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laser pointer now showing up all the time
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parent
1a9c1110c0
commit
d072a2efd3
1 changed files with 3 additions and 5 deletions
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@ -69,6 +69,7 @@
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};
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this.intersection = Entities.findRayIntersection(pickRay, true, this.whitelist);
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//Comment out above line and uncomment below line to see difference in performance between using a whitelist, and not using one
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if (this.intersection.intersects) {
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var distance = Vec3.distance(handPosition, this.intersection.intersection);
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@ -76,7 +77,7 @@
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this.triggerValue = Controller.getActionValue(this.triggerAction);
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this.currentStrokeWidth = map(this.triggerValue, 0, 1, MIN_STROKE_WIDTH, MAX_STROKE_WIDTH);
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var displayPoint = this.intersection.intersection;
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displayPoint = Vec3.sum(displayPoint, Vec3.multiply(this.intersection.surfaceNormal, -0.01));
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displayPoint = Vec3.sum(displayPoint, Vec3.multiply(this.normal, 0.01));
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Overlays.editOverlay(this.laserPointer, {
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position: displayPoint,
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size: {
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@ -92,8 +93,7 @@
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}
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}
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} else if(this.intersection.properties.type !== "Unknown") {
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//If type is unknown, ignore
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print("entity name " + this.intersection.properties.type);
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//Sometimes ray will pick against an invisible object with type unkown... so if type is unknown, ignore
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this.stopPainting();
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}
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},
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@ -104,7 +104,6 @@
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visible: false
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});
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this.oldPosition = null;
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print("STOP PAINTING");
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},
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paint: function(position, normal) {
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@ -180,7 +179,6 @@
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},
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releaseGrab: function() {
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print("RELEASE");
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this.stopPainting();
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},
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