From 2b3f6506b7b7f7f3ace66440ae108d20c9cf0e77 Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Tue, 10 May 2016 09:38:39 -0700 Subject: [PATCH] more whitespace --- .../controllers/handControllerPointer.js | 90 ++++++++++++++----- 1 file changed, 68 insertions(+), 22 deletions(-) diff --git a/scripts/system/controllers/handControllerPointer.js b/scripts/system/controllers/handControllerPointer.js index b5ffaf148d..e18488cfa3 100644 --- a/scripts/system/controllers/handControllerPointer.js +++ b/scripts/system/controllers/handControllerPointer.js @@ -34,7 +34,9 @@ // Utility to make it easier to setup and disconnect cleanly. function setupHandler(event, handler) { event.connect(handler); - Script.scriptEnding.connect(function () { event.disconnect(handler); }); + Script.scriptEnding.connect(function () { + event.disconnect(handler); + }); } // If some capability is not available until expiration milliseconds after the last update. function TimeLock(expiration) { @@ -54,7 +56,9 @@ function LatchedToggle(onFunction, offFunction, state) { return state; }; this.setState = function (on) { - if (state === on) { return; } + if (state === on) { + return; + } state = on; if (on) { onFunction(); @@ -77,9 +81,13 @@ function updateFieldOfView() { var weMovedReticle = false; function ignoreMouseActivity() { // If we're paused, or if change in cursor position is from this script, not the hardware mouse. - if (!Reticle.allowMouseCapture) { return true; } + if (!Reticle.allowMouseCapture) { + return true; + } // Only we know if we moved it, which is why this script has to replace depthReticle.js - if (!weMovedReticle) { return false; } + if (!weMovedReticle) { + return false; + } weMovedReticle = false; return true; } @@ -116,7 +124,9 @@ function calculateRayUICollisionPoint(position, direction) { var hudNormal = Quat.getFront(Camera.getOrientation()); var hudPoint = Vec3.sum(Camera.getPosition(), hudNormal); // must also scale if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1 var denominator = Vec3.dot(hudNormal, direction); - if (denominator === 0) { return null; } // parallel to plane + if (denominator === 0) { + return null; + } // parallel to plane var numerator = Vec3.dot(hudNormal, Vec3.subtract(hudPoint, position)); var scale = numerator / denominator; return Vec3.sum(position, Vec3.multiply(scale, direction)); @@ -167,16 +177,25 @@ function isShakingMouse() { // True if the person is waving the mouse around try var NON_LINEAR_DIVISOR = 2; var MINIMUM_SEEK_DISTANCE = 0.01; function updateSeeking() { - if (!Reticle.visible || isShakingMouse()) { isSeeking = true; } // e.g., if we're about to turn it on with first movement. - if (!isSeeking) { return; } + if (!Reticle.visible || isShakingMouse()) { + isSeeking = true; + } // e.g., if we're about to turn it on with first movement. + if (!isSeeking) { + return; + } averageMouseVelocity = lastIntegration = 0; var lookAt2D = HMD.getHUDLookAtPosition2D(); - if (!lookAt2D) { print('Cannot seek without lookAt position'); return; } // E.g., if parallel to location in HUD + if (!lookAt2D) { + print('Cannot seek without lookAt position'); + return; + } // E.g., if parallel to location in HUD var copy = Reticle.position; function updateDimension(axis) { var distanceBetween = lookAt2D[axis] - Reticle.position[axis]; var move = distanceBetween / NON_LINEAR_DIVISOR; - if (Math.abs(move) < MINIMUM_SEEK_DISTANCE) { return false; } + if (Math.abs(move) < MINIMUM_SEEK_DISTANCE) { + return false; + } copy[axis] += move; return true; } @@ -191,10 +210,14 @@ function updateSeeking() { var mouseCursorActivity = new TimeLock(5000); var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant function updateMouseActivity(isClick) { - if (ignoreMouseActivity()) { return; } + if (ignoreMouseActivity()) { + return; + } var now = Date.now(); mouseCursorActivity.update(now); - if (isClick) { return; } // Bug: mouse clicks should keep going. Just not hand controller clicks + if (isClick) { + return; + } // Bug: mouse clicks should keep going. Just not hand controller clicks handControllerLockOut.update(now); Reticle.visible = true; } @@ -205,7 +228,9 @@ function expireMouseCursor(now) { } function onMouseMove() { // Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity. - if (ignoreMouseActivity()) { return; } + if (ignoreMouseActivity()) { + return; + } if (HMD.active) { // set depth updateSeeking(); @@ -243,7 +268,9 @@ var clickMappings = {}, clickMapping, clickMapToggle; var hardware; // undefined function checkHardware() { var newHardware = Controller.Hardware.Hydra ? 