Rob Kaysoncoding standarda12e8e39 years agoHistory
106 lines · 3.3 KB · JavaScript
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"use strict";/* jslint vars: true, plusplus: true, forin: true*//* globals Tablet, Script, AvatarList, Users, Entities, MyAvatar, Camera, Overlays, Vec3, Quat, Controller, print, getControllerWorldLocation *//* eslint indent: ["error", 4, { "outerIIFEBody": 0 }] *///// floatinLantern.js//// Created by MrRoboman on 17/05/04// Copyright 2017 High Fidelity, Inc.//// Makes floating lanterns rise upon being released and corrects their rotation as the fly.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html (function() {    var _this;     var SLOW_SPIN_THRESHOLD = 0.1;    var ROTATION_COMPLETE_THRESHOLD = 0.01;    var ROTATION_SPEED = 0.2;    var HOME_ROTATION = {x: 0, y: 0, z: 0, w: 0};      floatingLantern = function() {        _this = this;        this.updateConnected = false;    };     floatingLantern.prototype = {         preload: function(entityID) {            this.entityID = entityID;        },         unload: function(entityID) {            this.disconnectUpdate();        },         startNearGrab: function() {            this.disconnectUpdate();        },         startDistantGrab: function() {            this.disconnectUpdate();        },         releaseGrab: function() {            Entities.editEntity(this.entityID, {                gravity: {                    x: 0,                    y: 0.5,                    z: 0                }            });        },         update: function(dt) {            var lanternProps = Entities.getEntityProperties(_this.entityID);             if (lanternProps && lanternProps.rotation && lanternProps.owningAvatarID === MyAvatar.sessionUUID) {                 var spinningSlowly = (                    Math.abs(lanternProps.angularVelocity.x) < SLOW_SPIN_THRESHOLD &&                    Math.abs(lanternProps.angularVelocity.y) < SLOW_SPIN_THRESHOLD &&                    Math.abs(lanternProps.angularVelocity.z) < SLOW_SPIN_THRESHOLD                );                 var rotationComplete = (                    Math.abs(lanternProps.rotation.x - HOME_ROTATION.x) < ROTATION_COMPLETE_THRESHOLD &&                    Math.abs(lanternProps.rotation.y - HOME_ROTATION.y) < ROTATION_COMPLETE_THRESHOLD &&                    Math.abs(lanternProps.rotation.z - HOME_ROTATION.z) < ROTATION_COMPLETE_THRESHOLD                );                 if (spinningSlowly && !rotationComplete) {                    var newRotation = Quat.slerp(lanternProps.rotation, HOME_ROTATION, ROTATION_SPEED * dt);                     Entities.editEntity(_this.entityID, {                        rotation: newRotation,                        angularVelocity: {                            x: 0,                            y: 0,                            z: 0                        }                    });                }            }        },         connectUpdate: function() {            if (!this.updateConnected) {                this.updateConnected = true;                Script.update.connect(this.update);            }        },         disconnectUpdate: function() {            if (this.updateConnected) {                this.updateConnected = false;                Script.update.disconnect(this.update);            }        }    };     return new floatingLantern();});