Merge pull request #4048 from cozza13/20251

CR for Job #20251 - Tidy up script within the example folder
This commit is contained in:
Philip Rosedale 2015-01-06 16:59:51 -08:00
commit a600069c65
27 changed files with 44 additions and 782 deletions

View file

@ -1,139 +0,0 @@
//
// avatarLocalLight.js
//
// Created by Tony Peng on July 2nd, 2014
// Copyright 2014 High Fidelity, Inc.
//
// Set the local light direction and color on the avatar
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var localLightDirections = [ {x: 1.0, y:0.0, z: 0.0}, {x: 0.0, y:0.0, z: 1.0} ];
var localLightColors = [ {x: 0.4, y:0.335, z: 0.266}, {x: 0.4, y:0.335, z: 0.266} ];
var currentSelection = 0;
var currentNumLights = 2;
var maxNumLights = 2;
var currentNumAvatars = 0;
var changeDelta = 0.1;
var lightsDirty = true;
function keyPressEvent(event) {
var choice = parseInt(event.text);
if (event.text == "1") {
currentSelection = 0;
print("light election = " + currentSelection);
}
else if (event.text == "2" ) {
currentSelection = 1;
print("light selection = " + currentSelection);
}
else if (event.text == "3" ) {
currentSelection = 2;
print("light selection = " + currentSelection);
}
else if (event.text == "4" ) {
currentSelection = 3;
print("light selection = " + currentSelection);
}
else if (event.text == "5" ) {
localLightColors[currentSelection].x += changeDelta;
if ( localLightColors[currentSelection].x > 1.0) {
localLightColors[currentSelection].x = 0.0;
}
lightsDirty = true;
print("CHANGE RED light " + currentSelection + " color (" + localLightColors[currentSelection].x + ", " + localLightColors[currentSelection].y + ", " + localLightColors[currentSelection].z + " )" );
}
else if (event.text == "6" ) {
localLightColors[currentSelection].y += changeDelta;
if ( localLightColors[currentSelection].y > 1.0) {
localLightColors[currentSelection].y = 0.0;
}
lightsDirty = true;
print("CHANGE GREEN light " + currentSelection + " color (" + localLightColors[currentSelection].x + ", " + localLightColors[currentSelection].y + ", " + localLightColors[currentSelection].z + " )" );
}
else if (event.text == "7" ) {
localLightColors[currentSelection].z += changeDelta;
if ( localLightColors[currentSelection].z > 1.0) {
localLightColors[currentSelection].z = 0.0;
}
lightsDirty = true;
print("CHANGE BLUE light " + currentSelection + " color (" + localLightColors[currentSelection].x + ", " + localLightColors[currentSelection].y + ", " + localLightColors[currentSelection].z + " )" );
}
else if (event.text == "8" ) {
localLightDirections[currentSelection].x += changeDelta;
if (localLightDirections[currentSelection].x > 1.0) {
localLightDirections[currentSelection].x = -1.0;
}
lightsDirty = true;
print("PLUS X light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
}
else if (event.text == "9" ) {
localLightDirections[currentSelection].x -= changeDelta;
if (localLightDirections[currentSelection].x < -1.0) {
localLightDirections[currentSelection].x = 1.0;
}
lightsDirty = true;
print("MINUS X light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
}
else if (event.text == "0" ) {
localLightDirections[currentSelection].y += changeDelta;
if (localLightDirections[currentSelection].y > 1.0) {
localLightDirections[currentSelection].y = -1.0;
}
lightsDirty = true;
print("PLUS Y light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
}
else if (event.text == "-" ) {
localLightDirections[currentSelection].y -= changeDelta;
if (localLightDirections[currentSelection].y < -1.0) {
localLightDirections[currentSelection].y = 1.0;
}
lightsDirty = true;
print("MINUS Y light " + currentSelection + " direction (" + localLightDirections[currentSelection].x + ", " + localLightDirections[currentSelection].y + ", " + localLightDirections[currentSelection].z + " )" );
}
else if (event.text == "," ) {
if (currentNumLights + 1 <= maxNumLights) {
++currentNumLights;
lightsDirty = true;
}
print("ADD LIGHT, number of lights " + currentNumLights);
}
else if (event.text == "." ) {
if (currentNumLights - 1 >= 0 ) {
--currentNumLights;
lightsDirty = true;
}
print("REMOVE LIGHT, number of lights " + currentNumLights);
}
}
function updateLocalLights()
{
if (lightsDirty) {
var localLights = [];
for (var i = 0; i < currentNumLights; i++) {
localLights.push({ direction: localLightDirections[i], color: localLightColors[i] });
}
AvatarManager.setLocalLights(localLights);
lightsDirty = false;
}
}
// main
Script.update.connect(updateLocalLights);
Controller.keyPressEvent.connect(keyPressEvent);

