Merge branch 'master' of github.com:highfidelity/hifi into polyvox

This commit is contained in:
Seth Alves 2015-05-27 18:38:44 -07:00
commit 4b564e2eee
7 changed files with 130 additions and 98 deletions

View file

@ -153,6 +153,26 @@ if (showScore) {
var BULLET_VELOCITY = 10.0;
function entityCollisionWithEntity(entity1, entity2, collision) {
if (entity2 === targetID) {
score++;
if (showScore) {
Overlays.editOverlay(text, { text: "Score: " + score } );
}
// We will delete the bullet and target in 1/2 sec, but for now we can see them bounce!
Script.setTimeout(deleteBulletAndTarget, 500);
// Turn the target and the bullet white
Entities.editEntity(entity1, { color: { red: 255, green: 255, blue: 255 }});
Entities.editEntity(entity2, { color: { red: 255, green: 255, blue: 255 }});
// 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 shootBullet(position, velocity, grenade) {
var BULLET_SIZE = 0.10;
var BULLET_LIFETIME = 10.0;
@ -178,6 +198,7 @@ function shootBullet(position, velocity, grenade) {
ignoreCollisions: false,
collisionsWillMove: true
});
Script.addEventHandler(bulletID, "collisionWithEntity", entityCollisionWithEntity);
// Play firing sounds
audioOptions.position = position;
@ -310,27 +331,6 @@ function makePlatform(gravity, scale, size) {
}
function entityCollisionWithEntity(entity1, entity2, collision) {
if (((entity1.id == bulletID.id) || (entity1.id == targetID.id)) &&
((entity2.id == bulletID.id) || (entity2.id == targetID.id))) {
score++;
if (showScore) {
Overlays.editOverlay(text, { text: "Score: " + score } );
}
// We will delete the bullet and target in 1/2 sec, but for now we can see them bounce!
Script.setTimeout(deleteBulletAndTarget, 500);
// Turn the target and the bullet white
Entities.editEntity(entity1, { color: { red: 255, green: 255, blue: 255 }});
Entities.editEntity(entity2, { color: { red: 255, green: 255, blue: 255 }});
// 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") {
@ -505,7 +505,6 @@ function scriptEnding() {
clearPose();
}
Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
Script.scriptEnding.connect(scriptEnding);
Script.update.connect(update);
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);

View file

@ -0,0 +1,53 @@
//
// entityCollisionExample.js
// examples
//
// Created by Howard Stearns on 5/25/15.
// Copyright 2015 High Fidelity, Inc.
//
// This is an example script that demonstrates use of the per-entity event handlers.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
function someCollisionFunction(entityA, entityB, collision) {
print("collision: " + JSON.stringify({a: entityA, b: entityB, c: collision}));
}
var position = Vec3.sum(MyAvatar.position, Quat.getFront(MyAvatar.orientation));
var properties = {
type: "Box",
position: position,
collisionsWillMove: true,
color: { red: 200, green: 0, blue: 0 }
};
var collider = Entities.addEntity(properties);
var armed = false;
function togglePrinting() {
print('togglePrinting from ' + armed + ' on ' + collider);
if (armed) {
Script.removeEventHandler(collider, "collisionWithEntity", someCollisionFunction);
} else {
Script.addEventHandler(collider, "collisionWithEntity", someCollisionFunction);
}
armed = !armed;
print("Red box " + (armed ? "will" : "will not") + " print on collision.");
}
togglePrinting();
properties.position.y += 0.2;
properties.color.blue += 200;
// A handy target for the collider to hit.
var target = Entities.addEntity(properties);
properties.position.y += 0.2;
properties.color.green += 200;
var button = Entities.addEntity(properties);
Script.addEventHandler(button, "clickReleaseOnEntity", togglePrinting);
Script.scriptEnding.connect(function () {
Entities.deleteEntity(collider);
Entities.deleteEntity(target);
Entities.deleteEntity(button);
});

View file

@ -33,8 +33,8 @@ var cuePosition;
var startStroke = 0;
// Sounds to use
hitSounds = [];
hitSounds.push(SoundCache.getSound(HIFI_PUBLIC_BUCKET + "Collisions-ballhitsandcatches/billiards/collision1.wav"));
var hitSound = HIFI_PUBLIC_BUCKET + "sounds/Collisions-ballhitsandcatches/billiards/collision1.wav";
SoundCache.getSound(hitSound);
HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
var screenSize = Controller.getViewportDimensions();
@ -127,6 +127,7 @@ function makeBalls(pos) {
ignoreCollisions: false,
damping: 0.50,
shapeType: "sphere",
collisionSoundURL: hitSound,
collisionsWillMove: true }));
ballPosition.z += (BALL_SIZE + BALL_GAP) * SCALE;
ballNumber++;
@ -225,26 +226,11 @@ function update(deltaTime) {
}
}
function entityCollisionWithEntity(entity1, entity2, collision) {
/*
NOT WORKING YET
if ((entity1.id == cueBall.id) || (entity2.id == cueBall.id)) {
print("Cue ball collision!");
//audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
//Audio.playSound(hitSounds[0], { position: Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation())) });
}
else if (isObjectBall(entity1.id) || isObjectBall(entity2.id)) {
print("Object ball collision");
} */
}
tableCenter = Vec3.sum(MyAvatar.position, Vec3.multiply(4.0, Quat.getFront(Camera.getOrientation())));
makeTable(tableCenter);
makeBalls(tableCenter);
Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
Script.scriptEnding.connect(cleanup);
Controller.keyPressEvent.connect(keyPressEvent);
Controller.keyReleaseEvent.connect(keyReleaseEvent);

