mirror of
https://github.com/overte-org/overte.git
synced 2025-06-01 16:33:16 +02:00
rotate correctly
This commit is contained in:
parent
a65b3b9aaa
commit
b2dd900cb2
1 changed files with 83 additions and 324 deletions
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@ -86,7 +86,7 @@
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min1: 0,
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min1: 0,
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max1: 0.6,
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max1: 0.6,
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min2: 1,
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min2: 1,
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max2: 10
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max2: 5
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}
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}
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var BOW_SPATIAL_KEY = {
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var BOW_SPATIAL_KEY = {
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@ -98,7 +98,18 @@
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relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, 90)
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relativeRotation: Quat.fromPitchYawRollDegrees(0, -90, 90)
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}
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}
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var arrowTrackers = [];
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function interval() {
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var lastTime = new Date().getTime() / 1000;
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return function getInterval() {
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var newTime = new Date().getTime() / 1000;
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var delta = newTime - lastTime;
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lastTime = newTime;
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return delta;
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};
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}
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var checkInterval = interval();
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var _this;
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var _this;
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@ -116,7 +127,6 @@
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hasArrowNotched: false,
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hasArrowNotched: false,
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notchDetector: null,
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notchDetector: null,
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arrow: null,
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arrow: null,
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arrowIsBurning: false,
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prePickupString: null,
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prePickupString: null,
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stringData: {
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stringData: {
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currentColor: {
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currentColor: {
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@ -128,29 +138,15 @@
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preload: function(entityID) {
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preload: function(entityID) {
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print('preload bow')
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print('preload bow')
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this.entityID = entityID;
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this.entityID = entityID;
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this.bowID = entityID;
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this.stringPullSound = SoundCache.getSound(STRING_PULL_SOUND_URL);
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this.stringPullSound = SoundCache.getSound(STRING_PULL_SOUND_URL);
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this.shootArrowSound = SoundCache.getSound(SHOOT_ARROW_SOUND_URL);
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this.shootArrowSound = SoundCache.getSound(SHOOT_ARROW_SOUND_URL);
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this.arrowHitSound = SoundCache.getSound(ARROW_HIT_SOUND_URL);
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this.arrowHitSound = SoundCache.getSound(ARROW_HIT_SOUND_URL);
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this.arrowNotchSound = SoundCache.getSound(NOTCH_ARROW_SOUND_URL);
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this.arrowNotchSound = SoundCache.getSound(NOTCH_ARROW_SOUND_URL);
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this.arrowWhizzSound = SoundCache.getSound(ARROW_WHIZZ_SOUND_URL);
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this.arrowWhizzSound = SoundCache.getSound(ARROW_WHIZZ_SOUND_URL);
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},
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},
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unload: function() {
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unload: function() {
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// Script.update.disconnect(this.updateArrowTrackers);
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// while (arrowTrackers.length > 0) {
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// var tracker = arrowTrackers.pop();
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// tracker.childEntities.forEach(function(child) {
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// Entities.deleteEntity(child);
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// })
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// tracker.childParticleSystems.forEach(function(child) {
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// Entities.deleteEntity(child);
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// })
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// Entities.deleteEntity(tracker.arrowID);
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// }
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this.deleteStrings();
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this.deleteStrings();
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Entities.deleteEntity(this.notchDetector);
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Entities.deleteEntity(this.notchDetector);
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Entities.deleteEntity(this.preNotchString);
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Entities.deleteEntity(this.preNotchString);
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@ -186,30 +182,23 @@
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});
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});
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},
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},
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continueNearGrab: function() {
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continueNearGrab: function() {
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var deltaTime = checkInterval();
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// print('DT:::'+deltaTime)
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// print('collidable bow' + Entities.getEntityProperties(this.entityID, "collisionsWillMove").collisionsWillMove)
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// print('collidable bow' + Entities.getEntityProperties(this.entityID, "collisionsWillMove").collisionsWillMove)
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// print('collidable arrow' + Entities.getEntityProperties(this.arrow, "collisionsWillMove").collisionsWillMove)
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// print('collidable arrow' + Entities.getEntityProperties(this.arrow, "collisionsWillMove").collisionsWillMove)
