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updates for cleaner PR
This commit is contained in:
parent
a9ad18ec80
commit
5684e13400
3 changed files with 123 additions and 100 deletions
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@ -1,18 +1,33 @@
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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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//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. needs some sound fixes and a way to find its own position before unload for spatialization
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var popSound;
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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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// 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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// this.burstBubbleSound(collision.contactPoint)
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};
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@ -26,10 +41,10 @@
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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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// 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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@ -1,11 +1,25 @@
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function randInt(min, max) {
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return Math.floor(Math.random() * (max - min)) + min;
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}
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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, 10048)
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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 paintGun = Entities.addEntity({
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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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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(paintGun);
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//Entities.deleteEntity(wand);
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}
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@ -11,66 +11,37 @@
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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 randInt(min, max) {
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return Math.floor(Math.random() * (max - min)) + min;
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}
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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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// helpers -- @zappoman
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// Computes the penetration between a point and a sphere (centered at the origin)
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// if point is inside sphere: returns true and stores the result in 'penetration'
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// (the vector that would move the point outside the sphere)
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// otherwise returns false
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function findSphereHit(point, sphereRadius) {
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var EPSILON = 0.000001; //smallish positive number - used as margin of error for some computations
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var vectorLength = Vec3.length(point);
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if (vectorLength < EPSILON) {
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return true;
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}
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var distance = vectorLength - sphereRadius;
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if (distance < 0.0) {
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return true;
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}
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return false;
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}
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function findSpherePointHit(sphereCenter, sphereRadius, point) {
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return findSphereHit(Vec3.subtract(point, sphereCenter), sphereRadius);
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}
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function findSphereSphereHit(firstCenter, firstRadius, secondCenter, secondRadius) {
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return findSpherePointHit(firstCenter, firstRadius + secondRadius, secondCenter);
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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(2, 5096);
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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 targetSize = 0.4;
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var targetColor = {
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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 targetColorHit = {
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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 handSize = 0.25;
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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: handSize,
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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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var rightHand = Overlays.addOverlay("cube", {
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position: rightCubePosition,
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size: handSize,
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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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var gustZoneOverlay = Overlays.addOverlay("cube", {
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position: getGustDetectorPosition(),
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size: targetSize,
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color: targetColor,
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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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}
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var thisEntity = this;
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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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BubbleWand.lastPosition = this.properties.position;
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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(rightFront)
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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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collectGarbage();
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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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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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var properties = Entities.getEntityProperties(thisEntity.entityID);
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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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position: rightHandPos
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});
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//not really a sphere...
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var hitTargetWithWand = findSphereSphereHit(wandPosition, handSize / 2, getGustDetectorPosition(), targetSize / 2)
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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: targetColorHit
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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: targetColor
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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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//print('VELOCITY:::'+JSON.stringify(velocity))
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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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// print('velocityStrength::' + velocityStrength);
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//todo: angular velocity without the controller
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// var angularVelocity = Controller.getSpatialControlRawAngularVelocity(hands.leftHand.tip);
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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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var volumeLevel = MyAvatar.audioAverageLoudness;
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var convertedVolume = convertRange(volumeLevel, [0, 5000], [0, 10]);
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// print('CONVERTED VOLUME:' + convertedVolume);
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var growthFactor = convertedVolume + velocityStrength;
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// print('growthFactor::' + growthFactor);
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if (velocityStrength > 1 || convertedVolume > 1) {
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var bubbleSize = randInt(1, 5)
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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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// print('RELEASE BUBBLE')
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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
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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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//need to add some kind of forward velocity for bubble that you blow
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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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_t.spawnBubble();
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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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}
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}
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} else {
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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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}
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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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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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//print('bubble position at pop: ' + JSON.stringify(position));
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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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//Audio.playSound(popSound, audioOptions);
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//remove this bubble from the array
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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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// print('spawning bubble')
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var _t = this;
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var properties = Entities.getEntityProperties(thisEntity.entityID);
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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 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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@ -300,25 +301,17 @@ function findSphereSphereHit(firstCenter, firstRadius, secondCenter, secondRadiu
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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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var _t = this;
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_t.spawnBubble();
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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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function collectGarbage() {
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// print('COLLECTING GARBAGE!!!')
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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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BubbleWand.init();
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})
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