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Merge branch 'master' of https://github.com/highfidelity/hifi into hdr
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commit
10de1ac9b5
1 changed files with 22 additions and 33 deletions
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@ -33,6 +33,8 @@ var BUMPER_ON_VALUE = 0.5;
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var HAND_HEAD_MIX_RATIO = 0.0; // 0 = only use hands for search/move. 1 = only use head for search/move.
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var PICK_WITH_HAND_RAY = true;
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//
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// distant manipulation
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//
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@ -302,8 +304,10 @@ function MyController(hand) {
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this.searchSphere = null;
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// how far from camera to search intersection?
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var DEFAULT_SEARCH_SPHERE_DISTANCE = 1000;
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this.intersectionDistance = 0.0;
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this.searchSphereDistance = 0.0;
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this.searchSphereDistance = DEFAULT_SEARCH_SPHERE_DISTANCE;
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this.ignoreIK = false;
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this.offsetPosition = Vec3.ZERO;
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@ -456,7 +460,6 @@ function MyController(hand) {
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visible: true,
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alpha: 1
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};
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this.overlayLine = Overlays.addOverlay("line3d", lineProperties);
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} else {
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@ -699,10 +702,9 @@ function MyController(hand) {
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this.searchSphereOff = function() {
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if (this.searchSphere !== null) {
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//Overlays.editOverlay(this.searchSphere, { visible: false });
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Overlays.deleteOverlay(this.searchSphere);
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this.searchSphere = null;
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this.searchSphereDistance = 0.0;
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this.searchSphereDistance = DEFAULT_SEARCH_SPHERE_DISTANCE;
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this.intersectionDistance = 0.0;
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}
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@ -811,8 +813,9 @@ function MyController(hand) {
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var handDeltaRotation = Quat.multiply(currentHandRotation, Quat.inverse(this.startingHandRotation));
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var distantPickRay = {
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origin: Camera.position,
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direction: Vec3.mix(Quat.getUp(this.getHandRotation()), Quat.getFront(Camera.orientation), HAND_HEAD_MIX_RATIO),
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origin: PICK_WITH_HAND_RAY ? handPosition : Camera.position,
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direction: PICK_WITH_HAND_RAY ? Quat.getUp(this.getHandRotation()) :
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Vec3.mix(Quat.getUp(this.getHandRotation()), Quat.getFront(Camera.orientation), HAND_HEAD_MIX_RATIO),
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length: PICK_MAX_DISTANCE
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};
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@ -850,7 +853,7 @@ function MyController(hand) {
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intersection = Entities.findRayIntersection(pickRayBacked, true, [], blacklist);
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} else {
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intersection = Entities.findRayIntersection(pickRayBacked, true);
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}
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}
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if (intersection.intersects) {
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rayPickedCandidateEntities.push(intersection.entityID);
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@ -897,8 +900,8 @@ function MyController(hand) {
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grabbableData = grabbableDataForCandidate;
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}
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}
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if (this.grabbedEntity !== null) {
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// We've found an entity that we'll do something with.
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if ((this.grabbedEntity !== null) && (this.triggerSmoothedGrab() || this.bumperSqueezed())) {
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// We are squeezing enough to grab, and we've found an entity that we'll try to do something with.
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var near = (nearPickedCandidateEntities.indexOf(this.grabbedEntity) >= 0);
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var isPhysical = this.propsArePhysical(props);
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@ -942,32 +945,18 @@ function MyController(hand) {
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this.handleParticleBeam(distantPickRay.origin, this.getHandRotation(), NO_INTERSECT_COLOR);
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}
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// if (USE_OVERLAY_LINES_FOR_SEARCHING === true) {
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// this.overlayLineOn(searchVisualizationPickRay.origin,
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// Vec3.sum(searchVisualizationPickRay.origin,
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// Vec3.multiply(searchVisualizationPickRay.direction,
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// LINE_LENGTH)),
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// NO_INTERSECT_COLOR);
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// }
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var SEARCH_SPHERE_SIZE = 0.011;
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var SEARCH_SPHERE_FOLLOW_RATE = 0.50;
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if (this.intersectionDistance > 0) {
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var SPHERE_INTERSECTION_SIZE = 0.011;
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var SEARCH_SPHERE_FOLLOW_RATE = 0.50;
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var SEARCH_SPHERE_CHASE_DROP = 0.2;
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this.searchSphereDistance = this.searchSphereDistance * SEARCH_SPHERE_FOLLOW_RATE +
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this.intersectionDistance * (1.0 - SEARCH_SPHERE_FOLLOW_RATE);
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var searchSphereLocation = Vec3.sum(distantPickRay.origin,
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Vec3.multiply(distantPickRay.direction, this.searchSphereDistance));
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searchSphereLocation.y -= ((this.intersectionDistance - this.searchSphereDistance) /
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this.intersectionDistance) * SEARCH_SPHERE_CHASE_DROP;
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this.searchSphereOn(searchSphereLocation,
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SPHERE_INTERSECTION_SIZE * this.intersectionDistance,
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this.triggerSmoothedGrab() ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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if (USE_OVERLAY_LINES_FOR_SEARCHING === true) {
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this.overlayLineOn(handPosition,
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searchSphereLocation,
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this.triggerSmoothedGrab() ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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}
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// If we hit something with our pick ray, move the search sphere toward that distance
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this.searchSphereDistance = this.searchSphereDistance * SEARCH_SPHERE_FOLLOW_RATE + this.intersectionDistance * (1.0 - SEARCH_SPHERE_FOLLOW_RATE);
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}
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var searchSphereLocation = Vec3.sum(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, this.searchSphereDistance));
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this.searchSphereOn(searchSphereLocation, SEARCH_SPHERE_SIZE * this.searchSphereDistance, (this.triggerSmoothedGrab() || this.bumperSqueezed()) ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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if ((USE_OVERLAY_LINES_FOR_SEARCHING === true) && PICK_WITH_HAND_RAY) {
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this.overlayLineOn(handPosition, searchSphereLocation, (this.triggerSmoothedGrab() || this.bumperSqueezed()) ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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}
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};
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