From c0e8b02a2fddc5768c1b6bc97d225523f47ce44b Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Fri, 2 Oct 2015 12:25:34 -0700 Subject: [PATCH] fix what happens when a distance grab is blocked because someone else already has it --- examples/controllers/handControllerGrab.js | 54 ++++++++++++---------- 1 file changed, 30 insertions(+), 24 deletions(-) diff --git a/examples/controllers/handControllerGrab.js b/examples/controllers/handControllerGrab.js index 9822f90670..f4a6d1790d 100644 --- a/examples/controllers/handControllerGrab.js +++ b/examples/controllers/handControllerGrab.js @@ -167,6 +167,12 @@ function MyController(hand, triggerAction) { } }; + this.setState = function(newState) { + // print("STATE: " + this.state + " --> " + newState); + this.state = newState; + } + + this.lineOn = function(closePoint, farPoint, color) { // draw a line if (this.pointer === null) { @@ -220,14 +226,14 @@ function MyController(hand, triggerAction) { this.off = function() { if (this.triggerSmoothedSqueezed()) { - this.state = STATE_SEARCHING; + this.setState(STATE_SEARCHING); return; } } this.search = function() { if (this.triggerSmoothedReleased()) { - this.state = STATE_RELEASE; + this.setState(STATE_RELEASE); return; } @@ -238,6 +244,8 @@ function MyController(hand, triggerAction) { direction: Quat.getUp(this.getHandRotation()) }; + this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR); + var defaultGrabbableData = { grabbable: true }; @@ -253,21 +261,20 @@ function MyController(hand, triggerAction) { var grabbableData = getEntityCustomData(GRABBABLE_DATA_KEY, intersection.entityID, defaultGrabbableData); 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. - this.state = STATE_NEAR_GRABBING; - + this.setState(STATE_NEAR_GRABBING); } else { + // don't allow two people to distance grab the same object if (entityIsGrabbedByOther(intersection.entityID)) { - // don't allow two people to distance grab the same object - this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR); - return; + this.grabbedEntity = null; + } else { + // the hand is far from the intersected object. go into distance-holding mode + this.setState(STATE_DISTANCE_HOLDING); } - // the hand is far from the intersected object. go into distance-holding mode - this.state = STATE_DISTANCE_HOLDING; - this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR); } } else { // forward ray test failed, try sphere test. @@ -291,15 +298,14 @@ function MyController(hand, triggerAction) { } } if (this.grabbedEntity === null) { - this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR); + // this.lineOn(pickRay.origin, Vec3.multiply(pickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR); } else if (props.locked === 0 && props.collisionsWillMove === 1) { - this.state = STATE_NEAR_GRABBING; + 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.state = STATE_NEAR_GRABBING_NON_COLLIDING; + this.setState(STATE_NEAR_GRABBING_NON_COLLIDING); } } - }; this.distanceHolding = function() { @@ -329,7 +335,7 @@ function MyController(hand, triggerAction) { } if (this.actionID !== null) { - this.state = STATE_CONTINUE_DISTANCE_HOLDING; + this.setState(STATE_CONTINUE_DISTANCE_HOLDING); this.activateEntity(this.grabbedEntity); if (this.hand === RIGHT_HAND) { Entities.callEntityMethod(this.grabbedEntity, "setRightHand"); @@ -346,7 +352,7 @@ function MyController(hand, triggerAction) { this.continueDistanceHolding = function() { if (this.triggerSmoothedReleased()) { - this.state = STATE_RELEASE; + this.setState(STATE_RELEASE); return; } @@ -404,7 +410,7 @@ function MyController(hand, triggerAction) { var now = Date.now(); var deltaTime = (now - this.currentObjectTime) / MSEC_PER_SEC; // convert to seconds this.computeReleaseVelocity(deltaPosition, deltaTime, false); - + this.currentObjectPosition = newObjectPosition; this.currentObjectTime = now; @@ -427,7 +433,7 @@ function MyController(hand, triggerAction) { this.nearGrabbing = function() { if (this.triggerSmoothedReleased()) { - this.state = STATE_RELEASE; + this.setState(STATE_RELEASE); return; } @@ -458,7 +464,7 @@ function MyController(hand, triggerAction) { if (this.actionID === NULL_ACTION_ID) { this.actionID = null; } else { - this.state = STATE_CONTINUE_NEAR_GRABBING; + this.setState(STATE_CONTINUE_NEAR_GRABBING); if (this.hand === RIGHT_HAND) { Entities.callEntityMethod(this.grabbedEntity, "setRightHand"); } else { @@ -475,7 +481,7 @@ function MyController(hand, triggerAction) { this.continueNearGrabbing = function() { if (this.triggerSmoothedReleased()) { - this.state = STATE_RELEASE; + this.setState(STATE_RELEASE); return; } @@ -502,7 +508,7 @@ function MyController(hand, triggerAction) { this.nearGrabbingNonColliding = function() { if (this.triggerSmoothedReleased()) { - this.state = STATE_RELEASE; + this.setState(STATE_RELEASE); return; } if (this.hand === RIGHT_HAND) { @@ -511,12 +517,12 @@ function MyController(hand, triggerAction) { Entities.callEntityMethod(this.grabbedEntity, "setLeftHand"); } Entities.callEntityMethod(this.grabbedEntity, "startNearGrabNonColliding"); - this.state = STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING; + this.setState(STATE_CONTINUE_NEAR_GRABBING_NON_COLLIDING); }; this.continueNearGrabbingNonColliding = function() { if (this.triggerSmoothedReleased()) { - this.state = STATE_RELEASE; + this.setState(STATE_RELEASE); return; } Entities.callEntityMethod(this.grabbedEntity, "continueNearGrabbingNonColliding"); @@ -627,7 +633,7 @@ function MyController(hand, triggerAction) { this.grabbedVelocity = ZERO_VEC; this.grabbedEntity = null; this.actionID = null; - this.state = STATE_OFF; + this.setState(STATE_OFF); }; this.cleanup = function() {