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fix what happens when a distance grab is blocked because someone else already has it
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parent
880d92ee64
commit
c0e8b02a2f
1 changed files with 30 additions and 24 deletions
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@ -167,6 +167,12 @@ function MyController(hand, triggerAction) {
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}
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};
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this.setState = function(newState) {
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// print("STATE: " + this.state + " --> " + newState);
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this.state = newState;
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}
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this.lineOn = function(closePoint, farPoint, color) {
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// draw a line
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if (this.pointer === null) {
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@ -220,14 +226,14 @@ function MyController(hand, triggerAction) {
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this.off = function() {
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if (this.triggerSmoothedSqueezed()) {
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this.state = STATE_SEARCHING;
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this.setState(STATE_SEARCHING);
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return;
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}
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}
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this.search = function() {
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if (this.triggerSmoothedReleased()) {
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this.state = STATE_RELEASE;
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this.setState(STATE_RELEASE);
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return;
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}
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@ -238,6 +244,8 @@ function MyController(hand, triggerAction) {
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direction: Quat.getUp(this.getHandRotation())
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};
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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var defaultGrabbableData = {
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grabbable: true
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};
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@ -253,21 +261,20 @@ function MyController(hand, triggerAction) {
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var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, defaultGrabbableData);
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if (grabbableData.grabbable === false) {
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this.grabbedEntity = null;
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return;
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}
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if (intersectionDistance < NEAR_PICK_MAX_DISTANCE) {
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// the hand is very close to the intersected object. go into close-grabbing mode.
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this.state = STATE_NEAR_GRABBING;
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this.setState(STATE_NEAR_GRABBING);
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} else {
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// don't allow two people to distance grab the same object
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if (entityIsGrabbedByOther(intersection.entityID)) {
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// don't allow two people to distance grab the same object
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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return;
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this.grabbedEntity = null;
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} else {
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// the hand is far from the intersected object. go into distance-holding mode
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this.setState(STATE_DISTANCE_HOLDING);
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}
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// the hand is far from the intersected object. go into distance-holding mode
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this.state = STATE_DISTANCE_HOLDING;
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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}
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} else {
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// forward ray test failed, try sphere test.
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@ -291,15 +298,14 @@ function MyController(hand, triggerAction) {
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}
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}
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if (this.grabbedEntity === null) {
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this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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// this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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} else if (props.locked === 0 && props.collisionsWillMove === 1) {
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this.state = STATE_NEAR_GRABBING;
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this.setState(STATE_NEAR_GRABBING);
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} else if (props.collisionsWillMove === 0) {
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// We have grabbed a non-physical object, so we want to trigger a non-colliding event as opposed to a grab event
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this.state = STATE_NEAR_GRABBING_NON_COLLIDING;
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this.setState(STATE_NEAR_GRABBING_NON_COLLIDING);
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}
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}
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};
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this.distanceHolding = function() {
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@ -329,7 +335,7 @@ function MyController(hand, triggerAction) {
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}
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if (this.actionID !== null) {
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this.state = STATE_CONTINUE_DISTANCE_HOLDING;
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this.setState(STATE_CONTINUE_DISTANCE_HOLDING);
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this.activateEntity(this.grabbedEntity);
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if (this.hand === RIGHT_HAND) {
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Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
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@ -346,7 +352,7 @@ function MyController(hand, triggerAction) {
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this.continueDistanceHolding = function() {
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if (this.triggerSmoothedReleased()) {
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this.state = STATE_RELEASE;
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this.setState(STATE_RELEASE);
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return;
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}
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@ -404,7 +410,7 @@ function MyController(hand, triggerAction) {
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var now = Date.now();
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var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds
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this.computeReleaseVelocity(deltaPosition, deltaTime, false);
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this.currentObjectPosition = newObjectPosition;
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this.currentObjectTime = now;
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@ -427,7 +433,7 @@ function MyController(hand, triggerAction) {
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this.nearGrabbing = function() {
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if (this.triggerSmoothedReleased()) {
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this.state = STATE_RELEASE;
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this.setState(STATE_RELEASE);
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return;
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}
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@ -458,7 +464,7 @@ function MyController(hand, triggerAction) {
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if (this.actionID === NULL_ACTION_ID) {
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this.actionID = null;
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} else {
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this.state = STATE_CONTINUE_NEAR_GRABBING;
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this.setState(STATE_CONTINUE_NEAR_GRABBING);
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if (this.hand === RIGHT_HAND) {
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Entities.callEntityMethod(this.grabbedEntity, "setRightHand");
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} else {
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@ -475,7 +481,7 @@ function MyController(hand, triggerAction) {
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this.continueNearGrabbing = function() {
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if (this.triggerSmoothedReleased()) {
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this.state = STATE_RELEASE;
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this.setState(STATE_RELEASE);
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return;
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}
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@ -502,7 +508,7 @@ function MyController(hand, triggerAction) {
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this.nearGrabbingNonColliding = function() {
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if (this.triggerSmoothedReleased()) {
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this.state = STATE_RELEASE;
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this.setState(STATE_RELEASE);
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return;
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}
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if (this.hand === RIGHT_HAND) {
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@ -511,12 +517,12 @@ function MyController(hand, triggerAction) {
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Entities.callEntityMethod(this.grabbedEntity, "setLeftHand");
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}
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Entities.callEntityMethod(this.grabbedEntity, "startNearGrabNonColliding");
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this.state = STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING;
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this.setState(STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING);
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};
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this.continueNearGrabbingNonColliding = function() {
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if (this.triggerSmoothedReleased()) {
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this.state = STATE_RELEASE;
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this.setState(STATE_RELEASE);
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return;
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}
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Entities.callEntityMethod(this.grabbedEntity, "continueNearGrabbingNonColliding");
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@ -627,7 +633,7 @@ function MyController(hand, triggerAction) {
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this.grabbedVelocity = ZERO_VEC;
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this.grabbedEntity = null;
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this.actionID = null;
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this.state = STATE_OFF;
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this.setState(STATE_OFF);
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};
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this.cleanup = function() {
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