mirror of
https://github.com/overte-org/overte.git
synced 2025-07-23 01:00:50 +02:00
bow work
This commit is contained in:
parent
c0cb8b542e
commit
fb5b600211
2 changed files with 233 additions and 157 deletions
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@ -66,8 +66,6 @@
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} else {
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return false;
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}
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},
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createGlowBox: function() {
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@ -15,7 +15,7 @@
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// notching system
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// make arrows more visible
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// make arrow rotate toward ground as it flies
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// different model? compound bow will look better in the HMD, and be easier to aim. this is what HTC uses in the longbow demo: http://www.turbosquid.com/3d-models/3d-model-bow-arrow/773106
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// different model? compound bow will look better in the HMD, and be easier to aim. http://www.turbosquid.com/3d-models/3d-model-bow-arrow/773106
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// add noise when you release arrow -> add the sound to the arrow and keep it with position so you hear it whizz by
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// add noise when you draw string
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// re-enable arrows sticking when they hit
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@ -53,6 +53,8 @@
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z: 0
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};
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var ARROW_TIP_OFFSET = 0.32;
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var TOP_NOTCH_OFFSET = 0.5;
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var BOTTOM_NOTCH_OFFSET = 0.5;
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@ -76,24 +78,21 @@
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};
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var NOTCH_DETECTOR_DIMENSIONS = {
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x: 0,
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y: 0,
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z: 0
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x: 0.25,
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y: 0.25,
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z: 0.25
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};
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var NOTCH_DETECTOR_DISTANCE = 0.1;
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var RELOAD_DETECTOR_OFFSET = {
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x: 0,
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y: 0,
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z: 0
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};
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var RELOAD_DETECTOR_OFFSET = 0.3;
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var RELOAD_DETECTOR_DIMENSIONS = {
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x: 0,
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y: 0,
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z: 0
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x: 0.5,
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y: 0.5,
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z: 0.5
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};
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var RELOAD_DETECTOR_DISTANCE = 0.1;
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var _this;
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@ -120,14 +119,17 @@
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// release to fire
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Bow.prototype = {
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useNotching: true,
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isGrabbed: false,
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stringDrawn: false,
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hasArrow: false,
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arrowTipPosition: null,
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arrowIsBurning: false,
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hasArrowLoaded: false,
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reloadDetector: null,
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hasArrowNotched: false,
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notchDetector: null,
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arrow: null,
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arrowIsBurning: false,
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fire: null,
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stringData: {
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currentColor: {
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@ -155,6 +157,139 @@
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this.hand = 'right';
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},
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startNearGrab: function() {
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if (this.isGrabbed === true) {
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return false;
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}
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this.isGrabbed = true;
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this.initialHand = this.hand;
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this.createReloadDetector();
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Entities.editEntity(this.entityID, {
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userData: JSON.stringify({
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grabbableKey: {
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turnOffOtherHand: true,
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turnOffOppositeBeam: true,
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invertSolidWhileHeld: true
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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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this.bowProperties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
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if (this.notchDetector === null) {
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this.createNotchDetector();
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}
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this.updateNotchDetectorPosition();
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this.updateReloadDetectorPosition();
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this.checkStringHand();
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if (this.useNotching === true) {
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this.checkArrowHand();
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if (this.hasArrowLoaded === false) {
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this.updateArrowPositionPreNotch();
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}
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if (this.hasArrowLoaded === true) {
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this.updateNotchDetectorPosition();
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}
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if (this.hasArrowNotched === true) {
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//only test for strings now that an arrow is notched
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// this.checkStringHand();
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//should probably draw a string straight across the bow until its notched
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}
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}
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},
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releaseGrab: function() {
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if (this.isGrabbed === true && this.hand === this.initialHand) {
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this.isGrabbed = false;
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this.stringDrawn = false;
