mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
git rid of sphere test
This commit is contained in:
parent
6f30a3c178
commit
8fbf081223
1 changed files with 53 additions and 60 deletions
|
@ -34,18 +34,18 @@ var NO_INTERSECT_COLOR = { red: 10, green: 10, blue: 255}; // line color when pi
|
|||
var INTERSECT_COLOR = { red: 250, green: 10, blue: 10}; // line color when pick hits
|
||||
var LINE_ENTITY_DIMENSIONS = { x: 1000, y: 1000,z: 1000};
|
||||
var LINE_LENGTH = 500;
|
||||
|
||||
var PICK_MAX_DISTANCE = 500; // max length of pick-ray
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// near grabbing
|
||||
//
|
||||
|
||||
var GRAB_RADIUS = 0.3; // if the ray misses but an object is this close, it will still be selected
|
||||
var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
|
||||
var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
|
||||
var NEAR_PICK_MAX_DISTANCE = 0.6; // max length of pick-ray for close grabbing to be selected
|
||||
var NEAR_PICK_MAX_DISTANCE = 0.1; // max length of pick-ray for close grabbing to be selected
|
||||
var RELEASE_VELOCITY_MULTIPLIER = 1.5; // affects throwing things
|
||||
var PICK_BACKOFF_DISTANCE = 0.2; // helps when hand is intersecting the grabble object
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
//
|
||||
|
@ -256,12 +256,18 @@ function MyController(hand, triggerAction) {
|
|||
|
||||
// the trigger is being pressed, do a ray test
|
||||
var handPosition = this.getHandPosition();
|
||||
var pickRay = {
|
||||
var distantPickRay = {
|
||||
origin: handPosition,
|
||||
direction: Quat.getUp(this.getHandRotation())
|
||||
direction: Quat.getUp(this.getHandRotation()),
|
||||
length: PICK_MAX_DISTANCE
|
||||
};
|
||||
var palmPickRay = {
|
||||
origin: handPosition,
|
||||
direction: Quat.getFront(this.getHandRotation()),
|
||||
length: NEAR_PICK_MAX_DISTANCE
|
||||
};
|
||||
|
||||
this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
|
||||
this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
|
||||
|
||||
// don't pick 60x per second. do this check after updating the line so it's not jumpy.
|
||||
var now = Date.now();
|
||||
|
@ -270,67 +276,54 @@ function MyController(hand, triggerAction) {
|
|||
}
|
||||
this.lastPickTime = now;
|
||||
|
||||
var intersection = Entities.findRayIntersection(pickRay, true);
|
||||
if (intersection.intersects && intersection.properties.locked === 0) {
|
||||
// the ray is intersecting something we can move.
|
||||
var handControllerPosition = Controller.getSpatialControlPosition(this.palm);
|
||||
var intersectionDistance = Vec3.distance(handControllerPosition, intersection.intersection);
|
||||
this.grabbedEntity = intersection.entityID;
|
||||
var pickRays = [distantPickRay, palmPickRay];
|
||||
for (var index=0; index < pickRays.length; ++index) {
|
||||
var pickRay = pickRays[index];
|
||||
var directionNormalized = Vec3.normalize(pickRay.direction);
|
||||
var directionBacked = Vec3.multiply(directionNormalized, PICK_BACKOFF_DISTANCE);
|
||||
var pickRayBacked = {
|
||||
origin: Vec3.subtract(pickRay.origin, directionBacked),
|
||||
direction: pickRay.direction
|
||||
};
|
||||
|
||||
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, DEFAULT_GRABBABLE_DATA);
|
||||
if (grabbableData.grabbable === false) {
|
||||
this.grabbedEntity = null;
|
||||
return;
|
||||
}
|
||||
if (intersectionDistance < NEAR_PICK_MAX_DISTANCE) {
|
||||
// the hand is very close to the intersected object. go into close-grabbing mode.
|
||||
if (intersection.properties.collisionsWillMove === 1) {
|
||||
this.setState(STATE_NEAR_GRABBING);
|
||||
} else {
|
||||
this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
|
||||
}
|
||||
} else {
|
||||
// don't allow two people to distance grab the same object
|
||||
if (entityIsGrabbedByOther(intersection.entityID)) {
|
||||
var intersection = Entities.findRayIntersection(pickRayBacked, true);
|
||||
if (intersection.intersects && intersection.properties.locked === 0) {
|
||||
// the ray is intersecting something we can move.
|
||||
var intersectionDistance = Vec3.distance(pickRay.origin, intersection.intersection);
|
||||
this.grabbedEntity = intersection.entityID;
|
||||
|
||||
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY,
|
||||
intersection.entityID,
|
||||
DEFAULT_GRABBABLE_DATA);
|
||||
if (grabbableData.grabbable === false) {
|
||||
this.grabbedEntity = null;
|
||||
} else {
|
||||
// the hand is far from the intersected object. go into distance-holding mode
|
||||
continue;
|
||||
}
|
||||
if (intersectionDistance > pickRay.length) {
|
||||
// too far away for this ray.
|
||||
continue;
|
||||
}
|
||||
if (intersectionDistance <= NEAR_PICK_MAX_DISTANCE) {
|
||||
// the hand is very close to the intersected object. go into close-grabbing mode.
|
||||
if (intersection.properties.collisionsWillMove === 1) {
|
||||
this.setState(STATE_DISTANCE_HOLDING);
|
||||
this.setState(STATE_NEAR_GRABBING);
|
||||
} else {
|
||||
this.setState(STATE_FAR_GRABBING_NON_COLLIDING);
|
||||
this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
|
||||
}
|
||||
} else {
|
||||
// don't allow two people to distance grab the same object
|
||||
if (entityIsGrabbedByOther(intersection.entityID)) {
|
||||
this.grabbedEntity = null;
|
||||
} else {
|
||||
// the hand is far from the intersected object. go into distance-holding mode
|
||||
if (intersection.properties.collisionsWillMove === 1) {
|
||||
this.setState(STATE_DISTANCE_HOLDING);
|
||||
} else {
|
||||
this.setState(STATE_FAR_GRABBING_NON_COLLIDING);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// forward ray test failed, try sphere test.
|
||||
var nearbyEntities = Entities.findEntities(handPosition, GRAB_RADIUS);
|
||||
var minDistance = GRAB_RADIUS;
|
||||
var i, props, distance;
|
||||
|
||||
for (i = 0; i < nearbyEntities.length; i++) {
|
||||
|
||||
var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, nearbyEntities[i], DEFAULT_GRABBABLE_DATA);
|
||||
if (grabbableData.grabbable === false) {
|
||||
return;
|
||||
}
|
||||
|
||||
props = Entities.getEntityProperties(nearbyEntities[i], ["position", "name", "collisionsWillMove", "locked"]);
|
||||
|
||||
distance = Vec3.distance(props.position, handPosition);
|
||||
if (distance < minDistance && props.name !== "pointer") {
|
||||
this.grabbedEntity = nearbyEntities[i];
|
||||
minDistance = distance;
|
||||
}
|
||||
}
|
||||
if (this.grabbedEntity === null) {
|
||||
// this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
|
||||
} else if (props.locked === 0 && props.collisionsWillMove === 1) {
|
||||
this.setState(STATE_NEAR_GRABBING);
|
||||
} else if (props.collisionsWillMove === 0) {
|
||||
// We have grabbed a non-physical object, so we want to trigger a non-colliding event as opposed to a grab event
|
||||
this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue