mirror of
https://github.com/overte-org/overte.git
synced 2025-04-07 11:12:32 +02:00
76 lines
3.3 KiB
JavaScript
76 lines
3.3 KiB
JavaScript
//
|
|
// detectTouchExample.js
|
|
// examples/entityScripts
|
|
//
|
|
// Created by Brad Hefta-Gaub on 9/3/15.
|
|
// Copyright 2015 High Fidelity, Inc.
|
|
//
|
|
// This is an example of an entity script which when assigned to an entity, will detect when the entity is being touched by the avatars hands
|
|
//
|
|
// Distributed under the Apache License, Version 2.0.
|
|
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
|
//
|
|
|
|
(function() {
|
|
Script.include("../libraries/utils.js");
|
|
|
|
var _this;
|
|
|
|
// this is the "constructor" for the entity as a JS object we don't do much here, but we do want to remember
|
|
// our this object, so we can access it in cases where we're called without a this (like in the case of various global signals)
|
|
DetectTouched = function() {
|
|
_this = this;
|
|
};
|
|
|
|
DetectTouched.prototype = {
|
|
|
|
// update() will be called regulary, because we've hooked the update signal in our preload() function.
|
|
// we will check the avatars hand positions and if either hand is in our bounding box, we will notice that
|
|
update: function() {
|
|
// because the update() signal doesn't have a valid this, we need to use our memorized _this to access our entityID
|
|
var entityID = _this.entityID;
|
|
|
|
var leftHandPosition = MyAvatar.getLeftPalmPosition();
|
|
var rightHandPosition = MyAvatar.getRightPalmPosition();
|
|
var props = Entities.getEntityProperties(entityID);
|
|
var entityMinPoint = props.boundingBox.brn;
|
|
var entityMaxPoint = props.boundingBox.tfl;
|
|
|
|
if (pointInExtents(leftHandPosition, entityMinPoint, entityMaxPoint) || pointInExtents(rightHandPosition, entityMinPoint, entityMaxPoint)) {
|
|
|
|
// remember we're being grabbed so we can detect being released
|
|
_this.beingTouched = true;
|
|
|
|
// print out that we're being grabbed
|
|
print("I'm being touched...");
|
|
|
|
} else if (_this.beingTouched) {
|
|
|
|
// if we are not being grabbed, and we previously were, then we were just released, remember that
|
|
// and print out a message
|
|
_this.beingTouched = false;
|
|
print("I'm am no longer being touched...");
|
|
}
|
|
},
|
|
|
|
// preload() will be called when the entity has become visible (or known) to the interface
|
|
// it gives us a chance to set our local JavaScript object up. In this case it means:
|
|
// * remembering our entityID, so we can access it in cases where we're called without an entityID
|
|
// * connecting to the update signal so we can check our grabbed state
|
|
preload: function(entityID) {
|
|
print("preload!");
|
|
this.entityID = entityID;
|
|
Script.update.connect(this.update);
|
|
},
|
|
|
|
// unload() will be called when our entity is no longer available. It may be because we were deleted,
|
|
// or because we've left the domain or quit the application. In all cases we want to unhook our connection
|
|
// to the update signal
|
|
unload: function(entityID) {
|
|
Script.update.disconnect(this.update);
|
|
},
|
|
};
|
|
|
|
// entity scripts always need to return a newly constructed object of our type
|
|
return new DetectTouched();
|
|
})
|