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Updating gun.js to new controller API
This commit is contained in:
parent
5bc736952a
commit
3e50174114
1 changed files with 331 additions and 292 deletions
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@ -15,24 +15,61 @@
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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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Script.include([ "../../libraries/utils.js" ]);
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Script.include([ "../../libraries/constants.js" ]);
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Script.include([ "../../libraries/toolBars.js" ]);
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HIFI_PUBLIC_BUCKET = "http://s3.amazonaws.com/hifi-public/";
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var RED = { red: 255, green: 0, blue: 0 };
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var LASER_WIDTH = 2;
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var POSE_CONTROLS = [ Controller.Standard.LeftHand, Controller.Standard.RightHand ];
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var TRIGGER_CONTROLS = [ Controller.Standard.LT, Controller.Standard.RT ];
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var MIN_THROWER_DELAY = 1000;
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var MAX_THROWER_DELAY = 1000;
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var RELOAD_INTERVAL = 5;
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var GUN_MODEL = HIFI_PUBLIC_BUCKET + "cozza13/gun/m1911-handgun+1.fbx?v=4";
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var BULLET_VELOCITY = 10.0;
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var GUN_OFFSETS = [ {
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x: -0.04,
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y: 0.26,
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z: 0.04
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}, {
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x: 0.04,
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y: 0.26,
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z: 0.04
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} ];
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var GUN_ORIENTATIONS = [ Quat.fromPitchYawRollDegrees(0, 90, 90), Quat.fromPitchYawRollDegrees(0, -90, 270) ];
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var BARREL_OFFSETS = [ {
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x: -0.12,
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y: 0.12,
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z: 0.04
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}, {
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x: 0.12,
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y: 0.12,
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z: 0.04
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} ];
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var mapping = Controller.newMapping();
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var validPoses = [ false, false ];
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var barrelVectors = [ 0, 0 ];
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var barrelTips = [ 0, 0 ];
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var pointer = [];
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pointer.push(Overlays.addOverlay("line3d", {
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start: { x: 0, y: 0, z: 0 },
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end: { x: 0, y: 0, z: 0 },
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color: RED,
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start: ZERO_VECTOR,
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end: ZERO_VECTOR,
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color: COLORS.RED,
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alpha: 1,
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visible: true,
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lineWidth: LASER_WIDTH
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}));
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pointer.push(Overlays.addOverlay("line3d", {
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start: { x: 0, y: 0, z: 0 },
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end: { x: 0, y: 0, z: 0 },
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color: RED,
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start: ZERO_VECTOR,
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end: ZERO_VECTOR,
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color: COLORS.RED,
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alpha: 1,
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visible: true,
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lineWidth: LASER_WIDTH
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@ -42,56 +79,27 @@ function getRandomFloat(min, max) {
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return Math.random() * (max - min) + min;
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}
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var lastX = 0;
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var lastY = 0;
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var yawFromMouse = 0;
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var pitchFromMouse = 0;
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var isMouseDown = false;
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var MIN_THROWER_DELAY = 1000;
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var MAX_THROWER_DELAY = 1000;
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var LEFT_BUTTON_3 = 3;
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var RELOAD_INTERVAL = 5;
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var KICKBACK_ANGLE = 15;
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var elbowKickAngle = 0.0;
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var rotationBeforeKickback;
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var showScore = false;
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// Load some sound to use for loading and firing
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// Load some sound to use for loading and firing
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var fireSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/GUN-SHOT2.raw");
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var loadSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/Gun_Reload_Weapon22.raw");
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var impactSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Guns/BulletImpact2.raw");
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var targetHitSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Space%20Invaders/hit.raw");
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var targetLaunchSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Space%20Invaders/shoot.raw");
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var gunModel = "https://s3.amazonaws.com/hifi-public/cozza13/gun/m1911-handgun+1.fbx?v=4";
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var audioOptions = {
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volume: 0.9
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volume: 0.9
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}
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var shotsFired = 0;
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var shotTime = new Date();
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var activeControllers = 0;
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// initialize our controller 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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var isLaunchButtonPressed = false;
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var score = 0;
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var shotTime = new Date();
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var isLaunchButtonPressed = false;
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var score = 0;
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var bulletID = false;
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var targetID = false;
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// Create overlay buttons and reticle
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// Create overlay buttons and reticle
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var BUTTON_SIZE = 32;
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var PADDING = 3;
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@ -99,78 +107,91 @@ var NUM_BUTTONS = 3;
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var screenSize = Controller.getViewportDimensions();
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var startX = screenSize.x / 2 - (NUM_BUTTONS * (BUTTON_SIZE + PADDING)) / 2;
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Script.include(["../../libraries/toolBars.js"]);
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var toolBar = new ToolBar(0, 0, ToolBar.HORIZONTAL, "highfidelity.gun.toolbar", function (screenSize) {
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var toolBar = new ToolBar(0, 0, ToolBar.HORIZONTAL, "highfidelity.gun.toolbar", function(screenSize) {
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return {
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x: startX,
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y: (screenSize.y - (BUTTON_SIZE + PADDING)),
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};
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});
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var reticle = Overlays.addOverlay("image", {
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x: screenSize.x / 2 - (BUTTON_SIZE / 2),
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y: screenSize.y / 2 - (BUTTON_SIZE / 2),
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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imageURL: HIFI_PUBLIC_BUCKET + "images/gun/crosshairs.svg",
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alpha: 1
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});
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var offButton = toolBar.addOverlay("image", {
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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imageURL: HIFI_PUBLIC_BUCKET + "images/gun/close.svg",
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alpha: 1
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});
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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imageURL: HIFI_PUBLIC_BUCKET + "images/gun/close.svg",
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alpha: 1
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});
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startX += BUTTON_SIZE + PADDING;
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var platformButton = toolBar.addOverlay("image", {
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x: startX,
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y: screenSize.y - (BUTTON_SIZE + PADDING),
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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imageURL: HIFI_PUBLIC_BUCKET + "images/gun/platform-targets.svg",
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alpha: 1
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});
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x: startX,
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y: screenSize.y - (BUTTON_SIZE + PADDING),
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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imageURL: HIFI_PUBLIC_BUCKET + "images/gun/platform-targets.svg",
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alpha: 1
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});
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startX += BUTTON_SIZE + PADDING;
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var gridButton = toolBar.addOverlay("image", {
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x: startX,
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y: screenSize.y - (BUTTON_SIZE + PADDING),
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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imageURL: HIFI_PUBLIC_BUCKET + "images/gun/floating-targets.svg",
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alpha: 1
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});
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x: startX,
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y: screenSize.y - (BUTTON_SIZE + PADDING),
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width: BUTTON_SIZE,
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height: BUTTON_SIZE,
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imageURL: HIFI_PUBLIC_BUCKET + "images/gun/floating-targets.svg",
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alpha: 1
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});
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if (showScore) {
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var text = Overlays.addOverlay("text", {
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x: screenSize.x / 2 - 100,
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y: screenSize.y / 2 - 50,
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width: 150,
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height: 50,
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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: "Score: " + score
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});
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x: screenSize.x / 2 - 100,
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y: screenSize.y / 2 - 50,
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width: 150,
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height: 50,
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color: {
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red: 0,
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green: 0,
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blue: 0
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},
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textColor: {
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red: 255,
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green: 0,
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blue: 0
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},
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topMargin: 4,
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leftMargin: 4,
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text: "Score: " + score
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});
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}
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var BULLET_VELOCITY = 10.0;
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function entityCollisionWithEntity(entity1, entity2, collision) {
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if (entity2 === targetID) {
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score++;
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if (showScore) {
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Overlays.editOverlay(text, { text: "Score: " + score } );
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Overlays.editOverlay(text, {
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text: "Score: " + score
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});
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}
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// We will delete the bullet and target in 1/2 sec, but for now we can see them bounce!
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// We will delete the bullet and target in 1/2 sec, but for now we can
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// see them bounce!
