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Removing edge finding calculations
This commit is contained in:
parent
ebb530aaac
commit
cffb0be384
7 changed files with 47 additions and 418 deletions
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@ -16,7 +16,7 @@ Script.include("magSticks/handController.js");
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var magBalls = new MagBalls();
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// Clear any previous balls
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magBalls.clear();
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// magBalls.clear();
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// How close do we need to be to a ball to select it.... radius + 10%
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var BALL_SELECTION_RADIUS = BALL_SIZE / 2.0 * 1.5;
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@ -1,3 +1,10 @@
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//
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// Created by Bradley Austin Davis on 2015/08/29
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// Copyright 2015 High Fidelity, Inc.
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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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//
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// A collection of nodes and edges connecting them.
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Graph = function() {
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@ -1,28 +1,14 @@
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//
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// Created by Bradley Austin Davis on 2015/08/29
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// Copyright 2015 High Fidelity, Inc.
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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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//
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LEFT_CONTROLLER = 0;
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RIGHT_CONTROLLER = 1;
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WAND_LIFETIME = 30;
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var WAND_PROPERTIES = {
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type: "Model",
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modelURL: "file:///f:/Downloads/wand.FBX",
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ignoreForCollisions: true,
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dimensions: {
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x: 0.1,
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y: 0.1,
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z: 0.1
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},
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lifetime: 30
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};
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if (!Date.now) {
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Date.now = function now() {
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return new Date().getTime();
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};
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}
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// FIXME add a customizable wand model and a mechanism to switch between wands
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HandController = function(side) {
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this.side = side;
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this.palm = 2 * side;
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@ -38,9 +24,7 @@ HandController = function(side) {
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solid: true,
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visible: false,
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});
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//this.wand = Entities.addEntity(WAND_PROPERTIES);
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// Connect to desired events
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var _this = this;
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Controller.actionEvent.connect(function(action, state) {
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@ -1,3 +1,10 @@
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//
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// Created by Bradley Austin Davis on 2015/08/29
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// Copyright 2015 High Fidelity, Inc.
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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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//
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var SELECTION_OVERLAY = {
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position: {
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x: 0,
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@ -1,3 +1,10 @@
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//
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// Created by Bradley Austin Davis on 2015/08/29
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// Copyright 2015 High Fidelity, Inc.
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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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//
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var BALL_NAME = "MagBall"
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var EDGE_NAME = "MagStick"
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@ -70,14 +77,7 @@ var EDGE_PROTOTYPE = LINE_PROTOTYPE;
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// A collection of balls and edges connecting them.
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MagBalls = function() {
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this.selectedNodes = {};
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Graph.call(this);
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var _this = this;
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Script.update.connect(function(deltaTime) {
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_this.onUpdate(deltaTime);
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});
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Script.scriptEnding.connect(function() {
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_this.onCleanup();
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});
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@ -94,10 +94,10 @@ MagBalls.prototype.createNodeEntity = function(customProperies) {
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return Entities.addEntity(mergeObjects(BALL_PROTOTYPE, customProperies));
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}
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MagBalls.prototype.getEdgeProperties = function(nodeIdA, nodeIdB) {
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MagBalls.prototype.createEdgeEntity = function(nodeIdA, nodeIdB) {
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var apos = this.getNodePosition(nodeIdA);
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var bpos = this.getNodePosition(nodeIdB);
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return {
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return Entities.addEntity(mergeObjects(EDGE_PROTOTYPE, {
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position: apos,
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linePoints: [ ZERO_VECTOR, Vec3.subtract(bpos, apos) ],
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userData: JSON.stringify({
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@ -107,12 +107,7 @@ MagBalls.prototype.getEdgeProperties = function(nodeIdA, nodeIdB) {
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length: BALL_DISTANCE
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}
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})
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};
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}
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MagBalls.prototype.createEdgeEntity = function(nodeIdA, nodeIdB) {
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var customProperties = this.getEdgeProperties(nodeIdA, nodeIdB)
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return Entities.addEntity(mergeObjects(EDGE_PROTOTYPE, customProperties));
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}));
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}
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MagBalls.prototype.findPotentialEdges = function(nodeId) {
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@ -178,340 +173,10 @@ MagBalls.prototype.releaseBall = function(releasedBall) {
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for (var otherBallId in targets) {
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this.createEdge(otherBallId, releasedBall);
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}
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this.clean();
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return;
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// sort other balls by distance from the stick length
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var createdEdge = false;
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while (true) {
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// Get the list of candidate connections
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var variances = this.findPotentialEdges(releasedBall);
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// sort them by the difference from an ideal distance
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var targetBalls = Object.keys(variances);
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if (!targetBalls.length) {
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break;
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}
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// special case when there are 2 potential matches,
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// try to create a ring on a plane
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if (targetBalls.length == 2 && this.tryCreateRing(targetBalls, releasedBall)) {
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createdEdge = true;
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break;
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}
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// special case when there are 3 potential matches,
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// try create a fan
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if (targetBalls.length == 3 && this.tryCreateFan(targetBalls, releasedBall)) {
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createdEdge = true;
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break;
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}
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targetBalls.sort(function(a, b){
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return variances[a] - variances[b];
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});
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// find the nearest matching unconnected ball and create an edge to it
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// if possible
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// note that createEdge will preferentially move the second entity, the
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// released ball
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// in order to create a fit
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var str = "Attempt to create edge between " + targetBalls[0] + " and " + releasedBall;
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if (!this.tryCreateEdge(targetBalls[0], releasedBall)) {
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logDebug(str + "failed");
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var nodeDistance = this.getNodeDistance(targetBalls[0], releasedBall);
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var variance = this.getVariance(nodeDistance);
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logDebug("Distance was " + (nodeDistance * 100).toFixed(2) + "cm with a variance of " + variance);
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break;
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}
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logDebug(str + " succeeded");
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releasePosition = this.getNodePosition(releasedBall);
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// Record that we created at least one edge
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createdEdge = true;
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}
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if (createdEdge) {
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// FIXME play a snap sound
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}
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this.clean();
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this.validate();
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}
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MagBalls.prototype.tryCreateEdge = function(from, to) {
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var fromPos = this.getNodePosition(from);
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var toPos = this.getNodePosition(to);
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var vector = Vec3.subtract(toPos, fromPos);
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var originalLength = Vec3.length(vector);
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var variance = this.getVariance(originalLength);
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// if they're already at a close enough distance, just create the edge
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if (variance < EPSILON) {
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logDebug("Length " + originalLength + " with variance of " + (variance * 100).toFixed(2) + " is within epislon " + EPSILON) ;
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// close enough for government work
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this.createEdge(from, to);
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return true;
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}
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// FIXME find the constraints on `from` and `to` and determine if there is a
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// new positiong
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// for 'to' that keeps it's current connections and connects with 'from'
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// Do only first order scanning for now, unless we can expose a mechanism
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// for interacting
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// to reach equilibrium via Bullet
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// * a ball zero edges is fully free...
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// * a ball with one edge free to move on a sphere section
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// * a ball with two edges is free to move in a circle
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// * a ball with more than two edges is not free to move
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// Zero edges for the destination
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var existingEdges = Object.keys(this.nodes[to]);
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var edgeCount = existingEdges.length;
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if (!edgeCount) {
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// Easy case 1: unconnected ball
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// Move the ball along it's current path to match the desired distance
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vector = Vec3.multiply(BALL_DISTANCE, Vec3.normalize(vector));
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// Add the vector to the starting position to find the new position
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var newPosition = Vec3.sum(vector, fromPos);
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// update the entity
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Entities.editEntity(to, { position: newPosition });
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moved = true;
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} else if (edgeCount > 2) {
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// Easy case 2: locked position ball
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// FIXME should check the target ball to see if it can be moved.
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// Possible easy solution is to recurse into this.createEdge and swap
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// the parameters,
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// but need to prevert infinite recursion
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// for now...
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return false;
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} else {
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var connectedBalls = this.getConnectedNodes(to);
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// find the other balls connected, will be either 1 or 2
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var origin = { x: 0, y: 0, z: 0 };
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for (var nodeId in connectedBalls) {
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origin = Vec3.sum(origin, this.getNodePosition(nodeId));
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}
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if (edgeCount > 1) {
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origin = Vec3.multiply(origin, 1 / edgeCount);
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}
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// logDebug("Using origin " + vec3toStr(origin));
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if (edgeCount == 1) {
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// vectors from the temp origin to the two balls.
