diff --git a/scripts/system/controllers/handControllerPointer.js b/scripts/system/controllers/handControllerPointer.js index 0f1e23b45c..c94325d3c0 100644 --- a/scripts/system/controllers/handControllerPointer.js +++ b/scripts/system/controllers/handControllerPointer.js @@ -14,15 +14,11 @@ // // Control the "mouse" using hand controller. (HMD and desktop.) -// For now: -// Hydra thumb button 3 is left-mouse, button 4 is right-mouse. -// A click in the center of the vive thumb pad is left mouse. Vive menu button is context menu (right mouse). // First-person only. // Starts right handed, but switches to whichever is free: Whichever hand was NOT most recently squeezed. // (For now, the thumb buttons on both controllers are always on.) -// When over a HUD element, the reticle is shown where the active hand controller beam intersects the HUD. -// Otherwise, the active hand controller shows a red ball where a click will act. - +// When partially squeezing over a HUD element, a laser or the reticle is shown where the active hand +// controller beam intersects the HUD. // UTILITIES ------------- @@ -89,20 +85,15 @@ function Trigger(label) { state = 'full'; } else if (that.triggerSmoothedReleased()) { state = null; - // These depend on previous state: - // null -> squeezed ==> partial - // full -> !squeezed ==> partial - // Otherwise no change. } else if (that.triggerSmoothedSqueezed()) { - if (!state) { - state = 'partial'; - } - } else if (state === 'full') { + // Another way to do this would be to have hysteresis in this branch, but that seems to make things harder to use. + // In particular, the vive has a nice detent as you release off of full, and we want that to be a transition from + // full to partial. state = 'partial'; } that.state = state; }; - // Answer a controller source function (answering either 0.0 or 1.0), with hysteresis. + // Answer a controller source function (answering either 0.0 or 1.0). that.partial = function () { return that.state ? 1.0 : 0.0; // either 'partial' or 'full' }; @@ -369,24 +360,9 @@ clickMapping.enable(); // VISUAL AID ----------- // Same properties as handControllerGrab search sphere -var BALL_SIZE = 0.011; -var BALL_ALPHA = 0.5; -var LASER_SEARCH_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, z: 255 / 255, w: BALL_ALPHA}; -var LASER_TRIGGER_COLOR_XYZW = {x: 250 / 255, y: 10 / 255, z: 10 / 255, w: BALL_ALPHA}; -var fakeProjectionBall = Overlays.addOverlay("sphere", { - size: 5 * BALL_SIZE, - color: {red: 255, green: 10, blue: 10}, - ignoreRayIntersection: true, - alpha: BALL_ALPHA, - visible: false, - solid: true, - drawInFront: true // Even when burried inside of something, show it. -}); -var overlays = [fakeProjectionBall]; // If we want to try showing multiple balls and lasers. -Script.scriptEnding.connect(function () { - overlays.forEach(Overlays.deleteOverlay); -}); -var visualizationIsShowing = false; // Not whether it desired, but simply whether it is. Just an optimziation. +var LASER_ALPHA = 0.5; +var LASER_SEARCH_COLOR_XYZW = {x: 10 / 255, y: 10 / 255, 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; function clearSystemLaser() { @@ -401,81 +377,30 @@ function setColoredLaser() { // answer trigger state if lasers supported, else f return HMD.setHandLasers(activeHudLaser, true, color, SYSTEM_LASER_DIRECTION) && activeTrigger.state; } -function turnOffVisualization(optionalEnableClicks) { // because we're showing cursor on HUD - if (!optionalEnableClicks) { - expireMouseCursor(); - clearSystemLaser(); - } else if (activeTrigger.state && (!systemLaserOn || (systemLaserOn !== activeTrigger.state))) { // last=>wrong color - // If the active plugin doesn't implement hand lasers, show the mouse reticle instead. - systemLaserOn = setColoredLaser(); - Reticle.visible = !systemLaserOn; - } else if ((systemLaserOn || Reticle.visible) && !activeTrigger.state) { - clearSystemLaser(); - Reticle.visible = false; - } - - if (!visualizationIsShowing) { - return; - } - visualizationIsShowing = false; - overlays.forEach(function (overlay) { - Overlays.editOverlay(overlay, {visible: false}); - }); -} -var MAX_RAY_SCALE = 32000; // Anything large. It's a scale, not a distance. -function updateVisualization(controllerPosition, controllerDirection, hudPosition3d, hudPosition2d) { - ignore(controllerPosition, controllerDirection, hudPosition2d); - clearSystemLaser(); - // Show an indication of where the cursor will appear when crossing a HUD element, - // and where in-world clicking will occur. - // - // There are a number of ways we could do this, but for now, it's a blue sphere that rolls along - // the HUD surface, and a red sphere that rolls along the 3d objects that will receive the click. - // We'll leave it to other scripts (like handControllerGrab) to show a search beam when desired. - - function intersection3d(position, direction) { - // Answer in-world intersection (entity or 3d overlay), or way-out point - var pickRay = {origin: position, direction: direction}; - var result = findRayIntersection(pickRay); - return result.intersects ? result.intersection : Vec3.sum(position, Vec3.multiply(MAX_RAY_SCALE, direction)); - } - - visualizationIsShowing = true; - // We'd rather in-world interactions be done at the termination of the hand beam - // -- intersection3d(controllerPosition, controllerDirection). Maybe have handControllerGrab - // direclty manipulate both entity and 3d overlay objects. - // For now, though, we present a false projection of the cursor onto whatever is below it. This is - // different from the hand beam termination because the false projection is from the camera, while - // the hand beam termination is from the hand. - /* // FIXME: We can tighten this up later, once we know what will and won't be included. - var eye = Camera.getPosition(); - var falseProjection = intersection3d(eye, Vec3.subtract(hudPosition3d, eye)); - Overlays.editOverlay(fakeProjectionBall, {visible: true, position: falseProjection}); - */ - Reticle.visible = false; - - return visualizationIsShowing; // In case we change caller to act conditionally. -} // MAIN OPERATIONS ----------- // function update() { var now = Date.now(); + function off() { + expireMouseCursor(); + clearSystemLaser(); + } if (!handControllerLockOut.expired(now)) { - return turnOffVisualization(); // Let them use mouse it in peace. + return off(); // Let them use mouse it in peace. } if (!Menu.isOptionChecked("First Person")) { - return turnOffVisualization(); // What to do? menus can be behind hand! + return off(); // What to do? menus can be behind hand! } if (!Window.hasFocus() || !Reticle.allowMouseCapture) { - return turnOffVisualization(); // Don't mess with other apps or paused mouse activity + return off(); // Don't mess with other apps or paused mouse activity } leftTrigger.update(); rightTrigger.update(); var controllerPose = Controller.getPoseValue(activeHand); // Valid if any plugged-in hand controller is "on". (uncradled Hydra, green-lighted Vive...) if (!controllerPose.valid) { - return turnOffVisualization(); // Controller is cradled. + return off(); // Controller is cradled. } var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation), MyAvatar.position); @@ -487,7 +412,7 @@ function update() { if (Menu.isOptionChecked("Overlays")) { // With our hud resetting strategy, hudPoint3d should be valid here print('Controller is parallel to HUD'); // so let us know that our assumptions are wrong. } - return turnOffVisualization(); + return off(); } var hudPoint2d = overlayFromWorldPoint(hudPoint3d); @@ -499,13 +424,22 @@ function update() { if (HMD.active) { Reticle.depth = hudReticleDistance(); } - return turnOffVisualization(true); + if (activeTrigger.state && (!systemLaserOn || (systemLaserOn !== activeTrigger.state))) { // last=>wrong color + // If the active plugin doesn't implement hand lasers, show the mouse reticle instead. + systemLaserOn = setColoredLaser(); + Reticle.visible = !systemLaserOn; + } else if ((systemLaserOn || Reticle.visible) && !activeTrigger.state) { + clearSystemLaser(); + Reticle.visible = false; + } + return; } // We are not pointing at a HUD element (but it could be a 3d overlay). if (!activeTrigger.state) { - return turnOffVisualization(); // No trigger (with hysteresis). + return off(); // No trigger } - updateVisualization(controllerPosition, controllerDirection, hudPoint3d, hudPoint2d); + clearSystemLaser(); + Reticle.visible = false; } var UPDATE_INTERVAL = 50; // milliseconds. Script.update is too frequent.