Merge pull request #9246 from birarda/touch-equip

add Oculus Touch friendly grab and equip
This commit is contained in:
Chris Collins 2016-12-20 17:12:34 -08:00 committed by GitHub
commit 9ee1c64573
2 changed files with 39 additions and 24 deletions

View file

@ -823,7 +823,7 @@ function MyController(hand) {
if (this.hand === RIGHT_HAND && this.state === STATE_SEARCHING && this.getOtherHandController().state === STATE_SEARCHING) { if (this.hand === RIGHT_HAND && this.state === STATE_SEARCHING && this.getOtherHandController().state === STATE_SEARCHING) {
this.maybeScaleMyAvatar(); this.maybeScaleMyAvatar();
} }
if (this.ignoreInput()) { if (this.ignoreInput()) {
this.turnOffVisualizations(); this.turnOffVisualizations();
return; return;
@ -1062,12 +1062,6 @@ function MyController(hand) {
this.secondaryPress = function(value) { this.secondaryPress = function(value) {
_this.rawSecondaryValue = value; _this.rawSecondaryValue = value;
// The value to check if we will allow the release function to be called
var allowReleaseValue = 0.1;
if (value > 0 && _this.state == STATE_HOLD) {
_this.release();
}
}; };
this.updateSmoothedTrigger = function() { this.updateSmoothedTrigger = function() {
@ -1118,19 +1112,18 @@ function MyController(hand) {
}; };
this.off = function(deltaTime, timestamp) { this.off = function(deltaTime, timestamp) {
if (this.triggerSmoothedReleased()) {
if (this.triggerSmoothedReleased() && this.secondaryReleased()) {
this.waitForTriggerRelease = false; this.waitForTriggerRelease = false;
} }
if (!this.waitForTriggerRelease && this.triggerSmoothedSqueezed()) { if (!this.waitForTriggerRelease && (this.triggerSmoothedSqueezed() || this.secondarySqueezed())) {
this.lastPickTime = 0; this.lastPickTime = 0;
this.startingHandRotation = getControllerWorldLocation(this.handToController(), true).orientation; this.startingHandRotation = getControllerWorldLocation(this.handToController(), true).orientation;
if (this.triggerSmoothedSqueezed()) { this.searchStartTime = Date.now();
this.setState(STATE_SEARCHING, "trigger squeeze detected"); this.setState(STATE_SEARCHING, "trigger squeeze detected");
return; return;
}
} }
var controllerLocation = getControllerWorldLocation(this.handToController(), true); var controllerLocation = getControllerWorldLocation(this.handToController(), true);
var worldHandPosition = controllerLocation.position; var worldHandPosition = controllerLocation.position;
@ -1469,15 +1462,19 @@ function MyController(hand) {
this.search = function(deltaTime, timestamp) { this.search = function(deltaTime, timestamp) {
var _this = this; var _this = this;
var name; var name;
var FAR_SEARCH_DELAY = 0; // msecs before search beam appears
var farSearching = this.triggerSmoothedSqueezed() && (Date.now() - this.searchStartTime > FAR_SEARCH_DELAY);
this.grabbedEntity = null; this.grabbedEntity = null;
this.grabbedOverlay = null; this.grabbedOverlay = null;
this.isInitialGrab = false; this.isInitialGrab = false;
this.shouldResetParentOnRelease = false; this.shouldResetParentOnRelease = false;
this.preparingHoldRelease = false;
this.checkForStrayChildren(); this.checkForStrayChildren();
if (this.triggerSmoothedReleased()) { if ((this.triggerSmoothedReleased() && this.secondaryReleased())) {
this.setState(STATE_OFF, "trigger released"); this.setState(STATE_OFF, "trigger released");
return; return;
} }
@ -1496,10 +1493,11 @@ function MyController(hand) {
var potentialEquipHotspot = this.chooseBestEquipHotspot(candidateHotSpotEntities); var potentialEquipHotspot = this.chooseBestEquipHotspot(candidateHotSpotEntities);
if (potentialEquipHotspot) { if (potentialEquipHotspot) {
if (this.triggerSmoothedGrab() && holdEnabled) { if ((this.triggerSmoothedGrab() || this.secondarySqueezed()) && holdEnabled) {
this.grabbedHotspot = potentialEquipHotspot; this.grabbedHotspot = potentialEquipHotspot;
this.grabbedEntity = potentialEquipHotspot.entityID; this.grabbedEntity = potentialEquipHotspot.entityID;
this.setState(STATE_HOLD, "equipping '" + entityPropertiesCache.getProps(this.grabbedEntity).name + "'"); this.setState(STATE_HOLD, "equipping '" + entityPropertiesCache.getProps(this.grabbedEntity).name + "'");
return; return;
} }
} }
