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https://github.com/overte-org/overte.git
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Merge pull request #5712 from highfidelity/bubblewand
wand.js + bubble.js = bubblewand
This commit is contained in:
commit
50e6d2f769
3 changed files with 413 additions and 0 deletions
54
examples/toys/bubblewand/bubble.js
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54
examples/toys/bubblewand/bubble.js
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// bubble.js
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// part of bubblewand
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//
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// Created by James B. Pollack @imgntn -- 09/03/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// example of a nested entity. it doesn't do much now besides delete itself if it collides with something (bubbles are fragile! it would be cool if it sometimes merged with other bubbbles it hit)
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// todo: play bubble sounds from the bubble itself instead of the wand.
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// blocker: needs some sound fixes and a way to find its own position before unload for spatialization
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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(function() {
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// Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/utilities.js");
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// Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/libraries/utils.js");
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//var popSound;
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this.preload = function(entityID) {
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// print('bubble preload')
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this.entityID = entityID;
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// popSound = SoundCache.getSound("http://hifi-public.s3.amazonaws.com/james/bubblewand/sounds/pop.wav");
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}
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this.collisionWithEntity = function(myID, otherID, collision) {
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//if(Entites.getEntityProperties(otherID).userData.objectType==='') { merge bubbles?}
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Entities.deleteEntity(myID);
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// this.burstBubbleSound(collision.contactPoint)
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};
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this.unload = function(entityID) {
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// this.properties = Entities.getEntityProperties(entityID);
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//var location = this.properties.position;
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//this.burstBubbleSound();
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};
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this.burstBubbleSound = function(location) {
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// var audioOptions = {
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// volume: 0.5,
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// position: location
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// }
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//Audio.playSound(popSound, audioOptions);
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}
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})
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42
examples/toys/bubblewand/createWand.js
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42
examples/toys/bubblewand/createWand.js
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// createWand.js
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// part of bubblewand
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//
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// Created by James B. Pollack @imgntn -- 09/03/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Loads a wand model and attaches the bubble wand behavior.
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/utilities.js");
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Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/libraries/utils.js");
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var wandModel = "http://hifi-public.s3.amazonaws.com/james/bubblewand/models/wand/wand.fbx?" + randInt(0, 10000);
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var scriptURL = "http://hifi-public.s3.amazonaws.com/james/bubblewand/scripts/wand.js?" + randInt(1, 100500)
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//create the wand in front of the avatar
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var center = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(Camera.getOrientation())));
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var wand = Entities.addEntity({
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type: "Model",
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modelURL: wandModel,
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position: center,
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dimensions: {
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x: 0.1,
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y: 1,
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z: 0.1
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},
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//must be enabled to be grabbable in the physics engine
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collisionsWillMove: true,
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shapeType: 'box',
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script: scriptURL
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});
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function cleanup() {
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//Entities.deleteEntity(wand);
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}
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Script.scriptEnding.connect(cleanup);
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317
examples/toys/bubblewand/wand.js
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317
examples/toys/bubblewand/wand.js
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// wand.js
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// part of bubblewand
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//
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// Created by James B. Pollack @imgntn -- 09/03/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Makes bubbles when you wave the object around, or hold it near your mouth and make noise into the microphone.
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//
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// For the example, it's attached to a wand -- but you can attach it to whatever entity you want. I dream of BubbleBees :) bzzzz...pop!
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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function convertRange(value, r1, r2) {
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return (value - r1[0]) * (r2[1] - r2[0]) / (r1[1] - r1[0]) + r2[0];
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}
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(function() {
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Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/utilities.js");
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Script.include("https://raw.githubusercontent.com/highfidelity/hifi/master/examples/libraries/utils.js");
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var bubbleModel = "http://hifi-public.s3.amazonaws.com/james/bubblewand/models/bubble/bubble.fbx";
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var bubbleScript = 'http://hifi-public.s3.amazonaws.com/james/bubblewand/scripts/bubble.js?' + randInt(1, 10000);
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var popSound = SoundCache.getSound("http://hifi-public.s3.amazonaws.com/james/bubblewand/sounds/pop.wav");
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var TARGET_SIZE = 0.4;
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var TARGET_COLOR = {
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red: 128,
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green: 128,
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blue: 128
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};
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var TARGET_COLOR_HIT = {
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red: 0,
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green: 255,
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blue: 0
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};
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var HAND_SIZE = 0.25;
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var leftCubePosition = MyAvatar.getLeftPalmPosition();
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var rightCubePosition = MyAvatar.getRightPalmPosition();
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var leftHand = Overlays.addOverlay("cube", {
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position: leftCubePosition,
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size: HAND_SIZE,
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color: {
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red: 0,
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green: 0,
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blue: 255
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},
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alpha: 1,
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solid: false
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});
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var rightHand = Overlays.addOverlay("cube", {
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position: rightCubePosition,
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size: HAND_SIZE,
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color: {
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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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alpha: 1,
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solid: false
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});
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var gustZoneOverlay = Overlays.addOverlay("cube", {
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position: getGustDetectorPosition(),
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size: TARGET_SIZE,
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color: TARGET_COLOR,
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alpha: 1,
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solid: false
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});
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function getGustDetectorPosition() {
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//put the zone in front of your avatar's face
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var DISTANCE_IN_FRONT = 0.2;
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var DISTANCE_UP = 0.5;
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var DISTANCE_TO_SIDE = 0.0;
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var up = Quat.getUp(MyAvatar.orientation);
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var front = Quat.getFront(MyAvatar.orientation);
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var right = Quat.getRight(MyAvatar.orientation);
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var upOffset = Vec3.multiply(up, DISTANCE_UP);
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var rightOffset = Vec3.multiply(right, DISTANCE_TO_SIDE);
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var frontOffset = Vec3.multiply(front, DISTANCE_IN_FRONT);
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var offset = Vec3.sum(Vec3.sum(rightOffset, frontOffset), upOffset);
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var position = Vec3.sum(MyAvatar.position, offset);
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return position;
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}
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var BUBBLE_GRAVITY = {
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x: 0,
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y: -0.05,
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z: 0
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}
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var wandEntity = this;
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this.preload = function(entityID) {
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// print('PRELOAD')
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this.entityID = entityID;
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this.properties = Entities.getEntityProperties(this.entityID);
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}
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this.unload = function(entityID) {
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Overlays.deleteOverlay(leftHand);
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Overlays.deleteOverlay(rightHand);
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Overlays.deleteOverlay(gustZoneOverlay)
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Entities.editEntity(entityID, {
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name: ""
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});
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Script.update.disconnect(BubbleWand.update);
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Entities.deleteEntity(BubbleWand.currentBubble);
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while (BubbleWand.bubbles.length > 0) {
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Entities.deleteEntity(BubbleWand.bubbles.pop());
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}
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};
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var BubbleWand = {
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bubbles: [],
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currentBubble: null,
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update: function() {
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BubbleWand.internalUpdate();
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},
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internalUpdate: function() {
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var _t = this;
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//get the current position of the wand
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var properties = Entities.getEntityProperties(wandEntity.entityID);
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var wandPosition = properties.position;
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//debug overlays for mouth mode
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var leftHandPos = MyAvatar.getLeftPalmPosition();
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var rightHandPos = MyAvatar.getRightPalmPosition();
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Overlays.editOverlay(leftHand, {
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position: leftHandPos
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});
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Overlays.editOverlay(rightHand, {
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position: rightHandPos
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});
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//if the wand is in the gust detector, activate mouth mode and change the overlay color
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var hitTargetWithWand = findSphereSphereHit(wandPosition, HAND_SIZE / 2, getGustDetectorPosition(), TARGET_SIZE / 2)
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var mouthMode;
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if (hitTargetWithWand) {
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Overlays.editOverlay(gustZoneOverlay, {
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position: getGustDetectorPosition(),
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color: TARGET_COLOR_HIT
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})
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mouthMode = true;
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} else {
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Overlays.editOverlay(gustZoneOverlay, {
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position: getGustDetectorPosition(),
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color: TARGET_COLOR
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})
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mouthMode = false;
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}
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var volumeLevel = MyAvatar.audioAverageLoudness;
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//volume numbers are pretty large, so lets scale them down.
