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Merge pull request #7997 from SamGondelman/touchFixes
Corrected Oculus Touch coordinate system so that hands track properly
This commit is contained in:
commit
69ae33ad9a
7 changed files with 184 additions and 58 deletions
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@ -1,22 +1,40 @@
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{
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"name": "Oculus Touch to Standard",
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"channels": [
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{ "from": "OculusTouch.LY", "filters": "invert", "to": "Standard.LY" },
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{ "from": "OculusTouch.LX", "to": "Standard.LX" },
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{ "from": "OculusTouch.A", "to": "Standard.A" },
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{ "from": "OculusTouch.B", "to": "Standard.B" },
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{ "from": "OculusTouch.X", "to": "Standard.X" },
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{ "from": "OculusTouch.Y", "to": "Standard.Y" },
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{ "from": "OculusTouch.LY", "filters": "invert", "to": "Standard.LY" },
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{ "from": "OculusTouch.LX", "to": "Standard.LX" },
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{ "from": "OculusTouch.LT", "to": "Standard.LT" },
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{ "from": "OculusTouch.LS", "to": "Standard.LS" },
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{ "from": "OculusTouch.LeftGrip", "to": "Standard.LeftGrip" },
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{ "from": "OculusTouch.LeftHand", "to": "Standard.LeftHand" },
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{ "from": "OculusTouch.RY", "filters": "invert", "to": "Standard.RY" },
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{ "from": "OculusTouch.RX", "to": "Standard.RX" },
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{ "from": "OculusTouch.RY", "filters": "invert", "to": "Standard.RY" },
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{ "from": "OculusTouch.RX", "to": "Standard.RX" },
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{ "from": "OculusTouch.RT", "to": "Standard.RT" },
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{ "from": "OculusTouch.RB", "to": "Standard.RB" },
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{ "from": "OculusTouch.RS", "to": "Standard.RS" },
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{ "from": "OculusTouch.RightGrip", "to": "Standard.RightGrip" },
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{ "from": "OculusTouch.RightHand", "to": "Standard.RightHand" },
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{ "from": "OculusTouch.LeftApplicationMenu", "to": "Standard.Back" },
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{ "from": "OculusTouch.RightApplicationMenu", "to": "Standard.Start" },
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{ "from": "OculusTouch.LeftHand", "to": "Standard.LeftHand" },
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{ "from": "OculusTouch.RightHand", "to": "Standard.RightHand" }
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{ "from": "OculusTouch.LeftPrimaryThumbTouch", "to": "Standard.LeftPrimaryThumbTouch" },
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{ "from": "OculusTouch.LeftSecondaryThumbTouch", "to": "Standard.LeftSecondaryThumbTouch" },
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{ "from": "OculusTouch.RightPrimaryThumbTouch", "to": "Standard.RightPrimaryThumbTouch" },
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{ "from": "OculusTouch.RightSecondaryThumbTouch", "to": "Standard.RightSecondaryThumbTouch" },
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{ "from": "OculusTouch.LeftPrimaryIndexTouch", "to": "Standard.LeftPrimaryIndexTouch" },
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{ "from": "OculusTouch.RightPrimaryIndexTouch", "to": "Standard.RightPrimaryIndexTouch" },
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{ "from": "OculusTouch.LSTouch", "to": "Standard.LSTouch" },
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{ "from": "OculusTouch.RSTouch", "to": "Standard.RSTouch" },
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{ "from": "OculusTouch.LeftThumbUp", "to": "Standard.LeftThumbUp" },
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{ "from": "OculusTouch.RightThumbUp", "to": "Standard.RightThumbUp" },
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{ "from": "OculusTouch.LeftIndexPoint", "to": "Standard.LeftIndexPoint" },
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{ "from": "OculusTouch.RightIndexPoint", "to": "Standard.RightIndexPoint" }
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]
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}
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@ -5,7 +5,7 @@
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{ "from": "Vive.LX", "when": "Vive.LSOuter", "to": "Standard.LX" },
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{ "from": "Vive.LT", "to": "Standard.LT" },
