// depthReticle.js // examples // // Created by Brad Hefta-Gaub on 2/23/16. // Copyright 2016 High Fidelity, Inc. // // When used in HMD, this script will make the reticle depth track to any clickable item in view. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // var APPARENT_2D_OVERLAY_DEPTH = 1.0; var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant var lastDepthCheckTime = 0; Script.update.connect(function(deltaTime) { var TIME_BETWEEN_DEPTH_CHECKS = 100; var timeSinceLastDepthCheck = Date.now() - lastDepthCheckTime; if (timeSinceLastDepthCheck > TIME_BETWEEN_DEPTH_CHECKS) { var reticlePosition = Reticle.position; // first check the 2D Overlays if (Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(reticlePosition)) { Reticle.setDepth(APPARENT_2D_OVERLAY_DEPTH); } else { var pickRay = Camera.computePickRay(reticlePosition.x, reticlePosition.y); // Then check the 3D overlays var result = Overlays.findRayIntersection(pickRay); if (!result.intersects) { // finally check the entities result = Entities.findRayIntersection(pickRay, true); } // If either the overlays or entities intersect, then set the reticle depth to // the distance of intersection if (result.intersects) { Reticle.setDepth(result.distance); } else { // if nothing intersects... set the depth to some sufficiently large depth Reticle.setDepth(APPARENT_MAXIMUM_DEPTH); } } } });