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Merge pull request #4913 from sethalves/airhockey-hull
airhockey -- put lowered friction back on table. Andrew's fix for paddle vs corner
This commit is contained in:
commit
8706b7501c
2 changed files with 57 additions and 27 deletions
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@ -301,6 +301,7 @@ function spawnAllTheThings() {
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z: 1.31
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}, MODEL_SCALE),
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position: Vec3.sum(center, MODEL_OFFSET),
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friction: floorFriction,
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ignoreCollisions: false,
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visible: true,
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locked: true,
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@ -11,29 +11,35 @@
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//
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// these are hand-measured bounds of the AirHockey table
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var fieldMaxOffset = {
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var fieldHalfExtent = {
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x: 0.475,
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y: 0.315,
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z: 0.830
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};
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var fieldMinOffset = {
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x: -0.475,
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y: 0.315,
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z: -0.830
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};
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//var fieldMinOffset = {
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// x: -0.475,
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// y: 0.315,
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// z: -0.830
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//};
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var halfCornerBoxWidth = 0.85;
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// parameters for storing the table playing field
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var fieldMax = {
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//// parameters for storing the table playing field
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//var fieldMax = {
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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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//var fieldMin = {
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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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var tablePosition = {
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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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var fieldMin = {
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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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var isGrabbing = false;
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var grabbedEntity = null;
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var prevMouse = {};
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@ -146,10 +152,10 @@ function mousePressEvent(event) {
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var props = Entities.getEntityProperties(table);
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// keep this name synchronized with what's in airHockey.js
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if (props.name === "air-hockey-table-23j4h1jh82jsjfw91jf232n2k") {
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var tablePosition = props.position;
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tablePosition = props.position;
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// when we know the table's position we can compute the X-Z bounds of its field
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fieldMax = Vec3.sum(tablePosition, fieldMaxOffset);
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fieldMin = Vec3.sum(tablePosition, fieldMinOffset);
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//fieldMax = Vec3.sum(tablePosition, fieldMaxOffset);
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//fieldMin = Vec3.sum(tablePosition, fieldMinOffset);
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}
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});
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}
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@ -240,17 +246,40 @@ function mouseMoveEvent(event) {
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mousePosition = Vec3.multiply(mousePosition, length);
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mousePosition = Vec3.sum(Camera.getPosition(), mousePosition);
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// clamp mousePosition to table field
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if (mousePosition.x < fieldMin.x) {
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mousePosition.x = fieldMin.x;
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} else if (mousePosition.x > fieldMax.x) {
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mousePosition.x = fieldMax.x;
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// translate mousePosition into local-frame
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mousePosition = Vec3.subtract(mousePosition, tablePosition);
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// clamp local mousePosition to table field
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if (mousePosition.x > fieldHalfExtent.x) {
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mousePosition.x = fieldHalfExtent.x;
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} else if (mousePosition.x < - fieldHalfExtent.x) {
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mousePosition.x = - fieldHalfExtent.x;
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}
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if (mousePosition.z < fieldMin.z) {
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mousePosition.z = fieldMin.z;
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} else if (mousePosition.z > fieldMax.z) {
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mousePosition.z = fieldMax.z;
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if (mousePosition.z > fieldHalfExtent.z) {
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mousePosition.z = fieldHalfExtent.z;
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} else if (mousePosition.z < - fieldHalfExtent.z) {
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mousePosition.z = - fieldHalfExtent.z;
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}
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// clamp to rotated square (for cut corners)
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var rotation = Quat.angleAxis(45, { x:0, y:1, z:0 });
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mousePosition = Vec3.multiplyQbyV(rotation, mousePosition);
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if (mousePosition.x > halfCornerBoxWidth) {
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mousePosition.x = halfCornerBoxWidth;
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} else if (mousePosition.x < -halfCornerBoxWidth) {
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mousePosition.x = -halfCornerBoxWidth;
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}
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if (mousePosition.z > halfCornerBoxWidth) {
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mousePosition.z = halfCornerBoxWidth;
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} else if (mousePosition.z < -halfCornerBoxWidth) {
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mousePosition.z = -halfCornerBoxWidth;
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}
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// rotate back into local frame
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rotation.y = -rotation.y;
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mousePosition = Vec3.multiplyQbyV(rotation, mousePosition);
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// translate into world-frame
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mousePosition = Vec3.sum(tablePosition, mousePosition);
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mousePosition.y = grabHeight;
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targetPosition = mousePosition;
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}
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