mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 18:23:54 +02:00
added comments to example scripts
This commit is contained in:
parent
8f9a99e1f4
commit
32ec15beb7
2 changed files with 30 additions and 32 deletions
|
@ -1,3 +1,16 @@
|
|||
//
|
||||
// collidingParticles.js
|
||||
// hifi
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 12/31/13.
|
||||
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
|
||||
//
|
||||
// This is an example script that creates a couple particles, and sends them on a collision course.
|
||||
// One of the particles has a script that when it collides with another particle, it swaps colors with that particle.
|
||||
// The other particle has a script that when it collides with another particle it set's it's script to a suicide script.
|
||||
//
|
||||
//
|
||||
|
||||
var currentIteration = 0;
|
||||
var NUM_ITERATIONS_BEFORE_SEND = 15; // every 1/4th seconds send another
|
||||
|
||||
|
@ -17,11 +30,6 @@ var gravity = {
|
|||
var damping = 0.1;
|
||||
|
||||
var scriptA = " " +
|
||||
//" function update() { " +
|
||||
//" print('update()\\n'); " +
|
||||
//" var color = { red: 255, green: 127 + (Math.random() * 128), blue: 0 };" +
|
||||
//" Particle.setColor(color); " +
|
||||
//" } " +
|
||||
" function collisionWithParticle(other) { " +
|
||||
" print('collisionWithParticle(other.getID()=' + other.getID() + ')...'); " +
|
||||
" print('myID=' + Particle.getID() + '\\n'); " +
|
||||
|
@ -33,40 +41,16 @@ var scriptA = " " +
|
|||
" Particle.setColor(otherColor); " +
|
||||
" other.setColor(myColor); " +
|
||||
" } " +
|
||||
" function collisionWithVoxel(voxel) { " +
|
||||
" print('collisionWithVoxel(voxel)... '); " +
|
||||
" print('myID=' + Particle.getID() + '\\n'); " +
|
||||
" var voxelColor = voxel.getColor();" +
|
||||
" print('voxelColor=' + voxelColor.red + ', ' + voxelColor.green + ', ' + voxelColor.blue + '\\n'); " +
|
||||
" var myColor = Particle.getColor();" +
|
||||
" print('myColor=' + myColor.red + ', ' + myColor.green + ', ' + myColor.blue + '\\n'); " +
|
||||
" Particle.setColor(voxelColor); " +
|
||||
" } " +
|
||||
" Particle.collisionWithParticle.connect(collisionWithParticle); " +
|
||||
" Particle.collisionWithVoxel.connect(collisionWithVoxel); " +
|
||||
" ";
|
||||
|
||||
var scriptB = " " +
|
||||
" function collisionWithParticle(other) { " +
|
||||
" print('collisionWithParticle(other.getID()=' + other.getID() + ')...'); " +
|
||||
" print('myID=' + Particle.getID() + '\\n'); " +
|
||||
" var myPosition = Particle.getPosition();" +
|
||||
" var myRadius = Particle.getRadius();" +
|
||||
" var myColor = Particle.getColor();" +
|
||||
" Voxels.queueDestructiveVoxelAdd(myPosition.x, myPosition.y, myPosition.z, myRadius, myColor.red, myColor.green, myColor.blue); " +
|
||||
" Particle.setScript('Particle.setShouldDie(true);'); " +
|
||||
" } " +
|
||||
" function collisionWithVoxel(voxel) { " +
|
||||
" print('collisionWithVoxel(voxel)... '); " +
|
||||
" print('myID=' + Particle.getID() + '\\n'); " +
|
||||
" var voxelColor = voxel.getColor();" +
|
||||
" print('voxelColor=' + voxelColor.red + ', ' + voxelColor.green + ', ' + voxelColor.blue + '\\n'); " +
|
||||
" var myColor = Particle.getColor();" +
|
||||
" print('myColor=' + myColor.red + ', ' + myColor.green + ', ' + myColor.blue + '\\n'); " +
|
||||
" Particle.setColor(voxelColor); " +
|
||||
" } " +
|
||||
" Particle.collisionWithParticle.connect(collisionWithParticle); " +
|
||||
" Particle.collisionWithVoxel.connect(collisionWithVoxel); " +
|
||||
" ";
|
||||
|
||||
var color = {
|
||||
|
|
|
@ -1,3 +1,18 @@
|
|||
//
|
||||
// gun.js
|
||||
// hifi
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 12/31/13.
|
||||
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
|
||||
//
|
||||
// This is an example script that turns the hydra controllers into a particle gun.
|
||||
// It reads the controller, watches for trigger pulls, and launches particles.
|
||||
// The particles it creates have a script that when they collide with Voxels, the
|
||||
// particle will change it's color to match the voxel it hits, and then delete the
|
||||
// voxel.
|
||||
//
|
||||
//
|
||||
|
||||
// initialize our triggers
|
||||
var triggerPulled = new Array();
|
||||
var numberOfTriggers = Controller.getNumberOfTriggers();
|
||||
|
@ -9,9 +24,6 @@ function checkController() {
|
|||
var numberOfTriggers = Controller.getNumberOfTriggers();
|
||||
var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
|
||||
var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
|
||||
//print("numberOfTriggers:" + numberOfTriggers + "\n");
|
||||
//print("numberOfSpatialControls:" + numberOfSpatialControls + "\n");
|
||||
//print("controllersPerTrigger:" + controllersPerTrigger + "\n");
|
||||
|
||||
// this is expected for hydras
|
||||
if (numberOfTriggers == 2 && controllersPerTrigger == 2) {
|
||||
|
@ -71,6 +83,8 @@ function checkController() {
|
|||
var color = { red: 128, green: 128, blue: 128 };
|
||||
var damping = 0; // no damping
|
||||
var inHand = false;
|
||||
|
||||
// This is the script for the particles that this gun shoots.
|
||||
var script =
|
||||
" function collisionWithVoxel(voxel) { " +
|
||||
" print('collisionWithVoxel(voxel)... '); " +
|
||||
|
|
Loading…
Reference in a new issue