Fix hand controller pointer after input changes.

This commit is contained in:
howard-stearns 2016-05-23 13:33:42 -07:00
parent 72dc24178f
commit fdcd667d3c
3 changed files with 46 additions and 78 deletions

View file

@ -16,8 +16,12 @@
{ "from": "Hydra.L0", "to": "Standard.Back" },
{ "from": "Hydra.R0", "to": "Standard.Start" },
{ "from": [ "Hydra.L1", "Hydra.L2", "Hydra.L3", "Hydra.L4" ], "to": "Standard.LeftPrimaryThumb" },
{ "from": [ "Hydra.R1", "Hydra.R2", "Hydra.R3", "Hydra.R4" ], "to": "Standard.RightPrimaryThumb" },
{ "from": [ "Hydra.L1", "Hydra.L2" ], "to": "Standard.LeftPrimaryThumb" },
{ "from": [ "Hydra.R1", "Hydra.R2" ], "to": "Standard.RightPrimaryThumb" },
{ "from": [ "Hydra.L3" ], "to": "Standard.L3" },
{ "from": [ "Hydra.R3" ], "to": "Standard.R3" },
{ "from": [ "Hydra.R4" ], "to": "Standard.RightSecondaryThumb" },
{ "from": [ "Hydra.L4" ], "to": "Standard.LeftSecondaryThumb" },
{ "from": "Hydra.LeftHand", "to": "Standard.LeftHand" },
{ "from": "Hydra.RightHand", "to": "Standard.RightHand" }

View file

@ -17,8 +17,8 @@
{ "from": "Vive.RS", "to": "Standard.RS" },
{ "from": "Vive.RSTouch", "to": "Standard.RSTouch" },
{ "from": "Vive.LeftApplicationMenu", "to": "Standard.Back" },
{ "from": "Vive.RightApplicationMenu", "to": "Standard.Start" },
{ "from": "Vive.LeftApplicationMenu", "to": "Standard.LeftSecondaryThumb" },
{ "from": "Vive.RightApplicationMenu", "to": "Standard.RightSecondaryThumb" },
{ "from": "Vive.LeftHand", "to": "Standard.LeftHand" },
{ "from": "Vive.RightHand", "to": "Standard.RightHand" }

View file

@ -22,10 +22,7 @@
// (For now, the thumb buttons on both controllers are always on.)
// When over a HUD element, the reticle is shown where the active hand controller beam intersects the HUD.
// Otherwise, the active hand controller shows a red ball where a click will act.
//
// Bugs:
// On Windows, the upper left corner of Interface must be in the upper left corner of the screen, and the title bar must be 50px high. (System bug.)
// While hardware mouse move switches to mouse move, hardware mouse click (without amove) does not.
// UTILITIES -------------
@ -270,75 +267,43 @@ function toggleHand() {
}
// Create clickMappings as needed, on demand.
var clickMappings = {}, clickMapping, clickMapToggle;
var hardware; // undefined
function checkHardware() {
var newHardware = Controller.Hardware.Hydra ? 'Hydra' : (Controller.Hardware.Vive ? 'Vive' : null); // not undefined
if (hardware === newHardware) {
return;
}
print('Setting mapping for new controller hardware:', newHardware);
if (clickMapToggle) {
clickMapToggle.setState(false);
}
hardware = newHardware;
if (clickMappings[hardware]) {
clickMapping = clickMappings[hardware];
} else {
clickMapping = Controller.newMapping(Script.resolvePath('') + '-click-' + hardware);
Script.scriptEnding.connect(clickMapping.disable);
function mapToAction(button, action) {
clickMapping.from(Controller.Hardware[hardware][button]).peek().to(Controller.Actions[action]);
}
function makeHandToggle(button, hand, optionalWhen) {
var whenThunk = optionalWhen || function () {
return true;
};
function maybeToggle() {
if (activeHand !== Controller.Standard[hand]) {
toggleHand();
}
var clickMapping = Controller.newMapping(Script.resolvePath('') + '-click');
Script.scriptEnding.connect(clickMapping.disable);
}
clickMapping.from(Controller.Hardware[hardware][button]).peek().when(whenThunk).to(maybeToggle);
}
function makeViveWhen(click, x, y) {
var viveClick = Controller.Hardware.Vive[click],
viveX = Controller.Standard[x], // Standard after filtering by mapping
viveY = Controller.Standard[y];
return function () {
var clickValue = Controller.getValue(viveClick);
var xValue = Controller.getValue(viveX);
var yValue = Controller.getValue(viveY);
return clickValue && !xValue && !yValue;
};
}
switch (hardware) {
case 'Hydra':
makeHandToggle('R3', 'RightHand');
makeHandToggle('L3', 'LeftHand');
mapToAction('R3', 'ReticleClick');
mapToAction('L3', 'ReticleClick');
mapToAction('R4', 'ContextMenu');
mapToAction('L4', 'ContextMenu');
break;
case 'Vive':
// When touchpad click is NOT treated as movement, treat as left click
makeHandToggle('RS', 'RightHand', makeViveWhen('RS', 'RX', 'RY'));
makeHandToggle('LS', 'LeftHand', makeViveWhen('LS', 'LX', 'LY'));
clickMapping.from(Controller.Hardware.Vive.RS).when(makeViveWhen('RS', 'RX', 'RY')).to(Controller.Actions.ReticleClick);
clickMapping.from(Controller.Hardware.Vive.LS).when(makeViveWhen('LS', 'LX', 'LY')).to(Controller.Actions.ReticleClick);
mapToAction('RightApplicationMenu', 'ContextMenu');
mapToAction('LeftApplicationMenu', 'ContextMenu');
break;
}
clickMappings[hardware] = clickMapping;
}
clickMapToggle = new LatchedToggle(clickMapping.enable, clickMapping.disable);
clickMapToggle.setState(true);
// Move these to vive.json
function makeCenterClickWhen(click, x, y) {
var clickKey = Controller.Standard[click],
xKey = Controller.Standard[x], // Standard after filtering by mapping
yKey = Controller.Standard[y];
return function () {
var clickValue = Controller.getValue(clickKey);
var xValue = Controller.getValue(xKey);
var yValue = Controller.getValue(yKey);
var answer = clickValue && !xValue && !yValue;
return answer;
};
}
checkHardware();
if (Controller.Hardware.Vive) {
clickMapping.from(Controller.Hardware.Vive.RS).when(makeCenterClickWhen('RS', 'RX', 'RY')).to(Controller.Standard.R3);
clickMapping.from(Controller.Hardware.Vive.LS).when(makeCenterClickWhen('LS', 'LX', 'LY')).to(Controller.Standard.L3);
}
clickMapping.from(Controller.Standard.R3).peek().to(Controller.Actions.ReticleClick);
clickMapping.from(Controller.Standard.L3).peek().to(Controller.Actions.ReticleClick);
clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
clickMapping.from(Controller.Standard.R3).peek().to(function (on) {
if (on && (activeHand !== Controller.Standard.RightHand)) {
toggleHand();
}
});
clickMapping.from(Controller.Standard.L3).peek().to(function (on) {
if (on && (activeHand !== Controller.Standard.LeftHand)) {
toggleHand();
}
});
clickMapping.enable();
// VISUAL AID -----------
// Same properties as handControllerGrab search sphere
@ -415,8 +380,8 @@ function update() {
return turnOffVisualization();
}
var controllerPose = Controller.getPoseValue(activeHand);
// Vive is effectively invalid when not in HMD
if (!controllerPose.valid || ((hardware === 'Vive') && !HMD.active)) {
// Valid if any plugged-in hand controller is "on". (uncradled Hydra, green-lighted Vive...)
if (!controllerPose.valid) {
return turnOffVisualization();
} // Controller is cradled.
var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation),
@ -458,7 +423,6 @@ Script.scriptEnding.connect(function () {
var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds
function checkSettings() {
updateFieldOfView();
checkHardware();
}
checkSettings();
var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL);