From 2c7b8cdb4f9b3b12d1c893c1f4cc840a4bc67cfc Mon Sep 17 00:00:00 2001 From: druiz17 Date: Fri, 22 Sep 2017 16:26:41 -0700 Subject: [PATCH] fixing script issues --- .../controllerModules/hudOverlayPointer.js | 18 +- .../controllers/controllerModules/mouseHMD.js | 9 +- .../system/controllers/controllerScripts.js | 1 - .../controllers/handControllerPointer.js | 706 ------------------ 4 files changed, 14 insertions(+), 720 deletions(-) delete mode 100644 scripts/system/controllers/handControllerPointer.js diff --git a/scripts/system/controllers/controllerModules/hudOverlayPointer.js b/scripts/system/controllers/controllerModules/hudOverlayPointer.js index fdc5758416..6eaf7f1cf7 100644 --- a/scripts/system/controllers/controllerModules/hudOverlayPointer.js +++ b/scripts/system/controllers/controllerModules/hudOverlayPointer.js @@ -132,15 +132,6 @@ this.reticleMaxY = dims.y - MARGIN; }; - _this.hasNotSentClick = function() { - if (!_this.clicked) { - print("sending clicked"); - _this.clicked = true; - return true; - } - return false; - }; - this.updateLaserPointer = function(controllerData) { var RADIUS = 0.005; var dim = { x: RADIUS, y: RADIUS, z: RADIUS }; @@ -260,8 +251,13 @@ clickMapping.from(leftHudOverlayPointer.isClicked).to(Controller.Actions.ReticleClick); clickMapping.enable(); - enableDispatcherModule("LeftHudOverlayPointer", leftHudOverlayPointer); - enableDispatcherModule("RightHudOverlayPointer", rightHudOverlayPointer); + ControllerDispatcherUtils.enableDispatcherModule("LeftHudOverlayPointer", leftHudOverlayPointer); + ControllerDispatcherUtils.enableDispatcherModule("RightHudOverlayPointer", rightHudOverlayPointer); + function cleanup() { + ControllerDispatcherUtils.disableDispatcherModule("LeftHudOverlayPointer"); + ControllerDispatcherUtils.disbaleDispatcherModule("RightHudOverlayPointer"); + } + Script.scriptEnding.connect(cleanup); })(); diff --git a/scripts/system/controllers/controllerModules/mouseHMD.js b/scripts/system/controllers/controllerModules/mouseHMD.js index 746fed1246..10fe714348 100644 --- a/scripts/system/controllers/controllerModules/mouseHMD.js +++ b/scripts/system/controllers/controllerModules/mouseHMD.js @@ -69,7 +69,6 @@ } if (!_this.handControllerActivity.expired()) { - print("has not expired"); return true; } @@ -116,8 +115,14 @@ } var mouseHMD = new MouseHMD(); - enableDispatcherModule("MouseHMD", mouseHMD); + ControllerDispatcherUtils.enableDispatcherModule("MouseHMD", mouseHMD); Controller.mouseMoveEvent.connect(mouseHMD.onMouseMove); Controller.mousePressEvent.connect(mouseHMD.onMouseClick); + + function cleanup() { + ControllerDispatcherUtils.disableDispatcherModule("MouseHMD"); + } + + Script.scriptEnding.connect(cleanup); })(); diff --git a/scripts/system/controllers/controllerScripts.js b/scripts/system/controllers/controllerScripts.js index a671651a9f..bba305fe40 100644 --- a/scripts/system/controllers/controllerScripts.js +++ b/scripts/system/controllers/controllerScripts.js @@ -12,7 +12,6 @@ var CONTOLLER_SCRIPTS = [ "squeezeHands.js", "controllerDisplayManager.js", - //"handControllerPointer.js", "grab.js", "toggleAdvancedMovementForHandControllers.js", "controllerDispatcher.js", diff --git a/scripts/system/controllers/handControllerPointer.js b/scripts/system/controllers/handControllerPointer.js deleted file mode 100644 index 1c988bfd34..0000000000 --- a/scripts/system/controllers/handControllerPointer.js +++ /dev/null @@ -1,706 +0,0 @@ -"use strict"; - -// -// handControllerPointer.js -// examples/controllers -// -// Created by Howard