Fix paddleBall.js

This commit is contained in:
AlessandroSigna 2015-10-23 13:52:22 -07:00
parent 4c14cd757b
commit 6001968d92

View file

@ -37,9 +37,17 @@ var hand;
function setControllerID() {
if (leftHanded) {
hand = Controller.Standard.LeftHand;
hand = MyAvatar.getLeftHandPose();
} else {
hand = Controller.Standard.RightHand;
hand = MyAvatar.rightHandPosition;
}
}
function getHandPose(){
if (leftHanded) {
return MyAvatar.getLeftHandPose();
} else {
return MyAvatar.rightHandPosition;
}
}
@ -63,7 +71,7 @@ var ball, paddle, paddleModel, line;
function createEntities() {
ball = Entities.addEntity(
{ type: "Sphere",
position: Controller.getPoseValue(hand).translation,
position: getHandPose().translation,
dimensions: { x: BALL_SIZE, y: BALL_SIZE, z: BALL_SIZE },
color: BALL_COLOR,
gravity: { x: 0, y: GRAVITY, z: 0 },
@ -73,27 +81,29 @@ function createEntities() {
paddle = Entities.addEntity(
{ type: "Box",
position: Controller.getPoseValue(hand).translation,
position: getHandPose().translation,
dimensions: { x: PADDLE_SIZE, y: PADDLE_THICKNESS, z: PADDLE_SIZE * 0.80 },
color: PADDLE_COLOR,
gravity: { x: 0, y: 0, z: 0 },
ignoreCollisions: false,
damping: 0.10,
visible: false,
rotation: Quat.multiply(MyAvatar.orientation, Controller.getPoseValue(hand).rotation,
//rotation: Quat.multiply(MyAvatar.orientation, Controller.getPoseValue(hand).rotation,
rotation : getHandPose().rotation,
collisionsWillMove: false });
modelURL = "http://public.highfidelity.io/models/attachments/pong_paddle.fbx";
paddleModel = Entities.addEntity(
{ type: "Model",
position: Vec3.sum(Controller.getPoseValue(hand).translation, PADDLE_BOX_OFFSET),
position: Vec3.sum(hand, PADDLE_BOX_OFFSET),
dimensions: { x: PADDLE_SIZE * 1.5, y: PADDLE_THICKNESS, z: PADDLE_SIZE * 1.25 },
color: PADDLE_COLOR,
gravity: { x: 0, y: 0, z: 0 },
ignoreCollisions: true,
modelURL: modelURL,
damping: 0.10,
rotation: Quat.multiply(MyAvatar.orientation, Controller.getPoseValue(hand).rotation,
//rotation: Quat.multiply(MyAvatar.orientation, Controller.getPoseValue(hand).rotation,
rotation : getHandPose().rotation,
collisionsWillMove: false });
line = Overlays.addOverlay("line3d", {
@ -118,7 +128,7 @@ function deleteEntities() {
}
function update(deltaTime) {
var palmPosition = Controller.getPoseValue(hand).translation;
var palmPosition = getHandPose().translation;
var controllerActive = (Vec3.length(palmPosition) > 0);
if (!gameOn && controllerActive) {
@ -133,7 +143,7 @@ function update(deltaTime) {
}
var paddleOrientation = leftHanded ? PADDLE_ORIENTATION : Quat.multiply(PADDLE_ORIENTATION, Quat.fromPitchYawRollDegrees(0, 180, 0));
var paddleWorldOrientation = Quat.multiply(Quat.multiply(MyAvatar.orientation, Controller.getPoseValue(hand).rotation), paddleOrientation);
var paddleWorldOrientation = Quat.multiply(getHandPose().rotation, paddleOrientation);
var holdPosition = Vec3.sum(leftHanded ? MyAvatar.getLeftPalmPosition() : MyAvatar.getRightPalmPosition(),
Vec3.multiplyQbyV(paddleWorldOrientation, leftHanded ? HOLD_POSITION_LEFT_OFFSET : HOLD_POSITION_RIGHT_OFFSET ));
@ -146,10 +156,10 @@ function update(deltaTime) {
Entities.editEntity(ball, { velocity: ballVelocity });
Overlays.editOverlay(line, { start: props.position, end: holdPosition });
Entities.editEntity(paddle, { position: holdPosition,
velocity: Controller.getPoseValue(hand).velocity,
velocity: getHandPose().velocity, //fix this maybe
rotation: paddleWorldOrientation });
Entities.editEntity(paddleModel, { position: Vec3.sum(holdPosition, Vec3.multiplyQbyV(paddleWorldOrientation, PADDLE_BOX_OFFSET)),
velocity: Controller.getPoseValue(hand).velocity,
velocity: getHandPose().velocity, //fix this maybe
rotation: paddleWorldOrientation });
}