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

This commit is contained in:
Seth Alves 2015-11-30 14:09:31 -08:00
commit 02c4730388
9 changed files with 842 additions and 6 deletions

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@ -7,11 +7,18 @@ Please read the [general build guide](BUILD.md) for information on dependencies
We no longer require install of qt5 via our [homebrew formulas repository](https://github.com/highfidelity/homebrew-formulas). Versions of Qt that are 5.5.x and above provide a mechanism to disable the wireless scanning we previously had a custom patch for.
###Qt
###OpenSSL and Qt
Assuming you've installed Qt 5 using the homebrew instructions above, you'll need to set QT_CMAKE_PREFIX_PATH so CMake can find your installation of Qt. For Qt 5.5.1 installed via homebrew, set QT_CMAKE_PREFIX_PATH as follows.
Assuming you've installed OpenSSL or Qt 5 using the homebrew instructions above, you'll need to set OPENSSL_ROOT_DIR and QT_CMAKE_PREFIX_PATH so CMake can find your installations.
For OpenSSL installed via homebrew, set OPENSSL_ROOT_DIR:
export QT_CMAKE_PREFIX_PATH=/usr/local/Cellar/qt5/5.5.1/lib/cmake
export OPENSSL_ROOT_DIR=/usr/local/Cellar/openssl/1.0.2d_1
For Qt 5.5.1 installed via homebrew, set QT_CMAKE_PREFIX_PATH as follows.
export QT_CMAKE_PREFIX_PATH=/usr/local/Cellar/qt5/5.5.1_2/lib/cmake
Not that these use the versions from homebrew formulae at the time of this writing, and the version in the path will likely change.
###Xcode
If Xcode is your editor of choice, you can ask CMake to generate Xcode project files instead of Unix Makefiles.

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@ -4,7 +4,14 @@ cmake_policy(SET CMP0046 OLD)
include(ExternalProject)
string(REPLACE \\ / QT_CMAKE_PREFIX_PATH $ENV{QT_CMAKE_PREFIX_PATH})
if (WIN32)
# windows shell does not like backslashes expanded on the command line,
# so convert all backslashes in the QT path to forward slashes
string(REPLACE \\ / QT_CMAKE_PREFIX_PATH $ENV{QT_CMAKE_PREFIX_PATH})
elseif ($ENV{QT_CMAKE_PREFIX_PATH})
set(QT_CMAKE_PREFIX_PATH $ENV{QT_CMAKE_PREFIX_PATH})
endif ()
ExternalProject_Add(
${EXTERNAL_NAME}
URL http://s3-us-west-1.amazonaws.com/hifi-production/dependencies/quazip-0.6.2.zip

628
examples/toybox/bow/bow.js Normal file
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@ -0,0 +1,628 @@
//
// bow.js
//
// This script attaches to a bow that you can pick up with a hand controller.
// Created by James B. Pollack @imgntn on 10/19/2015
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
(function() {
Script.include("../../libraries/utils.js");
var NOTCH_ARROW_SOUND_URL = 'http://hifi-content.s3.amazonaws.com/james/bow_and_arrow/sounds/notch.wav';
var SHOOT_ARROW_SOUND_URL = 'http://hifi-content.s3.amazonaws.com/james/bow_and_arrow/sounds/String_release2.L.wav';
var STRING_PULL_SOUND_URL = 'http://hifi-content.s3.amazonaws.com/james/bow_and_arrow/sounds/Bow_draw.1.L.wav';
var ARROW_HIT_SOUND_URL = 'http://hifi-content.s3.amazonaws.com/james/bow_and_arrow/sounds/Arrow_impact1.L.wav'
var ARROW_DIMENSIONS = {
x: 0.02,
y: 0.02,
z: 0.72
};
var ARROW_OFFSET = -0.44;
var ARROW_TIP_OFFSET = 0.32;
var ARROW_GRAVITY = {
x: 0,
y: -4.8,
z: 0
};
var ARROW_MODEL_URL = "http://hifi-content.s3.amazonaws.com/james/bow_and_arrow/models/newarrow_textured.fbx";
var ARROW_COLLISION_HULL_URL = "http://hifi-content.s3.amazonaws.com/james/bow_and_arrow/models/newarrow_collision_hull.obj";
var ARROW_DIMENSIONS = {
x: 0.02,
y: 0.02,
z: 0.64
};
var TOP_NOTCH_OFFSET = 0.6;
var BOTTOM_NOTCH_OFFSET = 0.6;
var LINE_DIMENSIONS = {
x: 5,
y: 5,
z: 5
};
var DRAW_STRING_THRESHOLD = 0.80;
var LEFT_TIP = 1;
var RIGHT_TIP = 3;
var NOTCH_OFFSET_FORWARD = 0.08;
var NOTCH_OFFSET_UP = 0.035;
var SHOT_SCALE = {
min1: 0,
max1: 0.6,
min2: 1,
max2: 15
}
var BOW_SPATIAL_KEY = {
relativePosition: {
x: 0,
y: 0.06,
z: 0.11
},
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, 90)
}
var USE_DEBOUNCE = false;
var TRIGGER_CONTROLS = [
Controller.Standard.LT,
Controller.Standard.RT,
];
function interval() {
var lastTime = new Date().getTime();
return function getInterval() {
var newTime = new Date().getTime();
var delta = newTime - lastTime;
lastTime = newTime;
return delta;
};
}
var checkInterval = interval();
var _this;
function Bow() {
_this = this;
return;
}
Bow.prototype = {
isGrabbed: false,
stringDrawn: false,
aiming: false,
arrowTipPosition: null,
preNotchString: null,
hasArrowNotched: false,
arrow: null,
stringData: {
currentColor: {
red: 255,
green: 255,
blue: 255
}
},
sinceLastUpdate: 0,
preload: function(entityID) {
this.entityID = entityID;
this.stringPullSound = SoundCache.getSound(STRING_PULL_SOUND_URL);
this.shootArrowSound = SoundCache.getSound(SHOOT_ARROW_SOUND_URL);
this.arrowHitSound = SoundCache.getSound(ARROW_HIT_SOUND_URL);
this.arrowNotchSound = SoundCache.getSound(NOTCH_ARROW_SOUND_URL);
},
unload: function() {
this.deleteStrings();
Entities.deleteEntity(this.preNotchString);
Entities.deleteEntity(this.arrow);
},
setLeftHand: function() {
if (this.isGrabbed === true) {
return false;
}
this.hand = 'left';
},
setRightHand: function() {
if (this.isGrabbed === true) {
return false;
}
this.hand = 'right';
},
startNearGrab: function() {
print('START BOW GRAB')
if (this.isGrabbed === true) {
return false;
}
this.isGrabbed = true;
this.initialHand = this.hand;
//disable the opposite hand in handControllerGrab.js by message
var handToDisable = this.initialHand === 'right' ? 'left' : 'right';
Messages.sendMessage('Hifi-Hand-Disabler', handToDisable);
setEntityCustomData('grabbableKey', this.entityID, {
grabbable: false,
invertSolidWhileHeld: true,
spatialKey: BOW_SPATIAL_KEY
});
},
continueNearGrab: function() {
this.deltaTime = checkInterval();
//debounce during debugging -- maybe we're updating too fast?
if (USE_DEBOUNCE === true) {
this.sinceLastUpdate = this.sinceLastUpdate + this.deltaTime;
if (this.sinceLastUpdate > 60) {
this.sinceLastUpdate = 0;
} else {
return;
}
}
this.bowProperties = Entities.getEntityProperties(this.entityID);
//create a string across the bow when we pick it up
if (this.preNotchString === null) {
this.createPreNotchString();
}
if (this.preNotchString !== null && this.aiming === false) {
// print('DRAW PRE NOTCH STRING')
this.drawPreNotchStrings();
}
// create the notch detector that arrows will look for
if (this.aiming === true) {
Entities.editEntity(this.preNotchString, {
visible: false
})
} else {
Entities.editEntity(this.preNotchString, {
visible: true
})
}
this.checkStringHand();
},
releaseGrab: function() {
// print('RELEASE GRAB EVENT')
if (this.isGrabbed === true && this.hand === this.initialHand) {
Messages.sendMessage('Hifi-Beam-Disabler', "none")
this.isGrabbed = false;
this.stringDrawn = false;
this.deleteStrings();
setEntityCustomData('grabbableKey', this.entityID, {
grabbable: true,
invertSolidWhileHeld: true,
spatialKey: BOW_SPATIAL_KEY
});
Entities.deleteEntity(this.preNotchString);
Entities.deleteEntity(this.arrow);
this.aiming = false;
this.hasArrowNotched = false;
this.preNotchString = null;
}
},
createArrow: function() {
print('create arrow')
this.playArrowNotchSound();
var arrow = Entities.addEntity({
name: 'Hifi-Arrow',
type: 'Model',
modelURL: ARROW_MODEL_URL,
shapeType: 'compound',
compoundShapeURL: ARROW_COLLISION_HULL_URL,
dimensions: ARROW_DIMENSIONS,
position: this.bowProperties.position,
collisionsWillMove: false,
ignoreForCollisions: true,
collisionSoundURL: ARROW_HIT_SOUND_URL,
damping: 0.01,
userData: JSON.stringify({
grabbableKey: {
grabbable: false
}
})
});
var makeArrowStick = function(entityA, entityB, collision) {
Entities.editEntity(entityA, {
angularVelocity: {
x: 0,
y: 0,
z: 0
},
velocity: {
x: 0,
y: 0,
z: 0
},
gravity: {
x: 0,
y: 0,
z: 0
},
position: collision.contactPoint,
collisionsWillMove: false
})
// print('ARROW COLLIDED WITH::' + entityB);
Script.removeEventHandler(arrow, "collisionWithEntity", makeArrowStick)
}
Script.addEventHandler(arrow, "collisionWithEntity", makeArrowStick);
return arrow
},
createStrings: function() {
this.createTopString();
this.createBottomString();
},
createTopString: function() {
var stringProperties = {
name: 'Hifi-Bow-Top-String',
type: 'Line',
position: Vec3.sum(this.bowProperties.position, TOP_NOTCH_OFFSET),
dimensions: LINE_DIMENSIONS,
collisionsWillMove: false,
ignoreForCollisions: true,
userData: JSON.stringify({
grabbableKey: {
grabbable: false
}
})
};
this.topString = Entities.addEntity(stringProperties);
},
createBottomString: function() {
var stringProperties = {
name: 'Hifi-Bow-Bottom-String',
type: 'Line',
position: Vec3.sum(this.bowProperties.position, BOTTOM_NOTCH_OFFSET),
dimensions: LINE_DIMENSIONS,
collisionsWillMove: false,
ignoreForCollisions: true,
userData: JSON.stringify({
grabbableKey: {
grabbable: false
}
})
};
this.bottomString = Entities.addEntity(stringProperties);
},
deleteStrings: function() {
Entities.deleteEntity(this.topString);
Entities.deleteEntity(this.bottomString);
},
updateStringPositions: function() {
// print('update string positions!!!')