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// print('collidable notch' + Entities.getEntityProperties(this.notchDetector, "collisionsWillMove").collisionsWillMove)
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// print('collidable notch' + Entities.getEntityProperties(this.notchDetector, "collisionsWillMove").collisionsWillMove)
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// print('collidable topstring' + Entities.getEntityProperties(this.topString, "collisionsWillMove").collisionsWillMove)
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// print('collidable topstring' + Entities.getEntityProperties(this.topString, "collisionsWillMove").collisionsWillMove)
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// print('collidable bottomstring' + Entities.getEntityProperties(this.bottomString, "collisionsWillMove").collisionsWillMove)
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// print('collidable bottomstring' + Entities.getEntityProperties(this.bottomString, "collisionsWillMove").collisionsWillMove)
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// print('collidable prenotchstring' + Entities.getEntityProperties(this.preNotchString, "collisionsWillMove").collisionsWillMove)
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// print('collidable prenotchstring' + Entities.getEntityProperties(this.preNotchString, "collisionsWillMove").collisionsWillMove)
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Script.setTimeout(function() {
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_this.bowProperties = Entities.getEntityProperties(_this.entityID, ["position", "rotation", "userData"]);
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}, 0)
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this.bowProperties = Entities.getEntityProperties(this.entityID, ["position", "rotation", "userData"]);
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//this.updateNotchDetectorPosition();
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this.updateNotchDetectorPosition();
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// if (this.hasArrowNotched === false) {
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// this.hasArrowNotched = true
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// this.arrowIsBurning = false
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// setEntityCustomData('grabbableKey', this.entityID, {
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// turnOffOtherHand: true,
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// invertSolidWhileHeld: true,
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// spatialKey: BOW_SPATIAL_KEY
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// });
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// }
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//create a string across the bow when we pick it up
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//create a string across the bow when we pick it up
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if (this.preNotchString === null) {
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if (this.preNotchString === null) {
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@ -227,8 +216,6 @@
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this.createNotchDetector();
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this.createNotchDetector();
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}
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}
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//if we have an arrow notched, then draw some new strings
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// if (this.hasArrowNotched === true) {
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if (this.aiming === true) {
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if (this.aiming === true) {
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Entities.editEntity(this.preNotchString, {
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Entities.editEntity(this.preNotchString, {
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visible: false
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visible: false
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@ -238,15 +225,9 @@
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visible: true
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visible: true
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})
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})
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}
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}
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//only test for strings now that an arrow is notched
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this.checkStringHand();
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this.checkStringHand(deltaTime);
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// } else {
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// // print('DONT DO ANYTHING')
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// //otherwise, don't do much of anything.
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// }
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},
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},
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releaseGrab: function() {
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releaseGrab: function() {
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@ -462,7 +443,7 @@
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});
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});
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},
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},
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checkStringHand: function() {
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checkStringHand: function(deltaTime) {
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//invert the hands because our string will be held with the opposite hand of the first one we pick up the bow with
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//invert the hands because our string will be held with the opposite hand of the first one we pick up the bow with
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if (this.initialHand === 'left') {
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if (this.initialHand === 'left') {
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this.getStringHandPosition = MyAvatar.getRightPalmPosition;
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this.getStringHandPosition = MyAvatar.getRightPalmPosition;
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@ -489,10 +470,10 @@
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this.hasArrowNotched = false;
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this.hasArrowNotched = false;
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this.aiming = false;
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this.aiming = false;
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this.stringDrawn = false;
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this.stringDrawn = false;
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this.releaseArrow();
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this.releaseArrow(deltaTime);
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} else if (this.triggerValue >= DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
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} else if (this.triggerValue >= DRAW_STRING_THRESHOLD && this.stringDrawn === true) {
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// print('HIT CONTINUE LOOP IN CHECK')
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print('HIT CONTINUE LOOP IN CHECK')
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this.aiming = true;
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this.aiming = true;
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//continuing to aim the arrow
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//continuing to aim the arrow
