revert pointer changes

This commit is contained in:
James B. Pollack 2016-08-02 21:26:48 -07:00
parent fed39d9056
commit 5ad5899140

View file

@ -23,12 +23,12 @@
// UTILITIES ------------- // UTILITIES -------------
// //
function ignore() {} function ignore() { }
// Utility to make it easier to setup and disconnect cleanly. // Utility to make it easier to setup and disconnect cleanly.
function setupHandler(event, handler) { function setupHandler(event, handler) {
event.connect(handler); event.connect(handler);
Script.scriptEnding.connect(function() { Script.scriptEnding.connect(function () {
event.disconnect(handler); event.disconnect(handler);
}); });
} }
@ -36,10 +36,10 @@ function setupHandler(event, handler) {
// If some capability is not available until expiration milliseconds after the last update. // If some capability is not available until expiration milliseconds after the last update.
function TimeLock(expiration) { function TimeLock(expiration) {
var last = 0; var last = 0;
this.update = function(optionalNow) { this.update = function (optionalNow) {
last = optionalNow || Date.now(); last = optionalNow || Date.now();
}; };
this.expired = function(optionalNow) { this.expired = function (optionalNow) {
return ((optionalNow || Date.now()) - last) > expiration; return ((optionalNow || Date.now()) - last) > expiration;
}; };
} }
@ -56,13 +56,9 @@ function Trigger(label) {
that.rawTriggerValue = 0; that.rawTriggerValue = 0;
that.triggerValue = 0; // rolling average of trigger value that.triggerValue = 0; // rolling average of trigger value
that.triggerClicked = false; that.triggerClicked = false;
that.triggerClick = function(value) { that.triggerClick = function (value) { that.triggerClicked = value; };
that.triggerClicked = value; that.triggerPress = function (value) { that.rawTriggerValue = value; };
}; that.updateSmoothedTrigger = function () { // e.g., call once/update for effect
that.triggerPress = function(value) {
that.rawTriggerValue = value;
};
that.updateSmoothedTrigger = function() { // e.g., call once/update for effect
var triggerValue = that.rawTriggerValue; var triggerValue = that.rawTriggerValue;
// smooth out trigger value // smooth out trigger value
that.triggerValue = (that.triggerValue * that.TRIGGER_SMOOTH_RATIO) + that.triggerValue = (that.triggerValue * that.TRIGGER_SMOOTH_RATIO) +
@ -70,19 +66,19 @@ function Trigger(label) {
OffscreenFlags.navigationFocusDisabled = that.triggerValue != 0.0; OffscreenFlags.navigationFocusDisabled = that.triggerValue != 0.0;
}; };
// Current smoothed state, without hysteresis. Answering booleans. // Current smoothed state, without hysteresis. Answering booleans.
that.triggerSmoothedClick = function() { that.triggerSmoothedClick = function () {
return that.triggerClicked; return that.triggerClicked;
}; };
that.triggerSmoothedSqueezed = function() { that.triggerSmoothedSqueezed = function () {
return that.triggerValue > that.TRIGGER_ON_VALUE; return that.triggerValue > that.TRIGGER_ON_VALUE;
}; };
that.triggerSmoothedReleased = function() { that.triggerSmoothedReleased = function () {
return that.triggerValue < that.TRIGGER_OFF_VALUE; return that.triggerValue < that.TRIGGER_OFF_VALUE;
}; };
// This part is not from handControllerGrab.js // This part is not from handControllerGrab.js
that.state = null; // tri-state: falsey, 'partial', 'full' that.state = null; // tri-state: falsey, 'partial', 'full'
that.update = function() { // update state, called from an update function that.update = function () { // update state, called from an update function
var state = that.state; var state = that.state;
that.updateSmoothedTrigger(); that.updateSmoothedTrigger();
@ -100,10 +96,10 @@ function Trigger(label) {
that.state = state; that.state = state;
}; };
// Answer a controller source function (answering either 0.0 or 1.0). // Answer a controller source function (answering either 0.0 or 1.0).