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var convertedVolume = convertRange(volumeLevel, [0, 5000], [0, 10]);
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// default is 'wave mode', where waving the object around grows the bubbles
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var velocity = Vec3.subtract(wandPosition, BubbleWand.lastPosition)
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//store the last position of the wand for velocity calculations
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_t.lastPosition = wandPosition;
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// velocity numbers are pretty small, so lets make them a bit bigger
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var velocityStrength = Vec3.length(velocity) * 100;
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if (velocityStrength > 10) {
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velocityStrength = 10
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}
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//actually grow the bubble
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var dimensions = Entities.getEntityProperties(_t.currentBubble).dimensions;
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if (velocityStrength > 1 || convertedVolume > 1) {
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//add some variation in bubble sizes
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var bubbleSize = randInt(1, 5);
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bubbleSize = bubbleSize / 10;
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//release the bubble if its dimensions are bigger than the bubble size
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if (dimensions.x > bubbleSize) {
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//bubbles pop after existing for a bit -- so set a random lifetime
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var lifetime = randInt(3, 8);
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//sound is somewhat unstable at the moment so this is commented out. really audio should be played by the bubbles, but there's a blocker.
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// Script.setTimeout(function() {
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// _t.burstBubbleSound(_t.currentBubble)
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// }, lifetime * 1000)
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//todo: angular velocity without the controller -- forward velocity for mouth mode bubbles
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// var angularVelocity = Controller.getSpatialControlRawAngularVelocity(hands.leftHand.tip);
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Entities.editEntity(_t.currentBubble, {
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velocity: Vec3.normalize(velocity),
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// angularVelocity: Controller.getSpatialControlRawAngularVelocity(hands.leftHand.tip),
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lifetime: lifetime
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});
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//release the bubble -- when we create a new bubble, it will carry on and this update loop will affect the new bubble
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BubbleWand.spawnBubble();
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return
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} else {
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if (mouthMode) {
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dimensions.x += 0.015 * convertedVolume;
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dimensions.y += 0.015 * convertedVolume;
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dimensions.z += 0.015 * convertedVolume;
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} else {
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dimensions.x += 0.015 * velocityStrength;
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dimensions.y += 0.015 * velocityStrength;
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dimensions.z += 0.015 * velocityStrength;
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}
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}
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} else {
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if (dimensions.x >= 0.02) {
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dimensions.x -= 0.001;
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dimensions.y -= 0.001;
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dimensions.z -= 0.001;
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}
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}
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//update the bubble to stay with the wand tip
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Entities.editEntity(_t.currentBubble, {
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position: _t.wandTipPosition,
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dimensions: dimensions
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});
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},
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burstBubbleSound: function(bubble) {
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//we want to play the sound at the same location and orientation as the bubble
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var position = Entities.getEntityProperties(bubble).position;
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var orientation = Entities.getEntityProperties(bubble).orientation;
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//set the options for the audio injector
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var audioOptions = {
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volume: 0.5,
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position: position,
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orientation: orientation
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}
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//var audioInjector = Audio.playSound(popSound, audioOptions);
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//remove this bubble from the array to keep things clean
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var i = BubbleWand.bubbles.indexOf(bubble);
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if (i != -1) {
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BubbleWand.bubbles.splice(i, 1);
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}
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},
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spawnBubble: function() {
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var _t = this;
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//create a new bubble at the tip of the wand
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//the tip of the wand is going to be in a different place than the center, so we move in space relative to the model to find that position
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var properties = Entities.getEntityProperties(wandEntity.entityID);
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var wandPosition = properties.position;
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var upVector = Quat.getUp(properties.rotation);
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var frontVector = Quat.getFront(properties.rotation);
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var upOffset = Vec3.multiply(upVector, 0.5);
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var forwardOffset = Vec3.multiply(frontVector, 0.1);
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var offsetVector = Vec3.sum(upOffset, forwardOffset);
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var wandTipPosition = Vec3.sum(wandPosition, offsetVector);
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_t.wandTipPosition = wandTipPosition;
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//store the position of the tip on spawn for use in velocity calculations
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_t.lastPosition = wandTipPosition;
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//create a bubble at the wand tip
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_t.currentBubble = Entities.addEntity({
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type: 'Model',
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modelURL: bubbleModel,
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position: wandTipPosition,
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dimensions: {
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x: 0.01,
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y: 0.01,
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z: 0.01
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},
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collisionsWillMove: false,
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ignoreForCollisions: true,
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gravity: BUBBLE_GRAVITY,
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// collisionSoundURL:popSound,
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shapeType: "sphere",
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script: bubbleScript,
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});
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//add this bubble to an array of bubbles so we can keep track of them
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_t.bubbles.push(_t.currentBubble)
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},
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init: function() {
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this.spawnBubble();
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Script.update.connect(BubbleWand.update);
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}
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}
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BubbleWand.init();
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})
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