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Script.setTimeout(deleteBulletAndTarget, 500);
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// Turn the target and the bullet white
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Entities.editEntity(entity1, { color: { red: 255, green: 255, blue: 255 }});
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Entities.editEntity(entity2, { color: { red: 255, green: 255, blue: 255 }});
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Entities.editEntity(entity1, {
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color: {
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red: 255,
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green: 255,
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blue: 255
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}
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});
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Entities.editEntity(entity2, {
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color: {
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red: 255,
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green: 255,
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blue: 255
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}
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});
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// play the sound near the camera so the shooter can hear it
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audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
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@ -188,41 +209,45 @@ function shootBullet(position, velocity, grenade) {
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var bVelocity = grenade ? Vec3.multiply(GRENADE_VELOCITY, Vec3.normalize(velocity)) : velocity;
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var bSize = grenade ? GRENADE_SIZE : BULLET_SIZE;
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var bGravity = grenade ? GRENADE_GRAVITY : BULLET_GRAVITY;
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var bGravity = grenade ? GRENADE_GRAVITY : BULLET_GRAVITY;
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bulletID = Entities.addEntity({
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type: "Sphere",
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position: position,
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dimensions: {
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x: bSize,
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y: bSize,
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z: bSize
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},
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color: {
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red: 0,
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green: 0,
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blue: 0
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},
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velocity: bVelocity,
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lifetime: BULLET_LIFETIME,
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gravity: {
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x: 0,
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y: bGravity,
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z: 0
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},
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damping: 0.01,
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density: 8000,
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ignoreCollisions: false,
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collisionsWillMove: true
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});
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bulletID = Entities.addEntity(
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{ type: "Sphere",
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position: position,
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dimensions: { x: bSize, y: bSize, z: bSize },
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color: { red: 0, green: 0, blue: 0 },
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velocity: bVelocity,
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lifetime: BULLET_LIFETIME,
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gravity: { x: 0, y: bGravity, z: 0 },
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damping: 0.01,
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density: 8000,
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ignoreCollisions: false,