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this.stringData.handPosition = this.getStringHandPosition();
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this.stringData.handPosition = this.getStringHandPosition();
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@ -505,21 +486,17 @@
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} else if (this.triggerValue >= DRAW_STRING_THRESHOLD && this.stringDrawn === false) {
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} else if (this.triggerValue >= DRAW_STRING_THRESHOLD && this.stringDrawn === false) {
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this.arrow = this.createArrow();
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this.arrow = this.createArrow();
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print('CREATE ARROW' + this.arrow);
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print('CREATE ARROW' + this.arrow);
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// print('HIT START LOOP IN CHECK')
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print('HIT START LOOP IN CHECK')
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this.playStringPullSound();
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this.playStringPullSound();
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//the first time aiming the arrow
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//the first time aiming the arrow
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this.stringDrawn = true;
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this.stringDrawn = true;
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this.createStrings();
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this.createStrings();
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// var arrowTracker = this.createArrowTracker(this.arrow);
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// arrowTrackers.push(arrowTracker)
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this.stringData.handPosition = this.getStringHandPosition();
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this.stringData.handPosition = this.getStringHandPosition();
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this.stringData.handRotation = this.getStringHandRotation();
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this.stringData.handRotation = this.getStringHandRotation();
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this.stringData.grabHandPosition = this.getGrabHandPosition();
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this.stringData.grabHandPosition = this.getGrabHandPosition();
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this.stringData.grabHandRotation = this.getGrabHandRotation();
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this.stringData.grabHandRotation = this.getGrabHandRotation();
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this.drawStrings();
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this.drawStrings();
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this.updateArrowPositionInNotch();
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this.updateArrowPositionInNotch();
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@ -550,16 +527,19 @@
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return arrowPosition;
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return arrowPosition;
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},
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},
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updateArrowAttachedToBow: function() {
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Entities.editEntity(this.arrow, {
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position: this.notchDetectorPosition,
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rotation: this.bowProperties.rotation
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})
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},
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updateArrowPositionInNotch: function() {
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updateArrowPositionInNotch: function() {
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print('UPDATE ARROW POS')
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//move it backwards
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//move it backwards
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var handToNotch = Vec3.subtract(this.notchDetectorPosition, this.stringData.handPosition);
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var detectorPosition;
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var frontVector = Quat.getFront(this.bowProperties.rotation);
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var notchVectorForward = Vec3.multiply(frontVector, NOTCH_DETECTOR_OFFSET_FORWARD);
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var upVector = Quat.getUp(this.bowProperties.rotation);
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var notchVectorUp = Vec3.multiply(upVector, NOTCH_DETECTOR_OFFSET_UP);
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detectorPosition = Vec3.sum(this.bowProperties.position, notchVectorForward);
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detectorPosition = Vec3.sum(detectorPosition, notchVectorUp);
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var handToNotch = Vec3.subtract(detectorPosition, this.stringData.handPosition);
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var pullBackDistance = Vec3.length(handToNotch);
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var pullBackDistance = Vec3.length(handToNotch);
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if (pullBackDistance >= 0.6) {
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if (pullBackDistance >= 0.6) {
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@ -567,7 +547,7 @@
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}
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}
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var pullBackOffset = Vec3.multiply(handToNotch, -pullBackDistance);
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var pullBackOffset = Vec3.multiply(handToNotch, -pullBackDistance);
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var arrowPosition = Vec3.sum(this.notchDetectorPosition, pullBackOffset);
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var arrowPosition = Vec3.sum(detectorPosition, pullBackOffset);
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this.changeStringPullSoundVolume(pullBackDistance);
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this.changeStringPullSoundVolume(pullBackDistance);
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//move it forward a bit
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//move it forward a bit
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var pushForwardOffset = Vec3.multiply(handToNotch, -ARROW_OFFSET);
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var pushForwardOffset = Vec3.multiply(handToNotch, -ARROW_OFFSET);
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@ -581,28 +561,31 @@
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rotation: arrowRotation
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rotation: arrowRotation
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})
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})
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this.localArrowProperties = {
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handToNotch: handToNotch,
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pullBackDistance: pullBackDistance,
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position: finalArrowPosition,
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rotation: arrowRotation
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}
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},
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},
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releaseArrow: function() {
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releaseArrow: function() {
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print('RELEASE ARROW!!!')
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print('RELEASE ARROW!!!')
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var handToNotch = Vec3.subtract(this.notchDetectorPosition, this.stringData.handPosition);
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var arrowProps = Entities.getEntityProperties(this.arrow);
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var pullBackDistance = Vec3.length(handToNotch);
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var handToNotch = this.localArrowProperties.handToNotch;
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// if (pullBackDistance >= 0.6) {
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var pullBackDistance = this.localArrowProperties.pullBackDistance;
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// pullBackDistance = 0.6;
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var arrowRotation = this.localArrowProperties.arrowRotation;
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// }
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var arrowRotation = Quat.rotationBetween(Vec3.FRONT, handToNotch);
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print('HAND DISTANCE:: ' + pullBackDistance);
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var arrowForce = this.scaleArrowShotStrength(pullBackDistance);
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var arrowForce = this.scaleArrowShotStrength(pullBackDistance);
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print('ARROW FORCE::' + arrowForce);
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// handToNotch = Vec3.normalize(handToNotch)
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handToNotch = Vec3.normalize(handToNotch)
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//var forwardVec = handToNotch;
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//var forwardVec = handToNotch;
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var forwardVec = Vec3.multiply(handToNotch, arrowForce);
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var forwardVec = Vec3.multiply(handToNotch, arrowForce);
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//var forwardVec = Vec3.multiply(handToNotch, handToNotch);
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//var forwardVec = Vec3.multiply(handToNotch, handToNotch);
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var arrowProperties = {
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var arrowProperties = {
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// rotation: arrowRotation,
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rotation: arrowRotation,
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ignoreForCollisions: true,
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ignoreForCollisions: true,
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collisionsWillMove: true,
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collisionsWillMove: true,
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velocity: forwardVec,
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velocity: forwardVec,
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@ -632,6 +615,18 @@
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return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
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return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
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},
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},
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returnNotchPosition: function() {
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var detectorPosition;
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var frontVector = Quat.getFront(this.bowProperties.rotation);
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var notchVectorForward = Vec3.multiply(frontVector, NOTCH_DETECTOR_OFFSET_FORWARD);
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var upVector = Quat.getUp(this.bowProperties.rotation);
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var notchVectorUp = Vec3.multiply(upVector, NOTCH_DETECTOR_OFFSET_UP);
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detectorPosition = Vec3.sum(this.bowProperties.position, notchVectorForward);
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detectorPosition = Vec3.sum(detectorPosition, notchVectorUp);
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return detectorPosition
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},
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createNotchDetector: function() {
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createNotchDetector: function() {
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print('CREATE NOTCH DETECTOR')
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print('CREATE NOTCH DETECTOR')
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var detectorPosition;
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var detectorPosition;
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@ -661,251 +656,25 @@
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this.notchDetector = Entities.addEntity(detectorProperties);
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this.notchDetector = Entities.addEntity(detectorProperties);
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},
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},
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updateNotchDetectorPosition: function() {
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// updateNotchDetectorPosition: function() {
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var detectorPosition;
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// print('UPDATE NOTCH POS')
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var frontVector = Quat.getFront(this.bowProperties.rotation);
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// var detectorPosition;
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var notchVectorForward = Vec3.multiply(frontVector, NOTCH_DETECTOR_OFFSET_FORWARD);
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// var frontVector = Quat.getFront(this.bowProperties.rotation);
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var upVector = Quat.getUp(this.bowProperties.rotation);
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// var notchVectorForward = Vec3.multiply(frontVector, NOTCH_DETECTOR_OFFSET_FORWARD);
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var notchVectorUp = Vec3.multiply(upVector, NOTCH_DETECTOR_OFFSET_UP);
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// var upVector = Quat.getUp(this.bowProperties.rotation);
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// var notchVectorUp = Vec3.multiply(upVector, NOTCH_DETECTOR_OFFSET_UP);
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detectorPosition = Vec3.sum(this.bowProperties.position, notchVectorForward);
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// detectorPosition = Vec3.sum(this.bowProperties.position, notchVectorForward);
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detectorPosition = Vec3.sum(detectorPosition, notchVectorUp);
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// detectorPosition = Vec3.sum(detectorPosition, notchVectorUp);
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this.notchDetectorPosition = detectorPosition;
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// this.notchDetectorPosition = detectorPosition;
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Entities.editEntity(this.notchDetector, {
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// Entities.editEntity(this.notchDetector, {
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position: this.notchDetectorPosition,
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// position: this.notchDetectorPosition,
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rotation: this.bowProperties.rotation
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// rotation: this.bowProperties.rotation
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});
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// });
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},
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createFireParticleSystem: function() {
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print('MAKING A FIRE')
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//will probably need to dynamically update the orientation to match the arrow???
