minor cleanup, remove waiting visualization completely

This commit is contained in:
David Kelly 2017-03-21 16:08:25 -07:00
parent b32dc6658b
commit 59b02261e5

View file

@ -32,12 +32,6 @@ const FRIENDING_SUCCESS_HAPTIC_STRENGTH = 1.0;
const HAPTIC_DURATION = 20;
const PARTICLE_RADIUS = 0.1;
const PARTICLE_ANGLE_INCREMENT = 360/45; // 1hz
const MODEL_URL = "http://hifi-content.s3.amazonaws.com/alan/dev/Test/sphere-3-color.fbx";
const TEXTURES = [
{"Texture": "http://hifi-content.s3.amazonaws.com/alan/dev/Test/sphere-3-color.fbx/sphere-3-color.fbm/green-50pct-opaque-64.png"},
{"Texture": "http://hifi-content.s3.amazonaws.com/alan/dev/Test/sphere-3-color.fbx/sphere-3-color.fbm/blue-50pct-opaque-64.png"},
{"Texture": "http://hifi-content.s3.amazonaws.com/alan/dev/Test/sphere-3-color.fbx/sphere-3-color.fbm/red-50pct-opaque-64.png"}
];
const PARTICLE_EFFECT_PROPS = {
"alpha": 0.8,
"azimuthFinish": Math.PI,
@ -100,7 +94,6 @@ var state = STATES.inactive;
var friendingInterval;
var waitingInterval;
var makingFriendsTimeout;
var overlay;
var animHandlerId;
var friendingId;
var friendingHand;
@ -199,18 +192,18 @@ function positionFractionallyTowards(posA, posB, frac) {
return Vec3.sum(posA, Vec3.multiply(frac, Vec3.subtract(posB, posA)));
}
function deleteOverlay() {
if (overlay) {
overlay = Overlays.deleteOverlay(overlay);
}
}
function deleteParticleEffect() {
if (particleEffect) {
particleEffect = Entities.deleteEntity(particleEffect);
}
}
function deleteMakeFriendsParticleEffect() {
if (makingFriendsParticleEffect) {
makingFriendsParticleEffect = Entities.deleteEntity(makingFriendsParticleEffect);
}
}
function calcParticlePos(myHand, otherHand, otherOrientation, reset) {
if (reset) {
particleRotationAngle = 0.0;
@ -231,15 +224,11 @@ function updateVisualization() {
return;
}
if (state == STATES.inactive) {
deleteOverlay();
deleteParticleEffect();
if (makingFriendsParticleEffect) {
makingFriendsParticleEffect = Entities.deleteEntity(makingFriendsParticleEffect);
}
deleteMakeFriendsParticleEffect();
return;
}
var textures = TEXTURES[state-1];
var myHandPosition = getHandPosition(MyAvatar, currentHand);
var otherHand;
var otherOrientation;
@ -256,28 +245,11 @@ function updateVisualization() {
var d = Math.min(MAX_AVATAR_DISTANCE, Vec3.distance(wrist, myHandPosition));
switch (state) {
case STATES.waiting:
// no visualization while waiting
deleteParticleEffect();
if (makingFriendsParticleEffect) {
makingFriendsParticleEffect = Entities.deleteEntity(makingFriendsParticleEffect);
}
var dimension = {x: d, y: d, z: d};
if (!overlay) {
waitingBallScale = (state == STATES.waiting ? 1.0/32.0 : 1.0);
var props = {
url: MODEL_URL,
position: myHandPosition,
dimensions: Vec3.multiply(waitingBallScale, dimension),
textures: textures
};
overlay = Overlays.addOverlay("model", props);
} else {
waitingBallScale = Math.min(1.0, waitingBallScale * 1.1);
Overlays.editOverlay(overlay, {textures: textures});
Overlays.editOverlay(overlay, {dimensions: Vec3.multiply(waitingBallScale, dimension), position: myHandPosition});
}
deleteMakeFriendsParticleEffect();
break;
case STATES.friending:
deleteOverlay();
var particleProps = {};
// put the position between the 2 hands, if we have a friendingId. This
// helps define the plane in which the particles move.
@ -723,8 +695,8 @@ Script.scriptEnding.connect(function () {
Controller.keyReleaseEvent.disconnect(keyReleaseEvent);
debug("disconnecting updateVisualization");
Script.update.disconnect(updateVisualization);
deleteOverlay();
deleteParticleEffect();
deleteMakeFriendsParticleEffect();
});
}()); // END LOCAL_SCOPE