View file

@ -21,6 +21,16 @@ var gameOver = false;
var invaderStepsPerCycle = 120; // the number of update steps it takes then invaders to move one column to the right
var invaderStepOfCycle = 0; // current iteration in the cycle
var invaderMoveDirection = 1; // 1 for moving to right, -1 for moving to left
var LEFT = ",";
var RIGHT = ".";
var FIRE = "SPACE";
var QUIT = "q";
print("Use:");
print(LEFT + " to move left");
print(RIGHT + " to move right");
print(FIRE + " to fire");
print(QUIT + " to quit");
// game length...
var itemLifetimes = 60; // 1 minute
@ -65,8 +75,8 @@ var myShipProperties;
// create the rows of space invaders
var invaders = new Array();
var numberOfRows = 5;
var invadersPerRow = 8;
var numberOfRows = 3 // FIXME 5;
var invadersPerRow = 3 // FIXME 8;
var emptyColumns = 2; // number of invader width columns not filled with invaders
var invadersBottomCorner = { x: gameAt.x, y: middleY , z: gameAt.z };
var rowHeight = ((gameAt.y + gameSize.y) - invadersBottomCorner.y) / numberOfRows;
@ -80,7 +90,6 @@ var stepsToGround = (middleY - gameAt.y) / yPerStep;
var maxInvaderRowOffset=stepsToGround;
// missile related items
var missileFired = false;
var myMissile;
// sounds
@ -174,6 +183,7 @@ function initializeInvaders() {
invaderPosition = getInvaderPosition(row, column);
invaders[row][column] = Entities.addEntity({
type: "Model",
shapeType: "box",
position: invaderPosition,
velocity: { x: 0, y: 0, z: 0 },
gravity: { x: 0, y: 0, z: 0 },
@ -181,6 +191,7 @@ function initializeInvaders() {
dimensions: { x: invaderSize * 2, y: invaderSize * 2, z: invaderSize * 2 },
color: { red: 255, green: 0, blue: 0 },
modelURL: invaderModels[row].modelURL,
collisionsWillMove: true,
lifetime: itemLifetimes
});
}
@ -264,17 +275,17 @@ Script.update.connect(update);
function cleanupGame() {
print("cleaning up game...");
Entities.deleteEntity(myShip);
print("cleanupGame() ... Entities.deleteEntity(myShip)... myShip.id="+myShip.id);
print("cleanupGame() ... Entities.deleteEntity(myShip)... myShip="+myShip);
for (var row = 0; row < numberOfRows; row++) {
for (var column = 0; column < invadersPerRow; column++) {
Entities.deleteEntity(invaders[row][column]);
print("cleanupGame() ... Entities.deleteEntity(invaders[row][column])... invaders[row][column].id="
+invaders[row][column].id);
print("cleanupGame() ... Entities.deleteEntity(invaders[row][column])... invaders[row][column]="
+invaders[row][column]);
}
}
// clean up our missile
if (missileFired) {
if (myMissile) {
Entities.deleteEntity(myMissile);
}
@ -293,15 +304,23 @@ function moveShipTo(position) {
Entities.editEntity(myShip, { position: position });
}
function entityCollisionWithEntity(entityA, entityB, collision) {
print("entityCollisionWithEntity() a="+entityA + " b=" + entityB);
Vec3.print('entityCollisionWithEntity() penetration=', collision.penetration);
Vec3.print('entityCollisionWithEntity() contactPoint=', collision.contactPoint);
deleteIfInvader(entityB);
}
function fireMissile() {
// we only allow one missile at a time...
var canFire = false;
// If we've fired a missile, then check to see if it's still alive
if (missileFired) {
if (myMissile) {
var missileProperties = Entities.getEntityProperties(myMissile);
if (!missileProperties) {
if (!missileProperties || (missileProperties.type === 'Unknown')) {
print("canFire = true");
canFire = true;
}
@ -322,11 +341,12 @@ function fireMissile() {
velocity: { x: 0, y: 5, z: 0},
gravity: { x: 0, y: 0, z: 0 },
damping: 0,
dimensions: { x: missileSize * 2, y: missileSize * 2, z: missileSize * 2 },
collisionsWillMove: true,
dimensions: { x: missileSize, y: missileSize, z: missileSize },
color: { red: 0, green: 0, blue: 255 },
lifetime: 5
});
Script.addEventHandler(myMissile, "collisionWithEntity", entityCollisionWithEntity);
var options = {}
if (soundInMyHead) {
options.position = { x: MyAvatar.position.x + 0.0,
@ -335,30 +355,30 @@ function fireMissile() {
} else {
options.position = missilePosition;
}
Audio.playSound(shootSound, options);
missileFired = true;
}
}
function keyPressEvent(key) {
//print("keyPressEvent key.text="+key.text);
if (key.text == ",") {
if (key.text == LEFT) {
myShipProperties.position.x -= 0.1;
if (myShipProperties.position.x < gameAt.x) {
myShipProperties.position.x = gameAt.x;
}
moveShipTo(myShipProperties.position);
} else if (key.text == ".") {
} else if (key.text == RIGHT) {
myShipProperties.position.x += 0.1;
if (myShipProperties.position.x > gameAt.x + gameSize.x) {
myShipProperties.position.x = gameAt.x + gameSize.x;
}
moveShipTo(myShipProperties.position);
} else if (key.text == "f") {
} else if (key.text == FIRE) {
fireMissile();
} else if (key.text == "q") {
} else if (key.text == QUIT) {
endGame();
}
}
@ -370,7 +390,7 @@ Controller.captureKeyEvents({text: " "});
function deleteIfInvader(possibleInvaderEntity) {
for (var row = 0; row < numberOfRows; row++) {
for (var column = 0; column < invadersPerRow; column++) {
if (invaders[row][column].id && invaders[row][column].id == possibleInvaderEntity.id) {
if (invaders[row][column] == possibleInvaderEntity) {
Entities.deleteEntity(possibleInvaderEntity);
Entities.deleteEntity(myMissile);
@ -390,20 +410,6 @@ function deleteIfInvader(possibleInvaderEntity) {
}
}
function entityCollisionWithEntity(entityA, entityB, collision) {
print("entityCollisionWithEntity() a.id="+entityA.id + " b.id=" + entityB.id);
Vec3.print('entityCollisionWithEntity() penetration=', collision.penetration);
Vec3.print('entityCollisionWithEntity() contactPoint=', collision.contactPoint);
if (missileFired) {
if (myMissile.id == entityA.id) {
deleteIfInvader(entityB);
} else if (myMissile.id == entityB.id) {
deleteIfInvader(entityA);
}
}
}
Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
// initialize the game...
initializeMyShip();