Stearns on 2016/04/22 -// Copyright 2016 High Fidelity, Inc. -// -// Distributed under the Apache License, Version 2.0. -// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html -// - -(function() { // BEGIN LOCAL_SCOPE - -// Control the "mouse" using hand controller. (HMD and desktop.) -// First-person only. -// Starts right handed, but switches to whichever is free: Whichever hand was NOT most recently squeezed. -// (For now, the thumb buttons on both controllers are always on.) -// When partially squeezing over a HUD element, a laser or the reticle is shown where the active hand -// controller beam intersects the HUD. - -var activeTrigger; -function isLaserOn() { - return activeTrigger.partial(); -} -Script.include("../libraries/controllers.js"); - -// UTILITIES ------------- -// -function ignore() { } - -// Utility to make it easier to setup and disconnect cleanly. -function setupHandler(event, handler) { - event.connect(handler); - Script.scriptEnding.connect(function () { - event.disconnect(handler); - }); -} - -// If some capability is not available until expiration milliseconds after the last update. -function TimeLock(expiration) { - var last = 0; - this.update = function (optionalNow) { - last = optionalNow || Date.now(); - }; - this.expired = function (optionalNow) { - return ((optionalNow || Date.now()) - last) > expiration; - }; -} - -var handControllerLockOut = new TimeLock(2000); - -function Trigger(label) { - // This part is copied and adapted from handControllerGrab.js. Maybe we should refactor this. - var that = this; - that.label = label; - that.TRIGGER_SMOOTH_RATIO = 0.1; // Time averaging of trigger - 0.0 disables smoothing - that.TRIGGER_OFF_VALUE = 0.10; - that.TRIGGER_ON_VALUE = that.TRIGGER_OFF_VALUE + 0.05; // Squeezed just enough to activate search or near grab - that.rawTriggerValue = 0; - that.triggerValue = 0; // rolling average of trigger value - that.triggerClicked = false; - that.triggerClick = function (value) { that.triggerClicked = value; }; - that.triggerPress = function (value) { that.rawTriggerValue = value; }; - that.updateSmoothedTrigger = function () { // e.g., call once/update for effect - var triggerValue = that.rawTriggerValue; - // smooth out trigger value - that.triggerValue = (that.triggerValue * that.TRIGGER_SMOOTH_RATIO) + - (triggerValue * (1.0 - that.TRIGGER_SMOOTH_RATIO)); - OffscreenFlags.navigationFocusDisabled = that.triggerValue != 0.0; - }; - // Current smoothed state, without hysteresis. Answering booleans. - that.triggerSmoothedClick = function () { - return that.triggerClicked; - }; - that.triggerSmoothedSqueezed = function () { - return that.triggerValue > that.TRIGGER_ON_VALUE; - }; - that.triggerSmoothedReleased = function () { - return that.triggerValue < that.TRIGGER_OFF_VALUE; - }; - - // This part is not from handControllerGrab.js - that.state = null; // tri-state: falsey, 'partial', 'full' - that.update = function () { // update state, called from an update function - var state = that.state; - that.updateSmoothedTrigger(); - - // The first two are independent of previous state: - if (that.triggerSmoothedClick()) { - state = 'full'; - } else if (that.triggerSmoothedReleased()) { - state = null; - } else if (that.triggerSmoothedSqueezed()) { - // Another way to do this would be to have hysteresis in this branch, but that seems to make things harder to use. - // In particular, the vive has a nice detent as you release off of full, and we want that to be a transition from - // full to partial. - state = 'partial'; - } - that.state = state; - }; - // Answer a controller source function (answering either 0.0 or 1.0). - that.partial = function () { - return that.state ? 