I've 'solved' the problem like this.
I use an entity pick from the camera to check if the player wants to open/close the door.
The door then opens/shuts doing a meshesintersect test with a sphere mesh which is around the camera.
If the meshesintersect test is true the door stops.
When the door is moved again it goes in the opposite direction to what it did last.
I might post a minimal download demo of this soon.
And here it is...
http://homepage.ntlworld.com/jm.keay/squeam!.zip
no lightmaps,lores textures and no sound, just a functional test, see what you think!
I use an entity pick from the camera to check if the player wants to open/close the door.
The door then opens/shuts doing a meshesintersect test with a sphere mesh which is around the camera.
If the meshesintersect test is true the door stops.
When the door is moved again it goes in the opposite direction to what it did last.
I might post a minimal download demo of this soon.
And here it is...
http://homepage.ntlworld.com/jm.keay/squeam!.zip
no lightmaps,lores textures and no sound, just a functional test, see what you think!