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Merge pull request #8156 from howard-stearns/use-normal-script-update-frequency-for-handControllerPointer
use normal script update frequency for handControllerPointer
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commit
61193ebd6d
1 changed files with 4 additions and 9 deletions
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@ -398,7 +398,7 @@ function update() {
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}
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}
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updateSeeking(true);
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updateSeeking(true);
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if (!handControllerLockOut.expired(now)) {
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if (!handControllerLockOut.expired(now)) {
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return off(); // Let them use mouse it in peace.
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return off(); // Let them use mouse in peace.
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}
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}
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if (!Menu.isOptionChecked("First Person")) {
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if (!Menu.isOptionChecked("First Person")) {
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return off(); // What to do? menus can be behind hand!
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return off(); // What to do? menus can be behind hand!
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@ -406,13 +406,13 @@ function update() {
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if (!Window.hasFocus() || !Reticle.allowMouseCapture) {
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if (!Window.hasFocus() || !Reticle.allowMouseCapture) {
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return off(); // Don't mess with other apps or paused mouse activity
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return off(); // Don't mess with other apps or paused mouse activity
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}
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}
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leftTrigger.update();
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rightTrigger.update();
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var controllerPose = Controller.getPoseValue(activeHand);
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var controllerPose = Controller.getPoseValue(activeHand);
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// Valid if any plugged-in hand controller is "on". (uncradled Hydra, green-lighted Vive...)
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// Valid if any plugged-in hand controller is "on". (uncradled Hydra, green-lighted Vive...)
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if (!controllerPose.valid) {
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if (!controllerPose.valid) {
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return off(); // Controller is cradled.
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return off(); // Controller is cradled.
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}
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}
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leftTrigger.update();
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rightTrigger.update();
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var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation),
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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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// This gets point direction right, but if you want general quaternion it would be more complicated:
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@ -452,12 +452,7 @@ function update() {
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clearSystemLaser();
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clearSystemLaser();
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Reticle.visible = false;
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Reticle.visible = false;
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}
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}
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setupHandler(Script.update, update);
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var UPDATE_INTERVAL = 50; // milliseconds. Script.update is too frequent.
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var updater = Script.setInterval(update, UPDATE_INTERVAL);
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Script.scriptEnding.connect(function () {
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Script.clearInterval(updater);
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});
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// Check periodically for changes to setup.
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// Check periodically for changes to setup.
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var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds
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var SETTINGS_CHANGE_RECHECK_INTERVAL = 10 * 1000; // milliseconds
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