From 74a3db4e1c488ece88e793e020e4d62133e568af Mon Sep 17 00:00:00 2001 From: howard-stearns Date: Fri, 17 Jun 2016 11:14:56 -0700 Subject: [PATCH] When setting Reticle.depth, don't assume that we're in the center of the HUD. --- .../controllers/handControllerPointer.js | 19 +++++++++++-------- 1 file changed, 11 insertions(+), 8 deletions(-) diff --git a/scripts/system/controllers/handControllerPointer.js b/scripts/system/controllers/handControllerPointer.js index e87f5da946..0f1e23b45c 100644 --- a/scripts/system/controllers/handControllerPointer.js +++ b/scripts/system/controllers/handControllerPointer.js @@ -153,9 +153,8 @@ function isPointingAtOverlay(optionalHudPosition2d) { } // Generalized HUD utilities, with or without HMD: -// These two "vars" are for documentation. Do not change their values! -var SPHERICAL_HUD_DISTANCE = 1; // meters. -var PLANAR_PERPENDICULAR_HUD_DISTANCE = SPHERICAL_HUD_DISTANCE; +// This "var" is for documentation. Do not change the value! +var PLANAR_PERPENDICULAR_HUD_DISTANCE = 1; function calculateRayUICollisionPoint(position, direction) { // Answer the 3D intersection of the HUD by the given ray, or falsey if no intersection. if (HMD.active) { @@ -274,6 +273,11 @@ function expireMouseCursor(now) { Reticle.visible = false; } } +function hudReticleDistance() { // 3d distance from camera to the reticle position on hud + // (The camera is only in the center of the sphere on reset.) + var reticlePositionOnHUD = HMD.worldPointFromOverlay(Reticle.position); + return Vec3.distance(reticlePositionOnHUD, HMD.position); +} function onMouseMove() { // Display cursor at correct depth (as in depthReticle.js), and updateMouseActivity. if (ignoreMouseActivity()) { @@ -283,11 +287,10 @@ function onMouseMove() { if (HMD.active) { // set depth updateSeeking(); if (isPointingAtOverlay()) { - Reticle.setDepth(SPHERICAL_HUD_DISTANCE); // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE! + Reticle.depth = hudReticleDistance(); } else { var result = findRayIntersection(Camera.computePickRay(Reticle.position.x, Reticle.position.y)); - var depth = result.intersects ? result.distance : APPARENT_MAXIMUM_DEPTH; - Reticle.setDepth(depth); + Reticle.depth = result.intersects ? result.distance : APPARENT_MAXIMUM_DEPTH; } } updateMouseActivity(); // After the above, just in case the depth movement is awkward when becoming visible. @@ -493,8 +496,8 @@ function update() { setReticlePosition(hudPoint2d); // If there's a HUD element at the (newly moved) reticle, just make it visible and bail. if (isPointingAtOverlay(hudPoint2d)) { - if (HMD.active) { // Doesn't hurt anything without the guard, but consider it documentation. - Reticle.depth = SPHERICAL_HUD_DISTANCE; // NOT CORRECT IF WE SWITCH TO OFFSET SPHERE! + if (HMD.active) { + Reticle.depth = hudReticleDistance(); } return turnOffVisualization(true); }