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don't show reticle if not wearing HMD, reset panel textures
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parent
987b75d8f7
commit
afe4a4e432
1 changed files with 40 additions and 18 deletions
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@ -47,11 +47,15 @@ var elevatorSound = SoundCache.getSound(HIFI_PUBLIC_BUCKET + "sounds/Lobby/eleva
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var currentMusakInjector = null;
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var currentSound = null;
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var inOculusMode = Menu.isOptionChecked("EnableVRMode");
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function reticlePosition() {
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var RETICLE_DISTANCE = 1;
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return Vec3.sum(Camera.position, Vec3.multiply(Quat.getFront(Camera.orientation), RETICLE_DISTANCE));
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}
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var MAX_NUM_PANELS = 21;
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function drawLobby() {
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if (!panelWall) {
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print("Adding overlays for the lobby panel wall and orb shell.");
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@ -65,7 +69,7 @@ function drawLobby() {
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url: HIFI_PUBLIC_BUCKET + "models/sets/Lobby/LobbyPrototype/Lobby5_PanelsWithFrames.fbx",
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position: Vec3.sum(orbPosition, Vec3.multiplyQbyV(towardsMe, panelsCenterShift)),
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rotation: towardsMe,
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dimensions: panelsDimensions
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dimensions: panelsDimensions,
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};
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var orbShellProps = {
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@ -78,21 +82,23 @@ function drawLobby() {
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avatarStickPosition = MyAvatar.position;
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panelWall = Overlays.addOverlay("model", panelWallProps);
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panelWall = Overlays.addOverlay("model", panelWallProps);
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orbShell = Overlays.addOverlay("model", orbShellProps);
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// for HMD wearers, create a reticle in center of screen
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var CURSOR_SCALE = 0.025;
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reticle = Overlays.addOverlay("billboard", {
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url: HIFI_PUBLIC_BUCKET + "images/cursor.svg",
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position: reticlePosition(),
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ignoreRayIntersection: true,
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isFacingAvatar: true,
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alpha: 1.0,
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scale: CURSOR_SCALE
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});
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if (inOculusMode) {
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var CURSOR_SCALE = 0.025;
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reticle = Overlays.addOverlay("billboard", {
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url: HIFI_PUBLIC_BUCKET + "images/cursor.svg",
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position: reticlePosition(),
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ignoreRayIntersection: true,
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isFacingAvatar: true,
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alpha: 1.0,
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scale: CURSOR_SCALE
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});
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}
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// add an attachment on this avatar so other people see them in the lobby
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MyAvatar.attach(HELMET_ATTACHMENT_URL, "Neck", {x: 0, y: 0, z: 0}, Quat.fromPitchYawRollDegrees(0, 0, 0), 1.15);
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@ -130,7 +136,6 @@ var MUSAK_VOLUME = 0.5;
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function playNextMusak() {
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if (panelWall) {
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print("PLAYING THE NEXT MUSAK!");
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if (currentSound == latinSound) {
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if (elevatorSound.downloaded) {
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currentSound = elevatorSound;
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@ -166,9 +171,23 @@ function playRandomMusak() {
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}
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function cleanupLobby() {
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// for each of the 21 placeholder textures, set them back to default so the cached model doesn't have changed textures
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var panelTexturesReset = {};
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panelTexturesReset["textures"] = {};
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for (var j = 0; j < MAX_NUM_PANELS; j++) {
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panelTexturesReset["textures"]["file" + (j + 1)] = HIFI_PUBLIC_BUCKET + "models/sets/Lobby/LobbyPrototype/Texture.jpg";
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};
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Overlays.editOverlay(panelWall, panelTexturesReset);
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Overlays.deleteOverlay(panelWall);
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Overlays.deleteOverlay(orbShell);
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Overlays.deleteOverlay(reticle);
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if (reticle) {
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Overlays.deleteOverlay(reticle);
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}
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panelWall = false;
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orbShell = false;
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@ -240,10 +259,13 @@ function toggleEnvironmentRendering(shouldRender) {
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function update(deltaTime) {
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maybeCleanupLobby();
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if (reticle) {
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Overlays.editOverlay(reticle, {
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position: reticlePosition()
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});
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if (panelWall) {
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if (reticle) {
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Overlays.editOverlay(reticle, {
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position: reticlePosition()
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});
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}
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// if the reticle is up then we may need to play the next musak
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if (!Audio.isInjectorPlaying(currentMusakInjector)) {
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