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{ "from": "Vive.LeftGrip", "to": "Standard.LB" },
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{ "from": "Vive.LeftGrip", "to": "Standard.LeftGrip" },
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{ "from": "Vive.LS", "to": "Standard.LS" },
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{ "from": "Vive.LSTouch", "to": "Standard.LSTouch" },
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@ -13,7 +13,7 @@
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{ "from": "Vive.RX", "when": "Vive.RSOuter", "to": "Standard.RX" },
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{ "from": "Vive.RT", "to": "Standard.RT" },
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{ "from": "Vive.RightGrip", "to": "Standard.RB" },
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{ "from": "Vive.RightGrip", "to": "Standard.RightGrip" },
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{ "from": "Vive.RS", "to": "Standard.RS" },
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{ "from": "Vive.RSTouch", "to": "Standard.RSTouch" },
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@ -66,9 +66,7 @@ namespace controller {
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RIGHT_SECONDARY_INDEX_TOUCH,
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RIGHT_INDEX_POINT,
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LEFT_GRIP,
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LEFT_GRIP_TOUCH,
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RIGHT_GRIP,
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RIGHT_GRIP_TOUCH,
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NUM_STANDARD_BUTTONS
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@ -85,9 +83,9 @@ namespace controller {
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// Triggers
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LT,
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RT,
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// Grips (Oculus touch squeeze)
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LG,
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RG,
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// Grips
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LEFT_GRIP,
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RIGHT_GRIP,
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NUM_STANDARD_AXES,
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LZ = LT,
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RZ = RT
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@ -120,14 +120,14 @@ static const std::vector<std::pair<ovrButton, StandardButtonChannel>> BUTTON_MAP
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{ ovrButton_B, B },
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{ ovrButton_LThumb, LS },
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{ ovrButton_RThumb, RS },
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{ ovrButton_LShoulder, LB },
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{ ovrButton_RShoulder, RB },
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//{ ovrButton_LShoulder, LB },
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//{ ovrButton_RShoulder, RB },
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} };
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static const std::vector<std::pair<ovrTouch, StandardButtonChannel>> TOUCH_MAP { {
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{ ovrTouch_X, LEFT_SECONDARY_THUMB_TOUCH },
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{ ovrTouch_X, LEFT_PRIMARY_THUMB_TOUCH },
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{ ovrTouch_Y, LEFT_SECONDARY_THUMB_TOUCH },
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{ ovrTouch_A, RIGHT_SECONDARY_THUMB_TOUCH },
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{ ovrTouch_A, RIGHT_PRIMARY_THUMB_TOUCH },
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{ ovrTouch_B, RIGHT_SECONDARY_THUMB_TOUCH },
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{ ovrTouch_LIndexTrigger, LEFT_PRIMARY_INDEX_TOUCH },
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{ ovrTouch_RIndexTrigger, RIGHT_PRIMARY_INDEX_TOUCH },
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@ -183,6 +183,8 @@ void OculusControllerManager::TouchDevice::update(float deltaTime, const control
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++numTrackedControllers;
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if (REQUIRED_HAND_STATUS == (tracking.HandStatusFlags[hand] & REQUIRED_HAND_STATUS)) {
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handlePose(deltaTime, inputCalibrationData, hand, tracking.HandPoses[hand]);
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} else {
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_poseStateMap[hand == ovrHand_Left ? controller::LEFT_HAND : controller::RIGHT_HAND].valid = false;
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}
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});
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using namespace controller;
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@ -191,12 +193,12 @@ void OculusControllerManager::TouchDevice::update(float deltaTime, const control
