mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Prepare for working laser. But at this point, we still show the laser AND
the Reticle.
This commit is contained in:
parent
526fc7d062
commit
dfd03d5e61
1 changed files with 11 additions and 5 deletions
|
@ -319,6 +319,7 @@ function toggleHand() { // unequivocally switch which hand controls mouse positi
|
|||
activeTrigger = rightTrigger;
|
||||
activeHudLaser = RIGHT_HUD_LASER;
|
||||
}
|
||||
clearSystemLaser();
|
||||
}
|
||||
function makeToggleAction(hand) { // return a function(0|1) that makes the specified hand control mouse when 1
|
||||
return function (on) {
|
||||
|
@ -335,8 +336,8 @@ Script.scriptEnding.connect(clickMapping.disable);
|
|||
clickMapping.from(Controller.Standard.RT).peek().to(rightTrigger.triggerPress);
|
||||
clickMapping.from(Controller.Standard.LT).peek().to(leftTrigger.triggerPress);
|
||||
// Full smoothed trigger is a click.
|
||||
clickMapping.from(rightTrigger.full).to(Controller.Actions.ReticleClick);
|
||||
clickMapping.from(leftTrigger.full).to(Controller.Actions.ReticleClick);
|
||||
clickMapping.from(rightTrigger.full).when(isPointingAtOverlay).to(Controller.Actions.ReticleClick);
|
||||
clickMapping.from(leftTrigger.full).when(isPointingAtOverlay).to(Controller.Actions.ReticleClick);
|
||||
clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
|
||||
clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
|
||||
// Partial smoothed trigger is activation.
|
||||
|
@ -363,8 +364,8 @@ Script.scriptEnding.connect(function () {
|
|||
overlays.forEach(Overlays.deleteOverlay);
|
||||
});
|
||||
var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation.
|
||||
var systemLaserOn = false;
|
||||
var SYSTEM_LASER_DIRECTION = Vec3.normalize({x: 0, y: -1, z: -1}); // Guessing 45 degrees.
|
||||
var systemLaserOn = false;
|
||||
function clearSystemLaser() {
|
||||
if (!systemLaserOn) {
|
||||
return;
|
||||
|
@ -379,8 +380,12 @@ function turnOffVisualization(optionalEnableClicks) { // because we're showing c
|
|||
clearSystemLaser();
|
||||
} else if (!systemLaserOn) {
|
||||
print('FIXME remove: setHandLasers', activeHudLaser, true, JSON.stringify(LASER_COLOR_XYZW), JSON.stringify(SYSTEM_LASER_DIRECTION));
|
||||
HMD.setHandLasers(activeHudLaser, true, LASER_COLOR_XYZW, SYSTEM_LASER_DIRECTION);
|
||||
// If the active plugin doesn't implement hand lasers, show the mouse reticle instead.
|
||||
/*Reticle.visible = !*/HMD.setHandLasers(activeHudLaser, true, LASER_COLOR_XYZW, SYSTEM_LASER_DIRECTION);
|
||||
Reticle.visible = true; // FIXME: just for now, while hand lasers has the bug that requires this.
|
||||
systemLaserOn = true;
|
||||
} else {
|
||||
Reticle.visible = true;
|
||||
}
|
||||
if (!visualizationIsShowing) {
|
||||
return;
|
||||
|
@ -415,9 +420,11 @@ function updateVisualization(controllerPosition, controllerDirection, hudPositio
|
|||
// For now, though, we present a false projection of the cursor onto whatever is below it. This is
|
||||
// different from the hand beam termination because the false projection is from the camera, while
|
||||
// the hand beam termination is from the hand.
|
||||
/* // FIXME: We can tighten this up later, once we know what will and won't be included.
|
||||
var eye = Camera.getPosition();
|
||||
var falseProjection = intersection3d(eye, Vec3.subtract(hudPosition3d, eye));
|
||||
Overlays.editOverlay(fakeProjectionBall, {visible: true, position: falseProjection});
|
||||
*/
|
||||
Reticle.visible = false;
|
||||
|
||||
return visualizationIsShowing; // In case we change caller to act conditionally.
|
||||
|
@ -465,7 +472,6 @@ function update() {
|
|||
if (HMD.active) { // Doesn't hurt anything without the guard, but consider it documentation.
|
||||
Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE!
|
||||
}
|
||||
Reticle.visible = true;
|
||||
return turnOffVisualization(true);
|
||||
}
|
||||
// We are not pointing at a HUD element (but it could be a 3d overlay).
|
||||
|
|
Loading…
Reference in a new issue