HMD hover working now

Had to hack a bit -- the trigger mappings were not firing so instead I
just get the hand that is triggering (when HMD is active) and handle the
hover almost as before, with mouse move events.  Some thought about how
to map a 'mouse move' event into something where 2 triggers can both be
pressed at same time was in order.
This commit is contained in:
David Kelly 2017-01-10 14:47:34 -07:00
parent a855bc60e0
commit 5c6ae6fe95

View file

@ -120,6 +120,11 @@ ExtendedOverlay.some = function (iterator) { // Bails early as soon as iterator
}
}
};
ExtendedOverlay.unHover = function () { // calls hover(false) on lastHoveringId (if any)
if (lastHoveringId) {
ExtendedOverlay.get(lastHoveringId).hover(false);
}
};
// hit(overlay) on the one overlay intersected by pickRay, if any.
// noHit() if no ExtendedOverlay was intersected (helps with hover)
@ -366,16 +371,70 @@ function handleMouseEvent(mousePressEvent) { // handleClick if we get one.
}
handleClick(Camera.computePickRay(mousePressEvent.x, mousePressEvent.y));
}
function handleMouseMoveEvent(event) {
// find out which overlay (if any) is over the mouse position
// var overlayAtPoint = Overlays.getOverlayAtPoint({x: event.x, y: event.y});
var pickRay = Camera.computePickRay(event.x, event.y);
function handleMouseMoveEvent(event) { // find out which overlay (if any) is over the mouse position
if (HMD.active) {
var hand = whichHand();
if (hand != 0) {
print("pick ray for " + hand);
pickRay = controllerComputePickRay(hand);
} else {
// nothing should hover, so
ExtendedOverlay.unHover();
return;
}
} else {
pickRay = Camera.computePickRay(event.x, event.y);
}
handleMouseMove(pickRay);
}
const TRIGGER_THRESHOLD = 0.85;
// for some reason, I could not get trigger mappings for the LT and RT to fire. So, since we can read the
// value of the RT and LT, and the messages come through as mouse moves, we have the hack below to figure out
// which hand is being triggered, and compute the pick ray accordingly.
//
function isPressed(hand) { // helper to see if the hand passed in has the trigger pulled
var controller = (hand === Controller.Standard.RightHand ? Controller.Standard.RT : Controller.Standard.LT);
return Controller.getValue(controller) > TRIGGER_THRESHOLD;
}
// helpful globals
var currentHandPressed = 0;
var hands = [Controller.Standard.RightHand, Controller.Standard.LeftHand];
function whichHand() {
// for HMD, decide which hand is the "mouse". The 'logic' is to use the first one that
// is triggered, until that one is released. There are interesting effects when both
// are held that this avoids. Mapping the 2 triggers and their lasers to one mouse move
// message is a bit problematic, this mitigates some of it.
if (HMD.active) {
var pressed = {};
for (var i = 0; i<hands.length; i++) {
pressed[hands[i]] = isPressed(hands[i]);
}
if (currentHandPressed != 0 && pressed[currentHandPressed] === true) {
return currentHandPressed; // nothing changed
} else {
// so now just pick the first hand that is pressed.
for (var j=0; j<hands.length; j++) {
if (pressed[hands[j]]) {
currentHandPressed = hands[j];
return currentHandPressed;
}
}
currentHandPressed = 0;
}
}
return currentHandPressed;
}
function handleMouseMove(pickRay) { // given the pickRay, just do the hover logic
ExtendedOverlay.applyPickRay(pickRay, function (overlay) {
overlay.hover(true);
}, function () {
ExtendedOverlay.some(function (overlay) { overlay.hover(false); });
ExtendedOverlay.unHover();
});
}
// We get mouseMoveEvents from the handControllers, via handControllerPointer.
// But we don't get mousePressEvents.
var triggerMapping = Controller.newMapping(Script.resolvePath('') + '-click');
@ -387,7 +446,7 @@ function controllerComputePickRay(hand) {
}
function makeClickHandler(hand) {
return function (clicked) {
if (clicked > 0.85) {
if (clicked > TRIGGER_THRESHOLD) {
var pickRay = controllerComputePickRay(hand);
handleClick(pickRay);
}