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_axisStateMap[LX] = inputState.Thumbstick[ovrHand_Left].x;
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_axisStateMap[LY] = inputState.Thumbstick[ovrHand_Left].y;
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_axisStateMap[LT] = inputState.IndexTrigger[ovrHand_Left];
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_axisStateMap[LG] = inputState.HandTrigger[ovrHand_Left];
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_axisStateMap[LEFT_GRIP] = inputState.HandTrigger[ovrHand_Left];
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_axisStateMap[RX] = inputState.Thumbstick[ovrHand_Right].x;
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_axisStateMap[RY] = inputState.Thumbstick[ovrHand_Right].y;
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_axisStateMap[RT] = inputState.IndexTrigger[ovrHand_Right];
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_axisStateMap[RG] = inputState.HandTrigger[ovrHand_Right];
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_axisStateMap[RIGHT_GRIP] = inputState.HandTrigger[ovrHand_Right];
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// Buttons
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for (const auto& pair : BUTTON_MAP) {
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@ -220,38 +222,142 @@ void OculusControllerManager::TouchDevice::focusOutEvent() {
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void OculusControllerManager::TouchDevice::handlePose(float deltaTime,
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const controller::InputCalibrationData& inputCalibrationData, ovrHandType hand,
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const ovrPoseStatef& handPose) {
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// When the sensor-to-world rotation is identity the coordinate axes look like this:
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//
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// user
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// forward
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// -z
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// |
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// y| user
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// y o----x right
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// o-----x user
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// | up
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// |
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// z
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//
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// Rift
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// From ABOVE the hand canonical axes looks like this:
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//
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// | | | | y | | | |
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// | | | | | | | | |
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// | | | | |
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// |left | / x---- + \ |right|
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// | _/ z \_ |
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// | | | |
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// | | | |
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//
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// So when the user is in Rift space facing the -zAxis with hands outstretched and palms down
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// the rotation to align the Touch axes with those of the hands is:
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//
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// touchToHand = halfTurnAboutY * quaterTurnAboutX
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// Due to how the Touch controllers fit into the palm there is an offset that is different for each hand.
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// You can think of this offset as the inverse of the measured rotation when the hands are posed, such that
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// the combination (measurement * offset) is identity at this orientation.
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//
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// Qoffset = glm::inverse(deltaRotation when hand is posed fingers forward, palm down)
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//
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// An approximate offset for the Touch can be obtained by inspection:
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//
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// Qoffset = glm::inverse(glm::angleAxis(sign * PI/2.0f, zAxis) * glm::angleAxis(PI/4.0f, xAxis))
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//
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// So the full equation is:
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//
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// Q = combinedMeasurement * touchToHand
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//