that.partial = function() { that.partial = function () {
return that.state ? 1.0 : 0.0; // either 'partial' or 'full' return that.state ? 1.0 : 0.0; // either 'partial' or 'full'
}; };
that.full = function() { that.full = function () {
return (that.state === 'full') ? 1.0 : 0.0; return (that.state === 'full') ? 1.0 : 0.0;
}; };
} }
@ -119,7 +115,6 @@ function updateFieldOfView() {
// SHIMS ---------- // SHIMS ----------
// //
var weMovedReticle = false; var weMovedReticle = false;
function ignoreMouseActivity() { function ignoreMouseActivity() {
// If we're paused, or if change in cursor position is from this script, not the hardware mouse. // If we're paused, or if change in cursor position is from this script, not the hardware mouse.
if (!Reticle.allowMouseCapture) { if (!Reticle.allowMouseCapture) {
@ -137,16 +132,13 @@ function ignoreMouseActivity() {
return true; return true;
} }
var MARGIN = 25; var MARGIN = 25;
var reticleMinX = MARGIN, var reticleMinX = MARGIN, reticleMaxX, reticleMinY = MARGIN, reticleMaxY;
reticleMaxX, reticleMinY = MARGIN,
reticleMaxY;
function updateRecommendedArea() { function updateRecommendedArea() {
var dims = Controller.getViewportDimensions(); var dims = Controller.getViewportDimensions();
reticleMaxX = dims.x - MARGIN; reticleMaxX = dims.x - MARGIN;
reticleMaxY = dims.y - MARGIN; reticleMaxY = dims.y - MARGIN;
} }
var setReticlePosition = function(point2d) { var setReticlePosition = function (point2d) {
weMovedReticle = true; weMovedReticle = true;
point2d.x = Math.max(reticleMinX, Math.min(point2d.x, reticleMaxX)); point2d.x = Math.max(reticleMinX, Math.min(point2d.x, reticleMaxX));
point2d.y = Math.max(reticleMinY, Math.min(point2d.y, reticleMaxY)); point2d.y = Math.max(reticleMinY, Math.min(point2d.y, reticleMaxY));
@ -162,7 +154,6 @@ function findRayIntersection(pickRay) {
} }
return result; return result;
} }
function isPointingAtOverlay(optionalHudPosition2d) { function isPointingAtOverlay(optionalHudPosition2d) {
return Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(optionalHudPosition2d || Reticle.position); return Reticle.pointingAtSystemOverlay || Overlays.getOverlayAtPoint(optionalHudPosition2d || Reticle.position);
} }
@ -170,7 +161,6 @@ function isPointingAtOverlay(optionalHudPosition2d) {
// Generalized HUD utilities, with or without HMD: // Generalized HUD utilities, with or without HMD:
// This "var" is for documentation. Do not change the value! // This "var" is for documentation. Do not change the value!
var PLANAR_PERPENDICULAR_HUD_DISTANCE = 1; var PLANAR_PERPENDICULAR_HUD_DISTANCE = 1;
function calculateRayUICollisionPoint(position, direction) { function calculateRayUICollisionPoint(position, direction) {
// Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection. // Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection.
if (HMD.active) { if (HMD.active) {
@ -190,7 +180,6 @@ function calculateRayUICollisionPoint(position, direction) {
return Vec3.sum(position, Vec3.multiply(scale, direction)); return Vec3.sum(position, Vec3.multiply(scale, direction));
} }
var DEGREES_TO_HALF_RADIANS = Math.PI / 360; var DEGREES_TO_HALF_RADIANS = Math.PI / 360;
function overlayFromWorldPoint(point) { function overlayFromWorldPoint(point) {
// Answer the 2d pixel-space location in the HUD that covers the given 3D 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! // REQUIRES: that the 3d point be on the hud surface!
@ -210,10 +199,7 @@ function overlayFromWorldPoint(point) {
var verticalFraction = 1 - (cameraY / hudHeight + 0.5); var verticalFraction = 1 - (cameraY / hudHeight + 0.5);
var horizontalPixels = size.x * horizontalFraction; var horizontalPixels = size.x * horizontalFraction;
var verticalPixels = size.y * verticalFraction; var verticalPixels = size.y * verticalFraction;
return { return { x: horizontalPixels, y: verticalPixels };
x: horizontalPixels,
y: verticalPixels
};
} }
function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey. function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey.
