This commit is contained in:
Andrzej Kapolka 2014-05-30 15:19:34 -07:00
commit 70afda6f86
4 changed files with 47 additions and 25 deletions

View file

@ -157,9 +157,7 @@ function controller(wichSide) {
this.release = function () {
if (this.grabbing) {
if (jointList.length <= 0) {
jointList = MyAvatar.getJointNames();
}
jointList = MyAvatar.getJointNames();
var closestJointIndex = -1;
var closestJointDistance = 10;

View file

@ -40,6 +40,8 @@ var passedTime = 0.0;
var startPosition = null;
var animationLenght = 2.0;
var sitting = false;
// This is the pose we would like to end up
var pose = [
{joint:"RightUpLeg", rotation: {x:100.0, y:15.0, z:0.0}},
@ -101,31 +103,41 @@ var standingUpAnimation = function(deltaTime){
}
}
function sitDown() {
sitting = true;
passedTime = 0.0;
startPosition = MyAvatar.position;
storeStartPoseAndTransition();
try{
Script.update.disconnect(standingUpAnimation);
} catch(e){
// no need to handle. if it wasn't connected no harm done
}
Script.update.connect(sittingDownAnimation);
Overlays.editOverlay(sitDownButton, { visible: false });
Overlays.editOverlay(standUpButton, { visible: true });
}
function standUp() {
sitting = false;
passedTime = 0.0;
startPosition = MyAvatar.position;
try{
Script.update.disconnect(sittingDownAnimation);
} catch (e){}
Script.update.connect(standingUpAnimation);
Overlays.editOverlay(standUpButton, { visible: false });
Overlays.editOverlay(sitDownButton, { visible: true });
}
Controller.mousePressEvent.connect(function(event){
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
if (clickedOverlay == sitDownButton) {
passedTime = 0.0;
startPosition = MyAvatar.position;
storeStartPoseAndTransition();
try{
Script.update.disconnect(standingUpAnimation);
} catch(e){
// no need to handle. if it wasn't connected no harm done
}
Script.update.connect(sittingDownAnimation);
Overlays.editOverlay(sitDownButton, { visible: false });
Overlays.editOverlay(standUpButton, { visible: true });
sitDown();
} else if (clickedOverlay == standUpButton) {
passedTime = 0.0;
startPosition = MyAvatar.position;
try{
Script.update.disconnect(sittingDownAnimation);
} catch (e){}
Script.update.connect(standingUpAnimation);
Overlays.editOverlay(standUpButton, { visible: false });
Overlays.editOverlay(sitDownButton, { visible: true });
standUp();
}
})
@ -140,7 +152,19 @@ function update(deltaTime){
}
}
function keyPressEvent(event) {
if (event.text === ".") {
if (sitting) {
standUp();
} else {
sitDown();
}
}
}
Script.update.connect(update);
Controller.keyPressEvent.connect(keyPressEvent);
Script.scriptEnding.connect(function() {

View file

@ -82,7 +82,7 @@ void OAuthWebViewHandler::displayWebviewForAuthorizationURL(const QUrl& authoriz
_activeWebView = new QWebView;
// keep the window on top and delete it when it closes
_activeWebView->setWindowFlags(Qt::Sheet | Qt::WindowStaysOnTopHint);
_activeWebView->setWindowFlags(Qt::Sheet);
_activeWebView->setAttribute(Qt::WA_DeleteOnClose);
qDebug() << "Displaying QWebView for OAuth authorization at" << authorizationURL.toString();

View file

@ -192,7 +192,7 @@ bool ModelTreeElement::findDetailedRayIntersection(const glm::vec3& origin, cons
// if it's in our AABOX for our rotated extents, then check to see if it's in our non-AABox
if (rotatedExtentsBox.findRayIntersection(origin, direction, localDistance, localFace)) {
// extents is the model relative, scaled, centered extents of the model
glm::mat4 rotation = glm::mat4_cast(model.getModelRotation());
glm::mat4 translation = glm::translate(model.getPosition());
@ -202,7 +202,7 @@ bool ModelTreeElement::findDetailedRayIntersection(const glm::vec3& origin, cons
AABox modelFrameBox(extents.minimum, (extents.maximum - extents.minimum));
glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 1.0f));
glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f));
// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
// and testing intersection there.