@ -1539,7 +1537,8 @@ function MyController(hand) {
// potentialNearTriggerEntity = entity; // potentialNearTriggerEntity = entity;
} }
} else { } else {
if (this.triggerSmoothedGrab() && nearGrabEnabled) { // If near something grabbable, grab it!
if ((this.triggerSmoothedGrab() || this.secondarySqueezed()) && nearGrabEnabled) {
var props = entityPropertiesCache.getProps(entity); var props = entityPropertiesCache.getProps(entity);
var grabProps = entityPropertiesCache.getGrabProps(entity); var grabProps = entityPropertiesCache.getGrabProps(entity);
var refCount = grabProps.refCount ? grabProps.refCount : 0; var refCount = grabProps.refCount ? grabProps.refCount : 0;
@ -1629,7 +1628,7 @@ function MyController(hand) {
// potentialFarTriggerEntity = entity; // potentialFarTriggerEntity = entity;
} }
} else if (this.entityIsDistanceGrabbable(rayPickInfo.entityID, handPosition)) { } else if (this.entityIsDistanceGrabbable(rayPickInfo.entityID, handPosition)) {
if (this.triggerSmoothedGrab() && !isEditing() && farGrabEnabled) { if (this.triggerSmoothedGrab() && !isEditing() && farGrabEnabled && farSearching) {
this.grabbedEntity = entity; this.grabbedEntity = entity;
this.setState(STATE_DISTANCE_HOLDING, "distance hold '" + name + "'"); this.setState(STATE_DISTANCE_HOLDING, "distance hold '" + name + "'");
return; return;
@ -1706,7 +1705,7 @@ function MyController(hand) {
equipHotspotBuddy.highlightHotspot(potentialEquipHotspot); equipHotspotBuddy.highlightHotspot(potentialEquipHotspot);
} }
if (farGrabEnabled) { if (farGrabEnabled && farSearching) {
this.searchIndicatorOn(rayPickInfo.searchRay); this.searchIndicatorOn(rayPickInfo.searchRay);
} }
Reticle.setVisible(false); Reticle.setVisible(false);
@ -2145,7 +2144,7 @@ function MyController(hand) {
this.grabPointSphereOff(); this.grabPointSphereOff();
if (this.state == STATE_NEAR_GRABBING && !this.triggerClicked) { if (this.state == STATE_NEAR_GRABBING && (!this.triggerClicked && this.secondaryReleased())) {
this.callEntityMethodOnGrabbed("releaseGrab"); this.callEntityMethodOnGrabbed("releaseGrab");
this.setState(STATE_OFF, "trigger released"); this.setState(STATE_OFF, "trigger released");
return; return;
@ -2153,6 +2152,22 @@ function MyController(hand) {
if (this.state == STATE_HOLD) { if (this.state == STATE_HOLD) {
if (this.secondarySqueezed()) {
// this.secondaryReleased() will always be true when not depressed
// so we cannot simply rely on that for release - ensure that the
// trigger was first "prepared" by being pushed in before the release
this.preparingHoldRelease = true;
}
if (this.preparingHoldRelease && this.secondaryReleased()) {
// we have an equipped object and the secondary trigger was released
// short-circuit the other checks and release it
this.preparingHoldRelease = false;
this.release();
return;
}
var dropDetected = this.dropGestureProcess(deltaTime); var dropDetected = this.dropGestureProcess(deltaTime);
if (this.triggerSmoothedReleased()) { if (this.triggerSmoothedReleased()) {
@ -2648,7 +2663,7 @@ function MyController(hand) {
this.grabbedOverlay = null; this.grabbedOverlay = null;
this.grabbedHotspot = null; this.grabbedHotspot = null;
if (this.triggerSmoothedGrab()) { if (this.triggerSmoothedGrab() || this.secondarySqueezed()) {
this.waitForTriggerRelease = true; this.waitForTriggerRelease = true;
} }
}; };

View file

@ -53,9 +53,9 @@ function animStateHandler(props) {
} }
function update(dt) { function update(dt) {
var leftTrigger = normalizeControllerValue(Controller.getValue(Controller.Standard.LT)); var leftTrigger = clamp(Controller.getValue(Controller.Standard.LT) + Controller.getValue(Controller.Standard.LeftGrip), 0, 1);
var rightTrigger = normalizeControllerValue(Controller.getValue(Controller.Standard.RT)); var rightTrigger = clamp(Controller.getValue(Controller.Standard.RT) + Controller.getValue(Controller.Standard.RightGrip), 0, 1);
// Average last few trigger values together for a bit of smoothing // Average last few trigger values together for a bit of smoothing
var tau = clamp(dt / TRIGGER_SMOOTH_TIMESCALE, 0, 1); var tau = clamp(dt / TRIGGER_SMOOTH_TIMESCALE, 0, 1);
lastLeftTrigger = lerp(leftTrigger, lastLeftTrigger, tau); lastLeftTrigger = lerp(leftTrigger, lastLeftTrigger, tau);