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revert pointer changes
This commit is contained in:
parent
fed39d9056
commit
5ad5899140
1 changed files with 35 additions and 109 deletions
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@ -23,12 +23,12 @@
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// UTILITIES -------------
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//
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function ignore() {}
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function ignore() { }
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// Utility to make it easier to setup and disconnect cleanly.
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function setupHandler(event, handler) {
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event.connect(handler);
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Script.scriptEnding.connect(function() {
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Script.scriptEnding.connect(function () {
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event.disconnect(handler);
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});
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}
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@ -36,10 +36,10 @@ function setupHandler(event, handler) {
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// If some capability is not available until expiration milliseconds after the last update.
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function TimeLock(expiration) {
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var last = 0;
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this.update = function(optionalNow) {
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this.update = function (optionalNow) {
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last = optionalNow || Date.now();
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};
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this.expired = function(optionalNow) {
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this.expired = function (optionalNow) {
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return ((optionalNow || Date.now()) - last) > expiration;
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};
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}
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@ -52,17 +52,13 @@ function Trigger(label) {
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that.label = label;
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that.TRIGGER_SMOOTH_RATIO = 0.1; // Time averaging of trigger - 0.0 disables smoothing
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that.TRIGGER_OFF_VALUE = 0.10;
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that.TRIGGER_ON_VALUE = that.TRIGGER_OFF_VALUE + 0.05; // Squeezed just enough to activate search or near grab
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that.TRIGGER_ON_VALUE = that.TRIGGER_OFF_VALUE + 0.05; // Squeezed just enough to activate search or near grab
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that.rawTriggerValue = 0;
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that.triggerValue = 0; // rolling average of trigger value
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that.triggerValue = 0; // rolling average of trigger value
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that.triggerClicked = false;
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that.triggerClick = function(value) {
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that.triggerClicked = value;
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};
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that.triggerPress = function(value) {
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that.rawTriggerValue = value;
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};
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that.updateSmoothedTrigger = function() { // e.g., call once/update for effect
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that.triggerClick = function (value) { that.triggerClicked = value; };
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that.triggerPress = function (value) { that.rawTriggerValue = value; };
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that.updateSmoothedTrigger = function () { // e.g., call once/update for effect
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var triggerValue = that.rawTriggerValue;
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// smooth out trigger value
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that.triggerValue = (that.triggerValue * that.TRIGGER_SMOOTH_RATIO) +
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@ -70,19 +66,19 @@ function Trigger(label) {
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OffscreenFlags.navigationFocusDisabled = that.triggerValue != 0.0;
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};
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// Current smoothed state, without hysteresis. Answering booleans.
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that.triggerSmoothedClick = function() {
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that.triggerSmoothedClick = function () {
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return that.triggerClicked;
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};
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that.triggerSmoothedSqueezed = function() {
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that.triggerSmoothedSqueezed = function () {
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return that.triggerValue > that.TRIGGER_ON_VALUE;
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};
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that.triggerSmoothedReleased = function() {
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that.triggerSmoothedReleased = function () {
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return that.triggerValue < that.TRIGGER_OFF_VALUE;
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};
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// This part is not from handControllerGrab.js
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that.state = null; // tri-state: falsey, 'partial', 'full'
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that.update = function() { // update state, called from an update function
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that.update = function () { // update state, called from an update function
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var state = that.state;
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that.updateSmoothedTrigger();
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@ -100,10 +96,10 @@ function Trigger(label) {
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that.state = state;
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};
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// Answer a controller source function (answering either 0.0 or 1.0).
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that.partial = function() {
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that.partial = function () {
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return that.state ? 1.0 : 0.0; // either 'partial' or 'full'
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};
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that.full = function() {
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that.full = function () {
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return (that.state === 'full') ? 1.0 : 0.0;
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};
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}
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@ -119,7 +115,6 @@ function updateFieldOfView() {
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// SHIMS ----------
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//
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var weMovedReticle = false;
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function ignoreMouseActivity() {
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// If we're paused, or if change in cursor position is from this script, not the hardware mouse.