View file

@ -10,7 +10,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../../libraries/globals.js");
function length(v) {
return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);

View file

@ -10,7 +10,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../../libraries/globals.js");
function length(v) {
return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);

View file

@ -15,8 +15,8 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("libraries/toolBars.js");
Script.include("../../libraries/globals.js");
Script.include("../../libraries/toolBars.js");
const LEFT_PALM = 0;
const LEFT_TIP = 1;
@ -192,15 +192,18 @@ function cleanupFrisbees() {
}
function checkControllerSide(hand) {
// print("cCS");
// If I don't currently have a frisbee in my hand, then try to catch closest one
if (!hand.holdingFrisbee && hand.grabButtonPressed()) {
var closestEntity = Entities.findClosestEntity(hand.palmPosition(), CATCH_RADIUS);
var modelUrl = Entities.getEntityProperties(closestEntity).modelURL;
print("lol2"+closestEntity.isKnownID);
if (closestEntity.isKnownID && validFrisbeeURL(Entities.getEntityProperties(closestEntity).modelURL)) {
print("lol");
Entities.editEntity(closestEntity, {modelScale: 1, inHand: true, position: hand.holdPosition(), shouldDie: true});
Entities.deleteEntity(closestEntity);
debugPrint(hand.message + " HAND- CAUGHT SOMETHING!!");
print("lol");
var properties = {
type: "Model",
position: hand.holdPosition(),
@ -208,10 +211,10 @@ function checkControllerSide(hand) {
gravity: { x: 0, y: 0, z: 0},
inHand: true,
dimensions: { x: FRISBEE_RADIUS, y: FRISBEE_RADIUS / 5, z: FRISBEE_RADIUS },
damping: 0.00001,
damping: 0.999,
modelURL: modelUrl,
modelScale: FRISBEE_MODEL_SCALE,
modelRotation: hand.holdRotation(),
scale: FRISBEE_MODEL_SCALE,
rotation: hand.holdRotation(),
lifetime: FRISBEE_LIFETIME
};
@ -235,10 +238,10 @@ function checkControllerSide(hand) {
gravity: { x: 0, y: 0, z: 0},
inHand: true,
dimensions: { x: FRISBEE_RADIUS, y: FRISBEE_RADIUS / 5, z: FRISBEE_RADIUS },
damping: 0.00001,
damping: 0,
modelURL: frisbeeURL(),
modelScale: FRISBEE_MODEL_SCALE,
modelRotation: hand.holdRotation(),
scale: FRISBEE_MODEL_SCALE,
rotation: hand.holdRotation(),
lifetime: FRISBEE_LIFETIME
};
@ -270,7 +273,7 @@ function checkControllerSide(hand) {
inHand: false,
lifetime: FRISBEE_LIFETIME,
gravity: { x: 0, y: -GRAVITY_STRENGTH, z: 0},
modelRotation: hand.holdRotation()
rotation: hand.holdRotation()
};
Entities.editEntity(hand.entity, properties);
@ -304,7 +307,7 @@ function hydraCheck() {
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
hydrasConnected = (numberOfButtons == 12 && numberOfTriggers == 2 && controllersPerTrigger == 2);
return hydrasConnected;
return true;//hydrasConnected;
}
function checkController(deltaTime) {
@ -314,6 +317,7 @@ function checkController(deltaTime) {
}
// this is expected for hydras
if (hydraCheck()) {
///print("testrr ");
checkControllerSide(leftHand);
checkControllerSide(rightHand);
}
@ -333,7 +337,7 @@ function controlFrisbees(deltaTime) {
killSimulations.push(frisbee);
continue;
}
Entities.editEntity(simulatedFrisbees[frisbee], {modelRotation: Quat.multiply(properties.modelRotation, Quat.fromPitchYawRollDegrees(0, speed * deltaTime * SPIN_MULTIPLIER, 0))});
Entities.editEntity(simulatedFrisbees[frisbee], {rotation: Quat.multiply(properties.modelRotation, Quat.fromPitchYawRollDegrees(0, speed * deltaTime * SPIN_MULTIPLIER, 0))});
}
for (var i = killSimulations.length - 1; i >= 0; i--) {
@ -444,4 +448,4 @@ Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
Menu.menuItemEvent.connect(menuItemEvent);
Script.scriptEnding.connect(scriptEnding);
Script.update.connect(checkController);
Script.update.connect(controlFrisbees);
Script.update.connect(controlFrisbees);

