mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 18:23:54 +02:00
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:
parent
a855bc60e0
commit
5c6ae6fe95
1 changed files with 65 additions and 6 deletions
|
@ -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);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue