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put controller specific functions inside the controller object
This commit is contained in:
parent
b8c8ea2b53
commit
b08f567999
1 changed files with 238 additions and 233 deletions
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@ -58,9 +58,6 @@ var ZERO_VEC = {x: 0, y: 0, z: 0};
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var NULL_ACTION_ID = "{00000000-0000-0000-000000000000}";
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var MSEC_PER_SEC = 1000.0;
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var rightController = new controller(RIGHT_HAND, Controller.findAction("RIGHT_HAND_CLICK"));
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var leftController = new controller(LEFT_HAND, Controller.findAction("LEFT_HAND_CLICK"));
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// these control how long an abandoned pointer line will hang around
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var startTime = Date.now();
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var LIFETIME = 10;
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@ -92,262 +89,270 @@ function controller(hand, triggerAction) {
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this.state = 0; // 0 = searching, 1 = distanceHolding, 2 = closeGrabbing
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this.pointer = null; // entity-id of line object
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this.triggerValue = 0; // rolling average of trigger value
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}
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controller.prototype.update = function() {
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switch(this.state) {
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case STATE_SEARCHING:
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search(this);
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break;
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case STATE_DISTANCE_HOLDING:
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distanceHolding(this);
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break;
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case STATE_CLOSE_GRABBING:
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closeGrabbing(this);
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break;
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case STATE_CONTINUE_CLOSE_GRABBING:
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continueCloseGrabbing(this);
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break;
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case STATE_RELEASE:
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release(this);
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break;
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}
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}
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function lineOn(self, closePoint, farPoint, color) {
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// draw a line
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if (self.pointer == null) {
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self.pointer = Entities.addEntity({
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type: "Line",
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name: "pointer",
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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position: closePoint,
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linePoints: [ ZERO_VEC, farPoint ],
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color: color,
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lifetime: LIFETIME
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});
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} else {
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Entities.editEntity(self.pointer, {
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position: closePoint,
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linePoints: [ ZERO_VEC, farPoint ],
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color: color,
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lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME
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});
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}
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}
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function lineOff(self) {
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if (self.pointer != null) {
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Entities.deleteEntity(self.pointer);
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}
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self.pointer = null;
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}
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function triggerSmoothedSqueezed(self) {
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var triggerValue = Controller.getActionValue(self.triggerAction);
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// smooth out trigger value
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self.triggerValue = (self.triggerValue * TRIGGER_SMOOTH_RATIO) + (triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
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return self.triggerValue > TRIGGER_ON_VALUE;
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}
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function triggerSqueezed(self) {
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var triggerValue = Controller.getActionValue(self.triggerAction);
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return triggerValue > TRIGGER_ON_VALUE;
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}
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function search(self) {
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if (!triggerSmoothedSqueezed(self)) {
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self.state = STATE_RELEASE;
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return;
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}
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// the trigger is being pressed, do a ray test
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var handPosition = self.getHandPosition();
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var pickRay = {origin: handPosition, direction: Quat.getUp(self.getHandRotation())};
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var intersection = Entities.findRayIntersection(pickRay, true);
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if (intersection.intersects &&
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intersection.properties.collisionsWillMove === 1 &&
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intersection.properties.locked === 0) {
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// the ray is intersecting something we can move.
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var handControllerPosition = Controller.getSpatialControlPosition(self.palm);
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var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
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self.grabbedEntity = intersection.entityID;
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if (intersectionDistance < CLOSE_PICK_MAX_DISTANCE) {
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// the hand is very close to the intersected object. go into close-grabbing mode.
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self.state = STATE_CLOSE_GRABBING;
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} else {
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// the hand is far from the intersected object. go into distance-holding mode
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self.state = STATE_DISTANCE_HOLDING;
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lineOn(self, pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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this.update = function() {
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switch(this.state) {
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case STATE_SEARCHING:
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this.search();
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break;
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case STATE_DISTANCE_HOLDING:
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this.distanceHolding();
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break;
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case STATE_CLOSE_GRABBING:
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this.closeGrabbing();
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break;
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case STATE_CONTINUE_CLOSE_GRABBING:
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this.continueCloseGrabbing();
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break;
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case STATE_RELEASE:
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this.release();
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break;
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}
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} else {
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// forward ray test failed, try sphere test.