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var v1 = Vec3.subtract(toPos, origin);
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var v2 = Vec3.subtract(fromPos, origin);
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// ortogonal to the solution plane
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var o1 = Vec3.normalize(Vec3.cross(Vec3.normalize(v2), Vec3.normalize(v1)));
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// addLine(origin, o1, COLORS.RED); // debugging
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// orthogonal to o1, lying on the solution plane
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var o2 = Vec3.normalize(Vec3.cross(o1, Vec3.normalize(v2)));
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// addLine(origin, o2, COLORS.YELLOW); // debugging
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// The adjacent side of a right triangle containg the
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// solution as one of the points
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var v3 = Vec3.multiply(0.5, v2);
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// The length of the adjacent side of the triangle
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var l1 = Vec3.length(v3);
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// The length of the hypotenuse
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var r = BALL_DISTANCE;
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// No connection possible
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if (l1 > r) {
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return false;
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}
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// The length of the opposite side
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var l2 = Math.sqrt(r * r - l1 * l1);
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// vector with the length and direction of the opposite side
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var v4 = Vec3.multiply(l2, Vec3.normalize(o2));
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// Add the adjacent vector and the opposite vector to get the
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// hypotenuse vector
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var result = Vec3.sum(v3, v4);
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// move back into world space
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result = Vec3.sum(origin, result);
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// update the entity
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Entities.editEntity(to, { position: result });
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} else {
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// Has a bug of some kind... validation fails after this
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// Debugging marker
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//Entities.addEntity(mergeObjects(BALL_PROTOTYPE, {
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// position: origin,
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// color: COLORS.YELLOW,
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// dimensions: Vec3.multiply(0.4, BALL_DIMENSIONS)
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//}));
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var v1 = Vec3.subtract(fromPos, origin);
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// addLine(origin, v1, COLORS.RED); // debugging
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var v2 = Vec3.subtract(toPos, origin);
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// addLine(origin, v2, COLORS.GREEN); // debugging
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// the lengths of v1 and v2 represent the lengths of two sides
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// of the triangle we need to build.
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var l1 = Vec3.length(v1);
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var l2 = Vec3.length(v2);
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// The remaining side is the edge we are trying to create, so
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// it will be of length BALL_DISTANCE
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var l3 = BALL_DISTANCE;
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// given this triangle, we want to know the angle between l1 and l2
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// (this is NOT the same as the angle between v1 and v2, because we
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// are trying to rotate v2 around o1 to find a solution
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// Use law of cosines to find the angle: cos A = (b^2 + c^2 − a^2) /
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// 2bc
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var cosA = (l1 * l1 + l2 * l2 - l3 * l3) / (2.0 * l1 * l2);
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// Having this angle gives us all three angles of the right triangle
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// containing
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// the solution, along with the length of the hypotenuse, which is
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// l2
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var hyp = l2;
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// We need to find the length of the adjacent and opposite sides
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// since cos(A) = adjacent / hypotenuse, then adjacent = hypotenuse
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// * cos(A)
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var adj = hyp * cosA;
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// Pythagoras gives us the opposite side length
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var opp = Math.sqrt(hyp * hyp - adj * adj);
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// v1 is the direction vector we need for the adjacent side, so
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// resize it to
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// the proper length
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v1 = Vec3.multiply(adj, Vec3.normalize(v1));
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// addLine(origin, v1, COLORS.GREEN); // debugging
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// FIXME, these are not the right normals, because the ball needs to rotate around the origin
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// This is the normal to the plane on which our solution lies
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var o1 = Vec3.cross(v1, v2);
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// Our final side is a normal to the plane defined by o1 and v1
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// and is of length opp
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var o2 = Vec3.multiply(opp, Vec3.normalize(Vec3.cross(o1, v1)));
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// Our final result is the sum of v1 and o2 (opposite side vector +
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// adjacent side vector)
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var result = Vec3.sum(v1, o2);
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// Move back into world space
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result = Vec3.sum(origin, result);
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// update the entity
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Entities.editEntity(to, { position: result });
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}
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}
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// Fixup existing edges if we moved the ball
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for (var edgeId in this.nodes[to]) {
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this.fixupEdge(edgeId);
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}
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this.createEdge(from, to);
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return true;
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}
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MagBalls.prototype.tryCreateRing = function(fromBalls, to) {
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// FIXME, if the user tries to connect two points, attempt to
