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hand controller doesn't take mouse if set down, renamed file.
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1 changed files with 14 additions and 4 deletions
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@ -1,5 +1,5 @@
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//
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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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// examples/controllers
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//
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//
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// Created by Brad Hefta-Gaub on 2015/12/15
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// Created by Brad Hefta-Gaub on 2015/12/15
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@ -11,6 +11,10 @@
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var DEBUGGING = false;
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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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Math.clamp=function(a,b,c) {
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return Math.max(b,Math.min(c,a));
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return Math.max(b,Math.min(c,a));
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}
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}
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@ -76,7 +80,7 @@ Script.update.connect(function(deltaTime) {
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}
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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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// 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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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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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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var rotated = Vec3.mix(filteredRotatedLeft, filteredRotatedRight, leftRightBias);
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@ -96,11 +100,17 @@ Script.update.connect(function(deltaTime) {
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var y = screenSizeY * yRatio;
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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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// 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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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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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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});
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});
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