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Merge pull request #9607 from hyperlogic/bug-fix/better-haptics
More consistent haptics on web overlays and entities
This commit is contained in:
commit
47976406fc
1 changed files with 21 additions and 9 deletions
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@ -53,6 +53,13 @@ var HAPTIC_TEXTURE_DISTANCE = 0.002;
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var HAPTIC_DEQUIP_STRENGTH = 0.75;
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var HAPTIC_DEQUIP_DURATION = 50.0;
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// triggered when stylus presses a web overlay/entity
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var HAPTIC_STYLUS_STRENGTH = 1.0;
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var HAPTIC_STYLUS_DURATION = 20.0;
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// triggerd when ui laser presses a web overlay/entity
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var HAPTIC_LASER_UI_STRENGTH = 1.0;
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var HAPTIC_LASER_UI_DURATION = 20.0;
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var HAND_HEAD_MIX_RATIO = 0.0; // 0 = only use hands for search/move. 1 = only use head for search/move.
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@ -122,7 +129,6 @@ var GRAB_POINT_SPHERE_RADIUS = NEAR_GRAB_RADIUS;
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var GRAB_POINT_SPHERE_COLOR = { red: 240, green: 240, blue: 240 };
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var GRAB_POINT_SPHERE_ALPHA = 0.85;
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//
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// other constants
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//
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@ -1248,7 +1254,7 @@ function MyController(hand) {
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if (homeButton === hmdHomeButton) {
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if (this.homeButtonTouched === false) {
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this.homeButtonTouched = true;
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Controller.triggerHapticPulse(1, 20, this.hand);
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Controller.triggerHapticPulse(HAPTIC_STYLUS_STRENGTH, HAPTIC_STYLUS_DURATION, this.hand);
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Messages.sendLocalMessage("home", homeButton);
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}
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} else {
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@ -1266,7 +1272,7 @@ function MyController(hand) {
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if (homeButton === hmdHomeButton) {
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if (this.homeButtonTouched === false) {
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this.homeButtonTouched = true;
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Controller.triggerHapticPulse(1, 20, this.hand);
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Controller.triggerHapticPulse(HAPTIC_LASER_UI_STRENGTH, HAPTIC_LASER_UI_DURATION, this.hand);
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Messages.sendLocalMessage("home", homeButton);
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}
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} else {
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@ -1754,7 +1760,6 @@ function MyController(hand) {
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Entities.sendHoverOverEntity(entity, pointerEvent);
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}
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this.grabbedEntity = entity;
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this.setState(STATE_ENTITY_STYLUS_TOUCHING, "begin touching entity '" + name + "'");
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return true;
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@ -1775,11 +1780,6 @@ function MyController(hand) {
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var pointerEvent;
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if (rayPickInfo.overlayID) {
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var overlay = rayPickInfo.overlayID;
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if (!this.homeButtonTouched) {
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Controller.triggerHapticPulse(1, 20, this.hand);
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}
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if (Overlays.keyboardFocusOverlay != overlay) {
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Entities.keyboardFocusEntity = null;
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Overlays.keyboardFocusOverlay = overlay;
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@ -2710,6 +2710,12 @@ function MyController(hand) {
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var theta = this.state === STATE_ENTITY_STYLUS_TOUCHING ? STYLUS_PRESS_TO_MOVE_DEADSPOT_ANGLE : LASER_PRESS_TO_MOVE_DEADSPOT_ANGLE;
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this.deadspotRadius = Math.tan(theta) * intersectInfo.distance; // dead spot radius in meters
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}
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if (this.state == STATE_ENTITY_STYLUS_TOUCHING) {
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Controller.triggerHapticPulse(HAPTIC_STYLUS_STRENGTH, HAPTIC_STYLUS_DURATION, this.hand);
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} else if (this.state == STATE_ENTITY_LASER_TOUCHING) {
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Controller.triggerHapticPulse(HAPTIC_LASER_UI_STRENGTH, HAPTIC_LASER_UI_DURATION, this.hand);
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}
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};
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this.entityTouchingExit = function() {
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@ -2829,6 +2835,12 @@ function MyController(hand) {
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var theta = this.state === STATE_OVERLAY_STYLUS_TOUCHING ? STYLUS_PRESS_TO_MOVE_DEADSPOT_ANGLE : LASER_PRESS_TO_MOVE_DEADSPOT_ANGLE;
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this.deadspotRadius = Math.tan(theta) * intersectInfo.distance; // dead spot radius in meters
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}
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if (this.state == STATE_OVERLAY_STYLUS_TOUCHING) {
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Controller.triggerHapticPulse(HAPTIC_STYLUS_STRENGTH, HAPTIC_STYLUS_DURATION, this.hand);
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} else if (this.state == STATE_OVERLAY_LASER_TOUCHING) {
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Controller.triggerHapticPulse(HAPTIC_LASER_UI_STRENGTH, HAPTIC_LASER_UI_DURATION, this.hand);
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}
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};
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this.overlayTouchingExit = function () {
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