@ -245,17 +231,12 @@ function activeHudPoint2d(activeHand) { // if controller is valid, update reticl
// MOUSE ACTIVITY -------- // MOUSE ACTIVITY --------
// //
var isSeeking = false; var isSeeking = false;
var averageMouseVelocity = 0, var averageMouseVelocity = 0, lastIntegration = 0, lastMouse;
lastIntegration = 0,
lastMouse;
var WEIGHTING = 1 / 20; // simple moving average over last 20 samples var WEIGHTING = 1 / 20; // simple moving average over last 20 samples
var ONE_MINUS_WEIGHTING = 1 - WEIGHTING; var ONE_MINUS_WEIGHTING = 1 - WEIGHTING;
var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 20; var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 20;
function isShakingMouse() { // True if the person is waving the mouse around trying to find it. function isShakingMouse() { // True if the person is waving the mouse around trying to find it.
var now = Date.now(), var now = Date.now(), mouse = Reticle.position, isShaking = false;
mouse = Reticle.position,
isShaking = false;
if (lastIntegration && (lastIntegration !== now)) { if (lastIntegration && (lastIntegration !== now)) {
var velocity = Vec3.length(Vec3.subtract(mouse, lastMouse)) / (now - lastIntegration); var velocity = Vec3.length(Vec3.subtract(mouse, lastMouse)) / (now - lastIntegration);
averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * velocity); averageMouseVelocity = (ONE_MINUS_WEIGHTING * averageMouseVelocity) + (WEIGHTING * velocity);
@ -269,7 +250,6 @@ function isShakingMouse() { // True if the person is waving the mouse around try
} }
var NON_LINEAR_DIVISOR = 2; var NON_LINEAR_DIVISOR = 2;
var MINIMUM_SEEK_DISTANCE = 0.1; var MINIMUM_SEEK_DISTANCE = 0.1;
function updateSeeking(doNotStartSeeking) { function updateSeeking(doNotStartSeeking) {
if (!doNotStartSeeking && (!Reticle.visible || isShakingMouse())) { if (!doNotStartSeeking && (!Reticle.visible || isShakingMouse())) {
if (!isSeeking) { if (!isSeeking) {
@ -288,7 +268,6 @@ function updateSeeking(doNotStartSeeking) {
return; // E.g., if parallel to location in HUD return; // E.g., if parallel to location in HUD
} }
var copy = Reticle.position; var copy = Reticle.position;
function updateDimension(axis) { function updateDimension(axis) {
var distanceBetween = lookAt2D[axis] - Reticle.position[axis]; var distanceBetween = lookAt2D[axis] - Reticle.position[axis];
var move = distanceBetween / NON_LINEAR_DIVISOR; var move = distanceBetween / NON_LINEAR_DIVISOR;
@ -298,8 +277,7 @@ function updateSeeking(doNotStartSeeking) {
copy[axis] += move; copy[axis] += move;
return true; return true;
} }
var okX = !updateDimension('x'), var okX = !updateDimension('x'), okY = !updateDimension('y'); // Evaluate both. Don't short-circuit.
okY = !updateDimension('y'); // Evaluate both. Don't short-circuit.
if (okX && okY) { if (okX && okY) {
print('Finished seeking mouse'); print('Finished seeking mouse');
isSeeking = false; isSeeking = false;
@ -322,19 +300,16 @@ function updateMouseActivity(isClick) {
handControllerLockOut.update(now); handControllerLockOut.update(now);
Reticle.visible = true; Reticle.visible = true;
} }
function expireMouseCursor(now) { function expireMouseCursor(now) {
if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) { if (!isPointingAtOverlay() && mouseCursorActivity.expired(now)) {
Reticle.visible = false; Reticle.visible = false;
} }
} }
function hudReticleDistance() { // 3d distance from camera to the reticle position on hud function hudReticleDistance() { // 3d distance from camera to the reticle position on hud
// (The camera is only in the center of the sphere on reset.) // (The camera is only in the center of the sphere on reset.)
