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remove hmdDefaults and hmdControls scripts, since they are borked
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2 changed files with 0 additions and 302 deletions
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//
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// hmdControls.js
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// examples
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//
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// Created by Sam Gondelman on 6/17/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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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 MOVE_DISTANCE = 2.0;
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var PITCH_INCREMENT = 0.5; // degrees
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var pitchChange = 0; // degrees
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var YAW_INCREMENT = 0.5; // degrees
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var VR_YAW_INCREMENT = 15.0; // degrees
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var yawChange = 0;
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var BOOM_SPEED = 0.5;
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var THRESHOLD = 0.2;
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var CAMERA_UPDATE_TIME = 0.5;
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var yawTimer = CAMERA_UPDATE_TIME;
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var shifted = false;
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var SHIFT_UPDATE_TIME = 0.5;
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var shiftTimer = SHIFT_UPDATE_TIME;
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var SHIFT_MAG = 4.0;
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var warpActive = false;
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var WARP_UPDATE_TIME = .5;
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var warpTimer = WARP_UPDATE_TIME;
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var warpPosition = { x: 0, y: 0, z: 0 };
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var WARP_SPHERE_SIZE = 1;
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var warpSphere = Overlays.addOverlay("sphere", {
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position: { x: 0, y: 0, z: 0 },
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size: WARP_SPHERE_SIZE,
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color: { red: 0, green: 255, blue: 0 },
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alpha: 1.0,
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solid: true,
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visible: false,
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});
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var WARP_LINE_HEIGHT = 10;
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var warpLine = Overlays.addOverlay("line3d", {
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start: { x: 0, y: 0, z:0 },
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end: { x: 0, y: 0, z: 0 },
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color: { red: 0, green: 255, blue: 255},
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alpha: 1,
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lineWidth: 5,
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visible: false,
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});
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var velocity = { x: 0, y: 0, z: 0 };
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var VERY_LONG_TIME = 1000000.0;
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var active = HMD.active;
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var prevVRMode = HMD.active;
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var hmdControls = (function () {
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function onKeyPressEvent(event) {
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if (event.text == 'g' && event.isMeta) {
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active = !active;
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}
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}
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function findAction(name) {
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var actions = Controller.getAllActions();
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for (var i = 0; i < actions.length; i++) {
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if (actions[i].actionName == name) {
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return i;
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}
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}
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// If the action isn't found, it will default to the first available action
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return 0;
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}
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function onActionEvent(action, state) {
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if (!active) {
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return;
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}
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if (state < THRESHOLD) {
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if (action == findAction("YAW_LEFT") || action == findAction("YAW_RIGHT")) {
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yawTimer = CAMERA_UPDATE_TIME;
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} else if (action == findAction("PITCH_UP") || action == findAction("PITCH_DOWN")) {
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pitchTimer = CAMERA_UPDATE_TIME;
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}
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return;
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}
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switch (action) {
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case findAction("LONGITUDINAL_BACKWARD"):
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var direction = {x: 0.0, y: 0.0, z:1.0};
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direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
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velocity = Vec3.sum(velocity, direction);
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break;
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case findAction("LONGITUDINAL_FORWARD"):
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var direction = {x: 0.0, y: 0.0, z:-1.0};
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direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
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velocity = Vec3.sum(velocity, direction);
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break;
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case findAction("LATERAL_LEFT"):
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var direction = {x:-1.0, y: 0.0, z: 0.0}
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direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
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velocity = Vec3.sum(velocity, direction);
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break;
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case findAction("LATERAL_RIGHT"):
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var direction = {x:1.0, y: 0.0, z: 0.0};
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direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
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velocity = Vec3.sum(velocity, direction);
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break;
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case findAction("VERTICAL_DOWN"):
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var direction = {x: 0.0, y: -1.0, z: 0.0};
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direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
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velocity = Vec3.sum(velocity, direction);
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break;
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case findAction("VERTICAL_UP"):
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var direction = {x: 0.0, y: 1.0, z: 0.0};
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direction = Vec3.multiply(Vec3.normalize(direction), shifted ? SHIFT_MAG * MOVE_DISTANCE : MOVE_DISTANCE);
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velocity = Vec3.sum(velocity, direction);
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break;
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case findAction("YAW_LEFT"):
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if (yawTimer < 0.0 && HMD.active) {
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yawChange = yawChange + (shifted ? SHIFT_MAG * VR_YAW_INCREMENT : VR_YAW_INCREMENT);
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yawTimer = CAMERA_UPDATE_TIME;
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} else if (!HMD.active) {
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yawChange = yawChange + (shifted ? SHIFT_MAG * YAW_INCREMENT : YAW_INCREMENT);
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}
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break;
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case findAction("YAW_RIGHT"):
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if (yawTimer < 0.0 && HMD.active) {
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yawChange = yawChange - (shifted ? SHIFT_MAG * VR_YAW_INCREMENT : VR_YAW_INCREMENT);
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yawTimer = CAMERA_UPDATE_TIME;
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} else if (!HMD.active) {
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yawChange = yawChange - (shifted ? SHIFT_MAG * YAW_INCREMENT : YAW_INCREMENT);
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}
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break;
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case findAction("PITCH_DOWN"):
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if (!HMD.active) {
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pitchChange = pitchChange - (shifted ? SHIFT_MAG * PITCH_INCREMENT : PITCH_INCREMENT);
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}
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break;