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// walk the graph and see if they're creating a ring of 4 or
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// more vertices, if so and they're within N percent of lying
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// on a plane, then adjust them all so they lie on a plance
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return false;
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}
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function pausecomp(millis) {
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var date = new Date();
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var curDate = null;
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do { curDate = new Date(); } while(curDate-date < millis);
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}
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// find a normal between three points
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function findNormal(a, b, c) {
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var aa = Vec3.subtract(a, b);
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var cc = Vec3.subtract(c, b);
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return Vec3.cross(aa, cc);
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}
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MagBalls.prototype.tryCreateFan = function(fromBalls, to) {
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logDebug("Attempting to create fan");
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// if the user tries to connect three points, attempt to
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// walk the graph and see if they're creating fan, adjust all the
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// points to lie on a plane an equidistant from the shared vertex
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// A fan may exist if given three potential connections, two of the connection
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// share and edge with the third
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var a = fromBalls[0];
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var b = fromBalls[1];
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var c = fromBalls[2];
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var ab = this.areConnected(a, b);
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var bc = this.areConnected(b, c);
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var ca = this.areConnected(c, a);
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if (ab && bc && ca) {
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// tetrahedron, let the generic code handle it
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return false;
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}
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var crux = null;
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var left = null;
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var right = null;
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if (ab && bc) {
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crux = b;
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left = a;
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right = c;
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} else if (bc && ca) {
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crux = a;
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left = b;
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right = a;
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} else if (ca && ab) {
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crux = a;
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left = c;
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right = b;
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}
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if (crux == null) {
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// we don't have two nodes which share edges with the third, so fail
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return false;
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}
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var loop = this.findShortestPath(left, right, { exclude: crux });
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if (!loop) {
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return false;
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}
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// find the normal to the target plane
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var origin = this.getNodePosition(crux);
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var normals = [];
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var averageNormal = ZERO_VECTOR;
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for (var i = 0; i < loop.length - 2; ++i) {
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var a = loop[i];
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var b = loop[i + 1];
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var c = loop[i + 2];
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var apos = this.getNodePosition(a);
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var bpos = this.getNodePosition(b);
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var cpos = this.getNodePosition(c);
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var normal = Vec3.normalize(findNormal(apos, bpos, cpos));
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averageNormal = Vec3.sum(averageNormal, normal);
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addLine(bpos, normal, COLORS.YELLOW);
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normals.push(normal);
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}
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averageNormal = Vec3.normalize(Vec3.multiply(1 / normals.length, averageNormal));
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addLine(origin, averageNormal, COLORS.RED);
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// FIXME need to account for locked nodes... if there are 3 locked nodes on the loop,
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// then find their cross product
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// if there are more than 3 locked nodes on the loop, check if they have matching cross
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// products, otherwise fail
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return false;
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}
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MagBalls.prototype.fixupEdge = function(edgeId) {
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||||
var ballsInEdge = Object.keys(this.edges[edgeId]);
|
||||
var customProperties = this.getEdgeProperties(ballsInEdge[0], ballsInEdge[1]);
|
||||
Entities.editEntity(edgeId, customProperties);
|
||||
}
|
||||
|
||||
MagBalls.prototype.getVariance = function(distance) {
|
||||
// Given two points, how big is the difference between their distance
|
||||
|
@ -550,24 +215,3 @@ MagBalls.prototype.clear = function() {
|
|||
}, this);
|
||||
}
|
||||
}
|
||||
|
||||
// Override to check lengths as well as connection consistency
|
||||
MagBalls.prototype.validate = function() {
|
||||
var error = Graph.prototype.validate.call(this);
|
||||
|
||||
if (!error) {
|
||||
for (edgeId in this.edges) {
|
||||
var length = this.getEdgeLength(edgeId);
|
||||
var variance = this.getVariance(length);
|
||||
if (variance > EPSILON) {
|
||||
Entities.editEntity(edgeId, { color: COLORS.RED });
|
||||
|
||||
logDebug("Edge " + edgeId + " length " + (length * 100).toFixed(2) + " cm variance " + (variance * 100).toFixed(3) + "%");
|
||||
error = true;
|
||||
}
|
||||
}
|
||||
if (error) {
|
||||
logDebug(EPSILON);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,7 +6,6 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
(function(){
|
||||
this.preload = function(entityId) {
|
||||
this.MIN_CHECK_INTERVAL = 0.05;
|
||||
|
@ -18,26 +17,22 @@
|
|||
var userData = JSON.parse(properties.userData);
|
||||
this.start = userData.magBalls.start;
|
||||
this.end = userData.magBalls.end;
|
||||
this.originalColor = properties.color;
|
||||
this.desiredLength = userData.magBalls.length;
|
||||
this.timeSinceLastUpdate = 0;
|
||||
this.nextCheckInterval = this.MIN_CHECK_INTERVAL;
|
||||
|
||||
print("preload("+entityId+") " + this.start + " -> " + this.end + " " + this.desiredLength);
|
||||
|
||||
// FIXME do I really need to do this nonsense?
|
||||
var _this = this;
|
||||
this.updateWrapper = function(deltaTime) {
|
||||
_this.onUpdate(deltaTime);
|
||||
};
|
||||
Script.update.connect(this.updateWrapper);
|
||||
|
||||
Script.scriptEnding.connect(function() {
|
||||
_this.onCleanup();
|
||||
});
|
||||
|
||||
Entities.deletingEntity.connect(function(entityId) {
|
||||
if (_this.entityId == entityId) {
|
||||
_this.onCleanup();
|
||||
}
|
||||
_this.onCleanup();
|
||||
});
|
||||
};
|
||||
|
||||
|
@ -57,20 +52,12 @@
|
|||
return;
|
||||
}
|
||||
this.decrementCheckInterval();
|
||||
print("Length is wrong: " + (length * 100).toFixed(1) + "cm variance " + variance);
|
||||
|
||||
var adjustmentVector = Vec3.multiply(variance / 4, this.vector);
|
||||
var newPosition = Vec3.sum(Vec3.multiply(-1, adjustmentVector), this.position);
|
||||
var newVector = Vec3.sum(Vec3.multiply(2, adjustmentVector), this.vector);
|
||||
var newLength = Vec3.length(newVector);
|
||||
var newVariance = this.getVariance(newLength);
|
||||
var color = { color: this.originalColor }
|
||||
if (Math.abs(newVariance) > this.MAX_VARIANCE) {
|
||||
color = { red: 255, green: 0, blue: 0 };
|
||||
}
|
||||
print("Updating entity to new variance " + newVariance);
|
||||
Entities.editEntity(this.entityId, {
|
||||
color: color,
|
||||
position: newPosition,
|
||||
linePoints: [ this.ZERO_VECTOR, newVector ]
|
||||
});
|
||||
|
@ -80,7 +67,6 @@
|
|||
Entities.editEntity(this.end, {
|
||||
position: Vec3.sum(newPosition, newVector)
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -93,8 +79,10 @@
|
|||
}
|
||||
|
||||
this.onCleanup = function() {
|
||||
print("Stopping spring script");
|
||||
Script.update.disconnect(this.updateWrapper);
|
||||
if (this.updateWrapper) {
|
||||
Script.update.disconnect(this.updateWrapper);
|
||||
delete this.updateWrapper;
|
||||
}
|
||||
}
|
||||
|
||||
this.getVariance = function(length) {
|
||||
|
@ -132,12 +120,4 @@
|
|||
}
|
||||
this.position = startPos;
|
||||
}
|
||||
|
||||
this.enterEntity = function(entityId) {
|
||||
print("enterEntity("+entityId+")");
|
||||
};
|
||||
|
||||
this.leaveEntity = function(entityId) {
|
||||
print("leaveEntity("+entityId+")");
|
||||
};
|
||||
});
|
||||
|
|
|
@ -1,3 +1,10 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2015/08/29
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
vec3toStr = function (v, digits) {
|
||||
if (!digits) { digits = 3; }
|
||||
|
|
Loading…
Reference in a new issue