View file

@ -14,7 +14,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../../libraries/globals.js");
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
@ -194,8 +194,8 @@ function playLoadSound() {
Audio.playSound(loadSound, audioOptions);
}
//MyAvatar.attach(gunModel, "RightHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
MyAvatar.attach(gunModel, "LeftHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
MyAvatar.attach(gunModel, "RightHand", {x:0.02, y: 0.11, z: 0.04}, Quat.fromPitchYawRollDegrees(-0, -160, -79), 0.20);
//MyAvatar.attach(gunModel, "LeftHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
// Give a bit of time to load before playing sound
Script.setTimeout(playLoadSound, 2000);

View file

@ -9,7 +9,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../../libraries/globals.js");
var rightHandAnimation = HIFI_PUBLIC_BUCKET + "animations/RightHandAnimPhilip.fbx";
var leftHandAnimation = HIFI_PUBLIC_BUCKET + "animations/LeftHandAnimPhilip.fbx";

View file

@ -15,7 +15,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../../libraries/globals.js");
const KBD_UPPERCASE_DEFAULT = 0;
const KBD_LOWERCASE_DEFAULT = 1;

View file

@ -1,202 +0,0 @@
//
// particleBirds.js
// examples
//
// Created by Benjamin Arnold on May 29, 2014
// Copyright 2014 High Fidelity, Inc.
//
// This sample script creates a swarm of tweeting bird entities that fly around the avatar.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
// Multiply vector by scalar
function vScalarMult(v, s) {
var rval = { x: v.x * s, y: v.y * s, z: v.z * s };
return rval;
}
function printVector(v) {
print(v.x + ", " + v.y + ", " + v.z + "\n");
}
// Create a random vector with individual lengths between a,b
function randVector(a, b) {
var rval = { x: a + Math.random() * (b - a), y: a + Math.random() * (b - a), z: a + Math.random() * (b - a) };
return rval;
}
// Returns a vector which is fraction of the way between a and b
function vInterpolate(a, b, fraction) {
var rval = { x: a.x + (b.x - a.x) * fraction, y: a.y + (b.y - a.y) * fraction, z: a.z + (b.z - a.z) * fraction };
return rval;
}
var startTimeInSeconds = new Date().getTime() / 1000;
var birdLifetime = 20; // lifetime of the birds in seconds!
var range = 1.0; // Over what distance in meters do you want the flock to fly around
var frame = 0;
var CHANCE_OF_MOVING = 0.1;
var CHANCE_OF_TWEETING = 0.05;
var BIRD_GRAVITY = -0.1;
var BIRD_FLAP_SPEED = 10.0;
var BIRD_VELOCITY = 0.5;
var myPosition = MyAvatar.position;
var range = 1.0; // Distance around avatar where I can move
// This is our Bird object
function Bird (particleID, tweetSound, targetPosition) {
this.particleID = particleID;
this.tweetSound = tweetSound;
this.previousFlapOffset = 0;
this.targetPosition = targetPosition;
this.moving = false;
this.tweeting = -1;
}
// Array of birds
var birds = [];
function addBird()
{
// Decide what kind of bird we are
var tweet;
var color;
var size;
var which = Math.random();
if (which < 0.2) {
tweet = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/bushtit_1.raw");
color = { red: 100, green: 50, blue: 120 };
size = 0.08;
} else if (which < 0.4) {
tweet = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/rosyfacedlovebird.raw");
color = { red: 100, green: 150, blue: 75 };
size = 0.09;
} else if (which < 0.6) {
tweet = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/saysphoebe.raw");
color = { red: 84, green: 121, blue: 36 };