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// Q = (deltaQ * QOffset) * (yFlip * quarterTurnAboutX)
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//
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// Q = (deltaQ * inverse(deltaQForAlignedHand)) * (yFlip * quarterTurnAboutX)
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auto poseId = hand == ovrHand_Left ? controller::LEFT_HAND : controller::RIGHT_HAND;
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auto& pose = _poseStateMap[poseId];
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static const glm::quat yFlip = glm::angleAxis(PI, Vectors::UNIT_Y);
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static const glm::quat quarterX = glm::angleAxis(PI_OVER_TWO, Vectors::UNIT_X);
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static const glm::quat touchToHand = yFlip * quarterX;
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static const glm::quat leftQuarterZ = glm::angleAxis(-PI_OVER_TWO, Vectors::UNIT_Z);
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static const glm::quat rightQuarterZ = glm::angleAxis(PI_OVER_TWO, Vectors::UNIT_Z);
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static const glm::quat eighthX = glm::angleAxis(PI / 4.0f, Vectors::UNIT_X);
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static const glm::quat leftRotationOffset = glm::inverse(leftQuarterZ * eighthX) * touchToHand;
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static const glm::quat rightRotationOffset = glm::inverse(rightQuarterZ * eighthX) * touchToHand;
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static const float CONTROLLER_LENGTH_OFFSET = 0.0762f; // three inches
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static const glm::vec3 CONTROLLER_OFFSET = glm::vec3(CONTROLLER_LENGTH_OFFSET / 2.0f,
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CONTROLLER_LENGTH_OFFSET / 2.0f,
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CONTROLLER_LENGTH_OFFSET * 2.0f);
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static const glm::vec3 leftTranslationOffset = glm::vec3(-1.0f, 1.0f, 1.0f) * CONTROLLER_OFFSET;
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static const glm::vec3 rightTranslationOffset = CONTROLLER_OFFSET;
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auto translationOffset = (hand == ovrHand_Left ? leftTranslationOffset : rightTranslationOffset);
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auto rotationOffset = (hand == ovrHand_Left ? leftRotationOffset : rightRotationOffset);
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glm::quat rotation = toGlm(handPose.ThePose.Orientation);
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pose.translation = toGlm(handPose.ThePose.Position);
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pose.rotation = toGlm(handPose.ThePose.Orientation);
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pose.translation += rotation * translationOffset;
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pose.rotation = rotation * rotationOffset;
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pose.angularVelocity = toGlm(handPose.AngularVelocity);
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pose.velocity = toGlm(handPose.LinearVelocity);
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pose.valid = true;
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// transform into avatar frame
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glm::mat4 controllerToAvatar = glm::inverse(inputCalibrationData.avatarMat) * inputCalibrationData.sensorToWorldMat;
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pose = pose.transform(controllerToAvatar);
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}
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controller::Input::NamedVector OculusControllerManager::TouchDevice::getAvailableInputs() const {
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using namespace controller;
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QVector<Input::NamedPair> availableInputs{
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// Trackpad analogs
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// buttons
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makePair(A, "A"),
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makePair(B, "B"),
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makePair(X, "X"),
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makePair(Y, "Y"),
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// trackpad analogs
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makePair(LX, "LX"),
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makePair(LY, "LY"),
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makePair(RX, "RX"),
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makePair(RY, "RY"),
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// trigger analogs
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// triggers
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makePair(LT, "LT"),
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makePair(RT, "RT"),
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makePair(LB, "LB"),
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makePair(RB, "RB"),