View file

@ -12,17 +12,6 @@
//
print("hello...");
function entityCollisionWithEntity(entityA, entityB, collision) {
print("entityCollisionWithParticle()..");
print(" entityA.getID()=" + entityA.id);
print(" entityB.getID()=" + entityB.id);
Vec3.print('penetration=', collision.penetration);
Vec3.print('contactPoint=', collision.contactPoint);
}
Entities.entityCollisionWithEntity.connect(entityCollisionWithEntity);
print("here... hello...");
print("The global collision event is obsolete. Please instead use:");
print(" the collisionSoundURL property on entities, or");
print(" entityCollisionExample.js");

View file

@ -2161,9 +2161,6 @@ void Application::init() {
auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
connect(&_entitySimulation, &EntitySimulation::entityCollisionWithEntity,
entityScriptingInterface.data(), &EntityScriptingInterface::entityCollisionWithEntity);
// connect the _entityCollisionSystem to our EntityTreeRenderer since that's what handles running entity scripts
connect(&_entitySimulation, &EntitySimulation::entityCollisionWithEntity,
&_entities, &EntityTreeRenderer::entityCollisionWithEntity);

View file

@ -490,19 +490,21 @@ void ParticleEffectEntityItem::stepSimulation(float deltaTime) {
}
void ParticleEffectEntityItem::setMaxParticles(quint32 maxParticles) {
_maxParticles = maxParticles;
if (_maxParticles != maxParticles) {
_maxParticles = maxParticles;
// TODO: try to do something smart here and preserve the state of existing particles.
// TODO: try to do something smart here and preserve the state of existing particles.
// resize vectors
_particleLifetimes.resize(_maxParticles);
_particlePositions.resize(_maxParticles);
_particleVelocities.resize(_maxParticles);
// resize vectors
_particleLifetimes.resize(_maxParticles);
_particlePositions.resize(_maxParticles);
_particleVelocities.resize(_maxParticles);
// effectivly clear all particles and start emitting new ones from scratch.
_particleHeadIndex = 0;
_particleTailIndex = 0;
_timeUntilNextEmit = 0.0f;
// effectivly clear all particles and start emitting new ones from scratch.
_particleHeadIndex = 0;
_particleTailIndex = 0;
_timeUntilNextEmit = 0.0f;
}
}
// because particles are in a ring buffer, this isn't trivial