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109 lines
5 KiB
JavaScript
109 lines
5 KiB
JavaScript
function filter(p) {
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/******************************************************/
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/* General Filter Comments
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/*
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- Custom filters must be named "filter" and must be global
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- Block comments are ok, but not double-slash end-of-line-comments
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- Certain JavaScript functions are not available, like Math.sign(), as they are undefined in QT's non-conforming JS
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- HiFi's scripting interface is unavailable here. That means you can't call, for example, Users.*()
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*/
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/******************************************************/
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/******************************************************/
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/* Simple Filter Examples
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/******************************************************/
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/* Simple example: if someone specifies name, add an 'x' to it. Note that print is ok to use. */
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if (p.name) {p.name += 'x'; print('fixme name', p. name);}
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/* This example clamps y. A better filter would probably zero y component of velocity and acceleration. */
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if (p.position) {p.position.y = Math.min(1, p.position.y); print('fixme p.y', p.position.y);}
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/* Can also reject new properties altogether by returning false */
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if (p.userData) { return false; }
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/* Reject if modifications made to Model properties */
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if (p.modelURL || p.compoundShapeURL || p.shape || p.shapeType || p.url || p.fps || p.currentFrame || p.running || p.loop || p.firstFrame || p.lastFrame || p.hold || p.textures || p.xTextureURL || p.yTextureURL || p.zTextureURL) { return false; }
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/******************************************************/
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/* Physical Property Filter Examples
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/*
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NOTES about filtering physical properties:
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- For now, ensure you always supply a new value for the filtered physical property
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(instead of simply removing the property)
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- Ensure you always specify a slightly different value for physical properties every
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time your filter returns. Look to "var nearZero" below for an example).
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This is necessary because Interface checks if a physical property has changed
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when deciding whether to apply or reject the server's physical properties.
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If a physical property's value doesn't change, Interface will reject the server's property value,
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and Bullet will continue simulating the entity with stale physical properties.
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Ensure that this value is not changed by such a small amount such that new values
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fall within floating point precision boundaries. If you accidentally do this, prepare for many
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hours of frustrating debugging :).
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*/
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/******************************************************/
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/* Clamp velocity to maxVelocity units/second. Zeroing each component of acceleration keeps us from slamming.*/
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if (p.velocity) {
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var maxVelocity = 5;
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/* Random near-zero value used as "zero" to prevent two sequential updates from being
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exactly the same (which would cause them to be ignored) */
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var nearZero = 0.0001 * Math.random() + 0.001;
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function sign(val) {
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if (val > 0) {
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return 1;
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} else if (val < 0) {
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return -1;
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} else {
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return 0;
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}
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}
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if (Math.abs(p.velocity.x) > maxVelocity) {
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p.velocity.x = sign(p.velocity.x) * (maxVelocity + nearZero);
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p.acceleration.x = nearZero;
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}
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if (Math.abs(p.velocity.y) > maxVelocity) {
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p.velocity.y = sign(p.velocity.y) * (maxVelocity + nearZero);
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p.acceleration.y = nearZero;
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}
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if (Math.abs(p.velocity.z) > maxVelocity) {
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p.velocity.z = sign(p.velocity.z) * (maxVelocity + nearZero);
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p.acceleration.z = nearZero;
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}
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}
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/* Define an axis-aligned zone in which entities are not allowed to enter. */
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/* This example zone corresponds to an area to the right of the spawnpoint
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in your Sandbox. It's an area near the big rock to the right. If an entity
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enters the zone, it'll move behind the rock.*/
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if (p.position) {
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/* Random near-zero value used as "zero" to prevent two sequential updates from being
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exactly the same (which would cause them to be ignored) */
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var nearZero = 0.0001 * Math.random() + 0.001;
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/* Define the points that create the "NO ENTITIES ALLOWED" box */
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var boxMin = {x: 25.5, y: -0.48, z: -9.9};
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var boxMax = {x: 31.1, y: 4, z: -3.79};
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/* Define the point that you want entites that enter the box to appear */
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var resetPoint = {x: 29.5, y: 0.37 + nearZero, z: -2};
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var x = p.position.x;
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var y = p.position.y;
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var z = p.position.z;
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if ((x > boxMin.x && x < boxMax.x) &&
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(y > boxMin.y && y < boxMax.y) &&
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(z > boxMin.z && z < boxMax.z)) {
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p.position = resetPoint;
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if (p.velocity) {
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p.velocity = {x: 0, y: nearZero, z: 0};
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}
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if (p.acceleration) {
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p.acceleration = {x: 0, y: nearZero, z: 0};
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}
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}
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}
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/* If we make it this far, return the (possibly modified) properties. */
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return p;
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}
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