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// trigger buttons
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//makePair(LB, "LB"),
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//makePair(RB, "RB"),
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// side grip triggers
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makePair(LEFT_GRIP, "LeftGrip"),
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makePair(RIGHT_GRIP, "RightGrip"),
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// joystick buttons
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makePair(LS, "LS"),
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makePair(RS, "RS"),
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makePair(LEFT_HAND, "LeftHand"),
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makePair(RIGHT_HAND, "RightHand"),
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makePair(LEFT_PRIMARY_THUMB, "LeftPrimaryThumb"),
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makePair(LEFT_SECONDARY_THUMB, "LeftSecondaryThumb"),
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makePair(RIGHT_PRIMARY_THUMB, "RightPrimaryThumb"),
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makePair(RIGHT_SECONDARY_THUMB, "RightSecondaryThumb"),
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makePair(LEFT_PRIMARY_THUMB_TOUCH, "LeftPrimaryThumbTouch"),
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makePair(LEFT_SECONDARY_THUMB_TOUCH, "LeftSecondaryThumbTouch"),
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makePair(RIGHT_PRIMARY_THUMB_TOUCH, "RightPrimaryThumbTouch"),
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makePair(RIGHT_SECONDARY_THUMB_TOUCH, "RightSecondaryThumbTouch"),
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makePair(LEFT_PRIMARY_INDEX_TOUCH, "LeftPrimaryIndexTouch"),
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makePair(RIGHT_PRIMARY_INDEX_TOUCH, "RightPrimaryIndexTouch"),
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makePair(LS_TOUCH, "LSTouch"),
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makePair(RS_TOUCH, "RSTouch"),
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makePair(LEFT_THUMB_UP, "LeftThumbUp"),
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makePair(RIGHT_THUMB_UP, "RightThumbUp"),
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makePair(LEFT_INDEX_POINT, "LeftIndexPoint"),
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makePair(RIGHT_INDEX_POINT, "RightIndexPoint"),
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makePair(BACK, "LeftApplicationMenu"),
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makePair(START, "RightApplicationMenu"),
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};
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return availableInputs;
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}
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@ -347,7 +347,7 @@ void ViveControllerManager::InputDevice::handleButtonEvent(float deltaTime, uint
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if (button == vr::k_EButton_ApplicationMenu) {
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_buttonPressedMap.insert(isLeftHand ? LEFT_APP_MENU : RIGHT_APP_MENU);
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} else if (button == vr::k_EButton_Grip) {
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_buttonPressedMap.insert(isLeftHand ? LEFT_GRIP : RIGHT_GRIP);
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_axisStateMap[isLeftHand ? LEFT_GRIP : RIGHT_GRIP] = 1.0f;
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} else if (button == vr::k_EButton_SteamVR_Trigger) {
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_buttonPressedMap.insert(isLeftHand ? LT : RT);
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} else if (button == vr::k_EButton_SteamVR_Touchpad) {
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@ -265,9 +265,11 @@ eventMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(goActive);
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eventMapping.from(Controller.Standard.LT).peek().to(goActive);
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eventMapping.from(Controller.Standard.LB).peek().to(goActive);
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eventMapping.from(Controller.Standard.LS).peek().to(goActive);
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eventMapping.from(Controller.Standard.LeftGrip).peek().to(goActive);
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eventMapping.from(Controller.Standard.RT).peek().to(goActive);
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eventMapping.from(Controller.Standard.RB).peek().to(goActive);
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eventMapping.from(Controller.Standard.RS).peek().to(goActive);
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eventMapping.from(Controller.Standard.RightGrip).peek().to(goActive);
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eventMapping.from(Controller.Standard.Back).peek().to(goActive);
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eventMapping.from(Controller.Standard.Start).peek().to(goActive);
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Controller.enableMapping(eventMappingName);
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@ -271,7 +271,7 @@ function MyController(hand) {
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this.triggerValue = 0; // rolling average of trigger value
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this.rawTriggerValue = 0;
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this.rawBumperValue = 0;
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this.rawSecondaryValue = 0;
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this.rawThumbValue = 0;
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//for visualizations
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@ -509,10 +509,10 @@ function MyController(hand) {
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var searchSphereLocation = Vec3.sum(distantPickRay.origin,
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Vec3.multiply(distantPickRay.direction, this.searchSphereDistance));
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this.searchSphereOn(searchSphereLocation, SEARCH_SPHERE_SIZE * this.searchSphereDistance,
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(this.triggerSmoothedGrab() || this.bumperSqueezed()) ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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(this.triggerSmoothedGrab() || this.secondarySqueezed()) ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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if ((USE_OVERLAY_LINES_FOR_SEARCHING === true) && PICK_WITH_HAND_RAY) {
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this.overlayLineOn(handPosition, searchSphereLocation,
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(this.triggerSmoothedGrab() || this.bumperSqueezed()) ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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(this.triggerSmoothedGrab() || this.secondarySqueezed()) ? INTERSECT_COLOR : NO_INTERSECT_COLOR);
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}
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}
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@ -768,8 +768,8 @@ function MyController(hand) {
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_this.rawTriggerValue = value;
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};
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this.bumperPress = function(value) {
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_this.rawBumperValue = value;
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this.secondaryPress = function(value) {
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_this.rawSecondaryValue = value;
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};
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this.updateSmoothedTrigger = function() {
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@ -791,20 +791,20 @@ function MyController(hand) {
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return this.triggerValue < TRIGGER_OFF_VALUE;
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};
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this.bumperSqueezed = function() {
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return _this.rawBumperValue > BUMPER_ON_VALUE;
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this.secondarySqueezed = function() {
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return _this.rawSecondaryValue > BUMPER_ON_VALUE;
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};
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this.bumperReleased = function() {
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return _this.rawBumperValue < BUMPER_ON_VALUE;
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this.secondaryReleased = function() {
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return _this.rawSecondaryValue < BUMPER_ON_VALUE;
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};
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// this.triggerOrBumperSqueezed = function() {
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// return triggerSmoothedSqueezed() || bumperSqueezed();
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// this.triggerOrsecondarySqueezed = function() {
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// return triggerSmoothedSqueezed() || secondarySqueezed();
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// }
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// this.triggerAndBumperReleased = function() {
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// return triggerSmoothedReleased() && bumperReleased();
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// this.triggerAndSecondaryReleased = function() {
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// return triggerSmoothedReleased() && secondaryReleased();
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// }
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this.thumbPress = function(value) {
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@ -820,13 +820,13 @@ function MyController(hand) {
|
|||
};
|
||||
|
||||
this.off = function() {
|
||||
if (this.triggerSmoothedSqueezed() || this.bumperSqueezed()) {
|
||||
if (this.triggerSmoothedSqueezed() || this.secondarySqueezed()) {
