// // detectGrabExample.js // examples/entityScripts // // Created by Brad Hefta-Gaub on 9/3/15. // Copyright 2015 High Fidelity, Inc. // // This is an example of an entity script which when assigned to an entity, will detect when the entity is being grabbed by the hydraGrab script // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // (function() { var _this; // this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember // our this object, so we can access it in cases where we're called without a this (like in the case of various global signals) DetectGrabbed = function() { _this = this; }; DetectGrabbed.prototype = { setRightHand: function () { print("I am being held in a right hand... entity:" + this.entityID); }, setLeftHand: function () { print("I am being held in a left hand... entity:" + this.entityID); }, startDistantGrab: function () { print("I am being distance held... entity:" + this.entityID); }, continueDistantGrab: function () { print("I continue to be distance held... entity:" + this.entityID); }, startNearGrab: function () { print("I was just grabbed... entity:" + this.entityID); }, continueNearGrab: function () { print("I am still being grabbed... entity:" + this.entityID); }, releaseGrab: function () { print("I was released... entity:" + this.entityID); }, // preload() will be called when the entity has become visible (or known) to the interface // it gives us a chance to set our local JavaScript object up. In this case it means: // * remembering our entityID, so we can access it in cases where we're called without an entityID // * connecting to the update signal so we can check our grabbed state preload: function(entityID) { this.entityID = entityID; }, }; // entity scripts always need to return a newly constructed object of our type return new DetectGrabbed(); })