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revert "fix competition between seek mouse and lasers"
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commit
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1 changed files with 5 additions and 22 deletions
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@ -20,9 +20,6 @@
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// When partially squeezing over a HUD element, a laser or the reticle is shown where the active hand
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// controller beam intersects the HUD.
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var systemLaserOn = false;
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Script.include("../libraries/controllers.js");
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// UTILITIES -------------
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@ -124,12 +121,6 @@ function ignoreMouseActivity() {
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if (!Reticle.allowMouseCapture) {
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return true;
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}
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// if the lasers are on, then reticle/mouse should be hidden and we can ignore it for seeking or depth updating
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if (systemLaserOn) {
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return true;
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}
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var pos = Reticle.position;
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if (!pos || (pos.x == -1 && pos.y == -1)) {
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return true;
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@ -270,12 +261,6 @@ var ONE_MINUS_WEIGHTING = 1 - WEIGHTING;
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var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 20;
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function isShakingMouse() { // True if the person is waving the mouse around trying to find it.
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var now = Date.now(), mouse = Reticle.position, isShaking = false;
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// if the lasers are on, then we ignore mouse shaking
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if (systemLaserOn) {
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return false;
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}
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if (lastIntegration && (lastIntegration !== now)) {
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var velocity = Vec3.length(Vec3.subtract(mouse, lastMouse)) / (now - lastIntegration);
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averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * velocity);
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@ -290,14 +275,9 @@ function isShakingMouse() { // True if the person is waving the mouse around try
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var NON_LINEAR_DIVISOR = 2;
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var MINIMUM_SEEK_DISTANCE = 0.1;
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function updateSeeking(doNotStartSeeking) {
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// if the lasers are on, then we never do seeking
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if (systemLaserOn) {
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isSeeking = false;
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return;
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}
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if (!doNotStartSeeking && (!Reticle.visible || isShakingMouse())) {
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if (!isSeeking) {
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print('Start seeking mouse.');
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isSeeking = true;
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}
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} // e.g., if we're about to turn it on with first movement.
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@ -307,6 +287,7 @@ function updateSeeking(doNotStartSeeking) {
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averageMouseVelocity = lastIntegration = 0;
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var lookAt2D = HMD.getHUDLookAtPosition2D();
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if (!lookAt2D) { // If this happens, something has gone terribly wrong.
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print('Cannot seek without lookAt position');
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isSeeking = false;
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return; // E.g., if parallel to location in HUD
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}
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@ -322,6 +303,7 @@ function updateSeeking(doNotStartSeeking) {
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}
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var okX = !updateDimension('x'), okY = !updateDimension('y'); // Evaluate both. Don't short-circuit.
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if (okX && okY) {
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print('Finished seeking mouse');
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isSeeking = false;
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} else {
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Reticle.setPosition(copy); // Not setReticlePosition
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@ -340,7 +322,7 @@ function updateMouseActivity(isClick) {
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return;
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} // Bug: mouse clicks should keep going. Just not hand controller clicks
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handControllerLockOut.update(now);
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Reticle.visible = !systemLaserOn;
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Reticle.visible = true;
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}
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function expireMouseCursor(now) {
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if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) {
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@ -492,6 +474,7 @@ var LASER_ALPHA = 0.5;
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var LASER_SEARCH_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, z: 255 / 255, w: LASER_ALPHA};
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var LASER_TRIGGER_COLOR_XYZW = {x: 250 / 255, y: 10 / 255, z: 10 / 255, w: LASER_ALPHA};
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var SYSTEM_LASER_DIRECTION = {x: 0, y: 0, z: -1};
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var systemLaserOn = false;
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function clearSystemLaser() {
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if (!systemLaserOn) {
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return;
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