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57 lines
2.3 KiB
JavaScript
57 lines
2.3 KiB
JavaScript
function filter(p) {
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/* block comments are ok, but not double-slash end-of-line-comments */
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/* Simple example: if someone specifies name, add an 'x' to it. Note that print is ok to use. */
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if (p.name) {p.name += 'x'; print('fixme name', p. name);}
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/* This example clamps y. A better filter would probably zero y component of velocity and acceleration. */
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if (p.position) {p.position.y = Math.min(1, p.position.y); print('fixme p.y', p.position.y);}
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/* Can also reject altogether */
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if (p.userData) { return false; }
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/* Reject if modifications made to Model properties */
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if (p.modelURL || p.compoundShapeURL || p.shape || p.shapeType || p.url || p.fps || p.currentFrame || p.running || p.loop || p.firstFrame || p.lastFrame || p.hold || p.textures || p.xTextureURL || p.yTextureURL || p.zTextureURL) { return false; }
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/* Clamp velocity to maxVelocity units/second. Zeroing each component of acceleration keeps us from slamming.*/
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var maxVelocity = 5;
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if (p.velocity) {
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if (Math.abs(p.velocity.x) > maxVelocity) {
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p.velocity.x = Math.sign(p.velocity.x) * maxVelocity;
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p.acceleration.x = 0;
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}
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if (Math.abs(p.velocity.y) > maxVelocity) {
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p.velocity.y = Math.sign(p.velocity.y) * maxVelocity;
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p.acceleration.y = 0;
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}
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if (Math.abs(p.velocity.z) > maxVelocity) {
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p.velocity.z = Math.sign(p.velocity.z) * maxVelocity;
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p.acceleration.z = 0;
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}
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}
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/* Define an axis-aligned zone in which entities are not allowed to enter. */
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/* This example zone corresponds to an area to the right of the spawnpoint
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in your Sandbox. It's an area near the big rock to the right. If an entity
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enters the zone, it'll move behind the rock.*/
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var boxMin = {x: 25.5, y: -0.48, z: -9.9};
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var boxMax = {x: 31.1, y: 4, z: -3.79};
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var zero = {x: 0.0, y: 0.0, z: 0.0};
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if (p.position) {
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var x = p.position.x;
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var y = p.position.y;
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var z = p.position.z;
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if ((x > boxMin.x && x < boxMax.x) &&
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(y > boxMin.y && y < boxMax.y) &&
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(z > boxMin.z && z < boxMax.z)) {
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/* Move it to the origin of the zone */
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p.position = boxMin;
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p.velocity = zero;
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p.acceleration = zero;
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}
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}
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/* If we make it this far, return the (possibly modified) properties. */
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return p;
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}
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