overte/examples/light_modifier
2015-12-19 19:14:56 -08:00
..
closeButton.js cleanup 2015-12-18 16:35:06 -08:00
lightLoader.js working non kinematic release 2015-12-17 10:58:14 -08:00
lightModifier.js slider should stay with avatr 2015-12-19 19:14:56 -08:00
lightModifierTestScene.js cleanup 2015-12-18 16:44:20 -08:00
lightParent.js prep for close button 2015-12-17 17:17:04 -08:00
README.md readme 2015-12-19 19:14:19 -08:00
slider.js update overlays when cutoff slider is used 2015-12-19 12:49:42 -08:00

This PR demonstrates one way in-world editing of objects might work.

Running this script will show light overlay icons in-world. Enter edit mode by running your distance beam through a light overlay. Exit using the red X.

When you distant grab the sliders, you can move them along their axis to change their values. You may also rotate / move the block to which the spotlight is attached.

To test: https://rawgit.com/imgntn/hifi/light_mod/examples/lights/lightLoader.js To reset, I recommend stopping all scripts then re-loading lightLoader.js

When you run the lightLoader.js script, several scripts will be loaded:

  • handControllerGrab.js (will not impart velocity when you move the parent or a slider, will not move sliders with head movement,will constrain movement for a slider to a given axis start and end)
  • lightModifier.js (listens for message to create sliders for a given light)
  • lightModifierTestScene.js (creates a light)
  • slider.js (attached to each slider entity)
  • lightParent.js (attached to a 3d model of a light, to which a light is parented, so you can move it around. or keep the current parent if a light already has a parent)
  • closeButton.js (for closing the ui)
  • ../libraries/lightOverlayManager.js (shows 2d overlays for lights in the world)
  • ../libraries/entitySelectionTool.js (visualizes volume of the lights)

Current sliders are (top to bottom): red green blue intensity cutoff exponent

capture