mirror of
https://github.com/overte-org/overte.git
synced 2025-04-23 12:13:40 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into temp1
This commit is contained in:
commit
67b923eb89
2 changed files with 137 additions and 140 deletions
214
examples/grab.js
214
examples/grab.js
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@ -5,17 +5,13 @@ var deltaMouse = {
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z: 0
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}
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var entityProps;
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var box, box2, ground;
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var baseMoveFactor = .001;
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var finalMoveMultiplier;
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var avatarEntityDistance;
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var camYaw, dv;
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var prevPosition;
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var newPosition;
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var flingVelocity;
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var flingMultiplier = 10;
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var targetPosition;
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var moveUpDown = false;
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var savedGravity;
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var currentPosition, currentVelocity;
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var grabSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/CloseClamp.wav");
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var releaseSound = SoundCache.getSound("https://hifi-public.s3.amazonaws.com/eric/sounds/ReleaseClamp.wav");
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var DROP_DISTANCE = 5.0;
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var DROP_COLOR = {
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@ -23,14 +19,9 @@ var DROP_COLOR = {
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green: 200,
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blue: 200
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};
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var DROP_WIDTH = 4;
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var DROP_WIDTH = 2;
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var autoBox = false;
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if (autoBox) {
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setUpTestObjects();
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}
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var dropLine = Overlays.addOverlay("line3d", {
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start: {
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x: 0,
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@ -50,104 +41,80 @@ var dropLine = Overlays.addOverlay("line3d", {
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function mousePressEvent(event) {
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if(!event.isLeftButton){
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if (!event.isLeftButton) {
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return;
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}
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}
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var pickRay = Camera.computePickRay(event.x, event.y);
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var intersection = Entities.findRayIntersection(pickRay);
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if (intersection.intersects && intersection.properties.collisionsWillMove) {
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grabbedEntity = intersection.entityID;
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var props = Entities.getEntityProperties(grabbedEntity)
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prevPosition = props.position;
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isGrabbing = true;
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savedGravity = props.gravity;
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Overlays.editOverlay(dropLine, {
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targetPosition = props.position;
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currentPosition = props.position;
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currentVelocity = props.velocity;
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updateDropLine(targetPosition);
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Audio.playSound(grabSound, {
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position: props.position,
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volume: 0.4
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});
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}
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}
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function updateDropLine(position) {
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Overlays.editOverlay(dropLine, {
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visible: true,
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start: props.position,
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end: Vec3.sum(props.position, {
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start: position,
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end: Vec3.sum(position, {
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x: 0,
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y: -DROP_DISTANCE,
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z: 0
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})
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});
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Entities.editEntity(grabbedEntity, {
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gravity: {
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x: 0,
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y: 0,
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z: 0
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}
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});
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//We need to store entity's current gravity, and then disable it while we move
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}
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})
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}
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function mouseReleaseEvent() {
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if (isGrabbing) {
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// flingObject();
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Entities.editEntity(grabbedEntity, {
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gravity: savedGravity
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isGrabbing = false;
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Overlays.editOverlay(dropLine, {
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visible: false
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});
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targetPosition = null;
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Audio.playSound(grabSound, {
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position: entityProps.position,
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volume: 0.25
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});
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}
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isGrabbing = false;
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Overlays.editOverlay(dropLine, {
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visible: false
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});
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}
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function flingObject() {
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//calculate velocity to give object base on current and previous position
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entityProps = Entities.getEntityProperties(grabbedEntity);
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flingVelocity = Vec3.subtract(entityProps.position, prevPosition);
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flingVelocity = Vec3.multiply(flingMultiplier, flingVelocity);
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Entities.editEntity(grabbedEntity, {
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velocity: flingVelocity
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});
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}
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function mouseMoveEvent(event) {
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if (isGrabbing) {
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entityProps = Entities.getEntityProperties(grabbedEntity);
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avatarEntityDistance = Vec3.distance(MyAvatar.position, entityProps.position);
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finalMoveMultiplier = baseMoveFactor * Math.pow(avatarEntityDistance, 1.5);
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deltaMouse.x = event.x - prevMouse.x;
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if (!moveUpDown) {
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deltaMouse.z = event.y - prevMouse.y;
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deltaMouse.y = 0;
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} else {
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deltaMouse.y = (event.y - prevMouse.y) * -1;
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deltaMouse.z = 0;
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}
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finalMoveMultiplier = baseMoveFactor * Math.pow(avatarEntityDistance, 1.5);
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deltaMouse = Vec3.multiply(deltaMouse, finalMoveMultiplier);
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camYaw = Quat.safeEulerAngles(Camera.getOrientation()).y;
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dv = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, camYaw, 0), deltaMouse);
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newPosition = Vec3.sum(entityProps.position, dv);
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Entities.editEntity(grabbedEntity, {
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position: newPosition
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});
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Overlays.editOverlay(dropLine, {
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start: newPosition,
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end: Vec3.sum(newPosition, {
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x: 0,
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y: -DROP_DISTANCE,
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z: 0
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})
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});
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flingVelocity = Vec3.subtract(entityProps.position, prevPosition);
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flingVelocity = Vec3.multiply(flingMultiplier, flingVelocity);
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Entities.editEntity(grabbedEntity, {
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velocity: flingVelocity
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});
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prevPosition = entityProps.position;
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// Update the target position by the amount the mouse moved
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var camYaw = Quat.safeEulerAngles(Camera.getOrientation()).y;
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var dPosition = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, camYaw, 0), deltaMouse);
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// Adjust target position for the object by the mouse move
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var avatarEntityDistance = Vec3.distance(Camera.getPosition(), currentPosition);
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// Scale distance we want to move by the distance from the camera to the grabbed object
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// TODO: Correct SCREEN_TO_METERS to be correct for the actual FOV, resolution
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var SCREEN_TO_METERS = 0.001;
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targetPosition = Vec3.sum(targetPosition, Vec3.multiply(dPosition, avatarEntityDistance * SCREEN_TO_METERS));
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}
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prevMouse.x = event.x;
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prevMouse.y = event.y;
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}
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function keyReleaseEvent(event) {
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if (event.text === "SHIFT") {
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moveUpDown = false;
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@ -160,69 +127,34 @@ function keyPressEvent(event) {
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}
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}
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function update(deltaTime) {
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if (isGrabbing) {
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function setUpTestObjects() {
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var distance = 4;
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box = Entities.addEntity({
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type: 'Box',
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position: Vec3.sum(MyAvatar.position, Vec3.multiply(distance, Quat.getFront(Camera.getOrientation()))),
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dimensions: {
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x: .5,
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y: .5,
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z: .5
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},
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color: {
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red: 200,
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green: 50,
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blue: 192
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},
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collisionsWillMove: true,
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gravity: {
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x: 0,
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y: -1,
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z: 0
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}
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});
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entityProps = Entities.getEntityProperties(grabbedEntity);
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currentPosition = entityProps.position;
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currentVelocity = entityProps.velocity;
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box2 = Entities.addEntity({
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type: 'Box',
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position: Vec3.sum(MyAvatar.position, Vec3.multiply(distance + 1, Quat.getFront(Camera.getOrientation()))),
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dimensions: {
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x: .5,
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y: .5,
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z: .5
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},
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color: {
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red: 200,
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green: 50,
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blue: 192
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},
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collisionsWillMove: true,
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gravity: {
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x: 0,
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y: -1,
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z: 0
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}
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});
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ground = Entities.addEntity({
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type: 'Box',
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position: {
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x: MyAvatar.position.x,
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y: MyAvatar.position.y - 5,
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z: MyAvatar.position.z
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},
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dimensions: {
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x: 100,
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y: 2,
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z: 100
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},
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color: {
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red: 20,
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green: 200,
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blue: 50
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}
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});
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var dPosition = Vec3.subtract(targetPosition, currentPosition);
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var CLOSE_ENOUGH = 0.001;
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if (Vec3.length(dPosition) > CLOSE_ENOUGH) {
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// compute current velocity in the direction we want to move
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var velocityTowardTarget = Vec3.dot(currentVelocity, Vec3.normalize(dPosition));
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// compute the speed we would like to be going toward the target position
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var SPRING_RATE = 0.35;
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var DAMPING_RATE = 0.55;
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var desiredVelocity = Vec3.multiply(dPosition, (1.0 / deltaTime) * SPRING_RATE);
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// compute how much we want to add to the existing velocity
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var addedVelocity = Vec3.subtract(desiredVelocity, velocityTowardTarget);
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var newVelocity = Vec3.sum(currentVelocity, addedVelocity);
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// Add Damping
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newVelocity = Vec3.subtract(newVelocity, Vec3.multiply(newVelocity, DAMPING_RATE));
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// Update entity
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Entities.editEntity(grabbedEntity, {
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velocity: newVelocity
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})
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}
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updateDropLine(currentPosition);
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}
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}
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Controller.mouseMoveEvent.connect(mouseMoveEvent);
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@ -230,3 +162,5 @@ Controller.mousePressEvent.connect(mousePressEvent);
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Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
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Controller.keyPressEvent.connect(keyPressEvent);
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Controller.keyReleaseEvent.connect(keyReleaseEvent);
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Script.update.connect(update);
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63
examples/lotsoBlocks.js
Normal file
63
examples/lotsoBlocks.js
Normal file
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@ -0,0 +1,63 @@
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var NUM_BLOCKS = 200;
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var size;
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var SPAWN_RANGE = 10;
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var boxes = [];
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var basePosition, avatarRot;
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var isAssignmentScript = false;
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if(isAssignmentScript){
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basePosition = {x: 8000, y: 8000, z: 8000};
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}
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else {
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avatarRot = Quat.fromPitchYawRollDegrees(0, MyAvatar.bodyYaw, 0.0);
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basePosition = Vec3.sum(MyAvatar.position, Vec3.multiply(SPAWN_RANGE * 3, Quat.getFront(avatarRot)));
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}
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basePosition.y -= SPAWN_RANGE;
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var ground = Entities.addEntity({
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type: "Model",
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modelURL: "https://hifi-public.s3.amazonaws.com/eric/models/woodFloor.fbx",
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dimensions: {
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x: 100,
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y: 2,
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z: 100
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},
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position: basePosition,
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shapeType: 'box'
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});
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basePosition.y += SPAWN_RANGE + 2;
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for (var i = 0; i < NUM_BLOCKS; i++) {
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size = randFloat(-.2, 0.7);
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boxes.push(Entities.addEntity({
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type: 'Box',
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dimensions: {
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x: size,
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y: size,
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z: size
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},
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position: {
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x: basePosition.x + randFloat(-SPAWN_RANGE, SPAWN_RANGE),
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y: basePosition.y - randFloat(-SPAWN_RANGE, SPAWN_RANGE),
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z: basePosition.z + randFloat(-SPAWN_RANGE, SPAWN_RANGE)
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},
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color: {red: Math.random() * 255, green: Math.random() * 255, blue: Math.random() * 255},
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collisionsWillMove: true,
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gravity: {x: 0, y: 0, z: 0}
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}));
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}
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function cleanup() {
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Entities.deleteEntity(ground);
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boxes.forEach(function(box){
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Entities.deleteEntity(box);
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});
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}
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Script.scriptEnding.connect(cleanup);
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function randFloat(low, high) {
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return low + Math.random() * ( high - low );
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}
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