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var myOrientation = Quat.fromPitchYawRollDegrees(-90, 0, 0.0);
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var animationSettings = JSON.stringify({
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fps: 30,
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running: true,
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loop: true,
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firstFrame: 1,
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lastFrame: 10000
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});
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|
||||||
var fire = Entities.addEntity({
|
|
||||||
type: "ParticleEffect",
|
|
||||||
name: "Hifi-Arrow-Fire",
|
|
||||||
animationSettings: animationSettings,
|
|
||||||
textures: "https://hifi-public.s3.amazonaws.com/alan/Particles/Particle-Sprite-Smoke-1.png",
|
|
||||||
emitRate: 100,
|
|
||||||
position: MyAvatar.position,
|
|
||||||
colorStart: {
|
|
||||||
red: 70,
|
|
||||||
green: 70,
|
|
||||||
blue: 137
|
|
||||||
},
|
|
||||||
color: {
|
|
||||||
red: 200,
|
|
||||||
green: 99,
|
|
||||||
blue: 42
|
|
||||||
},
|
|
||||||
colorFinish: {
|
|
||||||
red: 255,
|
|
||||||
green: 99,
|
|
||||||
blue: 32
|
|
||||||
},
|
|
||||||
radiusSpread: 0.01,
|
|
||||||
radiusStart: 0.02,
|
|
||||||
radiusEnd: 0.001,
|
|
||||||
particleRadius: 0.15,
|
|
||||||
radiusFinish: 0.0,
|
|
||||||
emitOrientation: myOrientation,
|
|
||||||
emitSpeed: 0.3,
|
|
||||||
speedSpread: 0.1,
|
|
||||||
alphaStart: 0.05,
|
|
||||||
alpha: 0.1,
|
|
||||||
alphaFinish: 0.05,
|
|
||||||
emitDimensions: {
|
|
||||||
x: 0.5,
|
|
||||||
y: 0.5,
|
|
||||||
z: 0.1
|
|
||||||
},
|
|
||||||
polarFinish: 0.1,
|
|
||||||
emitAcceleration: {
|
|
||||||
x: 0.0,
|
|
||||||
y: 0.0,
|
|
||||||
z: 0.0
|
|
||||||
},
|
|
||||||
accelerationSpread: {
|
|
||||||
x: 0.1,
|
|
||||||
y: 0.01,
|
|
||||||
z: 0.1
|
|
||||||
},
|
|
||||||
lifespan: 0.5,
|
|
||||||
ignoreForCollisions: true,
|
|
||||||
collisionsWillMove: false,
|
|
||||||
});
|
|
||||||
|
|
||||||
return fire;
|
|
||||||
|
|
||||||
},
|
|
||||||
createArrowTracker: function(arrow, isBurning) {
|
|
||||||
print('in create arrow tracker:::' + arrow)
|
|
||||||
var _t = this;
|
|
||||||
|
|
||||||
// var isBurning = this.arrowIsBurning;
|
|
||||||
//delete this line below once debugging is done
|
|
||||||
var isBurning = isBurning || true;
|
|
||||||
var arrowTracker = {
|
|
||||||
arrowID: arrow,
|
|
||||||
// whizzingSound: _t.playWhizzSound(),
|
|
||||||
//fireSound: _t.createFireSound(),
|
|
||||||
hasPlayedCollisionSound: false,
|
|
||||||
glowBox: _t.createGlowBoxAsModel(),
|
|
||||||
fireParticleSystem: _t.createFireParticleSystem(),
|
|
||||||
childEntities: [],
|
|
||||||
childSounds: [],
|
|
||||||
childParticleSystems: [],
|
|
||||||
init: function() {
|
|
||||||
print('init arrow tracker')
|
|
||||||
this.setChildren();
|
|
||||||
|
|
||||||
},
|
|
||||||
setCollisionCallback: function() {
|
|
||||||
print('set arrow tracker callback' + this.arrowID)
