Strokes moving forward to avoid zfighting and incorrect overlaps

This commit is contained in:
ericrius1 2015-10-15 11:50:23 -07:00
parent 3b59bffb79
commit dc6875f5b5

View file

@ -20,7 +20,7 @@
var _this;
var RIGHT_HAND = 1;
var LEFT_HAND = 0;
var MIN_POINT_DISTANCE = 0.02;
var MIN_POINT_DISTANCE = 0.01 ;
var MAX_POINT_DISTANCE = 0.5;
var MAX_POINTS_PER_LINE = 40;
var MAX_DISTANCE = 5;
@ -119,8 +119,9 @@
var localPoint = Vec3.subtract(position, this.strokeBasePosition);
//Move stroke a bit forward along normal so it doesnt zfight with mesh its drawing on
localPoint = Vec3.sum(localPoint, Vec3.multiply(this.normal, 0.001 + Math.random() * 0.001)); //rand avoid z fighting
//Move stroke a bit forward along normal each point so it doesnt zfight with mesh its drawing on, or previous part of stroke(s)
localPoint = Vec3.sum(localPoint, Vec3.multiply(this.normal, this.forwardOffset));
this.forwardOffset += 0.00001;
var distance = Vec3.distance(localPoint, this.strokePoints[this.strokePoints.length - 1]);
if (this.strokePoints.length > 0 && distance < MIN_POINT_DISTANCE) {
//need a minimum distance to avoid binormal NANs
@ -157,7 +158,6 @@
newStroke: function(position) {
this.strokeBasePosition = position;
this.currentStroke = Entities.addEntity({
position: position,
@ -231,12 +231,11 @@
solid: true,
rotation: this.rotation
});
this.forwardOffset = 0.0005;
},
unload: function() {
this.strokes.forEach(function(stroke) {
Entities.deleteEntity(stroke);
});
Overlays.deleteOverlay(this.laserPointer);
}