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added spraypaint can entity script
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examples/entityScripts/sprayPaintCan.js
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examples/entityScripts/sprayPaintCan.js
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//
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// sprayPaintCan.js
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// examples/entityScripts
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//
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// Created by Eric Levin on 9/3/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// This is an example of an entity script for painting with a spraypaint can
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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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(function() {
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this.userData = {};
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var TIP_OFFSET_Z = 0.14;
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var TIP_OFFSET_Y = 0.04;
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var ZERO_VEC = {
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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 MAX_POINTS_PER_LINE = 40;
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var MIN_POINT_DISTANCE = 0.01;
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var STROKE_WIDTH = 0.02;
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var self = this;
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var stopSetting = JSON.stringify({
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running: false
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});
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var startSetting = JSON.stringify({
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running: true
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});
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this.getUserData = function() {
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if (this.properties.userData) {
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this.userData = JSON.parse(this.properties.userData);
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}
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}
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this.updateUserData = function() {
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Entities.editEntity(this.entityId, {
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userData: JSON.stringify(this.userData)
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});
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}
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this.update = function(deltaTime) {
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self.properties = Entities.getEntityProperties(self.entityId);
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self.getUserData();
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//Only run the logic if this is the client whose avatar is grabbing
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if (self.userData.grabKey && self.userData.grabKey.activated === true && self.userData.grabKey.avatarId === MyAvatar.sessionUUID) {
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if (self.activated !== true) {
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Entities.editEntity(self.paintStream, {
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animationSettings: startSetting
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});
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self.activated = true;
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}
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//Move emitter to where entity is always when its activated
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self.sprayStream();
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} else if (self.userData.grabKey && self.userData.grabKey.activated === false && self.activated) {
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Entities.editEntity(self.paintStream, {
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animationSettings: stopSetting
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});
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self.activated = false;
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}
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}
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this.sprayStream = function() {
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var forwardVec = Quat.getFront(self.properties.rotation);
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var upVec = Quat.getUp(self.properties.rotation);
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var position = Vec3.sum(self.properties.position, Vec3.multiply(forwardVec, TIP_OFFSET_Z));
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position = Vec3.sum(position, Vec3.multiply(upVec, TIP_OFFSET_Y))
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Entities.editEntity(self.paintStream, {
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position: position,
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emitVelocity: forwardVec
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});
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//Now check for an intersection with an entity
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//move forward so ray doesnt intersect with gun
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var origin = Vec3.sum(position, forwardVec);
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var pickRay = {
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origin: origin,
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direction: Vec3.multiply(forwardVec, 2)
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}
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var intersection = Entities.findRayIntersection(pickRay, true);
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if (intersection.intersects) {
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var normal = Vec3.multiply(-1, Quat.getFront(intersection.properties.rotation));
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this.paint(intersection.intersection, normal);
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}
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}
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this.paint = function(position, normal) {
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if (!this.painting) {
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print("position " + JSON.stringify(position))
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this.newStroke(position);
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this.painting = true;
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}
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if (this.strokePoints.length > MAX_POINTS_PER_LINE) {
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this.painting = false;
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return;
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}
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var localPoint = Vec3.subtract(position, this.strokeBasePosition);
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//Move stroke a bit forward along normal so it doesnt zfight with mesh its drawing on
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localPoint = Vec3.sum(localPoint, Vec3.multiply(normal, .1));
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if (this.strokePoints.length > 0 && Vec3.distance(localPoint, this.strokePoints[this.strokePoints.length - 1]) < MIN_POINT_DISTANCE) {
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//need a minimum distance to avoid binormal NANs
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return;
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}
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this.strokePoints.push(localPoint);
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this.strokeNormals.push(normal);
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this.strokeWidths.push(STROKE_WIDTH);
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Entities.editEntity(this.currentStroke, {
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linePoints: this.strokePoints,
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normals: this.strokeNormals,
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strokeWidths: this.strokeWidths
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});
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}
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this.newStroke = function(position) {
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this.strokeBasePosition = position;
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this.currentStroke = Entities.addEntity({
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position: position,
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type: "PolyLine",
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color: {
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red: randInt(160, 250),
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green: randInt(10, 20),
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blue: randInt(190, 250)
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},
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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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lifetime: 100
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});
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this.strokePoints = [];
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this.strokeNormals = [];
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this.strokeWidths = [];
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this.strokes.push(this.currentStroke);
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}
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this.preload = function(entityId) {
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this.strokes = [];
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this.activated = false;
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this.entityId = entityId;
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this.properties = Entities.getEntityProperties(self.entityId);
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this.getUserData();
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print("USER DATA " + JSON.stringify(this.userData))
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if (this.userData.activated) {
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this.activated = true;
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}
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this.initialize();
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}
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this.initialize = function() {
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var animationSettings = JSON.stringify({
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fps: 30,
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loop: true,
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firstFrame: 1,
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lastFrame: 10000,
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running: false
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});
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this.paintStream = Entities.addEntity({
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type: "ParticleEffect",
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animationSettings: animationSettings,
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position: this.properties.position,
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textures: "https://raw.githubusercontent.com/ericrius1/SantasLair/santa/assets/smokeparticle.png",
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emitVelocity: ZERO_VEC,
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emitAcceleration: ZERO_VEC,
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velocitySpread: {
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x: .02,
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y: .02,
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z: 0.02
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},
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emitRate: 100,
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particleRadius: 0.01,
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color: {
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red: 170,
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green: 20,
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blue: 150
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},
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lifespan: 5,
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});
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}
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this.unload = function() {
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Script.update.disconnect(this.update);
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Entities.deleteEntity(this.paintStream);
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this.strokes.forEach(function(stroke) {
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Entities.deleteEntity(stroke);
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});
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}
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Script.update.connect(this.update);
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});
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function randFloat(min, max) {
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return Math.random() * (max - min) + min;
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}
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function randInt(min, max) {
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return Math.floor(Math.random() * (max - min)) + min;
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}
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