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Update sword script for current controller/physics behavior.
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commit
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1 changed files with 20 additions and 10 deletions
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@ -175,10 +175,12 @@ function positionStick(stickOrientation) {
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inHand = false;
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Entities.updateAction(stickID, actionID, {
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relativePosition: offset,
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relativeRotation: stickOrientation
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relativeRotation: stickOrientation,
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hand: "right"
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});
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}
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function resetToHand() { // Maybe coordinate with positionStick?
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function resetToHand() { // For use with controllers, puts the sword in contact with the hand.
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// Maybe coordinate with positionStick?
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if (inHand) { // Optimization: bail if we're already inHand.
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return;
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}
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@ -191,14 +193,14 @@ function resetToHand() { // Maybe coordinate with positionStick?
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});
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inHand = true;
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}
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function isControllerActive() {
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// I don't think the hydra API provides any reliable way to know whether a particular controller is active. Ask for both.
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controllerActive = (Vec3.length(Controller.getSpatialControlPosition(3)) > 0) || Vec3.length(Controller.getSpatialControlPosition(4)) > 0;
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return controllerActive;
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}
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function mouseMoveEvent(event) {
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if (event.deviceID) { // Not a MOUSE mouse event, but a (e.g., hydra) mouse event, with x/y that is not meaningful for us.
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resetToHand(); // Can only happen when controller is uncradled, so let's drive with that, resetting our attachement.
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return;
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}
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controllerActive = (Vec3.length(Controller.getSpatialControlPosition(controllerID)) > 0);
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//print("Mouse move with hand controller " + (controllerActive ? "active" : "inactive") + JSON.stringify(event));
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if (controllerActive || !isFighting()) {
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// When a controller like the hydra gives a mouse event, the x/y is not meaningful to us, but we can detect with a truty deviceID
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if (event.deviceID || !isFighting() || isControllerActive()) {
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print('Attempting attachment reset');
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resetToHand();
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return;
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@ -244,12 +246,20 @@ function cleanUp(leaveButtons) {
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}
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function makeSword() {
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initControls();
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var swordPosition;
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if (!isControllerActive()) { // Dont' knock yourself with sword
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swordPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(MyAvatar.orientation)));
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} else if (hand === 'right') {
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swordPosition = MyAvatar.getRightPalmPosition();
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} else {
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swordPosition = MyAvatar.getLeftPalmPosition();
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}
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stickID = Entities.addEntity({
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type: "Model",
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modelURL: swordModel,
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compoundShapeURL: swordCollisionShape,
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dimensions: dimensions,
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position: (hand === 'right') ? MyAvatar.getRightPalmPosition() : MyAvatar.getLeftPalmPosition(), // initial position doesn't matter, as long as it's close
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position: swordPosition,
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rotation: MyAvatar.orientation,
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damping: 0.1,
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collisionSoundURL: swordCollisionSoundURL,
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