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var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
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var minDistance = GRAB_RADIUS;
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var grabbedEntity = null;
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for (var i = 0; i < nearbyEntities.length; i++) {
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var props = Entities.getEntityProperties(nearbyEntities[i]);
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var distance = Vec3.distance(props.position, handPosition);
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if (distance < minDistance && props.name !== "pointer" &&
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props.collisionsWillMove === 1 &&
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props.locked === 0) {
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self.grabbedEntity = nearbyEntities[i];
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minDistance = distance;
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}
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this.lineOn = function(closePoint, farPoint, color) {
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// draw a line
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if (this.pointer == null) {
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this.pointer = Entities.addEntity({
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type: "Line",
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name: "pointer",
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dimensions: LINE_ENTITY_DIMENSIONS,
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visible: true,
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position: closePoint,
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linePoints: [ ZERO_VEC, farPoint ],
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color: color,
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lifetime: LIFETIME
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});
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} else {
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Entities.editEntity(this.pointer, {
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position: closePoint,
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linePoints: [ ZERO_VEC, farPoint ],
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color: color,
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lifetime: (Date.now() - startTime) / MSEC_PER_SEC + LIFETIME
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});
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}
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}
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this.lineOff = function() {
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if (this.pointer != null) {
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Entities.deleteEntity(this.pointer);
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}
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this.pointer = null;
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}
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this.triggerSmoothedSqueezed = function() {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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// smooth out trigger value
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this.triggerValue = (this.triggerValue * TRIGGER_SMOOTH_RATIO) +
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(triggerValue * (1.0 - TRIGGER_SMOOTH_RATIO));
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return this.triggerValue > TRIGGER_ON_VALUE;
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}
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this.triggerSqueezed = function() {
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var triggerValue = Controller.getActionValue(this.triggerAction);
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return triggerValue > TRIGGER_ON_VALUE;
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}
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this.search = function() {
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if (!this.triggerSmoothedSqueezed()) {
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this.state = STATE_RELEASE;
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return;
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}
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// the trigger is being pressed, do a ray test
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var handPosition = this.getHandPosition();
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var pickRay = {origin: handPosition, direction: Quat.getUp(this.getHandRotation())};
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var intersection = Entities.findRayIntersection(pickRay, true);
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if (intersection.intersects &&
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intersection.properties.collisionsWillMove === 1 &&
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intersection.properties.locked === 0) {
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// the ray is intersecting something we can move.
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
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this.grabbedEntity = intersection.entityID;
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if (intersectionDistance < CLOSE_PICK_MAX_DISTANCE) {
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// the hand is very close to the intersected object. go into close-grabbing mode.
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this.state = STATE_CLOSE_GRABBING;
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} else {
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// the hand is far from the intersected object. go into distance-holding mode
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this.state = STATE_DISTANCE_HOLDING;
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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}
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} else {
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// forward ray test failed, try sphere test.
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var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
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var minDistance = GRAB_RADIUS;
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var grabbedEntity = null;
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for (var i = 0; i < nearbyEntities.length; i++) {
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var props = Entities.getEntityProperties(nearbyEntities[i]);
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var distance = Vec3.distance(props.position, handPosition);
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if (distance < minDistance && props.name !== "pointer" &&
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props.collisionsWillMove === 1 &&
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props.locked === 0) {
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this.grabbedEntity = nearbyEntities[i];
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minDistance = distance;
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}
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}
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if (this.grabbedEntity === null) {
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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} else {
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this.state = STATE_CLOSE_GRABBING;
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}
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}
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if (self.grabbedEntity === null) {
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lineOn(self, pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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}
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this.distanceHolding = function() {
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if (!this.triggerSmoothedSqueezed()) {
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this.state = STATE_RELEASE;
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return;
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}
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var handPosition = this.getHandPosition();
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var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
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var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(this.palm));
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity);
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this.lineOn(handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
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if (this.actionID === null) {
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// first time here since trigger pulled -- add the action and initialize some variables
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this.currentObjectPosition = grabbedProperties.position;
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this.currentObjectRotation = grabbedProperties.rotation;
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this.handPreviousPosition = handControllerPosition;
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this.handPreviousRotation = handRotation;
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this.actionID = Entities.addAction("spring", this.grabbedEntity, {
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targetPosition: this.currentObjectPosition,
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linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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targetRotation: this.currentObjectRotation,
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angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME
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});
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if (this.actionID == NULL_ACTION_ID) {
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this.actionID = null;
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}
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} else {
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self.state = STATE_CLOSE_GRABBING;
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(this.currentObjectPosition,
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handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR,
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DISTANCE_HOLDING_RADIUS_FACTOR);
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var handMoved = Vec3.subtract(handControllerPosition, this.handPreviousPosition);
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this.handPreviousPosition = handControllerPosition;
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var superHandMoved = Vec3.multiply(handMoved, radius);
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this.currentObjectPosition = Vec3.sum(this.currentObjectPosition, superHandMoved);
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// this doubles hand rotation
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var handChange = Quat.multiply(Quat.slerp(this.handPreviousRotation, handRotation,