1.0 : 0.0; // either 'partial' or 'full' - }; - that.full = function () { - return (that.state === 'full') ? 1.0 : 0.0; - }; -} - -// VERTICAL FIELD OF VIEW --------- -// -// Cache the verticalFieldOfView setting and update it every so often. -var verticalFieldOfView, DEFAULT_VERTICAL_FIELD_OF_VIEW = 45; // degrees -function updateFieldOfView() { - verticalFieldOfView = Settings.getValue('fieldOfView') || DEFAULT_VERTICAL_FIELD_OF_VIEW; -} - -// SHIMS ---------- -// -var weMovedReticle = false; -function ignoreMouseActivity() { - // If we're paused, or if change in cursor position is from this script, not the hardware mouse. - if (!Reticle.allowMouseCapture) { - return true; - } - var pos = Reticle.position; - if (!pos || (pos.x == -1 && pos.y == -1)) { - return true; - } - // Only we know if we moved it, which is why this script has to replace depthReticle.js - if (!weMovedReticle) { - return false; - } - weMovedReticle = false; - return true; -} -var MARGIN = 25; -var reticleMinX = MARGIN, reticleMaxX, reticleMinY = MARGIN, reticleMaxY; -function updateRecommendedArea() { - var dims = Controller.getViewportDimensions(); - reticleMaxX = dims.x - MARGIN; - reticleMaxY = dims.y - MARGIN; -} -var setReticlePosition = function (point2d) { - weMovedReticle = true; - point2d.x = Math.max(reticleMinX, Math.min(point2d.x, reticleMaxX)); - point2d.y = Math.max(reticleMinY, Math.min(point2d.y, reticleMaxY)); - Reticle.setPosition(point2d); -}; - -// VISUAL AID ----------- -// Same properties as handControllerGrab search sphere -var LASER_ALPHA = 0.5; -var LASER_SEARCH_COLOR = {red: 10, green: 10, blue: 255}; -var LASER_TRIGGER_COLOR = {red: 250, green: 10, blue: 10}; -var END_DIAMETER = 0.05; -var systemLaserOn = false; - -var triggerPath = { - type: "line3d", - color: LASER_TRIGGER_COLOR, - ignoreRayIntersection: true, - visible: true, - alpha: LASER_ALPHA, - solid: true, - glow: 1.0, - drawHUDLayer: true -} -var triggerEnd = { - type: "sphere", - dimensions: {x: END_DIAMETER, y: END_DIAMETER, z: END_DIAMETER}, - color: LASER_TRIGGER_COLOR, - ignoreRayIntersection: true, - visible: true, - alpha: LASER_ALPHA, - solid: true, - drawHUDLayer: true -} - -var searchPath = { - type: "line3d", - color: LASER_SEARCH_COLOR, - ignoreRayIntersection: true, - visible: true, - alpha: LASER_ALPHA, - solid: true, - glow: 1.0, - drawHUDLayer: true -} -var searchEnd = { - type: "sphere", - dimensions: {x: END_DIAMETER, y: END_DIAMETER, z: END_DIAMETER}, - color: LASER_SEARCH_COLOR, - ignoreRayIntersection: true, - visible: true, - alpha: LASER_ALPHA, - solid: true, - drawHUDLayer: true -} - -var hudRayStates = [{name: "trigger", path: triggerPath, end: triggerEnd}, - {name: "search", path: searchPath, end: searchEnd}]; -// this offset needs to match the one in libraries/display-plugins/src/display-plugins/hmd/HmdDisplayPlugin.cpp:378 -var GRAB_POINT_SPHERE_OFFSET_RIGHT = { x: 0.04, y: 0.13, z: 0.039 }; -var GRAB_POINT_SPHERE_OFFSET_LEFT = { x: -0.04, y: 0.13, z: 0.039 }; -var hudRayRight = LaserPointers.createLaserPointer({ - joint: "_CAMERA_RELATIVE_CONTROLLER_RIGHTHAND", - filter: RayPick.PICK_HUD, - posOffset: GRAB_POINT_SPHERE_OFFSET_RIGHT, - renderStates: hudRayStates, - enabled: true -}); -var hudRayLeft = LaserPointers.createLaserPointer({ - joint: "_CAMERA_RELATIVE_CONTROLLER_LEFTHAND", - filter: RayPick.PICK_HUD, - posOffset: GRAB_POINT_SPHERE_OFFSET_LEFT, - renderStates: hudRayStates, - enabled: true -}); - -// NOTE: keep this offset in sync with scripts/system/librarires/controllers.js:57 -var VERTICAL_HEAD_LASER_OFFSET = 0.1; -var hudRayHead = LaserPointers.createLaserPointer({ - joint: "Avatar", - filter: RayPick.PICK_HUD, - posOffset: {x: 0, y: VERTICAL_HEAD_LASER_OFFSET, z: 0}, - renderStates: hudRayStates, - enabled: true -}); - -var mouseRayPick = RayPick.createRayPick({ - joint: "Mouse", - filter: RayPick.PICK_ENTITIES | RayPick.PICK_OVERLAYS, - enabled: true -}); - -function isPointingAtOverlay(optionalHudPosition2d) { - return Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(optionalHudPosition2d || Reticle.position); -} - -// Generalized HUD utilities, with or without HMD: -// This "var" is for documentation. Do not change the value! -var PLANAR_PERPENDICULAR_HUD_DISTANCE = 1; -function calculateRayUICollisionPoint(position, direction, isHands) { - // Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection. - if (HMD.active) { - var laserPointer; - if (isHands) { - laserPointer = activeHand == Controller.Standard.RightHand ? hudRayRight : hudRayLeft; - } else { - laserPointer = hudRayHead; - } - var result = LaserPointers.getPrevRayPickResult(laserPointer); - if (result.type != RayPick.INTERSECTED_NONE) { - return result.intersection; - } else { - return null; - } - } - // interect HUD plane, 1m in front of camera, using formula: - // scale = hudNormal dot (hudPoint - position) / hudNormal dot direction - // intersection = postion + scale*direction - var hudNormal = Quat.getForward(Camera.getOrientation()); - var hudPoint = Vec3.sum(Camera.getPosition(), hudNormal); // must also scale if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1 - var denominator = Vec3.dot(hudNormal, direction); - if (denominator === 0) { - return null; - } // parallel to plane - var numerator = Vec3.dot(hudNormal, Vec3.subtract(hudPoint, position)); - var scale = numerator / denominator; - return Vec3.sum(position, Vec3.multiply(scale, direction)); -} -var DEGREES_TO_HALF_RADIANS = Math.PI / 360; -function overlayFromWorldPoint(point) { - // Answer the 2d pixel-space location in the HUD that covers the given 3D point. - // REQUIRES: that the 3d point be on the hud surface! - // Note that this is based on the Camera, and doesn't know anything about any - // ray that may or may not have been used to compute the point. E.g., the - // overlay point is NOT the intersection of some non-camera ray with the HUD. - if (HMD.active) { - return HMD.overlayFromWorldPoint(point); - } - var cameraToPoint = Vec3.subtract(point, Camera.getPosition()); - var cameraX = Vec3.dot(cameraToPoint, Quat.getRight(Camera.getOrientation())); - var cameraY = Vec3.dot(cameraToPoint, Quat.getUp(Camera.getOrientation())); - var size = Controller.getViewportDimensions(); - var hudHeight = 2 * Math.tan(verticalFieldOfView * DEGREES_TO_HALF_RADIANS); // must adjust if PLANAR_PERPENDICULAR_HUD_DISTANCE!=1 - var hudWidth = hudHeight * size.x / size.y; - var horizontalFraction = (cameraX / hudWidth + 0.5); - var verticalFraction = 1 - (cameraY / hudHeight + 0.5); - var horizontalPixels = size.x * horizontalFraction; - var verticalPixels = size.y * verticalFraction; - return { x: horizontalPixels, y: verticalPixels }; -} - -var gamePad = Controller.findDevice("GamePad"); -function activeHudPoint2dGamePad() { - if (!HMD.active) { - return; - } - var headPosition = MyAvatar.getHeadPosition(); - var headDirection = Quat.getUp(Quat.multiply(MyAvatar.headOrientation, Quat.angleAxis(-90, { x: 1, y: 0, z: 0 }))); - - var hudPoint3d = calculateRayUICollisionPoint(headPosition, headDirection, false); - - if (!hudPoint3d) { - if (Menu.isOptionChecked("Overlays")) { // With our hud resetting strategy, hudPoint3d should be valid here - print('Controller is parallel to HUD'); // so let us know that our assumptions are wrong. - } - return; - } - var hudPoint2d = overlayFromWorldPoint(hudPoint3d); - - // We don't know yet if we'll want to make the cursor or laser visble, but we need to move it to see if - // it's pointing at aQML tool (aka system overlay). - setReticlePosition(hudPoint2d); - - return hudPoint2d; -} - - -function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey. - var controllerPose = getControllerWorldLocation(activeHand, true); // note: this will return head pose if hand pose is invalid (third eye) - if (!controllerPose.valid) { - return; // Controller is cradled. - } - var controllerPosition = controllerPose.position; - var controllerDirection = Quat.getUp(controllerPose.rotation); - - var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection, true); - if (!hudPoint3d) { - if (Menu.isOptionChecked("Overlays")) { // With our hud resetting strategy, hudPoint3d should be valid here - print('Controller is parallel to HUD'); // so let us know that our assumptions are wrong. - } - return; - } - var hudPoint2d = overlayFromWorldPoint(hudPoint3d); - - // We don't know yet if we'll want to make the cursor or laser visble, but we need to move it to see if - // it's pointing at a QML tool (aka system overlay). - setReticlePosition(hudPoint2d); - return hudPoint2d; -} - -// MOUSE ACTIVITY -------- -// -var isSeeking = false; -var averageMouseVelocity = 0, lastIntegration = 0, lastMouse; -var WEIGHTING = 1 / 20; // simple moving average over last 20 samples -var ONE_MINUS_WEIGHTING = 1 - WEIGHTING; -var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 20; -function isShakingMouse() { // True if the person is waving the mouse around trying to find it. - var now = Date.now(), mouse = Reticle.position, isShaking = false; - if (lastIntegration && (lastIntegration !== now)) { - var velocity = Vec3.length(Vec3.subtract(mouse, lastMouse)) / (now - lastIntegration); - averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * velocity); - if (averageMouseVelocity > AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO) { - isShaking = true; - } - } - lastIntegration = now; - lastMouse = mouse; - return isShaking; -} -var NON_LINEAR_DIVISOR = 2; -var MINIMUM_SEEK_DISTANCE = 0.1; -function updateSeeking(doNotStartSeeking) { - if (!doNotStartSeeking && !isLaserOn() && (!Reticle.visible || isShakingMouse())) { - isSeeking = true; - } // e.g., if we're about to turn it on with first movement. - if (!isSeeking) { - return; - } - averageMouseVelocity = lastIntegration = 0; - var lookAt2D = HMD.getHUDLookAtPosition2D(); - if (!lookAt2D) { // If this happens, something has gone terribly wrong. - isSeeking = false; - return; // E.g., if parallel to location in HUD - } - var copy = Reticle.position; - function updateDimension(axis) { - var distanceBetween = lookAt2D[axis] - Reticle.position[axis]; - var move = distanceBetween / NON_LINEAR_DIVISOR; - if (Math.abs(move) < MINIMUM_SEEK_DISTANCE) { - return false; - } - copy[axis] += move; - return true; - } - var okX = !updateDimension('x'), okY = !updateDimension('y'); // Evaluate both. Don't short-circuit. - if (okX && okY) { - isSeeking = false; - } else { - Reticle.setPosition(copy); // Not setReticlePosition - } -} - -var