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Merge pull request #7225 from PhilipRosedale/hydraReticle
Hand controller drives mouse, does not take over if set down
This commit is contained in:
commit
78b608b970
1 changed files with 22 additions and 8 deletions
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@ -1,5 +1,5 @@
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//
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// reticleHandRotationTest.js
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// handControllerMouse.js
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// examples/controllers
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//
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// Created by Brad Hefta-Gaub on 2015/12/15
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@ -10,6 +10,9 @@
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//
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var DEBUGGING = false;
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var angularVelocityTrailingAverage = 0.0; // Global trailing average used to decide whether to move reticle at all
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var lastX = 0;
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var lastY = 0;
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Math.clamp=function(a,b,c) {
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return Math.max(b,Math.min(c,a));
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@ -31,12 +34,17 @@ function moveReticleAbsolute(x, y) {
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var MAPPING_NAME = "com.highfidelity.testing.reticleWithHandRotation";
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var mapping = Controller.newMapping(MAPPING_NAME);
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mapping.from(Controller.Hardware.Hydra.L3).peek().to(Controller.Actions.ReticleClick);
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mapping.from(Controller.Hardware.Hydra.R4).peek().to(Controller.Actions.ReticleClick);
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if (Controller.Hardware.Hydra !== undefined) {
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mapping.from(Controller.Hardware.Hydra.L3).peek().to(Controller.Actions.ReticleClick);
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mapping.from(Controller.Hardware.Hydra.R4).peek().to(Controller.Actions.ReticleClick);
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}
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if (Controller.Hardware.Vive !== undefined) {
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mapping.from(Controller.Hardware.Vive.LeftPrimaryThumb).peek().to(Controller.Actions.ReticleClick);
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mapping.from(Controller.Hardware.Vive.RightPrimaryThumb).peek().to(Controller.Actions.ReticleClick);
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}
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mapping.enable();
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function debugPrint(message) {
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if (DEBUGGING) {
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print(message);
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@ -76,7 +84,7 @@ Script.update.connect(function(deltaTime) {
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}
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// Velocity filter the hand rotation used to position reticle so that it is easier to target small things with the hand controllers
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var VELOCITY_FILTER_GAIN = 1.0;
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var VELOCITY_FILTER_GAIN = 0.5;
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filteredRotatedLeft = Vec3.mix(filteredRotatedLeft, rotatedLeft, Math.clamp(Vec3.length(poseLeft.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
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filteredRotatedRight = Vec3.mix(filteredRotatedRight, rotatedRight, Math.clamp(Vec3.length(poseRight.angularVelocity) * VELOCITY_FILTER_GAIN, 0.0, 1.0));
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var rotated = Vec3.mix(filteredRotatedLeft, filteredRotatedRight, leftRightBias);
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@ -96,11 +104,17 @@ Script.update.connect(function(deltaTime) {
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var y = screenSizeY * yRatio;
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// don't move the reticle with the hand controllers unless the controllers are actually being moved
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var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.0001;
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// take a time average of angular velocity, and don't move mouse at all if it's below threshold
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var AVERAGING_INTERVAL = 0.95;
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var MINIMUM_CONTROLLER_ANGULAR_VELOCITY = 0.03;
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var angularVelocityMagnitude = Vec3.length(poseLeft.angularVelocity) * (1.0 - leftRightBias) + Vec3.length(poseRight.angularVelocity) * leftRightBias;
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angularVelocityTrailingAverage = angularVelocityTrailingAverage * AVERAGING_INTERVAL + angularVelocityMagnitude * (1.0 - AVERAGING_INTERVAL);
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if (!(xRatio == 0.5 && yRatio == 0) && (angularVelocityMagnitude > MINIMUM_CONTROLLER_ANGULAR_VELOCITY)) {
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if (!(xRatio == 0.5 && yRatio == 0) && (angularVelocityTrailingAverage > MINIMUM_CONTROLLER_ANGULAR_VELOCITY) && ((x != lastX) || (y != lastY))) {
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moveReticleAbsolute(x, y);
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lastX = x;
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lastY = y;
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}
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});
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