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add special equip for oculus style grab
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13e03b35cc
commit
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1 changed files with 20 additions and 5 deletions
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@ -823,7 +823,7 @@ function MyController(hand) {
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if (this.hand === RIGHT_HAND && this.state === STATE_SEARCHING && this.getOtherHandController().state === STATE_SEARCHING) {
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this.maybeScaleMyAvatar();
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}
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if (this.ignoreInput()) {
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this.turnOffVisualizations();
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return;
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@ -1063,11 +1063,16 @@ function MyController(hand) {
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this.secondaryPress = function(value) {
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_this.rawSecondaryValue = value;
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// The value to check if we will allow the release function to be called
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var allowReleaseValue = 0.1;
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if (value > 0 && _this.state == STATE_HOLD) {
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_this.release();
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if (_this.state == STATE_HOLD && !this.secondaryHeldEquip) {
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// when using the index trigger click equip
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// any click on the middle finger trigger should release
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// check if the middle finger trigger is pressed past the threshold
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var allowReleaseValue = 0.1;
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if (value > allowReleaseValue) {
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_this.release();
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}
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}
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};
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this.updateSmoothedTrigger = function() {
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@ -1095,6 +1100,12 @@ function MyController(hand) {
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this.secondaryReleased = function() {
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return _this.rawSecondaryValue < BUMPER_ON_VALUE;
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if (_this.state == STATE_HOLD && this.secondaryHeldEquip) {
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// when using the middle finger hold equip, the equip is
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// dropped when the middle finger trigger is released
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_this.release();
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}
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};
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// this.triggerOrsecondarySqueezed = function () {
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@ -1502,6 +1513,10 @@ function MyController(hand) {
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this.grabbedHotspot = potentialEquipHotspot;
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this.grabbedEntity = potentialEquipHotspot.entityID;
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this.setState(STATE_HOLD, "equipping '" + entityPropertiesCache.getProps(this.grabbedEntity).name + "'");
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// handle the Oculus Touch equip where the middle finger trigger is held
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this.secondaryHeldEquip = this.secondarySqueezed && !this.triggerSmoothedGrab;
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return;
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}
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}
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