta !== 0.0) { // Fading in or out
} else if (alphaDelta !== 0.0) { // Fading in or out
if (alphaDelta > 0) {
if (displayProgress === 100) { // Was downloading but now have finished so fade out
if (displayProgress === 100) { // Was downloading but now have finished so fade out
alphaDelta = ALPHA_DELTA_OUT;
}
} else {
if (displayProgress < 100) { // Was finished downloading but have resumed so fade in
if (displayProgress < 100) { // Was finished downloading but have resumed so fade in
alphaDelta = ALPHA_DELTA_IN;
}
}
} else { // Fully visible because downloading or recently so
} else { // Fully visible because downloading or recently so
if (fadeWaitTimer === null) {
if (displayProgress === 100) { // Was downloading but have finished so fade out soon
fadeWaitTimer = Script.setTimeout(function () {
if (displayProgress === 100) { // Was downloading but have finished so fade out soon
fadeWaitTimer = Script.setTimeout(function() {
alphaDelta = ALPHA_DELTA_OUT;
fadeTimer = Script.setInterval(fade, FADE_INTERVAL);
fadeWaitTimer = null;
}, FADE_OUT_WAIT);
}
} else {
if (displayProgress < 100) { // Was finished and waiting to fade out but have resumed so don't fade out
if (displayProgress < 100) { // Was finished and waiting to fade out but have resumed so don't fade out
Script.clearInterval(fadeWaitTimer);
fadeWaitTimer = null;
}
@ -210,7 +227,12 @@
// Update progress bar
Overlays.editOverlay(isOnHMD ? bar3D.overlay : bar2D.overlay, {
visible: visible,
subImage: { x: BAR_WIDTH * (1 - displayProgress / 100), y: 0, width: BAR_WIDTH, height: BAR_HEIGHT }
subImage: {
x: BAR_WIDTH * (1 - displayProgress / 100),
y: 0,
width: BAR_WIDTH,
height: BAR_HEIGHT
}
});
// Update position
@ -256,11 +278,18 @@
bar2D.width = SCALE_2D * BAR_WIDTH;
bar2D.height = SCALE_2D * BAR_HEIGHT;
background3D.offset = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, PROGRESS_3D_DIRECTION, 0),
{ x: 0, y: 0, z: -PROGRESS_3D_DISTANCE });
background3D.offset = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, PROGRESS_3D_DIRECTION, 0), {
x: 0,
y: 0,
z: -PROGRESS_3D_DISTANCE
});
background3D.offset.y += PROGRESS_3D_ELEVATION;
background3D.orientation = Quat.fromPitchYawRollDegrees(PROGRESS_3D_PITCH, PROGRESS_3D_DIRECTION + PROGRESS_3D_YAW, 0);
bar3D.offset = Vec3.sum(background3D.offset, { x: 0, y: 0, z: 0.001 }); // Just in front of background
bar3D.offset = Vec3.sum(background3D.offset, {
x: 0,
y: 0,
z: 0.001
}); // Just in front of background
bar3D.orientation = background3D.orientation;
createOverlays();
@ -275,4 +304,4 @@
GlobalServices.updateDownloadInfo();
Script.update.connect(update);
Script.scriptEnding.connect(tearDown);
}());
}());

View file

@ -17,7 +17,7 @@ var overlays = {};
var toType = function(obj) {
return ({}).toString.call(obj).match(/\s([a-zA-Z]+)/)[1].toLowerCase()
return ({}).toString.call(obj).match(/\s([a-zA-Z]+)/)[1].toLowerCase()
}
@ -50,7 +50,11 @@ function actionArgumentsToString(actionArguments) {
function updateOverlay(entityID, actionText) {
var properties = Entities.getEntityProperties(entityID, ["position", "dimensions"]);
var position = Vec3.sum(properties.position, {x:0, y:properties.dimensions.y, z:0});
var position = Vec3.sum(properties.position, {
x: 0,
y: properties.dimensions.y,
z: 0
});
// print("position: " + vec3toStr(position) + " " + actionText);
if (entityID in overlays) {
var overlay = overlays[entityID];
@ -76,9 +80,20 @@ function updateOverlay(entityID, actionText) {
overlays[entityID] = Overlays.addOverlay("text3d", {
position: position,
dimensions: { x: textWidth, y: textHeight },
backgroundColor: { red: 0, green: 0, blue: 0},
color: { red: 255, green: 255, blue: 255},
dimensions: {
x: textWidth,
y: textHeight
},
backgroundColor: {
red: 0,
green: 0,
blue: 0
},
color: {
red: 255,
green: 255,
blue: 255
},
topMargin: textMargin,
leftMargin: textMargin,
bottomMargin: textMargin,
@ -143,4 +158,4 @@ Script.setInterval(function() {
}, 100);
Script.scriptEnding.connect(cleanup);
Script.scriptEnding.connect(cleanup);

