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swissArmyJetpack.js now toggles "obey gravity"
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1 changed files with 65 additions and 17 deletions
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@ -13,6 +13,9 @@
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//
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var numberOfButtons = 3;
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var DOWN = { x: 0.0, y: -1.0, z: 0.0 };
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var MAX_VOXEL_SCAN_DISTANCE = 20.0;
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var MIN_FLYING_SPEED = 1.0;
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var enabledColors = new Array();
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enabledColors[0] = { red: 255, green: 0, blue: 0};
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@ -35,26 +38,42 @@ var groupBits = 0;
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var buttonStates = new Array();
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var disabledOffsetT = 0;
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var enabledOffsetT = 55;
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var disabledOffsetT = 12;
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var enabledOffsetT = 55 + 12;
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var buttonX = 50;
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var buttonY = 200;
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var buttonWidth = 30;
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var buttonHeight = 54;
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var textX = buttonX + buttonWidth + 10;
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var UI_BUFFER = 1;
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var OFFSET_X = UI_BUFFER;
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var OFFSET_Y = 200;
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var BUTTON_WIDTH = 30;
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var BUTTON_HEIGHT = 30;
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var textX = OFFSET_X + BUTTON_WIDTH + UI_BUFFER;
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var TEXT_HEIGHT = BUTTON_HEIGHT;
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var TEXT_WIDTH = 210;
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var speedometer = Overlays.addOverlay("text", {
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x: OFFSET_X,
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y: OFFSET_Y - BUTTON_HEIGHT,
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width: BUTTON_WIDTH + UI_BUFFER + TEXT_WIDTH,
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height: TEXT_HEIGHT,
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color: { red: 0, green: 0, blue: 0 },
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textColor: { red: 255, green: 0, blue: 0},
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topMargin: 4,
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leftMargin: 4,
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text: "Speed: 0.0"
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});
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var speed = 0.0;
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var lastPosition = MyAvatar.position;
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for (i = 0; i < numberOfButtons; i++) {
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var offsetS = 12
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var offsetT = disabledOffsetT;
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buttons[i] = Overlays.addOverlay("image", {
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//x: buttonX + (buttonWidth * i),
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x: buttonX,
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y: buttonY + (buttonHeight * i),
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width: buttonWidth,
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height: buttonHeight,
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subImage: { x: offsetS, y: offsetT, width: buttonWidth, height: buttonHeight },
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x: OFFSET_X,
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y: OFFSET_Y + (BUTTON_HEIGHT * i),
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width: BUTTON_WIDTH,
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height: BUTTON_HEIGHT,
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subImage: { x: offsetS, y: offsetT, width: BUTTON_WIDTH, height: BUTTON_HEIGHT },
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imageURL: "http://highfidelity-public.s3-us-west-1.amazonaws.com/images/testing-swatches.svg",
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color: disabledColors[i],
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alpha: 1,
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@ -62,9 +81,9 @@ for (i = 0; i < numberOfButtons; i++) {
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labels[i] = Overlays.addOverlay("text", {
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x: textX,
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y: buttonY + (buttonHeight * i) + 12,
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width: 150,
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height: 50,
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y: OFFSET_Y + (BUTTON_HEIGHT * i),
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width: TEXT_WIDTH,
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height: TEXT_HEIGHT,
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color: { red: 0, green: 0, blue: 0},
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textColor: { red: 255, green: 0, blue: 0},
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topMargin: 4,
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@ -75,6 +94,10 @@ for (i = 0; i < numberOfButtons; i++) {
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buttonStates[i] = false;
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}
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// avatar state
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var velocity = { x: 0.0, y: 0.0, z: 0.0 };
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var standing = false;
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function updateButton(i, enabled) {
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var offsetY = disabledOffsetT;
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var buttonColor = disabledColors[i];
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@ -108,13 +131,18 @@ function updateButton(i, enabled) {
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// When our script shuts down, we should clean up all of our overlays
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function scriptEnding() {
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for (i = 0; i < numberOfButtons; i++) {
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print("adebug deleting overlay " + i);
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Overlays.deleteOverlay(buttons[i]);
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Overlays.deleteOverlay(labels[i]);
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}
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Overlays.deleteOverlay(speedometer);
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}
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Script.scriptEnding.connect(scriptEnding);
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function updateSpeedometerDisplay() {
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Overlays.editOverlay(speedometer, { text: "Speed: " + speed.toFixed(2) });
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}
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var multiple_timer = Script.setInterval(updateSpeedometerDisplay, 100);
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// Our update() function is called at approximately 60fps, and we will use it to animate our various overlays
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function update(deltaTime) {
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@ -124,6 +152,26 @@ function update(deltaTime) {
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updateButton(1, groupBits & COLLISION_GROUP_VOXELS);
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updateButton(2, groupBits & COLLISION_GROUP_PARTICLES);
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}
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// measure speed
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var distance = Vec3.distance(MyAvatar.position, lastPosition);
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speed = 0.9 * speed + 0.1 * distance / deltaTime;
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lastPosition = MyAvatar.position;
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// scan for landing platform
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if (speed < MIN_FLYING_SPEED && !(MyAvatar.motionBehaviors & AVATAR_MOTION_OBEY_GRAVITY)) {
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ray = { origin: MyAvatar.position, direction: DOWN };
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var intersection = Voxels.findRayIntersection(ray);
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if (intersection.intersects) {
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var v = intersection.voxel;
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var maxCorner = Vec3.sum({ x: v.x, y: v.y, z: v.z }, {x: v.s, y: v.s, z: v.s });
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var distance = lastPosition.y - maxCorner.y;
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if (distance < MAX_VOXEL_SCAN_DISTANCE) {
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MyAvatar.motionBehaviors = AVATAR_MOTION_OBEY_GRAVITY;
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}
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//print("voxel corner = <" + v.x + ", " + v.y + ", " + v.z + "> " + " scale = " + v.s + " dt = " + deltaTime);
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}
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}
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}
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Script.update.connect(update);
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