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change all references of Quat.getFront to Quat.getForward in scripts directory
This commit is contained in:
parent
b7980569cc
commit
a964edee91
40 changed files with 55 additions and 55 deletions
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@ -4,7 +4,7 @@ var uuid = Entities.addEntity({
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shape: "Icosahedron",
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dimensions: Vec3.HALF,
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script: Script.resolvePath('../../tutorials/entity_scripts/ambientSound.js'),
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position: Vec3.sum(Vec3.multiply(5, Quat.getFront(MyAvatar.orientation)), MyAvatar.position),
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position: Vec3.sum(Vec3.multiply(5, Quat.getForward(MyAvatar.orientation)), MyAvatar.position),
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userData: JSON.stringify({
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soundURL: WAVE,
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maxVolume: 0.1,
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@ -2,7 +2,7 @@
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orientation = Quat.safeEulerAngles(orientation);
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orientation.x = 0;
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orientation = Quat.fromVec3Degrees(orientation);
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getForward(orientation)));
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// Math.random ensures no caching of script
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var SCRIPT_URL = Script.resolvePath("myEntityScript.js")
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@ -2,7 +2,7 @@
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orientation = Quat.safeEulerAngles(orientation);
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orientation.x = 0;
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orientation = Quat.fromVec3Degrees(orientation);
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getForward(orientation)));
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// Math.random ensures no caching of script
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var SCRIPT_URL = Script.resolvePath("batonSoundTestEntityScript.js")
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@ -4,7 +4,7 @@ var DIV = NUM_ENTITIES / Math.PI / 2;
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var PASS_SCRIPT_URL = Script.resolvePath('entityServerStampedeTest-entity.js');
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var FAIL_SCRIPT_URL = Script.resolvePath('entityStampedeTest-entity-fail.js');
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var origin = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getFront(MyAvatar.orientation)));
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var origin = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getForward(MyAvatar.orientation)));
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origin.y += HMD.eyeHeight;
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var uuids = [];
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@ -4,7 +4,7 @@ var DIV = NUM_ENTITIES / Math.PI / 2;
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var PASS_SCRIPT_URL = Script.resolvePath('').replace('.js', '-entity.js');
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var FAIL_SCRIPT_URL = Script.resolvePath('').replace('.js', '-entity-fail.js');
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var origin = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getFront(MyAvatar.orientation)));
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var origin = Vec3.sum(MyAvatar.position, Vec3.multiply(5, Quat.getForward(MyAvatar.orientation)));
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origin.y += HMD.eyeHeight;
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var uuids = [];
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@ -19,7 +19,7 @@ var WIDTH = MAX_DIM * NUM_SPHERES;
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var entities = [];
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var right = Quat.getRight(Camera.orientation);
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// Starting position will be 30 meters in front of the camera
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var position = Vec3.sum(Camera.position, Vec3.multiply(30, Quat.getFront(Camera.orientation)));
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var position = Vec3.sum(Camera.position, Vec3.multiply(30, Quat.getForward(Camera.orientation)));
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position = Vec3.sum(position, Vec3.multiply(-WIDTH/2, right));
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for (var i = 0; i < NUM_SPHERES; ++i) {
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@ -143,10 +143,10 @@ function testInverse() {
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function testFront() {
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var test0 = IDENTITY;
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assert(mat4FuzzyEqual({x: 0, y: 0, z: -1}, Mat4.getFront(test0)));
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assert(mat4FuzzyEqual({x: 0, y: 0, z: -1}, Mat4.getForward(test0)));
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var test1 = Mat4.createFromScaleRotAndTrans(ONE_HALF, ROT_Y_180, ONE_TWO_THREE);
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assert(mat4FuzzyEqual({x: 0, y: 0, z: 1}, Mat4.getFront(test1)));
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assert(mat4FuzzyEqual({x: 0, y: 0, z: 1}, Mat4.getForward(test1)));
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}
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function testMat4() {
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@ -43,7 +43,7 @@ var HOW_FAR_UP = RANGE / 1.5; // higher (for uneven ground) above range/2 (for
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var totalCreated = 0;