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if (!Reticle.allowMouseCapture) {
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@ -137,16 +132,13 @@ function ignoreMouseActivity() {
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return true;
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}
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var MARGIN = 25;
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var reticleMinX = MARGIN,
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reticleMaxX, reticleMinY = MARGIN,
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reticleMaxY;
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var reticleMinX = MARGIN, reticleMaxX, reticleMinY = MARGIN, reticleMaxY;
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function updateRecommendedArea() {
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var dims = Controller.getViewportDimensions();
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reticleMaxX = dims.x - MARGIN;
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reticleMaxY = dims.y - MARGIN;
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}
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var setReticlePosition = function(point2d) {
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var setReticlePosition = function (point2d) {
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weMovedReticle = true;
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point2d.x = Math.max(reticleMinX, Math.min(point2d.x, reticleMaxX));
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point2d.y = Math.max(reticleMinY, Math.min(point2d.y, reticleMaxY));
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@ -162,7 +154,6 @@ function findRayIntersection(pickRay) {
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}
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return result;
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}
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function isPointingAtOverlay(optionalHudPosition2d) {
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return Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(optionalHudPosition2d || Reticle.position);
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}
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@ -170,7 +161,6 @@ function isPointingAtOverlay(optionalHudPosition2d) {
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// Generalized HUD utilities, with or without HMD:
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// This "var" is for documentation. Do not change the value!
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var PLANAR_PERPENDICULAR_HUD_DISTANCE = 1;
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function calculateRayUICollisionPoint(position, direction) {
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// Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection.
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if (HMD.active) {
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@ -190,7 +180,6 @@ function calculateRayUICollisionPoint(position, direction) {
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return Vec3.sum(position, Vec3.multiply(scale, direction));
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}
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var DEGREES_TO_HALF_RADIANS = Math.PI / 360;
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function overlayFromWorldPoint(point) {
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// Answer the 2d pixel-space location in the HUD that covers the given 3D point.
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// REQUIRES: that the 3d point be on the hud surface!
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@ -210,10 +199,7 @@ function overlayFromWorldPoint(point) {
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var verticalFraction = 1 - (cameraY / hudHeight + 0.5);
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var horizontalPixels = size.x * horizontalFraction;
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var verticalPixels = size.y * verticalFraction;
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return {
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x: horizontalPixels,
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y: verticalPixels
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};
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return { x: horizontalPixels, y: verticalPixels };
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}
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function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey.
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@ -223,14 +209,14 @@ function activeHudPoint2d(activeHand) { // if controller is valid, update reticl
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return; // Controller is cradled.
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}
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var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation),
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MyAvatar.position);
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MyAvatar.position);
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// This gets point direction right, but if you want general quaternion it would be more complicated:
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var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation));
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var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection);
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if (!hudPoint3d) {
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if (Menu.isOptionChecked("Overlays")) { // With our hud resetting strategy, hudPoint3d should be valid here
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print('Controller is parallel to HUD'); // so let us know that our assumptions are wrong.
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print('Controller is parallel to HUD'); // so let us know that our assumptions are wrong.
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}
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return;
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}
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@ -245,17 +231,12 @@ function activeHudPoint2d(activeHand) { // if controller is valid, update reticl
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// MOUSE ACTIVITY --------
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//
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var isSeeking = false;
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var averageMouseVelocity = 0,
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lastIntegration = 0,
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lastMouse;
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var averageMouseVelocity = 0, lastIntegration = 0, lastMouse;
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var WEIGHTING = 1 / 20; // simple moving average over last 20 samples
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var ONE_MINUS_WEIGHTING = 1 - WEIGHTING;
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var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 20;
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function isShakingMouse() { // True if the person is waving the mouse around trying to find it.
