Merge branch 'master' of https://github.com/highfidelity/hifi into hdr

This commit is contained in:
samcake 2016-01-18 11:03:34 -08:00
commit 10de1ac9b5

View file

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