var reticlePositionOnHUD = HMD.worldPointFromOverlay(Reticle.position); var reticlePositionOnHUD = HMD.worldPointFromOverlay(Reticle.position);
return Vec3.distance(reticlePositionOnHUD, HMD.position); return Vec3.distance(reticlePositionOnHUD, HMD.position);
} }
function onMouseMove() { function onMouseMove() {
// Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity. // Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity.
if (ignoreMouseActivity()) { if (ignoreMouseActivity()) {
@ -352,7 +327,6 @@ function onMouseMove() {
} }
updateMouseActivity(); // After the above, just in case the depth movement is awkward when becoming visible. updateMouseActivity(); // After the above, just in case the depth movement is awkward when becoming visible.
} }
function onMouseClick() { function onMouseClick() {
updateMouseActivity(true); updateMouseActivity(true);
} }
@ -371,7 +345,6 @@ var LEFT_HUD_LASER = 1;
var RIGHT_HUD_LASER = 2; var RIGHT_HUD_LASER = 2;
var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER; var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER;
var activeHudLaser = RIGHT_HUD_LASER; var activeHudLaser = RIGHT_HUD_LASER;
function toggleHand() { // unequivocally switch which hand controls mouse position function toggleHand() { // unequivocally switch which hand controls mouse position
if (activeHand === Controller.Standard.RightHand) { if (activeHand === Controller.Standard.RightHand) {
activeHand = Controller.Standard.LeftHand; activeHand = Controller.Standard.LeftHand;
@ -384,9 +357,8 @@ function toggleHand() { // unequivocally switch which hand controls mouse positi
} }
clearSystemLaser(); clearSystemLaser();
} }
function makeToggleAction(hand) { // return a function(0|1) that makes the specified hand control mouse when 1 function makeToggleAction(hand) { // return a function(0|1) that makes the specified hand control mouse when 1
return function(on) { return function (on) {
if (on && (activeHand !== hand)) { if (on && (activeHand !== hand)) {
toggleHand(); toggleHand();
} }
@ -406,7 +378,7 @@ function isPointingAtOverlayStartedNonFullTrigger(trigger) {
// true if isPointingAtOverlay AND we were NOT full triggered when we became so. // 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. // The idea is to not count clicks when we're full-triggering and reach the edge of a window.
var lockedIn = false; var lockedIn = false;
return function() { return function () {
if (trigger !== activeTrigger) { if (trigger !== activeTrigger) {
return lockedIn = false; return lockedIn = false;
} }
@ -426,28 +398,26 @@ clickMapping.from(leftTrigger.full).when(isPointingAtOverlayStartedNonFullTrigge
// clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu); // 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 ContextMenu. // except that we first update the reticle position from the appropriate hand position, before invoking the ContextMenu.
var wantsMenu = 0; var wantsMenu = 0;
clickMapping.from(function() { clickMapping.from(function () { return wantsMenu; }).to(Controller.Actions.ContextMenu);
return wantsMenu; clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(function (clicked) {
}).to(Controller.Actions.ContextMenu);
clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(function(clicked) {
if (clicked) { if (clicked) {
activeHudPoint2d(Controller.Standard.RightHand); activeHudPoint2d(Controller.Standard.RightHand);
} }
wantsMenu = clicked; wantsMenu = clicked;
}); });
clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(function(clicked) { clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(function (clicked) {
if (clicked) { if (clicked) {
activeHudPoint2d(Controller.Standard.LeftHand); activeHudPoint2d(Controller.Standard.LeftHand);
} }
wantsMenu = clicked; wantsMenu = clicked;
}); });
clickMapping.from(Controller.Hardware.Keyboard.RightMouseClicked).peek().to(function() { clickMapping.from(Controller.Hardware.Keyboard.RightMouseClicked).peek().to(function () {
// Allow the reticle depth to be set correctly: // 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 // 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. // 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 // 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. // after the Left/RightSecondaryThumb gives us a context menu. Only from the mouse.