size = 0.05;
} else if (which < 0.8) {
tweet = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/mexicanWhipoorwill.raw");
color = { red: 23, green: 197, blue: 230 };
size = 0.12;
} else {
tweet = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/westernscreechowl.raw");
color = { red: 50, green: 67, blue: 144 };
size = 0.15;
}
var properties = {
type: "Sphere",
lifetime: birdLifetime,
position: Vec3.sum(randVector(-range, range), myPosition),
velocity: { x: 0, y: 0, z: 0 },
gravity: { x: 0, y: BIRD_GRAVITY, z: 0 },
dimensions: { x: size * 2, y: size * 2, z: size * 2 },
color: color
};
birds.push(new Bird(Entities.addEntity(properties), tweet, properties.position));
}
var numBirds = 30;
// Generate the birds
for (var i = 0; i < numBirds; i++) {
addBird();
}
// Main update function
function updateBirds(deltaTime) {
// Check to see if we've been running long enough that our birds are dead
var nowTimeInSeconds = new Date().getTime() / 1000;
if ((nowTimeInSeconds - startTimeInSeconds) >= birdLifetime) {
print("our birds are dying, stop our script");
Script.stop();
return;
}
frame++;
// Only update every third frame
if ((frame % 3) == 0) {
myPosition = MyAvatar.position;
// Update all the birds
for (var i = 0; i < numBirds; i++) {
particleID = birds[i].particleID;
var properties = Entities.getEntityProperties(particleID);
// Tweeting behavior
if (birds[i].tweeting == 0) {
if (Math.random() < CHANCE_OF_TWEETING) {
Audio.playSound(birds[i].tweetSound, {
position: properties.position,
volume: 0.75
});
birds[i].tweeting = 10;
}
} else {
birds[i].tweeting -= 1;
}
// Begin movement by getting a target
if (birds[i].moving == false) {
if (Math.random() < CHANCE_OF_MOVING) {
var targetPosition = Vec3.sum(randVector(-range, range), myPosition);
if (targetPosition.x < 0) {
targetPosition.x = 0;
}
if (targetPosition.y < 0) {
targetPosition.y = 0;
}
if (targetPosition.z < 0) {
targetPosition.z = 0;
}
if (targetPosition.x > TREE_SCALE) {
targetPosition.x = TREE_SCALE;
}
if (targetPosition.y > TREE_SCALE) {
targetPosition.y = TREE_SCALE;
}
if (targetPosition.z > TREE_SCALE) {
targetPosition.z = TREE_SCALE;
}
birds[i].targetPosition = targetPosition;
birds[i].moving = true;
}
}
// If we are moving, move towards the target
if (birds[i].moving) {
var desiredVelocity = Vec3.subtract(birds[i].targetPosition, properties.position);
desiredVelocity = vScalarMult(Vec3.normalize(desiredVelocity), BIRD_VELOCITY);
properties.velocity = vInterpolate(properties.velocity, desiredVelocity, 0.2);
// If we are near the target, we should get a new target
if (Vec3.length(Vec3.subtract(properties.position, birds[i].targetPosition)) < (properties.dimensions.x / 5.0)) {
birds[i].moving = false;
}
}
// Use a cosine wave offset to make it look like its flapping.
var offset = Math.cos(nowTimeInSeconds * BIRD_FLAP_SPEED) * properties.dimensions.x;
properties.position.y = properties.position.y + (offset - birds[i].previousFlapOffset);
// Change position relative to previous offset.
birds[i].previousFlapOffset = offset;
// Update the particle
Entities.editEntity(particleID, properties);
}
}
}
// register the call back so it fires before each data send
Script.update.connect(updateBirds);

View file

@ -13,7 +13,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../libraries/globals.js");
var sound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Animals/mexicanWhipoorwill.raw");
var CHANCE_OF_PLAYING_SOUND = 0.01;

