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keep the bubble with the wand, make the wand smaller
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parent
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commit
a8fe3b3edd
2 changed files with 32 additions and 22 deletions
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@ -28,9 +28,9 @@ var center = Vec3.sum(MyAvatar.position, Vec3.multiply(1, Quat.getFront(Camera.g
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modelURL: WAND_MODEL,
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position: center,
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dimensions: {
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x: 0.05,
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y: 0.5,
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z: 0.05
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x: 0.025,
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y: 0.125,
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z: 0.025
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},
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//must be enabled to be grabbable in the physics engine
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collisionsWillMove: true,
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@ -7,12 +7,11 @@
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//
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// Makes bubbles when you wave the object around.
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//
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// For the example, it's attached to a wand -- but you can attach it to whatever entity you want. I dream of BubbleBees :) bzzzz...pop!
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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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'use strict';
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// 'use strict';
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(function() {
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@ -39,6 +38,10 @@
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var BUBBLE_DIVISOR = 50;
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var BUBBLE_LIFETIME_MIN = 3;
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var BUBBLE_LIFETIME_MAX = 8;
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var WAND_TIP_OFFSET = 0.05;
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var BUBBLE_SIZE_MIN = 1;
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var BUBBLE_SIZE_MAX = 5;
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var VELOCITY_THRESHOLD = 1;
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function getGustDetectorPosition() {
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//put the zone in front of your avatar's face
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@ -89,6 +92,8 @@
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BubbleWand.internalUpdate(deltaTime);
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},
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internalUpdate: function(deltaTime) {
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var properties = Entities.getEntityProperties(wandEntity.entityID);
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var _t = this;
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var GRAB_USER_DATA_KEY = "grabKey";
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var defaultGrabData = {
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@ -101,7 +106,7 @@
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_t.beingGrabbed = true;
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// print out that we're being grabbed
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_t.handleGrabbedWand();
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_t.handleGrabbedWand(properties);
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} else if (_t.beingGrabbed) {
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@ -111,23 +116,32 @@
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return
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}
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var wandTipPosition = _t.getWandTipPosition(properties);
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//update the bubble to stay with the wand tip
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Entities.editEntity(_t.currentBubble, {
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position: wandTipPosition,
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});
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},
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handleGrabbedWand: function() {
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getWandTipPosition: function(properties) {
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print('get wand position')
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var upVector = Quat.getUp(properties.rotation);
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var frontVector = Quat.getFront(properties.rotation);
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var upOffset = Vec3.multiply(upVector, WAND_TIP_OFFSET);
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var wandTipPosition = Vec3.sum(properties.position, upOffset);
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return wandTipPosition
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},
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handleGrabbedWand: function(properties) {
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var _t = this;
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var properties = Entities.getEntityProperties(wandEntity.entityID);
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var wandPosition = properties.position;
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var wandTipPosition = _t.getWandTipPosition(properties)
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_t.wandTipPosition = wandTipPosition;
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var velocity = Vec3.subtract(wandPosition, _t.lastPosition)
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var velocityStrength = Vec3.length(velocity) * 100;
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var upVector = Quat.getUp(properties.rotation);
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var frontVector = Quat.getFront(properties.rotation);
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var upOffset = Vec3.multiply(upVector, 0.2);
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var wandTipPosition = Vec3.sum(wandPosition, upOffset);
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_t.wandTipPosition = wandTipPosition;
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if (velocityStrength < VELOCITY_STRENGTH_LOWER_LIMIT) {
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velocityStrength = 0
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}
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@ -142,10 +156,10 @@
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//actually grow the bubble
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var dimensions = Entities.getEntityProperties(_t.currentBubble).dimensions;
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if (velocityStrength > 1) {
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if (velocityStrength > VELOCITY_THRESHOLD) {
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//add some variation in bubble sizes
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var bubbleSize = randInt(1, 5);
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var bubbleSize = randInt(BUBBLE_SIZE_MIN, BUBBLE_SIZE_MAX);
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bubbleSize = bubbleSize / BUBBLE_DIVISOR;
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//release the bubble if its dimensions are bigger than the bubble size
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@ -163,12 +177,10 @@
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return
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} else {
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dimensions.x += WAVE_MODE_GROWTH_FACTOR * velocityStrength;
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dimensions.y += WAVE_MODE_GROWTH_FACTOR * velocityStrength;
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dimensions.z += WAVE_MODE_GROWTH_FACTOR * velocityStrength;
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}
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} else {
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if (dimensions.x >= SHRINK_LOWER_LIMIT) {
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@ -192,10 +204,8 @@
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//the tip of the wand is going to be in a different place than the center, so we move in space relative to the model to find that position
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var properties = Entities.getEntityProperties(wandEntity.entityID);
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var wandPosition = properties.position;
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var upVector = Quat.getUp(properties.rotation);
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var frontVector = Quat.getFront(properties.rotation);
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var upOffset = Vec3.multiply(upVector, 0.2);
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var wandTipPosition = Vec3.sum(wandPosition, upOffset);
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wandTipPosition = _t.getWandTipPosition(properties);
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_t.wandTipPosition = wandTipPosition;
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//store the position of the tip for use in velocity calculations
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