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add code from entitySelectionTool to handle hmd overlay pick
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parent
0918b55e7e
commit
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1 changed files with 64 additions and 14 deletions
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@ -114,7 +114,24 @@ AvatarList.avatarRemovedEvent.connect(function(avatarID){
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// delete the saved ID of the overlay from our ignored overlays object
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delete ignoreOverlays[avatarID];
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}
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})
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});
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function handleSelectedOverlay(clickedOverlay) {
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// see this is one of our ignore overlays
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var ignoreOverlayKeys = Object.keys(ignoreOverlays)
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for (i = 0; i < ignoreOverlayKeys.length; ++i) {
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var avatarID = ignoreOverlayKeys[i];
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var ignoreOverlay = ignoreOverlays[avatarID];
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if (clickedOverlay.overlayID == ignoreOverlay) {
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// matched to an overlay, ask for the matching avatar to be ignored
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Users.ignore(avatarID);
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// cleanup of the overlay is handled by the connection to avatarRemovedEvent
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}
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}
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}
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Controller.mousePressEvent.connect(function(event){
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// handle click events so we can detect when our overlays are clicked
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@ -129,25 +146,58 @@ Controller.mousePressEvent.connect(function(event){
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// grab the clicked overlay for the given pick ray
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var clickedOverlay = Overlays.findRayIntersection(pickRay);
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// see this is one of our ignore overlays
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var ignoreOverlayKeys = Object.keys(ignoreOverlays)
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for (i = 0; i < ignoreOverlayKeys.length; ++i) {
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var avatarID = ignoreOverlayKeys[i];
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var ignoreOverlay = ignoreOverlays[avatarID];
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if (clickedOverlay.overlayID == ignoreOverlay) {
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// matched to an overlay, ask for the matching avatar to be ignored
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Users.ignore(avatarID);
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// cleanup of the overlay is handled by the connection to avatarRemovedEvent
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}
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if (clickedOverlay.intersects) {
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handleSelectedOverlay(clickedOverlay);
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}
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});
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// We get mouseMoveEvents from the handControllers, via handControllerPointer.
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// But we dont' get mousePressEvents.
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var triggerMapping = Controller.newMapping(Script.resolvePath('') + '-click');
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var TRIGGER_GRAB_VALUE = 0.85; // From handControllerGrab/Pointer.js. Should refactor.
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var TRIGGER_ON_VALUE = 0.4;
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var TRIGGER_OFF_VALUE = 0.15;
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var triggered = false;
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var activeHand = Controller.Standard.RightHand;
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function controllerComputePickRay() {
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var controllerPose = Controller.getPoseValue(activeHand);
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if (controllerPose.valid && triggered) {
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var controllerPosition = Vec3.sum(Vec3.multiplyQbyV(MyAvatar.orientation, controllerPose.translation),
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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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var controllerDirection = Quat.getUp(Quat.multiply(MyAvatar.orientation, controllerPose.rotation));
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return {origin: controllerPosition, direction: controllerDirection};
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}
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}
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function makeTriggerHandler(hand) {
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return function (value) {
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if (!triggered && (value > TRIGGER_GRAB_VALUE)) { // should we smooth?
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triggered = true;
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if (activeHand !== hand) {
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// No switching while the other is already triggered, so no need to release.
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activeHand = (activeHand === Controller.Standard.RightHand) ? Controller.Standard.LeftHand : Controller.Standard.RightHand;
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}
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var pickRay = controllerComputePickRay();
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if (pickRay) {
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var overlayIntersection = Overlays.findRayIntersection(pickRay);
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if (overlayIntersection.intersects) {
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handleClickedOverlay(overlayIntersection);
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}
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}
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}
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};
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}
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triggerMapping.from(Controller.Standard.RT).peek().to(makeTriggerHandler(Controller.Standard.RightHand));
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triggerMapping.from(Controller.Standard.LT).peek().to(makeTriggerHandler(Controller.Standard.LeftHand));
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// cleanup the toolbar button and overlays when script is stopped
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Script.scriptEnding.connect(function() {
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toolbar.removeButton('ignore');
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removeOverlays();
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triggerMapping.disable();
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});
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