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this.deleteStrings();
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this.hasArrow = false;
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Entities.deleteEntity(this.arrow);
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Entities.editEntity(this.entityID, {
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userData: JSON.stringify({
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grabbableKey: {
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turnOffOtherHand: false,
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turnOffOppositeBeam: true,
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invertSolidWhileHeld: true
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}
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})
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});
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Entities.deleteEntity(this.reloadDetector);
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Entities.deleteEntity(this.notchDetector);
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this.notchDetector = null;
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this.reloadDetector = null;
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// if(this.useNotching===true){
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// }
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}
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},
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createStrings: function() {
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this.createTopString();
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this.createBottomString();
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},
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createTopString: function() {
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var stringProperties = {
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type: 'Line',
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position: Vec3.sum(this.bowProperties.position, TOP_NOTCH_OFFSET),
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dimensions: LINE_DIMENSIONS
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};
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this.topString = Entities.addEntity(stringProperties);
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},
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createBottomString: function() {
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var stringProperties = {
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type: 'Line',
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position: Vec3.sum(this.bowProperties.position, BOTTOM_NOTCH_OFFSET),
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dimensions: LINE_DIMENSIONS
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};
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this.bottomString = Entities.addEntity(stringProperties);
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},
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deleteStrings: function() {
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Entities.deleteEntity(this.topString);
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Entities.deleteEntity(this.bottomString);
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},
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updateStringPositions: function() {
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var upVector = Quat.getUp(this.bowProperties.rotation);
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var upOffset = Vec3.multiply(upVector, TOP_NOTCH_OFFSET);
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var downVector = Vec3.multiply(-1, Quat.getUp(this.bowProperties.rotation));
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var downOffset = Vec3.multiply(downVector, BOTTOM_NOTCH_OFFSET);
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this.topStringPosition = Vec3.sum(this.bowProperties.position, upOffset);
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this.bottomStringPosition = Vec3.sum(this.bowProperties.position, downOffset);
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Entities.editEntity(this.topString, {
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position: this.topStringPosition
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});
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Entities.editEntity(this.bottomString, {
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position: this.bottomStringPosition
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});
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Entities.editEntity(this.preNotchString, {
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position: this.topStringPosition
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});
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},
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drawStrings: function() {
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this.updateStringPositions();
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@ -182,134 +317,39 @@
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},
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createStrings: function() {
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this.createTopString();
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this.createBottomString();
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},
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deleteStrings: function() {
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Entities.deleteEntity(this.topString);
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Entities.deleteEntity(this.bottomString);
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},
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createTopString: function() {
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createPreNotchString: function() {
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var stringProperties = {
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type: 'Line',
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position: Vec3.sum(this.bowProperties.position, TOP_NOTCH_OFFSET),
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dimensions: LINE_DIMENSIONS
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};
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this.topString = Entities.addEntity(stringProperties);
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this.preNotchString = Entities.addEntity(stringProperties);
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},
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createBottomString: function() {
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var stringProperties = {
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type: 'Line',
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position: Vec3.sum(this.bowProperties.position, BOTTOM_NOTCH_OFFSET),
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dimensions: LINE_DIMENSIONS
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};
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drawPreNotchStrings: function() {
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this.bottomString = Entities.addEntity(stringProperties);
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},
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this.updateStringPositions();
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updateStringPositions: function() {
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var upVector = Quat.getUp(this.bowProperties.rotation);
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var upOffset = Vec3.multiply(upVector, TOP_NOTCH_OFFSET);
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var downVector = Vec3.multiply(-1, Quat.getUp(this.bowProperties.rotation));
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var downOffset = Vec3.multiply(downVector, BOTTOM_NOTCH_OFFSET);
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this.topStringPosition = Vec3.sum(this.bowProperties.position, upOffset);
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this.bottomStringPosition = Vec3.sum(this.bowProperties.position, downOffset);
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Entities.editEntity(this.topString, {
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position: this.topStringPosition
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Entities.editEntity(this.preNotchString, {
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linePoints: [{
