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Remove space before function calls, add spaces before functions
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1 changed files with 39 additions and 43 deletions
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@ -15,9 +15,10 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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/*global MyAvatar, Entities, AnimationCache, SoundCache, Scene, Camera, Overlays, Audio, HMD, AvatarList, AvatarManager, Controller, UndoStack, Window, Account, GlobalServices, Script, ScriptDiscoveryService, LODManager, Menu, Vec3, Quat, AudioDevice, Paths, Clipboard, Settings, XMLHttpRequest, randFloat, randInt */
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(function () {
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(function() {
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Script.include("../../libraries/utils.js");
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var ON_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_on.wav';
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var OFF_SOUND_URL = 'http://hifi-public.s3.amazonaws.com/sounds/Switches%20and%20sliders/flashlight_off.wav';
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@ -31,22 +32,10 @@
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var DISABLE_LIGHT_THRESHOLD = 0.7;
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// These constants define the Spotlight position and orientation relative to the model
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var MODEL_LIGHT_POSITION = {
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x: 0,
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y: -0.3,
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z: 0
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};
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var MODEL_LIGHT_ROTATION = Quat.angleAxis(-90, {
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x: 1,
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y: 0,
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z: 0
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});
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var MODEL_LIGHT_POSITION = { x: 0, y: -0.3, z: 0 };
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var MODEL_LIGHT_ROTATION = Quat.angleAxis(-90, { x: 1, y: 0, z: 0 });
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var GLOW_LIGHT_POSITION = {
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x: 0,
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y: -0.1,
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z: 0
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};
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var GLOW_LIGHT_POSITION = { x: 0, y: -0.1, z: 0};
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// Evaluate the world light entity positions and orientations from the model ones
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function evalLightWorldTransform(modelPos, modelRot) {
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@ -64,20 +53,21 @@
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};
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}
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Flashlight.prototype = {
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lightOn: false,
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hand: null,
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whichHand: null,
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hasSpotlight: false,
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spotlight: null,
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setRightHand: function () {
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setRightHand: function() {
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this.hand = 'RIGHT';
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},
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setLeftHand: function () {
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setLeftHand: function() {
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this.hand = 'LEFT';
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},
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startNearGrab: function () {
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startNearGrab: function() {
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if (!this.hasSpotlight) {
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//this light casts the beam
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@ -117,16 +107,17 @@
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cutoff: 90, // in degrees
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});
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this.hasSpotlight = true;
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}
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},
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setWhichHand: function () {
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setWhichHand: function() {
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this.whichHand = this.hand;
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},
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continueNearGrab: function () {
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continueNearGrab: function() {
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if (this.whichHand === null) {
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//only set the active hand once -- if we always read the current hand, our 'holding' hand will get overwritten
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this.setWhichHand();
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@ -135,7 +126,8 @@
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this.changeLightWithTriggerPressure(this.whichHand);
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}
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},
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releaseGrab: function () {
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releaseGrab: function() {
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//delete the lights and reset state
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if (this.hasSpotlight) {
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Entities.deleteEntity(this.spotlight);
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@ -147,29 +139,28 @@
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this.lightOn = false;
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}
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},
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updateLightPositions: function () {
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updateLightPositions: function() {
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var modelProperties = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
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//move the two lights along the vectors we set above
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var lightTransform = evalLightWorldTransform(modelProperties.position, modelProperties.rotation);
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var glowLightTransform = glowLightWorldTransform(modelProperties.position, modelProperties.rotation);
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//move them with the entity model
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Entities.editEntity(this.spotlight, {
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position: lightTransform.p,
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rotation: lightTransform.q,
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});
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Entities.editEntity(this.glowLight, {
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position: glowLightTransform.p,
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rotation: glowLightTransform.q,
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});
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},
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changeLightWithTriggerPressure: function (flashLightHand) {
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changeLightWithTriggerPressure: function(flashLightHand) {
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var handClickString = flashLightHand + "_HAND_CLICK";
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var handClick = Controller.findAction(handClickString);
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@ -183,7 +174,8 @@
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}
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return;
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},
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turnLightOff: function () {
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turnLightOff: function() {
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this.playSoundAtCurrentPosition(false);
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Entities.editEntity(this.spotlight, {
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intensity: 0
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@ -193,7 +185,8 @@
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});
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this.lightOn = false;
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},
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turnLightOn: function () {
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turnLightOn: function() {
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this.playSoundAtCurrentPosition(true);
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Entities.editEntity(this.glowLight, {
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@ -204,16 +197,8 @@
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});
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this.lightOn = true;
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},
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// preload() will be called when the entity has become visible (or known) to the interface
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// it gives us a chance to set our local JavaScript object up. In this case it means:
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// * remembering our entityID, so we can access it in cases where we're called without an entityID
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preload: function (entityID) {
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this.entityID = entityID;
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this.ON_SOUND = SoundCache.getSound(ON_SOUND_URL);
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this.OFF_SOUND = SoundCache.getSound(OFF_SOUND_URL);
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},
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playSoundAtCurrentPosition: function (playOnSound) {
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playSoundAtCurrentPosition: function(playOnSound) {
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var position = Entities.getEntityProperties(this.entityID, "position").position;
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var audioProperties = {
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@ -228,10 +213,21 @@
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}
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},
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// unload() will be called when our entity is no longer available. It may be because we were deleted,
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// or because we've left the domain or quit the application.
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unload: function () {
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preload: function(entityID) {
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// preload() will be called when the entity has become visible (or known) to the interface
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// it gives us a chance to set our local JavaScript object up. In this case it means:
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// * remembering our entityID, so we can access it in cases where we're called without an entityID
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// * preloading sounds
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this.entityID = entityID;
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this.ON_SOUND = SoundCache.getSound(ON_SOUND_URL);
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this.OFF_SOUND = SoundCache.getSound(OFF_SOUND_URL);
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},
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unload: function() {
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// unload() will be called when our entity is no longer available. It may be because we were deleted,
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// or because we've left the domain or quit the application.
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if (this.hasSpotlight) {
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Entities.deleteEntity(this.spotlight);
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Entities.deleteEntity(this.glowLight);
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@ -242,8 +238,8 @@
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this.lightOn = false;
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}
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},
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};
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// entity scripts always need to return a newly constructed object of our type
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