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DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
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Quat.inverse(this.handPreviousRotation));
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this.handPreviousRotation = handRotation;
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this.currentObjectRotation = Quat.multiply(handChange, this.currentObjectRotation);
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Entities.updateAction(this.grabbedEntity, this.actionID, {
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targetPosition: this.currentObjectPosition, linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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targetRotation: this.currentObjectRotation, angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME
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});
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}
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}
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}
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function distanceHolding(self) {
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if (!triggerSmoothedSqueezed(self)) {
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self.state = STATE_RELEASE;
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return;
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}
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this.closeGrabbing = function() {
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if (!this.triggerSmoothedSqueezed()) {
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this.state = STATE_RELEASE;
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return;
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}
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var handPosition = self.getHandPosition();
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var handControllerPosition = Controller.getSpatialControlPosition(self.palm);
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var handRotation = Quat.multiply(MyAvatar.orientation, Controller.getSpatialControlRawRotation(self.palm));
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var grabbedProperties = Entities.getEntityProperties(self.grabbedEntity);
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this.lineOff();
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lineOn(self, handPosition, Vec3.subtract(grabbedProperties.position, handPosition), INTERSECT_COLOR);
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var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity);
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if (self.actionID === null) {
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// first time here since trigger pulled -- add the action and initialize some variables
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self.currentObjectPosition = grabbedProperties.position;
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self.currentObjectRotation = grabbedProperties.rotation;
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self.handPreviousPosition = handControllerPosition;
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self.handPreviousRotation = handRotation;
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var handRotation = this.getHandRotation();
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var handPosition = this.getHandPosition();
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self.actionID = Entities.addAction("spring", self.grabbedEntity, {
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targetPosition: self.currentObjectPosition,
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linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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targetRotation: self.currentObjectRotation,
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angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME
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var objectRotation = grabbedProperties.rotation;
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var offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
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this.currentObjectPosition = grabbedProperties.position;
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this.currentObjectTime = Date.now();
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var offset = Vec3.subtract(this.currentObjectPosition, handPosition);
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var offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, offsetRotation)), offset);
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this.actionID = Entities.addAction("hold", this.grabbedEntity, {
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hand: this.hand == RIGHT_HAND ? "right" : "left",
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timeScale: CLOSE_GRABBING_ACTION_TIMEFRAME,
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relativePosition: offsetPosition,
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relativeRotation: offsetRotation
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});
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if (self.actionID == NULL_ACTION_ID) {
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self.actionID = null;
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}
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} else {
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// the action was set up on a previous call. update the targets.
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var radius = Math.max(Vec3.distance(self.currentObjectPosition,
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handControllerPosition) * DISTANCE_HOLDING_RADIUS_FACTOR,
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DISTANCE_HOLDING_RADIUS_FACTOR);
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var handMoved = Vec3.subtract(handControllerPosition, self.handPreviousPosition);
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self.handPreviousPosition = handControllerPosition;
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var superHandMoved = Vec3.multiply(handMoved, radius);
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self.currentObjectPosition = Vec3.sum(self.currentObjectPosition, superHandMoved);
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// this doubles hand rotation
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var handChange = Quat.multiply(Quat.slerp(self.handPreviousRotation, handRotation,
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DISTANCE_HOLDING_ROTATION_EXAGGERATION_FACTOR),
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Quat.inverse(self.handPreviousRotation));
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self.handPreviousRotation = handRotation;
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self.currentObjectRotation = Quat.multiply(handChange, self.currentObjectRotation);
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Entities.updateAction(self.grabbedEntity, self.actionID, {
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targetPosition: self.currentObjectPosition, linearTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME,
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targetRotation: self.currentObjectRotation, angularTimeScale: DISTANCE_HOLDING_ACTION_TIMEFRAME
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});
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}
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}
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function closeGrabbing(self) {
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if (!triggerSmoothedSqueezed(self)) {
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self.state = STATE_RELEASE;
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return;
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}
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lineOff(self);
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var grabbedProperties = Entities.getEntityProperties(self.grabbedEntity);
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var handRotation = self.getHandRotation();
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var handPosition = self.getHandPosition();
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var objectRotation = grabbedProperties.rotation;
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var offsetRotation = Quat.multiply(Quat.inverse(handRotation), objectRotation);
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self.currentObjectPosition = grabbedProperties.position;
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self.currentObjectTime = Date.now();
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var offset = Vec3.subtract(self.currentObjectPosition, handPosition);
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var offsetPosition = Vec3.multiplyQbyV(Quat.inverse(Quat.multiply(handRotation, offsetRotation)), offset);
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self.actionID = Entities.addAction("hold", self.grabbedEntity, {
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hand: self.hand == RIGHT_HAND ? "right" : "left",
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timeScale: CLOSE_GRABBING_ACTION_TIMEFRAME,
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relativePosition: offsetPosition,
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relativeRotation: offsetRotation
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});
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if (self.actionID == NULL_ACTION_ID) {
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self.actionID = null;
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} else {
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self.state = STATE_CONTINUE_CLOSE_GRABBING;
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}
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}
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function continueCloseGrabbing(self) {
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if (!triggerSmoothedSqueezed(self)) {
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self.state = STATE_RELEASE;
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return;
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}
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// keep track of the measured velocity of the held object
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var grabbedProperties = Entities.getEntityProperties(self.grabbedEntity);
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var now = Date.now();
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var deltaPosition = Vec3.subtract(grabbedProperties.position, self.currentObjectPosition); // meters
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var deltaTime = (now - self.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
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if (deltaTime > 0.0) {
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var grabbedVelocity = Vec3.multiply(deltaPosition, 1.0 / deltaTime);
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// don't update grabbedVelocity if the trigger is off. the smoothing of the trigger
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// value would otherwise give the held object time to slow down.