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collisionsWillMove: true
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});
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Script.addEventHandler(bulletID, "collisionWithEntity", entityCollisionWithEntity);
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// Play firing sounds
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audioOptions.position = position;
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// Play firing sounds
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audioOptions.position = position;
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Audio.playSound(fireSound, audioOptions);
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shotsFired++;
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if ((shotsFired % RELOAD_INTERVAL) == 0) {
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Audio.playSound(loadSound, audioOptions);
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}
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// Kickback the arm
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if (elbowKickAngle > 0.0) {
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MyAvatar.setJointData("LeftForeArm", rotationBeforeKickback);
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}
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rotationBeforeKickback = MyAvatar.getJointRotation("LeftForeArm");
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var armRotation = MyAvatar.getJointRotation("LeftForeArm");
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armRotation = Quat.multiply(armRotation, Quat.fromPitchYawRollDegrees(0.0, 0.0, KICKBACK_ANGLE));
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MyAvatar.setJointData("LeftForeArm", armRotation);
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elbowKickAngle = KICKBACK_ANGLE;
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}
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function shootTarget() {
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var TARGET_SIZE = 0.50;
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var TARGET_GRAVITY = 0.0;
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@ -232,95 +257,152 @@ function shootTarget() {
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var DISTANCE_TO_LAUNCH_FROM = 5.0;
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var ANGLE_RANGE_FOR_LAUNCH = 20.0;
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var camera = Camera.getPosition();
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var targetDirection = Quat.angleAxis(getRandomFloat(-ANGLE_RANGE_FOR_LAUNCH, ANGLE_RANGE_FOR_LAUNCH), { x:0, y:1, z:0 });
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var targetDirection = Quat.angleAxis(getRandomFloat(-ANGLE_RANGE_FOR_LAUNCH, ANGLE_RANGE_FOR_LAUNCH), {
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x: 0,
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y: 1,
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z: 0
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});
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targetDirection = Quat.multiply(Camera.getOrientation(), targetDirection);
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var forwardVector = Quat.getFront(targetDirection);
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var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_TO_LAUNCH_FROM));
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var velocity = Vec3.multiply(forwardVector, TARGET_FWD_VELOCITY);
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velocity.y += TARGET_UP_VELOCITY;
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targetID = Entities.addEntity(
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{ type: "Box",
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position: newPosition,
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dimensions: { x: TARGET_SIZE * (0.5 + Math.random()), y: TARGET_SIZE * (0.5 + Math.random()), z: TARGET_SIZE * (0.5 + Math.random()) / 4.0 },
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color: { red: Math.random() * 255, green: Math.random() * 255, blue: Math.random() * 255 },
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velocity: velocity,
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gravity: { x: 0, y: TARGET_GRAVITY, z: 0 },
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lifetime: TARGET_LIFETIME,
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rotation: Camera.getOrientation(),
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damping: 0.1,