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x: 0,
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y: 0,
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z: 0
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}, Vec3.sum({
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x: 0,
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y: 0,
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z: 0
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}, BOTTOM_NOTCH_OFFSET * 2)],
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lineWidth: 5,
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color: this.stringData.currentColor
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});
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Entities.editEntity(this.bottomString, {
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position: this.bottomStringPosition
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});
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},
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startNearGrab: function() {
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if (this.isGrabbed === true) {
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return false;
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}
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this.isGrabbed = true;
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this.initialHand = this.hand;
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Entities.editEntity(this.entityID, {
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userData: JSON.stringify({
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grabbableKey: {
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turnOffOtherHand: true,
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turnOffOppositeBeam: true,
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invertSolidWhileHeld: true
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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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this.bowProperties = Entities.getEntityProperties(this.entityID, ["position", "rotation"]);
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this.checkStringHand();
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if (this.useNotching === true) {
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if (this.hasArrowLoaded === false) {
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this.updateReloadDetectorPosition();
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}
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if (this.hasArrowLoaded === true) {
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this.updateNotchDetectorPosition();
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}
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this.checkArrowHand();
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if (this.hasArrowNotched === true) {
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//only test for strings now that an arrow is notched
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this.checkStringHand();
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//should probably draw a string straight across the bow until its notched
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}
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}
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},
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createStringPreNotch: function() {
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var properties = {};
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this.preNotchString = Entities.addEntitiy(properties);
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},
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updatePreNotchStringPosition: function() {
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var position;
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Entities.editEntityProperties(this.preNotchString, {
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position: position
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})
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},
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deletePreNotchString: function() {
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Entities.deleteEntity(this.preNotchString);
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},
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releaseGrab: function() {
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if (this.isGrabbed === true && this.hand === this.initialHand) {
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this.isGrabbed = false;
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this.stringDrawn = false;
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this.deleteStrings();
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this.hasArrow = false;
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Entities.deleteEntity(this.arrow);
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Entities.editEntity(this.entityID, {
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userData: JSON.stringify({
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grabbableKey: {
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turnOffOtherHand: false,
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turnOffOppositeBeam: true,
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invertSolidWhileHeld: true
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}
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})
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});
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}
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},
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checkArrowHand: function() {
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if (this.initialHand === 'left') {
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@ -332,8 +372,11 @@
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testForHandInReloadDetector: function() {
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var arrowHandPosition = this.getArrowHandPosition();
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var reloadDetectorPosition = Entities.getEntityProperties(this.reloadDetector, "position");
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var fromArrowHandToReloadDetector = Vec3.distance(arrowHandPosition, reloadDetectorPosition);
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if (fromArrowHandToReloadDetector < RELEOAD_DETECTOR_DISTANCE) {
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var fromArrowHandToReloadDetector = Vec3.subtract(arrowHandPosition, reloadDetectorPosition);
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var distance = Vec3.length(fromArrowHandToReloadDetector);
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print('fromArrowHandToReloadDetector distance :: '+distance);
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if (fromArrowHandToReloadDetector < RELOAD_DETECTOR_DISTANCE) {
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print('ARROW LOADED');
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this.hasArrowLoaded = true;
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}
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},
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@ -341,8 +384,10 @@
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testForHandInNotchDetector: function() {
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var arrowHandPosition = this.getArrowHandPosition();
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var notchDetectorPosition = Entities.getEntityProperties(this.notchDetector, "position");
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var fromArrowHandToNotchDetector = Vec3.distance(arrowHandPosition, notchDetectorPosition);
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if (fromArrowHandToNotchDetector < NOTCH_DETECTOR_DISTANCE) {
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var fromArrowHandToNotchDetector = Vec3.subtract(arrowHandPosition, notchDetectorPosition);
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var distance = Vec3.length(fromArrowHandToNotchDetector);
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if (distance < NOTCH_DETECTOR_DISTANCE) {
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print('ARROW NOTCHED');
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this.hasArrowNotched = true;
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this.notchArrow();
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}