|
|
||||||
|
|
||||||
Script.addEventHandler(this.arrowID, "collisionWithEntity", function(entityA, entityB, collision) {
|
|
||||||
//have to reverse lookup the tracker by the arrow id to get access to the children
|
|
||||||
var tracker = getArrowTrackerByArrowID(entityA);
|
|
||||||
Entities.deleteEntity(tracker.glowBox);
|
|
||||||
|
|
||||||
});
|
|
||||||
},
|
|
||||||
setChildren: function() {
|
|
||||||
print('set arrow tracker children')
|
|
||||||
// this.childSounds.push(this.whizzingSound);
|
|
||||||
// this.childSounds.push(this.fireSound);
|
|
||||||
this.childEntities.push(this.glowBox);
|
|
||||||
this.childParticleSystems.push(this.fireParticleSystem);
|
|
||||||
},
|
|
||||||
updateChildEntities: function(arrowID) {
|
|
||||||
var arrowProperties = Entities.getEntityProperties(this.arrowID, ["position", "rotation"]);
|
|
||||||
_t.setArrowTipPosition(arrowProperties.position, arrowProperties.rotation);
|
|
||||||
_t.setArrowRearPosition(arrowProperties.position, arrowProperties.rotation);
|
|
||||||
//update the positions
|
|
||||||
// this.soundEntities.forEach(function(injector) {
|
|
||||||
// var audioProperties = {
|
|
||||||
// volume: 0.25,
|
|
||||||
// position: arrowProperties.position
|
|
||||||
// };
|
|
||||||
// injector.options = audioProperties;
|
|
||||||
// })
|
|
||||||
|
|
||||||
this.childEntities.forEach(function(child) {
|
|
||||||
Entities.editEntity(child, {
|
|
||||||
position: arrowProperties.position,
|
|
||||||
rotation: arrowProperties.rotation
|
|
||||||
})
|
|
||||||
})
|
|
||||||
|
|
||||||
this.childParticleSystems.forEach(function(child) {
|
|
||||||
Entities.editEntity(child, {
|
|
||||||
position: _t.arrowTipPosition
|
|
||||||
})
|
|
||||||
})
|
|
||||||
|
|
||||||
}
|
|
||||||
};
|
|
||||||
arrowTracker.init();
|
|
||||||
arrowTracker.setCollisionCallback();
|
|
||||||
|
|
||||||
return arrowTracker
|
|
||||||
},
|
|
||||||
createFireBurningSound: function() {
|
|
||||||
var audioProperties = {
|
|
||||||
volume: 0.25,
|
|
||||||
position: this.bowProperties.position,
|
|
||||||
loop: true
|
|
||||||
};
|
|
||||||
|
|
||||||
var injector = Audio.playSound(this.fireBurningSound, audioProperties);
|
|
||||||
|
|
||||||
return injector
|
|
||||||
},
|
|
||||||
createGlowBoxAsModel: function() {
|
|
||||||
var GLOW_MODEL_URL = 'http://hifi-content.s3.amazonaws.com/james/bow_and_arrow/models/glow.fbx';
|
|
||||||
var properties = {
|
|
||||||
name: 'Hifi-Arrow-Glow-Model',
|
|
||||||
type: 'Model',
|
|
||||||
modelURL: GLOW_MODEL_URL,
|
|
||||||
dimensions: ARROW_DIMENSIONS,
|
|
||||||
collisionsWillMove: false,
|
|
||||||
ignoreForCollisions: true,
|
|
||||||
userData: JSON.stringify({
|
|
||||||
grabbableKey: {
|
|
||||||
grabbable: false
|
|
||||||
}
|
|
||||||
})
|
|
||||||
}
|
|
||||||
var glowBox = Entities.addEntity(properties);
|
|
||||||
return glowBox
|
|
||||||
},
|
|
||||||
createGlowBox: function() {
|
|
||||||
print('creating glow box')
|
|
||||||
var shaderUrl = Script.resolvePath('../../shaders/exampleV2.fs');