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density: 100.0,
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collisionsWillMove: true });
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targetID = Entities.addEntity({
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type: "Box",
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position: newPosition,
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dimensions: {
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x: TARGET_SIZE * (0.5 + Math.random()),
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y: TARGET_SIZE * (0.5 + Math.random()),
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z: TARGET_SIZE * (0.5 + Math.random()) / 4.0
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},
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color: {
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red: Math.random() * 255,
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green: Math.random() * 255,
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blue: Math.random() * 255
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},
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velocity: velocity,
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gravity: {
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x: 0,
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y: TARGET_GRAVITY,
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z: 0
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},
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lifetime: TARGET_LIFETIME,
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rotation: Camera.getOrientation(),
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damping: 0.1,
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density: 100.0,
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collisionsWillMove: true
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});
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// Record start time
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// Record start time
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shotTime = new Date();
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// Play target shoot sound
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audioOptions.position = newPosition;
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audioOptions.position = newPosition;
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Audio.playSound(targetLaunchSound, audioOptions);
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}
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function makeGrid(type, scale, size) {
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var separation = scale * 2;
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var separation = scale * 2;
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var pos = Vec3.sum(Camera.getPosition(), Vec3.multiply(10.0 * scale * separation, Quat.getFront(Camera.getOrientation())));
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var x, y, z;
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var GRID_LIFE = 60.0;
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var dimensions;
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var GRID_LIFE = 60.0;
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var dimensions;
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for (x = 0; x < size; x++) {
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for (y = 0; y < size; y++) {
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for (z = 0; z < size; z++) {
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dimensions = { x: separation/2.0 * (0.5 + Math.random()), y: separation/2.0 * (0.5 + Math.random()), z: separation/2.0 * (0.5 + Math.random()) / 4.0 };
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Entities.addEntity(
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{ type: type,
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position: { x: pos.x + x * separation, y: pos.y + y * separation, z: pos.z + z * separation },
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dimensions: dimensions,
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color: { red: Math.random() * 255, green: Math.random() * 255, blue: Math.random() * 255 },
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velocity: { x: 0, y: 0, z: 0 },
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gravity: { x: 0, y: 0, z: 0 },
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lifetime: GRID_LIFE,
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rotation: Camera.getOrientation(),
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damping: 0.1,