|
||||
this.lastPickTime = 0;
|
||||
var controllerHandInput = (this.hand === RIGHT_HAND) ? Controller.Standard.RightHand : Controller.Standard.LeftHand;
|
||||
this.startingHandRotation = Controller.getPoseValue(controllerHandInput).rotation;
|
||||
if (this.triggerSmoothedSqueezed()) {
|
||||
this.setState(STATE_SEARCHING);
|
||||
} else if (this.bumperSqueezed()) {
|
||||
} else if (this.secondarySqueezed()) {
|
||||
this.setState(STATE_HOLD_SEARCHING);
|
||||
}
|
||||
}
|
||||
|
@ -843,7 +843,7 @@ function MyController(hand) {
|
|||
this.setState(STATE_RELEASE);
|
||||
return;
|
||||
}
|
||||
if (this.state == STATE_HOLD_SEARCHING && this.bumperReleased()) {
|
||||
if (this.state == STATE_HOLD_SEARCHING && this.secondaryReleased()) {
|
||||
this.setState(STATE_RELEASE);
|
||||
return;
|
||||
}
|
||||
|
@ -1000,7 +1000,7 @@ function MyController(hand) {
|
|||
grabbableData = grabbableDataForCandidate;
|
||||
}
|
||||
}
|
||||
if ((this.grabbedEntity !== null) && (this.triggerSmoothedGrab() || this.bumperSqueezed())) {
|
||||
if ((this.grabbedEntity !== null) && (this.triggerSmoothedGrab() || this.secondarySqueezed())) {
|
||||
// We are squeezing enough to grab, and we've found an entity that we'll try to do something with.
|
||||
var near = (nearPickedCandidateEntities.indexOf(this.grabbedEntity) >= 0) || minDistance <= NEAR_PICK_MAX_DISTANCE;
|
||||
var isPhysical = this.propsArePhysical(props);
|
||||
|
@ -1166,7 +1166,7 @@ function MyController(hand) {
|
|||
};
|
||||
|
||||
this.continueDistanceHolding = function() {
|
||||
if (this.triggerSmoothedReleased() && this.bumperReleased()) {
|
||||
if (this.triggerSmoothedReleased() && this.secondaryReleased()) {
|
||||
this.setState(STATE_RELEASE);
|
||||
this.callEntityMethodOnGrabbed("releaseGrab");
|
||||
return;
|
||||
|
@ -1390,7 +1390,7 @@ function MyController(hand) {
|
|||
this.callEntityMethodOnGrabbed("releaseGrab");
|
||||
return;
|
||||
}
|
||||
if (this.state == STATE_HOLD && this.bumperReleased()) {
|
||||
if (this.state == STATE_HOLD && this.secondaryReleased()) {
|
||||
this.setState(STATE_RELEASE);
|
||||
this.callEntityMethodOnGrabbed("releaseGrab");
|
||||
return;
|
||||
|
@ -1504,7 +1504,7 @@ function MyController(hand) {
|
|||
this.callEntityMethodOnGrabbed("releaseGrab");
|
||||
return;
|
||||
}
|
||||
if (this.state == STATE_CONTINUE_HOLD && this.bumperReleased()) {
|
||||
if (this.state == STATE_CONTINUE_HOLD && this.secondaryReleased()) {
|
||||
this.setState(STATE_RELEASE);
|
||||
this.callEntityMethodOnGrabbed("releaseEquip");
|
||||
return;
|
||||
|
@ -1633,7 +1633,7 @@ function MyController(hand) {
|
|||
};
|
||||
|
||||
this.nearTrigger = function() {
|
||||
if (this.triggerSmoothedReleased() && this.bumperReleased()) {
|
||||
if (this.triggerSmoothedReleased() && this.secondaryReleased()) {
|
||||
this.setState(STATE_RELEASE);
|
||||
this.callEntityMethodOnGrabbed("stopNearTrigger");
|
||||
return;
|
||||
|
@ -1643,7 +1643,7 @@ function MyController(hand) {
|
|||
};
|
||||
|
||||
this.farTrigger = function() {
|
||||
if (this.triggerSmoothedReleased() && this.bumperReleased()) {
|
||||
if (this.triggerSmoothedReleased() && this.secondaryReleased()) {
|
||||
this.setState(STATE_RELEASE);
|
||||
this.callEntityMethodOnGrabbed("stopFarTrigger");
|
||||
return;
|
||||
|
@ -1653,7 +1653,7 @@ function MyController(hand) {
|
|||
};
|
||||
|
||||
this.continueNearTrigger = function() {
|
||||
if (this.triggerSmoothedReleased() && this.bumperReleased()) {
|
||||
if (this.triggerSmoothedReleased() && this.secondaryReleased()) {
|
||||
this.setState(STATE_RELEASE);
|
||||
this.callEntityMethodOnGrabbed("stopNearTrigger");
|
||||
return;
|
||||
|
@ -1662,7 +1662,7 @@ function MyController(hand) {
|
|||
};
|
||||
|
||||
this.continueFarTrigger = function() {
|
||||
if (this.triggerSmoothedReleased() && this.bumperReleased()) {
|
||||
if (this.triggerSmoothedReleased() && this.secondaryReleased()) {
|
||||
this.setState(STATE_RELEASE);
|
||||
this.callEntityMethodOnGrabbed("stopFarTrigger");
|
||||
return;
|
||||
|
@ -1942,8 +1942,10 @@ var mapping = Controller.newMapping(MAPPING_NAME);
|
|||
mapping.from([Controller.Standard.RT]).peek().to(rightController.triggerPress);
|
||||
mapping.from([Controller.Standard.LT]).peek().to(leftController.triggerPress);
|
||||
|
||||
mapping.from([Controller.Standard.RB]).peek().to(rightController.bumperPress);
|
||||
mapping.from([Controller.Standard.LB]).peek().to(leftController.bumperPress);
|
||||
mapping.from([Controller.Standard.RB]).peek().to(rightController.secondaryPress);
|
||||
mapping.from([Controller.Standard.LB]).peek().to(leftController.secondaryPress);
|
||||
mapping.from([Controller.Standard.LeftGrip]).peek().to(leftController.secondaryPress);
|
||||
mapping.from([Controller.Standard.RightGrip]).peek().to(rightController.secondaryPress);
|
||||
|
||||
mapping.from([Controller.Standard.LeftPrimaryThumb]).peek().to(leftController.thumbPress);
|
||||
mapping.from([Controller.Standard.RightPrimaryThumb]).peek().to(rightController.thumbPress);
|
||||
|
@ -2036,4 +2038,4 @@ function cleanup() {
|
|||
Reticle.setVisible(true);
|
||||
}
|
||||
Script.scriptEnding.connect(cleanup);
|
||||
Script.update.connect(update);
|
||||
Script.update.connect(update);
|
Loading…
Reference in a new issue