mouseCursorActivity = new TimeLock(5000); -var APPARENT_MAXIMUM_DEPTH = 100.0; // this is a depth at which things all seem sufficiently distant -function updateMouseActivity(isClick) { - if (ignoreMouseActivity()) { - return; - } - var now = Date.now(); - mouseCursorActivity.update(now); - if (isClick) { - return; - } // Bug: mouse clicks should keep going. Just not hand controller clicks - handControllerLockOut.update(now); - Reticle.visible = true; -} -function expireMouseCursor(now) { - if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) { - Reticle.visible = false; - } -} -function hudReticleDistance() { // 3d distance from camera to the reticle position on hud - // (The camera is only in the center of the sphere on reset.) - var reticlePositionOnHUD = HMD.worldPointFromOverlay(Reticle.position); - return Vec3.distance(reticlePositionOnHUD, HMD.position); -} - -function maybeAdjustReticleDepth() { - if (HMD.active) { // set depth - if (isPointingAtOverlay()) { - Reticle.depth = hudReticleDistance(); - } - } -} -var ADJUST_RETICLE_DEPTH_INTERVAL = 50; // 20hz -Script.setInterval(maybeAdjustReticleDepth,ADJUST_RETICLE_DEPTH_INTERVAL); - -function onMouseMove() { - // Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity. - if (ignoreMouseActivity()) { - return; - } - - if (HMD.active) { // set depth - updateSeeking(); - if (isPointingAtOverlay()) { - Reticle.depth = hudReticleDistance(); - } else { - var result = RayPick.getPrevRayPickResult(mouseRayPick); - Reticle.depth = result.intersects ? result.distance : APPARENT_MAXIMUM_DEPTH; - } - } - updateMouseActivity(); // After the above, just in case the depth movement is awkward when becoming visible. -} -function onMouseClick() { - updateMouseActivity(true); -} -setupHandler(Controller.mouseMoveEvent, onMouseMove); -setupHandler(Controller.mousePressEvent, onMouseClick); -setupHandler(Controller.mouseDoublePressEvent, onMouseClick); - -// CONTROLLER MAPPING --------- -// - -var leftTrigger = new Trigger('left'); -var rightTrigger = new Trigger('right'); -activeTrigger = rightTrigger; -var activeHand = Controller.Standard.RightHand; -var LEFT_HUD_LASER = 1; -var RIGHT_HUD_LASER = 2; -var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER; -var activeHudLaser = RIGHT_HUD_LASER; -function toggleHand() { // unequivocally switch which hand controls mouse position - if (activeHand === Controller.Standard.RightHand) { - activeHand = Controller.Standard.LeftHand; - activeTrigger = leftTrigger; - activeHudLaser = LEFT_HUD_LASER; - } else { - activeHand = Controller.Standard.RightHand; - 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) { - if (on && (activeHand !== hand)) { - toggleHand(); - } - }; -} - -var clickMapping = Controller.newMapping('handControllerPointer-click'); -Script.scriptEnding.connect(clickMapping.disable); - -// Gather the trigger data for smoothing. -clickMapping.from(Controller.Standard.RT).peek().to(rightTrigger.triggerPress); -clickMapping.from(Controller.Standard.LT).peek().to(leftTrigger.triggerPress); -clickMapping.from(Controller.Standard.RTClick).peek().to(rightTrigger.triggerClick); -clickMapping.from(Controller.Standard.LTClick).peek().to(leftTrigger.triggerClick); -// Full smoothed trigger is a click. -function isPointingAtOverlayStartedNonFullTrigger(trigger) { - // true if isPointingAtOverlay AND we were NOT full triggered when we became so. - // The idea is to not count clicks when we're full-triggering and reach the edge of a window. - var lockedIn = false; - return function () { - if (trigger !