View file

@ -4,6 +4,10 @@
//
// Copyright 2014 High Fidelity, Inc.
//
//
// Gives the ability to be set various reverb settings.
//
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
@ -14,7 +18,7 @@ var audioOptions = new AudioEffectOptions({
roomSize: 50,
// Seconds
reverbTime: 4,
reverbTime: 10,
// Between 0 - 1
damping: 0.50,

View file

@ -12,7 +12,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../libraries/globals.js");
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;

View file

@ -20,7 +20,7 @@
//
//For procedural walk animation
Script.include("libraries/globals.js");
Script.include("../libraries/globals.js");
Script.include(HIFI_PUBLIC_BUCKET + "scripts/proceduralAnimationAPI.js");
var procAnimAPI = new ProcAnimAPI();

View file

@ -11,7 +11,7 @@
//
//For procedural walk animation
Script.include("libraries/globals.js");
Script.include("../libraries/globals.js");
Script.include(HIFI_PUBLIC_BUCKET + "scripts/proceduralAnimationAPI.js");
var procAnimAPI = new ProcAnimAPI();

View file

@ -12,7 +12,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../libraries/globals.js");
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;

View file

@ -82,9 +82,9 @@ function addButterfly() {
damping: 0.00001,
dimensions: dimensions,
color: color,
animationURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/models/content/butterfly/butterfly.fbx",
animationURL: "http://public.highfidelity.io/models/content/butterfly/butterfly.fbx",
animationSettings: "{\"firstFrame\":0,\"fps\":" + newFrameRate + ",\"frameIndex\":0,\"hold\":false,\"lastFrame\":10000,\"loop\":true,\"running\":true,\"startAutomatically\":false}",
modelURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/models/content/butterfly/butterfly.fbx"
modelURL: "http://public.highfidelity.io/models/content/butterfly/butterfly.fbx"
};
butterflies.push(Entities.addEntity(properties));
}

View file

@ -11,7 +11,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../libraries/globals.js");
var count = 0;
var moveUntil = 2000;

View file

@ -11,7 +11,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../libraries/globals.js");
// The "Swatches" example of this script will create 9 different image overlays, that use the color feature to
// display different colors as color swatches. The overlays can be clicked on, to change the "selectedSwatch" variable

View file

@ -9,7 +9,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../libraries/globals.js");
var modelURL = HIFI_PUBLIC_BUCKET + "models/entities/radio/Speakers.fbx";
var soundURL = HIFI_PUBLIC_BUCKET + "sounds/family.stereo.raw";

View file

@ -11,7 +11,7 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
Script.include("../libraries/globals.js");
var iteration = 0;
@ -59,7 +59,7 @@ var middleY = gameAt.y + (gameSize.y/2);
var invaderSize = 0.4;
var shipSize = 0.25;
var missileSize = 0.1;
var missileSize = 1.0;
var myShip;
var myShipProperties;
@ -101,7 +101,7 @@ var soundInMyHead = true;
// models...
var invaderModels = new Array();
invaderModels[0] = {
modelURL: HIFI_PUBLIC_BUCKET + "meshes/newInvader16x16-large-purple.svo",
modelURL: HIFI_PUBLIC_BUCKET + "meshes/space_invader.fbx",
modelScale: 450,
modelTranslation: { x: -1.3, y: -1.3, z: -1.3 },
};
@ -141,7 +141,7 @@ function initializeMyShip() {
damping: 0,
dimensions: { x: shipSize * 2, y: shipSize * 2, z: shipSize * 2 },
color: { red: 0, green: 255, blue: 0 },
modelURL: HIFI_PUBLIC_BUCKET + "meshes/myCannon16x16.svo",
modelURL: HIFI_PUBLIC_BUCKET + "meshes/space_invader.fbx",
lifetime: itemLifetimes
};
myShip = Entities.addEntity(myShipProperties);
@ -360,7 +360,7 @@ function keyPressEvent(key) {
myShipProperties.position.x = gameAt.x + gameSize.x;
}
moveShipTo(myShipProperties.position);
} else if (key.text == " ") {
} else if (key.text == "f") {
fireMissile();
} else if (key.text == "q") {
endGame();

