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more Particles to Entities migration
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2 changed files with 8 additions and 108 deletions
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@ -1,101 +0,0 @@
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//
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// paintGun.js
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// examples
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//
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// Created by Brad Hefta-Gaub on 12/31/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// initialize our triggers
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var triggerPulled = new Array();
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var numberOfTriggers = Controller.getNumberOfTriggers();
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for (t = 0; t < numberOfTriggers; t++) {
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triggerPulled[t] = false;
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}
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function checkController(deltaTime) {
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var numberOfTriggers = Controller.getNumberOfTriggers();
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var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
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var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
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// this is expected for hydras
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if (numberOfTriggers == 2 && controllersPerTrigger == 2) {
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for (var t = 0; t < numberOfTriggers; t++) {
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var shootABullet = false;
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var triggerValue = Controller.getTriggerValue(t);
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if (triggerPulled[t]) {
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// must release to at least 0.1
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if (triggerValue < 0.1) {
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triggerPulled[t] = false; // unpulled
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}
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} else {
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// must pull to at least 0.9
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if (triggerValue > 0.9) {
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triggerPulled[t] = true; // pulled
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shootABullet = true;
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}
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}
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if (shootABullet) {
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var palmController = t * controllersPerTrigger;
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var palmPosition = Controller.getSpatialControlPosition(palmController);
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var fingerTipController = palmController + 1;
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var fingerTipPosition = Controller.getSpatialControlPosition(fingerTipController);
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var palmToFingerTipVector =
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{ x: (fingerTipPosition.x - palmPosition.x),
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y: (fingerTipPosition.y - palmPosition.y),
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z: (fingerTipPosition.z - palmPosition.z) };
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// just off the front of the finger tip
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var position = { x: fingerTipPosition.x + palmToFingerTipVector.x/2,
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y: fingerTipPosition.y + palmToFingerTipVector.y/2,
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z: fingerTipPosition.z + palmToFingerTipVector.z/2};
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var linearVelocity = 25;
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var velocity = { x: palmToFingerTipVector.x * linearVelocity,
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y: palmToFingerTipVector.y * linearVelocity,
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z: palmToFingerTipVector.z * linearVelocity };
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// This is the script for the particles that this gun shoots.
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var script =
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" function collisionWithVoxel(voxel, collision) { " +
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" print('collisionWithVoxel(voxel)... '); " +
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" Vec3.print('penetration=', collision.penetration); " +
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" Vec3.print('contactPoint=', collision.contactPoint); " +
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" print('myID=' + Particle.getID() + '\\n'); " +
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" var voxelColor = { red: voxel.red, green: voxel.green, blue: voxel.blue };" +
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" var voxelAt = { x: voxel.x, y: voxel.y, z: voxel.z };" +
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" var voxelScale = voxel.s;" +
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" print('voxelColor=' + voxelColor.red + ', ' + voxelColor.green + ', ' + voxelColor.blue + '\\n'); " +
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" var myColor = Particle.getColor();" +
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" print('myColor=' + myColor.red + ', ' + myColor.green + ', ' + myColor.blue + '\\n'); " +
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" Particle.setColor(voxelColor); " +
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" Voxels.setVoxel(voxelAt.x, voxelAt.y, voxelAt.z, voxelScale, 255, 255, 0); " +
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" print('Voxels.setVoxel(' + voxelAt.x + ', ' + voxelAt.y + ', ' + voxelAt.z + ', ' + voxelScale + ')... \\n'); " +
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" } " +
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" Particle.collisionWithVoxel.connect(collisionWithVoxel); ";
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Particles.addParticle(
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{ position: position,
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radius: 0.01,
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color: { red: 128, green: 128, blue: 128 },
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velocity: velocity,
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gravity: { x: 0, y: -0.1, z: 0 },
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damping: 0,
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script: script }
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);
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}
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}
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}
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}
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// register the call back so it fires before each data send
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Script.update.connect(checkController);
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@ -5,7 +5,7 @@
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// Created by Benjamin Arnold on May 29, 2014
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// Copyright 2014 High Fidelity, Inc.
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//
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// This sample script creates a swarm of tweeting bird particles that fly around the avatar.
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// This sample script creates a swarm of tweeting bird entities that fly around the avatar.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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@ -91,15 +91,16 @@ function addBird()
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size = 0.15;
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}
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var properties = {
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type: "Sphere",
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lifetime: birdLifetime,
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position: Vec3.sum(randVector(-range, range), myPosition),
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velocity: { x: 0, y: 0, z: 0 },
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gravity: { x: 0, y: BIRD_GRAVITY, z: 0 },
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radius : size,
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dimensions: { x: size * 2, y: size * 2, z: size * 2 },
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color: color
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};
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birds.push(new Bird(Particles.addParticle(properties), tweet, properties.position));
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birds.push(new Bird(Entities.addEntity(properties), tweet, properties.position));
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}
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var numBirds = 30;
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@ -129,7 +130,7 @@ function updateBirds(deltaTime) {
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// Update all the birds
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for (var i = 0; i < numBirds; i++) {
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particleID = birds[i].particleID;
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var properties = Particles.getParticleProperties(particleID);
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var properties = Entities.getEntityProperties(particleID);
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// Tweeting behavior
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if (birds[i].tweeting == 0) {
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@ -180,19 +181,19 @@ function updateBirds(deltaTime) {
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properties.velocity = vInterpolate(properties.velocity, desiredVelocity, 0.2);
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// If we are near the target, we should get a new target
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if (Vec3.length(Vec3.subtract(properties.position, birds[i].targetPosition)) < (properties.radius / 5.0)) {
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if (Vec3.length(Vec3.subtract(properties.position, birds[i].targetPosition)) < (properties.dimensions.x / 5.0)) {
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birds[i].moving = false;
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}
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}
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// Use a cosine wave offset to make it look like its flapping.
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var offset = Math.cos(nowTimeInSeconds * BIRD_FLAP_SPEED) * properties.radius;
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var offset = Math.cos(nowTimeInSeconds * BIRD_FLAP_SPEED) * properties.dimensions.x;
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properties.position.y = properties.position.y + (offset - birds[i].previousFlapOffset);
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// Change position relative to previous offset.
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birds[i].previousFlapOffset = offset;
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// Update the particle
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Particles.editParticle(particleID, properties);
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Entities.editEntity(particleID, properties);
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}
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}
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}
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