|
|
||||||
var properties = {
|
|
||||||
name: 'Hifi-Arrow-Glow',
|
|
||||||
type: 'Box',
|
|
||||||
dimensions: ARROW_DIMENSIONS,
|
|
||||||
collisionsWillMove: false,
|
|
||||||
ignoreForCollisions: true,
|
|
||||||
color: {
|
|
||||||
red: 255,
|
|
||||||
green: 0,
|
|
||||||
blue: 255
|
|
||||||
},
|
|
||||||
//i want to use shader but for some reason its white... need to fix;
|
|
||||||
|
|
||||||
|
|
||||||
// userData: JSON.stringify({
|
|
||||||
// "grabbableKey": {
|
|
||||||
// grabbable: false
|
|
||||||
// },
|
// },
|
||||||
// "ProceduralEntity": {
|
|
||||||
// "shaderUrl": shaderUrl,
|
|
||||||
// // V2 and onwards, shaders must include a version identifier, or they will default
|
|
||||||
// // to V1 behavior
|
|
||||||
// "version": 2,
|
|
||||||
// // Any values specified here will be passed on to uniforms with matching names in
|
|
||||||
// // the shader. Only numbers and arrays of length 1-4 of numbers are supported.
|
|
||||||
// //
|
|
||||||
// // The size of the data must match the size of the uniform:
|
|
||||||
// // a number or 1 value array = 'uniform float'
|
|
||||||
// // 2 value array = 'uniform vec2'
|
|
||||||
// // 3 value array = 'uniform vec3'
|
|
||||||
// // 4 value array = 'uniform vec4'
|
|
||||||
// //
|
|
||||||
// // Uniforms should always be declared in the shader with a default value
|
|
||||||
// // or failure to specify the value here will result in undefined behavior.
|
|
||||||
// "uniforms": {
|
|
||||||
// // uniform float iSpeed = 1.0;
|
|
||||||
// "iSpeed": 2.0,
|
|
||||||
// // uniform vec3 iSize = vec3(1.0);
|
|
||||||
// "iSize": [1.0, 2.0, 4.0]
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// })
|
|
||||||
}
|
|
||||||
var glowBox = Entities.addEntity(properties);
|
|
||||||
return glowBox
|
|
||||||
},
|
|
||||||
updateArrowTrackers: function() {
|
|
||||||
// print('updating arrow trackers:::' + arrowTrackers.length);
|
|
||||||
arrowTrackers.forEach(function(tracker) {
|
|
||||||
var arrowID = tracker.arrowID;
|
|
||||||
tracker.updateChildEntities(arrowID);
|
|
||||||
})
|
|
||||||
},
|
|
||||||
playStringPullSound: function() {
|
playStringPullSound: function() {
|
||||||
var audioProperties = {
|
var audioProperties = {
|
||||||
volume: 0.25,
|
volume: 0.25,
|
||||||
|
@ -935,16 +704,6 @@
|
||||||
};
|
};
|
||||||
Audio.playSound(this.arrowNotchSound, audioProperties);
|
Audio.playSound(this.arrowNotchSound, audioProperties);
|
||||||
},
|
},
|
||||||
playArrowWhizzSound: function() {
|
|
||||||
|
|
||||||
var audioProperties = {
|
|
||||||
volume: 0.0,
|
|
||||||
position: this.bowProperties.position
|
|
||||||
};
|
|
||||||
var injector = Audio.playSound(this.arrowWhizzSound, audioProperties);
|
|
||||||
|
|
||||||
return injector
|
|
||||||
},
|
|
||||||
changeStringPullSoundVolume: function(pullBackDistance) {
|
changeStringPullSoundVolume: function(pullBackDistance) {
|
||||||
var audioProperties = {
|
var audioProperties = {
|
||||||
volume: 0.25,
|
volume: 0.25,
|
||||||
|
|
Loading…
Reference in a new issue