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var offset = Vec3.sum(Vec3.multiply(HOW_FAR_UP, Vec3.UNIT_Y),
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Vec3.multiply(HOW_FAR_IN_FRONT_OF_ME, Quat.getFront(Camera.orientation)));
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Vec3.multiply(HOW_FAR_IN_FRONT_OF_ME, Quat.getForward(Camera.orientation)));
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var center = Vec3.sum(MyAvatar.position, offset);
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function randomVector(range) {
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@ -20,9 +20,9 @@ orientation = Quat.safeEulerAngles(orientation);
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orientation.x = 0;
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orientation = Quat.fromVec3Degrees(orientation);
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var centerUp = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
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var centerUp = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getForward(orientation)));
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centerUp.y += 0.5;
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var centerDown = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(orientation)));
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var centerDown = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getForward(orientation)));
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centerDown.y -= 0.5;
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var ENTITY_SHADER_URL = "https://s3-us-west-1.amazonaws.com/hifi-content/eric/shaders/uniformTest.fs";
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@ -15,7 +15,7 @@ MyAvatar.orientation = Quat.fromPitchYawRollDegrees(0, 0, 0);
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orientation = Quat.safeEulerAngles(MyAvatar.orientation);
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orientation.x = 0;
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orientation = Quat.fromVec3Degrees(orientation);
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var tablePosition = Vec3.sum(MyAvatar.position, Quat.getFront(orientation));
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var tablePosition = Vec3.sum(MyAvatar.position, Quat.getForward(orientation));
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tablePosition.y += 0.5;
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@ -12,7 +12,7 @@ var UPDATE_HZ = 60; // standard script update rate
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var UPDATE_INTERVAL = 1000/UPDATE_HZ; // standard script update interval
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var UPDATE_WORK_EFFORT = 0; // 1000 is light work, 1000000 ~= 30ms
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var basePosition = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
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var basePosition = Vec3.sum(Camera.getPosition(), Quat.getForward(Camera.getOrientation()));
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var timerBox = Entities.addEntity(
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{ type: "Box",
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@ -1,7 +1,7 @@
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describe('Entity', function() {
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var center = Vec3.sum(
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MyAvatar.position,
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Vec3.multiply(3, Quat.getFront(Camera.getOrientation()))
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Vec3.multiply(3, Quat.getForward(Camera.getOrientation()))
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);
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var boxEntity;
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var boxProps = {
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@ -24,8 +24,8 @@ var boxZAxis, boxYAxis;
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var prevThumbDown = false;
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function init() {
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boxPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(Camera.getOrientation())));
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var front = Quat.getFront(Camera.getOrientation());
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boxPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getForward(Camera.getOrientation())));
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var front = Quat.getForward(Camera.getOrientation());
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boxZAxis = Vec3.normalize(Vec3.cross(front, Y_AXIS));
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boxYAxis = Vec3.normalize(Vec3.cross(boxZAxis, front));
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@ -9,7 +9,7 @@
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PhotoBooth.init = function () {
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var success = Clipboard.importEntities(PHOTOBOOTH_SETUP_JSON_URL);
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var frontFactor = 10;
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var frontUnitVec = Vec3.normalize(Quat.getFront(MyAvatar.orientation));
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var frontUnitVec = Vec3.normalize(Quat.getForward(MyAvatar.orientation));
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var frontOffset = Vec3.multiply(frontUnitVec,frontFactor);
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var rightFactor = 3;
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var rightUnitVec = Vec3.normalize(Quat.getRight(MyAvatar.orientation));
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@ -87,7 +87,7 @@ function moveCloserToCamera(positionAtHUD) {
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// we don't actually want to render at the slerped look at... instead, we want to render
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// slightly closer to the camera than that.