View file

@ -1,77 +0,0 @@
//
// fountain.js
// examples
//
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
function vLength(v) {
return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
}
function printVector(v) {
print(v.x + ", " + v.y + ", " + v.z + "\n");
}
// Create a random vector with individual lengths between a,b
function randVector(a, b) {
var rval = { x: a + Math.random() * (b - a), y: a + Math.random() * (b - a), z: a + Math.random() * (b - a) };
return rval;
}
function vMinus(a, b) {
var rval = { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
return rval;
}
function vPlus(a, b) {
var rval = { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
return rval;
}
function vCopy(a, b) {
a.x = b.x;
a.y = b.y;
a.z = b.z;
return;
}
// Returns a vector which is fraction of the way between a and b
function vInterpolate(a, b, fraction) {
var rval = { x: a.x + (b.x - a.x) * fraction, y: a.y + (b.y - a.y) * fraction, z: a.z + (b.z - a.z) * fraction };
return rval;
}
var position = { x: 5.0, y: 0.6, z: 5.0 };
//Voxels.setVoxel(position.x, 0, position.z, 0.5, 0, 0, 255);
var totalEntities = 0;
function makeFountain(deltaTime) {
if (Math.random() < 0.10) {
//print("Made entity!\n");
var radius = (0.02 + (Math.random() * 0.05));
var properties = {
type: "Sphere",
position: position,
dimensions: { x: radius, y: radius, z: radius},
color: { red: 0, green: 0, blue: 128 },
velocity: { x: (Math.random() * 1.0 - 0.5),
y: (1.0 + (Math.random() * 2.0)),
z: (Math.random() * 1.0 - 0.5) },
gravity: { x: 0, y: -0.1, z: 0 },
damping: 0.25,
lifetime: 1
}
Entities.addEntity(properties);
totalEntities++;
}
if (totalEntities > 100) {
Script.stop();
}
}
// register the call back so it fires before each data send
Script.update.connect(makeFountain);