== activeTrigger) { - return lockedIn = false; - } - if (!isPointingAtOverlay()) { - return lockedIn = false; - } - if (lockedIn) { - return true; - } - lockedIn = !trigger.full(); - return lockedIn; - } -} -clickMapping.from(rightTrigger.full).when(isPointingAtOverlayStartedNonFullTrigger(rightTrigger)).to(Controller.Actions.ReticleClick); -clickMapping.from(leftTrigger.full).when(isPointingAtOverlayStartedNonFullTrigger(leftTrigger)).to(Controller.Actions.ReticleClick); -// The following is essentially like Left and Right versions of -// clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu); -// except that we first update the reticle position from the appropriate hand position, before invoking the . -var wantsMenu = 0; -clickMapping.from(function () { return wantsMenu; }).to(Controller.Actions.ContextMenu); -clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(function (clicked) { - if (clicked) { - //activeHudPoint2d(Controller.Standard.RightHand); - Messages.sendLocalMessage("toggleHand", Controller.Standard.RightHand); - } - wantsMenu = clicked; -}); -clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(function (clicked) { - if (clicked) { - //activeHudPoint2d(Controller.Standard.LeftHand); - Messages.sendLocalMessage("toggleHand", Controller.Standard.LeftHand); - } - wantsMenu = clicked; -}); -clickMapping.from(Controller.Standard.Start).peek().to(function (clicked) { - if (clicked) { - //activeHudPoint2dGamePad(); - var noHands = -1; - Messages.sendLocalMessage("toggleHand", Controller.Standard.LeftHand); - } - - wantsMenu = clicked; -}); -clickMapping.from(Controller.Hardware.Keyboard.RightMouseClicked).peek().to(function () { - // Allow the reticle depth to be set correctly: - // Wait a tick for the context menu to be displayed, and then simulate a (non-hand-controller) mouse move - // so that the system updates qml state (Reticle.pointingAtSystemOverlay) before it gives us a mouseMove. - // We don't want the system code to always do this for us, because, e.g., we do not want to get a mouseMove - // after the Left/RightSecondaryThumb gives us a context menu. Only from the mouse. - Script.setTimeout(function () { - var noHands = -1; - Messages.sendLocalMessage("toggleHand", noHands); - Reticle.setPosition(Reticle.position); - }, 0); -}); -// Partial smoothed trigger is activation. -clickMapping.from(rightTrigger.partial).to(makeToggleAction(Controller.Standard.RightHand)); -clickMapping.from(leftTrigger.partial).to(makeToggleAction(Controller.Standard.LeftHand)); -clickMapping.enable(); - -var HIFI_POINTER_DISABLE_MESSAGE_CHANNEL = "Hifi-Pointer-Disable"; -var isPointerEnabled = true; - -function clearSystemLaser() { - if (!systemLaserOn) { - return; - } - HMD.deactivateHMDHandMouse(); - LaserPointers.setRenderState(hudRayRight, ""); - LaserPointers.setRenderState(hudRayLeft, ""); - LaserPointers.setRenderState(hudRayHead, ""); - systemLaserOn = false; - weMovedReticle = true; -} -function setColoredLaser() { // answer trigger state if lasers supported, else falsey. - var mode = (activeTrigger.state === 'full') ? 