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var MOVE_CLOSER_TO_CAMERA_BY = -0.25;
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var cameraFront = Quat.getFront(Camera.orientation);
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var cameraFront = Quat.getForward(Camera.orientation);
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var closerToCamera = Vec3.multiply(cameraFront, MOVE_CLOSER_TO_CAMERA_BY); // slightly closer to camera
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var slightlyCloserPosition = Vec3.sum(positionAtHUD, closerToCamera);
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@ -463,7 +463,7 @@ Grabber.prototype.moveEvent = function(event) {
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var orientation = Camera.getOrientation();
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var dragOffset = Vec3.multiply(drag.x, Quat.getRight(orientation));
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dragOffset = Vec3.sum(dragOffset, Vec3.multiply(-drag.y, Quat.getUp(orientation)));
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var axis = Vec3.cross(dragOffset, Quat.getFront(orientation));
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var axis = Vec3.cross(dragOffset, Quat.getForward(orientation));
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axis = Vec3.normalize(axis);
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var ROTATE_STRENGTH = 0.4; // magic number tuned by hand
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var angle = ROTATE_STRENGTH * Math.sqrt((drag.x * drag.x) + (drag.y * drag.y));
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@ -487,7 +487,7 @@ Grabber.prototype.moveEvent = function(event) {
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if (this.mode === "verticalCylinder") {
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// for this mode we recompute the plane based on current Camera
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var planeNormal = Quat.getFront(Camera.getOrientation());
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var planeNormal = Quat.getForward(Camera.getOrientation());
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planeNormal.y = 0;
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planeNormal = Vec3.normalize(planeNormal);
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var pointOnCylinder = Vec3.multiply(planeNormal, this.xzDistanceToGrab);
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@ -1481,7 +1481,7 @@ function MyController(hand) {
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var pickRay = {
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origin: PICK_WITH_HAND_RAY ? worldHandPosition : Camera.position,
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direction: PICK_WITH_HAND_RAY ? Quat.getUp(worldHandRotation) : Vec3.mix(Quat.getUp(worldHandRotation),
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Quat.getFront(Camera.orientation),
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Quat.getForward(Camera.orientation),
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HAND_HEAD_MIX_RATIO),
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length: PICK_MAX_DISTANCE
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};
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@ -174,7 +174,7 @@ function calculateRayUICollisionPoint(position, direction) {
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// interect HUD plane, 1m in front of camera, using formula:
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// scale = hudNormal dot (hudPoint - position) / hudNormal dot direction
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// intersection = postion + scale*direction
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var hudNormal = Quat.getFront(Camera.getOrientation());
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var hudNormal = Quat.getForward(Camera.getOrientation());
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var hudPoint = Vec3.sum(Camera.getPosition(), hudNormal); // must also scale if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1
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var denominator = Vec3.dot(hudNormal, direction);
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if (denominator === 0) {
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@ -816,7 +816,7 @@ function mouseClickEvent(event) {
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if (0 < x && sizeOK) {
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selectedEntityID = foundEntity;
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orientation = MyAvatar.orientation;
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intersection = rayPlaneIntersection(pickRay, P, Quat.getFront(orientation));
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intersection = rayPlaneIntersection(pickRay, P, Quat.getForward(orientation));
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if (!event.isShifted) {
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@ -1338,12 +1338,12 @@ function handeMenuEvent(menuItem) {
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}
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function getPositionToCreateEntity() {
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var HALF_TREE_SCALE = 16384;
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var direction = Quat.getFront(MyAvatar.orientation);
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var direction = Quat.getForward(MyAvatar.orientation);
