fix flipped URLs for models in lobby

This commit is contained in:
Stephen Birarda 2014-11-20 16:11:08 -08:00
parent c15354d935
commit 4f879a06a6

View file

@ -27,9 +27,9 @@ var panelsDimensions = Vec3.subtract(panelsNaturalExtentsMax, panelsNaturalExten
var orbCenter = Vec3.sum(orbNaturalExtentsMin, Vec3.multiply(orbDimensions, 0.5));
var panelsCenter = Vec3.sum(panelsNaturalExtentsMin, Vec3.multiply(panelsDimensions, 0.5));
var panelsCenterShift = Vec3.subtract(orbCenter, panelsCenter);
var panelsCenterShift = Vec3.subtract(panelsCenter, orbCenter);
var ORB_SHIFT = { x: 0, y: 0, z: 0 };
var ORB_SHIFT = { x: 0, y: -0.14, z: -0.08};
var HELMET_ATTACHMENT_URL = HIFI_PUBLIC_BUCKET + "models/attachments/IronManMaskOnly.fbx"
@ -49,6 +49,7 @@ function reticlePosition() {
}
var MAX_NUM_PANELS = 21;
var DRONE_VOLUME = 0.3;
function drawLobby() {
if (!panelWall) {
@ -60,13 +61,13 @@ function drawLobby() {
var orbPosition = Vec3.sum(Camera.position, Vec3.multiplyQbyV(towardsMe, ORB_SHIFT));
var panelWallProps = {
url: HIFI_PUBLIC_BUCKET + "models/sets/Lobby/Lobby_v8/forStephen1/LobbyShell1.fbx",
url: HIFI_PUBLIC_BUCKET + "models/sets/Lobby/Lobby_v8/forStephen1/PanelWall2.fbx",
position: Vec3.sum(orbPosition, Vec3.multiplyQbyV(towardsMe, panelsCenterShift)),
rotation: towardsMe
};
var orbShellProps = {
url: HIFI_PUBLIC_BUCKET + "models/sets/Lobby/Lobby_v8/forStephen1/PanelWall.fbx",
url: HIFI_PUBLIC_BUCKET + "models/sets/Lobby/Lobby_v8/forStephen1/LobbyShell1.fbx",
position: orbPosition,
rotation: towardsMe,
ignoreRayIntersection: true
@ -95,7 +96,7 @@ function drawLobby() {
MyAvatar.attach(HELMET_ATTACHMENT_URL, "Neck", {x: 0, y: 0, z: 0}, Quat.fromPitchYawRollDegrees(0, 0, 0), 1.15);
// start the drone sound
currentDrone = Audio.playSound(droneSound, { stereo: true, loop: true, localOnly: true });
currentDrone = Audio.playSound(droneSound, { stereo: true, loop: true, localOnly: true, volume: DRONE_VOLUME });
// start one of our musak sounds
playRandomMusak();
@ -124,7 +125,7 @@ function changeLobbyTextures() {
Overlays.editOverlay(panelWall, textureProp);
}
var MUSAK_VOLUME = 0.5;
var MUSAK_VOLUME = 0.1;
function playNextMusak() {
if (panelWall) {
@ -192,10 +193,10 @@ function actionStartEvent(event) {
// we've got an action event and our panel wall is up
// check if we hit a panel and if we should jump there
var result = Overlays.findRayIntersection(event.actionRay);
if (result.intersects && result.overlayID == panelWall) {
var panelName = result.extraInfo;
var panelStringIndex = panelName.indexOf("Panel");
if (panelStringIndex != -1) {
var panelIndex = parseInt(panelName.slice(5)) - 1;