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@ -452,21 +497,33 @@
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},
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updateArrowPositionPreNotch: function() {
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var arrowHandPosition = this.getArrowHandPosition();
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Entities.editEntity(this.arrow, {
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position: arrowPosition
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position: this.getArrowHandPosition(),
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rotatin: this.getArrowHandRotation()
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});
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if (this.arrowIsBurning === true) {
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Entities.editEntity(this.fire, {
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position: this.arrow.position
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position: arrowHandPosition
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});
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}
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},
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updateArrowPositionInNotch: function() {
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var notchPosition = this.notchDetectorPosition;
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Entities.editEntityProperties(this.arrow, {
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position: notchPosition
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})
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if (this.arrowIsBurning === true) {
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Entities.editEntity(this.fire, {
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position: arrowTipPosition
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});
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}
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},
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createArrow: function() {
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// print('CREATING ARROW');
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var arrowProperties = {
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@ -494,6 +551,12 @@
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},
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getArrowTipPosition: function() {
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var arrowPosition = this.getArrowPosition();
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var arrowTipPosition = Vec3.sum(arrowPosition, ARROW_TIP_OFFSET);
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return arrowTipPosition
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},
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releaseArrow: function() {
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var handToHand = Vec3.subtract(this.stringData.grabHandPosition, this.stringData.handPosition);
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@ -539,14 +602,33 @@
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return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
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},
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getReloadDetectorPosition: function() {
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var avatarHeadPosition = MyAvatar.getHeadPosition();
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var offsetDirection;
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this.initialHand === 'left' ? offsetDirection = Quat.getRight(MyAvatar.orientation) : offsetDirection = Vec3.multiply(-1, Quat.getRight(MyAvatar.orientation));
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var offset = Vec3.multiply(offsetDirection, RELOAD_DETECTOR_OFFSET);
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var detectorPosition = Vec3.sum(avatarHeadPosition, offset);
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return detectorPosition
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},
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createReloadDetector: function() {
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var detectorPosition = this.getReloadDetectorPosition();
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var detectorProperties = {
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type: 'Box',
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shapeType: 'box',
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visible: false,
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visible: true,
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ignoreForCollisions: true,
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dimensions: RELOAD_DETECTOR_DIMENSIONS,
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position: detectorPosition
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position: detectorPosition,
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color: {
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red: 255,
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green: 0,
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blue: 0
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}
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};
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this.reloadDetector = Entities.addEntity(detectorProperties);
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},
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|
@ -555,37 +637,34 @@
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var detectorProperties = {
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type: 'Box',
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shapeType: 'box',
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visible: false,
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visible: true,
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ignoreForCollisions: true,
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dimensions: NOTCH_DETECTOR_DIMENSIONS,
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position: detectorPosition
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position: detectorPosition,
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color: {
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red: 0,
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green: 255,
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blue: 0
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}
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};
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this.notchDetector = Entities.addEntity(detectorProperties);
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},
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updateReloadDetectorPosition: function() {
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this.reloadDetectorPosition = Vec3.sum(MyAvatar.position, RELOAD_DETECTOR_OFFSET);
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this.reloadDetectorPosition = this.getReloadDetectorPosition();
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Entities.editEntity(this.reloadDetector, {
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position: thi8s.reloadDetectorPosition
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position: this.reloadDetectorPosition
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});
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},
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updateNotchDetectorPosition: function() {
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this.notchDetectorPosition = Vec3.sum(MyAvatar.position, NOTCH_DETECTOR_OFFSET);
|
||||
this.notchDetectorPosition = Vec3.sum(this.bowProperties.position, NOTCH_DETECTOR_OFFSET);
|
||||
Entities.editEntity(this.notchDetector, {
|
||||
position: this.notchDetectorPosition
|
||||
position: this.notchDetectorPosition
|
||||
});
|
||||
},
|
||||
|
||||
updateArrowInHand: function() {
|
||||
var arrowHandPosition = this.getArrowHandPosition();
|
||||
|
||||
},
|
||||
|
||||
updateArrowInNotch: function() {
|
||||
var notchPosition = this.notchPosition
|
||||
},
|
||||
|
||||
setArrowOnFire: function() {
|
||||
|
||||
var myOrientation = Quat.fromPitchYawRollDegrees(-90, 0, 0.0);
|
||||
|
@ -598,7 +677,6 @@
|
|||
lastFrame: 10000
|
||||
});
|
||||
|
||||
|
||||
var fire = Entities.addEntity({
|
||||
type: "ParticleEffect",
|
||||
name: "Hifi-Arrow-Fire",
|
||||
|
|
Loading…
Reference in a new issue