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density: 100.0,
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collisionsWillMove: true });
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dimensions = {
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x: separation / 2.0 * (0.5 + Math.random()),
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y: separation / 2.0 * (0.5 + Math.random()),
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z: separation / 2.0 * (0.5 + Math.random()) / 4.0
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};
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Entities.addEntity({
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type: type,
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position: {
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x: pos.x + x * separation,
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y: pos.y + y * separation,
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z: pos.z + z * separation
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},
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dimensions: dimensions,
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color: {
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red: Math.random() * 255,
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green: Math.random() * 255,
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blue: Math.random() * 255
|
||||
},
|
||||
velocity: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
},
|
||||
gravity: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
},
|
||||
lifetime: GRID_LIFE,
|
||||
rotation: Camera.getOrientation(),
|
||||
damping: 0.1,
|
||||
density: 100.0,
|
||||
collisionsWillMove: true
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function makePlatform(gravity, scale, size) {
|
||||
var separation = scale * 2;
|
||||
var separation = scale * 2;
|
||||
var pos = Vec3.sum(Camera.getPosition(), Vec3.multiply(10.0 * scale * separation, Quat.getFront(Camera.getOrientation())));
|
||||
pos.y -= separation * size;
|
||||
var x, y, z;
|
||||
var TARGET_LIFE = 60.0;
|
||||
var TARGET_LIFE = 60.0;
|
||||
var INITIAL_GAP = 0.5;
|
||||
var dimensions;
|
||||
var dimensions;
|
||||
|
||||
for (x = 0; x < size; x++) {
|
||||
for (y = 0; y < size; y++) {
|
||||
for (z = 0; z < size; z++) {
|
||||
|
||||
dimensions = { x: separation/2.0, y: separation, z: separation/2.0 };
|
||||
dimensions = {
|
||||
x: separation / 2.0,
|
||||
y: separation,
|
||||
z: separation / 2.0
|
||||
};
|
||||
|
||||
Entities.addEntity(
|
||||
{ type: "Box",
|
||||
position: { x: pos.x - (separation * size / 2.0) + x * separation,
|
||||
y: pos.y + y * (separation + INITIAL_GAP),
|
||||
z: pos.z - (separation * size / 2.0) + z * separation },
|
||||
dimensions: dimensions,
|
||||
color: { red: Math.random() * 255, green: Math.random() * 255, blue: Math.random() * 255 },
|
||||
velocity: { x: 0, y: 0.05, z: 0 },
|
||||
gravity: { x: 0, y: gravity, z: 0 },
|
||||
lifetime: TARGET_LIFE,
|
||||
damping: 0.1,
|
||||
density: 100.0,
|
||||
collisionsWillMove: true });
|
||||
Entities.addEntity({
|
||||
type: "Box",
|
||||
position: {
|
||||
x: pos.x - (separation * size / 2.0) + x * separation,
|
||||
y: pos.y + y * (separation + INITIAL_GAP),
|
||||
z: pos.z - (separation * size / 2.0) + z * separation
|
||||
},
|
||||
dimensions: dimensions,
|
||||
color: {
|
||||
red: Math.random() * 255,
|
||||
green: Math.random() * 255,
|
||||
blue: Math.random() * 255
|
||||
},
|
||||
velocity: {
|
||||
x: 0,
|
||||
y: 0.05,
|
||||
z: 0
|
||||
},
|
||||
gravity: {
|
||||
x: 0,
|
||||
y: gravity,
|
||||
z: 0
|
||||
},
|
||||
lifetime: TARGET_LIFE,
|
||||
damping: 0.1,
|
||||
density: 100.0,
|
||||
collisionsWillMove: true
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -328,9 +410,21 @@ function makePlatform(gravity, scale, size) {
|
|||
// Make a floor for this stuff to fall onto
|
||||
Entities.addEntity({
|
||||
type: "Box",
|
||||
position: { x: pos.x, y: pos.y - separation / 2.0, z: pos.z },
|
||||
dimensions: { x: 2.0 * separation * size, y: separation / 2.0, z: 2.0 * separation * size },
|
||||
color: { red: 100, green: 100, blue: 100 },
|
||||
position: {
|
||||
x: pos.x,
|
||||
y: pos.y - separation / 2.0,
|
||||
z: pos.z
|
||||
},
|
||||
dimensions: {
|
||||
x: 2.0 * separation * size,
|
||||
y: separation / 2.0,
|
||||
z: 2.0 * separation * size
|
||||
},
|
||||
color: {
|
||||
red: 100,
|
||||
green: 100,
|
||||
blue: 100
|
||||
},
|
||||
lifetime: TARGET_LIFE
|
||||
});
|
||||
|
||||
|
@ -340,7 +434,7 @@ function keyPressEvent(event) {
|
|||
// if our tools are off, then don't do anything