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var distance = 1;
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var position = Vec3.sum(MyAvatar.position, Vec3.multiply(direction, distance));
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if (Camera.mode === "entity" || Camera.mode === "independent") {
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position = Vec3.sum(Camera.position, Vec3.multiply(Quat.getFront(Camera.orientation), distance))
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position = Vec3.sum(Camera.position, Vec3.multiply(Quat.getForward(Camera.orientation), distance))
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}
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position.y += 0.5;
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if (position.x > HALF_TREE_SCALE || position.y > HALF_TREE_SCALE || position.z > HALF_TREE_SCALE) {
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@ -1355,13 +1355,13 @@ function getPositionToCreateEntity() {
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function getPositionToImportEntity() {
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var dimensions = Clipboard.getContentsDimensions();
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var HALF_TREE_SCALE = 16384;
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var direction = Quat.getFront(MyAvatar.orientation);
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var direction = Quat.getForward(MyAvatar.orientation);
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var longest = 1;
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longest = Math.sqrt(Math.pow(dimensions.x, 2) + Math.pow(dimensions.z, 2));
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var position = Vec3.sum(MyAvatar.position, Vec3.multiply(direction, longest));
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if (Camera.mode === "entity" || Camera.mode === "independent") {
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position = Vec3.sum(Camera.position, Vec3.multiply(Quat.getFront(Camera.orientation), longest))
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position = Vec3.sum(Camera.position, Vec3.multiply(Quat.getForward(Camera.orientation), longest))
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}
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if (position.x > HALF_TREE_SCALE || position.y > HALF_TREE_SCALE || position.z > HALF_TREE_SCALE) {
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@ -78,7 +78,7 @@ function calcSpawnInfo(hand, height) {
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rotation: lookAtRot
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};
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} else {
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var front = Quat.getFront(headRot);
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var front = Quat.getForward(headRot);
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finalPosition = Vec3.sum(headPos, Vec3.multiply(0.6, front));
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var orientation = Quat.lookAt({x: 0, y: 0, z: 0}, front, {x: 0, y: 1, z: 0});
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return {
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@ -158,7 +158,7 @@ CameraManager = function() {
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that.zoomDistance = INITIAL_ZOOM_DISTANCE;
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that.targetZoomDistance = that.zoomDistance + 3.0;
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var focalPoint = Vec3.sum(Camera.getPosition(),
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Vec3.multiply(that.zoomDistance, Quat.getFront(Camera.getOrientation())));
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Vec3.multiply(that.zoomDistance, Quat.getForward(Camera.getOrientation())));
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// Determine the correct yaw and pitch to keep the camera in the same location
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var dPos = Vec3.subtract(focalPoint, Camera.getPosition());
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@ -435,7 +435,7 @@ CameraManager = function() {
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});
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var q = Quat.multiply(yRot, xRot);
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var pos = Vec3.multiply(Quat.getFront(q), that.zoomDistance);
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var pos = Vec3.multiply(Quat.getForward(q), that.zoomDistance);
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Camera.setPosition(Vec3.sum(that.focalPoint, pos));
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yRot = Quat.angleAxis(that.yaw - 180, {
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@ -2517,7 +2517,7 @@ SelectionDisplay = (function() {
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onBegin: function(event) {
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pickRay = generalComputePickRay(event.x, event.y);
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upDownPickNormal = Quat.getFront(lastCameraOrientation);
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upDownPickNormal = Quat.getForward(lastCameraOrientation);
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// Remove y component so the y-axis lies along the plane we picking on - this will
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// give movements that follow the mouse.
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upDownPickNormal.y = 0;
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@ -36,7 +36,7 @@ SoundArray = function(audioOptions, autoUpdateAudioPosition) {
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};
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this.updateAudioPosition = function() {
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var position = MyAvatar.position;
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var forwardVector = Quat.getFront(MyAvatar.orientation);
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var forwardVector = Quat.getForward(MyAvatar.orientation);
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this.audioOptions.position = Vec3.sum(position, forwardVector);
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};
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};
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@ -33,7 +33,7 @@ Script.setTimeout(function() {
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}, STARTUP_DELAY);
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function addNameTag() {
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var nameTagPosition = Vec3.sum(MyAvatar.getHeadPosition(), Vec3.multiply(HEAD_OFFSET, Quat.getFront(MyAvatar.orientation)));
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var nameTagPosition = Vec3.sum(MyAvatar.getHeadPosition(), Vec3.multiply(HEAD_OFFSET, Quat.getForward(MyAvatar.orientation)));
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nameTagPosition.y += HEIGHT_ABOVE_HEAD;
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var nameTagProperties = {
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name: MyAvatar.displayName + ' Name Tag',
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@ -49,7 +49,7 @@ function addNameTag() {
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function updateNameTag() {
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var nameTagProps = Entities.getEntityProperties(nameTagEntityID);
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var nameTagPosition = Vec3.sum(MyAvatar.getHeadPosition(), Vec3.multiply(HEAD_OFFSET, Quat.getFront(MyAvatar.orientation)));
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var nameTagPosition = Vec3.sum(MyAvatar.getHeadPosition(), Vec3.multiply(HEAD_OFFSET, Quat.getForward(MyAvatar.orientation)));
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nameTagPosition.y += HEIGHT_ABOVE_HEAD;
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Entities.editEntity(nameTagEntityID, {
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@ -298,7 +298,7 @@ function populateUserList(selectData, oldAudioData) {
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verticalHalfAngle = filter && (frustum.fieldOfView / 2),
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horizontalHalfAngle = filter && (verticalHalfAngle * frustum.aspectRatio),
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orientation = filter && Camera.orientation,
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front = filter && Quat.getFront(orientation),
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front = filter && Quat.getForward(orientation),
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verticalAngleNormal = filter && Quat.getRight(orientation),
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horizontalAngleNormal = filter && Quat.getUp(orientation);
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avatars.forEach(function (id) { // sorting the identifiers is just an aid for debugging
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@ -253,7 +253,7 @@ function addTerrainBlock() {
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if (alreadyThere) {
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// there is already a terrain block under MyAvatar.
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// try in front of the avatar.
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facingPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(8.0, Quat.getFront(Camera.getOrientation())));
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facingPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(8.0, Quat.getForward(Camera.getOrientation())));
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facingPosition = Vec3.sum(facingPosition, {
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x: 8,
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y: 8,
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@ -53,7 +53,7 @@ var deleteButton = toolBar.addOverlay("image", {
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});
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function inFrontOfMe(distance) {
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return Vec3.sum(Camera.getPosition(), Vec3.multiply(distance, Quat.getFront(Camera.getOrientation())));
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return Vec3.sum(Camera.getPosition(), Vec3.multiply(distance, Quat.getForward(Camera.getOrientation())));
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}
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function onButtonClick() {
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@ -44,8 +44,8 @@ var FIXED_LOCATION = false;
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if (!FIXED_LOCATION) {
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var flockPosition = Vec3.sum(MyAvatar.position,Vec3.sum(
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Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_ABOVE_ME),
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Vec3.multiply(Quat.getFront(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
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Vec3.multiply(Quat.getForward(MyAvatar.orientation), DISTANCE_ABOVE_ME),
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Vec3.multiply(Quat.getForward(MyAvatar.orientation), DISTANCE_IN_FRONT_OF_ME)));
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} else {
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var flockPosition = { x: 4999.6, y: 4986.5, z: 5003.5 };
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}
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@ -119,7 +119,7 @@ function updateButterflies(deltaTime) {
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var HORIZ_SCALE = 0.50;
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var VERT_SCALE = 0.50;
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var newHeading = Math.random() * 360.0;
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var newVelocity = Vec3.multiply(HORIZ_SCALE, Quat.getFront(Quat.fromPitchYawRollDegrees(0.0, newHeading, 0.0)));
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var newVelocity = Vec3.multiply(HORIZ_SCALE, Quat.getForward(Quat.fromPitchYawRollDegrees(0.0, newHeading, 0.0)));
|
||||
newVelocity.y = (Math.random() + 0.5) * VERT_SCALE;
|
||||
Entities.editEntity(butterflies[i], { rotation: Quat.fromPitchYawRollDegrees(-80 + Math.random() * 20, newHeading, (Math.random() - 0.5) * 10),
|
||||
velocity: newVelocity } );
|
||||
|
|
|
@ -18,7 +18,7 @@ var orientation = MyAvatar.orientation;
|
|||
orientation = Quat.safeEulerAngles(orientation);
|
||||
orientation.x = 0;
|
||||
orientation = Quat.fromVec3Degrees(orientation);
|
||||
var center = Vec3.sum(MyAvatar.getHeadPosition(), Vec3.multiply(2, Quat.getFront(orientation)));
|
||||
var center = Vec3.sum(MyAvatar.getHeadPosition(), Vec3.multiply(2, Quat.getForward(orientation)));
|
||||
|
||||
// An entity is described and created by specifying a map of properties
|
||||
var cow = Entities.addEntity({
|
||||
|
|
|
@ -127,8 +127,8 @@ function mousePressEvent(event) {
|
|||
deleteDice();
|
||||
} else if (clickedOverlay == diceButton) {
|
||||
var HOW_HARD = 2.0;
|
||||
var position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
|
||||
var velocity = Vec3.multiply(HOW_HARD, Quat.getFront(Camera.getOrientation()));
|
||||
var position = Vec3.sum(Camera.getPosition(), Quat.getForward(Camera.getOrientation()));
|
||||
var velocity = Vec3.multiply(HOW_HARD, Quat.getForward(Camera.getOrientation()));
|
||||
shootDice(position, velocity);
|
||||
madeSound = false;
|
||||
}
|
||||
|
|
|
@ -16,7 +16,7 @@ var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
|
|||
x: 0,
|
||||
y: 0.5,
|
||||
z: 0
|
||||
}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation())));
|
||||
}), Vec3.multiply(0.5, Quat.getForward(Camera.getOrientation())));
|
||||
|
||||
var flashlight = Entities.addEntity({
|
||||
type: "Model",
|
||||
|
|
|
@ -15,7 +15,7 @@ var orientation = MyAvatar.orientation;
|
|||
orientation = Quat.safeEulerAngles(orientation);
|
||||
orientation.x = 0;
|
||||
orientation = Quat.fromVec3Degrees(orientation);
|
||||
var center = Vec3.sum(MyAvatar.getHeadPosition(), Vec3.multiply(2, Quat.getFront(orientation)));
|
||||
var center = Vec3.sum(MyAvatar.getHeadPosition(), Vec3.multiply(2, Quat.getForward(orientation)));
|
||||
|
||||
var CLUB_MODEL = "http://hifi-production.s3.amazonaws.com/tutorials/golfClub/putter_VR.fbx";
|
||||
var CLUB_COLLISION_HULL = "http://hifi-production.s3.amazonaws.com/tutorials/golfClub/club_collision_hull.obj";
|
||||
|
|
|
@ -14,7 +14,7 @@ var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
|
|||
x: 0,
|
||||
y: 0.5,
|
||||
z: 0
|
||||
}), Vec3.multiply(1, Quat.getFront(Camera.getOrientation())));
|
||||
}), Vec3.multiply(1, Quat.getForward(Camera.getOrientation())));
|
||||
|
||||
// this is just a model exported from blender with a texture named 'Picture' on one face. also made it emissive so it doesn't require lighting.
|
||||
var MODEL_URL = "http://hifi-production.s3.amazonaws.com/tutorials/pictureFrame/finalFrame.fbx";
|
||||
|
|
|
@ -14,7 +14,7 @@ var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
|
|||
x: 0,
|
||||
y: 0.5,
|
||||
z: 0
|
||||
}), Vec3.multiply(0.5, Quat.getFront(Camera.getOrientation())));
|
||||
}), Vec3.multiply(0.5, Quat.getForward(Camera.getOrientation())));
|
||||
|
||||
|
||||
var pingPongGunProperties = {
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var center = Vec3.sum(MyAvatar.position, Vec3.multiply(1.5, Quat.getFront(Camera.getOrientation())));
|
||||
var center = Vec3.sum(MyAvatar.position, Vec3.multiply(1.5, Quat.getForward(Camera.getOrientation())));
|
||||
var SCRIPT_URL = "http://hifi-production.s3.amazonaws.com/tutorials/entity_scripts/pistol.js";
|
||||
var MODEL_URL = "http://hifi-production.s3.amazonaws.com/tutorials/pistol/gun.fbx";
|
||||
var COLLISION_SOUND_URL = 'http://hifi-production.s3.amazonaws.com/tutorials/pistol/drop.wav'
|
||||
|
|
|
@ -13,7 +13,7 @@ var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
|
|||
x: 0,
|
||||
y: 0.5,
|
||||
z: 0
|
||||
}), Vec3.multiply(1, Quat.getFront(Camera.getOrientation())));
|
||||
}), Vec3.multiply(1, Quat.getForward(Camera.getOrientation())));
|
||||
|
||||
function makeBell() {
|
||||
var soundMakerProperties = {
|
||||
|
|
|
@ -57,7 +57,7 @@
|
|||
// Position yourself facing in the direction you were originally facing, but with a
|
||||
// point on the ground *away* meters from *position* and in front of you.
|
||||
|
||||
var offset = Quat.getFront(MyAvatar.orientation);
|
||||
var offset = Quat.getForward(MyAvatar.orientation);
|
||||
offset.y = 0.0;
|
||||
offset = Vec3.multiply(-away, Vec3.normalize(offset));
|
||||
var newAvatarPosition = Vec3.sum(position, offset);
|
||||
|
@ -72,7 +72,7 @@
|
|||
}
|
||||
|
||||
function inFrontOfMe() {
|
||||
return Vec3.sum(MyAvatar.position, Vec3.multiply(BALL_DROP_DISTANCE, Quat.getFront(MyAvatar.orientation)));
|
||||
return Vec3.sum(MyAvatar.position, Vec3.multiply(BALL_DROP_DISTANCE, Quat.getForward(MyAvatar.orientation)));
|
||||
}
|
||||
|
||||
function avatarHalfHeight() {
|
||||
|
|
|
@ -94,7 +94,7 @@
|
|||
},
|
||||
|
||||
shootBall: function(gunProperties) {
|
||||
var forwardVec = Quat.getFront(Quat.multiply(gunProperties.rotation, Quat.fromPitchYawRollDegrees(0, 180, 0)));
|
||||
var forwardVec = Quat.getForward(Quat.multiply(gunProperties.rotation, Quat.fromPitchYawRollDegrees(0, 180, 0)));
|
||||
forwardVec = Vec3.normalize(forwardVec);
|
||||
forwardVec = Vec3.multiply(forwardVec, GUN_FORCE);
|
||||
|
||||
|
@ -131,7 +131,7 @@
|
|||
|
||||
getGunTipPosition: function(properties) {
|
||||
//the tip of the gun is going to be in a different place than the center, so we move in space relative to the model to find that position
|
||||
var frontVector = Quat.getFront(properties.rotation);
|
||||
var frontVector = Quat.getForward(properties.rotation);
|
||||
var frontOffset = Vec3.multiply(frontVector, GUN_TIP_FWD_OFFSET);
|
||||
var upVector = Quat.getUp(properties.rotation);
|
||||
var upOffset = Vec3.multiply(upVector, GUN_TIP_UP_OFFSET);
|
||||
|
|
|
@ -69,7 +69,7 @@
|
|||
var gunProps = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
|
||||
this.position = gunProps.position;
|
||||
this.rotation = gunProps.rotation;
|
||||
this.firingDirection = Quat.getFront(this.rotation);
|
||||
this.firingDirection = Quat.getForward(this.rotation);
|
||||
var upVec = Quat.getUp(this.rotation);
|
||||
this.barrelPoint = Vec3.sum(this.position, Vec3.multiply(upVec, this.laserOffsets.y));
|
||||
this.laserTip = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.laserLength));
|
||||
|
|
|
@ -34,7 +34,7 @@
|
|||
|
||||
var SCRIPT_URL = Script.resolvePath("./entity_scripts/magneticBlock.js");
|
||||
|
||||
var frontVector = Quat.getFront(MyAvatar.orientation);
|
||||
var frontVector = Quat.getForward(MyAvatar.orientation);
|
||||
frontVector.y += VERTICAL_OFFSET;
|
||||
for (var x = 0; x < COLUMNS; x++) {
|
||||
for (var y = 0; y < ROWS; y++) {
|
||||
|
|
Loading…
Reference in a new issue