Script.setTimeout(function() { Script.setTimeout(function () {
Reticle.setPosition(Reticle.position); Reticle.setPosition(Reticle.position);
}, 0); }, 0);
}); });
@ -459,25 +429,10 @@ clickMapping.enable();
// VISUAL AID ----------- // VISUAL AID -----------
// Same properties as handControllerGrab search sphere // Same properties as handControllerGrab search sphere
var LASER_ALPHA = 0.5; var LASER_ALPHA = 0.5;
var LASER_SEARCH_COLOR_XYZW = { var LASER_SEARCH_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, z: 255 / 255, w: LASER_ALPHA};
x: 10 / 255, var LASER_TRIGGER_COLOR_XYZW = {x: 250 / 255, y: 10 / 255, z: 10 / 255, w: LASER_ALPHA};
y: 10 / 255, var SYSTEM_LASER_DIRECTION = {x: 0, y: 0, z: -1};
z: 255 / 255,
w: LASER_ALPHA
};
var LASER_TRIGGER_COLOR_XYZW = {
x: 250 / 255,
y: 10 / 255,
z: 10 / 255,
w: LASER_ALPHA
};
var SYSTEM_LASER_DIRECTION = {
x: 0,
y: 0,
z: -1
};
var systemLaserOn = false; var systemLaserOn = false;
function clearSystemLaser() { function clearSystemLaser() {
if (!systemLaserOn) { if (!systemLaserOn) {
return; return;
@ -485,12 +440,8 @@ function clearSystemLaser() {
HMD.disableHandLasers(BOTH_HUD_LASERS); HMD.disableHandLasers(BOTH_HUD_LASERS);
systemLaserOn = false; systemLaserOn = false;
weMovedReticle = true; weMovedReticle = true;
Reticle.position = { Reticle.position = { x: -1, y: -1 };
x: -1,
y: -1
};
} }
function setColoredLaser() { // answer trigger state if lasers supported, else falsey. function setColoredLaser() { // answer trigger state if lasers supported, else falsey.
var color = (activeTrigger.state === 'full') ? LASER_TRIGGER_COLOR_XYZW : LASER_SEARCH_COLOR_XYZW; var color = (activeTrigger.state === 'full') ? LASER_TRIGGER_COLOR_XYZW : LASER_SEARCH_COLOR_XYZW;
return HMD.setHandLasers(activeHudLaser, true, color, SYSTEM_LASER_DIRECTION) && activeTrigger.state; return HMD.setHandLasers(activeHudLaser, true, color, SYSTEM_LASER_DIRECTION) && activeTrigger.state;
@ -500,7 +451,6 @@ function setColoredLaser() { // answer trigger state if lasers supported, else f
// //
function update() { function update() {
var now = Date.now(); var now = Date.now();
function off() { function off() {
expireMouseCursor(); expireMouseCursor();
clearSystemLaser(); clearSystemLaser();
@ -554,31 +504,7 @@ function checkSettings() {
checkSettings(); checkSettings();
var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL); var settingsChecker = Script.setInterval(checkSettings, SETTINGS_CHANGE_RECHECK_INTERVAL);
Script.scriptEnding.connect(function() { Script.scriptEnding.connect(function () {
Script.clearInterval(settingsChecker); Script.clearInterval(settingsChecker);
OffscreenFlags.navigationFocusDisabled = false; OffscreenFlags.navigationFocusDisabled = false;
}); });
var isDisabled = false;
var handleHandMessages = function(channel, message, sender) {
var data;
if (sender === MyAvatar.sessionUUID) {
if (channel === 'Hifi-Hand-Pointer-Disabler') {
if (message === 'both') {
isDisabled = 'both';
}
if (message === 'left') {
isDisabled = 'left';
}
if (message === 'right') {
isDisabled = 'right';
}
if (message === 'none') {
isDisabled = false;
}
}
}
}
Messages.subscribe('Hifi-Hand-Pointer-Disabler');
Messages.messageReceived.connect(handleHandMessages);