|
||||
if (event.text == "t") {
|
||||
var time = MIN_THROWER_DELAY + Math.random() * MAX_THROWER_DELAY;
|
||||
Script.setTimeout(shootTarget, time);
|
||||
Script.setTimeout(shootTarget, time);
|
||||
} else if ((event.text == ".") || (event.text == "SPACE")) {
|
||||
shootFromMouse(false);
|
||||
} else if (event.text == ",") {
|
||||
|
@ -348,7 +442,7 @@ function keyPressEvent(event) {
|
|||
} else if (event.text == "r") {
|
||||
playLoadSound();
|
||||
} else if (event.text == "s") {
|
||||
// Hit this key to dump a posture from hydra to log
|
||||
// Hit this key to dump a posture from hydra to log
|
||||
Quat.print("arm = ", MyAvatar.getJointRotation("LeftArm"));
|
||||
Quat.print("forearm = ", MyAvatar.getJointRotation("LeftForeArm"));
|
||||
Quat.print("hand = ", MyAvatar.getJointRotation("LeftHand"));
|
||||
|
@ -356,137 +450,70 @@ function keyPressEvent(event) {
|
|||
}
|
||||
|
||||
function playLoadSound() {
|
||||
audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
|
||||
audioOptions.position = MyAvatar.leftHandPose.translation;
|
||||
Audio.playSound(loadSound, audioOptions);
|
||||
// Raise arm to firing posture
|
||||
takeFiringPose();
|
||||
}
|
||||
|
||||
function clearPose() {
|
||||
MyAvatar.clearJointData("LeftForeArm");
|
||||
MyAvatar.clearJointData("LeftArm");
|
||||
MyAvatar.clearJointData("LeftHand");
|
||||
}
|
||||
|
||||
function deleteBulletAndTarget() {
|
||||
Entities.deleteEntity(bulletID);
|
||||
Entities.deleteEntity(targetID);
|
||||
bulletID = false;
|
||||
targetID = false;
|
||||
bulletID = false;
|
||||
targetID = false;
|
||||
}
|
||||
|
||||
function takeFiringPose() {
|
||||
clearPose();
|
||||
if (Controller.getNumberOfSpatialControls() == 0) {
|
||||
MyAvatar.setJointData("LeftForeArm", {x: -0.251919, y: -0.0415449, z: 0.499487, w: 0.827843});
|
||||
MyAvatar.setJointData("LeftArm", { x: 0.470196, y: -0.132559, z: 0.494033, w: 0.719219});
|
||||
MyAvatar.setJointData("LeftHand", { x: -0.0104815, y: -0.110551, z: -0.352111, w: 0.929333});
|
||||
}
|
||||
}
|
||||
|
||||
MyAvatar.attach(gunModel, "RightHand", {x:0.04, y: 0.22, z: 0.02}, Quat.fromPitchYawRollDegrees(-172, -85, 79), 0.40);
|
||||
MyAvatar.attach(gunModel, "LeftHand", {x:-0.04, y: 0.22, z: 0.02}, Quat.fromPitchYawRollDegrees(-172, 85, -79), 0.40);
|
||||
|
||||
// Give a bit of time to load before playing sound
|
||||
Script.setTimeout(playLoadSound, 2000);
|
||||
|
||||
function update(deltaTime) {
|
||||
if (activeControllers == 0) {
|
||||
if (Controller.getNumberOfSpatialControls() > 0) {
|
||||
activeControllers = Controller.getNumberOfSpatialControls();
|
||||
clearPose();
|
||||
}
|
||||
}
|
||||
// FIXME we should also expose MyAvatar.handPoses[2], MyAvatar.tipPoses[2]
|
||||
var tipPoses = [ MyAvatar.leftHandTipPose, MyAvatar.rightHandTipPose ];
|
||||
|
||||
var KICKBACK_DECAY_RATE = 0.125;
|
||||
if (elbowKickAngle > 0.0) {
|
||||
if (elbowKickAngle > 0.5) {
|
||||
var newAngle = elbowKickAngle * KICKBACK_DECAY_RATE;
|
||||
elbowKickAngle -= newAngle;
|
||||
var armRotation = MyAvatar.getJointRotation("LeftForeArm");
|
||||
armRotation = Quat.multiply(armRotation, Quat.fromPitchYawRollDegrees(0.0, 0.0, -newAngle));
|
||||
MyAvatar.setJointData("LeftForeArm", armRotation);
|
||||
} else {
|
||||
MyAvatar.setJointData("LeftForeArm", rotationBeforeKickback);
|
||||
if (Controller.getNumberOfSpatialControls() > 0) {
|
||||
clearPose();
|
||||
}
|
||||
elbowKickAngle = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// check for trigger press
|
||||
|
||||
var numberOfTriggers = 2;
|
||||
var controllersPerTrigger = 2;
|
||||
|
||||
if (numberOfTriggers == 2 && controllersPerTrigger == 2) {
|
||||
for (var t = 0; t < 2; t++) {
|
||||
var shootABullet = false;
|
||||
var triggerValue = Controller.getTriggerValue(t);
|
||||
if (triggerPulled[t]) {
|
||||
// must release to at least 0.1
|
||||
if (triggerValue < 0.1) {
|
||||
triggerPulled[t] = false; // unpulled
|
||||
}
|
||||
} else {
|
||||
// must pull to at least
|
||||
if (triggerValue > 0.5) {
|
||||
triggerPulled[t] = true; // pulled
|
||||
shootABullet = true;
|
||||
}
|
||||
}
|
||||
var palmController = t * controllersPerTrigger;
|
||||
var palmPosition = Controller.getSpatialControlPosition(palmController);
|
||||
var fingerTipController = palmController + 1;
|
||||
var fingerTipPosition = Controller.getSpatialControlPosition(fingerTipController);
|
||||
var laserTip = Vec3.sum(Vec3.multiply(100.0, Vec3.subtract(fingerTipPosition, palmPosition)), palmPosition);
|
||||
|
||||
// Update Lasers
|
||||
Overlays.editOverlay(pointer[t], {
|
||||
start: palmPosition,
|
||||
end: laserTip,
|
||||
alpha: 1
|
||||
