Merge pull request #9607 from hyperlogic/bug-fix/better-haptics

More consistent haptics on web overlays and entities
This commit is contained in:
Seth Alves 2017-02-08 05:47:05 -08:00 committed by GitHub
commit 47976406fc

View file

@ -53,6 +53,13 @@ var HAPTIC_TEXTURE_DISTANCE = 0.002;
var HAPTIC_DEQUIP_STRENGTH = 0.75;
var HAPTIC_DEQUIP_DURATION = 50.0;
// triggered when stylus presses a web overlay/entity
var HAPTIC_STYLUS_STRENGTH = 1.0;
var HAPTIC_STYLUS_DURATION = 20.0;
// triggerd when ui laser presses a web overlay/entity
var HAPTIC_LASER_UI_STRENGTH = 1.0;
var HAPTIC_LASER_UI_DURATION = 20.0;
var HAND_HEAD_MIX_RATIO = 0.0; // 0 = only use hands for search/move. 1 = only use head for search/move.
@ -122,7 +129,6 @@ var GRAB_POINT_SPHERE_RADIUS = NEAR_GRAB_RADIUS;
var GRAB_POINT_SPHERE_COLOR = { red: 240, green: 240, blue: 240 };
var GRAB_POINT_SPHERE_ALPHA = 0.85;
//
// other constants
//
@ -1248,7 +1254,7 @@ function MyController(hand) {
if (homeButton === hmdHomeButton) {
if (this.homeButtonTouched === false) {
this.homeButtonTouched = true;
Controller.triggerHapticPulse(1, 20, this.hand);
Controller.triggerHapticPulse(HAPTIC_STYLUS_STRENGTH, HAPTIC_STYLUS_DURATION, this.hand);
Messages.sendLocalMessage("home", homeButton);
}
} else {
@ -1266,7 +1272,7 @@ function MyController(hand) {
if (homeButton === hmdHomeButton) {
if (this.homeButtonTouched === false) {
this.homeButtonTouched = true;
Controller.triggerHapticPulse(1, 20, this.hand);
Controller.triggerHapticPulse(HAPTIC_LASER_UI_STRENGTH, HAPTIC_LASER_UI_DURATION, this.hand);
Messages.sendLocalMessage("home", homeButton);
}
} else {
@ -1754,7 +1760,6 @@ function MyController(hand) {
Entities.sendHoverOverEntity(entity, pointerEvent);
}
this.grabbedEntity = entity;
this.setState(STATE_ENTITY_STYLUS_TOUCHING, "begin touching entity '" + name + "'");
return true;
@ -1775,11 +1780,6 @@ function MyController(hand) {
var pointerEvent;
if (rayPickInfo.overlayID) {
var overlay = rayPickInfo.overlayID;
if (!this.homeButtonTouched) {
Controller.triggerHapticPulse(1, 20, this.hand);
}
if (Overlays.keyboardFocusOverlay != overlay) {
Entities.keyboardFocusEntity = null;
Overlays.keyboardFocusOverlay = overlay;
@ -2710,6 +2710,12 @@ function MyController(hand) {
var theta = this.state === STATE_ENTITY_STYLUS_TOUCHING ? STYLUS_PRESS_TO_MOVE_DEADSPOT_ANGLE : LASER_PRESS_TO_MOVE_DEADSPOT_ANGLE;
this.deadspotRadius = Math.tan(theta) * intersectInfo.distance; // dead spot radius in meters
}
if (this.state == STATE_ENTITY_STYLUS_TOUCHING) {
Controller.triggerHapticPulse(HAPTIC_STYLUS_STRENGTH, HAPTIC_STYLUS_DURATION, this.hand);
} else if (this.state == STATE_ENTITY_LASER_TOUCHING) {
Controller.triggerHapticPulse(HAPTIC_LASER_UI_STRENGTH, HAPTIC_LASER_UI_DURATION, this.hand);
}
};
this.entityTouchingExit = function() {
@ -2829,6 +2835,12 @@ function MyController(hand) {
var theta = this.state === STATE_OVERLAY_STYLUS_TOUCHING ? STYLUS_PRESS_TO_MOVE_DEADSPOT_ANGLE : LASER_PRESS_TO_MOVE_DEADSPOT_ANGLE;
this.deadspotRadius = Math.tan(theta) * intersectInfo.distance; // dead spot radius in meters
}
if (this.state == STATE_OVERLAY_STYLUS_TOUCHING) {
Controller.triggerHapticPulse(HAPTIC_STYLUS_STRENGTH, HAPTIC_STYLUS_DURATION, this.hand);
} else if (this.state == STATE_OVERLAY_LASER_TOUCHING) {
Controller.triggerHapticPulse(HAPTIC_LASER_UI_STRENGTH, HAPTIC_LASER_UI_DURATION, this.hand);
}
};
this.overlayTouchingExit = function () {