var upVector = Quat.getUp(this.bowProperties.rotation);
var upOffset = Vec3.multiply(upVector, TOP_NOTCH_OFFSET);
var downVector = Vec3.multiply(-1, Quat.getUp(this.bowProperties.rotation));
var downOffset = Vec3.multiply(downVector, BOTTOM_NOTCH_OFFSET);
var backOffset = Vec3.multiply(-0.1, Quat.getFront(this.bowProperties.rotation));
var topStringPosition = Vec3.sum(this.bowProperties.position, upOffset);
this.topStringPosition = Vec3.sum(topStringPosition, backOffset);
var bottomStringPosition = Vec3.sum(this.bowProperties.position, downOffset);
this.bottomStringPosition = Vec3.sum(bottomStringPosition, backOffset);
Entities.editEntity(this.preNotchString, {
position: this.topStringPosition
});
Entities.editEntity(this.topString, {
position: this.topStringPosition
});
Entities.editEntity(this.bottomString, {
position: this.bottomStringPosition
});
},
drawStrings: function() {
this.updateStringPositions();
var lineVectors = this.getLocalLineVectors();
Entities.editEntity(this.topString, {
linePoints: [{
x: 0,
y: 0,
z: 0
}, lineVectors[0]],
lineWidth: 5,
color: this.stringData.currentColor
});
Entities.editEntity(this.bottomString, {
linePoints: [{
x: 0,
y: 0,
z: 0
}, lineVectors[1]],
lineWidth: 5,
color: this.stringData.currentColor
});
},
getLocalLineVectors: function() {
var topVector = Vec3.subtract(this.arrowRearPosition, this.topStringPosition);
var bottomVector = Vec3.subtract(this.arrowRearPosition, this.bottomStringPosition);
return [topVector, bottomVector];
},
createPreNotchString: function() {
this.bowProperties = Entities.getEntityProperties(_this.entityID, ["position", "rotation", "userData"]);
var stringProperties = {
type: 'Line',
position: Vec3.sum(this.bowProperties.position, TOP_NOTCH_OFFSET),
dimensions: LINE_DIMENSIONS,
visible: true,
collisionsWillMove: false,
ignoreForCollisions: true,
userData: JSON.stringify({
grabbableKey: {
grabbable: false
}
})
};
this.preNotchString = Entities.addEntity(stringProperties);
},
drawPreNotchStrings: function() {
this.bowProperties = Entities.getEntityProperties(_this.entityID, ["position", "rotation", "userData"]);
this.updateStringPositions();
var downVector = Vec3.multiply(-1, Quat.getUp(this.bowProperties.rotation));
var downOffset = Vec3.multiply(downVector, BOTTOM_NOTCH_OFFSET * 2);
Entities.editEntity(this.preNotchString, {
name: 'Hifi-Pre-Notch-String',
linePoints: [{
x: 0,
y: 0,
z: 0
}, Vec3.sum({
x: 0,
y: 0,
z: 0
}, downOffset)],
lineWidth: 5,
color: this.stringData.currentColor,
});
},
checkStringHand: function() {
//invert the hands because our string will be held with the opposite hand of the first one we pick up the bow with
var triggerLookup;
if (this.initialHand === 'left') {
triggerLookup = 1;
this.getStringHandPosition = MyAvatar.getRightPalmPosition;
} else if (this.initialHand === 'right') {
this.getStringHandPosition = MyAvatar.getLeftPalmPosition;
triggerLookup = 0;
}
this.triggerValue = Controller.getValue(TRIGGER_CONTROLS[triggerLookup]);
if (this.triggerValue < DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
// firing the arrow
// print('HIT RELEASE LOOP IN CHECK');
this.drawStrings();
this.hasArrowNotched = false;
this.aiming = false;
this.stringDrawn = false;
this.updateArrowPositionInNotch(true);
} else if (this.triggerValue > DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
// print('HIT CONTINUE LOOP IN CHECK')
//continuing to aim the arrow
this.aiming = true;
this.drawStrings();
this.updateArrowPositionInNotch();
} else if (this.triggerValue > DRAW_STRING_THRESHOLD && this.stringDrawn === false) {
// print('HIT START LOOP IN CHECK');
this.arrow = this.createArrow();
this.playStringPullSound();
//the first time aiming the arrow
this.stringDrawn = true;
this.createStrings();
this.drawStrings();
this.updateArrowPositionInNotch();
}
},
setArrowRearPosition: function(arrowPosition, arrowRotation) {
var frontVector = Quat.getFront(arrowRotation);
var frontOffset = Vec3.multiply(frontVector, -ARROW_TIP_OFFSET);
var arrorRearPosition = Vec3.sum(arrowPosition, frontOffset);
this.arrowRearPosition = arrorRearPosition;
return arrorRearPosition;
},
updateArrowPositionInNotch: function(shouldReleaseArrow) {
var bowProperties = Entities.getEntityProperties(this.entityID);
//set the notch that the arrow should go through
var frontVector = Quat.getFront(bowProperties.rotation);
var notchVectorForward = Vec3.multiply(frontVector, NOTCH_OFFSET_FORWARD);
var upVector = Quat.getUp(bowProperties.rotation);
var notchVectorUp = Vec3.multiply(upVector, NOTCH_OFFSET_UP);
var notchPosition;
notchPosition = Vec3.sum(bowProperties.position, notchVectorForward);
notchPosition = Vec3.sum(notchPosition, notchVectorUp);
//set the arrow rotation to be between the notch and other hand
var stringHandPosition = this.getStringHandPosition();
var handToNotch = Vec3.subtract(notchPosition, stringHandPosition);
var arrowRotation = Quat.rotationBetween(Vec3.FRONT, handToNotch);
var pullBackDistance = Vec3.length(handToNotch);
// this.changeStringPullSoundVolume(pullBackDistance);
if (pullBackDistance > 0.6) {
pullBackDistance = 0.6;
}
// //pull the arrow back a bit
var pullBackOffset = Vec3.multiply(handToNotch, -pullBackDistance);
var arrowPosition = Vec3.sum(notchPosition, pullBackOffset);
// // move it forward a bit
var pushForwardOffset = Vec3.multiply(handToNotch, -ARROW_OFFSET);
var finalArrowPosition = Vec3.sum(arrowPosition, pushForwardOffset);
//we draw strings to the rear of the arrow
this.setArrowRearPosition(finalArrowPosition, arrowRotation);
//if we're not shooting, we're updating the arrow's orientation
if (shouldReleaseArrow !== true) {
Entities.editEntity(this.arrow, {
position: finalArrowPosition,
rotation: arrowRotation
})
}
//shoot the arrow
if (shouldReleaseArrow === true) {
var arrowProps = Entities.getEntityProperties(this.arrow);
//scale the shot strength by the distance you've pulled the arrow back and set its release velocity to be in the direction of the v
var arrowForce = this.scaleArrowShotStrength(pullBackDistance);
var handToNotch = Vec3.normalize(handToNotch);
var releaseVelocity = Vec3.multiply(handToNotch, arrowForce);
// var releaseVelocity2 = Vec3.multiply()
//make the arrow physical, give it gravity, a lifetime, and set our velocity
var arrowProperties = {
collisionsWillMove: true,
ignoreForCollisions: false,
velocity: releaseVelocity,
gravity: ARROW_GRAVITY,
lifetime: 10,
// position: arrowProps.position,
// rotation: arrowProps.rotation
};
//actually shoot the arrow and play its sound
Entities.editEntity(this.arrow, arrowProperties);
this.playShootArrowSound();
//clear the strings back to only the single straight one
this.deleteStrings();
Entities.editEntity(this.preNotchString, {
visible: true
});
}
},
scaleArrowShotStrength: function(value) {
var min1 = SHOT_SCALE.min1;
var max1 = SHOT_SCALE.max1;
var min2 = SHOT_SCALE.min2;
var max2 = SHOT_SCALE.max2;
return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
},
playStringPullSound: function() {
var audioProperties = {
volume: 0.10,
position: this.bowProperties.position
};
this.stringPullInjector = Audio.playSound(this.stringPullSound, audioProperties);
},
playShootArrowSound: function(sound) {
var audioProperties = {
volume: 0.15,
position: this.bowProperties.position
};
Audio.playSound(this.shootArrowSound, audioProperties);
},
playArrowNotchSound: function() {
var audioProperties = {
volume: 0.15,
position: this.bowProperties.position
};
Audio.playSound(this.arrowNotchSound, audioProperties);
},
changeStringPullSoundVolume: function(pullBackDistance) {
var audioProperties = {
volume: this.scaleSoundVolume(pullBackDistance),
position: this.bowProperties.position
}
this.stringPullInjector.options = audioProperties;
},
scaleSoundVolume: function(value) {
var min1 = SHOT_SCALE.min1;
var max1 = SHOT_SCALE.max1;
var min2 = 0;
var max2 = 0.2;
return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
}
};
return new Bow();
});

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@ -0,0 +1,66 @@
//
// createBow.js
//
// Created byJames Pollack @imgntn on 10/19/2015
// Copyright 2015 High Fidelity, Inc.
