Enable the LT and RT signals, use them

A bit cleaner.  Still have to keep track of which hand is the mouse, but
this removes some of the hacky code.
This commit is contained in:
David Kelly 2017-01-11 14:43:37 -07:00
parent 0a018e133d
commit 1e3a00d1fb

View file

@ -384,12 +384,16 @@ function handleMouseMove(pickRay) { // given the pickRay, just do the hover logi
ExtendedOverlay.unHover();
});
}
// handy global to keep track of which hand is the mouse (if any)
var currentHandPressed = 0;
const TRIGGER_CLICK_THRESHOLD = 0.85;
const TRIGGER_PRESS_THRESHOLD = 0.05;
function handleMouseMoveEvent(event) { // find out which overlay (if any) is over the mouse position
if (HMD.active) {
var hand = whichHand();
if (hand != 0) {
print("pick ray for " + hand);
pickRay = controllerComputePickRay(hand);
if (currentHandPressed != 0) {
pickRay = controllerComputePickRay(currentHandPressed);
} else {
// nothing should hover, so
ExtendedOverlay.unHover();
@ -400,50 +404,27 @@ function handleMouseMoveEvent(event) { // find out which overlay (if any) is ove
}
handleMouseMove(pickRay);
}
const TRIGGER_CLICK_THRESHOLD = 0.85;
const TRIGGER_PRESS_THRESHOLD = 0.05;
// for some reason, I could not get trigger mappings for the LT and RT to fire. So, since we can read the
// value of the RT and LT, and the messages come through as mouse moves, we have the hack below to figure out
// which hand is being triggered, and compute the pick ray accordingly.
//
function isPressed(hand) { // helper to see if the hand passed in has the trigger pulled
var controller = (hand === Controller.Standard.RightHand ? Controller.Standard.RT : Controller.Standard.LT);
return Controller.getValue(controller) > TRIGGER_PRESS_THRESHOLD;
}
// helpful globals
var currentHandPressed = 0;
var hands = [Controller.Standard.RightHand, Controller.Standard.LeftHand];
function whichHand() {
// for HMD, decide which hand is the "mouse". The 'logic' is to use the first one that
// is triggered, until that one is released. There are interesting effects when both
// are held that this avoids. Mapping the 2 triggers and their lasers to one mouse move
// message is a bit problematic, this mitigates some of it.
if (HMD.active) {
var pressed = {};
for (var i = 0; i<hands.length; i++) {
pressed[hands[i]] = isPressed(hands[i]);
}
if (currentHandPressed != 0 && pressed[currentHandPressed] === true) {
return currentHandPressed; // nothing changed
} else {
// so now just pick the first hand that is pressed.
for (var j=0; j<hands.length; j++) {
if (pressed[hands[j]]) {
currentHandPressed = hands[j];
return currentHandPressed;
}
}
currentHandPressed = 0;
}
function handleTriggerPressed(hand, value) {
// The idea is if you press one trigger, it is the one
// we will consider the mouse. Even if the other is pressed,
// we ignore it until this one is no longer pressed.
isPressed = value > TRIGGER_PRESS_THRESHOLD;
if (currentHandPressed == 0) {
currentHandPressed = isPressed ? hand : 0;
return;
}
return currentHandPressed;
if (currentHandPressed == hand) {
currentHandPressed = isPressed ? hand : 0;
return;
}
// otherwise, the other hand is still triggered
// so do nothing.
}
// We get mouseMoveEvents from the handControllers, via handControllerPointer.
// But we don't get mousePressEvents.
var triggerMapping = Controller.newMapping(Script.resolvePath('') + '-click');
var triggerPressMapping = Controller.newMapping(Script.resolvePath('') + '-press');
function controllerComputePickRay(hand) {
var controllerPose = getControllerWorldLocation(hand, true);
if (controllerPose.valid) {
@ -458,9 +439,15 @@ function makeClickHandler(hand) {
}
};
}
function makePressHandler(hand) {
return function (value) {
handleTriggerPressed(hand, value);
}
}
triggerMapping.from(Controller.Standard.RTClick).peek().to(makeClickHandler(Controller.Standard.RightHand));
triggerMapping.from(Controller.Standard.LTClick).peek().to(makeClickHandler(Controller.Standard.LeftHand));
triggerPressMapping.from(Controller.Standard.RT).peek().to(makePressHandler(Controller.Standard.RightHand));
triggerPressMapping.from(Controller.Standard.LT).peek().to(makePressHandler(Controller.Standard.LeftHand));
//
// Manage the connection between the button and the window.
//
@ -484,6 +471,7 @@ function off() {
isWired = false;
}
triggerMapping.disable(); // It's ok if we disable twice.
triggerPressMapping.disable(); // see above
removeOverlays();
Users.requestsDomainListData = false;
}
@ -497,6 +485,7 @@ function onClicked() {
Controller.mousePressEvent.connect(handleMouseEvent);
Controller.mouseMoveEvent.connect(handleMouseMoveEvent);
triggerMapping.enable();
triggerPressMapping.enable();
} else {
off();
}