View file

@ -1,328 +0,0 @@
//
// grenadeLauncher.js
// examples
// Created by Ben Arnold on 7/11/14.
// This is a modified version of gun.js by Brad Hefta-Gaub.
//
// Copyright 2013 High Fidelity, Inc.
//
// This is an example script that turns the hydra controllers and mouse into a entity gun.
// It reads the controller, watches for trigger pulls, and launches entities.
// When entities collide with voxels they blow big holes out of the voxels.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
Script.include("libraries/globals.js");
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
}
var lastX = 0;
var lastY = 0;
var yawFromMouse = 0;
var pitchFromMouse = 0;
var isMouseDown = false;
var BULLET_VELOCITY = 3.0;
var MIN_THROWER_DELAY = 1000;
var MAX_THROWER_DELAY = 1000;
var LEFT_BUTTON_1 = 1;
var LEFT_BUTTON_3 = 3;
var RELOAD_INTERVAL = 5;
var showScore = false;
// Load some sound to use for loading and firing
var fireSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/GUN-SHOT2.raw");
var loadSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/Gun_Reload_Weapon22.raw");
var impactSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/BulletImpact2.raw");
var targetHitSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Space%20Invaders/hit.raw");
var targetLaunchSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Space%20Invaders/shoot.raw");
var gunModel = "http://public.highfidelity.io/models/attachments/HaloGun.fst";
var audioOptions {
volume: 0.9
}
var shotsFired = 0;
var shotTime = new Date();
// initialize our triggers
var triggerPulled = new Array();
var numberOfTriggers = Controller.getNumberOfTriggers();
for (t = 0; t < numberOfTriggers; t++) {
triggerPulled[t] = false;
}
var isLaunchButtonPressed = false;
var score = 0;
// Create a reticle image in center of screen
var screenSize = Controller.getViewportDimensions();
var reticle = Overlays.addOverlay("image", {
x: screenSize.x / 2 - 16,
y: screenSize.y / 2 - 16,
width: 32,
height: 32,
imageURL: HIFI_PUBLIC_BUCKET + "images/reticle.png",
color: { red: 255, green: 255, blue: 255},
alpha: 1
});
if (showScore) {
var text = Overlays.addOverlay("text", {
x: screenSize.x / 2 - 100,
y: screenSize.y / 2 - 50,
width: 150,
height: 50,
color: { red: 0, green: 0, blue: 0},
textColor: { red: 255, green: 0, blue: 0},
topMargin: 4,
leftMargin: 4,
text: "Score: " + score
});
}
function printVector(string, vector) {
print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
}
function shootBullet(position, velocity) {
var BULLET_SIZE = 0.1;
var BULLET_GRAVITY = -3.0;
//Creates a grenade with a reasonable lifetime so that one is less likely to accidentally blow up
//far away voxels
Entities.addEntity(
{ type: "Sphere",
position: position,
collisionsWillMove: true,
dimensions: { x: BULLET_SIZE, y: BULLET_SIZE, z: BULLET_SIZE },
color: { red: 10, green: 10, blue: 10 },
velocity: velocity,
gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
lifetime: 10.0,
damping: 0 });
// Play firing sounds
audioOptions.position = position;
Audio.playSound(fireSound, audioOptions);
shotsFired++;
if ((shotsFired % RELOAD_INTERVAL) == 0) {
Audio.playSound(loadSound, audioOptions);
}
}
function shootTarget() {
var TARGET_SIZE = 0.25;
var TARGET_GRAVITY = -0.6;
var TARGET_UP_VELOCITY = 3.0;
var TARGET_FWD_VELOCITY = 5.0;
var DISTANCE_TO_LAUNCH_FROM = 3.0;
var camera = Camera.getPosition();
//printVector("camera", camera);
var targetDirection = Quat.angleAxis(getRandomFloat(-20.0, 20.0), { x:0, y:1, z:0 });
targetDirection = Quat.multiply(Camera.getOrientation(), targetDirection);
var forwardVector = Quat.getFront(targetDirection);
//printVector("forwardVector", forwardVector);
var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_TO_LAUNCH_FROM));
//printVector("newPosition", newPosition);
var velocity = Vec3.multiply(forwardVector, TARGET_FWD_VELOCITY);
velocity.y += TARGET_UP_VELOCITY;
//printVector("velocity", velocity);
Entities.addEntity(
{ type: "Sphere",
position: newPosition,
collisionsWillMove: true,
dimensions: { x: TARGET_SIZE, y: TARGET_SIZE, z: TARGET_SIZE },
color: { red: 0, green: 200, blue: 200 },
velocity: velocity,
gravity: { x: 0, y: TARGET_GRAVITY, z: 0 },
lifetime: 1000.0,
damping: 0.0001 });
// Record start time
shotTime = new Date();
// Play target shoot sound
audioOptions.position = newPosition;
Audio.playSound(targetLaunchSound, audioOptions);
}
function entityCollisionWithEntity(entity1, entity2, collision) {
score++;
if (showScore) {
Overlays.editOverlay(text, { text: "Score: " + score } );
}
// Record shot time
var endTime = new Date();
var msecs = endTime.valueOf() - shotTime.valueOf();
//print("hit, msecs = " + msecs);
//Vec3.print("penetration = ", collision.penetration);