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if (triggerSqueezed(self)) {
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self.grabbedVelocity = Vec3.sum(Vec3.multiply(self.grabbedVelocity, (1.0 - CLOSE_GRABBING_VELOCITY_SMOOTH_RATIO)),
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Vec3.multiply(grabbedVelocity, CLOSE_GRABBING_VELOCITY_SMOOTH_RATIO));
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if (this.actionID == NULL_ACTION_ID) {
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this.actionID = null;
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} else {
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this.state = STATE_CONTINUE_CLOSE_GRABBING;
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}
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}
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self.currentObjectPosition = grabbedProperties.position;
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self.currentObjectTime = now;
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}
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this.continueCloseGrabbing = function() {
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if (!this.triggerSmoothedSqueezed()) {
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this.state = STATE_RELEASE;
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return;
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}
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function release(self) {
|
||||
lineOff(self);
|
||||
// keep track of the measured velocity of the held object
|
||||
var grabbedProperties = Entities.getEntityProperties(this.grabbedEntity);
|
||||
var now = Date.now();
|
||||
|
||||
if (self.grabbedEntity != null && self.actionID != null) {
|
||||
Entities.deleteAction(self.grabbedEntity, self.actionID);
|
||||
var deltaPosition = Vec3.subtract(grabbedProperties.position, this.currentObjectPosition); // meters
|
||||
var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
|
||||
|
||||
if (deltaTime > 0.0) {
|
||||
var grabbedVelocity = Vec3.multiply(deltaPosition, 1.0 / deltaTime);
|
||||
// don't update grabbedVelocity if the trigger is off. the smoothing of the trigger
|
||||
// value would otherwise give the held object time to slow down.
|
||||
if (this.triggerSqueezed()) {
|
||||
this.grabbedVelocity =
|
||||
Vec3.sum(Vec3.multiply(this.grabbedVelocity,
|
||||
(1.0 - CLOSE_GRABBING_VELOCITY_SMOOTH_RATIO)),
|
||||
Vec3.multiply(grabbedVelocity, CLOSE_GRABBING_VELOCITY_SMOOTH_RATIO));
|
||||
}
|
||||
}
|
||||
|
||||
this.currentObjectPosition = grabbedProperties.position;
|
||||
this.currentObjectTime = now;
|
||||
}
|
||||
|
||||
// the action will tend to quickly bring an object's velocity to zero. now that
|
||||
// the action is gone, set the objects velocity to something the holder might expect.
|
||||
Entities.editEntity(self.grabbedEntity, {velocity: self.grabbedVelocity});
|
||||
|
||||
self.grabbedVelocity = ZERO_VEC;
|
||||
self.grabbedEntity = null;
|
||||
self.actionID = null;
|
||||
self.state = STATE_SEARCHING;
|
||||
this.release = function() {
|
||||
this.lineOff();
|
||||
|
||||
if (this.grabbedEntity != null && this.actionID != null) {
|
||||
Entities.deleteAction(this.grabbedEntity, this.actionID);
|
||||
}
|
||||
|
||||
// the action will tend to quickly bring an object's velocity to zero. now that
|
||||
// the action is gone, set the objects velocity to something the holder might expect.
|
||||
Entities.editEntity(this.grabbedEntity, {velocity: this.grabbedVelocity});
|
||||
|
||||
this.grabbedVelocity = ZERO_VEC;
|
||||
this.grabbedEntity = null;
|
||||
this.actionID = null;
|
||||
this.state = STATE_SEARCHING;
|
||||
}
|
||||
|
||||
|
||||
this.cleanup = function() {
|
||||
release();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
controller.prototype.cleanup = function() {
|
||||
release(this);
|
||||
}
|
||||
var rightController = new controller(RIGHT_HAND, Controller.findAction("RIGHT_HAND_CLICK"));
|
||||
var leftController = new controller(LEFT_HAND, Controller.findAction("LEFT_HAND_CLICK"));
|
||||
|
||||
|
||||
function update() {
|
||||
|
|
Loading…
Reference in a new issue