'trigger' : 'search'; - - if (!systemLaserOn) { - HMD.activateHMDHandMouse(); - } - - var pose = Controller.getPoseValue(activeHand); - if (!pose.valid) { - LaserPointers.setRenderState(hudRayRight, ""); - LaserPointers.setRenderState(hudRayLeft, ""); - LaserPointers.setRenderState(hudRayHead, mode); - return true; - } - - var right = activeHand == Controller.Standard.RightHand; - LaserPointers.setRenderState(hudRayRight, right ? mode : ""); - LaserPointers.setRenderState(hudRayLeft, right ? "" : mode); - LaserPointers.setRenderState(hudRayHead, ""); - - return activeTrigger.state; -} - -// MAIN OPERATIONS ----------- -// -function update() { - var now = Date.now(); - function off() { - expireMouseCursor(); - clearSystemLaser(); - } - - updateSeeking(true); - if (!handControllerLockOut.expired(now)) { - return off(); // Let them use mouse in peace. - } - - if ((!Window.hasFocus() && !HMD.active) || !Reticle.allowMouseCapture) { - // In desktop it's pretty clear when another app is on top. In that case we bail, because - // hand controllers might be sputtering "valid" data and that will keep someone from deliberately - // using the mouse on another app. (Fogbugz case 546.) - // However, in HMD, you might not realize you're not on top, and you wouldn't be able to operate - // other apps anyway. So in that case, we DO keep going even though we're not on top. (Fogbugz 1831.) - return off(); // Don't mess with other apps or paused mouse activity - } - - leftTrigger.update(); - rightTrigger.update(); - if (!activeTrigger.state) { - return off(); // No trigger - } - - if (getGrabCommunications()) { - return off(); - } - - - var hudPoint2d = activeHudPoint2d(activeHand); - if (!hudPoint2d) { - return off(); - } - - // If there's a HUD element at the (newly moved) reticle, just make it visible and bail. - if (isPointingAtOverlay(hudPoint2d) && isPointerEnabled) { - if (HMD.active) { - Reticle.depth = hudReticleDistance(); - - var pose = Controller.getPoseValue(activeHand); - if (!pose.valid) { - var mode = (activeTrigger.state === 'full') ? 'trigger' : 'search'; - if (!systemLaserOn) { - HMD.activateHMDHandMouse(); - } - LaserPointers.setRenderState(hudRayHead, mode); - } - } - - if (activeTrigger.state && (!systemLaserOn || (systemLaserOn !== activeTrigger.state))) { // last=>wrong color - // If the active plugin doesn't implement hand lasers, show the mouse reticle instead. - systemLaserOn = setColoredLaser(); - Reticle.visible = !systemLaserOn; - } else if ((systemLaserOn || Reticle.visible) && !activeTrigger.state) { - clearSystemLaser(); - Reticle.visible = false; - } - return; - } - // We are not pointing at a HUD element (but it could be a 3d overlay). - clearSystemLaser(); - Reticle.visible = false; -} - -// Check periodically for changes to setup. -var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // 10 seconds -function checkSettings() { - updateFieldOfView(); - updateRecommendedArea(); -} -checkSettings(); - -// Enable/disable pointer. -function handleMessages(channel, message, sender) { - if (sender === MyAvatar.sessionUUID && channel === HIFI_POINTER_DISABLE_MESSAGE_CHANNEL) { - var data = JSON.parse(message); - if (data.pointerEnabled !== undefined) { - print("pointerEnabled: " + data.pointerEnabled); - isPointerEnabled = data.pointerEnabled; - } - } -} - -Messages.subscribe(HIFI_POINTER_DISABLE_MESSAGE_CHANNEL); -Messages.messageReceived.connect(handleMessages); - -var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL); -Script.update.connect(update); -Script.scriptEnding.connect(function () { - Messages.unsubscribe(HIFI_POINTER_DISABLE_MESSAGE_CHANNEL); - Messages.messageReceived.disconnect(handleMessages); - Script.clearInterval(settingsChecker); - Script.update.disconnect(update); - OffscreenFlags.navigationFocusDisabled = false; - LaserPointers.removeLaserPointer(hudRayRight); - LaserPointers.removeLaserPointer(hudRayLeft); - LaserPointers.removeLaserPointer(hudRayHead); - HMD.deactivateHMDHandMouse(); -}); - -}()); // END LOCAL_SCOPE