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Use the new system pointer functionality.
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1 changed files with 23 additions and 0 deletions
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@ -305,13 +305,19 @@ var leftTrigger = new Trigger();
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var rightTrigger = new Trigger();
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var rightTrigger = new Trigger();
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var activeTrigger = rightTrigger;
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var activeTrigger = rightTrigger;
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var activeHand = Controller.Standard.RightHand;
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var activeHand = Controller.Standard.RightHand;
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var LEFT_HUD_LASER = 1;
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var RIGHT_HUD_LASER = 2;
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var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER;
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var activeHudLaser = RIGHT_HUD_LASER;
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function toggleHand() { // unequivocally switch which hand controls mouse position
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function toggleHand() { // unequivocally switch which hand controls mouse position
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if (activeHand === Controller.Standard.RightHand) {
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if (activeHand === Controller.Standard.RightHand) {
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activeHand = Controller.Standard.LeftHand;
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activeHand = Controller.Standard.LeftHand;
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activeTrigger = leftTrigger;
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activeTrigger = leftTrigger;
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activeHudLaser = LEFT_HUD_LASER;
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} else {
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} else {
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activeHand = Controller.Standard.RightHand;
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activeHand = Controller.Standard.RightHand;
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activeTrigger = rightTrigger;
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activeTrigger = rightTrigger;
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activeHudLaser = RIGHT_HUD_LASER;
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}
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}
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}
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}
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function makeToggleAction(hand) { // return a function(0|1) that makes the specified hand control mouse when 1
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function makeToggleAction(hand) { // return a function(0|1) that makes the specified hand control mouse when 1
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@ -342,6 +348,7 @@ clickMapping.enable();
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// Same properties as handControllerGrab search sphere
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// Same properties as handControllerGrab search sphere
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var BALL_SIZE = 0.011;
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var BALL_SIZE = 0.011;
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var BALL_ALPHA = 0.5;
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var BALL_ALPHA = 0.5;
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var LASER_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, z: 255 / 255, w: BALL_ALPHA};
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var fakeProjectionBall = Overlays.addOverlay("sphere", {
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var fakeProjectionBall = Overlays.addOverlay("sphere", {
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size: 5 * BALL_SIZE,
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size: 5 * BALL_SIZE,
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color: {red: 255, green: 10, blue: 10},
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color: {red: 255, green: 10, blue: 10},
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@ -356,9 +363,24 @@ Script.scriptEnding.connect(function () {
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overlays.forEach(Overlays.deleteOverlay);
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overlays.forEach(Overlays.deleteOverlay);
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});
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});
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var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation.
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var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation.
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var systemLaserOn = false;
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var SYSTEM_LASER_DIRECTION = Vec3.normalize({x: 0, y: -1, z: -1}); // Guessing 45 degrees.
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function clearSystemLaser() {
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if (!systemLaserOn) {
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return;
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}
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print('FIXME remove: disableHandLasers', BOTH_HUD_LASERS);
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HMD.disableHandLasers(BOTH_HUD_LASERS);
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systemLaserOn = false;
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}
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function turnOffVisualization(optionalEnableClicks) { // because we're showing cursor on HUD
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function turnOffVisualization(optionalEnableClicks) { // because we're showing cursor on HUD
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if (!optionalEnableClicks) {
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if (!optionalEnableClicks) {
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expireMouseCursor();
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expireMouseCursor();
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clearSystemLaser();
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} else if (!systemLaserOn) {
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print('FIXME remove: setHandLasers', activeHudLaser, true, JSON.stringify(LASER_COLOR_XYZW), JSON.stringify(SYSTEM_LASER_DIRECTION));
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HMD.setHandLasers(activeHudLaser, true, LASER_COLOR_XYZW, SYSTEM_LASER_DIRECTION);
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systemLaserOn = true;
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}
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}
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if (!visualizationIsShowing) {
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if (!visualizationIsShowing) {
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return;
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return;
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@ -371,6 +393,7 @@ function turnOffVisualization(optionalEnableClicks) { // because we're showing c
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var MAX_RAY_SCALE = 32000; // Anything large. It's a scale, not a distance.
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var MAX_RAY_SCALE = 32000; // Anything large. It's a scale, not a distance.
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function updateVisualization(controllerPosition, controllerDirection, hudPosition3d, hudPosition2d) {
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function updateVisualization(controllerPosition, controllerDirection, hudPosition3d, hudPosition2d) {
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ignore(controllerPosition, controllerDirection, hudPosition2d);
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ignore(controllerPosition, controllerDirection, hudPosition2d);
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clearSystemLaser();
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// Show an indication of where the cursor will appear when crossing a HUD element,
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// Show an indication of where the cursor will appear when crossing a HUD element,
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// and where in-world clicking will occur.
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// and where in-world clicking will occur.
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//
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//
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