mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 19:13:38 +02:00
mostly working
This commit is contained in:
parent
c3dfea4712
commit
99fbed6143
2 changed files with 43 additions and 37 deletions
|
@ -15,7 +15,8 @@ Script.include("https://hifi-public.s3.amazonaws.com/scripts/utilities.js");
|
|||
var scriptURL = Script.resolvePath('pingPongGun.js');
|
||||
|
||||
var MODEL_URL = 'http://hifi-public.s3.amazonaws.com/models/ping_pong_gun/ping_pong_gun.fbx'
|
||||
var COLLISION_HULL_URL = '';
|
||||
var COLLISION_HULL_URL = 'http://hifi-public.s3.amazonaws.com/models/ping_pong_gun/ping_pong_gun_collision_hull.obj';
|
||||
|
||||
var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
|
||||
x: 0,
|
||||
y: 0.5,
|
||||
|
@ -25,6 +26,9 @@ var center = Vec3.sum(Vec3.sum(MyAvatar.position, {
|
|||
var pingPongGun = Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: MODEL_URL,
|
||||
shapeType: 'compound',
|
||||
compoundShapeURL: COLLISION_HULL_URL,
|
||||
script: scriptURL,
|
||||
position: center,
|
||||
dimensions: {
|
||||
x: 0.1,
|
||||
|
@ -32,12 +36,9 @@ var pingPongGun = Entities.addEntity({
|
|||
z: 0.03
|
||||
},
|
||||
collisionsWillMove: true,
|
||||
shapeType: 'compound',
|
||||
compoundShapeURL: COLLISION_HULL_URL,
|
||||
script: scriptURL
|
||||
});
|
||||
|
||||
function cleanUp() {
|
||||
|
||||
Entities.deleteEntity(pingPongGun);
|
||||
}
|
||||
Script.scriptEnding.connect(cleanup)
|
|
@ -14,7 +14,6 @@
|
|||
Script.include("../../libraries/utils.js");
|
||||
|
||||
var SHOOTING_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_on.wav';
|
||||
var MODEL_URL = 'http://hifi-public.s3.amazonaws.com/models/ping_pong_gun/ping_pong_gun.fbx'
|
||||
|
||||
// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
|
||||
// our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)
|
||||
|
@ -24,21 +23,21 @@
|
|||
|
||||
//if the trigger value goes below this value, reload the gun.
|
||||
var RELOAD_THRESHOLD = 0.7;
|
||||
|
||||
var GUN_TIP_OFFSET = 0.095;
|
||||
// Evaluate the world light entity positions and orientations from the model ones
|
||||
function evalLightWorldTransform(modelPos, modelRot) {
|
||||
// // Evaluate the world light entity positions and orientations from the model ones
|
||||
// function evalLightWorldTransform(modelPos, modelRot) {
|
||||
|
||||
return {
|
||||
p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
|
||||
q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
|
||||
};
|
||||
}
|
||||
// return {
|
||||
// p: Vec3.sum(modelPos, Vec3.multiplyQbyV(modelRot, MODEL_LIGHT_POSITION)),
|
||||
// q: Quat.multiply(modelRot, MODEL_LIGHT_ROTATION)
|
||||
// };
|
||||
// }
|
||||
|
||||
PingPongGun.prototype = {
|
||||
hand: null,
|
||||
whichHand: null,
|
||||
gunTipPosition: null,
|
||||
canShoot: false,
|
||||
setRightHand: function() {
|
||||
this.hand = 'RIGHT';
|
||||
},
|
||||
|
@ -48,7 +47,7 @@
|
|||
},
|
||||
|
||||
startNearGrab: function() {
|
||||
setWhichHand();
|
||||
this.setWhichHand();
|
||||
},
|
||||
|
||||
setWhichHand: function() {
|
||||
|
@ -76,21 +75,23 @@
|
|||
this.triggerValue = Controller.getActionValue(handClick);
|
||||
|
||||
if (this.triggerValue < RELOAD_THRESHOLD) {
|
||||
print('RELOAD');
|
||||
this.canShoot = true;
|
||||
} else if (this.triggerValue >= RELOAD_THRESHOLD && this.canShoot === true) {
|
||||
var gunProperties = Entities.getEntityProperties(this.entityID,["position","rotation"])
|
||||
var gunProperties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
|
||||
this.shootBall(gunProperties);
|
||||
this.canShoot = false;
|
||||
}
|
||||
return;
|
||||
},
|
||||
|
||||
shootBall: function(gunProperties,triggerValue) {
|
||||
var forwardVec = Quat.getFront(Quat.multiply(gunProperties.rotation , Quat.fromPitchYawRollDegrees(0, 90, 0)));
|
||||
//forwardVec = Vec3.normalize(forwardVec);
|
||||
shootBall: function(gunProperties, triggerValue) {
|
||||
print('SHOOT BALL');
|
||||
var forwardVec = Quat.getFront(Quat.multiply(gunProperties.rotation, Quat.fromPitchYawRollDegrees(0, 90, 0)));
|
||||
forwardVec = Vec3.normalize(forwardVec);
|
||||
|
||||
var properties = {
|
||||
type: 'Sphere'
|
||||
type: 'Sphere',
|
||||
color: {
|
||||
red: 0,
|
||||
green: 0,
|
||||
|
@ -104,42 +105,46 @@
|
|||
linearDamping: 0.2,
|
||||
gravity: {
|
||||
x: 0,
|
||||
y: -9.8,
|
||||
y: -0.05,
|
||||
z: 0
|
||||
},
|
||||
rotation:gunProperties.rotation,
|
||||
position: this.gunTipPosition,
|
||||
velocity: velocity,
|
||||
collisionsWillMove: true,
|
||||
collisionSoundURL: SHOOTING_SOUND_URL,
|
||||
rotation: gunProperties.rotation,
|
||||
position: this.getGunTipPosition(gunProperties),
|
||||
velocity: forwardVec,
|
||||
lifetime: 10
|
||||
};
|
||||
var pingPongBall = Entities.addEntity(properties);
|
||||
var audioOptions = {
|
||||
position: gunProperties.position
|
||||
}
|
||||
this.playSoundAtCurrentPosition(gunProperties.position);
|
||||
},
|
||||
|
||||
playSoundAtCurrentPosition: function(playOnSound) {
|
||||
var position = Entities.getEntityProperties(this.entityID, "position").position;
|
||||
playSoundAtCurrentPosition: function(position) {
|
||||
|
||||
var audioProperties = {
|
||||
volume: 0.25,
|
||||
position: position
|
||||
};
|
||||
|
||||
if (playOnSound) {
|
||||
Audio.playSound(this.ON_SOUND, audioProperties);
|
||||
} else {
|
||||
Audio.playSound(this.OFF_SOUND, audioProperties);
|
||||
}
|
||||
|
||||
Audio.playSound(this.SHOOTING_SOUND, audioProperties);
|
||||
|
||||
},
|
||||
|
||||
getGunTipPosition: function(properties) {
|
||||
//the tip of the gun is going to be in a different place than the center, so we move in space relative to the model to find that position
|
||||
var upVector = Quat.getUp(properties.rotation);
|
||||
var upOffset = Vec3.multiply(upVector, GUN_TIP_OFFSET);
|
||||
var wandTipPosition = Vec3.sum(properties.position, upOffset);
|
||||
return wandTipPosition;
|
||||
var frontVector = Quat.getFront(properties.rotation);
|
||||
var frontOffset = Vec3.multiply(frontVector, GUN_TIP_OFFSET);
|
||||
var gunTipPosition = Vec3.sum(properties.position, frontOffset);
|
||||
return gunTipPosition;
|
||||
},
|
||||
preload: function(entityID) {
|
||||
print('PRELOAD PING PONG GUN');
|
||||
this.entityID = entityID;
|
||||
this.ON_SOUND = SoundCache.getSound(SHOOT_SOUND_URL);
|
||||
this.SHOOTING_SOUND = SoundCache.getSound(SHOOTING_SOUND_URL);
|
||||
|
||||
},
|
||||
|
||||
|
@ -150,5 +155,5 @@
|
|||
};
|
||||
|
||||
// entity scripts always need to return a newly constructed object of our type
|
||||
return new Flashlight();
|
||||
return new PingPongGun();
|
||||
});
|
Loading…
Reference in a new issue