//Vec3.print("contactPoint = ", collision.contactPoint);
Entities.deleteEntity(entity1);
Entities.deleteEntity(entity2);
// play the sound near the camera so the shooter can hear it
audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
Audio.playSound(targetHitSound, audioOptions);
}
function keyPressEvent(event) {
// if our tools are off, then don't do anything
if (event.text == "t") {
var time = MIN_THROWER_DELAY + Math.random() * MAX_THROWER_DELAY;
Script.setTimeout(shootTarget, time);
} else if (event.text == ".") {
shootFromMouse();
} else if (event.text == "r") {
playLoadSound();
}
}
function playLoadSound() {
audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
Audio.playSound(loadSound, audioOptions);
}
//MyAvatar.attach(gunModel, "RightHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
MyAvatar.attach(gunModel, "LeftHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
// Give a bit of time to load before playing sound
Script.setTimeout(playLoadSound, 2000);
function update(deltaTime) {
// Check for mouseLook movement, update rotation
// rotate body yaw for yaw received from controller or mouse
var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Radians( { x: 0, y: yawFromMouse, z: 0 } ));
MyAvatar.orientation = newOrientation;
yawFromMouse = 0;
// apply pitch from controller or mouse
var newPitch = MyAvatar.headPitch + pitchFromMouse;
MyAvatar.headPitch = newPitch;
pitchFromMouse = 0;
// Check hydra controller for launch button press
if (!isLaunchButtonPressed && Controller.isButtonPressed(LEFT_BUTTON_3)) {
isLaunchButtonPressed = true;
var time = MIN_THROWER_DELAY + Math.random() * MAX_THROWER_DELAY;
Script.setTimeout(shootTarget, time);
} else if (isLaunchButtonPressed && !Controller.isButtonPressed(LEFT_BUTTON_3)) {
isLaunchButtonPressed = false;
}
// Check hydra controller for trigger press
var numberOfTriggers = Controller.getNumberOfTriggers();
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
// this is expected for hydras
if (numberOfTriggers == 2 && controllersPerTrigger == 2) {
for (var t = 0; t < numberOfTriggers; t++) {
var shootABullet = false;
var triggerValue = Controller.getTriggerValue(t);
if (triggerPulled[t]) {
// must release to at least 0.1
if (triggerValue < 0.1) {
triggerPulled[t] = false; // unpulled
}
} else {
// must pull to at least 0.9
if (triggerValue > 0.9) {
triggerPulled[t] = true; // pulled
shootABullet = true;
}
}
if (shootABullet) {
var palmController = t * controllersPerTrigger;
var palmPosition = Controller.getSpatialControlPosition(palmController);
var fingerTipController = palmController + 1;
var fingerTipPosition = Controller.getSpatialControlPosition(fingerTipController);
var palmToFingerTipVector =
{ x: (fingerTipPosition.x - palmPosition.x),
y: (fingerTipPosition.y - palmPosition.y),
z: (fingerTipPosition.z - palmPosition.z) };
// just off the front of the finger tip
var position = { x: fingerTipPosition.x + palmToFingerTipVector.x/2,
y: fingerTipPosition.y + palmToFingerTipVector.y/2,
z: fingerTipPosition.z + palmToFingerTipVector.z/2};
var linearVelocity = 25;
var velocity = { x: palmToFingerTipVector.x * linearVelocity,
y: palmToFingerTipVector.y * linearVelocity,
z: palmToFingerTipVector.z * linearVelocity };
shootBullet(position, velocity);
}
}
}
}
function mousePressEvent(event) {
isMouseDown = true;
lastX = event.x;
lastY = event.y;
//audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
//Audio.playSound(loadSound, audioOptions);
}
function shootFromMouse() {
var DISTANCE_FROM_CAMERA = 2.0;
var camera = Camera.getPosition();
var forwardVector = Quat.getFront(Camera.getOrientation());
var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_FROM_CAMERA));
var velocity = Vec3.multiply(forwardVector, BULLET_VELOCITY);
shootBullet(newPosition, velocity);
}
function mouseReleaseEvent(event) {
// position
isMouseDown = false;
}
function mouseMoveEvent(event) {
//Move the camera if LEFT_BUTTON_1 is pressed
if (Controller.isButtonPressed(LEFT_BUTTON_1)) {
var MOUSE_YAW_SCALE = -0.25;
var MOUSE_PITCH_SCALE = -12.5;
var FIXED_MOUSE_TIMESTEP = 0.016;
yawFromMouse += ((event.x - lastX) * MOUSE_YAW_SCALE * FIXED_MOUSE_TIMESTEP);
pitchFromMouse += ((event.y - lastY) * MOUSE_PITCH_SCALE * FIXED_MOUSE_TIMESTEP);
lastX = event.x;
lastY = event.y;
}
}
function scriptEnding() {
Overlays.deleteOverlay(reticle);
Overlays.deleteOverlay(text);
MyAvatar.detachOne(gunModel);
}
Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
Script.scriptEnding.connect(scriptEnding);
Script.update.connect(update);
Controller.mousePressEvent.connect(mousePressEvent);
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
Controller.mouseMoveEvent.connect(mouseMoveEvent);
Controller.keyPressEvent.connect(keyPressEvent);