Merge pull request #7225 from PhilipRosedale/hydraReticle

Hand controller drives mouse, does not take over if set down
This commit is contained in:
Brad Hefta-Gaub 2016-03-06 13:33:02 -08:00
commit 78b608b970

View file

@ -1,5 +1,5 @@
//
// reticleHandRotationTest.js
// handControllerMouse.js
// examples/controllers
//
// Created by Brad Hefta-Gaub on 2015/12/15
@ -10,6 +10,9 @@
//
var DEBUGGING = false;
var angularVelocityTrailingAverage = 0.0; // Global trailing average used to decide whether to move reticle at all
var lastX = 0;
var lastY = 0;
Math.clamp=function(a,b,c) {
return Math.max(b,Math.min(c,a));
@ -31,12 +34,17 @@ function moveReticleAbsolute(x, y) {
var MAPPING_NAME = "com.highfidelity.testing.reticleWithHandRotation";
var mapping = Controller.newMapping(MAPPING_NAME);
mapping.from(Controller.Hardware.Hydra.L3).peek().to(Controller.Actions.ReticleClick);
mapping.from(Controller.Hardware.Hydra.R4).peek().to(Controller.Actions.ReticleClick);
if (Controller.Hardware.Hydra !== undefined) {
mapping.from(Controller.Hardware.Hydra.L3).peek().to(Controller.Actions.ReticleClick);
mapping.from(Controller.Hardware.Hydra.R4).peek().to(Controller.Actions.ReticleClick);
}
if (Controller.Hardware.Vive !== undefined) {
mapping.from(Controller.Hardware.Vive.LeftPrimaryThumb).peek().to(Controller.Actions.ReticleClick);
mapping.from(Controller.Hardware.Vive.RightPrimaryThumb).peek().to(Controller.Actions.ReticleClick);
}
mapping.enable();
function debugPrint(message) {
if (DEBUGGING) {
print(message);
@ -76,7 +84,7 @@ Script.update.connect(function(deltaTime) {
}
// Velocity filter the hand rotation used to position reticle so that it is easier to target small things with the hand controllers
var VELOCITY_FILTER_GAIN = 1.0;
var VELOCITY_FILTER_GAIN = 0.5;
filteredRotatedLeft = Vec3.mix(filteredRotatedLeft, rotatedLeft, Math.clamp(Vec3.length(poseLeft.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
filteredRotatedRight = Vec3.mix(filteredRotatedRight, rotatedRight, Math.clamp(Vec3.length(poseRight.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
var rotated = Vec3.mix(filteredRotatedLeft, filteredRotatedRight, leftRightBias);
@ -96,11 +104,17 @@ Script.update.connect(function(deltaTime) {
var y = screenSizeY * yRatio;
// don't move the reticle with the hand controllers unless the controllers are actually being moved
var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.0001;
// take a time average of angular velocity, and don't move mouse at all if it's below threshold
var AVERAGING_INTERVAL = 0.95;
var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.03;
var angularVelocityMagnitude = Vec3.length(poseLeft.angularVelocity) * (1.0 - leftRightBias) + Vec3.length(poseRight.angularVelocity) * leftRightBias;
angularVelocityTrailingAverage = angularVelocityTrailingAverage * AVERAGING_INTERVAL + angularVelocityMagnitude * (1.0 - AVERAGING_INTERVAL);
if (!(xRatio == 0.5 && yRatio == 0) && (angularVelocityMagnitude > MINIMUM_CONTROLLER_ANGULAR_VELOCITY)) {
if (!(xRatio == 0.5 && yRatio == 0) && (angularVelocityTrailingAverage > MINIMUM_CONTROLLER_ANGULAR_VELOCITY) && ((x != lastX) || (y != lastY))) {
moveReticleAbsolute(x, y);
lastX = x;
lastY = y;
}
});