for (var side = 0; side < 2; side++) {
|
||||
// First check if the controller is valid
|
||||
var controllerPose = Controller.getPoseValue(POSE_CONTROLS[side]);
|
||||
validPoses[side] = controllerPose.valid;
|
||||
if (!controllerPose.valid) {
|
||||
Overlays.editOverlay(pointer[side], {
|
||||
visible: false
|
||||
});
|
||||
|
||||
if (shootABullet) {
|
||||
|
||||
var palmToFingerTipVector =
|
||||
{ x: (fingerTipPosition.x - palmPosition.x),
|
||||
y: (fingerTipPosition.y - palmPosition.y),
|
||||
z: (fingerTipPosition.z - palmPosition.z) };
|
||||
|
||||
// just off the front of the finger tip
|
||||
var position = { x: fingerTipPosition.x + palmToFingerTipVector.x/2,
|
||||
y: fingerTipPosition.y + palmToFingerTipVector.y/2,
|
||||
z: fingerTipPosition.z + palmToFingerTipVector.z/2};
|
||||
|
||||
var velocity = Vec3.multiply(BULLET_VELOCITY, Vec3.normalize(palmToFingerTipVector));
|
||||
|
||||
shootBullet(position, velocity, false);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Need to adjust the laser
|
||||
var tipPose = tipPoses[side];
|
||||
var handRotation = MyAvatar.getJointCombinedRotation(side == 0 ? "LeftHand" : "RightHand");
|
||||
// handRotation = Quat.multiply(Quat.inverse(MyAvatar.orientation),
|
||||
// handRotation);
|
||||
var barrelOffset = Vec3.multiplyQbyV(handRotation, BARREL_OFFSETS[side]);
|
||||
barrelTips[side] = Vec3.sum(tipPose.translation, barrelOffset);
|
||||
barrelVectors[side] = Vec3.multiplyQbyV(handRotation, {
|
||||
x: 0,
|
||||
y: 1,
|
||||
z: 0
|
||||
});
|
||||
|
||||
var laserTip = Vec3.sum(Vec3.multiply(100.0, barrelVectors[side]), barrelTips[side]);
|
||||
// Update Lasers
|
||||
Overlays.editOverlay(pointer[side], {
|
||||
start: barrelTips[side],
|
||||
end: laserTip,
|
||||
alpha: 1,
|
||||
visible: true
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function shootFromMouse(grenade) {
|
||||
var DISTANCE_FROM_CAMERA = 1.0;
|
||||
var camera = Camera.getPosition();
|
||||
var forwardVector = Quat.getFront(Camera.getOrientation());
|
||||
var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_FROM_CAMERA));
|
||||
var velocity = Vec3.multiply(forwardVector, BULLET_VELOCITY);
|
||||
shootBullet(newPosition, velocity, grenade);
|
||||
}
|
||||
|
||||
function mouseReleaseEvent(event) {
|
||||
// position
|
||||
isMouseDown = false;
|
||||
function triggerChanged(side, value) {
|
||||
var pressed = (value != 0);
|
||||
if (pressed) {
|
||||
var position = barrelTips[side];
|
||||
var velocity = Vec3.multiply(BULLET_VELOCITY, Vec3.normalize(barrelVectors[side]));
|
||||
shootBullet(position, velocity, false);
|
||||
}
|
||||
}
|
||||
|
||||
function mousePressEvent(event) {
|
||||
var clickedText = false;
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
|
||||
var clickedOverlay = Overlays.getOverlayAtPoint({
|
||||
x: event.x,
|
||||
y: event.y
|
||||
});
|
||||
if (clickedOverlay == offButton) {
|
||||
Script.stop();
|
||||
} else if (clickedOverlay == platformButton) {
|
||||
|
@ -494,25 +521,37 @@ function mousePressEvent(event) {
|
|||
makePlatform(-9.8, 1.0, platformSize);
|
||||
} else if (clickedOverlay == gridButton) {
|
||||
makeGrid("Box", 1.0, 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function scriptEnding() {
|
||||
Overlays.deleteOverlay(reticle);
|
||||
mapping.disable();
|
||||
toolBar.cleanup();
|
||||
Overlays.deleteOverlay(pointer[0]);
|
||||
Overlays.deleteOverlay(pointer[1]);
|
||||
for (var i = 0; i < pointer.length; ++i) {
|
||||
Overlays.deleteOverlay(pointer[i]);
|
||||
}
|
||||
Overlays.deleteOverlay(text);
|
||||
MyAvatar.detachOne(gunModel);
|
||||
MyAvatar.detachOne(gunModel);
|
||||
MyAvatar.detachOne(GUN_MODEL);
|
||||
MyAvatar.detachOne(GUN_MODEL);
|
||||
clearPose();
|
||||
}
|
||||
|
||||
MyAvatar.attach(GUN_MODEL, "LeftHand", GUN_OFFSETS[0], GUN_ORIENTATIONS[1], 0.40);
|
||||
MyAvatar.attach(GUN_MODEL, "RightHand", GUN_OFFSETS[1], GUN_ORIENTATIONS[1], 0.40);
|
||||
|
||||
// Give a bit of time to load before playing sound
|
||||
Script.setTimeout(playLoadSound, 2000);
|
||||
|
||||
mapping.from(Controller.Standard.LT).constrainToPositiveInteger().to(function(value) {
|
||||
triggerChanged(0, value);
|
||||
});
|
||||
|
||||
mapping.from(Controller.Standard.RT).constrainToPositiveInteger().to(function(value) {
|
||||
triggerChanged(1, value);
|
||||
});
|
||||
mapping.enable();
|
||||
|
||||
Script.scriptEnding.connect(scriptEnding);
|
||||
Script.update.connect(update);
|
||||
Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
|
||||
Controller.mousePressEvent.connect(mousePressEvent);
|
||||
Controller.keyPressEvent.connect(keyPressEvent);
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue