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Added grenadeLauncher.js to examples. Sorry in advance for any damage
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examples/grenadeLauncher.js
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358
examples/grenadeLauncher.js
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//
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// grenadeLauncher.js
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// examples
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// Created by Ben Arnold on 7/11/14.
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// This is a modified version of gun.js by Brad Hefta-Gaub.
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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// This is an example script that turns the hydra controllers and mouse into a particle gun.
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// It reads the controller, watches for trigger pulls, and launches particles.
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// When particles collide with voxels they blow little holes out of the voxels.
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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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//
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function getRandomFloat(min, max) {
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return Math.random() * (max - min) + min;
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}
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var lastX = 0;
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var lastY = 0;
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var yawFromMouse = 0;
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var pitchFromMouse = 0;
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var isMouseDown = false;
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var BULLET_VELOCITY = 3.0;
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var MIN_THROWER_DELAY = 1000;
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var MAX_THROWER_DELAY = 1000;
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var LEFT_BUTTON_1 = 1;
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var LEFT_BUTTON_3 = 3;
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var RELOAD_INTERVAL = 5;
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var showScore = false;
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// Load some sound to use for loading and firing
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var fireSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Guns/GUN-SHOT2.raw");
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var loadSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Guns/Gun_Reload_Weapon22.raw");
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var impactSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Guns/BulletImpact2.raw");
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var targetHitSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Space%20Invaders/hit.raw");
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var targetLaunchSound = new Sound("http://highfidelity-public.s3-us-west-1.amazonaws.com/sounds/Space%20Invaders/shoot.raw");
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var gunModel = "http://public.highfidelity.io/models/attachments/HaloGun.fst";
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var audioOptions = new AudioInjectionOptions();
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audioOptions.volume = 0.9;
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var shotsFired = 0;
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var shotTime = new Date();
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// initialize our triggers
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var triggerPulled = new Array();
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var numberOfTriggers = Controller.getNumberOfTriggers();
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for (t = 0; t < numberOfTriggers; t++) {
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triggerPulled[t] = false;
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}
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var isLaunchButtonPressed = false;
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var score = 0;
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// Create a reticle image in center of screen
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var screenSize = Controller.getViewportDimensions();
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var reticle = Overlays.addOverlay("image", {
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x: screenSize.x / 2 - 16,
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y: screenSize.y / 2 - 16,
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width: 32,
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height: 32,
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imageURL: "https://s3-us-west-1.amazonaws.com/highfidelity-public/images/reticle.png",
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color: { red: 255, green: 255, blue: 255},
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alpha: 1
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});
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if (showScore) {
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var text = Overlays.addOverlay("text", {
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x: screenSize.x / 2 - 100,
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y: screenSize.y / 2 - 50,
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width: 150,
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height: 50,
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color: { red: 0, green: 0, blue: 0},
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textColor: { red: 255, green: 0, blue: 0},
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topMargin: 4,
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leftMargin: 4,
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text: "Score: " + score
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});
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}
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function printVector(string, vector) {
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print(string + " " + vector.x + ", " + vector.y + ", " + vector.z);
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}
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function shootBullet(position, velocity) {
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var BULLET_SIZE = 0.1;
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var BULLET_GRAVITY = -3.0;
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//Creates a grenade with a reasonable lifetime so that one is less likely to accidentally blow up
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//far away voxels
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Particles.addParticle(
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{ position: position,
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radius: BULLET_SIZE,
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color: { red: 10, green: 10, blue: 10 },
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velocity: velocity,
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gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
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lifetime: 10.0,
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damping: 0 });
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// Play firing sounds
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audioOptions.position = position;
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Audio.playSound(fireSound, audioOptions);
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shotsFired++;
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if ((shotsFired % RELOAD_INTERVAL) == 0) {
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Audio.playSound(loadSound, audioOptions);
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}
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}
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function shootTarget() {
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var TARGET_SIZE = 0.25;
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var TARGET_GRAVITY = -0.6;
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var TARGET_UP_VELOCITY = 3.0;
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var TARGET_FWD_VELOCITY = 5.0;
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var DISTANCE_TO_LAUNCH_FROM = 3.0;
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var camera = Camera.getPosition();
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//printVector("camera", camera);
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var targetDirection = Quat.angleAxis(getRandomFloat(-20.0, 20.0), { x:0, y:1, z:0 });
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targetDirection = Quat.multiply(Camera.getOrientation(), targetDirection);
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var forwardVector = Quat.getFront(targetDirection);
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//printVector("forwardVector", forwardVector);
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var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_TO_LAUNCH_FROM));
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//printVector("newPosition", newPosition);
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var velocity = Vec3.multiply(forwardVector, TARGET_FWD_VELOCITY);
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velocity.y += TARGET_UP_VELOCITY;
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//printVector("velocity", velocity);
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Particles.addParticle(
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{ position: newPosition,
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radius: TARGET_SIZE,
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color: { red: 0, green: 200, blue: 200 },
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velocity: velocity,
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gravity: { x: 0, y: TARGET_GRAVITY, z: 0 },
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lifetime: 1000.0,
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damping: 0.99 });
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// Record start time
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shotTime = new Date();
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// Play target shoot sound
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audioOptions.position = newPosition;
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Audio.playSound(targetLaunchSound, audioOptions);
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}
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function particleCollisionWithVoxel(particle, voxel, collision) {
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var VOXEL_SIZE = 0.5;
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// Don't make this big. I mean it.
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var CRATER_RADIUS = 5;
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var particleProperties = Particles.getParticleProperties(particle);
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var position = particleProperties.position;
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Particles.deleteParticle(particle);
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audioOptions.position = collision.contactPoint;
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Audio.playSound(impactSound, audioOptions);
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// Make a crater
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var center = collision.contactPoint;
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var RADIUS = CRATER_RADIUS * VOXEL_SIZE;
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var RADIUS2 = RADIUS * RADIUS;
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var distance2;
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var dx;
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var dy;
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var dz;
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for (var x = center.x - RADIUS; x <= center.x + RADIUS; x += VOXEL_SIZE) {
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for (var y = center.y - RADIUS; y <= center.y + RADIUS; y += VOXEL_SIZE) {
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for (var z = center.z - RADIUS; z <= center.z + RADIUS; z += VOXEL_SIZE) {
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dx = Math.abs(x - center.x);
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dy = Math.abs(y - center.y);
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dz = Math.abs(z - center.z);
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distance2 = dx * dx + dy * dy + dz * dz;
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if (distance2 <= RADIUS2) {
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Voxels.eraseVoxel(x, y, z, VOXEL_SIZE);
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}
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}
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}
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}
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}
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function particleCollisionWithParticle(particle1, particle2, collision) {
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score++;
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if (showScore) {
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Overlays.editOverlay(text, { text: "Score: " + score } );
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}
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// Record shot time
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var endTime = new Date();
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var msecs = endTime.valueOf() - shotTime.valueOf();
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//print("hit, msecs = " + msecs);
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//Vec3.print("penetration = ", collision.penetration);
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//Vec3.print("contactPoint = ", collision.contactPoint);
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Particles.deleteParticle(particle1);
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Particles.deleteParticle(particle2);
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// play the sound near the camera so the shooter can hear it
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audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
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Audio.playSound(targetHitSound, audioOptions);
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}
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function keyPressEvent(event) {
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// if our tools are off, then don't do anything
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if (event.text == "t") {
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var time = MIN_THROWER_DELAY + Math.random() * MAX_THROWER_DELAY;
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Script.setTimeout(shootTarget, time);
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} else if (event.text == ".") {
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shootFromMouse();
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} else if (event.text == "r") {
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playLoadSound();
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}
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}
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function playLoadSound() {
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audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
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Audio.playSound(loadSound, audioOptions);
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}
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//MyAvatar.attach(gunModel, "RightHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
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MyAvatar.attach(gunModel, "LeftHand", {x: -0.02, y: -.14, z: 0.07}, Quat.fromPitchYawRollDegrees(-70, -151, 72), 0.20);
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// Give a bit of time to load before playing sound
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Script.setTimeout(playLoadSound, 2000);
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function update(deltaTime) {
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// Check for mouseLook movement, update rotation
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// rotate body yaw for yaw received from controller or mouse
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var newOrientation = Quat.multiply(MyAvatar.orientation, Quat.fromVec3Radians( { x: 0, y: yawFromMouse, z: 0 } ));
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MyAvatar.orientation = newOrientation;
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yawFromMouse = 0;
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// apply pitch from controller or mouse
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var newPitch = MyAvatar.headPitch + pitchFromMouse;
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MyAvatar.headPitch = newPitch;
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pitchFromMouse = 0;
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// Check hydra controller for launch button press
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if (!isLaunchButtonPressed && Controller.isButtonPressed(LEFT_BUTTON_3)) {
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isLaunchButtonPressed = true;
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var time = MIN_THROWER_DELAY + Math.random() * MAX_THROWER_DELAY;
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Script.setTimeout(shootTarget, time);
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} else if (isLaunchButtonPressed && !Controller.isButtonPressed(LEFT_BUTTON_3)) {
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isLaunchButtonPressed = false;
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}
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// Check hydra controller for trigger press
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var numberOfTriggers = Controller.getNumberOfTriggers();
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var numberOfSpatialControls = Controller.getNumberOfSpatialControls();
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var controllersPerTrigger = numberOfSpatialControls / numberOfTriggers;
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// this is expected for hydras
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if (numberOfTriggers == 2 && controllersPerTrigger == 2) {
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for (var t = 0; t < numberOfTriggers; t++) {
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var shootABullet = false;
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var triggerValue = Controller.getTriggerValue(t);
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if (triggerPulled[t]) {
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// must release to at least 0.1
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if (triggerValue < 0.1) {
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triggerPulled[t] = false; // unpulled
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}
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} else {
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// must pull to at least 0.9
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if (triggerValue > 0.9) {
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triggerPulled[t] = true; // pulled
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shootABullet = true;
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}
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}
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if (shootABullet) {
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var palmController = t * controllersPerTrigger;
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var palmPosition = Controller.getSpatialControlPosition(palmController);
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var fingerTipController = palmController + 1;
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var fingerTipPosition = Controller.getSpatialControlPosition(fingerTipController);
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var palmToFingerTipVector =
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{ x: (fingerTipPosition.x - palmPosition.x),
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y: (fingerTipPosition.y - palmPosition.y),
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z: (fingerTipPosition.z - palmPosition.z) };
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// just off the front of the finger tip
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var position = { x: fingerTipPosition.x + palmToFingerTipVector.x/2,
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y: fingerTipPosition.y + palmToFingerTipVector.y/2,
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z: fingerTipPosition.z + palmToFingerTipVector.z/2};
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var linearVelocity = 25;
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var velocity = { x: palmToFingerTipVector.x * linearVelocity,
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y: palmToFingerTipVector.y * linearVelocity,
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z: palmToFingerTipVector.z * linearVelocity };
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shootBullet(position, velocity);
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}
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}
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}
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}
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function mousePressEvent(event) {
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isMouseDown = true;
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lastX = event.x;
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lastY = event.y;
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//audioOptions.position = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
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//Audio.playSound(loadSound, audioOptions);
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}
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function shootFromMouse() {
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var DISTANCE_FROM_CAMERA = 2.0;
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var camera = Camera.getPosition();
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var forwardVector = Quat.getFront(Camera.getOrientation());
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var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, DISTANCE_FROM_CAMERA));
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var velocity = Vec3.multiply(forwardVector, BULLET_VELOCITY);
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shootBullet(newPosition, velocity);
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}
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function mouseReleaseEvent(event) {
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// position
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isMouseDown = false;
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}
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function mouseMoveEvent(event) {
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//Move the camera if LEFT_BUTTON_1 is pressed
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if (Controller.isButtonPressed(LEFT_BUTTON_1)) {
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var MOUSE_YAW_SCALE = -0.25;
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var MOUSE_PITCH_SCALE = -12.5;
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var FIXED_MOUSE_TIMESTEP = 0.016;
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yawFromMouse += ((event.x - lastX) * MOUSE_YAW_SCALE * FIXED_MOUSE_TIMESTEP);
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pitchFromMouse += ((event.y - lastY) * MOUSE_PITCH_SCALE * FIXED_MOUSE_TIMESTEP);
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lastX = event.x;
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lastY = event.y;
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}
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}
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function scriptEnding() {
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Overlays.deleteOverlay(reticle);
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Overlays.deleteOverlay(text);
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MyAvatar.detachOne(gunModel);
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}
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Particles.particleCollisionWithVoxel.connect(particleCollisionWithVoxel);
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Particles.particleCollisionWithParticle.connect(particleCollisionWithParticle);
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Script.scriptEnding.connect(scriptEnding);
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Script.update.connect(update);
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Controller.mousePressEvent.connect(mousePressEvent);
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Controller.mouseReleaseEvent.connect(mouseReleaseEvent);
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Controller.mouseMoveEvent.connect(mouseMoveEvent);
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Controller.keyPressEvent.connect(keyPressEvent);
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