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reduce size of near-grab radius. don't draw pick laser until we know we aren't going to do a near grab
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d21a2fee20
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1 changed files with 11 additions and 12 deletions
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@ -47,7 +47,7 @@ var PICK_MAX_DISTANCE = 500; // max length of pick-ray
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// near grabbing
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//
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var GRAB_RADIUS = 0.3; // if the ray misses but an object is this close, it will still be selected
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var GRAB_RADIUS = 0.01; // if the ray misses but an object is this close, it will still be selected
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var NEAR_GRABBING_ACTION_TIMEFRAME = 0.05; // how quickly objects move to their new position
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var NEAR_GRABBING_VELOCITY_SMOOTH_RATIO = 1.0; // adjust time-averaging of held object's velocity. 1.0 to disable.
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var NEAR_PICK_MAX_DISTANCE = 0.3; // max length of pick-ray for close grabbing to be selected
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@ -382,8 +382,6 @@ function MyController(hand) {
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length: PICK_MAX_DISTANCE
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};
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this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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// don't pick 60x per second.
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var pickRays = [];
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var now = Date.now();
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@ -538,16 +536,17 @@ 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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return;
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}
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if (grabbableData.wantsTrigger) {
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this.setState(STATE_NEAR_TRIGGER);
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return;
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} else if (!props.locked && props.collisionsWillMove) {
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this.setState(this.state == STATE_SEARCHING ? STATE_NEAR_GRABBING : STATE_EQUIP)
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return;
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if (this.grabbedEntity !== null) {
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if (grabbableData.wantsTrigger) {
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this.setState(STATE_NEAR_TRIGGER);
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return;
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} else if (!props.locked && props.collisionsWillMove) {
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this.setState(this.state == STATE_SEARCHING ? STATE_NEAR_GRABBING : STATE_EQUIP)
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return;
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}
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}
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this.lineOn(distantPickRay.origin, Vec3.multiply(distantPickRay.direction, LINE_LENGTH), NO_INTERSECT_COLOR);
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};
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this.distanceHolding = function() {
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