//
// This script creates a bow you can use to shoot an arrow.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
var SCRIPT_URL = Script.resolvePath('bow.js');
var MODEL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/new/bow-deadly.fbx";
var COLLISION_HULL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/new/bow_collision_hull.obj";
var BOW_DIMENSIONS = {
x: 0.04,
y: 1.3,
z: 0.21
};
var BOW_GRAVITY = {
x: 0,
y: 0,
z: 0
}
var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
x: 0,
y: 0.5,
z: 0
}), Vec3.multiply(1, Quat.getFront(Camera.getOrientation())));
var bow = Entities.addEntity({
name: 'Hifi-Bow',
type: "Model",
modelURL: MODEL_URL,
position: center,
dimensions: BOW_DIMENSIONS,
collisionsWillMove: true,
gravity: BOW_GRAVITY,
shapeType: 'compound',
compoundShapeURL: COLLISION_HULL_URL,
script: SCRIPT_URL,
userData: JSON.stringify({
grabbableKey: {
invertSolidWhileHeld: true,
spatialKey: {
relativePosition: {
x: 0,
y: 0.06,
z: 0.11
},
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, 90)
}
}
})
});
function cleanup() {
Entities.deleteEntity(bow);
}
Script.scriptEnding.connect(cleanup);

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@ -39,6 +39,8 @@ var startPosition = {
z: 509.74
};
startPosition = MyAvatar.position;
var rotation = Quat.fromPitchYawRollDegrees(0, -55.25, 0);
var targetIntervalClearer = Entities.addEntity({

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@ -949,6 +949,7 @@ void Menu::addMenuItem(const MenuItemProperties& properties) {
QShortcut* shortcut = NULL;
if (!properties.shortcutKeySequence.isEmpty()) {
shortcut = new QShortcut(properties.shortcutKeySequence, this);
shortcut->setContext(Qt::WidgetWithChildrenShortcut);
}
// check for positioning requests

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@ -183,6 +183,10 @@ void VrMenu::insertAction(QAction* before, QAction* action) {
}
void VrMenu::removeAction(QAction* action) {
if (!action) {
qWarning("Attempted to remove invalid menu action");
return;
}
MenuUserData* userData = MenuUserData::forObject(action);
if (!userData) {
qWarning("Attempted to remove menu action with no found QML object");

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@ -22,6 +22,7 @@
var dollScriptURL = Script.resolvePath("../examples/toybox/doll/doll.js");
var lightsScriptURL = Script.resolvePath("../examples/toybox/lights/lightSwitch.js");
var targetsScriptURL = Script.resolvePath('../examples/toybox/ping_pong_gun/wallTarget.js');
var bowScriptURL = Script.resolvePath('../examples/toybox/bow/bow.js');
var basketballResetterScriptURL = Script.resolvePath('basketballsResetter.js');
var targetsResetterScriptURL = Script.resolvePath('targetsResetter.js');
@ -134,6 +135,9 @@
y: 495.6,
z: 503.91
});
createBow();
}
function deleteAllToys() {
@ -148,6 +152,63 @@
});
}
function createBow() {
var startPosition = {
x: 546.41,
y: 495.33,
z: 506.46
};
var BOW_ROTATION = Quat.fromPitchYawRollDegrees(-103.05, -178.60, -87.27);
var MODEL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/new/bow-deadly.fbx";
var COLLISION_HULL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/new/bow_collision_hull.obj";
var BOW_DIMENSIONS = {
x: 0.04,
y: 1.3,
z: 0.21
};
var BOW_GRAVITY = {
x: 0,
y: -9.8,
z: 0
};
var bow = Entities.addEntity({
name: 'Hifi-Bow',
type: "Model",
modelURL: MODEL_URL,
position: startPosition,
rotation: BOW_ROTATION,
dimensions: BOW_DIMENSIONS,
collisionsWillMove: true,
gravity: BOW_GRAVITY,
shapeType: 'compound',
compoundShapeURL: COLLISION_HULL_URL,
script: bowScriptURL,
userData: JSON.stringify({
resetMe: {
resetMe: true
},
grabbableKey: {
invertSolidWhileHeld: true,
spatialKey: {
relativePosition: {
x: 0,
y: 0.06,
z: 0.11
},
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, 90)
}
}
})
});
}
function createFire() {
@ -1250,6 +1311,7 @@
}
}
function cleanup() {
deleteAllToys();
}

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@ -21,6 +21,7 @@ var pingPongScriptURL = Script.resolvePath('../examples/toybox/ping_pong_gun/pin
var wandScriptURL = Script.resolvePath("../examples/toybox/bubblewand/wand.js");
var dollScriptURL = Script.resolvePath("../examples/toybox/doll/doll.js");
var lightsScriptURL = Script.resolvePath("../examples/toybox/lights/lightSwitch.js");
var bowScriptURL = Script.resolvePath("../examples/toybox/bow/bow.js");
var targetsScriptURL = Script.resolvePath('../examples/toybox/ping_pong_gun/wallTarget.js');
var basketballResetterScriptURL = Script.resolvePath('basketballsResetter.js');
var targetsResetterScriptURL = Script.resolvePath('targetsResetter.js');
@ -36,6 +37,8 @@ MasterReset = function() {
deleteAllToys();
createAllToys();
function createAllToys() {
createBlocks({
x: 548.3,
@ -111,7 +114,7 @@ MasterReset = function() {
z: 503.91
});
createBow();
}
@ -127,6 +130,62 @@ MasterReset = function() {
});
}
function createBow() {
var startPosition = {
x: 546.41,
y: 495.33,
z: 506.46
};
var BOW_ROTATION = Quat.fromPitchYawRollDegrees(-103.05, -178.60, -87.27);
var MODEL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/new/bow-deadly.fbx";
var COLLISION_HULL_URL = "https://hifi-public.s3.amazonaws.com/models/bow/new/bow_collision_hull.obj";
var BOW_DIMENSIONS = {
x: 0.04,
y: 1.3,
z: 0.21
};
var BOW_GRAVITY = {
x: 0,
y: -9.8,
z: 0
};
var bow = Entities.addEntity({
name: 'Hifi-Bow',
type: "Model",
modelURL: MODEL_URL,
position: startPosition,
rotation: BOW_ROTATION,
dimensions: BOW_DIMENSIONS,
collisionsWillMove: true,
gravity: BOW_GRAVITY,
shapeType: 'compound',
compoundShapeURL: COLLISION_HULL_URL,
script: bowScriptURL,
userData: JSON.stringify({
resetMe: {
resetMe: true
},
grabbableKey: {
invertSolidWhileHeld: true,
spatialKey: {
relativePosition: {
x: 0,
y: 0.06,
z: 0.11
},
relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, 90)
}
}
})
});
}
function createFire() {
@ -883,7 +942,7 @@ MasterReset = function() {
type: "Model",
modelURL: MODEL_URL,
shapeType: 'compound',
compoundShapeURL:COLLISION_HULL_URL,
compoundShapeURL: COLLISION_HULL_URL,
script: pingPongScriptURL,
position: position,
rotation: rotation,