View file

@ -37,7 +37,7 @@ function grabDataToString(grabData) {
argString = arg.toFixed(2);
}
result += argumentName + ": "
// + toType(arg) + " -- "
// + toType(arg) + " -- "
+ argString + "\n";
}
}
@ -49,7 +49,11 @@ function grabDataToString(grabData) {
function updateOverlay(entityID, grabText) {
var properties = Entities.getEntityProperties(entityID, ["position", "dimensions"]);
var position = Vec3.sum(properties.position, {x:0, y:properties.dimensions.y, z:0});
var position = Vec3.sum(properties.position, {
x: 0,
y: properties.dimensions.y,
z: 0
});
if (entityID in overlays) {
var overlay = overlays[entityID];
Overlays.editOverlay(overlay, {
@ -74,9 +78,20 @@ function updateOverlay(entityID, grabText) {
overlays[entityID] = Overlays.addOverlay("text3d", {
position: position,
dimensions: { x: textWidth, y: textHeight },
backgroundColor: { red: 0, green: 0, blue: 0},
color: { red: 255, green: 255, blue: 255},
dimensions: {
x: textWidth,
y: textHeight
},
backgroundColor: {
red: 0,
green: 0,
blue: 0
},
color: {
red: 255,
green: 255,
blue: 255
},
topMargin: textMargin,
leftMargin: textMargin,
bottomMargin: textMargin,
@ -134,4 +149,4 @@ Script.setInterval(function() {
}, 100);
Script.scriptEnding.connect(cleanup);
Script.scriptEnding.connect(cleanup);

View file

@ -18,9 +18,11 @@ var INSPECT_RADIUS = 10;
var overlays = {};
function updateOverlay(entityID, queryAACube) {
var cubeCenter = {x: queryAACube.x + queryAACube.scale / 2.0,
y: queryAACube.y + queryAACube.scale / 2.0,
z: queryAACube.z + queryAACube.scale / 2.0};
var cubeCenter = {
x: queryAACube.x + queryAACube.scale / 2.0,
y: queryAACube.y + queryAACube.scale / 2.0,
z: queryAACube.z + queryAACube.scale / 2.0
};
if (entityID in overlays) {
var overlay = overlays[entityID];
@ -32,7 +34,11 @@ function updateOverlay(entityID, queryAACube) {
overlays[entityID] = Overlays.addOverlay("cube", {
position: cubeCenter,
size: queryAACube.scale,
color: { red: 0, green: 0, blue: 255},
color: {
red: 0,
green: 0,
blue: 255
},
alpha: 1,
// borderSize: ...,
solid: false
@ -55,4 +61,4 @@ function cleanup() {
}
}
Script.scriptEnding.connect(cleanup);
Script.scriptEnding.connect(cleanup);

View file

@ -1,22 +1,21 @@
(function() {
var _this;
MyEntity = function() {
_this = this;
};
MyEntity.prototype = {
preload: function(entityID) {
this.entityID = entityID;
var randNum = Math.random().toFixed(3);
print("EBL PRELOAD ENTITY SCRIPT!!!", randNum)
print("PRELOAD ENTITY SCRIPT!!!", randNum)
},
};
// entity scripts always need to return a newly constructed object of our type

View file

@ -1,24 +1,26 @@
(function () {
(function() {
// The attached entity will move away from you if you are too close, checking at distanceRate.
// See tests/performance/simpleKeepAway.js
var entityID,
distanceRate = 1, // hertz
distanceAllowance = 3, // meters
distanceScale = 0.5, // meters/second
distanceRate = 1, // hertz
distanceAllowance = 3, // meters
distanceScale = 0.5, // meters/second
distanceTimer;
function moveDistance() { // every user checks their distance and tries to claim if close enough.
function moveDistance() { // every user checks their distance and tries to claim if close enough.
var me = MyAvatar.position,
ball = Entities.getEntityProperties(entityID, ['position']).position;
ball.y = me.y;
var vector = Vec3.subtract(ball, me);
if (Vec3.length(vector) < distanceAllowance) {
Entities.editEntity(entityID, {velocity: Vec3.multiply(distanceScale, Vec3.normalize(vector))});
Entities.editEntity(entityID, {
velocity: Vec3.multiply(distanceScale, Vec3.normalize(vector))
});
}
}
this.preload = function (givenEntityID) {
this.preload = function(givenEntityID) {
var properties = Entities.getEntityProperties(givenEntityID, ['userData']),
userData = properties.userData && JSON.parse(properties.userData);
entityID = givenEntityID;
@ -31,7 +33,7 @@
// run all the time by everyone:
distanceTimer = Script.setInterval(moveDistance, distanceRate);
};
this.unload = function () {
this.unload = function() {
Script.clearTimeout(distanceTimer);
};
})
})

View file

@ -220,4 +220,3 @@ Rectangle {
}
}

View file

@ -243,4 +243,6 @@ Item {
]
}
}
}