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case findAction("PITCH_UP"):
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if (!HMD.active) {
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pitchChange = pitchChange + (shifted ? SHIFT_MAG * PITCH_INCREMENT : PITCH_INCREMENT);
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}
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break;
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case findAction("SHIFT"): // speed up
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if (shiftTimer < 0.0) {
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shifted = !shifted;
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shiftTimer = SHIFT_UPDATE_TIME;
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}
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break;
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case findAction("ACTION1"): // start/end warp
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if (warpTimer < 0.0) {
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warpActive = !warpActive;
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if (!warpActive) {
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finishWarp();
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}
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warpTimer = WARP_UPDATE_TIME;
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}
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break;
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case findAction("ACTION2"): // cancel warp
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warpActive = false;
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Overlays.editOverlay(warpSphere, {
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visible: false,
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});
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Overlays.editOverlay(warpLine, {
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visible: false,
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});
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default:
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break;
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}
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}
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function update(dt) {
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if (prevVRMode != HMD.active) {
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active = HMD.active;
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prevVRMode = HMD.active;
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}
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if (yawTimer >= 0.0) {
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yawTimer = yawTimer - dt;
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}
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if (shiftTimer >= 0.0) {
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shiftTimer = shiftTimer - dt;
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}
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if (warpTimer >= 0.0) {
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warpTimer = warpTimer - dt;
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}
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if (warpActive) {
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updateWarp();
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}
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if (active) {
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Controller.captureActionEvents();
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MyAvatar.bodyYaw = MyAvatar.bodyYaw + yawChange;
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MyAvatar.headPitch = Math.max(-180, Math.min(180, MyAvatar.headPitch + pitchChange));
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yawChange = 0;
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pitchChange = 0;
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MyAvatar.motorVelocity = velocity;
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MyAvatar.motorTimescale = 0.0;
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velocity = { x: 0, y: 0, z: 0 };
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} else {
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Controller.releaseActionEvents();
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yawChange = 0;
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pitchChange = 0;
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MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0}
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MyAvatar.motorTimescale = VERY_LONG_TIME;
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}
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}
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function updateWarp() {
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var look = Quat.getFront(Camera.getOrientation());
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var pitch = Math.asin(look.y);
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// Get relative to looking straight down
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pitch += Math.PI / 2;
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// Scale up
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pitch *= 2;
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var distance = pitch * pitch * pitch;
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var warpDirection = Vec3.normalize({ x: look.x, y: 0, z: look.z });
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warpPosition = Vec3.multiply(warpDirection, distance);
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warpPosition = Vec3.sum(MyAvatar.position, warpPosition);
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// Commented out until ray picking can be fixed
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// var pickRay = {
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// origin: Vec3.sum(warpPosition, WARP_PICK_OFFSET),
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// direction: { x: 0, y: -1, z: 0 }
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// };
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// var intersection = Entities.findRayIntersection(pickRay);
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// if (intersection.intersects && intersection.distance < WARP_PICK_MAX_DISTANCE) {
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// // Warp 1 meter above the object - this is an approximation
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// // TODO Get the actual offset to the Avatar's feet and plant them to
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// // the object.
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// warpPosition = Vec3.sum(intersection.intersection, { x: 0, y: 1, z:0 });
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// }
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// Adjust overlays to match warp position
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Overlays.editOverlay(warpSphere, {
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position: warpPosition,
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visible: true,
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});
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Overlays.editOverlay(warpLine, {
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start: warpPosition,
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end: Vec3.sum(warpPosition, { x: 0, y: WARP_LINE_HEIGHT, z: 0 }),
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visible: true,
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});
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}
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function finishWarp() {
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Overlays.editOverlay(warpSphere, {
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visible: false,
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});
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Overlays.editOverlay(warpLine, {
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visible: false,
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});
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MyAvatar.position = warpPosition;
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}
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function setUp() {
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Controller.keyPressEvent.connect(onKeyPressEvent);
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Controller.actionEvent.connect(onActionEvent);
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Script.update.connect(update);
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}
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function tearDown() {
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Controller.releaseActionEvents();
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MyAvatar.motorVelocity = {x:0.0, y:0.0, z:0.0}
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MyAvatar.motorTimescale = VERY_LONG_TIME;
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}
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setUp();
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Script.scriptEnding.connect(tearDown);
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}());
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@ -1,17 +0,0 @@
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//
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// hmdDefaults.js
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// examples
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//
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// Created by David Rowe on 6 Mar 2015.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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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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Script.load("progress.js");
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Script.load("lobby.js");
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Script.load("notifications.js");
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Script.load("controllers/oculus/goTo.js");
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Script.load("hmdControls.js");
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//Script.load("scripts.js"); // Not created yet
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