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var now = Date.now(),
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mouse = Reticle.position,
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isShaking = false;
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var now = Date.now(), mouse = Reticle.position, isShaking = false;
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if (lastIntegration && (lastIntegration !== now)) {
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var velocity = Vec3.length(Vec3.subtract(mouse, lastMouse)) / (now - lastIntegration);
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averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * velocity);
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@ -269,7 +250,6 @@ function isShakingMouse() { // True if the person is waving the mouse around try
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}
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var NON_LINEAR_DIVISOR = 2;
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var MINIMUM_SEEK_DISTANCE = 0.1;
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function updateSeeking(doNotStartSeeking) {
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if (!doNotStartSeeking && (!Reticle.visible || isShakingMouse())) {
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if (!isSeeking) {
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@ -288,7 +268,6 @@ function updateSeeking(doNotStartSeeking) {
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return; // E.g., if parallel to location in HUD
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}
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var copy = Reticle.position;
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function updateDimension(axis) {
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var distanceBetween = lookAt2D[axis] - Reticle.position[axis];
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var move = distanceBetween / NON_LINEAR_DIVISOR;
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@ -298,8 +277,7 @@ function updateSeeking(doNotStartSeeking) {
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copy[axis] += move;
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return true;
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}
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var okX = !updateDimension('x'),
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okY = !updateDimension('y'); // Evaluate both. Don't short-circuit.
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var okX = !updateDimension('x'), okY = !updateDimension('y'); // Evaluate both. Don't short-circuit.
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if (okX && okY) {
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print('Finished seeking mouse');
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isSeeking = false;
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@ -322,19 +300,16 @@ function updateMouseActivity(isClick) {
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handControllerLockOut.update(now);
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Reticle.visible = true;
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}
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function expireMouseCursor(now) {
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if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) {
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Reticle.visible = false;
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}
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}
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function hudReticleDistance() { // 3d distance from camera to the reticle position on hud
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// (The camera is only in the center of the sphere on reset.)
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var reticlePositionOnHUD = HMD.worldPointFromOverlay(Reticle.position);
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return Vec3.distance(reticlePositionOnHUD, HMD.position);
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}
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function onMouseMove() {
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// Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity.
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if (ignoreMouseActivity()) {
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@ -352,7 +327,6 @@ function onMouseMove() {
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}
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updateMouseActivity(); // After the above, just in case the depth movement is awkward when becoming visible.
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}
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function onMouseClick() {
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updateMouseActivity(true);
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}
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@ -371,7 +345,6 @@ 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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if (activeHand === Controller.Standard.RightHand) {
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activeHand = Controller.Standard.LeftHand;
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@ -384,9 +357,8 @@ function toggleHand() { // unequivocally switch which hand controls mouse positi
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}
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clearSystemLaser();
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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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return function(on) {
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return function (on) {
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if (on && (activeHand !== hand)) {
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toggleHand();
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}
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@ -406,7 +378,7 @@ function isPointingAtOverlayStartedNonFullTrigger(trigger) {
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// true if isPointingAtOverlay AND we were NOT full triggered when we became so.
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// The idea is to not count clicks when we're full-triggering and reach the edge of a window.
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var lockedIn = false;
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return function() {
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return function () {
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if (trigger !== activeTrigger) {
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return lockedIn = false;
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}
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@ -426,28 +398,26 @@ clickMapping.from(leftTrigger.full).when(isPointingAtOverlayStartedNonFullTrigge
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// clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
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// except that we first update the reticle position from the appropriate hand position, before invoking the ContextMenu.
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var wantsMenu = 0;
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clickMapping.from(function() {
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return wantsMenu;
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}).to(Controller.Actions.ContextMenu);
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clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(function(clicked) {
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clickMapping.from(function () { return wantsMenu; }).to(Controller.Actions.ContextMenu);
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clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(function (clicked) {
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if (clicked) {
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activeHudPoint2d(Controller.Standard.RightHand);
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}
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wantsMenu = clicked;
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});
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clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(function(clicked) {
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clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(function (clicked) {
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if (clicked) {
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activeHudPoint2d(Controller.Standard.LeftHand);
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}
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wantsMenu = clicked;
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});
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clickMapping.from(Controller.Hardware.Keyboard.RightMouseClicked).peek().to(function() {
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clickMapping.from(Controller.Hardware.Keyboard.RightMouseClicked).peek().to(function () {
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// Allow the reticle depth to be set correctly:
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// Wait a tick for the context menu to be displayed, and then simulate a (non-hand-controller) mouse move
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// so that the system updates qml state (Reticle.pointingAtSystemOverlay) before it gives us a mouseMove.
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// We don't want the system code to always do this for us, because, e.g., we do not want to get a mouseMove
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// after the Left/RightSecondaryThumb gives us a context menu. Only from the mouse.
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Script.setTimeout(function() {
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Script.setTimeout(function () {
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Reticle.setPosition(Reticle.position);
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}, 0);
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});
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@ -459,25 +429,10 @@ clickMapping.enable();
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// VISUAL AID -----------
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// Same properties as handControllerGrab search sphere
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var LASER_ALPHA = 0.5;
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var LASER_SEARCH_COLOR_XYZW = {
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x: 10 / 255,
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y: 10 / 255,
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z: 255 / 255,
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w: LASER_ALPHA
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};
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var LASER_TRIGGER_COLOR_XYZW = {
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x: 250 / 255,
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y: 10 / 255,
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z: 10 / 255,
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w: LASER_ALPHA
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};
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var SYSTEM_LASER_DIRECTION = {
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x: 0,
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y: 0,
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z: -1
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};
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var LASER_SEARCH_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, z: 255 / 255, w: LASER_ALPHA};
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var LASER_TRIGGER_COLOR_XYZW = {x: 250 / 255, y: 10 / 255, z: 10 / 255, w: LASER_ALPHA};
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var SYSTEM_LASER_DIRECTION = {x: 0, y: 0, z: -1};
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var systemLaserOn = false;
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function clearSystemLaser() {
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if (!systemLaserOn) {
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return;
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@ -485,12 +440,8 @@ function clearSystemLaser() {
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HMD.disableHandLasers(BOTH_HUD_LASERS);
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systemLaserOn = false;
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weMovedReticle = true;
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Reticle.position = {
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x: -1,
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y: -1
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};
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Reticle.position = { x: -1, y: -1 };
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}
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function setColoredLaser() { // answer trigger state if lasers supported, else falsey.
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var color = (activeTrigger.state === 'full') ? LASER_TRIGGER_COLOR_XYZW : LASER_SEARCH_COLOR_XYZW;
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return HMD.setHandLasers(activeHudLaser, true, color, SYSTEM_LASER_DIRECTION) && activeTrigger.state;
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@ -500,7 +451,6 @@ function setColoredLaser() { // answer trigger state if lasers supported, else f
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//
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function update() {
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var now = Date.now();
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function off() {
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expireMouseCursor();
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clearSystemLaser();
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@ -554,31 +504,7 @@ function checkSettings() {
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checkSettings();
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var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL);
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Script.scriptEnding.connect(function() {
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Script.scriptEnding.connect(function () {
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Script.clearInterval(settingsChecker);
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OffscreenFlags.navigationFocusDisabled = false;
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});
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var isDisabled = false;
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var handleHandMessages = function(channel, message, sender) {
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var data;
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if (sender === MyAvatar.sessionUUID) {
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if (channel === 'Hifi-Hand-Pointer-Disabler') {
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if (message === 'both') {
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isDisabled = 'both';
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}
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if (message === 'left') {
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isDisabled = 'left';
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}
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if (message === 'right') {
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isDisabled = 'right';
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}
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if (message === 'none') {
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isDisabled = false;
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}
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}
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}
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}
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Messages.subscribe('Hifi-Hand-Pointer-Disabler');
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Messages.messageReceived.connect(handleHandMessages);
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