'Hydra' : (Controller.Hardware.Vive ? 'Vive' : null); // not undefined - if (hardware === newHardware) { return; } + if (hardware === newHardware) { + return; + } print('Setting mapping for new controller hardware:', newHardware); if (clickMapToggle) { clickMapToggle.setState(false); @@ -258,7 +285,9 @@ function checkHardware() { clickMapping.from(Controller.Hardware[hardware][button]).peek().to(Controller.Actions[action]); } function makeHandToggle(button, hand, optionalWhen) { - var whenThunk = optionalWhen || function () { return true; }; + var whenThunk = optionalWhen || function () { + return true; + }; function maybeToggle() { if (activeHand !== Controller.Standard[hand]) { toggleHand(); @@ -319,13 +348,17 @@ var fakeProjectionBall = Overlays.addOverlay("sphere", { drawInFront: true // Even when burried inside of something, show it. }); var overlays = [fakeProjectionBall]; // If we want to try showing multiple balls and lasers. -Script.scriptEnding.connect(function () { overlays.forEach(Overlays.deleteOverlay); }); +Script.scriptEnding.connect(function () { + overlays.forEach(Overlays.deleteOverlay); +}); var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation. function turnOffVisualization(optionalEnableClicks) { // because we're showing cursor on HUD if (!optionalEnableClicks) { expireMouseCursor(); } - if (!visualizationIsShowing) { return; } + if (!visualizationIsShowing) { + return; + } visualizationIsShowing = false; overlays.forEach(function (overlay) { Overlays.editOverlay(overlay, {visible: false}); @@ -366,18 +399,27 @@ function updateVisualization(controllerPosition, controllerDirection, hudPositio // function update() { var now = Date.now(); - if (!handControllerLockOut.expired(now)) { return turnOffVisualization(); } // Let them use mouse it in peace. - if (!Menu.isOptionChecked("First Person")) { return turnOffVisualization(); } // What to do? menus can be behind hand! + if (!handControllerLockOut.expired(now)) { + return turnOffVisualization(); + } // Let them use mouse it in peace. + if (!Menu.isOptionChecked("First Person")) { + return turnOffVisualization(); + } // What to do? menus can be behind hand! var controllerPose = Controller.getPoseValue(activeHand); // Vive is effectively invalid when not in HMD - if (!controllerPose.valid || ((hardware === 'Vive') && !HMD.active)) { return turnOffVisualization(); } // Controller is cradled. + if (!controllerPose.valid || ((hardware === 'Vive') && !HMD.active)) { + return turnOffVisualization(); + } // Controller is cradled. var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation), MyAvatar.position); // This gets point direction right, but if you want general quaternion it would be more complicated: var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation)); var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection); - if (!hudPoint3d) { print('Controller is parallel to HUD'); return turnOffVisualization(); } + if (!hudPoint3d) { + print('Controller is parallel to HUD'); + return turnOffVisualization(); + } var hudPoint2d = overlayFromWorldPoint(hudPoint3d); // We don't know yet if we'll want to make the cursor visble, but we need to move it to see if @@ -397,7 +439,9 @@ function update() { var UPDATE_INTERVAL = 20; // milliseconds. Script.update is too frequent. var updater = Script.setInterval(update, UPDATE_INTERVAL); -Script.scriptEnding.connect(function () { Script.clearInterval(updater); }); +Script.scriptEnding.connect(function () { + Script.clearInterval(updater); +}); // Check periodically for changes to setup. var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds @@ -407,4 +451,6 @@ function checkSettings() { } checkSettings(); var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL); -Script.scriptEnding.connect(function () { Script.clearInterval(settingsChecker); }); +Script.scriptEnding.connect(function () { + Script.clearInterval(settingsChecker); +});